Ever wanted to have a Funko Pop! of your favourite Apex Legends characters, soon you will be able to get your hands on some of your favourite characters in Pop form! Funko officially announced at the San Diego Comic Con they were coming out with merchandise based on Apex Legends franchise. Today they officially showed how the Pop! figures will look like, check them out in the pictures below.
From the images above we can see there will be Funko Pop! coming out based on the characters Bangalore, Pathfinder, Bloodhound, Caustic, Gibraltar, Lifeline, Mirage and Wraith! The Pop! figurines are expected to be in stores before the holiday season around November. Which one is your favourite, let us know in the comment section below.
All Hey, Leeeeeee-RSPN here (Apex Legends Director of Product Management Lee Horn, that is)! We wanted to share more context with you around the three types of events you can expect from Apex Legends including Season Launches, Collection Events, and Themed Events (the next one launching early September)! The main goal for all these events is to add new ways to play, so that we are keeping the game fresh and exciting for our players. Each of these events has a unique theme with a variety of components, but share the same general framework:
Leeeeeee-RSPN here (Apex Legends Director of Product Management Lee Horn, that is)! We wanted to share more context with you around the three types of events you can expect from Apex Legends including Season Launches, Collection Events, and Themed Events (the next one launching early September)! The main goal for all these events is to add new ways to play, so that we are keeping the game fresh and exciting for our players. Each of these events has a unique theme with a variety of components, but share the same general framework:
One or more new gameplay changes such as permanent and
limited-time modes (Ranked or Solos respectively), map updates and town
takeovers, balance changes, new characters, new weapons, and more
New free progression content via challenges or the free Battle Pass track
Purchasable cosmetics via Battle Pass, Packs, and/or the Shop
The Three Event Structures will Generally Have the Following
At the start of every season, you can expect a major map update, a
new Legend, new loot items (weapons, ordnances, etc.), meaty changes to
the Legend and weapon meta and balance, updates to our Ranked mode, and
potentially new features (like we introduced in Season 2 with Ranked
mode).Every season will also feature the release of a brand-new Battle
These events will generally occur during a season and bring with them
a limited-time mode, event challenges that let players earn cosmetics,
and a mix of event limited and evergreen cosmetics available for direct
purchase. These events may also include a town takeover or small map
change, and potential extensions to Apex Legends lore. Legendary Hunt
was an example of a Themed Event, with the next one coming early
September focused on a certain Phase Expert.
Collection Events will also take place throughout the season and
deliver a limited-time mode, event challenges where players earn
cosmetics, and a set of event limited cosmetics available via
Event-specific Apex Packs or direct purchase; it’s your choice. Like
Themed Events, Collection Events may also feature a town takeover or
small map change.
We received a lot of fan feedback on our recent Iron Crown Collection
Event and we’re listening. We have another Collection Event planned for
October and ahead of that event we will share with you how we are
making changes to the event.
While these are our three main event structures, we’re also always
working on new features, bug fixes, balance changes, and quality of life
improvements that come out in periodic patch updates. As always, we
appreciate all of your support and feedback. We hope this blog gives
y’all a better sense of what to expect in a season of Apex Legends.
Apex Legends event “The Iron Crown Event” received criticism from the
community about the way you were able to unlock event exclusive skins.
This is a shame considering the positive feedback towards the released
skins. The biggest complains were the high price and the randomness that
came with the lootboxes.
Regarding all the criticism, Respawn Entertainment has listened to the community and their feedback. They have now adjusted the method in which way the skins can be acquired. In addition to the event store, the skins (starting from 20 August) can now also be purchased with 1800 Apex Coins.
Check out the reddit thread to see the full post on what Jayfresh and the Respawn team said about the changes.
At launch we made a promise to players that we intend to do monetization in a way that felt fair and provided choice to players on how they spent their money and time. A core decision during development of Apex Legends was that we wanted to make a world class battle royale game – in quality, depth, progression, and important for today’s conversation – how we sell stuff. With the Iron Crown event we missed the mark when we broke our promise by making Apex Packs the only way to get what many consider to be the coolest skins we’ve released*.*
We’ve heard you and have spent a lot of time this week discussing the feedback and how we structure events in the future, as well as changes that we will make to Iron Crown. To get right into it, here are the changes we are making:
Starting on 8/20, we’ll be adding and rotating all twelve of the event-exclusive Legendary items into the store over the course of the final week of the event for the regular Legendary skin cost of 1,800 Apex Coins. You will still be able to purchase Iron Crown Apex Packs for 700 Apex Coins if you choose. The store schedule for the week will be as follows:
For future collection events, we will provide more ways to obtain items than just buying Apex Packs.
A couple other things I would like to address:
We need to be better at letting our players know what to expect from the various event structures in Apex Legends. Over the last six months we’ve been learning a lot about operating a live service free-to-play game, and one of the take-aways from this week (beyond what was mentioned above) is that our messaging for expectations needs to be clearer. This is a different event structure than the Legendary Hunt from Season 1, and it will be different from planned future upcoming events. We’re learning more each day on what works, what doesn’t, and how to provide the best possible experiences and content to all of you. With Apex Legends it is very important to us that we don’t sell a competitive advantage. Our goal has not been to squeeze every last dime out of our players, and we have structured the game so that all players benefit from those who choose to spend money – events like Legendary Hunt or Iron Crown exist so that we can continue to invest in creating more free content for all players. This week has been a huge learning experience for us and we’re taking the lessons forward to continue bringing the best possible experience to all of you. Thanks again for being a part of the Apex Legends community, we look forward to continuing to release awesome new stuff for everyone to enjoy!
Hey everyone! We’re some of the Apex team responsible for Ranked
mode (Tangentiallogic, pinedsman, and SpamminBandies), and we’re here to
talk about the new Ranked Leagues feature in Apex Legends. Let’s dive
into our philosophy, goals, and the nuts and bolts of how Ranked Leagues
will work when they launch with Season 2 on July 2.
We believe that Apex is a dynamic game that takes time and effort to
master. Ranked Leagues should be the place where competitive players (or
players who feel competitive now and then) can go to prove their skills
and gain recognition for their efforts.
Goals for Ranked Leagues
With Ranked Leagues, we want to bring something new to Apex Legends
that makes the game even more fun for our players. Let’s talk a little
about our goals for the Ranked League feature overall.
Reward competitive players for the time they invest in Apex Legends.
We do this through a ranked ladder that shows how you stack up against
the rest of the playerbase. Additionally, you will receive in-game
rewards at the end of the season based on the rank you achieve.
Ensure competitive integrity through skill-based matchmaking.
No one can really say they’re the best if all they do is stomp n00bs in
Skulltown, so matchmaking in Ranked Leagues is focused on putting
players of similar skill in the same match. You won’t always be playing
against players of your exact tier (Silver players may compete with Gold
players, for instance) but it will be as close as possible for your
region and time of day.
Create a space at the top of the ladder for the best players to establish a high-skill meta without forcing a playstyle.
We do this by rewarding match placement and kills, with some specific
limits. After all, support or strategic players shouldn’t be rewarded
less because they’re not getting 15 kills a game. We’re approaching
scoring with an even hand that ensures the focus is on winning above all
Create a true measure of skill in Apex Legends. We’re
starting out with a score-based ranked system (detailed in the Scoring
section below), but we don’t intend for this to last forever. We’ll be
watching Ranked players closely to see what determines success on the
ladder, what types of players climb the quickest, and how the high-skill
metagame plays out. Our goal is to take data from the launch of Ranked
Leagues and adjust the system over time. So, players should expect
seasonal soft-resets where your ranks get pushed back down for a new
season, as well as changes to the scoring system, matchmaking system,
and ultimately the ranked format entirely over the course of future
How It Works
We’ve been running simulations on the scoring system using actual
player data from Season 1 to calibrate our approach to Ranked Leagues.
Based on that data, here’s how our first Ranked Series will work:
Series and Resets
Ranked Leagues run in competitive periods that we’re calling
“Series”. The first is scheduled to run for the duration of Season 2
(July through September). Future Ranked Series may not be in sync with
the larger Apex Seasons as we may need more time for players to settle
on their true skill level. We’ll talk about the Series cadence as we
near the end of Season 2.
Ranked Leagues features six competitive tiers: Bronze, Silver, Gold,
Platinum, Diamond, and Apex Predator. All of the tiers except Apex
Predator have four divisions; Gold IV, Gold III, Gold II, and Gold I,
for example, with Gold I being the top division in Gold tier. All
players will start in Bronze IV for the launch of Ranked Leagues, but
future Series should have a starting placement if you’ve climbed the
ladder in previous Series.
Players climb the ladder using a set scoring system, and we’ve tried
to keep the system transparent so you can focus on what it takes to rank
up. Scores are tracked via Ranked Points (RP) and your score moves up
and down throughout the season.
Each Ranked match will cost RP to play based on your tier:
Bronze matches are free
Silver matches cost 1RP
Gold matches cost 2RP
Platinum matches cost 3RP
Diamond matches cost 4RP
Apex Predator matches cost 5RP
During the match you earn RP based on performance. Kills are worth
1RP up to a maximum of 5RP per match. Placing Top 10 is worth 2RP, Top 5
is 4RP, Top 3 earns 7RP, and a win will bank 12RP. Each placement score
is exclusive, so if you finish in the Top 5, you won’t earn 6RP for a
Top 10 and Top 5 finish combined. That means the maximum score you can
earn per match is 17RP, before the match entry fee.
Playing With Friends
Ranked Leagues will require each player to be level 10 or higher to
join. When you queue up with other friends in your lobby, the matchmaker
will find a match for the highest ranked player in that lobby, but each
player will pay the appropriate match cost for their current rank. This
is intended to not let high-ranked players completely carry their
lower-ranked friends. If you queue up with your Diamond II friend as a
Bronze III player, get ready for a difficult match!
For the launch of Ranked Leagues, we’re starting everyone in Bronze,
and as you score you climb and fall within a tier. There is currently no
demotion if you drop into a lower tier, so if you earn your way into
Platinum IV, no amount of losses will demote you back to Gold I – you
are guaranteed to finish that Series in Platinum. However, demotion is
possible between divisions, so if you’re Gold II and fall below 380 RP,
you will move back down to Gold III. (We may revisit demotions in the
future based on data we get from our first Series.)
Matches become more difficult the higher you climb, so we expect to
see many players find their actual skill level and plateau towards the
end of the first Series.
Ultimately, the best reward in a ranked system is the recognition of
your skill and the rank you achieve. That being said, we also want to
reward people who really put in the time and compete on the ladder.
We’ll be giving out Series 1 rank badges to every player based on the
tier they reach by the end of the Series. We’re still working on other
rewards that will let you show off your accomplishments, and we will
share more details on the rest of the rewards later in Season 2.
We regard Ranked as a high-stakes, high-reward environment. This
means that we are expecting players in Ranked to show a higher level of
commitment to playing out their matches, even when things aren’t
necessarily going their way.
Players who abandon their teammates will be hit with a matchmaking
penalty in both regular and Ranked matches. Penalties will result in a
player being barred from joining a match for escalating amounts of time
based on how often they have abandoned in Ranked. An abandon is defined
as leaving the game before the match is over for you; this includes
leaving during character select, leaving while you are alive, and
leaving when you are dead but can still be respawned by teammates.
Penalty times start out at five minutes, and repeat abandons will increase that time up to a week.
Similar to the Elite queue, there will be loss forgiveness in Ranked.
Loss forgiveness is defined as zeroing out any potential losses in RP
for a match. For example, in a Diamond match where you came in last
place but had two kills, you would normally have a -2 adjustment to your
RP (-4 from the Platinum entry cost, +2 for kills, for a net loss of
-2). With loss forgiveness, however, you would have a net loss adjusted
to 0. However, this will only apply if you stand to lose RP from the
match – if you had five kills and loss forgiveness, your RP would still
be net +1.
We will grant players loss forgiveness when their matchmade teammates
abandon the game, and for other cases where we determine you are not to
blame for leaving a game e.g. client errors. We plan to be more lenient
at the start of the Series but will be vigilant in monitoring player
behavior. We will become stricter about granting loss forgiveness if we
detect it is being abused.
We’ll be watching matchmaking data constantly and making updates on
the fly. This should help us answer questions like how long players
should wait for a match with only players in their own tier, how large
the gap between ranks represented in a match should be, etc. We will be
providing updates as and when this happens through our usual
communication channels (Reddit / Twitter).
That’s what we have planned for the first Series of Apex Legends
Ranked Leagues. As with everything else in Apex, expect us to learn as
we go and make changes to the system over time. We’re sure to learn a
bunch as you all start climbing the ladder. As always, hit us up on the
usual channels to ask questions or give feedback. See you in the arena!
Respawn Entertainment just launched a trailer for Apex Legends season 2. Battle Charge season 2 is coming to Apex Legends in just a couple of days on July 2, a lot of changes including dragons are spotted in the trailer! Check out the trailer here and let us know in the comments below what you think!
Hey everyone! I’m Sean Slayback, the principal weapons designer on Apex Legends at Respawn. The weapons team and I are excited to share some info about weapons in Season 2, so let’s get into it!
New Weapon: The L-STAR Arrives
This season we’re introducing the L-STAR, a rare and powerful
LMG. This weapon fires large, high-damage plasma projectiles at a fast
cyclic rate. The L-STAR is joining the Mastiff and Kraber in airdrop
packages, and quite frankly, it’s a beast.
The L-STAR’s unique projectiles are much larger than those fired by other weapons in Apex.
Players need to lead targets more at range to compensate for the
L-STAR’s slower projectiles, but on the flip side, they don’t have to
aim quite as precisely to get good effect on target.
All this plasma-fueled power comes at a price: the L-STAR will overheat
if players hold the trigger down too long. When the L-STAR overheats,
its lens breaks and needs to be replaced, which takes some time. Expert
players learn to feather the trigger with short/medium bursts, taking short breaks to let the weapon cool down.
The L-STAR only spawns in airdrops (like the Mastiff and the Kraber), and comes with a limited ammo supply that can’t be refilled.
Get out there, hunt some airdrops, and let us know what you think of our newest high-tech addition to the Armory.
This season, we wanted to bring up the low end of the power curve a
little, increase situational viability for lesser-used weapons, and
create more interplay between weapons. So, we created a couple of new
Increased shielded damage.
compatibility: Alternator, RE-45
Increased unshielded damage.
compatibility: P2020, Mozambique
Ideally players will consider one of these hopped-up small arms for weapon-swap tactics, and sometimes carry them unironically into endgame situations.
New Attachments: Energy Mags
Energy Mag attachments have been added for the Havoc, Devotion, and
Triple Take, adding more loot gameplay and power curve depth. Like the
other magazine attachments, Energy Mags increase ammo capacity (at all
levels) and reduce reload time (at level 2 and above).
We buffed some less-popular weapons to make them more powerful within
their designed roles. Look out for buffs to the Flatline, P2020,
Alternator, and Triple Take, with specific details outlined in our S2
Arc Star: Spikes & Sticks
Since launch, the Arc Star has seemed “spikey” to us. (To us, this
means that the gameplay and personality are good, but it can sometimes
feel unfair to use or fight against.) We did a few targeted tweaks:
– Increased ignition delay from 2.5 to 2.8
– Sticking a full health player will now down them
– Players at the edge of the explosion no longer get their shields completely shredded
Players can look forward to finding a totally new set of gold weapons in Kings Canyon for the start of season 2. Look out for the final list in the Season 2 patch notes.
Ammo Stack Sizes
Apex players need to strike a fine balance between loading
their backpacks with ammo, and holding other items for emergency or
utility purposes. In a couple cases, we felt the stack sizes weren’t
well-balanced, so we tweaked:
Shotgun max stack reduced from 64 to 16. Players now need multiple stacks of ammo to run a shotty.
Energy max stack increased from 60 to 80 – now matches Light/ Heavy ammo.
Airdrop packages now use different loot tables for different phases
of the game (early/ mid/ late). For example, players will find more
Krabers in early and mid-game airdrops, while endgame airdrops should
spawn more Mastiffs.
And, of course, these loot tables now include the L-STAR plasma LMG!
Season 2 Starts July 2!
Beyond the changes mentioned here, the weapon team still has a few
tweaks up our sleeves for Season 2, so look out for our patch notes when
the season starts on July 2!
And as always, from the entire Apex Legends team, thanks for playing.
This is making it’s way live now on all platforms:
In an attempt to curb behavior of camping outside the circle to wait out the match and get Top 5 in the Apex Elite Queue, we’re trying increasing the damage caused by being outside the circle in the Apex Elite Queue only. First circle now does 15% damage per tick Second circle now does 20% damage per tick Remaining circles no do 25% damage per tick.
Some other things for this week: We’ve got a server patch planned to go live this week. We’ll provide patch notes tomorrow. Follow up on the Known Issues post from last week with any new updates as well as new issues we’ve bugged since then.
During the EA Play event at E3, Respawn Entertainment announced made several new announcements. They mentioned they heard the user feedback loud and clear about the lack of new content. Respawn has a bunch of new content coming up for the upcoming season. Main points are:
A new Character Wattson: Looks like a defensive character that can
create multiple fences that will defend yourself and teammates from
bombs and arc stars. Read more here CLICK
Season 2 will come out June 2! Respawn said they improved the Battlepass and which unlock you can get. This time around the Battlepass will include more skins, while also removing less popular items like stat trackers.
Ranked Mode coming to Apex Legends! You will be able to rank up through 6 different tiers, similar to games like Starcraft and League of Legends. The lowest rank will be Bronze and the highest will be Apex Predator.
A new gun will be added to the game, Titanfall fans will remember the
L-Star. In Apex Legends it will be a very powerful gun that will only be
available through Care Packages.
If you want to check out the full livestream you can check it out by clicking here. Keep checking back our site for the latest Apex Legends news and shop updates!
Wanted to provide you some visibility into the issues we’ve seen reported since the patch. The list below represent NEW issues that we’ve created bug tickets for and are looking into.
This list does not represent ALL of the issues we’re currently tracking and working on for the game. These are specific to new issues reported since the patch that have been bugged.
We’re giving info on the issues that we can. Others may require more investigation or testing before we confirm what’s happening and how long it will take to fix.
THE KNOWN ISSUES POST 1.2 PATCH
Havoc and Devotion base ammo reduced.
This was an unintentional change that will be reverted.
Skydiving from a Jump Tower “nerf”.
Mirage clones sometimes appearing behind the player and die prematurely.
Ability to switch from localized voice overs to English.
Players will be able to switch language back to English in Season 2.
Deathbox loot ordering.
Working on a fix for the next client patch.
Can’t ping with the “Ninja” controller preset in inventory or deathboxes.
Legend models not showing up in banners at the end of match screen.
Changing game configs.
Octane jump pad sound issue.
Issues with controller / key bindings.
Accuracy while sliding and ADS.
Server slow down / datacenter mismatching /general network performance.
Changing game configs.
The intent of the change was to remove the ability to modify the game to get a competitive advantage. We hear the feedback that some commands are now gone for players that used them to make their game more stable or performant. We’ll follow up more on this next week.
Gas damaging players through walls.
Being able to drop endless gas traps.
Texture not showing when looking down 2X site.
Mystery inventory slot.
You all will have to wait to see what we have planned for that.
Players appearing invisible during a match.
Grappling as Pathfinder with no weapon out no longer draws a weapon after grappling.
Lastly, seen some folks asking about the red icons that can appear in the upper right corner of the HUD. These are communicating what’s happening when network-related issues start to happen in the game. Image below breaks down what each means.
We’re continuing to monitor feedback and reports and expect this list to grow. We’ll provide an update on this list next week.