Apex Legends season 7 is here. Horizon, the game’s latest Legend, and the new map Olympus are certainly the highlights of the new season. But on top of those standout additions, this season’s patch also brings tons of balance changes to both the other Legends and to the game’s weapons. On top of balance changes, Apex Legends is also finally available on Steam.
To go along with Olympus, the new map, Respawn has also added vehicles to Apex Legends for the first time in season 7. These vehicles are called Tridents, and they can carry an entire squad of players around the streets of Olympus. Of course, you’ll need to be careful when you’re driving, since Tridents are loud and can make you a prime target as you zip around the map.
This patch also makes several changes to Legends that should help re-balance who’s strong and who isn’t. Bangalore’s Rolling Thunder explodes a little bit faster, which should provide a small buff to her. Caustic’s gas no longer blinds players, but it does do a little bit more damage. Wattson’s Perimeter Security also got an upgrade, as it now does 15 damage per touch instead of 10. The patch brings balance updates to Mirage, Octane, Rampart, Loba, and Pathfinder as well.
While season 7 has a variety of weapon updates, the most important might be the fact that the R99 is no longer a supply drop weapon. This small, quick weapon is one of the game’s best guns, and it’ll be nice to see it around the map more often. As part of making it more prevalent, Respawn is nerfing it a bit, but it should still be a go-to option for many players.
For a look at all the changes that arrived in Apex Legends with season 7, you can check out the full patch notes from EA below.
Apex Legends season 7 patch notes
New Legend Horizon
Horizon’s custom space suit allows her to fall from great heights and control her movements in the air. Using her custom technology, she can use gravity lifts to give her team a vertical boost, and she can even deploy NEWT (her small robot named after her son, Newton) to drop a micro black hole that pulls opponents into the center for some serious crowd control.
- Increase air control and reduce fall impacts with Horizon’s custom spacesuit.
Tactical: Gravity Lift
- Reverse the flow of gravity, lifting players upward and boosting them outward when they exit.
Ultimate: Black hole
- Deploy NEWT to create a micro black hole that sucks in nearby Legends.
Quality of Life updates
Attachment Swap Improvements
When replacing an attachment with one from the ground, if the old attachment is an improvement for your other weapon, the old attachment will get automatically transferred.
- For Season 7, we have removed weapons from the crafting pool and have replaced them with Shield batteries. The high level attachments will still be tailored towards a weapon category.
- We now prevent other players from picking up items that you crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.
Air Drop Clarity
- The colors of the beams have been changed to differentiate between normal airdrops, Lifeline’s airdrops, and Replicator airdrops. Normal drops are a light tan, Lifeline’s drops are blue, and Replicator drops and teal.
- All of the airdrops’ landing area FX while it’s coming down matches their colors.
- Airdrop beams still stay visible when close to the airdrop, instead of fading when you get close. The beam still disappears when the pod is opened.
- The Arc Star now shows an Arc Star model when one is thrown near you, instead of a grenade.
- Added a new VO line when you are using a Phoenix Kit
- Added a new VO line when you drop a Holo Spray
- You can now ping ammo in your inventory to request more from your squad
- Made modifications to The Ring to reduce the amount of unplayable space in the circles.
- Rolling Thunder: Reduced the time it takes for explosion from 8 seconds to 6 seconds.
Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a somewhat shorter fuse, it will encourage enemies to leave the zone slightly faster.
- Nox Gas Trap/Nox Gas Grenade: Legends no longer get a blurred vision effect while in the gas. Damage updated from 4-10 ticks of damage to 6-12 ticks of damage.
Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the gas to represent a meaningful threat or else enemies will just ignore it. With this change we’re attacking what we think is the greatest contributor to this frustration: the fact that your vision is blurred while you’re in gas. This made it extremely hard to fight back. To make up for lost power, we’re upping the damage from the gas a bit.
- Psyche Out/Life of the Party: Decoys now have 45 health
Our bamboozler-in-chief is a hard Legend to keep relevant. Every time we make a change to decoys, there is a clear uptick in usage and power as Mirage mains learn to use their new tools, and then as the rest of the world catches on and starts being able to tell the real Mirage from his equally handsome holographs, that uptick disappears. This time around we want to try and make it a little bit harder to clear out decoys. We’re giving them health, but to make this very clear up front: they will not work as a shield. While they take damage from bullets, the bullet also passes through them and hits whatever’s behind them. This is what we call the hallway test: you should not be able to win an engagement against an enemy in a straight coverless hallway by snapcasting a decoy and having said decoy eat an entire Wingman shot. Decoys will also play unique hit effects and briefly flicker out of existence when taking damage to help you differentiate between them and the real Mirage.
- Swift Mend: Doubled healing rate (from 0.5 hp/s to 1.0 hp/s)
Octane is a Legend for players who like to go fast, run face first into the enemy, and get knocked down a lot. We think that’s absolutely fine; the fact that his Trios winrate isn’t great doesn’t really bother us because both his encounter win rate (think of this as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little extra out of combat help. His passive’s heal rate was very slow, requiring up to 200s to fully heal your health bar.
- Perimeter Security: Increased damage per touch from 10 to 15.
Wattson is the anti-Octane: not super powerful individually, not picked very often at all below Plat, but an absolute must have for competitive squads. We’re also happy with that niche, but figured it would be safe to give her a little extra power in her best case: people running into her fences. We’re aiming for this to bring up her power and attractiveness at lower levels of play especially, since we don’t see a lot of players run into Wattson fences in high skill matches.
- Black Market: Ammo taken no longer counts towards Black Market’s maximum. You can scoop up all the ammo in range.
We’re taking another swing at making Loba the ultimate Legend to bring to solve all of your team’s loot needs. We have heard your feedback that you want improvements to her tactical as well, and while that’s certainly not off the table, our data suggest that her encounter win rate (how many knockdowns she gets compared to how many times she’s knocked down, across all matches) is quite healthy. It’s her Trios winrate that’s worryingly low. Make no mistake: this is a major swing at making Black Market powerful.
- Sheila: Now takes 1.25 seconds to fully spin up, down from 2 seconds.
- Amped Wall: Now takes 3 seconds to fully build, down from 4 seconds.
In patch 6.1, we made a small change to how long it takes Sheila to tighten her bullet spread. This didn’t meaningfully increase her winrate. The other half of that change is in this patch. We do not want to change Rampart away from being a Legend that requires setup, but we do want to make it faster to set up. Amped Wall should remain a mostly out of combat setup ability rather than a reactive ability and Sheila should remain an area denial tool rather than a murder machine, but like all things, these balance points exist on a spectrum, and with this patch we’re moving them slightly closer to reactive/murder machine territory.
Pathfinder continues to be an overachiever in terms of win rate. The good news is that his grapple change in 6.1 didn’t move his win rate by much (it went up 1% in total). We’re doing two things this patch: we’re adjusting his hitboxes and we’re putting in tuning for Grappling Hook that will firmly move it into buff territory. More context below!
Hitbox: Pathfinder has a tall but extremely skinny hitbox. A lot of his model isn’t actually shootable and particularly his arms and legs do not represent a lot of shootable area either. Here is a before and after comparison of Pathfinder’s hitboxes:
Grappling Hook: We’re making a number of changes to Grappling Hook. In 6.1 we shipped a very conservative version of this change; now that we know this didn’t meaningfully affect his winrate or, anecdotally, how frustrating it is to fight him, we’re shipping the much more aggressive version of the changelist. We also want to make it clear that players should not be punished for chaining grappling hook perfectly into other movement mechanics.
- Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
- The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
- The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
- The amount of distance you can travel before you hit maximum cooldown was roughly doubled.
R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.
- Damage: 12 -> 11 (from Care Package version to normal pre-season 6)
- Ammo 20/22/24/27
Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop. Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.
- Magazine size: 35; reserve ammo: 175
Fully Kitted Weapons
- Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
- New: Wingman, Sentinel, Havoc, G7, Alternator
- Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode)
- Increasing recoil magnitude in the later stages of the pattern
- Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode
- Reducing headshot multiplier 2.0 -> 1.75 (44 -> 39 damage headshot against no helmet base character)
While we are happy to see the Hemlok get more attention with the recent buffs, we think it is a little too strong in season 6. The effective range of the burst mode felt a bit too far, and the spike damage capabilities of a full headshot burst were too strong in high level play.
- Updated recoil pattern. Kicks up, then right, then left, then up again.
With 6.0, the Havoc got a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes in direction. We have adjusted the recoil pattern to have the same general movement while simplifying the motions required to control the pattern.
- LSTAR has a new recoil pattern that kicks horizontally at first and then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep the LSTAR in the good portion of the recoil pattern.
- LSTAR venting time after letting go of the trigger has been reduced 0.4s -> 0.15s.
- LSTAR will now reduce heat faster when not overheated — 1.15s from 99.9% to 0% charge if not overheated, still 2.45s if overheated.
The LSTAR had some limitations that caused it to feel worse than we’d like. The recoil pattern snaked back and forth, which was difficult to control reliably. Additionally, firing for short bursts and then releasing the trigger repeatedly, or “feathering the trigger”, felt somewhat clunky due to the long venting time after firing and the slow heat reduction. So, we are reducing those pain points to improve the viability and feel of feathering the trigger, and adjusting the recoil pattern to reward players who can effectively control the LSTAR’s heat.
- Energized Sentinel now has a pure damage increase, instead of bonus damage only vs shields
- Energized Sentinel base damage 70 -> 88
The Sentinel was still a bit weak. We think a good place to improve it is the energize ability. It seems a bit too situational, only being a benefit if the opponent has >70 shields. So, we are changing the energize from a “disruptor” anti-shield effect to an “amp” damage boost effect.
- Fire rate 1.3 -> 1.2
The Triple Take is still performing a bit too well after the most recent nerf, so we are reducing the fire rate back to what it was before the 6.0 patch. We will be watching in the future to see how just the integrated choke, sniper ammo increase, and new popularity affect the weapon’s performance.
- Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman. When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving). This should open up new opportunities to use the two weapons, especially in close-quarters combat.
- The Selectfire Receiver hop-up will be removed from the loot pool to make room.
Game meta changes
Evo Armor requirements increased
We increased the requirements to evolve Evo Armor in order to reduce the amount of players with Red Evo Armor during the end game.
- Level 0 -> 1 : 100 damage (from 50)
- Level 1 -> 2 : 150 damage (from 125)
- Level 2 -> 3 : 300 damage (from 250)
- Level 3 -> 4 : 750 damage (from 500)
Ring damage reduced
- Ring 1: 2% per tick (same)
- Ring 2: 3% per tick (from 5%)
- Particularly this change should allow players enough time to pop a syringe if they are picked up in Ring 2.
- Ring 3: 5% per tick (from 10%)
- Ring 4: 10% per tick (from 20%)
- Ring 5: 10% per tick (from 20%)
- Ring 6: 15% per tick (from 25%)
- Ring 7: 15% per tick (from 25%)
- We’ve made some advancements in footstep audio playing more reliably. We have more work being done that we’ll continue to roll out as it gets completed.
- Fixed an issue with ziplines going through platforms when deployed from underneath.
- Fixed an issue with priming a grenade cancelling Wraith’s ultimate.
- Fixed an issue with getting stuck in double jump after using a jump pad.
- Fixed an issue with Octane being able to use healing items while on a zipline.
- Fixed an issue with his drone being able to drop items from Crypto’s inventory.
- Fixed an issue with his drone not being able to fit through certain windows.
- Fixed an issue with his drone marking friendly Mirage decoys as enemies.
- Fixed an issue with Revenant getting pushed into geo when his totem was deployed in tight spaces.
- Fixed an issue with Rampart not being able to place an amp wall while jumping.
- Fixed an issue with Sheila teleporting when placed on a hatch in World’s Edge Staging.