
TLDR; Welcome back to Designer’s Notes! We want to give you insight into our vision for each Legend or Weapon, what challenges we’ve identified, and what changes we are making in pursuit of those goals. Below, we will discuss: “Forced Metas” The state of Apex Legend’s Time to Kill (TTK) Changes to Fuse, Catalyst and Bloodhound Adjustments to Marksman Rifles and ShotgunsINTRODUCTION Welcome to Designer’s Notes for Season 28: Breach - we are excited to kick off our 7 year anniversary this season! We are bringing more changes to weapons and Legends this season in the hopes of addressing some meta pain points, providing a fresh coat of paint to various parts of the game, and evolving our combat experience to include Hardlight. When making decisions that impact the meta, we rely on years of Apex design experience, player feedback, and the data from all the matches from the prior season. Our aim with this blog is to provide ongoing transparency and reasoning for why we are making the balancing decisions we are. We want you to head into your games with this knowledge, discuss how the changes are landing, and let us know what is working and what is not. We want your feedback, we’re always listening! Your continued feedback is critical in helping us tune Apex and make the best competitive Battle Royale it can be.“WHY ARE YOU FORCING A META INSTEAD OF BALANCING EVERYTHING?” We want to talk about perceptions that the team is “forcing a meta” in Apex. When making changes, our intention is always to take what is languishing, and give players compelling reasons to engage and compete. We want players to be excited to leverage different parts of the game, and learn and develop new strategies to get you to the Champions screen more often. A major piece of this is tuning up and re-working Legends and weapons to make them more viable choices. When making adjustments, it’s challenging to hit the nail exactly on the head. With that in mind, we have two potential outcomes to consider: under- or over-tuning. We have found that if we under-tune, players do not engage with those changes at all. Making changes that don’t move the needle and keeps the meta stale and unchanged is a worse outcome than if we were to over-tune and create a hot meta focused in one particular area. So we lean on impactful swings which can sometimes go further in the other direction. Since we know hot metas can quickly become frustrating to play, we have developed processes to address these frustrations sooner rather than later. We learned valuable lessons with Ash being dominant for so long last year and a Peacekeeper meta that was frustrating to combat in Season 26. Using your feedback and game data, we have gotten better at making these adjustments in a timely manner. Sometimes making balance tweaks to particularly problematic pain points in the days following major updates. With balance in Apex the aim is to have more pieces of the combat sandbox be viable for each split. Metas naturally emerge and coalesce around a subset of weapons and Legends. If anything has a slight advantage in the sandbox, it will rise to the top. Our goal is to have the entire meta pool of Legends and weapons that players coalesce around be dynamic and exciting to play. We are not there yet, we still occasionally experience metas that are too concentrated, but thanks to your feedback we are improving each and every split.THE STATE OF TTK We know Time to Kill (TTK) is an important topic in our game. A year ago, in Season 24, we made the decision to bring TTK down a bit by buffing our weapons across the game and removing helmets. We want to share a little more about why we did this. Over many seasons, Apex’s TTK drifted higher and higher as various weapons slowly got nerfed and we brought in more deterministic ways to get better armor. We felt the higher TTK resulted in players valuing mobility too much over tactical positioning. Mobility will always be core to Apex, but we do not want it to be the only measure of success and skill. The current state of TTK is more comparable to launch Apex Legends. We actively referenced those earlier seasons where the TTK was lower and made the choice to bring the current game more in line with that metric. It was a deliberate decision to bring the TTK down mainly through the weapons themselves instead of just armor and health. Adjusting each weapon allows us to dial in specific parts of the TTK and bring more nuance to the combat experience. Over the past year of monitoring community feedback, experimenting with small changes, playtesting and evaluating data, we think the TTK is in a good spot. We will continue to monitor, tweak and adjust.LEGENDS
2026年1月19日至2026年1月25日 FUSE 在非排位赛和较低排位层级中,直布罗陀(Fuse)历来拥有较高的选用率,但随着段位提升,他的出场率基本消失。这表明玩家喜欢直布罗陀玩法风格的某些元素,但其强度不足以在高水平对局中竞争。这一趋势也体现在他的比赛胜率上,他的胜率始终处于最低行列。
2026年1月19日至2026年1月25日 我们收到的两个主要反馈如下: 1. 直布罗陀的终极技能难以对比赛产生稳定影响 2. 直布罗陀的技能使自身在后续行动中面临过大风险 考虑到这些问题,我们对直布罗陀的终极技能进行了调整,使其能更频繁地影响战场,并确保他拥有合适的手段来利用自己(或队友)创造的突破口。我们希望保留他的核心特色——指尖操控着弹幕般的爆炸物,上手依然充满乐趣。但同时,我们也希望角色在玩家提升技能和段位的过程中依然保持实用性,期待通过这些改动,直布罗陀的整体胜率能有所提升。直布罗陀(Gibraltar)的终极技能“母矿脉”(The Motherlode)迎来全新版本。该技能会发射一枚迫击炮,对落点附近的敌人造成伤害,随后在落点周围产生多波小型爆炸。它还具备突破模式,能够穿透掩体,对通常能躲避其他弹幕(如直布罗陀和班加罗尔(Bangalore)的终极技能)的掩体后方敌人造成伤害。我们对其战术技能进行了优化,使其发射速度更快、精度更高,以减少使用时的 vulnerability 时间。为了让玩家能更轻松地追击被标记的敌人,直布罗陀不再会因爆炸伤害而减速,且其战术技能的持续时间缩短了一半。新升级内容 - **烈焰技巧**:在“矿脉之心”技能的爆炸过程中会留下火焰区域,这对于封锁狭窄通道或小房间的空间尤为有效。 - **关节跳跃**:让直布罗陀能够借助自己的“关节集群”获得爆炸性的推进力,帮助他拉近与受伤敌人的距离,或是与更具机动性的攻击者拉开距离。 - **重燃**:当你造成爆炸伤害时,会为你的终极技能充能,让你成为真正的炮兵大师。 催化剂 自催化剂上线以来,她偶尔会有不错的出场率,但在很长一段时间里,无论哪个段位,她的选取率都处于或接近垫底水平。随着最近对瓦尔基里、兰伯特、侵蚀和纽卡斯尔的加强,催化剂的空间控制能力已远远落后于当前版本。她的问题往往与直布罗陀(Fuse)相反——虽然人们认为她的终极技能很有价值,但战术技能的影响力却不太大。
我们计划在未来对她的技能组进行更大幅度的调整,但就目前而言,我们希望先提升她的竞争力,而非一次性推出所有改动。特别是,我们希望充分发挥她作为控场者(Controller)的独特能力,让她的战术技能能够同时用于进攻和防守。 **凯特莉丝(Catalyst)的战术技能现在范围扩大了约50%,激活前的延迟缩短,并且可以比以前多放置一个陷阱。此外,该技能的投掷距离更远,弧线更小,使其更容易在自身附近放置,或通过投掷来骚扰敌人。** **她的终极技能现在获得了一些便利性增强,包括可以水平部署。这对于主动设置屏障尤为有用,你的队友可以轻松撤退通过,而敌人则难以跟进。**新升级内容 - **隐藏尖刺**:使她的战术技能更像一个陷阱,会将尖刺池隐藏起来,直到敌人靠近才会显现。 - ** sole piercer(独刺)**:与隐藏尖刺一同作为2级升级选项,为战术技能的每一击增加5点伤害,并进一步缩短激活延迟,适合想要更激进地骚扰敌人的情况。 寻血猎犬 寻血猎犬在“雀鹰”上线以及瓦尔基里、直布罗陀、万蒂奇和希尔得到加强后,其角色定位逐渐落后。由于扫描持续时间短且终极技能冷却时间长,他在《Apex英雄》的战场上难以竞争,这一点从不断下降的选取率中可见一斑。玩家通常觉得,似乎必须点满所有升级才能让这个角色具备可用性。
2026年1月19日至2026年1月25日 这仅仅是个开始;请告诉我们这些改动的感受,以帮助我们为寻血猎犬的未来调整提供参考。不过,我们仍有空间为其技能组增添一些强度,让寻血猎犬真正成为令人畏惧的猎手。 此次终极技能的改动最大: - **冷却时间减少90秒** - **激活时间缩短** - **在终极技能持续期间击倒敌人会延长技能持续时间** - 此外,激活终极技能后,扩大的视野(FOV)将在几秒后恢复为正常视野,而非持续整个技能时长。 战术技能方面: - **扫描持续时间延长1秒** - **“猎鹰”(Flock)现已加入基础技能组**《Apex英雄》更新内容 新升级 - **嗜血本能回归**:终极技能激活期间击倒敌人时将回复50点生命值,助你更频繁地进行连杀。 - **渡鸦之翔**:全新2级升级,使渡鸦标记敌人的距离翻倍。 - **猎手敏捷性3级**:大幅加快战术技能的激活速度,对于需要在近距离使用战术技能的玩家尤其有效。 武器调整 本赛季武器系统将围绕两大趋势进行调整: - **总体上**,我们将降低狙击枪完全封锁长距离和视野的能力(这种能力本质上会限制队伍的战术发挥)。 - **同时**,通过一些令人兴奋的霰弹枪改动,提升近距离战斗的激烈程度。 这只是《Apex英雄:突破口》中武器调整的一部分。狙击武器 在过去的几个补丁中,我们对狙击武器进行了多项调整,试图遏制其不断增强的势头,但在当前的游戏环境中,它们的优势依然难以忽视。
2026年1月19日至2026年1月25日 我们将对每把射手武器进行更大幅度的调整,以平衡它们独特的强势期。这些改动旨在降低部分远程武器的压制力,为战场转点和玩家配装选择创造更多空间。以下是部分调整示例: - **Bocek复合弓** - 缩短拉弓时间 - 伤害降低至60(原为65) - **30-30杠杆步枪** - 略微缩短充能时间 - 降低充能伤害 - 降低基础伤害 - **G7侦查枪** - 加入空投 - **霰弹枪** 另一需要关注的领域是霰弹枪。近几个赛季,霰弹枪的 meta 环境有些失衡,例如“和平捍卫者”独领风骚,而其他霰弹枪则无人问津。
《Apex英雄》28.0版本更新内容前瞻 2026年1月19日至2026年1月25日 本次更新中,大部分霰弹枪将迎来一系列调整,以提升其稳定性和实用性,以下为部分示例: EVA-8 - **提高射速** - **缩小弹道扩散范围** - 配件:双发扳机(Double Tap)- 新增连发模式 Mastiff - **减少霰弹 pellet 数量** - **提升每颗 pellet 伤害至19点(原为16点)** - 配件:双弹装填(Dual Shell)- 每次装填2发子弹 总结 希望本篇日志能帮助大家更好地理解开发团队针对《Apex英雄》季节性 meta 调整背后的决策过程。关于28.0版本的完整更新内容,请务必查看将于2026年2月9日发布的更新补丁说明!
2026-02-06 17:44:39 发布在
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