Update 1.83 has arrived for Apex Legends and here is the complete list of changes and corrections added with the latest patch for the game. On November 2, the update 1.83 was published for Apex Legends on all platforms and EA calls it Escape Update. The largest thing that players will find in Update 1.83 is that a new legend was added to the game in ASH. In this patch, however, there are many other supplements to the game, including a new card, ranked battle-royale, new weapons and more.
Here is everything that has been added in Apex Legends 1.83 update.
apex legends update 1.83 patchotes
New content
New legend: Ash
As a new legend with a well-known face, Ash has supervised the arenas from the shadows and Pathfinder s heart firmly under control. As a simulacrom of the woman, the once Ashleigh Reid was, ASH is determined to eliminate any trace of weakness that she has retained as a person. She recognizes the death wherever she goes, enemies with electric loops, which cling to them, rip through the space to take more life - it would be easy to believe that in this cold steel was nothing human.
But a trace of the human doctor remains, and it represents a greater threat to Ash than any other legend in the ring.
Ash Skills
Passive: drawn for death
ASHS card shows the location of the last death boxes. She gets a special request on a Deathbox to mark surviving attackers (once per box).
Tactical: Arc Snare
Throw a rotating sling that damages and holds the first enemy that comes too close.
Ultimate: Phase fraction
Tear a disposable portal to a destination. This portal is open for a short time in which everyone can use.
NEW CARD: STORM POINT
This beautiful oasis was once a power colony for the IMC and the ruins have been preserved. Many have tried to find a home here: all have failed. An investigation of the area revealed the remains of three unique settlements built over the centuries, but no survivors. The colony was left and was only occasionally visited by pirates or shipwrecked. Now the Mercenary Syndicate has its own plans for Storm Point.
It looks so tempting, but the pristine beaches and crystal clear water are just the eye of the hurricane. Hiring all around swirls: Wild drivers, toxic spiders and the catching storms increase only the tension in the air. Now the legends are here to make this place to their own.
So it looks like Storm Point would only be more dangerous.
Card Turning Battle Royale
For the ESCAPE update, the card rotation is reduced to 2 cards again; Storm Point and World s Edge. Since Storm Point is a whole new card, we would like to make sure the players have a lot of time to master the new arena.
Arenas turning cards
With the introduction of Encore, the rotation of the Arenas cards now only includes the custom Arenas cards. We will not use BR locations for arenas in the Escape update.
New Weapon: Car SMG
If you are at a precarious place, you need a dangerous, flexible weapon: Meet the Car SMG. The Combat Advanced Round Machine Gun is a fully automatic weapon that lifts adaptability to the next step by either accepting light or heavy magazines. The car beats hard, but is easy to handle. This hybrid weapon is the best of both worlds when they are prepared to relocate and become most dangerous on the island.
Ranking updates
Hello, legends! Let s take a quick look at how ranking has developed in Emergence and we see each other s changes that come in Escape. The rankings continue to draw a large part of the players (about 40% of the total season!), But that does not mean we can not make improvements.
Note: We fixed a problem were available in the past Skydrive trails longer than they should. These trails now run in the planned seasonal rhythm.
RANKED BATTLE ROYALE - ESCAPE
Skill in Apex can be assessed in different ways. It is the fusion of weapon skill, movement, positioning, awareness, legend control and the triumph over all others as a champion that distinguishes the bronze base of the Apex Predators.
Against this background, we would like to offer more flexibility and nuance to the players to express their skills when it comes to RP-profits. Before Escape the measurements were simple and straightforward. We provide RP based on Kill Points and a placement multiplier. Now we relax some restrictions RP to other routes offer to the Kill-related RP to maximize in a match.
Kill RP values now account for differences between the grades of killer / victim. The Kill RP limit (as we have traditionally thought about it) is effectively raised from six to seven. However, this is Tötungsbezogen The RP-limit may be achieved in different ways, depending on the levels of inequality and the placement. The placement is still of paramount importance, and you still have to first place, to have a maximum chance gesamt RP.
To expand the first point, the step differences between the killer and the victim in the calculation of the Underlying be considered for the killing point. For example, if a Plat player kills a Diamond player, this kill counts as 12 rather than 10 RP.
level difference | Kill Points
-3 | 3 -2 | 5 -1 | 8th 0 | 10 1 | 12 2 | fifteen 3 | 20
Some points of clarification;
Victims do not lose more or less points if they are killed (in relation to the entry costs). Only the killer gets the modifier. Apex Predator and MasterCard are treated as the same level. An encounter rate with someone with a level difference of 3+ is extremely rare (less than 0.1%). The rankings matchmaking remains the same, so you will generally encounter identical stages. In cases where you join together with a friend of another rank or ascend in a lobby with another stage, your KP is adjusted accordingly.
After the step differences of kill points were taken into account, a lump-sum bonus per kill is added based on the placement.
Final Place | Bonus per kill
1 | fifteen 2 | 10 3 4 | 5 5 6 | 2 7 8th 9 10 11 | 0 12 13 14+
The maximum Kill Point-RP is 175. Each kill-related RP exceeding this after placement and Stufenmodifikatoren added, has no influence on the total RP. The last step is to add a flat-rate placement bonus. Enough of mathematics, let s explain these changes with an example:
As Platinum players join together with your friend Diamond and form a lobby with similarly skilled players. Grab second place with six kills (and / or assists) against Diamond player and 3 against Plat-Spieler.
Jeder Kill this Diamond player is worth 12 points instead of the usual 10, as they are one rank higher than you. This leaves us with (12 x 6) + (10 × 3) = 102 RP.
Lassen consider placing us now. Second, the bonus is 10 per kill, so our 9 Kills (including assists) x 10 = 90 RP.
We are excited to see how these changes affect the ranking list Grind. Jump in this first split in Storm Point and let us know how they feel. Stay tuned; This is just the beginning of what we have for high score improvements in stock.
ranked ARENAS - ESCAPE
We learned arenas Rankings much from the first season of and look forward to bring you some improvements:
Rated Arenas now have two splits, similar to Counting Battle Royale Along with each new season and each split there is a soft MMR reset and new classification matches. New seasons require the usual 10 classification matches, requires only five classification matches while a new division. Matchmaking has been improved to similarly experienced teammates to find. The MMR by differences won or lost between the teams AP amount was reduced.
NOTE THE DEVELOPER: The final calculated AP amount for a game is a factor of your current AP and MMR. It is also influenced by the MMR differences between the teams. In practice, this difference has more considered than we wanted. ie losing a game that you would easily win meant a greater loss than gewünscht. AP
ADHESIVE NOTE PAD
BALANCE CHANGES: LEGENDS
Wattson
Note Developers
Closed aside, Ash, that s Wattson s season. We are pleased to finally be able to announce a few long-awaited Wattson improvements! Your profit rate and encounter profit rate were always over the average. This can have a variety of reasons; Your defensive game style correlated with higher average placements, Wattson s Mains are diehard loyalists and their hitbox has been the smallest in the game since the adaptation of lifeline.
On-Dependent There are many of the high-level data we divided do not match the perception. Play a few games as Wattson and you will often find that you want to get more out of your equipment. The aim of these changes is to redistribute their invisible power into the parts of their kit, which shape the battlefield in a unique way. We wanted to see what changes lead to more consistency and effectiveness in your kit and ideally exploit some of the difficulties in connection with the way your skills work.
Wir Want to allow Wattson players to make an active gameplay by smoothing the corners and edges when placing fences. Reaction optimization, greater range and faster decay times mean that Wattson can build much faster and more reliably a defense position or even use their fences and their pylon in the middle of the open fight.
Generally
Improved reliability and responsiveness when placing Watts s tactical and ultimate in-world objects. Wattson can place your tactical and ultimate objects on valid surfaces over Wattson s eye level (at a reasonable extent). General increase in hitbox size to compensate for the removal of low profiles in the legacy update.
Tactics - Perimeter Defense
The damage when crossing a fence was increased by 33%. (15 to 20) Debuff duration in crossing a fence increased by 100%. (1.5 to 3 seconds) The time to be hit again by a subsequent fence effect was increased by 100%. (0.5 to 1 second). Charging time by 50% shortened (30 to 15 seconds). Increased placement range by 50%. The delay between switching off and reactivating fences after an ally has crossed it was reduced by 60%. (1.0 -> 0.4 seconds) Wattson is now moving with unarmed speed while preparing / placed zaunknotes. Zaunknoten can now be placed as soon as the weapon is ready instead of waiting for the end of the animation.
Ultimate - scanning mast
The pylon output has been significantly redesigned. The number of active pylons that can place Wattson was reduced from 3 to 1. The pylon is now forever (instead of canceling after 90 seconds). The pylon now has a pool of 250 shields that can be distributed to players nearby, rather than effectively infinite shields. The recharge rate of the pylon plate was increased by 150% and smoothed the regeneration rate. (2 / second -> 5 / sec, or more precisely 1 / 0.5 seconds -> 1 / 0.2 seconds) When a pylon has no shields, but does not load the shields of the players more, but can still incoming ordnance zap. If you suffer during the regeneration of shields on the pylon damage to the continued regeneration delayed by 1 second. The user interface on the bottom and the HUD elements now indicates the number of the blades which remain in the pylon. If you ping a friendly pylon, the percentage of remaining in the pylon Shields is now displayed. Pylon cannon zapping was revised moderately. Ammunition is now being tapped when the pylon realizes that she would meet every surface within range and line of sight of the pylon instead of being tapped as soon as it comes into range. As part of the changes should now current problems are resolved in which the pylon weapons not shattered reliable (particularly in relation to air attack abilities and weapons that bounce off surfaces in the vicinity of the pylon).
BALANCE CHANGES: WEAPONS / EQUIPMENT
DELIVER…
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