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Apex 英雄设计师笔记 - 第 29 赛季,第二赛段
X ThreadX@apexlivecomms2026/06/18

Apex 英雄设计师笔记 - 第 29 赛季,第二赛段

《Apex 英雄》发布了赛季 29 第二赛段设计师笔记,重点介绍了 29.1 版本的平衡性调整。新传奇艾克赛尔(Axle)将迎来削弱,包括调整其“硝基之门”数量及“启动”技能的击飞轨迹,以缓解玩家挫败感。弹道(Ballistic)、探路者(Pathfinder)与希尔(Seer)获得加强,旨在提升其竞技表现;疯玛吉(Mad Maggie)、瓦尔基里(Valkyrie)及导线管(Conduit)则因高选择率或过强表现遭到削弱。此外,游戏引入了霰弹枪专属配件“处决者”,并对配件轮换进行了更新。开发团队表示,将持续关注地区性玩法差异,完整补丁说明将于 2026 年 6 月 22 日发布。

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ApexLiveComms (@apexlivecomms)#1Root2026/06/18 17:17 UTC

Apex 英雄设计师笔记 - 赛季 29,第二赛段 如需查看“超频(Overclocked)”设计师笔记博客的完整本地化版本,请访问此处。 简要总结 以下我们将分享 29.1 版本中即将到来的元数据(meta)变化。我们将讨论这些改动的基本原理,包括我们发现的机遇,以及针对以下内容的调整目标: “为什么要等这么久才调整艾克赛尔(Axle)?” 艾克赛尔削弱详情 弹道(Ballistic)重做 探路者(Pathfinder)加强 希尔(Seer)加强 疯玛吉(Mad Maggie)削弱 瓦尔基里(Valkyrie)削弱 导线管(Conduit)削弱 霰弹枪、全新配件以及配件轮换 地区性玩法差异 引言 欢迎阅读“超频”第二赛段的设计师笔记。感谢大家在上个赛段投入的时间,以及整个赛季以来提供的反馈。结合大家的反馈和我们的内部比赛数据,我们一直在进行微调,为下一次更新做准备。 本赛段,我们很高兴能为弹道、探路者和希尔带来极具影响力的更新,创造全新的玩法。我们还计划对配件轮换进行调整,并重振武器元数据。 本博客旨在为每次更新中的平衡性选择和功能添加提供持续的透明度和理由。我们希望大家在进入比赛前了解这些信息,讨论改动带来的影响,并让我们知道哪些有效,哪些无效。你们持续的反馈对于帮助我们优化 Apex 并使其成为最棒的竞技大逃杀游戏至关重要! “为什么要等这么久才调整艾克赛尔?” 赛季 29 的开局非常棒,看到艾克赛尔以各种方式影响元数据令人兴奋。话虽如此,我们知道艾克赛尔被认为有些过于具有破坏性,我们想对此进行公开讨论。 归根结底,我们的目标是让新传奇保持强势;这是一个刻意的选择。当我们发布新传奇时,目标是推动游戏产生有意义的影响,并鼓励玩家进化策略和战术以保持竞争力。过去我们发现,如果以较弱的状态发布传奇(或任何功能),其影响微乎其微;如果不能以有意义的方式改变元数据并创造新玩法,玩家就没有动力去尝试新事物。我们知道这可能会引起争议,但我们发现,与其试图加强一个低影响力的传奇使其成为更具吸引力的选择,不如削弱一个“火辣”的传奇,让他们在元数据中找到自己的位置。第一印象很重要,如果第一印象不佳,就很难改变玩家的看法。 我们多次被问到:为什么要等这么久才调整艾克赛尔?我们在发布时看到了对艾克赛尔的挫败感,但也看到了很多积极的评价。对于任何重大添加内容,重要的是留出时间让元数据稳定下来,并根据比赛数据做出明智的决定。因此,我们需要收集数周的数据。此外还有一个复杂因素,即艾克赛尔在前两周不需要传奇代币即可解锁;这显然意味着她在比赛数据中会有更高的代表性,因此我们需要在临时解锁期结束后,才能获得关于她使用率的明确数据。在此之后,我们通过发布针对她战术技能的小型赛段中期削弱,迅速做出了一些决定来限制她的力量。在本次赛季中期更新中,我们将进行更具影响力的改动,因为从平衡的角度来看,我们认为她仍未达到理想状态,同时也为了缓解一些挫败感。 最后,感谢大家与我们合作,帮助调整元数据。你们通过游玩贡献的比赛数据和提供的反馈,对我们的决策至关重要。 传奇 艾克赛尔削弱 考虑到上述背景,我们对艾克赛尔做了什么?我们对玩家在发布时使用艾克赛尔所获得的乐趣感到非常满意。在 2 周的临时解锁期内,我们看到她被大量使用,并且在此之后她作为许多不同小队的绝佳补充,依然保持着高人气。但我们需要解决社区的担忧以及极高的选择率。 随着这么多艾克赛尔在战场上穿梭,我们确定了社区挫败感中的几个关键主题。第一,她连续生成大量“硝基之门(Nitro Gates)”的能力使她的机动性过于自由,并可能导致战场混乱。第二,她的终极技能“启动(Kickstart)”会将受害者以非常可预测的轨迹发射出去,这在面对技术高超的射手时往往意味着死亡。 我们并没有急于将艾克赛尔彻底削弱,但这两个挫败点非常一致,我们需要直接解决它们,因此我们在赛段中期对艾克赛尔进行了改动。首先,我们将她的 2 级升级“超级滑行(Super Slider)”替换为一项新升级,该升级可减少她战术技能的冷却时间,并将可激活的“硝基之门”数量恢复到发布时的水平(从 2 个增加到 3 个)。你可以从下表中看到,即使在竞争的 2 级升级也非常强的情况下,“超级滑行”在整个发布赛段中依然是最受欢迎的选择——这是平衡性不健康的明确指标。 为了解决对“启动”的挫败感,特别是考虑到会有更多玩家选择提供两次充能的升级,我们正在改变其“撞击”效果。从 29.1 版本开始,当被“启动”击中时,你将不再被直接抛向空中并自由落体。取而代之的是,你将被抛出一个弧线,该弧线会继承你被击中瞬间的部分速度。这赋予了“启动”受害者在终极技能作用下更多的自主权,因为他们现在可以影响自己被抛向的位置。 我们正从升级层面调整艾克赛尔,以保持她核心技能组的趣味性,同时减少她在完全升级后对资源的获取。 弹道重做 过去,弹道曾有过一段非常强势的时期,但当时与他对抗往往令人沮丧,这种组合导致了一系列削弱。虽然削弱减轻了挫败感,但也大幅降低了他的选择率。在本次更新中,我们希望找回他的一些力量,同时为被他“过热(Overheat)”击中的玩家提供重要的新反制选项。我们还希望以更健康的状态带回他终极技能提供的一些团队效用。通过所有这些改动,我们希望将他的选择率从谷底拉升。 被动技能 我们调整了“挂带(Sling)”武器,使其在所有游戏模式中都能随弹道一起重生。 战术技能 与弹道战术技能挂钩的过热机制产生了一种令人沮丧的玩法模式。当你的枪过热时,你唯一的选择就是:跑开等待,或者硬吃伤害。因此,我们正在更改过热机制,使其仅适用于你当前使用的武器;如果你未装备武器,它将适用于你第一个物品栏位中的武器。这将允许你切换掉正在过热的武器,并自由使用第二把武器。通过建立这种反制手段,我们得以带回过热机制之前拥有的力量。 弹道将以两个战术技能充能开始,过热伤害恢复至 50,并且改进了射击与激活弹道追踪之间的延迟。如果你停止射击或切换武器,过热效果将不会衰减,但减益效果无法被再次施加。我们还将持续时间从 12 秒增加到了 15 秒。 终极技能 回顾弹道的终极技能,在削弱前,它为团队提供的速度非常强,使得对抗被弹道强化的队伍变得非常困难。我们希望带回一些速度来帮助实现团队推进,但不想让玩家在战斗中变得过快。为了实现这一点,我们选择了冲刺加速,而不是整体速度提升。 升级 “额外子弹(Extra Bullet)”为弹道提供额外一个战术技能充能,总计三个。 “陷阱模式(Trap Mode)”提供“持续子弹(Lasting Bullet)”的修改版本。它仍将拥有更长的“吹哨者(Whistler)”持续时间,并且现在在陷阱状态下会造成 35 点伤害。 “安静时间(Quiet Time)”已修改为在击中时施加沉默,而不是在过热时。使用此升级后,它将不再施加过热减益。沉默效果在命中时还会有一个短暂的减速。 “杀戮时间(Killing Time)”保持不变,但已移至 3 级。 探路者加强 探路者在其他突击型传奇面前显得有些逊色,处于今年以来的最低谷。他依然非常有趣且强大,但我们发现他的技能持续时间比其他传奇要长。更改他的受击框不是我们想探索的方向,但我们给了他一点小改动,使他在水平滑索上更安全。 探路者的新被动技能是他骑乘水平滑索时会抬起双腿。开个玩笑,这不是新的被动技能,但这是我们想要添加的一项小改进,让他感觉在滑索上更安全。他的受击框很大,所以这应该能帮助他更有效地利用终极技能。 战术技能 我们为探路者的战术技能提供了两次充能,冷却时间固定为 20 秒。这应该有助于建立更可靠的钩爪可用性。 终极技能 我们正在加快滑索的部署速度。这应该能加快设置并跳上滑索的过程。我们还减少了冷却时间,这应该让你在使用终极技能时感到更舒适。 升级 “实地考察(Field Research)”将授予所有侦察型职业特长,而不仅仅是访问侦察信标。现在,这还将为他提供瞄准时查看威胁的额外奖励。 “环路大师(Ringmaster)”将授予所有控制型职业特长,而不仅仅是访问圆环控制台。这将提供在圆环内获得过载护盾的额外奖励,以及使用圆环控制台时生成的撤离塔。他还将能够加固“硬光(Hardlight)”。 新升级 我们正在用“着陆装置(Landing Gear)”替换“钩爪之神(Grapple God)”。这将赋予探路者更好的空中控制能力和“软着陆(Soft Landings)”被动技能,允许从高处落下时快速恢复。 希尔加强 希尔的选择率仍然相当低,但他在高分段排位赛中表现出色。对于他的平衡性调整,我们主要希望通过加快他的一些技能速度,并在他部署终极技能时添加一些初始信息来提供一些生活质量更新。我们还希望赋予他减速被战术技能击中敌人的能力,以此来阻碍那些飞速移动的动力小子(Octane)和艾克赛尔。 被动技能 我们正在加快心跳传感器的激活时间,增加心跳间隔,并提高未装备武器时的瞄准速度。这意味着监视器开始脉冲前的延迟会缩短,心跳频率更高,无论是否装备武器,表现都更加一致。我们还在进行改动,以确保心跳传感器在装备武器和未装备武器之间出现的时间更加一致。 战术技能 我们正在减少战术技能从发射到击中的延迟,这应该会让命中变得更容易。我们还加强了命中后的减速效果,使其对使用高速技能(例如艾克赛尔的滑行和艾许的冲刺)的玩家的动量产生更大的影响。 终极技能 对于希尔的终极技能,我们添加了一个短促的扫描,该扫描将在区域创建时发生。这将帮助你在开始寻找脚步声之前了解区域内的人员。这个快速扫描还将显示在区域激活后进入区域的任何新敌人。此外,区域内的隐身敌人现在会留下可追踪的脚步声。 疯玛吉削弱 玛吉一直表现出色,随着直布罗陀(Gibraltar)的崛起,她的出场率更高了。她做了很多事情,她的战术技能完全控制了战场。她的终极技能造成了类似于前时代弹道的问题,即增加的速度提升使得玩家非常难以锁定。在这种情况下,我们引入了一系列削弱,将她的选择率降低到一个更健康的水平。 战术技能 我们正在增加玛吉战术技能的冷却时间,以帮助减少场上放置的数量。希望这能让玩家在选择使用战术技能的正确时机时更加谨慎。 终极技能 对于终极技能,我们将圆盘提供的速度提升换成了冲刺加速。与弹道的改动类似,我们仍然希望玩家拥有推进潜力以及快速接近敌人的能力,但我们不想提升整体速度,导致他们在战斗中难以被锁定。 瓦尔基里削弱 瓦尔基里正在成为选择率最高的传奇之一,并且在过去几个赛季中表现非常出色。我们正在进行微小的调整,以帮助缓解挫败感并管理她不断攀升的选择率。我们理解这并没有解决她技能组中其他强大的方面,但我们将继续监控她的比赛数据,并在必要时做出进一步改动。 当瓦尔基里在上一轮加强中获得改进时,她从跳伞着陆的能力得到了提升,使她比其他传奇着陆快得多。玩家一直在利用这种快速恢复,从空中扫描并迅速降落在队伍身上,使他们几乎没有反应时间。因此,我们正在移除这些着陆改进,以帮助在所有传奇之间建立一致性。 导线管削弱 自赛季 29 初改动以来,导线管的选择率飙升至顶峰,并在数周后依然保持在该位置。我们很高兴看到玩家真正感受到了导线管支持能力和战术潜力方面的改进。然而,我们认识到她是推动元数据以极其激进方式发展的传奇的关键推动者。此外,她的统治地位排挤了所有其他辅助型传奇,使她成为显而易见的选择。最后,她出现在了前 10 名最受欢迎的队伍阵容中的 8 个里。所有这些指标都指向了不健康的平衡状态,因此,我们希望采取措施稍微放慢节奏。 我们将导线管的削弱拆分为几个小的、经过计算的调整,以观察她的表现和人气如何变化。我们的目标是确保有大量可行、强大的传奇可供选择,而不是在玩家刚上手导线管后就立即将其削弱。 近期改动 在早些时候的热修复中,我们调整了导线管战术技能的再生速度,使其需要更长时间才能提供相同数量的护盾。这也从本质上影响了她 3 级升级的不平衡选择率,使得“瞬时屏障(Instant Barrier)”提供的护盾爆发相比缓慢而稳定的“持久屏障(Enduring Barrier)”更具吸引力。 新改动 现在,我们正在增加导线管战术技能的冷却时间。双战术技能充能是让导线管在保持小队状态方面感觉灵活的一大胜利,但我们希望减少其使用频率,以要求对她的辅助工具进行熟练且适度的使用。此外,“持久屏障”不再通过圆环伤害再生,稍微限制了其广泛的使用场景。 武器 全新的霰弹枪配件,以及配件轮换 我们之前在补丁说明和设计师笔记中讨论过这个问题,我们还要再说一遍:霰弹枪是我们武器库中比较难以驾驭的武器。它们在感觉调整不足、令人不满与过于强大、对抗令人沮丧之间徘徊,而它们在当前元数据中的位置倾向于前者。 特别是,我们在终结型霰弹枪:獒犬霰弹枪(Mastiff)和和平捍卫者(Peacekeeper)上感受到了这种痛楚。深入研究数据后,我们发现平均而言,霰弹枪是玩家在持有状态下死亡最多的武器。我们的假设是:这些武器确实能确保击倒,但霰弹枪擅长的近距离交战会导致极低的生命值,并导致敌方队友迅速赶来复仇。你有多少次快速切换到和平捍卫者,确保击倒,结果却在片刻之后被杀? 我们没有对这类终结型霰弹枪进行原始伤害加强,而是选择为它们提供一种新的生存风格配件,恰如其分地命名为“处决者(Executioner)”。一旦解锁该配件,确保击倒将开始在几秒钟内再生护盾,类似于突击型传奇的“击倒专家(Knock Expert)”特长,是的,它们可以叠加。我们的目标是为霰弹枪提供更多的效用,而不是原始火力。近距离战斗的感觉应该保持不变,但这为这些武器在战斗后留在火线中提供了更多动力。“处决者”将适用于和平捍卫者和獒犬霰弹枪,取代“干扰器(Disruptor Rounds)”和“双发弹壳(Dual Shell)”。 莫桑比克(Mozambique)和 EVA-8 霰弹枪也将获得基础操控属性的小幅提升,这样它们就不会感到被冷落了。 除了引入“处决者”配件外,我们还将把“涂鸦模组(Graffiti Mod)”交给伏特冲锋枪(Volt)和平行步枪(Flatline),为武器元数据注入新鲜感。 地区性玩法差异 总的来说,我们对过去几个月武器元数据的演变感到非常满意。虽然我们可以承认一些异常值,但我们的大部分武器库都处于一个整体健康的位置。我们想借此机会快速指出一些武器平衡的异常值,并解释为什么你可能不会在一些更受欢迎、表现出色的武器上看到预期的巨大变动。让我们以转换者冲锋枪(Alternator)为例。 自几个赛季前添加“双发扳机(Double Tap Hop-Up)”以来,转换者冲锋枪一直保持着稳定的上升势头,即使在进行了一些调整后,它仍在继续攀升。有趣的是,我们在西半球并没有听到太多关于它的讨论,因为我们社区的大部分平衡性担忧都集中在 R-99 上,所以我们进行了更深入的研究。 事实证明,转换者冲锋枪在我们指标中的受欢迎程度在很大程度上是由我们在日本的玩家推动的!这是一个非常有趣的统计数据,说明了一些不太明显的因素对武器使用和效率数据的影响。像这样的地区性差异是我们武器元数据团队在未来将继续评估和应对的问题。 一如既往,我们将密切关注本赛季武器元数据的演变,并在整个赛季中通过任何元数据热修复向大家通报。 结语 我们希望这篇博客有助于加深你对开发团队平衡性改动背后的流程和理由的理解。如需了解“超频”第二赛段即将到来的所有改动的完整日志,请务必查看将于 2026 年 6 月 22 日发布的完整补丁说明! -------------------------------------------------------------------------- 立即在 PlayStation 4、PlayStation 5、Xbox One、Xbox Series X|S、Nintendo Switch、Nintendo Switch 2 以及 PC(通过 EA app、Epic 和 Steam)上免费*游玩 Apex 英雄。 在 Twitter、Instagram 和 TikTok 上关注 Apex 英雄™,订阅我们的 YouTube 频道,并查看我们的论坛。 立即注册我们的时事通讯,通过电子邮件接收最新的 Apex 英雄新闻、更新、幕后内容、独家优惠等(包括其他 EA 新闻、产品、活动和促销)。 本公告可能会随着我们倾听社区反馈并继续开发和演进我们的实时服务与内容而发生变化。我们将始终努力让我们的社区尽可能多地了解信息。有关更多信息,请参阅 EA 在线服务更新:https://www.ea.com/service-updates。 *可能需要适用的平台账户和平台订阅(另售)。需要持续的互联网连接和 EA 账户。适用年龄限制。包含游戏内购买。

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Apex Legends Designer’s Notes - Season 29, Split Two For a fully localized version of the Overclocked Designer's Notes Blog, visit here. TL;DR Below, we will share insights into meta changes coming in 29.1. We’ll discuss the rationale for the implementations, including the opportunities we’ve identified, and our goals for each of the following: “Why wait to tweak Axle?” Axle Nerf Details Ballistic Refresh Pathfinder Buff Seer Buff Mad Maggie Nerf Valkyrie Nerf Conduit Nerf Shotguns, A New Hop-Up, and A Hop Up Shuffle Regional Differences in Play INTRODUCTION Welcome to Designer’s Notes for Split 2 of Overclocked. We appreciate all the time you spent playing last split, and the feedback you have been giving all season long. With your feedback and our internal match data, we have been tuning and adjusting to get ready for our next update. This split, we are excited to bring impactful updates to Ballistic, Pathfinder, and Seer that create new ways to play. We also have plans to shake-up the hop-ups rotation and reinvigorate the weapon meta. Our aim with this blog is to provide ongoing transparency and reasoning for why we are making balancing choices and feature additions in each update. We want you to head into your matches with this knowledge, discuss how the changes are landing, and let us know what’s working and what isn’t. Your continued feedback is important in helping us tune Apex and make it the best competitive Battle Royale it can be! “WHY WAIT TO TWEAK AXLE?” We had a great start to Season 29 and it was awesome seeing all the different ways Axle impacted the meta. That said, we know Axle has the perception of being a bit too disruptive and we wanted to have an open discussion about it. Ultimately, we aim to tune our new Legends strong; it is an intentional choice. When we release a new Legend, the goal is to drive meaningful impact on the game and encourage players to evolve their strategies and tactics to remain competitive. In the past, we have found that if we ship a Legend - or any feature, for that matter - in a weak state, it has little to no impact; players are simply not incentivized to try something new if it does not shift the meta in a meaningful way and create new ways of play. We know this can be controversial, but we have found it better to tune down a spicy Legend and allow them to settle into their place in the meta, rather than try to tune up a low-impact Legend to make them a more appealing pick. First impressions matter, and if the first impression is lacking, it’s difficult to change minds. We have seen the question many times: why wait to adjust Axle? We saw frustration with Axle at launch, but we also saw a lot of positive reception. With any major additions, it’s important to allow time for the meta to settle and make well-informed decisions backed by match data. As such, we need to gather several weeks of data. There was also the added wrinkle that Axle didn’t require Legend Tokens to unlock for the first two weeks; this obviously meant that she would have a larger representation in match data, so we needed to clear the temporary unlock period to get definitive data on her usage. After that period, we made some quick decisions to rein in her power a bit by releasing small, mid-split nerfs to her Tactical. With this mid-season update we are going to take another pass with more impactful changes, as we still feel she is not where she needs to be, from a balance perspective, and to assuage some of the frustration. In the end, we appreciate you working with us to help tune the meta. The match data you contribute by playing and the feedback you give is instrumental in our decision making LEGENDS AXLE NERF With all that context in mind, what are we doing with Axle? We have been incredibly happy with how much fun players have been having with Axle on launch. We saw her played a ton through her 2-week temporary unlock period, and she’s remained popular beyond that as a great addition to many different squads. But we need to address community concerns and an incredibly high pick rate. With so many Axles zipping around, we’ve identified a couple of key themes within community frustrations. One, her ability to generate so many Nitro Gates in quick succession makes her mobility too free and can clutter up the battlefield. Two, her Kickstart Ultimate launches its victims in a very predictable trajectory, which is often a death sentence against skilled shooters. We aren’t racing to nerf Axle into the ground, but these two frustrations are consistent enough that we need to address them directly, and are therefore making changes to Axle in the mid-season split. First, we are replacing her Level 2 upgrade, Super Slider, with a new Upgrade that reduces her Tactical’s cooldown and increases the number of Nitro Gates you can have active back up to the amount she had on release (3 instead of 2). You can see in the following chart that Super Slider was far and away the favourite throughout the release split, even when the competing level 2 Upgrade is also very strong - a key indicator of unhealthy balance. To address the frustrations with Kickstart, especially in anticipation of more players picking the Upgrade that grants you two charges, we are changing how its ‘boop’ works. Starting in 29.1, when hit by a Kickstart, you will no longer be thrown straight up to freefall back down. Instead, you will be launched in an arc that inherits some of your velocity at the moment you are hit. This gives the Kickstart victim more agency in how they’re moved by the Ultimate, because they now have influence over where they are tossed. We are approaching tuning Axle from the Upgrade side to keep her core kit fun to use, while at the same time reducing her access to resources when fully upgraded. BALLISTIC REFRESH In the past, Ballistic had a moment in the sun where he was quite strong but was often frustrating to fight against, a combo that resulted in a set of nerfs. While the nerfs lessened frustrations, they also dramatically lowered his pick rate. With this update we are looking to bring back some of his power while providing important, new counterplay options for players hit by his Overheat. We also want to bring back some of the team utility his Ultimate offered, but in a healthier state. With all of these changes, we’re hoping to scoop his pick rate up off the floor. Passive We’ve tweaked the Sling weapon so it respawns when Ballistic does, in every game mode. Tactical The overheat mechanic tied to Ballistic’s Tactical has created a frustrating play pattern. When your gun overheats, your only options become: run away and wait, or just eat the damage. So we’re changing overheat so that it only applies to your currently active weapon or, if you’re unarmed, it will apply to the weapon in your first inventory slot. This will allow you to swap off the weapon that is overheating and use your second weapon freely. By establishing this counter play, it allows us to bring back the power that overheat previously had. Ballistic will start with two Tactical charges, overheat damage is back to 50, and there has been some improvements to the delay between firing and activating projectile homing. The overheat will not degrade if you stop shooting or swap weapons but the debuff can no longer be re-applied. We’ve also increased the time from 12 seconds to 15. Ultimate Looking at Ballistic's Ultimate, pre-nerf, the speed given to the team was very strong and made fighting a team buffed by Ballistic very difficult. We wanted to bring some of the speed back to help enable pushing as a team but not make players speedy during the fight. To accomplish this we’ve opted for a sprint boost instead of an overall speed boost. Upgrades Extra Bullet grants Ballistic one more Tactical charge, allowing for three total. Trap Mode grants a modified version of Lasting Bullet. This will still have the longer duration of the in-world Whistler and now also deals 35 damage when in its trap state. Quiet Time has been modified to apply silence on hit instead of on overheat. With this upgrade it will no longer apply the overheat debuff. The silence effect will also have a short slow on impact. Killing Time remains the same but has been moved to level three. PATHFINDER BUFF Pathfinder has been a bit outclassed by other Skirmishers and is the lowest it’s been since the beginning of the year.. He’s still very fun to play and can be powerful, but we found that the uptime for his abilities is longer than for other Legends. Changing his hitbox isn’t something we want to explore but we have given him a little something to make him safer on horizontal ziplines. Pathfinder's new Passive sees him lift his legs up when riding horizontal ziplines. Just kidding, this isn’t a new Passive but it is a small improvement we wanted to add to make him feel safer on ziplines. He does have a large hitbox so this should help him utilize his Ultimate more effectively. Tactical We’re giving Pathfinder’s Tactical two charges and a flat cooldown of 20 seconds. This should help establish more reliable grapple availability. Ultimate We’re speeding up the delivery speed of the zipline. This should speed up the process of setting up and hopping onto the zipline. We’re also reducing the cooldown, which should make you feel more comfortable using your Ultimate more often. Upgrades Field Research will grant all the Recon class perks instead of just access to the survey beacons. This will now give him the added bonus of seeing threats while ADS. Ringmaster will grant all the Controller class perks instead of just access to the ring console. This will provide the added bonus of overshield while in the ring and the Evac Tower that spawns upon use of the ring console. He will also be able to reinforce Hardlight. New Upgrade We are replacing Grapple God with Landing Gear. This will give Pathfinder better air control and the Soft Landings Passive, allowing for quick recoveries when landing from high heights. SEER BUFF Seer’s pick rate is still fairly low but he is seeing success when played in higher Ranked lobbies. For his balancing pass, we mainly wanted to provide some quality of life updates by speeding up some of his abilities and adding some initial information when he deploys his Ultimate. We also wanted to give him the ability to slow down enemies hit by his Tactical as a way to impede all those zippy Octanes and Axles. Passive We’re speeding up the activation time on the heartbeat sensor, increasing heartbeat intervals and increasing unarmed ADS speed. This means you’ll experience a shorter delay before the monitor starts pulsing, more frequent heartbeats, and more consistency whether unarmed or weapon equipped. We’re also making changes to establish more consistency in the timing before the heartbeat sensor appears between weapon-equipped and unarmed. Tactical We’re reducing the delay between launch and hit of the Tactical, which should make it easier to land hits . We’re also strengthening the slow on hit to be more impactful on players' momentum while using high speed abilities, like Axle’s slide and Ash’s dash for example. Ultimate For Seer’s Ultimate, we’re adding a short scan that will occur when the zone is created. This will help inform you who’s in the zone before you need to start looking for footsteps. This quick scan will also show any new enemies that enter the zone after it’s been activated. Additionally, cloaked enemies in the zone will now leave tracked footsteps. MAD MAGGIE NERF Maggie has been a top performer for a while and, with the rise of Gibby, she’s seeing even more play. She is doing a lot and her Tactical is completely controlling the battlefield. Her Ultimate creates an issue similar to previous-era-Ballistic, where the added speed boost is making players very difficult to lock down. In this case, we’re introducing a series of nerfs to bring her pick rate down to a healthier space. Tactical We’re increasing the cooldown of Maggie’s Tactical to help mitigate how many are being placed in the world. Hopefully this will make players a little more deliberate when choosing the right circumstances to use their Tactical. Ultimate For the Ultimate, we’re swapping the speed boost from the pucks for a sprint boost. Similar to the changes to Ballistic, we still want players to have the pushing potential and the ability to get to enemies fast, but we don’t want to boost the overall speed, making them difficult to pin down in combat. VALKYRIE NERF Valkyrie is becoming one of the top picked Legends and has been performing really well over the last few seasons. We are making a minor adjustment to help assuage frustrations and manage her climbing pick rate. We understand this doesn’t address other aspects of her kit that are strong, but we are continuing to monitor her match data and will make additional changes if necessary. When Valkyrie received her last round of buffs she got improvements to her landing from Skydive, allowing her to land much faster than other Legends. Players have been leveraging this quick recovery by scanning from the air and quickly dropping on teams, giving them little time to react. Therefore, we are removing the landing improvements to help establish consistency across all Legends. CONDUIT NERF Since her changes at the beginning of Season 29, Conduit spiked to the top of the pick rates and remained at that spot several weeks later. We’re so excited to see that players have really felt the improvements to Conduit’s supportive agency and playmaking potential. However, we recognize that she has been a key enabler of Legends that push the meta in an extremely aggressive way. Additionally, her dominance crowds out all other Support Legends, making her an obvious pick. Finally, she was present in 8 of the top 10 most popular team compositions. All of these indicators point to an unhealthy balance state and, as a result, we want to take steps to slow things down a bit. We are splitting Conduit’s nerfs into several small, calculated adjustments to keep an eye on how her performance and popularity shifts. Our goal is to ensure there are plenty of viable, powerful Legends to choose from without immediately grounding Conduit right after picking her up. Recent Changes In an earlier hotfix, we shifted Conduit’s Tactical regeneration to take longer to provide a similar amount of shielding. This also inherently affects the imbalanced pick rate of her new level 3 Upgrades, making the burst of shielding Instant Barrier provides more attractive in comparison to the slow ‘n’ steady Enduring Barrier. New Changes Now, we’re increasing the cooldown on Conduit’s Tactical. The double Tactical charge has been a huge win in making Conduit feel flexible in keeping her squad topped off, but we want to reduce how frequently it's used to demand skillful and measured usage of her supportive tools. Additionally, Enduring Barrier no longer regenerates through ring damage, slightly restricting the wide range of its use cases. WEAPONS A NEW SHOTGUNS HOP-UP, AND A HOP UP SHUFFLE We’ve talked about it before in Patch Notes and Designer’s Notes, and we will say it again: shotguns are some of our more tempestuous weapons in the roster. They ride a fine line between feeling undertuned and undersatisfying vs. overpowered and frustrating to play against, and their current position in the meta leans toward the former. Particularly, we are seeing the sting the most in our finisher style shotguns: the Mastiff and the Peacekeeper. Looking deeper into the data, we see that on average shotguns are the weapons players die while holding most. Our hypothesis is: these weapons are securing knocks, but the close-range encounters where shotguns thrive lead to extremely low health, and result in a quick follow-up avenging from enemy teammates. How often have you gotten that quick swap to the Peacekeeper, secure the down, only to be killed a moment or two later? Instead of doing raw damage buffs to this class of finisher shotguns, we have opted to give them a new survivability style hop-up, aptly called Executioner. Once the hop-up has been unlocked, securing a knock will begin a shield regeneration over a few seconds, similar to that of the Skirmisher Knock Expert perk, and yes, they will stack. Our goal is to provide shotguns with more utility and less raw fire power. The close range fights should feel the same, but this gives these weapons a little more juice to stay in the fire fight afterwards. Executioner will be available on the Peacekeeper and the Mastiff, replacing Disruptor Rounds and Dual Shell. Mozambique and EVA-8 will also get a little bump to their base handling stats so they don’t feel left out of the party. In addition to the introduction of the Executioner Hop-up, we’ll also be passing the Graffiti Mod to the Volt and Flatline to inject some freshness to the weapon meta. REGIONAL DIFFERENCES IN PLAY In general, we have been pretty happy with how the weapon meta has been shaking out over the past few months. While we can acknowledge a few outliers, the majority of our roster has been sitting in an overall healthy spot. We wanted to take this time to quickly point out some weapon balance outliers and explain why you may not see as much shake-up on some of our more popular, high performing weapons, where you might expect them. Let’s look at the Alternator as an example. The Alternator has been making some steady upwards momentum since the addition of the Double Tap Hop-Up a few seasons ago, and even after some adjustments, continues to climb. Anecdotally, we weren’t hearing too much conversation about it over here in the western hemisphere, as most of the balance concerns from our community centered around the R-99, so we dug deeper. Turns out, Alternator popularity in our metrics is being pretty heavily driven by our players over in Japan! It’s a super interesting statistic, and illustrates some of the less obvious factors contributing to weapon usage and efficiency data. Regional differences like this are something that our weapon meta team will be continuing to evaluate and reacting to moving forward. As always, we will be keeping a close eye on how the weapon meta shakes out this season and will update you with any meta hotfixes throughout the season. CONCLUSION We hope this blog has been helpful in deepening your understanding of the processes and rationale informing the development team’s balancing changes. For a comprehensive log of all changes coming in Overclocked Split 2 be sure to check out the full Patch Notes dropping on June 22nd, 2026! -------------------------------------------------------------------------- Play Apex Legends for free* now on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2, and PC via the EA app, Epic, and Steam. 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