As we are approaching the new season 11 of Apex Legends, Respawn has already started to drip feed us with new information regarding their upcoming season.
Similar to almost every other season in Apex Legends, Respawn has already revealed a new character Ash, a new flexible weapon called the C.A.R SMG, a new tropical map called “Storm Point“, a revamped “Escape” battle pass, ranked updates, and plenty of other seasonal content.
And thanks to some leaks from early playtesters, we knew what legends might receive some love from Respawn at the start of a new season. As it is almost customary at this point, Respawn loves to throw in some curveballs with new seasonal patch notes to shake things up in the current weapon and character meta in the game.
Turns out the rumored Wattson rework is actually real. That’s right, your favorite Nessy-loving girl is finally getting a much-needed buff that significantly changes the way players think of Wattson as a defensive legend. Now, she is finally effective in the current fast-paced meta of the game. Respawn devs have already stated that they intend to change the whole concept of a ‘defending’ legend.
Surprising everyone, Respawn didn’t make any changes to other legends aside from all the Wattson-related changes. And yes, Ash is already looking really good to dominate season 11 of Apex Legends.
Apex season 11 full patch notes:
Move aside Ash, this is Wattson’s season. We’re ecstatic to finally share some long-anticipated Wattson improvements! Her win rate and encounter win rate have always been above average. This could be for a multitude of reasons; her defensive playstyle correlates to higher average placements, Wattson mains are diehard loyalists, and her hitbox has been the smallest in the game ever since Lifeline’s adjustment.
Regardless, much of the high-level data that we’ve shared doesn’t match the perception. Play a few games as Wattson and you’ll often find yourself wanting more out of her kit. The goal of these changes is to redistribute her invisible power into the parts of her kit that shape the battlefield in a unique way. We wanted to see what changes could spark more consistency and efficacy in her kit, and ideally ground some of the difficulties surrounding the way her abilities work.
We want to enable more active gameplay from Wattson players by smoothing out the rough edges in placing fences. Responsiveness tweaks, longer range, and faster cooldowns mean that Wattson can much more quickly and reliably set up a defensive position, or even use her fences and pylon in the midst of open combat in a pinch.
- Improved the reliability and responsiveness of placing Wattson’s Tactical and Ultimate in-world objects.
- Wattson can place her Tactical and Ultimate objects on valid surfaces above Wattson’s eye level (to a reasonable extent).
- General hitbox size increase, to compensate for the removal of low profile in the Legacy update.
Tactical – Perimeter Defense
- Increased damage on crossing a Fence by 33%. (15 to 20)
- Increased debuff duration on crossing a Fence by 100%. (1.5 to 3 seconds)
- Increased the time allowance to be hit again by a subsequent Fence effect by 100%. (0.5 to 1 second).
- Decreased recharge time by 50% (30 to 15 seconds).
- Increased placement range by 50%.
- Decreased the delay between Fences shutting off and reactivating after an ally passes through them by 60%. (1.0 -> 0.4 seconds)
- Wattson now moves at Unarmed-speed while readying/placing Fence nodes.
- Fence nodes can now be placed as soon as the weapon is readied, instead of waiting for the animation to finish.
Ultimate – Interception Pylon
- The Pylon output has been significantly reworked.
- Reduced the number of active Pylons Wattson can place from 3 to 1.
- The Pylon now lasts forever (instead of timing out after 90 seconds).
- The Pylon now has a pool of 250 Shields that can be distributed to nearby players, instead of effectively infinite Shields.
- Increased the Pylon shield recharge rate by 150%, and smoothed regen rate. (2/second -> 5/second, or more accurately: 1/0.5 seconds -> 1/0.2 seconds)
- When a Pylon is out of Shields, it no longer recharges players’ Shields, but can still zap incoming ordnance.
- Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
- The UI on the ground and HUD elements now displays the amount of Shields that remain in the Pylon.
- Pinging a friendly Pylon will now display the percentage of Shields remaining in the Pylon.
- Pylon ordnance-zapping has been moderately reworked.
- Ordnance is now zapped when the Pylon detects that it would hit any surface within range and line of sight of the Pylon, instead of being zapped as soon as it comes within range.
- As a part of the changes, current issues where the Pylon doesn’t reliably zap ordnance (particularly concerning airstrike abilities, and ordnance that bounced off surfaces near the Pylon) should now be addressed.