Apex Legends Season 11 patch notes: Storm Point, Ash, C.A.R SMG, Legend changes, & more
- 1 Apex Legends Season 11 patch notes: Storm Point, Ash, C.A.R SMG, Legend changes, & more
- 2 When is Apex Legends Season 11 dropping?
- 3 Apex Legends Season 11 patch notes
- 4 Season 11 Map rotation
- 5 C.A.R SMG
- 6 New Legend – Ash
- 7 Legend changes
- 8 Weapons
- 9 Arenas
- 10 New Hop-Up – Dual Shell
- 11 Season 11 Ranked updates
- 12 Apex Legends Season 11 Battle Pass changes
Apex Legends Season 11 is set to be one of the biggest ever for the FPS, introducing loads of new content. Here are the patch notes for the upcoming season, including Storm Point, Ash, and the Legend changes.
Apex Legends Season 11 is almost upon us, with the Monsters Within Halloween event taking players to the end of the season.
Although we have had a lot of information on the new Legend, Ash, as well as the Storm Point map, the developers have officially released the Season 11 patch notes, so let’s take a look at all the changes coming.
When is Apex Legends Season 11 dropping?
Apex Legends Season 11 will launch on November 2, around 10am PT / 1pm ET / 5pm UK / 6pm CEST.
PlayStation users can actually pre-download the update right now so that it’s ready to install once the season is released.
Apex Legends Season 11 patch notes
New map – Storm Point
This beautiful oasis was once an energy colony for the IMC, and the ruins remain. Many have tried to make a home here: all have failed. A survey of the area revealed the remains of three unique settlements built across the centuries, but no survivors. The colony lay abandoned, only visited by the occasional pirate or castaway. Now the Mercenary Syndicate has plans of their own for Storm Point.
It looks so enticing, but the pristine beaches and crystal waters are just the eyes of the hurricane. All around, dangers swirl: wild prowlers, venomous spiders, and the gathering storms only add to the tension in the air. Now the Legends are here to make this place their own.
Here are all the details you need to know about Storm Point:
- Largest map in Apex Legends, 15% bigger than World’s Edge. There are 17 POIs, with lots of smaller ‘camps’ as well
- It took 2 years to make this map, and they have designed it to minimize third parties. Made by Rodney Reece, the same designer as World’s Edge.
- There is lots of water, but no swimming (water is only hip-high)
- Only one redeploy balloon on the map at a POI called “Highpoint” – instead there are Gravity Cannons, which fires player from one end to the other. You can use weapons, gear and abilities while using cannon.
If you’re interested in checking out all the POIs, check out our piece on all the named locations on Storm Point.
- Prowlers live on the map, and will defend their nests if attacked. Attacking them will earn a small amount of damage towards your evo shield, and killing them will reward loot,
- Spiders live in nests and will ignore you unless you shoot their nest. Attacking them will earn a small amount of damage towards your evo shield. Will also drop loot when killed (we got a gold attachment 3/3 times when killing spiders in playtest, and ammo for the weapon you are using)
Season 11 Map rotation
For the Escape update, the map rotation will be back down to 2 maps; Storm Point and World’s Edge. With Storm Point being a whole new map, we want to make sure players have plenty of time to master the new arena.
With the introduction of Encore, the Arenas map rotation will now include only the custom-made Arenas maps. We will not be using BR locations for Arenas in the Escape update.
When you’re in a precarious place, you need a dangerous, flexible weapon: meet the C.A.R. SMG. The Combat Advanced Round submachine gun is a fully automatic weapon that takes adaptability to the next level by accepting either Light or Heavy mags.
The C.A.R. hits hard but handles light, this hybrid weapon’s the best of both words for when you’re ready to take a stand and become the most dangerous thing on the island.
Here are the damage numbers for the C.A.R:
- Head: 20
- Body: 13
- Legs: 10
The C.A.R has a faster fire rate than the Volt and great hipfire, but, it has more recoil than the energy SMG.
New Legend – Ash
- Passive: Marked for Death – Ash’s map shows the location of recent deathboxes. Press H on a deathbox to mark surviving attackers (once per box)
- Tactical: Arc Snare – Throw a spinning snare that damages and tethers the first enemy that gets too close.
- Ultimate: Phase Breach – Tear open a one-way portal to a targeted location
Further details about Ash’s abilities:
- Tactical has one charge, cooldown is 24 seconds
- Ultimate cooldown is 120 seconds. Portal disappears after 15 seconds. Portal is one way, can be used by friendlies and enemies too
- Can use the data knife on a deathbox to find the remaining members of the squad
- In Arenas, Ash’s passive is modified
- If you try to leave tether of tactical you will be slowed
- Ult: Ash uses a sword to tear a one-way portal, allies and enemies can follow, not sneaky – the audio is pretty loud
Wattson is the only Legend getting significant changes in S11 – more changes are coming for other legends in the future.
- 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.
Fully Kitted Rotation
- Added: Mastiff 30-30 Repeater, R-301, CAR, Longbow
- Removed: Peacekeeper, Rampage, RE-45, Flatline, and Charge Rifle
- Fire rate reduced from 2.1 to 2.0
- Slightly increased pellet size
- Choke up time reduced from 1.5s to 1.25s
- Choked up shots remain tight for slightly longer when exiting ADS
- Damage reduced from 60 to 55
- Reduced barrel effectiveness at all rarity tiers
- Significantly reduced projectile collision size
- Damage reduced from 18 to 17
- Damage increased from 34 to 36
- Double Tap added to Supply Drop G7 Scout
Supply Drop weapon rates
- Early game crate weapon rate increased from 25% to 50%
- Mid game crate weapon rate increased from 50% to 75%
- Late game crate weapon rate increased from 75% to 100%
Hot Zone Gold loot rates
- Increased amount of gold loot that spawns in hot zones
- Increased ammo from crafting
- Light Ammo 20 → 60
- Heavy Ammo 20 → 60
- Energy Ammo 20 → 60
- Shotgun Ammo 8 → 24
- Arrows 16 → 48
- Sniper 12 → 36
- Crafting Ammo price increased from 5 to 10 per weapon
- Evo Armor Points from crafting increased from 100 to 150
- Evo Armor Points cost increased from 45 to 50
- Replaced a sniper bundle with a shotgun bundle featuring the Dual Shell
Enemy NPC updates
- Prowler health across the game has gone up from 90 to 114 (Storm Point and World’s Edge)
- Prowlers on World’s Edge and Flyers on Kings Canyon now reward EVO points (25%) … all damage done to AI now rewards progress to your EVO armor
- Supply drop will now land outside the first ring, if possible, and land 10 seconds earlier.
- Purple weapons now spawn more in earlier rounds
- Round 1 – 3x blue -> 1x purple + 2x blue
- Round 2 – 1x purple + 2x blue -> 2x purple 1x blue
- Round 3 – 2x purple 1x blue -> 3x purple
- Supply drop no longer spawns blue Havoc or Devotion or gold RE-45
Weapon Price Updates
- Blue 125 → 150
- Purple 200 → 250
- Blue 75 → 50
- Purple 150 → 25
- Base 200 → 150
- White 150 → 100
- Blue 250 → 200
- Base 500 → 400
- Blue 300 → 350
- Purple 400 → 350
- Base 500 → 450
- Blue 250 → 300
- Purple 300 → 350
- Base 500 → 450
New Hop-Up – Dual Shell
This new Hop-Up “Dual Shell” allows players to load two rounds at a time for both the Mastiff shotgun and the 30-30 Repeater.
This will increase the efficiency at which players can reload these weapons, allowing them to get back into the fight quickly.
Season 11 Ranked updates
Hello, Legends! Let’s take a quick look at how Ranked in Emergence shaped up and review the changes coming in Escape. Ranked continues to attract a large portion of players (around 40% of all playtime!), but this doesn’t mean we can’t look to make improvements.
Note: We fixed an issue where expired skydrive trails remained accessible for longer than they should have.
Ranked Battle Royale
- Kill RP values now take differences between killer/victim Ranked tiers into account.
- The kill RP cap (as we have traditionally thought about it up to this point) is effectively being raised from six to seven. However, this kill-related RP cap can be reached in different ways, depending on tier differences and placement. Placement is still paramount, and you still must place first to have a chance at max total RP.
To expand on the first point, tier differences between the killer and victim will be taken into account when calculating baseline kill point value. For example, if a Plat player kills a Diamond player, that kill counts as 12 instead of 10 RP.
Tier DifferenceKill Points-33-25-18010112215320
Some points of clarification;
- Victims do not lose more or less points when killed (in terms of entry cost). Only the killer receives the modifier.
- Apex Predator and Master are treated as the same tier.
- An encounter rate with someone of a 3+ tier difference is ultra-rare (less than 0.1%). Ranked matchmaking is staying the same, so in general, you’ll come across identical tiers. In cases where you squad up with a different rank friend or merge into a different tier lobby, your KP will be adjusted appropriately.
After tier differences are taken into account for kill points, a flat per kill bonus is added based on placement.
Final PlacementPer Kill Bonus11521034556278910110121314+
The maximum kill point RP is 175. Any kill-related RP that exceeds that after placement and tier modifiers are added doesn’t affect total RP. The final step is to add a flat placement bonus. Enough with the math, let’s explain these changes with an example:
As a Platinum player, you party up with your Diamond friend and matchmake into a lobby with similarly skilled players. You snag second place, with 6 kills (and/or assists) against Diamond players, and 3 on Plat players.
Each kill on those Diamond players is worth 12 points instead of the typical 10, because they are one rank tier higher than you. That leaves us with (12 × 6) + (10 × 3) = 102 RP.
Now let’s take placement into account. In second, the per kill bonus is 10, so our 9 kills (including assists) × 10 = 90 RP.
We’re curious to see how these changes affect the ranked grind. Jump into Storm Point this first split and let us know how they feel. Stay tuned; this is only the start of what we have in store for Ranked improvements.
Season 11 Ranked Arenas changes
We learned a lot from the first season of Ranked arenas and are eager to bring you some improvements:
- Arenas Ranked now has 2 splits, similar to Ranked Battle Royale
- Along with each new season and split, there is a soft MMR reset and new placement matches. New seasons require the usual 10 placement matches while a new split only requires 5 placement matches.
- Improvements have been made to matchmaking for finding similarly skilled teammates.
- Reduced the AP amount gained or lost from MMR differences between teams.
Apex Legends Season 11 Battle Pass changes
Here’s what the official FAQ regarding Battle Passes and Special Events says:
- “Battle Pass – Can be obtained during the specific event period by Battle Pass owners who reach the required level. These items may return in a future event or promotion (This applies starting with Season 11 and onwards).
- Event Limited – May return in a future event or promotion. (i.e. Collection Events, Themed Events).”
Battle Passes, in general, are transforming into something slightly more consumer-friendly to reward players who shell out the cash on them.
There you have it, that’s all of the Apex Legends Season 11 patch notes, which is definitely bringing some exciting updates to the game. If you’re still interested in Season 11, we’ve compiled every buff and nerf in Season 11, check it out!
Image Credits & Source: Respawn Entertainment / EA