Apex Legends™: August 2023 Revenant Reborn Dev AMA (2024)

Table of Contents
TACTICAL ULTIMATE References

Any plans to improve Revenant’s climbing or the maps specifically in the case of overhangs just barely messing with [his] Passive?

No current plans. We're aware of quite a few buildings that interfere with Revenant's wall climbing, and his pounce helps a lot to scale some of those buildings, but not all. Something we're definitely aware of, but we don't have a timeline for a fix right now.

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Are there any plans to make some changes to indicators both for his Tactical and his Ult? Also some clear way to know when his overshield is broken and you’re actually doing damage to his base shields and heath?

Hearing this feedback a lot, we definitely tried adding in a landing indicator during prototyping but it tended to promote players jumping right into bad situations and dying, or spending a lot of time lining up a perfect jump instead of focusing on closing the gap or repositioning quickly. So we decided to move away from having an indicator.

For the Ultimate, if you don't see his demon wings around him and he's just covered in his shadows, he's fully vulnerable. So hit him hard! Once those wings appear though, definitely be careful!

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He’s good but I miss his shut up balls. Can we get his silence back with melee?

There are no plans to add Silence back to his kit, and we generally don't want to encourage melee with ability benefits.

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Is there any way to give Revenant the ability to wallbounce like other characters?

We're aware of Revenant's differences to other legends around wall bouncing, it's something we're investigating but we don't have a timeline for right now.

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Was the ability to cancel the leap animation by sliding off an edge/super gliding intentional or coincidental, and will it be changed?

It was not intentional and we're actively looking to fix it. Revenant's new movement has a lot of power on its own, and part of its internal counterplay revolves around not allowing weapons to come out until landing. We're hoping to shore up exploits that get around this intended design.

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Why is his super jump not much louder and/or accompanied by a flashy visual cue?

Revenant's Shadow Pounce intended to be loud and aggressive given its power potential. There are audio and visual cues surrounding the ability to push this. If this isn't the case, there may be bugs to investigate, or larger falloff ranges to push out and accomplish this goal. As we've done before (Octane's Jump Pad), we'll try to address these in future patches if that's the case.

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TACTICAL

Are you planning to tweak cooldown time on Rev's new Tactical? Currently it feels too long imo, it would be nice if it functioned like Pathfinder's Tactical, where depending on distance traveled the cooldown is shorter or longer.

Hearing this request a lot. We'll certainly consider it in the future, but Rev has a unique way of regaining his Tactical through his Ult that we're evaluating first.

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Currently the more you look up while using Rev's Tactical the shorter you travel, is this intentional or a bug?

Intentional. Rev's pounce is meant to go forward (to "dive") much more than it's meant to gain height - his wall climb Passive helps on that front. We tried landing indicators in the past, but with the charge mechanic and desire to constantly move, it was more distracting than desirable and made players try to perfectly line up a pounce rather than just learn the range and feel through play - which feels much more intuitive over time.

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Is his short Q supposed to have a reduced cooldown much like PF? This only seems to apply to his Ult.

At the moment no. But it is something we could consider. As you've noted, he has opportunities within his Ult that restore his Tactical faster. We're evaluating those first.

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Is [his] Tactical ability’s cooldown going to change at all? Similar [to] how Pathfinder’s tac cooldown is determined on his distance? Was there ever any thought into giving [him] fortified based on his hit box size?

It's certainly a possibility. At the moment, Revenant has a unique way to earn his Tactical back more frequently when in his Ultimate and we'll be monitoring the overall success of that first. Given the power of the movement utility, we're comfortable with the choice it makes for players - use it for distance at the cost of charge up, or use it for a fast, short reposition. Different scenarios make both viable, and we'll monitor how they perform and make adjustments when needed.

As for fortified, the idea has been tossed around, but we're very conservative with this perk, and generally if a Legend has strong offensive movement utility as a core part of their kit, the larger hitbox is more justified without the damage reduction. Unlike Caustic, Gibby and Newcastle, Legends like Revenant (now) and Pathfinder have really strong mobility tools and it's harder to justify making them take less damage overall as well.

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Is there any chance you guys can give Revenant some sort of indicator as to his trajectory and/or landing spot when using his Tactical ability?

We actually tried this early on in prototyping, but we found it often encouraged players to jump directly onto groups of enemies, generally leading to them dying quickly and getting frustrated. It also caused a lot more hesitation, making players spend a lot of time trying to just get that perfect jump right where they wanted, rather than it being the fast catch up and engagement tool it was meant to be. Not to mention it often lied to the player about the actual landing spot due to your air control. Shadow Pounce was never meant to be a precision focused ability, it was always geared towards giving you a means to close the gap quickly, and leaning into your wall climb in case you just landed short of that ledge you were trying to jump onto.

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Rev's Tactical is a little bit awkwardly designed. It could be improved in a handful of ways:

  • if the cooldown had a similar system to Pathfinders
  • if it didn't take so long to charge
  • if it didn't slow you down when you're charging it
  • if the vertical jump wasn't so laughable
  • if mantling short objects/walls with it fully charged didn't automatically make you jump and travel literally nowhere except upwards in place by a couple meters. No idea if this is a bug or a feature but it's seriously detrimental to his ability to actually move and survive.

Would you ever consider any of the above ideas or have anything else planned for buffs/nerfs?

  • Cooldown mechanics are something we can look into - keen on how his Ult interacts with his cooldown foremost before we explore more frequency of pounces.
  • Part of the counterplay for a powerful movement mechanic. It shouldn't be free if you want to go far.
  • There is no movement speed penalty while charging - the FOV shift might give that impression?
  • You got the gist of the design here actually. The pounce is more for forward actions - it's not great for vertical - and that's to give it its own feel and effective playspace and allow strong synergy with the Passive. We've found that as you learn this, and play to his strengths the adaptation makes his movement style feel ownable.
  • Pretty sure this is a bug.

We'll look at all the feedback coming in on Rev and evaluate him for any additional buffs and nerfs he might need soon. :) We know that there are some buildings in certain maps that don't have Rev-friendly ledges. There are no plans on how to tackle this yet, but we hear the frustration and have felt it ourselves. The move from Assault to Skirmisher was due to his play pattern shift. He's less disruptive to enemies with his abilities and more hit-and-run tactics now, which is more key to the Skirmisher class. Really glad to hear you're picking up the murder bot again! We're excited to hear that people are finding him fun to play!

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What if [you] gave [the silence ability] back to Revenant as a silence shockwave when he hits the ground after using his Tactical. Would that be broken or nah?

His pounce originally DID have a Silence shockwave when landing and we had it in playtests for a while. The problem was that it made it feel like you HAD to hit an enemy with it to be successful, and anything else was kind of a waste. And by encouraging people to land directly on enemies, it often forced them into bad positions where they'd just get killed.

We wanted the Shadow Pounce to be used more creatively, and give the play more agency rather than prescribing a pattern that would likely get them killed, so we backed away from the Silence and stuck with the more pure form of the movement. The intent of the ability became much more clear, and players were free to use it to dive, reposition or reach walls to climb which was much more successful overall.

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Will you be giving his Tactical some more buff, including but not limited to [the] ability to cancel mid jump?

At the moment, his Tactical is feeling strong and the commitment to the leap adds a measure of counterplay to its power by making it more predictable. We're not looking to add a mid-leap cancellation at this time.

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ULTIMATE

Can you change it to be around 50 HP instead? And as a compensation increase the duration from 25 sec to 30 sec? Do you think you could change it to just speed up the recharge instead of an instant recharge?

Lots of good potential suggestions to adjust and reign in Revenant's Ult here. I particularly agree with note of how gracious the assist window is on the Ult recharge, so that might be something to look into. We'll be reviewing Rev across the season, so we may well see adjustments to the Ult in the near future.

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Even though he has a refrigerator hit box, his Ult feels so unfair to go against at times. A good Rev (luckily there are also enough bad ones) is just unbeatable [right now]. Are you planning to adjust the extra shield he gets in his Ult?

Rev intentionally came out strong and his Ultimate is a big part of that. We've felt that internally as well. No promises, yet. But I will say that I wouldn't be surprised to see some dials turned in the future for this ability.

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How did the Ult make it through play testing without realizing how busted it is to regenerate your shield instantly with an added 10 seconds. Why is there a random scan ability?

Playtesting showed how powerful the Ult could be and there were certainly concerns. The Ult gives Rev the confidence to stay in the fight, push a little harder and secure the kill - which was the play pattern we were striving for with this rework. Given this, we opted to allow Revenant his time in the sun to see what aspects were the most potent. As we analyze what parts of the kit might be too oppressive, we can then make targeted changes to reign in that power on the right axis. We don't get to see that if he releases too weak and no one plays him.

The momentary targeting scan isn't random, it's intentional. It allows him to hone in on weak targets and know when to dive on them to secure the kill. As a Revenant, you now have a call to action when enemies get low to use your Shadow Pounce or move in with Forged Shadows to pursue that advantage. It's a core part of his new play pattern, and fits the killer assassin character well from our perspective.

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Nerfing his Ult HP would be a huge issue despite what people are saying.

The Ult HP is a tricky thing to play with. Too low, he feels like paper, too high it feels invulnerable. We have a lot of parameters surrounding Forged Shadows in addition to HP that we can play with and reign in the Ult's power if it gets out of hand. This is good feedback to hear though!

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What do you think about increasing his Ult cooldown by like 30 seconds? Right now he’s able to comfortably have it every single fight and it’s probably the most annoying thing to fight in a 1v1 scenario.

This is a good suggestion, I could see us adding time to the Ult here. We'll be looking over Rev's kit and its balance state over the course of the season. I think it's very possible we'll see tweaks to Revenant's Ultimate in the future.

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What is the data on how strong Rev’s Ult is cause I cannot tell if it’s too strong or too weak.

The season's still young, and we're gathering data at the moment from feedback, and the community on large at the moment. In the early days, actual telemetry is often skewed because everyone’s playing the character, but as the season goes one we'll be able to see how the power of his Ult is shaking out and make any adjustments needed.

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Why was an overshield added while also giving him movement? We pretty much have a mobile Gibby here. Also why give him even more Passives on top of his wall climbing and silent crouch?

We wanted Revenant to feel confident diving in to secure a kill as his core play pattern: the Passive lets him know when enemies are low to push, the Tactical lets him close the gap, the Ultimate gives him the confidence to dive in and secure it.

So the overshield was added to allow him to push into an enemy team, the idea being that the large hitbox of the shroud is very easy to hit and burn through, offering a measure of counterplay if Revenant over-extends. It's definitely dialed high, and we'll monitor its power across the season to see if adjustments need to be made.

Revenant is admittedly a little overloaded with Passives - but they all serve a purpose in his overall kit and synergize with the other abilities well. Also, we didn't want to lose the unique crawling and wall climbing that was so core to the character in this change.

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Apex Legends™: August 2023 Revenant Reborn Dev AMA (2024)

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