Respawn has released a new Apex Legends version 2.59 on PS4, PC, and Xbox. According to the official Apex Legends 2.59 patch notes, the latest update adds minor tweaks and fixes. Apart from this, today’s Apex Legends update 2.59 also includes stability fixes.
Previously, Apex update 2.17 added new features and changes to the game. Recently, Apex version 2.18 and Apex version 2.20 was also released with minor tweaks. Unfortunately, players are still experiencing a number of issues with the game. Today’s Apex Legends patch 2.59 will fix a few of these issues.
End rings now have more even distribution through the map
Each quadrant of the map now have roughly 25% chance of getting selected
Survival Slot Items
Survival slot items have been redistributed to low tier loot zones
Dev Note: Survival slot items were not spawning in all our loot quality zones. This adjustment maintains a similar number of survival slot items in a match but more evenly distributes them across the map.
WEAPONS & ATTACHMENTS
G7 Scout
Damage increased to 33 (was 32)
Rate of fire increased
Adjusted recoil to be more consistent when firing at max fire rate
Dev Note: The G7 has felt a little underwhelming and our data backs that up. When we were evaluating its rate of fire we realized its recoil could use a pass as well so we’ve smoothed out what we think the roughest spots are and given it a little more damage. This should help the G7 be competitive with the rest of our marksman and sniper roster.
Havoc Rifle
All mag sizes reduced
No Mag: 20 (was 24)
White Mag: 24 (was 28)
Blue Mag: 28 (was 32)
Purple Mag: 32 (was 36)
Dev Note: The Havoc is a force to be reckoned with, even without all the bells and whistles of mags and turbochargers it still puts in work. However, 36 rounds in a kitted Havoc, even with the firing delay, represents high damage up time and forgiveness for wasted rounds (often experienced during prefiring). Pulling back on mags allows it to remain deadly, but requires a little more precision.
Longbow DMR
Headshot multiplier increased to 2.25 (was 2.15)
R-99 SMG
Reduced hip-fire randomness
Dev Note: Over the last few patches we nerfed the R-99 because it was a significant outlier, performing well above the rest of the pack. Those nerfs were substantial and the R-99 has fallen a little too far for our liking and is feeling unreliable. These adjustments intend to bring up its consistency without directly increasing its damage potential.
RampageLMG
Firing animation has less vertical movement while in ADS
Weapon Rarity Sets
Peacekeeper (Blue and Purple)
Optic updated to 1x Hcog (was 2x Bruiser)
Charge Rifle & Sentinel (Purple)
Optic updated to 4-8x (was 2-4x)
Gunrun will keep a 2-4x
4x-10x Digital Threat Scope
Will no longer provide threat vision through smoke or gas
LEGENDS
Alter
Void Passage: Crypto EMP will now affect all players phased by the Void Passage
Bangalore
Smoke Launcher: all players within smoke will now have a white highlight visible to other players in smoke within 20m
Dev Note: Fighting inside Bangalore’s smoke has never been a pleasant experience for players or viewers (aside from you Bloodhounds) as it makes fights messy and hard to read. We are leveling the playing field now by making all players inside smoke clearer targets to one another with a white highlight. This highlight is not visible from outside the smoke: all of the rotational and sight-blocking gameplay are kept in-tact. However, while playing inside the smoke will be more clear, it will also be more risky and resets will be much harder if the smoke is challenged.
Bloodhound
Beast of the Hunt: threat vision is no longer visible through smoke or gas
Upgrade: Level 2
Raven’s Blessing: Ult charge reduced to 20% (was 25%)
Upgrades: Level 3
NEW Sighthound: reduced Tac cooldown by 50% while Ultimate is active
NEW Flock: remove enemy range requirement for White Raven spawns
Dev Note: Sometimes even the best teams break up and go their separate ways. Bloodhound’s Ult has always had a strong synergy with Bangalore’s smoke, but the pairing has recently become dominant and a singular answer to the “can’t see stuff” meta. With the removal of threat vision through smoke, Bloodhound will need to rely on their Tac scan like other Recon Legends. This should remove the necessity for the dynamic duo to pair together and allow for new roster compositions to form in its wake.
We were noticing how much the White Raven passive would fall off in the late game as enemies are naturally closer, making Raven’s Blessing upgrade much less valuable after the first ring. The new Level 3 upgrade will allow players to play off White Ravens across the match and fuel their Ult more effectively.
Alternatively, players can now tap back into some of Bloodhound’s old scan potential while in their Ult. These changes aim to shift power away from simply securing knocks for late game benefit and into more opportunities to use the Ult or the Tac through new upgrade choices.
Upheaval Launch: Level 2
Upheaval Mid-Season: Level 2
Odin’s Glare
Double duration of Tactical Full-Body scan
Odin’s Glare
Double duration of Tactical Full-Body scan
Raven’s Blessing
White Ravens charge Ultimate by 25%
Raven’s Blessing
White Ravens charge Ultimate by 20%
Upheaval Launch: Level 3
Upheaval Mid-Season: Level 3
Long Hunt
Knocks extend Beast of the Hunt duration.
Sighthound
Reduce Tactical cooldown by 50% while Ultimate is active.
Taste of Blood
Gain 50 hp on knocks while Ultimate is active.
Flock
Remove enemy range requirement for White Raven spawns.
Pathfinder
Upgrade: Level 3
Down & Away: Tac will now refresh on BOTH knocks and assisted knocks within a 3s window
Revenant
Upgrade: Level 3
Grim Leaper: Tac will now refresh on BOTH knocks and assisted knocks within a 3s window
MAPS
PUBS
Broken Moon
Kings Canyon
Olympus
RANKED
Broken Moon
Olympus
World’s Edge
MODES
Quads
Replacing Duos Playlist for S21.1
15 Teams of 4 Players
Loot Improvements
Chance to find Blue/Purple kitted weapons
Increased ammo in Light, Heavy, and Energy ammo boxes
Increased chance to find ammo, health, shield, scopes, and deployable items
Increased Replicator starting count 12→15
Lobby supports a 4th player for inviting and ‘Previous Match Squad Members’
Legend Ability updates to support a 4th squad member
Mirage Decoy shows 4 squad members when dropping from the dropship
Valkyrie’s Ult allows for up to 3 additional squad members to attach
Vantage Passive can spot the armor on all enemy teammates when in ADS
Loba’s Ultimate has UI to support a fourth player
NOTE: Quads is the only mode that supports queueing with 4 players. All other modes will be locked
Solos
LTM – 7/9-7/22
Mixtape
Lockdown: added The Core, Estates
Mixtape Map Rotations
6/25-7/8
Control: Caustic, Labs, Thunderdome
Gun Run: Estates, Fragment, Zeus Station
TDM: Habitat, The Core, Estates
7/9-7/22
Control: Labs, Caustic
Gun Run: Estates, Fragment
Lockdown: The Core, Estates
TDM: Habitat, Phase Runner
7/23-7/29
Control: Labs, Caustic, Production Yard
Gun Run: Estates, Fragment, Zeus Station
Lockdown: The Core, Thunderdome, Estates
TDM (removed during 1st week of LTM)
7/30-8/5
Control: Labs, Caustic
Gun Run: Estates, Fragment
Lockdown: The Core, Estates
TDM: Habitat, Phase Runner
RANKED
Ranked Rumble takes over the normal Ranked League at the end of the season as the singular Ranked offering. Ranked entry cost, placement, and KP tuning updated to:
Lower entry cost above Bronze Tier
Gold: 35 (was 40)
Platinum: 55 (was 60)
Diamond: 75 (was 80)
Placement RP Tuning now follows ALGS rules that all Top 15 will gain points
15th: 5 (was 0)
14th: 5 (was 0)
Kill Point Tuning
8th: 14 (was 12)
7th: 14 (was 12)
6th: 16 (was 12)
Dev Note: we have received valuable insights from last season’s data and community feedback and made slight adjustments based on both. The entry cost above Bronze has been lowered slightly, all of the Top 15 players will now receive corresponding placement points, and increased the KP for players in the top 6th-8th positions. With the potential for more updates to come as we continue to monitor.
We reward players for excellent strategic choices in placement and for outstanding combat performances in Kills. Achieving Top 5 placement in many ways is your strategic choice, but we won’t reward you with additional points; you must validate your placement with eliminations.
BUG FIXES
Looking for something else? Check out our public Trello board. It’s updated weekly with the status of bugs that we can talk about ahead of the patch note drops. We also update our game status here for those of you not on other social platforms.
3030-Repeater will no longer swap to a different reticle when reloading
Evo Harvester icons will no longer appear incorrectly for those who reconnect/connect late to a match
Firing Range: Dynamic Stats will now record some weapons properly
Fixed exploit that allowed players to move faster than normal
Mythic Melee items will now display their respective names in Death recaps
Nessies will no longer be occasionally extremely bouncy
Players will no longer be able to shoot enemies while safe behind cover
Resolved instances where some text displayed the old Replicator icon
GRAPHICS
DX12 PC: Fixed many bugs that to help resolve crashes
Fixed an issue with flickering FX on Xbox One, especially lens flares and glows
Fixed bug that caused high polling rate mice to occasionally encounter high frame stutters. High polling rate mice users should now see little to no frame stutters from mouse input.
Input and window processing now occurs on its own thread instead of the render thread
LEGENDS
Alter
Players should no longer rarely get stuck in the ceiling/floor when using a Void Passage
Stuck projectiles (such as Arc Stars) now fall off correctly when traveling through a Void Passage
Tac’s Void Siphon (the interactable part) no longer missing a cooldown after exiting a Void Passage (same as the cooldown when re-entering the actual portal)
Alter/Wraith/Ash: highlighting in the void (and Alter’s Void Vision upgrade) no longer reveals the real Mirage
Catalyst
Piercing Spikes no longer activated by MRVNs
Piercing Spikes activation no longer blocked by Gibraltar’s gun shield
Octane: fixed players getting extra velocity from upgraded jump pad using certain inputs
Revenant: Ash’s Arc Snare will no longer occasionally bounce off Forged Shadows
QUALITY OF LIFE
Added a settings option that adjusts the gameplay volume when spectating
Alter
Added different voice lines for Void Nexus being destroyed by the ring rather than a player
Added logic to prevent most cases of placing a Void Passage resulting in falling to your death post-travel. Olympus should be safe…ish
Added rumble to Alter’s Ult and Tac
Emote sound effects now play when previewing in the lobby (added a setting to turn this off too)
Health Wheel can now be closed on Controller with LT in addition to:
Circle on PlayStation
B on Xbox
Health Wheel items can now be used on Controller with RT in addition to:
Square on PlayStation
A on Xbox
Mixtape
Gameplay
10 minute match time for all Mixtape modes minus Control
Spawn Logic: Gun Run, Lockdown, TDM
Decrease spawning in sight of enemies
Spawn closer, but not at same spawn point as teammates
Lockdown
Capture borders change to show the color of the team currently in the zone
Lockdown now always awards 5 points per kill and 5 points per capture interval
There is no longer special scoring based on kill positioning or extra points awarded for final/initial capture of zones
Map spawn audit: adjusting positions & angles
The Core, Estates, Habitat, Party Crasher, Phase Runner
GRAPHICS
DX12 PC: additional CPU performance optimizations, up to 10% faster than Season 21 launch