Apex Legends Double Take patch notes and collection event just dropped and with it comes severe buffs and nerfs to many legends and weapons. Respawn Entertainment has been slowly trying to get out of the ‘can’t see anything’ meta with the first Nerf to Catalyst Walls. However, this Double Take event will surely switch the meta for the better by providing a more even battleground.So, let's take a look at every change in the Apex Legends Double Take patch notes, including weapon changes, legend changes, and more.BALANCE UPDATES in Apex Legends Double Take patch notes (June 21, 2024)Several things have permanently changed Apex Legends in Season 21, however, these mid-season patch notes focus on balancing some weapons and legends to make for fair and fun gameplay. Here are all the balance changes in Apex Legends Double Take patch notes.Care PackagePurple light mag added.Gold Weapons RotationNemesis Burst AR, Triple-Take, Peacekeeper, Prowler PDW, Longbow DMR.End RingsEnd rings now have more even distribution through the map.Each quadrant of the map now has roughly 25% chance of getting selected.Survival Slot ItemsSurvival 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 changes in Apex Legends Double Take patch notesG7 ScoutDamage increased to 33 (was 32)Rate of fire increasedAdjusted recoil to be more consistent when firing at max fire rateDev 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 RifleAll mag sizes reducedNo 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 pre firing). Pulling back on mags allows it to remain deadly, but requires a little more precision.Also read: 5 best secondary weapons in Apex Legends Season 21Longbow DMRHeadshot multiplier increased to 2.25 (was 2.15)R-99 SMGReduced hip-fire randomnessDev 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.Rampage LMGFiring animation has less vertical movement while in ADSWeapon Rarity SetsPeacekeeper (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 2-4x4x-10x Digital Threat ScopeWill no longer provide threat vision through smoke or gasLEGENDS changes in Apex Legends Double Take patch notesAlterVoid Passage: Crypto EMP will now affect all players phased by the Void PassageBangaloreSmoke Launcher: all players within smoke will now have a white highlight visible to other players in smoke within 20mDev 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 is kept intact. However, while playing inside the smoke will be clearer, it will also be more risky and resets will be much harder if the smoke is challenged.BloodhoundBeast of the Hunt: threat vision is no longer visible through smoke or gasUpgrade: Level 2Raven’s Blessing: Ult charge reduced to 20% (was 25%)Upgrades: Level 3NEW Sighthound: reduced Tac cooldown by 50% while Ultimate is activeNEW Flock: remove enemy range requirement for White Raven spawnsDev 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.PathfinderUpgrade: Level 3Down & Away: Tac will now refresh on BOTH knocks and assisted knocks within a 3s windowRevenantUpgrade: Level 3Grim Leaper: Tac will now refresh on BOTH knocks and assisted knocks within a 3s windowAlso read: Galactic Sports Store shop event in Apex Legends: Prices, what's included, and moreMAPS in Apex Legends Double Take eventPUBSBroken MoonKings CanyonOlympusRANKEDBroken MoonOlympusWorld’s EdgeGame MODES in Apex Legends Double Take patch notesQuadsReplacing Duos Playlist for S21.115 Teams of 4 PlayersLoot ImprovementsChance to find Blue/Purple kitted weaponsIncreased ammo in Light, Heavy, and Energy ammo boxesIncreased chance to find ammo, health, shield, scopes, and deployable itemsIncreased Replicator starting count 12→15Lobby supports a 4th player for inviting and ‘Previous Match Squad Members’Legend Ability updates to support a 4th squad memberMirage Decoy shows 4 squad members when dropping from the dropshipValkyrie’s Ult allows for up to 3 additional squad members to attachVantage Passive can spot the armor on all enemy teammates when in ADSLoba’s Ultimate has UI to support a fourth playerNOTE: Quads is the only mode that supports queueing with 4 players in Apex Legends Double Take. All other modes will be lockedSolosLTM - 7/9-7/22MixtapeLockdown: added The Core, Estates in Apex Legends Double TakeMixtape Map Rotations: 6/25-7/8Control: Caustic, Labs, ThunderdomeGun Run: Estates, Fragment, Zeus StationTDM: Habitat, The Core, Estates7/9-7/22Control: Labs, CausticGun Run: Estates, FragmentLockdown: The Core, EstatesTDM: Habitat, Phase Runner: 7/23-7/29Control: Labs, Caustic, Production YardGun Run: Estates, Fragment, Zeus StationLockdown: The Core, Thunderdome, EstatesTDM (removed during 1st week of LTM): 7/30-8/5Control: Labs, CausticGun Run: Estates, FragmentLockdown: The Core, EstatesTDM: Habitat, Phase RunnerRanked Rumble back in Apex Legends Double TakeRanked Rumble takes over the normal Ranked League at the end of the season as the singular Ranked offering in Apex Legends Double Take. Ranked entry cost, placement, and KP tuning updated to:Lower entry cost above Bronze TierGold: 35 (was 40)Platinum: 55 (was 60)Diamond: 75 (was 80)Placement RP Tuning now follows ALGS rules that all Top 15 will gain points15th: 5 (was 0)14th: 5 (was 0)Kill Point Tuning8th: 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.Also read: Apex Legends Rumble: New game mode rumored, participation criteria, leaderboard, and moreBUG FIXES in Apex Legends Double Take patch notes3030-Repeater will no longer swap to a different reticle when reloadingEvo Harvester icons will no longer appear incorrectly for those who reconnect/connect late to a matchFiring Range: Dynamic Stats will now record some weapons properlyFixed exploit that allowed players to move faster than normalMythic Melee items will now display their respective names in Death recapsNessies will no longer be occasionally extremely bouncyPlayers will no longer be able to shoot enemies while safe behind cover in Apex Legends Double TakeResolved instances where some text displayed the old Replicator iconGRAPHICSDX12 PC: Fixed many bugs that to help resolve crashesFixed an issue with flickering FX on Xbox One, especially lens flares and glowsFixed 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 threadLEGENDS bug fixes in Apex Legends Double TakeAlterPlayers should no longer rarely get stuck in the ceiling/floor when using a Void PassageStuck projectiles (such as Arc Stars) now fall off correctly when traveling through a Void PassageTac’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/Ashhighlighting in the void (and Alter’s Void Vision upgrade) no longer reveals the real MirageCatalystPiercing Spikes no longer activated by MRVNsPiercing Spikes activation no longer blocked by Gibraltar’s gun shieldOctanefixed players getting extra velocity from upgraded jump pad using certain inputsRevenantAsh’s Arc Snare will no longer occasionally bounce off Forged ShadowsAlso read: Apex Legends G7 Scout's single fire better than R-301QUALITY OF LIFE in Apex Legends Double Take patch notesAdded a settings option that adjusts the gameplay volume when spectatingAdded different voice lines for Void Nexus being destroyed by the ring rather than a player in Apex Legends Double TakeAdded logic to prevent most cases of placing a Void Passage resulting in falling to your death post-travel. Olympus should be safe…ishAdded rumble to Alter’s Ult and Tac in Apex Legends Double TakeEmote 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 XboxHealth Wheel items can now be used on Controller with RT in addition to: Square on PlayStation and A on XboxMixtape10 minute match time for all Mixtape modes minus ControlSpawn Logic: Gun Run, Lockdown, TDMDecrease spawning in sight of enemiesSpawn closer, but not at same spawn point as teammatesLockdownCapture borders change to show the color of the team currently in the zone in Apex Legends Double TakeLockdown now always awards 5 points per kill and 5 points per capture intervalThere is no longer special scoring based on kill positioning or extra points awarded for final/initial capture of zonesMap spawn audit: adjusting positions & anglesThe Core, Estates, Habitat, Party Crasher, Phase RunnerGRAPHICSDX12 PC: Additional CPU performance optimizations, up to 10% faster than Season 21 launchAdded a new "Very High" choice to the "Model Detail" option in Video Settings, for reduced LOD popping in Apex Legends Double TakeSwitchMigrated to the Rendering Hardware Interface (RHI), shared by PlayStation 5, Xbox Series X/S, and PC DirectX 12FOV Slider added: May impact performance for players choosing to increase it beyond 70That covers everything in the Apex Legends Double Take patch notes. 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