<mark>UPDATE: 9/7 1:15PM PT - This update is now live in-game for Xbox One and Win10! Let us know what you think!</mark>
Hey folks - I just received word that the Halo Wars 2 team is readying a mid-season balance update for release soon. I don’t have a firm ETA yet - it’s still in the final stages of testing - but it could be released as early as today (9/7). This is a server-side update that will not require a patch/download though you may need to restart the game once it’s deployed.
These changes are the result of ongoing player feedback and game data analytics that help inform the design team about units, abilities, mechanics, and Leaders that might need some fine-tuning.
Here’s a rundown of everything that’s changing with this September mid-season balance update. Comments in italics represent designer notes to provide further context for the changes.
<mark>OVERALL THEMES</mark>
Major:
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Comprehensive balancing pass for YapYap - Tuning for Forge and Decimus - Major Isabel buff - A rework to Grunt Mines to make them viable and correctly counter scouts - Further buffs to tier 2 vehicles - More counters to vehicle heroes available at tier 1 - Strengthening the tier 1 balance triangle - Greatly improving core infantry, and scaling them better into the late game - Blitz card balance and costings - Blitz starting army balanceOther:
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Buffs to Arbiter, Johnson, Cutter, Colony, Kinsano, Anders - A balance pass on unit build times, and removing the bonus for counter units - Ram quality-of-life improvements - Support units now cost power - Overall hero balance - Making tier 1 slightly less dominated by heroes - APC units (Phantoms and Mastodons) more viable - Balanced heal values across many units and structures (a unit with a higher heal value heals more slowly, so if you doubled a healing value the unit would take twice as long to heal)<mark>GENERAL BALANCE CHANGES</mark>
Cyclops and Hunter damage type changes: -
vs Light reduced -43% - vs Light In Cover reduced -33% - vs Light Armored reduced -43% - vs Building reduced -56% - vs Heavy Infantry reduced -45%Anti-Vehicle was too general purpose, and too effective against other infantry and buildings, which is not intended.
Banshee, Hornet and Protector Sentinel damage type changes: -
vs Medium increased +7% - vs Heavy Infantry increased +33%Air units are Intended to be a better counter to Tier 2 vehicles (which have received another buff). This change helps strengthen the counter unit triangle (air > vehicles > infantry > air).
Armory/War Council
- Power Cost 0 -> 100 - All Heroes (except Goblins) build time 30/33/35 -> 45sHeroes are now a slightly more costly decision, so players will need to think more carefully about a hero-centric build at Tier 1. This should help diversify Tier 1 builds. This also means Heroes take longer to revive if killed, which makes that loss more costly and reduces the immediate reappearance of Heroes in the late game.
Leader powers
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Most leader powers now do 85% damage to Light and Light Armored infantry (affects all infantry except Heroes, Cyclops, Hunters) Marine Grenades/Grunt Mines
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Damage to Scouts reduced -9% - Damage to Medium Hero increased +38% Allows Grenades and Grunt Mines to counter vehicle Heroes more effectively.
Ram
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Damage to Medium Hero increased +16% - Ram reflect damage vs Scouts reduced -25%Ram Quality of life changes:
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Ram is now monocast - Units will enter the Ram state when further away from the target - Reduced speed boost to prevent units going out of control while Ramming - Greatly reduced revving time to make Ram much more responsive - Ram damage bonuses reduced (-28%) against core infantry to compensate for greatly increased efficiency - Reflect damage taken from Heavy Infantry slightly reducedRam should now be more reliable to use, and monocasting prevents overkill and makes the ability more efficient. This makes Ram better against infantry groups now, so we’ve dropped the damage slightly in some cases. This change also allows Ram to counter vehicle Heroes more effectively.
Scout damage vs Buildings reduced -25%
Core Infantry vs Light Armored reduced -17%, vs Buildings reduced -25%
All of the above changes help strengthen the Tier 1 unit triangle: -
Core Infantry, when upgraded (Grenades or Mines), beat Scouts - Scouts beat Tier 1 Anti-Infantry (Hellbringers, Suicide Grunts, etc), and Tier 1 rush units (Jump Pack Brutes, Goliaths, Hellbringers, etc) - Tier 1 Anti-Infantry units beat core Infantry even when upgraded - *Tier 1 rush units should be needed to attack bases or early expansions. Scouts and core infantry should not be better at this task.*Command XP generation
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Command XP per second increased +8% - CP thresholds after the 8th point reverted to the old, lower thresholds (so you accrue points at a slightly faster rate after the 8th)Partially reverts some previous slowing down of leader point gain, but only after the 8th point. Assists more synergistic leaders, like Arbiter, Voridus, Serina.
All Tier 2 vehicle HP and DPS increased +10%, additional changes noted in individual entries below
Tier 3 Tanks (affects Colossus, Grizzly, Wraith, Scorpion) -
Damage type vs Heavy Infantry (Cyclops, Hunters) reduced -18%, and vs In Cover reduced -25% - UNSC tanks have reduced healing values, so they take longer to heal:
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Grizzly healing rate reduced -35% - Colossus healing rate reduced -29% - Scorpion healing rate reduced -20%In the late game, compositions of Tier 3 Tanks could beat compositions of their counter unit too easily. They were also too synergistic with healing units.
<mark>See next post for additional balance update notes.</mark>