Hi, today i will bring you the notes from the mysterious patch (2.2GB). First read all the notes and after leave your opinion pls:
General:
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Remove reflect damage on ramming buildings - All Leader Power Mines: add a 50% AoE zone on the outer half of the effect radius - Increase T2 vehicle vs light in cover from 0.3x to 2x - Reduce the duration of all stuns by half (excluding emp mac, for now) - Remove stun from all turret drops and grunt dome - Increase duration of turret drop lp by 5 seconds (not including victory turret) - Removed kill animations - Unit drops affected by squad upgrades that add an additional unit to squad (JPB, suicide grunts, heavy grunts, arby enforcers) - Artillery no longer damages air units - Fix silly target prioritization, building killers/enforcers and others as needed
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Chopper - Ghost - Jackrabbit - Enforcer - Jpb - Goliath - Giving all heroes “the forge treatment” Health and Shield T2 and T3 upgrades to 1.45/1.6 so that all heroes scale the same and feel killable. I will further tweak as people feel out the balance
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Atriox - Decimus - Voridus - Pavium - Colony - Arby - Ship - Yap - Anders - Jerome - Isabel - Cutter - Kinsano - Serina - Johnson
Banished:
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Increase the acceleration of Ghosts by 10%
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24 to 26.5 - Reduce melee anti building dps from 0.5x to 0.4x - Change jpb jump impact from a daze to a slow - Add 150 Power and 100 resource(both) cost escalation to Cloak Generators - Remove building stun from Suicide Grunts - Reduce Glassing Beam damage vs Ultimate Air units by 20%
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15 to 0.9 - Increase Glassing Beam speeds by 1 at levels 2 and 3, revert telegraph nerf at level 3, but reduce durations from 10s to 7s - Reduce engineer shields from 40% to 30% - Reduce duration of slow from grunt mine by 1 second and slow vs vehicles - Fix Blistback lockdown mode HP (not healing) bug - Reduce grunt mine slow on vehicle to 25% - Banshee tweaks to stay competitive with hornet
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Fuel rod from 1.5 to 2 vs medium and scouts(22.5 more dps) - Chaingun from 1 to 0.85 vs mediumAir and HeavyAir (18 dps less) - Plasma torpedo weaponType changed from basic to Anti Air, dps lowered to compensate, net effect (25 more dps vs medium air, 10 more dps vs heavy air) - JPB slow reduced from 4s to 2s - Reduce build time of shrouds by 20% - Reduce health and dmg of unupgraded chopper, give it back these stats with the upgraded one
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Reduced HP from 4200 to 4000 - Reduce DPS from 110 to 100 - HP added back with upgrade
Voridus:
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Reduce all income from Combat Spoils by 50% (both levels) - Fix Cataclysm blast overlaps caused by Brute Grenadier Infusion pools (T3 upgrade)
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32 to 10 (half the size as medium) - Reduce Infusion damage vs all Vehicles types by 20%
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Medium Scout 1.4 to 1.15 - Medium 1.8 to 1.45 - MediumAA 1.5 to 1.2 - Heavy 2.5 to 2 - Reduce impact damage of the Grenadier drop pod by 50% - Reduce the explosion damage of Grenadiers by 20%
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420 to 340 - Fix Infusion Tech Blisterbacks having less range than their normal counterpartColony:
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Reduce Skitterer DPS by 20% (including Focus Beam) - Reduce Skitterer attach health bonus from 2400 to 2000 - Reduce Hunter Captain’s Taunt duration from 10s/15s to 8s/10sAtriox:
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Reduce Chosen speed by 1 - Reduce duration of plasma mines scorch effect to 20s - Reduce chosen slow modifier from .2 to .6 and slow no longer affects buildings - Reduce time for dying breathe proc to 1.5s for all units - CounterMeasures jpb jump attack dmg reduced from 700 to 500 to match non cm - Reduce duration of slow from cm mines
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Reduced from 4s to 2.5sDecimus:
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Remove the ability from Warlord and Decimus to pull Scarabs - Reduce Lightning Vortex damage vs Buildings from x2 to x1.3 - Change Boundless Siphon to make units use a leech weapon - Remove warlord stun from buildingsArbiter:
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Reduce damage bonus from Conduit of Rage level 2 and 3 from 35% and 45% to, 30% and 40% respectively - Reduce Conduit of Rage’s speed buffs at level 2 and 3 from 30% and 35% to 27.5% and 30% respectively - Reduce Conduit of Rage’s heal tick rates at level 2 and 3 from 1.5s and 1s to 1.75s and 1.5s respectively - Make the Enforcer Drop contain basic Enforcer Squads that get swapped out with the upgradeYapyap:
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Remove XP gain from Shade Turret Drop - Remove XP gain from Grunt Dome - Increase Gruntdome costs by 100 of each resource for each level - Increase Gruntdome level 3 cooldown to match other levels - Nerf cannon fodder LoS by 15% - Nerf Shardstorm Launcher weapon dps by 10% - Reduce yap heals by 30% at both tiers, reduce invulnerability time by 50% at both tiers from 1/1.5 to .5/.75, reduce speed buff from 40% to 25% at both tiers - Reduce power cost of Brute Riders by 10 from 75 to 65 - Increase the cost of yap mine at both lvls to 60/60, 120/120SECOND PART (META-UNSC) WILL BE IN THE COMMENTS…
As is usual this patch nerfed the Banished until new stupid levels, the main units affected with this “BALANCE” were the hero units, they died almost instantly in the early game and his speed is too slow, they can’t fight properly any unit. As is usual this patch (third in a row pro-UNSC) nerfed the Banished until new stupid levels. The main units affected with this “BALANCE” were the hero units, they diealmost instantly in early game and his speed is too slow, they can’t fight properly almost with any unit.
I really don’t understand why when they buff the UNSC also nerf drastically the Banished (this is practically a double buff in one). All the game turns around the Isabel’s meta players (tanks/vultures “strategy”), i don see the point of turn the infantry army in a useless strategy. Now the Vultures kill instantly practically everything with the missil and the Scorpion’s movement and turn speed is too high. The vulture’s missil purpose should be debilitate infantry groups and not kill them all instantly. Every patch buff the vulture and they are mortal against every unit (ground or air type) but the blisterback its their banished equivalent and is useful only against gorund units (his fly form don’t count, it’s the worst use of them).
Other big problem in the balance are the divine powers of Isabel:
-MAC shot: Too powerful and quick, zero chance ofmove the units out of the impact point (this should be a Cutter’s leader power like was in Halo Wars 1, a little of respect with the old leaders pls).
-The Hologram: The possibility of had double army (why the hologram can attack and inflinct damage? in the Halo shooter saga this didn’t happen, a little of consistency pls)
-The ghost in the machine: Isabel can take the control of all kind of vehicles even mobile headquarters, ejecting the infantry inside, and the super unit.
This together to the rest of his habilities (Forge powers) turn stupid the leader choice and lose a game using her too. Actually the 85% (maybe more) of the population play as Isabel, why? because many leaders (UNSC or Banished) don’t have so many offensive-active powers. Some leaders have only a vitrification beam and the rest of powers are utility-pasive based.
The last big problem with this update is the IA advantages on the skirmish (units stats and production speed and cost), after the patch the IA can make vultures before the 8 minutes. With this anyone can practice using the skirmish, in normal is very easy and in heroic is so false the game, the IA with 1 energy generator and 1 node can generate more energy than the player with 3 generator and 1 node. I tested all the week playing the game and the IA try to rush me in every match, pushing me to defend and wait the superunit, that is the only strategy that works on heroic difficulty. The only way to practice is enter to the matcmaking and face the 232343523423432 Isabel on it, which is boring if they just give up when the rush doesn’t work for them. The Dev team should fix the IA logic and delete his"invisible" advantages, i played this game since 2018 and after every 2020 patch is more unenjoyable and difficult for no-Isabel players.
So your basically making all of this up? Where are the official patch notes? Because pretty sure kill animations are still in the game
> 2533274930980758;3:
> As is usual this patch nerfed the Banished until new stupid levels, the main units affected with this “BALANCE” were the hero units, they died almost instantly in the early game and his speed is too slow, they can’t fight properly any unit. As is usual this patch (third in a row pro-UNSC) nerfed the Banished until new stupid levels. The main units affected with this “BALANCE” were the hero units, they diealmost instantly in early game and his speed is too slow, they can’t fight properly almost with any unit.
> I really don’t understand why when they buff the UNSC also nerf drastically the Banished (this is practically a double buff in one). All the game turns around the Isabel’s meta players (tanks/vultures “strategy”), i don see the point of turn the infantry army in a useless strategy. Now the Vultures kill instantly practically everything with the missil and the Scorpion’s movement and turn speed is too high. The vulture’s missil purpose should be debilitate infantry groups and not kill them all instantly. Every patch buff the vulture and they are mortal against every unit (ground or air type) but the blisterback its their banished equivalent and is useful only against gorund units (his fly form don’t count, it’s the worst use of them).
> Other big problem in the balance are the divine powers of Isabel:
From 343’s twitter:
Patch alert! Halo Wars 2 players will be receiving a patch in preparation for the Xbox Series X|S. No downtime is expected, but please be sure to contact support if you run into any issues. To report an issue: http://aka.ms/HaloSupport
So those stats are all completely made up.
What about Shipmaster?? Where are his changes? hello? >.<