November "Useless Banished Army" Meta-Patch

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:

  • 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

  • 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

  • Atriox - Decimus - Voridus - Pavium - Colony - Arby - Ship - Yap - Anders - Jerome - Isabel - Cutter - Kinsano - Serina - Johnson
    Banished:

  • Increase the acceleration of Ghosts by 10%

  • 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%

  • 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

  • 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

  • Reduced HP from 4200 to 4000 - Reduce DPS from 110 to 100 - HP added back with upgrade
    Voridus:

  • Reduce all income from Combat Spoils by 50% (both levels) - Fix Cataclysm blast overlaps caused by Brute Grenadier Infusion pools (T3 upgrade)

  • 32 to 10 (half the size as medium) - Reduce Infusion damage vs all Vehicles types by 20%

  • 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%

  • 420 to 340 - Fix Infusion Tech Blisterbacks having less range than their normal counterpartColony:

  • 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:

  • 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

  • Reduced from 4s to 2.5sDecimus:

  • 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:

  • 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:

  • 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…

UNSC:

  • Gauss Cannon to use damage modifiers from the normal Warthog - Increase acceleration and turn rate of Scorpions by 10%

  • Acceleration 9 to 11 - Turnrate 90 to 145 - Add 40 velocity lead to Condor weapons - Remove XP Gain from Turret Drop - Increase Hornet speed from 19 to 20 - Greatly buff acceleration and turn rate of wolverines so that they move more like reavers

  • Acceleration 17 to 18.5 - Turnrate 180 to 220 - Reduce cost of canister shell from 900 power to 700 power - Change the armor type of kodiak from heavy to medium - Change sniper armor type from Light to LightArmored - Cost of combat tech and dispersion nozzle reduced from 600 each to 500 each - Lower cost of turret drop 1 from 400/25 to 350/25 and turret drop 2 from 550/50 to 450/50 - Shifted 40 dps from wingman to the base hornet (210 > 250dps) - Hornet Multiplier Tweaks

  • vs scouts from 1.6 to 1.85 - Vs Light from 1 to 0.8 - Vs LightArmored from .9 to 1 - Fix vultures

  • Weapon type of air nuke attack changed to vultureMissileMP to match regular nuke (slight buff vs heavy air from 1 to 1.15) - Nuke dmg of both nukes cut in half from 8280 to 4140 - VultureMissileMP multiplier vs AA reverted from .35 to 1.05 - Anti-Air attack now has the same splash as reavers (4.5 for 100% and 7 for 15%) - Anti-Air attack dps increase from 140 to 200 - Speed increase from 11 to 12 - Ground attack now has splash of 2 radius for 100% dmg - Weapon type changed from Explosive to new weapon type T3AirGun - Canister Shell weaponType Changed from Grenade to ScorpionExplosive (matches main cannon) - Scorpion Explosive multipliers changed as follows:

  • Vs lightInCover from 0.4 to 1.33 - Vs CovenantLeaderInCover from 1.2 to 1.33 - Vs HeavyInfantry from 1.4 to 1 - Vs HeavyInCover from 0.6 to 0.7 - Vs MediumHero from 1 to 1.6 (grenade was 2) - Vs MediumAA from 1.5 to 1.6 (grenade was 2)Kinsano:

  • Mortar Flamehog modifier vs lightincover: increase from x0.9 to x1.5 and increase vs lightArmor from 1.5 to 1.6 - Fix the lifespan of the Hellcharge VFX at all levels - Decrease cost of flamehog to match regular hog at 250 (don’t change the drop’s cost) - Reduce the speed increase from High Torque Joint from 50% to 35% - Fix hellcharge to increase radius and focus on speed/dmg and not boom

  • Added dmg zones for splash 10, 100% / 15, 50% / 20, 25% - Explosion dmg from 500/600/800 to 400/500/600 - Radius/duration/speed/dmg

  • Lvl 1: from 13 / 25s / 25% / 15% to 15 / 20s / 15% / 15% - Lvl 2: from 13 / 30s / 27.5% / 17.5% to 20 / 25s / 22.5% / 22.5% - Lvl 3: from 13 / 35s / 30% / 20% to **25 / 30s / 30% / 30%**Cutter:

  • Reduce Veterancy of the Cyclops drop from 2 to 1Forge:

  • Reduce Rolling Economy’s effects from 20% per level to 15% per level - Revert Scatter Bomb telegraphing buff and reduce the number of bombs dropped (make it do the same overall damage with fewer bombs, this should reduce the lag) - Make the upgraded Anvil Round not affected by Shroud Point Defense, like the base one - Add projectile tracking to Missile Barrage and switch it to use GrizzlyExplosive weapon type - +1 speed to grizzly and buff acceleration by 10% and turn rate from 90 to 135 - Reduce cost of grizzly and grizzly drop by 10%… don’t forget assembly

  • Reduced supply cost from 850 to 770. Reduced power cost from 140 to 125 - Reduce drop from {2750, 450} to {2550, 400} - Reduce cost of Missile Barrage from 1000 power to 700 powerAnders:

  • Reduce Beacon Sentinel dps by 50% - Protector sentinel Adjustments

  • Dps from 110 to 200 (hornet on T2 was 210 before and multiplier are pretty much the same) - Multipliers vs Light, LightRush, LightArmored, mediumAir, and HeavyAir reduced by 50% (so they are worse vs infantry on T1 and manageable with air late game) They will be good vs scouts on T1 so I want to make sure that hero and sentinel isn’t op. - Multiplier vs AA reduce by 45% from .85 to .4675 (so this interaction should feel the same) - Multiplier vs covenantLeader and CovenantLeaderInCover reduced from 1.2 to .66 (should feel the same as before) - Multiplier vs HeavyInCover from 0.3 to 0.85 - Lock down bolt no longer affects buildings and duration reduced from 5s to 2.5s - Detonate stun reduced from 3s to 1.5sJohnson:

  • Allow Combat Tech Marines to repair Bunkers - Make Bunkers affected by Fortifications - Remove XP gain from Bunker Drop and Siege Turret Drop - Mantis- +1 movespeed, cost from 325 to 290, build time from 23 to 21 seconds, 10% health nerf, dps decrease at all tiers of 10% - Hero speed buff from 13 to 15 to match spartans (will likely nerf in the future when we do a hero pass) - Reduce price of Siege turret drop at both tiers from 900/1100 to 600/750
    Serina:

  • Remove XP gain from Ice Block - Reduce the slow from chill effects from 30%-40% to 20% - Frost raven - reduce power cost to 50, +1 speedJerome:

  • Revert Jerome hero speed nerf and have him not affected by Time for Heroes - Match the hijack properties of Omega Team with those of Alice, Jerome and Douglas so that they no longer fail high-range hijacks - Remove XP gain from Victory Turret Drop - Reduce the number of dropped in Enduring Salvo at all levels (make it do the same overall damage with fewer pieces, this should reduce the lag) - Switch weapon type of victory turret to from LeaderPower to LeaderPowerReduceBuildingDamage to match drop turretIsabel:

  • Make Ghost in the Machine affect locked down Blisterbacks

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? >.<