After the backlash to Patch 4.0 of Warhammer 40,000: House Marine 2, Saber Interactive has launched a brand new replace to handle the identical. Extra particularly, it’s rolled again a number of modifications to lean additional into the sport’s energy fantasy, with feedback by recreation director Dmitriy Grigorenko.
Operations beforehand had elevated spawn charges for Extremis enemies. Nevertheless, these have reverted to pre-patch 4.0 ranges on Minimal, Common, and Substantial difficulties whereas their spawn charge is “considerably” decreased on Ruthless. Weapons just like the Auto Bolt Rifle, Heavy Bolt Rifle, Bolt Sniper Rifle, Heavy Bolter, and extra will even deal elevated harm in Operations.
These taking part in by the brand new Deadly problem also can breathe a sigh of aid because the “Tight Formation” mechanic, which required executing enemies close to allies to regain armor, is gone. Try the patch notes beneath for extra particulars.
To make sure balancing updates land higher, Saber will roll out public check servers in early 2025 to check main modifications earlier than they go stay. Keep tuned for particulars on particular dates within the coming months.
Patch Notes 4.1
Gameplay and Balancing Tweaks – Operations mode
AI director and enemy spawns
DG: Right here was our reasoning earlier than Patch 4.0: When the sport got here out in September, the Ruthless problem win charge hovered round 60%. Weeks later, and with the modifications launched by Patch 3.0, we noticed that the identical win charge had jumped to over 80%, and we obtained a whole lot of suggestions stating that the sport had develop into too straightforward—even at its most problem (on the time).
With Patch 4.0, our purpose was to tweak enemy spawns to extend the general variety of enemies slightly than reverting to buffing their Well being. Sadly, this had an influence on the better problem ranges as effectively.
For instance, the win charge on the simplest problem dropped barely after Patch 4.0, from 95% to 93%. This may increasingly not appear like so much, however numbers aren’t every little thing. Your suggestions made it clear that the sport had develop into extra intense and anxious on decrease difficulties, and this was by no means our intention. As I’ve personally emphasised in interviews, House Marine 2 is all concerning the energy fantasy, and Patch 4.0 negatively impacted it for a lot of of you.
That is why we’re rolling again these modifications. Extremis enemies’ spawn charges in Minimal, Common, and Substantial difficulties will revert again to their pre-Patch 4.0 ranges and will probably be considerably decreased in Ruthless problem to hopefully strike a stability between how laborious the sport was at launch and the way “straightforward” it turned with Patch 3.0.
Minimal, Common, and Substantial Difficulties:
- Decreased spawn charge of Extremis enemies to match pre-Patch 4.0 ranges
Ruthless Issue:
- Considerably decreased spawn charge of Extremis enemies
Weapons (solely in Operations mode)
DG: We’ve been wanting to handle the Bolter household for some time, as they’ve been underperforming throughout all problem ranges. This has been a frequent piece of suggestions from a lot of you, and the info confirmed enhancements had been wanted throughout the board. The % Injury enhance is predicated on which courses have entry to which form of weapon and the way the Bolters compete with the opposite choices obtainable.
- Auto Bolt Rifle -> Injury elevated by 20%
- Bolt Rifle -> Injury elevated by 10%
- Heavy Bolt Rifle -> Injury elevated by 15%
- Stalker Bolt Rifle -> Injury elevated by 10%
- Marksman Bolt Carbine -> Injury elevated by 10%
- Instigator Bolt Carbine -> Injury elevated by 10%
- Bolt Sniper Rifle -> Injury elevated by 12.5%
- Bolt Carbine -> Injury elevated by 15%
- Occulus Bolt Carbine -> Injury elevated by 15%
- Heavy Bolter -> Injury elevated by 5%
Issue
Ruthless: Participant’s Armour is elevated by 10%
DG: We’re partially rolling again the change from the earlier patch on Ruthless problem following your suggestions. With Patch 4.1, we’re hoping to seek out the proper compromise between how straightforward Ruthless problem felt after Patch 3.0 and the way it felt after final week’s Patch 4.0.
The rationale why it was decreased final week was that we observed a really substantial bump in win charges on Ruthless after Patch 3.0, as Minoris enemies would not take away your complete Armour bar with their assaults, ranged AI Injury was nerfed throughout the board, and the flexibility to regenerate Armour by parrying regular Minoris assaults was added.
Further be aware: Regardless of the final patch notes itemizing a lower in Armour in Substantial problem, this transformation was mistakenly omitted of our final replace, therefore why you received’t see it being reverted as a part of this week’s patch.
Deadly: “Tight Formation” system is eliminated
DG: Earlier than anything, allow us to make clear our reasoning for the introduction of this mechanic. As we labored on including a brand new problem tier, we wanted to ensure this new problem was significant and attention-grabbing. With “Tight Formation”, our goal was so as to add a brand new layer of problem for our most expert gamers by including horizontal development slightly than simply vertical development (i.e., dealing extra harm to ever stronger enemies). This recreation is concerning the energy fantasy, and enemies that take dozens of melee hits break it. Thus the problem wanted to come back from different sources.
This method was additionally designed as a primary step in direction of the introduction of gameplay modifiers down the road, each detrimental and optimistic—one thing World Conflict Z gamers will probably be acquainted with—however your suggestions confirmed that the proximity necessities felt too restrictive. Courses like Assault and Vanguard felt particularly penalised as taking part in them successfully requires a sure freedom of motion.
Because of this, we’re eradicating the system completely and can proceed to work on modifiers till they’re prepared. We’ll proceed to observe your suggestions after the deployment of Patch 4.1 to ensure Deadly problem feels as difficult and rewarding because it ought to.
AI
DG: A recurrent piece of suggestions we’ve seen is that the AI allies can really feel ineffective at occasions. We already improved allies’ behaviour in Patch 3.0, and we hope this extra buff will assist solo gamers full their Operations.
- Bots deal 30% extra harm to bosses.
DG: Preventing Zoanthropes is usually reported as a supply of frustration. Alongside the modifications to the AI Director, we’re taking away a few of their shields’ effectiveness to alleviate a few of that frustration.
- Zoanthrope: Defend swap cooldown with one other paired Zoanthrope is elevated by 10%.
Normal Fixes & Tech
- Mounted a bug that triggered roll distance to be shorter than earlier than.
DG: This was in all probability essentially the most impactful and annoying consequence of Patch 4.0. Whereas i-frames had been the identical, the space distinction made it a lot much less efficient versus ranged assaults. With this bug mounted, you must really feel a terrific enchancment in your fights towards ranged enemies and executives.
- Mounted bug with unlocking Deadly problem rewards decals.
- Crash fixes and common stability enhancements.