Hi everyone!
Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!
Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.
We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.
As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!
There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.
Thanks again, and enjoy!
We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.
Hi everyone!
Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!
Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.
We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.
As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!
There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.
Thanks again, and enjoy!
We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.
Hey guys!
We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!
We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.
We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.
When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.
We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.
We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.
Hey guys!
We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!
We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.
We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.
When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.
We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.
We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.