Warhammer 40,000: Dawn of War III - r_Kat


Warhammer 40,000: Dawn of War III is 25% off for a limited time during the Skulls for the Skull Throne promotion! We wanted to celebrate this festival of all things Warhammer gaming by releasing a brand new Elite unit skin, the Chaplain Venerable Dreadnought skin, free for all users!



The skin will be unlocked automatically when you log in to Dawn of War III, and free for you to use to deck out your Venerable Dreadnought Elite unit!
Warhammer 40,000: Dawn of War III - Kat_RE


Warhammer 40,000: Dawn of War III is 25% off for a limited time during the Skulls for the Skull Throne promotion! We wanted to celebrate this festival of all things Warhammer gaming by releasing a brand new Elite unit skin, the Chaplain Venerable Dreadnought skin, free for all users!



The skin will be unlocked automatically when you log in to Dawn of War III, and free for you to use to deck out your Venerable Dreadnought Elite unit!
Warhammer 40,000: Dawn of War III - r_Kat
Hey, everyone!

In addition to a new map, we’ve been hard at work on a ton of new skins to provide better customization options for the Elites you bring onto the battlefield. Some of these we announced last week, but there are a couple new skins as well! Four additional Custom skins have been added, as well as the new Chaplain Venerable Dreadnought skin.



New
  • New map: Manufactorum (2v2) and (3v3)
  • New Custom skins: Gabriel Angelos, Jonah Orion, Chaplain Diomedes,
  • Imperial Knight Solaria, Macha, Jain Zar, Ranger Ronahn, Wraithknight Taldeer, Warp Spiders, Striking Scorpions, Warboss Gorgutz, and Beauty da Morkanaut
  • New skin: Chaplain Venerable Dreadnought

Improved
  • Added campaign completion rewards: Kustom Stormboyz skin and player portrait (Mission 1), Helmeted Jonah Orion skin and player portrait (Mission 4), Codex Macha skin and player portrait (Mission 8), Tartaros Gabriel Angelos skin and player portrait (Mission 17)
  • Updated the visuals of the Imperial Knight Paladin mastery skin



Maps
  • Manufactorum (2v2) has been added into the Custom match and Quick-Match map lists
  • Manufactorum (3v3) has been added into the Custom match and Quick-Match map lists

Campaign
  • Various health packs were added in Mission 2 to decrease difficulty
  • Amount of scrap generated in Mission 2 increased
  • Encounters tuned in Mission 2 for Normal and Hard difficulties
  • The maximum population cap in Mission 2 has been decreased from 270 to 160
  • Final encounter in Mission 2 tweaked to reduce enemy spawn timers, increase the amount of melee units faced, and lessened the time it takes to progress in this encounter
  • Resource rates and starting resources increased in Mission 3 based on difficulty
  • Removed some Tankbustas on Easy and Normal difficulty for Mission 3
  • In Mission 3, only 4 of the 5 towers need to be destroyed in order to complete an objective



Campaign
  • Fixed a bug in Mission 6 where you could no longer progress if the communication array was recaptured by enemy units
  • Fixed a bug in Mission 12 where using the Tireless doctrine caused Tactical Marines acquired through mission objectives to move unusually fast

User Interface
  • Fixed a bug where changing Image Quality settings would affect Texture Detail as well
  • Fixed a bug where changes to Window Settings were not reverted when changes were canceled
  • Fixed a bug that occurred when the Use Suggested function increased the Image Quality, causing the Texture Detail boz to become blank and limit the available options
  • The Surrender option is now disabled in Tutorial missions
  • Fixed a bug where the Surrender button was locked in the Pause menu while playing Campaign
  • Fixed a display bug where Skulls are shown in two different places when using an ultra-wide screen
  • Fixed a bug where creating a Relic Account for the first time would not complete correctly
  • Fixed a bug where Manufactorum (Nocturne’s Anvil?) was missing the minimap icon in the Match History tab
  • Fixed a bug where match times in the Match History tab were not displayed correctly
  • Fixed a bug where hovering over the player portrait on the Collection tab of the player profile could cause various portraits to pop in and out
  • Fixed a bug where using the Stormboyz’ Kamakazee doctrine would cause the location of the Big Trakk’s artillery mode and self-destruct ability icons to switch places

Multiplayer
  • Fixed a bug where loading a save that was created after opening the gate on Mortis Vale caused the gate to appear closed
  • Fixed a bug where the Wraithknight would start to shoot extremely fast if Jump was canceled in the first second of the ability
  • Fixed a bug where Jain Zar’s Dash visual effects would become permanently stuck on enemy heavy cover

Gameplay
  • Fixed a bug where on Casual difficulty, the AI was not attacking a second HQ
  • Fixed a bug where allied AI was not building resource generators or resource upgrades on resource points captured by the player
  • Fixed a bug where the AI was not continuing or rebuilding a structure if the worker was killed mid-construction and the in-progress structure was not destroyed


We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions!
Warhammer 40,000: Dawn of War III - Kat_RE
Hey, everyone!

In addition to a new map, we’ve been hard at work on a ton of new skins to provide better customization options for the Elites you bring onto the battlefield. Some of these we announced last week, but there are a couple new skins as well! Four additional Custom skins have been added, as well as the new Chaplain Venerable Dreadnought skin.



New
  • New map: Manufactorum (2v2) and (3v3)
  • New Custom skins: Gabriel Angelos, Jonah Orion, Chaplain Diomedes,
  • Imperial Knight Solaria, Macha, Jain Zar, Ranger Ronahn, Wraithknight Taldeer, Warp Spiders, Striking Scorpions, Warboss Gorgutz, and Beauty da Morkanaut
  • New skin: Chaplain Venerable Dreadnought

Improved
  • Added campaign completion rewards: Kustom Stormboyz skin and player portrait (Mission 1), Helmeted Jonah Orion skin and player portrait (Mission 4), Codex Macha skin and player portrait (Mission 8), Tartaros Gabriel Angelos skin and player portrait (Mission 17)
  • Updated the visuals of the Imperial Knight Paladin mastery skin



Maps
  • Manufactorum (2v2) has been added into the Custom match and Quick-Match map lists
  • Manufactorum (3v3) has been added into the Custom match and Quick-Match map lists

Campaign
  • Various health packs were added in Mission 2 to decrease difficulty
  • Amount of scrap generated in Mission 2 increased
  • Encounters tuned in Mission 2 for Normal and Hard difficulties
  • The maximum population cap in Mission 2 has been decreased from 270 to 160
  • Final encounter in Mission 2 tweaked to reduce enemy spawn timers, increase the amount of melee units faced, and lessened the time it takes to progress in this encounter
  • Resource rates and starting resources increased in Mission 3 based on difficulty
  • Removed some Tankbustas on Easy and Normal difficulty for Mission 3
  • In Mission 3, only 4 of the 5 towers need to be destroyed in order to complete an objective



Campaign
  • Fixed a bug in Mission 6 where you could no longer progress if the communication array was recaptured by enemy units
  • Fixed a bug in Mission 12 where using the Tireless doctrine caused Tactical Marines acquired through mission objectives to move unusually fast

User Interface
  • Fixed a bug where changing Image Quality settings would affect Texture Detail as well
  • Fixed a bug where changes to Window Settings were not reverted when changes were canceled
  • Fixed a bug that occurred when the Use Suggested function increased the Image Quality, causing the Texture Detail boz to become blank and limit the available options
  • The Surrender option is now disabled in Tutorial missions
  • Fixed a bug where the Surrender button was locked in the Pause menu while playing Campaign
  • Fixed a display bug where Skulls are shown in two different places when using an ultra-wide screen
  • Fixed a bug where creating a Relic Account for the first time would not complete correctly
  • Fixed a bug where Manufactorum (Nocturne’s Anvil?) was missing the minimap icon in the Match History tab
  • Fixed a bug where match times in the Match History tab were not displayed correctly
  • Fixed a bug where hovering over the player portrait on the Collection tab of the player profile could cause various portraits to pop in and out
  • Fixed a bug where using the Stormboyz’ Kamakazee doctrine would cause the location of the Big Trakk’s artillery mode and self-destruct ability icons to switch places

Multiplayer
  • Fixed a bug where loading a save that was created after opening the gate on Mortis Vale caused the gate to appear closed
  • Fixed a bug where the Wraithknight would start to shoot extremely fast if Jump was canceled in the first second of the ability
  • Fixed a bug where Jain Zar’s Dash visual effects would become permanently stuck on enemy heavy cover

Gameplay
  • Fixed a bug where on Casual difficulty, the AI was not attacking a second HQ
  • Fixed a bug where allied AI was not building resource generators or resource upgrades on resource points captured by the player
  • Fixed a bug where the AI was not continuing or rebuilding a structure if the worker was killed mid-construction and the in-progress structure was not destroyed


We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions!
Warhammer 40,000: Dawn of War III - r_Kat


Hello, everyone!

We’ve got a lot of cosmetic content coming up on July 20th. Here’s the lowdown!

CAMPAIGN REWARDS
To start, we’ll be sprinkling the campaign with some well-earned rewards. Now, you can earn new player portraits as well as exclusive Elite skins upon completing certain campaign missions. The campaign menu screen has gotten a bit of a revamp, too, so you can see which rewards you’ll receive before you embark on a mission.

Don’t worry - if you’ve already completed the campaign, you’ll receive all rewards upon your first login after the patch goes live!

NEW SKINS
On top of the campaign reward skins, we’ve got plenty more coming your way!

This patch will introduce four new skins, a revamp of the Imperial Knight Paladin’s mastery skin, and eight skins that will allow you to customize the colours of select Elites. These “Customization” skins - as we’ve been calling them - will let your Elites sport your chosen Army Painter colours so they can lead the troops in style. Each of the new skins will also be customizable in the Army Painter. Having Elites better blend into your ranks is something you’ve been asking for, and we loved the spirit of making your armies feel more cohesive.


Custom skins allow you to choose your colours and badge

We read a lot of feedback on how you wouldn’t want Gabriel Angelos, Chapter Master of the Blood Ravens, leading your Ultramarines into battle - and hey, that makes a lot of sense! Now, campaign-based Elites can look more universal, letting you bring any Farseer into battle, instead of Macha specifically.



For the new skins, you’ll need to complete certain campaign missions in order to unlock them. If you already have the Imperial Knight Paladin’s mastery skin, the new look will be applied automatically. For all the Customization skins, you’ll get these just by logging in!



NEW MAP: MANUFACTORUM
This patch will also bring a new map, Manufactorum, into the fold! Manufactorum can be played in 2v2 or 3v3 scenarios and across all game modes. Here’s a sneak peek of what to expect!



UI IMPROVEMENTS
We’ve introduced some changes to Elite and doctrine selection, as well as improvements to how Elite information is displayed when you hover over their portraits. You’ll also be able to see what effects doctrines will have on your units just by mousing over them. This will help to make it easier to determine your loadout in the pre-game lobby by highlighting the differences between Elites and doctrines at-a-glance!

-----

For the Emperor!
Warhammer 40,000: Dawn of War III - Kat_RE


Hello, everyone!

We’ve got a lot of cosmetic content coming up on July 20th. Here’s the lowdown!

CAMPAIGN REWARDS
To start, we’ll be sprinkling the campaign with some well-earned rewards. Now, you can earn new player portraits as well as exclusive Elite skins upon completing certain campaign missions. The campaign menu screen has gotten a bit of a revamp, too, so you can see which rewards you’ll receive before you embark on a mission.

Don’t worry - if you’ve already completed the campaign, you’ll receive all rewards upon your first login after the patch goes live!

NEW SKINS
On top of the campaign reward skins, we’ve got plenty more coming your way!

This patch will introduce four new skins, a revamp of the Imperial Knight Paladin’s mastery skin, and eight skins that will allow you to customize the colours of select Elites. These “Customization” skins - as we’ve been calling them - will let your Elites sport your chosen Army Painter colours so they can lead the troops in style. Each of the new skins will also be customizable in the Army Painter. Having Elites better blend into your ranks is something you’ve been asking for, and we loved the spirit of making your armies feel more cohesive.


Custom skins allow you to choose your colours and badge

We read a lot of feedback on how you wouldn’t want Gabriel Angelos, Chapter Master of the Blood Ravens, leading your Ultramarines into battle - and hey, that makes a lot of sense! Now, campaign-based Elites can look more universal, letting you bring any Farseer into battle, instead of Macha specifically.



For the new skins, you’ll need to complete certain campaign missions in order to unlock them. If you already have the Imperial Knight Paladin’s mastery skin, the new look will be applied automatically. For all the Customization skins, you’ll get these just by logging in!



NEW MAP: MANUFACTORUM
This patch will also bring a new map, Manufactorum, into the fold! Manufactorum can be played in 2v2 or 3v3 scenarios and across all game modes. Here’s a sneak peek of what to expect!



UI IMPROVEMENTS
We’ve introduced some changes to Elite and doctrine selection, as well as improvements to how Elite information is displayed when you hover over their portraits. You’ll also be able to see what effects doctrines will have on your units just by mousing over them. This will help to make it easier to determine your loadout in the pre-game lobby by highlighting the differences between Elites and doctrines at-a-glance!

-----

For the Emperor!
Jul 11, 2017
Warhammer 40,000: Dawn of War III - r_Kat


General
  • Fixed a crash that occurred when loading the game while using an Input Method Editor
Jul 11, 2017
Warhammer 40,000: Dawn of War III - Kat_RE


General
  • Fixed a crash that occurred when loading the game while using an Input Method Editor
Warhammer 40,000: Dawn of War III - r_alexander_mueller


Hey everyone!

We heard you loud and clear. In response to your feedback, we’re releasing a balance patch to address top balance concerns this week.



Gameplay

  • Listening Post cost increased from 200 to 300
Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one.

Pathing
  • Skimmers will now prefer to do shorter reverse-pivot moves instead of curve turns over short distances (these were particularly noticeable with move commands issued slightly behind and to the side of the skimmer)
  • Increasing vertical traverse speed

If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available.



Overall, the Space Marines versus Ork matchup is very close to dead even, though it varies a bit per skill bracket. Although they’re in a better spot and while we are buffing Eldar, we do still feel there are a few issues that need addressing.

We’ve already addressed Tireless in last week’s patch, but we felt that we needed to dig a little deeper, as the Space Marine’s effectiveness doesn’t stem from a single doctrine choice.


Assault Marines
  • Reduced passive melee charge range from 30 to 10
  • Reduced passive melee charge speed bonus from 4 to 3

Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units.



Predator Destructor
  • Damage decreased from 200 to 150
  • Power cost increased from 275 to 300
  • Population cost increased from 17 to 19



Predator Annihilator
  • Power cost increased from 275 to 300
  • Population cost increased from 17 to 19

Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.



Diomedes
  • Elite Point cost reduced from 4 to 3
  • Health reduced from 3600 to 3100
  • Respawn time reduced from 240 to 200
  • Reduced melee attack true damage bonus vs. objectives from 50 to 15
  • Reduced critical strike true damage bonus vs. objectives from 100 to 30

Bug Fixes
  • Fixed a bug where his True damage bonus wasn’t working correctly

Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game.



Once win rates settled after launch, it became clear that the Eldar were imbalanced. They had a much higher win rate than both Space Marines and Orks, though they were especially strong versus Space Marines. Dire Avengers were overwhelmingly picked over other early game options and the Wraithlord’s Improved Webways doctrine was nearing a unanimous pick rate in the upper skill brackets.

However, the combination of our May 31st Eldar changes and the improvements to not only Tactical Marines - but also to resource generation - have exposed the general weakness of the Eldar early game. Since the trading capability of Dire Avengers was weakened, we’ve consequently seen that win rate flip the other direction.


General
  • Eldar infantry unit speed increased by 1 across the board
  • Bonesinger increased from 6 to 7
  • Dire Avengers increased from 6 to 7
  • Howling Banshees increased from 6 to 7
  • Shadow Spectres increased from 5.5 to 6.5
  • Rangers increased from 6 to 7

Webway Gate
  • Requisition cost decreased from 150 to 125
  • Power cost decreased from 30 to 25
  • Speed bonus for non-elite infantry decreased from 3 to 2
  • Speed bonus for Vehicles, Wraith and Elite units remains unaffected

Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar?

We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.



Dire Avengers
  • Dire Avengers range increased from 30 to 35

Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.



Wraithblades
  • Increased Shields from 1725 to 1890
  • Increased Health from 1150 to 1260
  • Added passive melee charge on Wraithblades which has 10 range, a 10 second cooldown, lasts 5 seconds and grants 4 movement speed
  • Increased weapon range from 1 to 2

These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.



Shadow Spectres
  • Power cost reduced from 30 to 15
  • Increased formation size

These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.



Autarch Kyre
  • Reduced speed of Eldritch Winds projectile from 15 to 12
  • After units are pulled to him, they are now knocked back, scattering them over a 15m area and preventing them from clumping on top of one another when landing

We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.



Gretchin
  • Gretchin population cost reduced from 4 to 1

Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.



Shoota Boyz
  • Stikkbomb damage decreased from 90 to 60

Doctrines
  • Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60

Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit



Nobz
  • Taunt radius reduced from 20 to 15

Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.



Stormboyz
  • Their upgraded Suicide Bomma from scrap will do less damage versus structures



Kommando
  • Stun Trap damage type changed from Armour Piercing to True
  • Stun Trap damage is applied to the squad instead of individual entities

Bug Fixes
  • Stun Trap FX have been adjusted to accurately show the blast radius

We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 Armour Piercing damage to all units in a squad, it now deals 600 True damage to a squad.

This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.



A NOTE ON DOCTRINES
We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them!



General
  • Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown

{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - Alex_RE


Hey everyone!

We heard you loud and clear. In response to your feedback, we’re releasing a balance patch to address top balance concerns this week.



Gameplay

  • Listening Post cost increased from 200 to 300
Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one.

Pathing
  • Skimmers will now prefer to do shorter reverse-pivot moves instead of curve turns over short distances (these were particularly noticeable with move commands issued slightly behind and to the side of the skimmer)
  • Increasing vertical traverse speed

If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available.



Overall, the Space Marines versus Ork matchup is very close to dead even, though it varies a bit per skill bracket. Although they’re in a better spot and while we are buffing Eldar, we do still feel there are a few issues that need addressing.

We’ve already addressed Tireless in last week’s patch, but we felt that we needed to dig a little deeper, as the Space Marine’s effectiveness doesn’t stem from a single doctrine choice.


Assault Marines
  • Reduced passive melee charge range from 30 to 10
  • Reduced passive melee charge speed bonus from 4 to 3

Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units.



Predator Destructor
  • Damage decreased from 200 to 150
  • Power cost increased from 275 to 300
  • Population cost increased from 17 to 19



Predator Annihilator
  • Power cost increased from 275 to 300
  • Population cost increased from 17 to 19

Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.



Diomedes
  • Elite Point cost reduced from 4 to 3
  • Health reduced from 3600 to 3100
  • Respawn time reduced from 240 to 200
  • Reduced melee attack true damage bonus vs. objectives from 50 to 15
  • Reduced critical strike true damage bonus vs. objectives from 100 to 30

Bug Fixes
  • Fixed a bug where his True damage bonus wasn’t working correctly

Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game.



Once win rates settled after launch, it became clear that the Eldar were imbalanced. They had a much higher win rate than both Space Marines and Orks, though they were especially strong versus Space Marines. Dire Avengers were overwhelmingly picked over other early game options and the Wraithlord’s Improved Webways doctrine was nearing a unanimous pick rate in the upper skill brackets.

However, the combination of our May 31st Eldar changes and the improvements to not only Tactical Marines - but also to resource generation - have exposed the general weakness of the Eldar early game. Since the trading capability of Dire Avengers was weakened, we’ve consequently seen that win rate flip the other direction.


General
  • Eldar infantry unit speed increased by 1 across the board
  • Bonesinger increased from 6 to 7
  • Dire Avengers increased from 6 to 7
  • Howling Banshees increased from 6 to 7
  • Shadow Spectres increased from 5.5 to 6.5
  • Rangers increased from 6 to 7

Webway Gate
  • Requisition cost decreased from 150 to 125
  • Power cost decreased from 30 to 25
  • Speed bonus for non-elite infantry decreased from 3 to 2
  • Speed bonus for Vehicles, Wraith and Elite units remains unaffected

Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar?

We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.



Dire Avengers
  • Dire Avengers range increased from 30 to 35

Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.



Wraithblades
  • Increased Shields from 1725 to 1890
  • Increased Health from 1150 to 1260
  • Added passive melee charge on Wraithblades which has 10 range, a 10 second cooldown, lasts 5 seconds and grants 4 movement speed
  • Increased weapon range from 1 to 2

These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.



Shadow Spectres
  • Power cost reduced from 30 to 15
  • Increased formation size

These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.



Autarch Kyre
  • Reduced speed of Eldritch Winds projectile from 15 to 12
  • After units are pulled to him, they are now knocked back, scattering them over a 15m area and preventing them from clumping on top of one another when landing

We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.



Gretchin
  • Gretchin population cost reduced from 4 to 1

Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.



Shoota Boyz
  • Stikkbomb damage decreased from 90 to 60

Doctrines
  • Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60

Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit



Nobz
  • Taunt radius reduced from 20 to 15

Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.



Stormboyz
  • Their upgraded Suicide Bomma from scrap will do less damage versus structures



Kommando
  • Stun Trap damage type changed from Armour Piercing to True
  • Stun Trap damage is applied to the squad instead of individual entities

Bug Fixes
  • Stun Trap FX have been adjusted to accurately show the blast radius

We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 Armour Piercing damage to all units in a squad, it now deals 600 True damage to a squad.

This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.



A NOTE ON DOCTRINES
We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them!



General
  • Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown

{LINK REMOVED}{LINK REMOVED}
...