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[Locked] Mid-Season Balance Update - Sept. 7

OP ske7ch

UPDATE: 9/7 1:15PM PT - This update is now live in-game for Xbox One and Win10! Let us know what you think!

Hey folks - I just received word that the Halo Wars 2 team is readying a mid-season balance update for release soon. I don't have a firm ETA yet - it's still in the final stages of testing - but it could be released as early as today (9/7). This is a server-side update that will not require a patch/download though you may need to restart the game once it's deployed.

These changes are the result of ongoing player feedback and game data analytics that help inform the design team about units, abilities, mechanics, and Leaders that might need some fine-tuning.

Here's a rundown of everything that's changing with this September mid-season balance update. Comments in italics represent designer notes to provide further context for the changes.

OVERALL THEMES
Major:
  • Comprehensive balancing pass for YapYap
  • Tuning for Forge and Decimus
  • Major Isabel buff
  • A rework to Grunt Mines to make them viable and correctly counter scouts
  • Further buffs to tier 2 vehicles
  • More counters to vehicle heroes available at tier 1
  • Strengthening the tier 1 balance triangle
  • Greatly improving core infantry, and scaling them better into the late game
  • Blitz card balance and costings
  • Blitz starting army balance
Other:
  • Buffs to Arbiter, Johnson, Cutter, Colony, Kinsano, Anders
  • A balance pass on unit build times, and removing the bonus for counter units
  • Ram quality-of-life improvements
  • Support units now cost power
  • Overall hero balance
  • Making tier 1 slightly less dominated by heroes
  • APC units (Phantoms and Mastodons) more viable
  • Balanced heal values across many units and structures (a unit with a higher heal value heals more slowly, so if you doubled a healing value the unit would take twice as long to heal)
GENERAL BALANCE CHANGES
Cyclops and Hunter damage type changes:
  • vs Light reduced -43%
  • vs Light In Cover reduced -33%
  • vs Light Armored reduced -43%
  • vs Building reduced -56%
  • vs Heavy Infantry reduced -45%
Anti-Vehicle was too general purpose, and too effective against other infantry and buildings, which is not intended.
Banshee, Hornet and Protector Sentinel damage type changes:
  • vs Medium increased +7%
  • vs Heavy Infantry increased +33%
Air units are Intended to be a better counter to Tier 2 vehicles (which have received another buff). This change helps strengthen the counter unit triangle (air > vehicles > infantry > air).

Armory/War Council
  • Power Cost 0 -> 100
  • All Heroes (except Goblins) build time 30/33/35 -> 45s
Heroes are now a slightly more costly decision, so players will need to think more carefully about a hero-centric build at Tier 1. This should help diversify Tier 1 builds. This also means Heroes take longer to revive if killed, which makes that loss more costly and reduces the immediate reappearance of Heroes in the late game.

Leader powers
  • Most leader powers now do 85% damage to Light and Light Armored infantry (affects all infantry except Heroes, Cyclops, Hunters)
Marine Grenades/Grunt Mines
  • Damage to Scouts reduced -9%
  • Damage to Medium Hero increased +38%
Allows Grenades and Grunt Mines to counter vehicle Heroes more effectively.

Ram
  • Damage to Medium Hero increased +16%
  • Ram reflect damage vs Scouts reduced -25%
Ram Quality of life changes:
    • Ram is now monocast
    • Units will enter the Ram state when further away from the target
    • Reduced speed boost to prevent units going out of control while Ramming
    • Greatly reduced revving time to make Ram much more responsive
  • Ram damage bonuses reduced (-28%) against core infantry to compensate for greatly increased efficiency
  • Reflect damage taken from Heavy Infantry slightly reduced
Ram should now be more reliable to use, and monocasting prevents overkill and makes the ability more efficient. This makes Ram better against infantry groups now, so we’ve dropped the damage slightly in some cases. This change also allows Ram to counter vehicle Heroes more effectively.
Scout damage vs Buildings reduced -25%
Core Infantry vs Light Armored reduced -17%, vs Buildings reduced -25%
All of the above changes help strengthen the Tier 1 unit triangle:
  • Core Infantry, when upgraded (Grenades or Mines), beat Scouts
  • Scouts beat Tier 1 Anti-Infantry (Hellbringers, Suicide Grunts, etc), and Tier 1 rush units (Jump Pack Brutes, Goliaths, Hellbringers, etc)
  • Tier 1 Anti-Infantry units beat core Infantry even when upgraded
  • Tier 1 rush units should be needed to attack bases or early expansions. Scouts and core infantry should not be better at this task.
Command XP generation
  • Command XP per second increased +8%
  • CP thresholds after the 8th point reverted to the old, lower thresholds (so you accrue points at a slightly faster rate after the 8th)
Partially reverts some previous slowing down of leader point gain, but only after the 8th point. Assists more synergistic leaders, like Arbiter, Voridus, Serina.
All Tier 2 vehicle HP and DPS increased +10%, additional changes noted in individual entries below
Tier 3 Tanks (affects Colossus, Grizzly, Wraith, Scorpion)
  • Damage type vs Heavy Infantry (Cyclops, Hunters) reduced -18%, and vs In Cover reduced -25%
  • UNSC tanks have reduced healing values, so they take longer to heal:
    • Grizzly healing rate reduced -35%
    • Colossus healing rate reduced -29%
    • Scorpion healing rate reduced -20%
In the late game, compositions of Tier 3 Tanks could beat compositions of their counter unit too easily. They were also too synergistic with healing units.

See next post for additional balance update notes.
September Mid-Season Balance Update, Continued....

UNSC (All Leaders)
Jackrabbit
  • DPS increase after researching Spotter Drone reduced -43%
  • Acceleration reduced -29%
  • Self-healing rate reduced -33%
Jackrabbits were still dominant and making other UNSC options redundant, as well as beating Choppers in the right hands. This slightly reduces their damage and healing ability. The reduction in acceleration also curbs their ability to hit-and-run with too much efficiency.
Sniper
  • Build time 25s -> 20s
  • Population Cost 4 -> 3
  • Cost 75/150 -> 75/135
Snipers were a little too difficult to afford and use at Tier 1.
Wolverine
  • Build time 15s -> 20s
  • Cost 150/170 -> 150/190
Warthog
  • DPS and HP increased +10%
  • Build time 24s -> 20s
  • Fixed issues with Gauss where it was not an upgrade against many target types, and in particular was a large downgrade against Light Infantry.
Cyclops
  • Build time 15s -> 20s
  • DPS increased +15%/+12%
With the buff to Tier 2 vehicles, and in some other situations, it was clear that the Cyclops had fallen a little behind Hunters (even when allowing for cost and population differences). This redresses that balance.
Hornet
  • Cost 375 -> 325
  • Build time 20s -> 22s
Vulture
  • Phoenix Missile now uses Ultimates damage type, damage vs Buildings reduced -30%
This reduces the ability of the Vulture to snipe HQ structures with the Phoenix Missile, which was overly-effective in certain late game scenarios. The Vulture is still one of the UNSC’s premier base-crackers, but this gives a little more opportunity for counterplay, and encourages players to use Phoenix missiles more often against other targets.
Siege Turret
  • Damage increased +22%
Kodiak
  • Range increased +33%
  • Damage increased +8%
Nightingale
  • Cost 400/0 -> 360/50
  • Population Cost 5 -> 4
Marines
  • HP (per squad member) increased +9%
  • DPS increased +24%
  • Velocity increased +9%
  • Combat Tech Engineer HP increased +25%
  • Combat Tech Engineer DPS increased +57%
  • Veterancy requirements increased by 25% to compensate for improvements
UNSC HQ Heal Value pass:
  • Command 01 - Heal Value to 1.2
  • Command 03 - Heal value to 2.8
  • Command 04 - Heal Value to 3.8
Hellbringer
  • Speed increased +8%
  • Build time 16s -> 14s
  • Base HP increased +10%
  • Dispersion Nozzles also increases squad health by +10%
  • Damage slightly increased to be balance neutral with Marines (unchanged vs Marines and slightly improved vs other Light Infantry)
Hellbringers still weren’t performing their role as a rush or anti-infantry unit, so needed further buffs, and needed to be able to counter the strengthened core infantry.
Combat Salvage
  • Combat Salvage buff duration reduced from 180s to 45s
    • Per-unit VFX now last for the duration of the effect (so you can see when an enemy unit is under the effect of Combat Salvage)
  • Cost increased from 1000/500 to 1500/1000.
Combat Salvage was too strong, particularly in conjunction with more expensive units like Grizzlies and Vultures. As well as dramatically increasing the cost, this also reduces the duration and makes that duration clear to players – allowing counterplay around trying to dodge a Combat Salvage-using opponent.

Banished (All Leaders)
Reworked Grunt mines:
  • When cast on enemy units, Grunts will chase and throw directly at the target (like Grenades)
  • Throw range increased +80%
  • Throw speed faster
  • Arming time reduced -83%
  • Damage reduced to account for being much more reliable and better at hitting
  • Improved slow on affected enemy vehicles
Grunt Mines were not performing their role as an Anti-Scout Vehicle ability. This rework allows you to use Grunt Mines more reactively (like Grenades) but still retain their mine-laying ability.

Chopper
  • Splash radii on Shrapnel Rounds reduced -60%/-25%
Marauder
  • DPS and HP increased +10%
  • Marauder build time 27s -> 24s
  • Heal Value increased +75%
Suicide Grunts
  • Damage multiplier against Light Armored reduced -14%
  • Damage vs Light slightly increased to be balance neutral against Marines (unchanged vs Marines and slightly improved vs other Light Infantry)
Banshees
  • No longer deal splash damage, greatly reduces their effectiveness against infantry
  • Banshee build time 15s -> 18s
Banshees were still too good at countering Infantry. The cause of this was a small amount of splash damage, which wasn’t large enough to matter against enemy vehicles, but gave them too much strength against Infantry units.
Elite Rangers
  • Cost 125/90 -> 90/125
  • DPS reduced -13%
  • Build time 16s -> 20s
Reaver
  • Build time 20s -> 22s
Hunters
  • Build time 20s -> 23s
  • Cost 160/160 -> 140/180
  • Assault Beam upgrade cost 900 -> 700
Infantry with the Ram ability (Grunt Riders and Goliaths)
  • Damage multiplier vs Scouts reduced -33%
Jump Pack Brutes
  • Cost 110/65 -> 90/50
  • Added slight AoE to weapons, which makes them more effective against infantry squads with lots of members
  • Build time 17s -> 15s
Making Jump Pack Brutes more effective as rush units. Their use and win rates were low, and they weren’t doing their job effectively.
Banished Defences
  • Cloak generator build time 40s -> 45s
  • Shield generator build time 30s -> 45s
The Banished still have a large defender’s advantage, which can slow down games and give them an important edge over UNSC in longer games, or when there’s a high number of expansion bases.
Support units
  • Engineer cost 240/0 -> 200/30
  • Shroud cost 450/0 -> 400/60
Locust
  • Beam AoE 50% -> 25% (this is the AoE when the beam goes through an enemy unit or structure, it doesn’t affect the main target damage)
  • Damage vs Medium/Medium Hero/Medium AA reduced -17%
  • Damage vs Building reduced -10%
Banished HQ
  • Builder 01 - Heal Value to 1.4
  • Builder 03 - Heal Value to 3.8
  • Builder 04 - Heal Value to 4.8
It is intended that the Banished HQ heals more slowly, because Banished single-target heal (Engineer) is stronger, and because the Banished benefit from Shield Generators
See next post for additional balance update notes...
September Mid-Season Balance Update, Continued....

FORGE
Forge Hog
  • Forge Hog Shields reduced -29%
  • Anvil Round recharge reverted to 45s
  • Anvil Round damage reduced -16%
  • Forge Hog cost increased from 300/275 to 350/275
  • Basic weapon DPS reduced -8%
The Forge Hog was still too strong and dominating the early game. This addresses the issues more fully.
Accelerated Assembly:
  • Cost reduction per level 15% -> 10%
  • Training speed buff reduced from 10% at Level 1 and 17% at Level 2 to 5% per level.
ISABEL
Leader Power radial rearranged:
  • Accelerated Assembly to Tier 2
  • Lotus Mines to Tier 3
Accelerated Assembly at Tier 2 in her leader radial is a large buff to Isabel, giving her much more early game presence with vehicles, chaining it into a strong mid-game.
Accelerated Assembly:
  • Cost reduction per level 15% -> 10%
  • Training speed buff reduced from 10% at Level 1 and 17% at Level 2 to 5% per level.
MAC Blast:
  • Level 1 cost from 400/250 to 300/200
  • Level 2 cost from 500/385 to 400/300
  • Level 3 cost from 600/500 to 500/400
  • At all levels, damage AoEs made larger and more generous
MAC was underperforming relative to other leader powers, and its AoE zones were too focused to be useful in larger battles. This change increases MAC Blast’s attack power, especially against closely-packed units.
Ghost in the Machine
  • Now has a telegraph of 1.5 seconds
    • Uses the correct telegraph visuals
  • Duration: 13s -> 20s
  • Blitz Duration L6: 45s -> 30s
  • Cost 1400/750 -> 850/850
Ghost in the Machine was too expensive and didn’t last long enough to be useful. This greatly reduces the cost and increases the duration, but does add a short telegraph, making it possible to dodge.
ANDERS
Protector Sentinel
  • Cost 280/30 -> 250/30
Sentinel Beacon
  • Lifespan 3.5s -> 5.0s
The previous removal of LoS on Sentinels summoned by the Kodiak and Siege Turret allow an increase to push up their power level again.

JOHNSON
Leader radial rearranged:
  • Digging In Tier 2 -> Tier 1
  • Pelican Transport Tier 3 -> Tier 2
  • Remote Sensors Tier 1 -> Tier 3
EMP MAC blast
  • Damage reduced from 4000/5000 -> 3750/4750
  • Cooldown 175s -> 190s
Mantis
  • Cost 400 -> 350
  • Heal Value reduced -40%
  • DPS and HP increased +10%
  • Build time 27s -> 24s
  • Speed 14s -> 12s
  • Acceleration reduced -16%
Bunker
  • Heal Value 1.0 -> 3.0
  • Cooldown 90s -> 110s
  • Level 1 HP 13000 -> 11700
  • Refund Supply 125 -> 100
Johnson Hero:
  • Level 1 Beacon Heal Rate increased +24%
  • Level 2 Beacon heal rate increased +16%
  • Beacon HP reduced -60%
  • DPS reduced -10%/-10%
  • Able to place beacons more consistently
Colossus
  • Stomp upgrade cost 500 -> 900
  • Stomp damage vs Heavy reduced -29%
CUTTER
Leader Power radial rearranged:
  • Lotus Mine to Tier 2
  • Battle Hardened to Tier 1
ODSTs:
  • Grenade damage much more consistent
  • SMG DPS increased +43%
  • Range increased +40%
  • Gets additional bonus range against air units
  • HP (per squad member) increased +46%
  • Demolition charge damage vs buildings reduced -25%
ODSTs are back!
Cutter's Bombing Run:
  • Projectile delay 1.35 -> 1 (bombs arrive sooner)
SERINA
Cryo Troopers:
  • Speed increased +8%
  • Build time 16s -> 14s
  • Base HP increased +10%
  • Cryo Trooper weapon chill to Vehicles reduced -50%
  • Cryo Trooper aura chill to Infantry reduced -50%
  • Cryo Trooper aura chill to Vehicles reduced -68%
As with Hellbringers, Cryo Troopers were not effective enough as a rush or anti-infantry unit. This, overall, buffs them noticeably. Their reduction against vehicles is to strengthen the Tier 1 balance of Scouts beating rush units. Previously the chill could sometimes counteract that.
KINSANO
Kinsano's Cyclops:
  • Flamewall cooldown from 90s to 45s
  • DPS at Tier 1 increased +45%, duration 15s -> 10s
  • DPS at Tier 3 increased +42%, duration 15s -> 10s
  • Flamewall has a slightly increased damage multiplier against buildings
  • Kinsano HP increased +13%, SP increased +13%
  • Kinsano now affected by Redline and Heat of Battle
This is a considerable improvement to Kinsano, who was lagging behind other Heroes in terms of effectiveness. The changes to Flamewall allows it to output the same amount of damage, but over a shorter period of time, making it less vulnerable to being cancelled by Stuns or Rams.
Napalm Missiles:
  • Damage increased +13%/+10%/+8%
  • Napalm DAOT duration 18/22/26s -> 22/25/30s
Inferno:
  • Duration 20s -> 25s
Flamehog
  • DPS and HP increased +10%
  • Build time 27s -> 22s
  • Damage multiplier vs Heavy Infantry reduced -17%, in cover -13%
JEROME
Commander Jerome/Command Mantis
  • Jerome's Mantis now uses the Medium Hero armor type, making it more vulnerable at Tier 1
  • Jerome Mantis HP/SP increased +15%/+15%
  • Jerome first upgrade cost 500 -> 400
Mastodon:
  • Mastodon HP increased +23%
  • Mastodon build time 30s -> 25s
YAPYAP
Cannon Fodder
  • Train time 13s -> 15s
  • Capture/Decapture speed reduced -50%
  • Resource Crate gather rate reduced -69%
  • HP (per squad member) reduced -13%
This greatly reduces the economic advantage Cannon Fodder gave to Yapyap, which was a primary source of his effectiveness.
Methane Wagon
  • Methane Round impact damage reduced -20%
  • Methane Round upgrade damage reduced -24%
  • Self Destruct damage reduced -61%
  • Methane debuff from 30% damage taken increase and 25% slow, to 20% damage taken increase and 20% slow
Methane Party
  • Bombs deal reduced damage to buildings
  • Methane debuff from 35% damage taken increase and 30% slow, to 20% damage taken increase and 20% slow
  • Removed 60% slow upon impact
  • Cost from 400/400 to 700/700
  • Cooldown from 180s to 265s
Methane Party was very effective for its cost.
Brute Rider
  • Power cost 60 -> 75
  • Light -> Light Armored
  • HP reduced -24%
  • Damage vs Scouts reduced -50%
Strengthens Tier 1 balance: Brute Riders are a rush and Anti-Infantry unit. Their armor type was causing core Infantry to beat them, but they were also beating Scouts. The above changes invert this relationship: Brute Riders now lose to Scouts but beat core Infantry.
Heavy Grunts
  • HP (of squad member) increased +33%
  • HP (of squad leader) increased +30%
  • HP (of My Plus One additional member) increased +40%
  • DPS of squad member/leader increased +30%/+35%
  • DPS of My Plus One additional member increased +125%
DECIMUS
Decimus’ ‘Y’ ability is improved:
  • Drops 8 beams instead of 2
  • Able to target self
  • Decimus special ability cooldown 30s -> 90s
Boundless Siphon
  • No longer affects the Warlord
The double siphon on an upgrade Warlord was stacking too much, and making him too difficult to kill.
Vortex Lightning
  • Stun duration 2/2.5 -> 0.5/0.8
SHIPMASTER
Elite Honour Guard:
  • Damage to Scouts increased +50%
  • Damage to Tier 2 vehicles increased +43%
  • Slightly increased splash damage, increases effectiveness against Infantry squads
COLONY
Goliath:
  • Ram damage increased +67%
  • Slightly increased melee splash damage, increases effectiveness against Infantry squads
Vehicle Symbiotes:
  • Radius increased +50/+42%/+33%
  • Damage mitigation 8% -> 10%
Skitterer
  • Cost 200/10 -> 150/20
  • Build time 21s -> 18s
ARBITER
Arbiter:
  • HP/SP increased +14%/+14%
  • Damage to Scouts increased +50%
  • Damage to Tier 2 vehicles increased +43%
  • Slightly increased splash damage, increases effectiveness against Infantry squads
Conduit of Rage:
  • Heal per tick 3% -> 4%
  • Tick rate 2/1.5/1 -> 1/5/1/0.7
Stasis
  • Telegraphing 1.5s -> 0.5s
Phantom:
  • Phantom HP increased +20%
  • Phantom build time 30s -> 25s
See next post for additional balance update notes...
September Mid-Season Balance Update, Continued....

BLITZ OVERALL CHANGES
Detection (affects all units with detection, apart from the Watchtower)
  • Range increased +20%
Reflect
  • Proportion of damage returned to attacker increased +20%
Siphon
  • Proportion of damage returned as health to the Siphon unit reduced -25%
Energy Cores
  • Armor type changed to be more resistant to lighter firearms, but more vulnerable to Anti-Building units
UNSC Card Cost Changes
Scorpion
    • Cost: 110 -> 120
Cyclops EMP
    • Cost: 80 -> 70
Warthog LastStand 3
    • Cost: 140 -> 110
Hornet
    • Cost: 80 -> 70
Vet Jackrabbit
    • Cost: 70 -> 50
Nightingale
    • Cost: 50 -> 70
Hellbringers Blast
    • Cost: 60 -> 40
    • Dispersion Nozzles Tech Granted
Hornet LastStand 3:
    • Cost: 130 -> 100
    • LastStand 3 -> LastStand 2
ODST
    • Added 2 Boosts (Infantry II)
Double Time
    • Cost: 130 -> 60
Warthog Guard
    • Cost: 90 -> 80
Scorpion Fear
    • Added Cannister Shell Upgrade
    • Added benefits from “The Best Offense” passive powers (Improved Canni, Shield)
MAC Blast
    • Cost: 160 -> 150
Ghost in the Machine
    • Cost: 220 -> 180
    • Duration reduced: Lvl1: 30 -> 20, Lvl6: 45 -> 30
Marines Guard
    • Cost: 100 -> 60
Aggressor Sentinel
    • Reduced HP bonus 1.5 -> 1.4
Ark Defense
    • Cost: 140 -> 130
Watchtower
    • Detection Radius Increase: 50 -> 65
    • Increase to LoS: 90 -> 110
    • Made the Watchtower a permanent structure like Johnson’s Bunker
Advanced Optics
    • Increase General effect of card's buff to LoS and Weapon Range to make it a choice worth considering, rather than an overlooked card
    • Made the effect of this card globally affect units and allies
Combat Salvage
    • Cost: 180 -> 170
Marines Reflect
    • Cost: 60 -> 50
    • Fixed an issue where Marines Reflect wasn’t getting any boosts, now the unit has 1 boost applied (Infantry I)
    • Added Grenade Upgrade
    • Added Engineer Upgrade
Grizzly
    • Cost: 150 -> 160
Vet Flame Hog
    • Cost: 100 -> 90
Kinsano Hero
    • Cost: 240 -> 200
Bunker
    • Cost: 40 -> 50
Colossus
    • Cost: 130 -> 140
Mech Overcharge
    • Cost: 90 -> 70
    • Globally affects allied mech units (Cyclops, Mantis, Colossus, Johnson, Reaver, Locust, Skitterer, but NOT the Scarab).
Vet Mantis
    • Cost: 100 -> 110
Nightingale LastStand 2
    • Cost: 80 -> 90
Banished Card Cost Changes
Locust
    • Cost: 40 -> 60
Grunts Blast
    • Cost: 80 -> 60
    • Removed 1 Boost (to Infantry I)
    • Increased Squad Size
    • Added Mine Upgrade
Reaver
    • Cost: 60 -> 50
Reaver Cloak
    • Cost: 90 -> 80
    • Added 1 Boost (to Vehicle I)
Engineer
    • Cost: 50 -> 60
Blisterback LastStand
    • Added 1 Boost (Aircraft I)
Atriox's Chosen
    • Cost: 210 -> 240
Shockwave
    • Cost: 60 -> 100
    • Reduced level 6 time slightly 15 -> 12
Atriox's Bulwark
    • Cost: 90 -> 110
Hunters Guard
    • Cost: 70 -> 60
    • Added 1 Boost (Infantry 1)
Chopper Fear
    • Added Main Game Weapon Upgrade to make it worth the cost
Siphon Pool
    • Cost: 120 -> 90
Marauder Rally
    • Cost: 110 -> 120
    • Added 1 Boost (to Vehicle II)
    • Added Thick Hide Upgrade
Cloaking Field
    • Cost: 100 -> 60
    • Now affects Allies
Banshee Blast
    • Cost: 130 -> 90
    • Remove 1 Boost (to Aircraft I)
Teleport
    • Cost: 60 -> 80
    • Increased Teleport range
Cleansing Beam
    • Cost: 110 -> 160
Spirit Assault
    • Cost: 180 -> 140
Marauder Cloak
    • Cost: 120 -> 90
    • Removed 1 Boost (to Vehicle I)
    • Removed Thick Hide Upgrade
Lekgolo Walls
    • Cost: 70 -> 30
    • Increased Wall Length
    • Added Walls to the minimap
Goliath
    • Cost: 40 -> 50
    • Added 1 Boost (Infantry I)
    • Added Razor Claws Upgrade
Scarred Hunters
    • Cost: 100 -> 80
Skitterer Swarm
    • Cost: 110 -> 90,
    • Add Laser Upgrade
    • +1 Boost to make Skitterers more survivable
Plasma Bolt
    • Cost: 70 -> 90
Stasis
    • Cost: 80 -> 70
    • Level 6 Duration up from 7 to 10 seconds
Conduit of Rage
    • Cost: 60 -> 80
Starting Armies
These adjustments improve the balance of starting armies, especially improving weak starting armies with poor win and pick rates.
Cutter – Phoenix
    • 2 ODSTs -> 3 ODSTs
Anders - Tactician
    • 2 Marines -> 1 Armored Marines, 1 Extractor Marines
Isabel – Hacker
    • 1 Wild Jackrabbit -> 2 Wild Jackrabbits
Isabel – Heavy Weapons
    • 1 Lockdown Scorpion
    • 1 Armored Warthog
Atriox – Warlord
    • Added 1 Chopper
Atriox – Bulletproof
    • Removed 1 Ironclad Hunter
    • Added 1 Wraith Guard
Decimus – Berserker
    • 3 Jump Pack Brutes -> 2 Jump Pack Brutes
    • Added 1 Suicide Grunts
    • Added 1 Marauder Warchief
Shipmaster – Assassin
    • Added 1 Prowling Reaver
Forge – Full Metal
    • 1 Scorpion -> 1 Grizzly
Forge – Mad Dash
    • Removed 2 Reactive Marines
    • Added 1 Warthog
    • Added 1 Wolverine Rush
Kinsano – Inferno
    • 3 Hellbringers -> 3 Veteran Hellbringers
    • 2 Cyclops -> 2 Flamehogs
Kinsano – Demolitions
    • Added 1 Veteran Jackrabbit
Colony – Assimilation
    • 2 Hunters -> 2 Scarred Hunters
    • 2 Engineers -> 1 Engineer
BUG FIXES
  • Temporarily removed the Scarab’s ‘Y’ ability until the Awakening The Nightmare update to address a potential exploit issue
  • Digging In not reducing the cost of Bunker Drop
  • Frostraven Hijack was occurring instantly
  • Mantis, Flamehog and Warthog were incorrectly sharing the same sub-selection
  • Units could teleport back through a Level 1 Extraction portal
  • The Arbiter’s starting Grunts were faster than Shipmaster’s
  • Shipmaster had some Grunts led by Brutes among his starting squads in Domination
  • Fixed a bug where Cannon Fodder was giving back too much energy when killed in Blitz
  • Anders and Johnson trees show up correctly in Strongholds
  • The Brute Rider wasn’t getting the benefit of the build time upgrades
  • Jump Pack Brutes, Grunts, Marines and Suicide Grunts were getting massive build time reductions from the build time upgrades (essentially they were getting each build time reduction three times).
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