Warhammer 40.000: Dawn of War 2 - Chaos Rising: Balance-Patch steht an

Warhammer 40.000: Dawn of War 2 - Chaos Rising
Publisher: THQ
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DoW II: Chaos Rising - Balance-Patch steht an

Mit dem im April veröffentlichten Patch 2.2 sollten die größten Balance-Baustellen in Warhammer 40.000: Dawn of War II - Chaos Rising aus der Welt geschafft werden. Mit dem Patch 2.2.1, der wahrscheinlich in der nächsten Woche freigegeben wird, soll die Balance weiter verfeinert werden. Folgende Veränderungen sind geplant: 

Building on the balance adjustments from our last update, we have been working on 2.2.1. This is a data only balance update that has been in the works for a few weeks, and it is currently in the final stages of development and testing. Right now we expect that we will be releasing the update sometime next week.

The Balance and Multiplayer teams started work on 2.2.1 right after 2.2 shipped and we have a whole lot of good stuff in store. One thing to note about balancing is that when we put a patch out we arent thinking to ourselves "this game is perfect this time; we have addressed everything that is wrong with this game." We have long term and short term plans, we work within the time frames of each patch, and we feel we accomplish the mission if balance is closer than the previous patch.

2.2 was a patch to address the most grievous balance issues after the release of Chaos Rising. Fortunately there were very few issues to deal with. Once 2.2 went out we started looking at more underlying problems, gathering metrics and evaluating the meta-game. This is always an interesting period because metrics tell us the real story and that story doesnt always align with the complaints of players. For instance: Eldar are not statistically top of the meta-game. Once the information is gathered we must try and interpret the data; why does this hero have a much better win percentage? Why is this piece of gear too effective? These questions sound easy to answer but actually are not and any possible solution is going to spread massive ripples through our little pond of balance.


Chaos Lord

  • Drain Life has had its radius reduced from 30 to 15
  • Drain Life can no longer be used on unconscious units
  • Kill the Weak, Destructive Strike and Sweeping Doom can no longer be cast at the same time
  • Fixed a broken special attack for the Chaos Lord lightning claws
  • Chaos Lord's blood maul and lightning claws now properly display the Level 2 Chaos Temple requirement
  • Range indicator ring for Kill the Weak! Now displays the correct range

Plague Marine Champion

  • Added hero XP modifier so that the PMC levels correctly with experience
  • Melee skill has been reduced from 90 to 60
  • Changed melee sync-kill percentage from 60 to 40
  • Equipping the Plague Sword and Power Fist will now increase the Plague Champion's melee skill by 10 for a total of 70 at level 1
  • Blight grenade immunity time increased to prevent juggling between units
  • Unholy stench no longer damages damage immune targets


  • Melee skill has been reduced from 90 to 70
  • Changed melee sync-kill percentage from 100 to 40
  • Sorcerer is now immune to knockback while using the Subjugate ability
  • Shrine Worshiping cultists are no longer affected by the Sorcerer's mass teleport
  • Sorcerer's Subjugation ability no longer works on retreating units


  • Doom Blast now deals courage damage
  • Doom Blast damage has been reduced from 45 to 25

Chaos Tactical Marines

  • Inferno Bolter damage modifier vs. vehicles has been lowered from 0.2 to 0.1


  • Upkeep has been increased from 0.00425 to 0.017
  • Damage has been reduced from 50 to 42
  • Special attack damage has been increased from 25 to 31
  • Special attack damage type changed from melee_pvp to melee_heavy

Plague Marines

  • Plague Bolter damage over time increased from 0.5 to 0.75


  • Build time increased from 35s to 40s


Space Marines


  • The range of the Apothecary's heal has been reduced from 40 to 25
  • The sanguine chainsword now requires tier 1
  • The anointed power axe now requires tier 2
  • Combat Stimulants will now break suppression and increase damage on the unit it is cast on

Force Commander

  • Force Commander lightning claws are now free to repurchase


  • Brother's in Arms no longer affects buildings
  • Techmarine mark target can no longer target unconscious units
  • Teleport relays now properly heal Tactical Marines

Tactical Marines

  • Tactical Marines can now replace an upgrade with another upgrade. Each time they do this they must pay the cost of the new upgrade.

Assault Terminators

  • Melee skill increased from 60 to 70
  • Fixed an issue where Assault Terminators with lightning claws reinforced at less HP


  • Librarian Force Staff type changed from sword_pvp to power_melee_pvp
  • Librarian Force Staff now grants inspiration to nearby Space Marines


  • Multi-melta and assault cannon no longer display on UI when upgraded to prevent overwrite of Dark Age of Technology



Warlock Commander

  • Destructor damage reduced from 60 to 54

Warpspider Exarch

  • Equipping Power Blades will now increase the Warpspider Exarch's melee skill by 10 for a total of 70 at level 1
  • Energy cost of Teleport increased from 30 to 35
  • Units under affected by the Warp Spider Exarch's Mass Teleport are now immune to knockback


  • Battle Equipment cost increased from 50/15 to 65/15
  • Guardian reinforce cost increased from 0.4 to 0.5


  • Aspect of the Banshee cost increased from 100/20 to 100/25

Shuriken Cannon

  • Cost increased from 210/30 to 240/30


  • Can no longer target Terminators with Kinetic Shot which was ineffective


  • Haywire grenade now slows vehicles by 60% instead of causing them to be stationary



Kommando Nob

  • Equipping the Assashun's Knife will now increase the Kommando Nob's melee skill by 10 for a total of 70 at level 1
  • Hide Da Boys no longer works on unconscious units


  • Beamy Deff Gun ranged increased from 55 to 65
  • Has a new weapon upgrade: Dakka Dakka Dakka
    • Costs 115/30
    • Requires Tier 1
    • Equips a big shoota with no setup time
    • Increases Mek's ranged damage by 50%
  • Waaagh banner Frazzle ability now displays buff effects on nearby Orks


  • Now has medium crush
  • Cybork Implants now replaces the Stomp ability with the Big Stomp ability
  • Big Stomp no longer requires the Warboss to take damage
  • Big Stomp stun duration lowered from 10s to 7s


  • Recklessness now breaks suppression and reduces incoming ranged damage by 50% for the duration of the ability
  • Recklessness has been renamed to Swamp'Em
  • Recklessness has a new effect
  • Nob leader cost increased from 75/25 to 100/25


  • Choppa damage increased from 27 to 30
  • Choppa special attack damage increased from 12 to 20
  • Choppa special attack damage type changed from melee_pvp to melee_power_weapons_pvp


  • Beamy Deffgun range increased from 55 to 65


  • Increased the projectile speed on stikkbombs
  • Stikkbomma stikkbombs and stunbombs now properly scatter when targeted in fog of war


  • Cost increased from 200/30 to 300/40
  • HP increased from 400 to 500
  • Build time increased from 30s to 40s


  • Weirdboy will no longer lose energy upgrade when going into shared holds



Hive Tyrant

  • Invulnerability duration decreased from 20s to 12s
  • Crushing claw damage reduced from 120 to 108
  • Improved Synapse no longer applies to Carnifexes, Warriors, Tyrant Guard, Zoanthropes or Spore Mines

Ravener Alpha

  • Equipping the Crippling Talon or Acid Splatter will now increase the Ravener Alpha's melee skill by 10 for a total of 70 at level 1
  • Corrosive Devourer vehicle armor damage modifier increased from 2.0 to 2.5 when ability active.


  • Cost increased from 270 req to 300 req
  • Health increased from 73 to 80 per entity
  • Damage increased from 20 to 22


  • Adrenal Gland synapse no longer increases weapon damage of affected units
  • Adrenal Gland synapse increases health of affected units by 75%
  • Warriors equipped with a barbed strangler will no longer leap into melee combat
  • Barbed strangler damage reduced from 45 to 25
  • Barbed strangler damage modifier vs. garrisoned troops increased from 1.6 to 3.0
  • Scything talons heavy damage reduced from 27.5 to 20.6
  • Warriors can no longer knock back retreating units

Venom Brood

  • Synapse ranged damage increase lowered from 40% to 30%
  • Synapse now increases health of affected units by 35%
  • Cost reduced from 400/15 to 300/15
  • Damage reduced from 36 to 30


  • Melee skill reduced from 80 to 70
  • Genestealers now grant 8 red resources when killed, up from 4

Tyrant Guard

  • Reduced upkeep from 0.0765 to 0.051


  • Melee skill increased from 60 to 70


  • Spawn Rippers cooldown increased from 60 to 120 seconds
  • Spawn Spore Mines cooldown increased from 60 to 120 seconds
  • Special attack damage reduced from 175 to 120
  • Scything talons and claws damage reduced from 240 to 200
  • Scything talons damage reduced from 300 to 180
  • Charge damage reduced from 35 to 30


  • Tyranid synapse death damage increased to 18% from 14% for all units except tyrant guard and carnifex.


Bug Fixes

  • Unreachable areas on Typhon Arena marked as impassible
  • Open area around power points on Calderis Refinery increased to allow generators to be built.
  • The following abilities have been given unique keybindings:
    • Scout Explosive Shot
    • Heretic Doom Blast
    • Sorcerer Warp Rift
    • Tyrant Guard Shield Wall
    • Weirdboy Zzap
    • Weirdboy Warp Vomit
    • Weirdboy Bigga Brains
    • Chaos Lord's Drain Life
    • Bloodletter Warp Rift
    • Warboss Shoot 'em Good
  • Rank 45 Chaos marines will no longer be downgraded to normal looking bolters when they are upgrade with a Mark of Tzeentch
  • Carnifex can no longer be knocked down by the Kommando Nob's Kaboom! Ability
  • Units immune to damage (Warp Shifted or Phase Shifted) will no longer be damaged by the Kommando Nob's Kaboom! ability
  • Rippers will no longer reinforce automatically while in range of the Tyranid Hive
Quelle: Relic


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