Hi, Space Marines!
As we
discussed late last week, we’ve been monitoring your feedback since last
Thursday’s Patch 4.0 and have decided to address your most pressing concerns
with a new balancing update, coming this Thursday.
Before we get to the details of the new patch, we want to thank you all for
being so involved with the game and making your opinions heard. While we
noticed criticism with regards to difficulty adjustments—and rightly so—we’d
also like to thank you for your very positive feedback on the new “Termination”
map. No matter the feedback, we’re grateful that you feel so passionate
about Warhammer 40,000: Space Marine 2.
The key
takeaway for me, personally, is that I forgot that once the game comes out,
it's no longer a dev's game. It's yours first and foremost.
This is why, moving forward, we’d like to harness this energy by establishing
Public Test Servers. They would let you try out major balancing updates and
make your voices heard before they are pushed onto public branches. We’re
hoping to make these available around early 2025, so stay tuned to our channels
for more info
- Dmitriy Grigorenko, Game Director
Gameplay and Balancing Tweaks - Operations mode
AI director and enemy spawns
DG: Here was our reasoning
before Patch 4.0: When the game came out in September, the Ruthless difficulty
win rate hovered around 60%. Weeks later, and with the changes introduced by
Patch 3.0, we saw that the same win rate had jumped to over 80%, and we received
a lot of feedback stating that the game had become too easy—even at its maximum
difficulty (at the time).
With
Patch 4.0, our aim was to tweak enemy spawns to increase the overall number of
enemies rather than reverting to buffing their Health. Unfortunately, this had
an impact on the easier difficulty levels as well.
For example, the win rate on the easiest difficulty dropped slightly after
Patch 4.0, from 95% to 93%. This may not look like a lot, but numbers aren’t
everything. Your feedback made it clear that the game had become more intense
and stressful on lower difficulties, and this was never our intention. As I’ve
personally emphasised in interviews, Space Marine 2 is all about the power
fantasy, and Patch 4.0 negatively impacted it for many of you.
This is why we’re rolling back these changes. Extremis enemies’ spawn rates in
Minimal, Average, and Substantial difficulties will revert back to their
pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty
to hopefully strike a balance between how hard the game was at launch and how
“easy” it became with Patch 3.0.
Minimal, Average, and Substantial Difficulties:
- Reduced spawn rate of Extremis enemies to match pre-Patch 4.0 levels
Ruthless Difficulty:
- Significantly reduced spawn rate of Extremis enemies
Weapons (only in Operations mode)
DG: We've been wanting to
address the Bolter family for a while, as they've been underperforming across
all difficulty levels. This has been a frequent piece of feedback from many of
you, and the data confirmed improvements were needed across the board. The percent
Damage increase is based on which classes have access to which kind of weapon
and how the Bolters compete with the other options available.
- Auto Bolt Rifle -> Damage increased by 20%
- Bolt Rifle -> Damage increased by 10%
- Heavy Bolt Rifle -> Damage increased by 15%
- Stalker Bolt Rifle -> Damage increased by 10%
- Marksman Bolt Carbine -> Damage increased by 10%
- Instigator Bolt Carbine -> Damage increased by 10%
- Bolt Sniper Rifle -> Damage increased by 12.5%
- Bolt Carbine -> Damage increased by 15%
- Occulus Bolt Carbine -> Damage increased by 15%
- Heavy Bolter -> Damage increased by 5%
Difficulty
⚙️ Ruthless: Player’s Armour is increased by 10%
DG: We are partially rolling
back the change from the previous patch on Ruthless difficulty following your
feedback. With Patch 4.1, we’re hoping to find the right compromise between how
easy Ruthless difficulty felt after Patch 3.0 and how it felt after last week’s
Patch 4.0.
The reason why it was reduced last week was that we noticed a very substantial
bump in win rates on Ruthless after Patch 3.0, as Minoris enemies would no
longer remove the entire Armour bar with their attacks, ranged AI Damage was
nerfed across the board, and the ability to regenerate Armour by parrying
normal Minoris attacks was added.
Additional note: Despite the last patch notes listing a decrease in Armour in
Substantial difficulty, this change was mistakenly left out of our last update,
hence why you won’t see it being reverted as part of this week’s patch.
⚙️ Lethal: “Tight Formation” system is removed
DG: Before anything else, let us
clarify our reasoning for the introduction of this mechanic. As we worked on
adding a new difficulty tier, we needed to make sure this new challenge was
meaningful and interesting. With “Tight Formation”, our objective was to add a
new layer of challenge for our most skilled players by adding horizontal
progression rather than just vertical progression (i.e., dealing more damage to
ever stronger enemies). This game is about the power fantasy, and enemies that
take dozens of melee hits break it. Thus the challenge needed to come from
other sources.
This system was also designed as a first step towards the introduction of
gameplay modifiers down the line, both negative and positive—something World
War Z players will be familiar with—but your feedback showed that the proximity
requirements felt too restrictive. Classes like Assault and Vanguard felt
especially penalised as playing them effectively requires a certain freedom of
movement.
As a result, we’re removing the system entirely and will continue to work on
modifiers until they’re ready. We will continue to monitor your feedback after
the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging
and rewarding as it should.
⚙️ AI
DG: A recurrent piece of feedback we’ve seen is that the AI allies can feel useless at times. We already improved allies’ behaviour in Patch 3.0, and we hope this additional buff will help solo players complete their Operations.
- Bots deal 30% more damage to bosses.
DG: Fighting Zoanthropes is often reported as a source of frustration. Alongside the changes to the AI Director, we’re taking away some of their shields’ effectiveness to alleviate some of that frustration.
- Zoanthrope: Shield swap cooldown with another paired Zoanthrope is increased by 10%.
General Fixes & Tech
- Fixed a bug that caused roll distance to be shorter than before.
DG: This was probably the most impactful and annoying consequence of Patch 4.0. While i-frames were the same, the distance difference made it much less effective versus ranged attacks. With this bug fixed, you should feel a great improvement in your fights against ranged enemies and bosses.
- Fixed bug with unlocking Lethal difficulty rewards decals.
- Crash fixes and general stability improvements.
Our teams are constantly working on improvements to the game’s stability. This
patch is no exception, so you should encounter fewer crashes.
That’s it for Patch 4.1! Your feedback is absolutely invaluable to us, and
we’re looking forward to hearing your thoughts on this new update.
The Emperor protects.
- The Space Marine 2 team