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Hylia

Hylia

a month ago Mar 04,2025, 10:00:43 AM

Hotfix 6.2 Patch Notes

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​Hello Space Marines,


As announced in the February Community Update, hotfix 6.2 has been deployed on every platform. 

This is a small patch that mostly focuses on crash fixes and minor balancing tweaks in preparation of a major Patch 7 that would focus on weapon perks and weapon loadouts rebalance.


As usual, if you encounter issues with this update, let us know by making a bug report here


You'll find the complete patch notes down below.


PATCH NOTES

General Fixes


  • Datavault ordeal Shredding Shrapnel now requires to kill 2 enemies simultaneously with a single frag grenade instead of 3.

  • Fixed an issue with the AI Director that could sometimes spawn too many spore mines for a very long period.

  • Fixed several issues that would cause Assault class to teleport back after using its Jump Pack ability.

  • Minor localization fixes.


Perk PvE Updates


Overall we are quite happy with 6.0 perks rebalance, we are seeing way more build variety for all classes across all difficulties and seeing people experimenting with their builds more. That being said, there are still some perks that will require more attention or even full rework. We will be monitoring the situation and will be making necessary tweaks.


Visuals Patch note 6.0 (perks) (1920 x 300 px).png


Heightened Vigour: 

  • Fixed not triggering by perfect Parry or Block in some cases.


Close Targeting: 

  • Damage increased from 15% to 25%.


Concentrated Fire: 

  • Bonus duration of the Auspex Scan zone increased from 40% to 60%.

Visuals Patch note 6.0 (perks) (1920 x 300 px) (1).png


Perseverance:

  • Damage reduction bonus increased from 15% to 25%.


Visuals Patch note 6.0 (perks) (1920 x 300 px) (2).png


Restless Fortitude: 

  • Damage reduction bonus increased from 20% to 40%.


Tactical Prowess: 

  • Minimum enemy HP for auto finisher increased from 25% to 33%.


Unmatched Zeal: 

  • Health regen bonus increased from 20% to 30%.


Visuals Patch note 6.0 (perks) (1920 x 300 px) (5).png


Block Break: 

  • Damage increased from 25% to 50%.


Evasion: 

  • Fixed typo in the description, now it shows correct cooldown of 30 seconds instead of 15 seconds.


Efficient Readiness:

  • Fixed typo in the description, now it shows correct 20% movement boost instead of 10%.


Pattern of Excellence: 

  • Fixed typo in the description, now it shows correct cooldown of 30 seconds instead of 180 seconds.


Note: This perk was buffed in the 6.0 patch, but localization was not updated and it was missing in patch notes.


Visuals Patch note 6.0 (perks) (1920 x 300 px) (3).png


Chapter Banner (starting perk): 

  • Bonus health increased from 20% to 30%.


Emergency Countermeasure: 

  • Cooldown reduced from 120 to 90 seconds.


Defensive Mastery: 

  • Cooldown reduced from 120 to 90 seconds.


Glory's Shield:

  • Now the perk protects not only from Ranged Damage but from all incoming Damage.


Note: This should improve support Bulwark build a lot, since this perk doesn't impact Banner cooldown


Invigorating Icon: 

  • The ability regeneration slowdown has been fixed, but the regeneration penalty is now -50% instead of -100%.


Note: This perk has been discussed a lot in previous patch notes and here are my honest thoughts on this:


We've made a mistake making this perk in the first place. It changes the class behavior too much from what was originally intended. Bulwark is supposed to tank enemies and support his team mates, he isn't a dedicated healer. But players are now used to this playstyle a lot and now absolutely any change to this perk will cause negativity from the community.


The perk itself is so powerful that it is simply mandatory, plus it also changes how the ability is used. Unlike other classes where abilities are used whenever the player wants, it turns the banner into an ability that the player saves for the very last moment.


In our game it is absolutely fine, if you want to use it that way, but the problem is that with certain other perks you can bring its cooldown to ~20 seconds. This means that not picking this perk will be detrimental to your squad. No matter what the numbers on the neighboring perks, players will always stick to the ability to fully heal when needed.


We want to come back and rework this perk or, rather, perk column in later patches, but this requires some time of experimenting and testing. For now we are tweaking numbers to make a compromise between previous patch and community feedback.

- Dmitriy Grigorenko, Game Director.


Visuals Patch note 6.0 (perks) (1920 x 300 px) (4).png


Fortitude: 

  • Health increases from 20% to 30%.


Conversion Field: 

  • Radius increased from 10 to 20 meters.


Weapons Balancing

Power Sword


We are very happy with the current melee balance. All melee options are now viable and getting picked by players across all difficulties. However, we see that Power Sword isn't strong enough, compared to much easier to wield Chainsword. It takes more skill to use the Power Sword properly, but the benefit wasn't that great. We want to adjust this a little.

  • Overall base damage increased by 5% 

  • Power Stance combo damage additionally increased:

    • Attack 1 +10%

    • Attack 2 +20%

    • Attack 3 +30%"

Tech


  • Crash fixes and general stability improvements.

  • General connectivity improvements.


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a month ago
Mar 4, 2025, 10:11:38 AM

Great work! I especially love the Bulwark's healing flag, the power sword, and the Assault jump pack teleportation—they’re fantastic additions.

That said, there’s still an occasional issue after using the jump pack: it can trap you in an sliding animation. Sometimes it lasts just 2 seconds, but other times it can drag on for up to 30 seconds. This bug seems less frequent than it was before patch 6.0, but it hasn’t been completely eliminated. I think it might get particularly tricky if you activate the jump pack on a Lictor right before it vanishes.

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a month ago
Mar 4, 2025, 10:13:44 AM

Glad to see a compromise with the healing banner and fully understand where they are coming from with the dev note.

I feel like at this point they would have to add the apothecary class so they can rework the banner to not have to heal.

No need for bulwark to fulfil a healing role if there is a literal healer class.

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a month ago
Mar 4, 2025, 10:13:54 AM

what about giving some USEFUL class perk for everyone? Bulwark gets +30% health for existing, and class like heavy have a whole lot of nothing compared to him.

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a month ago
Mar 4, 2025, 10:14:18 AM

Thanks! I agree that the Invigorating Icon is too powerful and mandatory, but that is because it can do what no other perk can - reliably heal meaningful amounts of health. We are marines, we should regenerate to some extent anyway. Give us more ways to actually heal, not just replenish armor! The new sniper perk i s just silly, and also makes camo something to save for taking damage as well, instead of using it *ahead* of taking damage.

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a month ago
Mar 4, 2025, 10:18:01 AM

Great patch! Also great to see the devs putting the banner under the microscope, the banner is as mentioned extremely powerful with the specific aforementioned perk. Its simply too powerful to make any other perk competitive. I know some players consider other perks in other classes over perks that can heal the player. I think these perks, are great for surviving on the highest diff, Vanguard being able to heal itself is powerful, and most classes that can heal feel like its a must take. Im on the fence if i want other classes to have similar survivability perks. But playing as anything compared Vanguard with healing from executions just makes the vanguard who is supposedly lightweight more survivable than most other options lol.

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a month ago
Mar 4, 2025, 10:19:47 AM

Hear me devs,


Banner should heal allies overtime instead, if you really want to rework the perk

Updated a month ago.
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a month ago
Mar 4, 2025, 10:21:12 AM

Very good adjustments. The game is on the right track. I completely understand the comment about the bulwark, right now it doesn't look like a shield, it looks like a first aid kit.​

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a month ago
Mar 4, 2025, 10:22:47 AM

These seem really good changes.

I agree that it feels weird to have the Bulwark, essentially a Bladeguard Veteran, serve as healer. Consider adding the Apothecary class. Then you're free to rework the healing ability of the Bulwark into something else, and still have an actual healer that makes sense to be one. Pretty sure you'd be getting more love that way.

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a month ago
Mar 4, 2025, 10:22:48 AM

tigronix wrote:

Great work! I especially love the Bulwark's healing flag, the power sword, and the Assault jump pack teleportation—they’re fantastic additions.

That said, there’s still an occasional issue after using the jump pack: it can trap you in an sliding animation. Sometimes it lasts just 2 seconds, but other times it can drag on for up to 30 seconds. This bug seems less frequent than it was before patch 6.0, but it hasn’t been completely eliminated. I think it might get particularly tricky if you activate the jump pack on a Lictor right before it vanishes.

Hi @tigronix! Thank you so much for your feedback on 6.2! As for the Assault remaining bug, this is unfortunate. Thanks for letting us know, we shall investigate that!

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a month ago
Mar 4, 2025, 10:29:55 AM

Hylia wrote:
Fixed an issue with the AI Director that could sometimes spawn too many spore mines for a very long period.

Praise the Omnissiah!!!

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