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Prestige Perks: Rework

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a day ago
Mar 13, 2025, 7:22:53 PM

I am largely underwhelmed by the prestige perk system.  It is such a great concept, but it is let down by execution.  There are likely 5 perks across all the different classes that are even remotely interesting - and I find that disheartening.  


That said, to me, prestige perks don't need to be higher numbers, OP or flip the switch to easy mode - but they should offer significant gameplay tweaks and new ways to truly play your character. 


Now, rather than just complain - I wanted to list out what I would consider interesting perks.  I whipped these together - so the numbers aren't concrete but just an example of what it should do.  Plus, there are some interactions that would need to be thought out and mitigated, but overall I think this is the direction I would go.


Also, I tried to add more than 7 per class - that way if one sucked or was OP regardless of tweaks - it could easily be removed.  Or maybe just have more options for build diversity? 

​ASSAULT


GOAL: Address Assault's weakness - which is sustainability - by enhancing two different playstyles.  1) An aggressive playstyle that helps the Assault’s contested health and gives them a way to recoup health over time.  2) A very mobile playstyle that helps the Assault stay alive by making him harder to hit.  


Aerial & Mobility Perks

·      Angelus Momentum: Jump Pack Dash is reduced to 25-50% of a charge (should be base kit).

·      Wings of the Emperor: Jump Pack Dash has an additional 75% window to perfect dodge.

·      Meteoric Charge: New ability to use Jump Pack Dash that can hit grounded and airborne units with a shoulder charge.

·      Lucius Pattern Evasion: Jet pack dodge can animation cancel.

Combat & Durability Perks

·      Indomitable Wrath: Contested health does not decrease while charging an attack (airborne or ground). 

·      Aegis of the Astartes: Gain an armour segment on a perfect dodge (from Rot_MKI)

·      Promethium Accelerant: A 10% ability recharge on perfect dodge (from Rot_MKI)

·      Iron Zeal: Damage taken while sprinting or using the jump pack is reduced 20%.

·      The Champion’s Defense: Perfect Parry and Block window increased by 25%.

·      Martial Celerity: Time to charge an attack decreases by 10-15%. (from Rot_MKI)

·      Astartes Vitalis: Melee attacks increase contested health recovery by 15%.

AoE & Ground Pound Perks

·      Terra’s Judgement: Jump pack slams slow all enemies 10m outside the impact zone for 3s. 

·      Tectonic Purge: Every enemy hit by ground pound gives 1% contested health to the Assault.

·      The Chapter’s Fury: Small AoE stagger to minoris enemies on melee hits.

·      Emperor’s Shockwave: When surrounded by 5+ enemies, all AoE effect radius’ is increased by 20%.

·      Cataclysmic Retribution: Ground Pounds after an Execution have an increased radius of 30%.

·      Thunderous Disruption: Ground Pounds temporarily disrupt ranged weapons and abilities for 5s (including enraged enemies).


​BULWARK


GOAL: The issue that seems to exist with Bulwark is that the Banner is being used outside of actual combat - which ruins the thematic element and concept.  The goal here is to make the banner more usable as a per or mid-combat rallying point as opposed to requiring it to be a one-time heal on execution.  


Banner Influence & Duration Perks

·      Imperial Eminence: Range of banner increased by 25%.

·      Enduring Allegiance: Banner duration increased by 2% for minoris kills and 5% for majoris+.

·      Oath of Duty: For every majoris kill while banner is active, the recharge for the next banner deployment is reduced 10%. 

Healing & Resource Regen Perks

·      Aegis of the Honored: While banner is active, players inside banner range heal 1% for every kill. 

·      Sacred Resurgence: While banner is active, players inside the banner have abilities regenerate 2% for minoris a 5% for other kill.

·      Omnissiah's Blessing: While banner is active, players regain ammunition at 1% for every 2 seconds (does not apply to grenades).

Defensive & Resistance Perks

·      Unyielding Bastion: While banner is active, players inside the banner are immune to being knocked back.

·      The Primarch’s Champion: While banner is active, Bulwark’s damage is increased 10% and incoming damage is decreased by 10% for every brother within range.

·      Chapter’s Vigil: Enemies inside the banner’s influence are unable to become enraged, call reinforcements and are unable to perform unblockable attacks. 

·      Litany of Protection: Within the banner’s influence players have a 50% increased parry/block window.

Tactical & Utility Perks

·      Fenris’ Breath: While banner is active, weapons overheat 50% slower.

·      Eternal Duty: While banner is active, duration abilities deplete 10% slower.


HEAVY


Goal: Lean into the Iron Halo and giving ways to sustain ranged damage through keeping it active.  

​Iron Halo Defensive Perks

·      Aegis Adamantus: Iron Halo reduces melee damage by 50%.

·      Unshaken Bastion: Iron Halo prevents stagger on the Heavy.

·      Emperor’s Grace: While Iron Halo is active, perfect parry window is increased by 75%.  

·      Lex Invictus: While Iron Halo is active, unblockable attacks are able to be parried.

Iron Halo Offensive Perks

·      Faith’s Regeneration: Iron Halo duration and strength is increased by 2% for every enemy kill.

·      Oath of Supply: While Iron Halo is active, Majoris kills from any team member replenish 3% of active weapon’s ammunition.

·      Sanctified Arsenal: While Iron Halo is active, weapons overheat 30% slower.

·      Gladius Infernus: While Iron Halo is active, heavy is able to fire 25% faster.

Ultimate Halo Expenditure

·     Judgement of the Omnissiah: While Iron Halo is at full capacity, holding the trigger rather than activating the ability will release a small melta bomb and replenish 10% of ammunition to primary weapon of all teammates but will deplete the Halo and it will charge 200% slower until full.


VANGUARD


Goal: Vanguard is tough as they seem to be the master class that can do a little of everything.  Plus, I think they had the best options on the prestige tree to begin with, so I would take several of those along.   I would lean into an aggression playstyle which matches Decimus’ personality with a heavy focus on the Grapnel Launcher.

Movement & Melee Speed Perks

·      Celestial Momentum: After Grapnel, the Vanguard’s movement and melee attacks are 20% faster for 8s.  

·      Exemplar’s Fury: On execution, Vanguard’s movement and melee speed is increased by 20% (to a maximum of 20%) for 8s.

·      Celeritas Imperium: On every successful attack, Vanguard’s movement and speed is increased by 1% to a maximum of 20% for 8s.

·      Forged Brotherhood: 30% of all movement and speed bonuses are shared with squad. 

Grapnel Launcher Perks

·      Eviscerator’s Reach: Successful Grapnel Launcher usage has a 35% chance of not consuming a charge.

·      Ascendant Recoil: After Grapnel, enemies within 5m have their armor fractured and take 20% more damage from all sources.  

·      Warden’s Resurgence: Successful Grapnel to an enraged enemy or enemy calling for reinforcements will immediately execute it and restore 30% of charge.

·      Launch Restoration: Using the Grapnel Launcher restores 1 armor segment.

Wargear Perks

·      Battlefield Awareness: If a target is within 8 meters, you deal 20% more ranged damage.

·      Well Equipped: Equipment Damage increases by 20%.


SNIPER


Goal: Sniper is another tough one because he is currently extremely effective and the perks weren’t terrible.  I would try to make the goal of the prestige perks to give new ways to how he plays with the camo cloak. 

Camo Cloak & Enemy Interference Perks

·      Revelatio Umbra: While Camo Cloak is active, enemies headshot by the Sniper are highlighted and they are unable to make unblockable attacks.

·      Vox Silentium: Enemies hit by the sniper are suppressed – making them 10% slower and unable to call in backup.  

·      Veil of the Unseen: While Camo Cloak is active, enemies within 10m have their ranged accuracy reduced.

·      Mirage of the Emperor: When Camo Cloak deactivates, Sniper leaves a holographic decoy in place that draws enemy aggro.  

Support and Team Utility Perks

·      Embrace of the Silent Watcher: Friendly players within 10m of a Sniper’s headshot gain 10% damage reduction (20% if from Camo).

·      Veil of Shadows: Camo cloak no longer deactivates immediately on ranged attacks, but rather is reduced by 20% for each shot. Headshot kills while in this mode will refund 20%.

·      Phantom’s Embrace: Sniper can now hold the Camo Cloak activation and all team members within 10m are cloaked.  Active usage is increased by 50% for each additional member cloaked.  Melee or ranged attacks break the cloak but do 30% more damage.

Tactical Advantage Perks

·      Fury of the Watcher: For every second an enemy is in the reticle without firing, the damage of the next shot is increased by 15% to a maximum of 100%.

·      Over-Penetration: All shots that are zoomed in will now pass through cover.  

·      Vigil’s Reward: Attacks from enemies that cannot “see” the Sniper have a 50% chance to refund the shot.


TACTICAL


GOAL: Another hard class since they are already solid.  However, the thought here was to focus on the idea that this is the traditional Space Marine Captain and Team Player.  They excel with a bolter and have variety in their skill expression of their bolter skills.  This is likely the class with the biggest gaps and OP-ness.


​Auspex & Tactical Awareness

·      Oculus Fidei: The Auspex radius is increased 20%.

·      Second Look: If no enemy is marked by the time the Auspex scan ends, the ability is refunded.

·      Sensus Praetoris: Non-Terminus enemies who remain in the Auspex detection range for more than 3s are permanently marked.

·      Stasis of the Void: Enemies detected by the Auspex have their abilities disrupted.  During this time, things like Chaos Marines cannot teleport, Lictors cannot go into stealth, Raveners cannot tunnel, Terminators cannot launch rockets, etc. Terminus enemies are slowed by 20%.

·      Lucius Pattern Suppression: Enemies within 15m radius of the Auspex scan have their movement speed reduced and their ranged accuracy decreased.

·      Emperor’s Sight: Allied units within a 10m radius of the Tactical Marine while the Auspex is active will mark every unmarked enemy that they hit.

·      Sustained Analysis: Killing an enemy that is marked with the Auspex extends the Auspex up time by 5%.

·      Rites of the Reload: Reloading any weapon decreases cooldown on the Auspex by 2% for every second spent reloading.

Bolter & Ranged Combat Perks

·      Mass Reactive Payload: Bolter rounds have a 30% chance of a critical hit which causes an AoE explosion that does minor damage and staggers nearby minoris enemies.  Kills have 100% chance for explosion and a 50% chance to explode for large damage. 

·      Bolter’s Fury: While aiming down sights with a bolter, the player deals 5% more damage for each consecutive shot on the same target for 6 seconds.  

·      Suppressive Aura: Sustained fire from the tactical reduces enemy accuracy in a 5m radius around the enemy.

·      Bolter Discipline: Sustained fire with the Bolter increases accuracy and fire rate by 2% per shot, stacking up to 20%. The bonus resets if the Marine stops firing for more than 1.5 seconds.

·      Wrathful Calibration: Holding fire for at least 2s increases Bolter damage by 10% until firing stops.

·      Storm of Retribution: Landing 3 headshots in rapid succession increases Bolter fire rate by 15% for 8s.

·      Big Guns Never Tire: Enemies within 8m take an additional 10% ranged damage (20% if it’s a bolter).

·      Hazardous Shot: The player can overcharge a plasma shot, for a 50% chance to do 200% damage and 50% chance to do 250% damage but risks 25% hit to health.

·      Holy Wrath Magazines: Reload speed increases by 10% per enemy within 5m up to 40%.

·      Grav-Stabilized Mounting: Can move and fire at increased speed and accuracy.

Survivability & Team Support Perks

·      Second Wind: After being downed, the player can perform a self-revive after 5s at the cost of 25% health. 

·      Echo of the Emperor: For every squad member within a 10m radius of the Tactical, the marines receive a 5% damage reduction.  

·      Combat Liason: When within 5m an ally, the marine provides an additional 10% health regeneration bonus to all sources (including contested health).

·      Tactical Rally: Squad members activating an ability within 10m of the tactical will give the tactical an additional 5% damage bonus for 8s.

Explosives & Close Quarter Perks

·      Explosive Force: Grenades have 10% increased radius and deal 10% more damage.

·      Grenadier’s Discipline: When using grenades, Tactical marines have 50% increased range and can store 1 additional grenade.

·      Storm Treader: After sprinting for 10m, the Tactical’s next melee attack deals AoE damage akin to Adrenaline Surge.

Updated a day ago.
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a day ago
Mar 13, 2025, 8:13:35 PM

Agree so much. Saber really dropped the ball on the majority of the perks. I see this comment made a lot but I really do wonder how much they play/test their own game, if at all.  They seem to be hellbent on making the most lacklustre, boring and weak perks.  Their design philosophy is starting to drive me away from this game.

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a day ago
Mar 13, 2025, 9:28:37 PM

SM2isglitchy wrote:

Agree so much. Saber really dropped the ball on the majority of the perks. I see this comment made a lot but I really do wonder how much they play/test their own game, if at all.  They seem to be hellbent on making the most lacklustre, boring and weak perks.  Their design philosophy is starting to drive me away from this game.

Sadly, I agree.  


The game itself is absolutely amazing - but the devs have no creativity when it comes to perks and builds.  It's the most generic fluff I've ever seen.

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a day ago
Mar 13, 2025, 9:33:02 PM

Brother, they have recently made a discussion section for the PTS please move your topic there to hopefully allow the team better visibility of your feedback. I agree with a lot of this based on a cursory glace I took at the system when I hopped on just to take a look.


I had said before we saw the perks that I hoped for gameplay changes rather than just boring raw number bonuses and was sad to see what we have so far but hey that is what the PTS is for eh? Hopefully we can get feedback like this in front of them so they don't launch a half-baked system to the live servers.



(EDIT) seeing as the mods have a post up saying they are ignoring "ideas" in the PTS discussions. Here will have to do. What is even the point if we aren't really allowed to have input?

Updated 15 hours ago.
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a day ago
Mar 13, 2025, 10:08:41 PM

Shining_Darkness wrote:

Brother, they have recently made a discussion section for the PTS please move your topic there to hopefully allow the team better visibility of your feedback. I agree with a lot of this based on a cursory glace I took at the system when I hopped on just to take a look.


I had said before we saw the perks that I hoped for gameplay changes rather than just boring raw number bonuses and was sad to see what we have so far but hey that is what the PTS is for eh? Hopefully we can get feedback like this in front of them so they don't launch a half-baked system to the live servers.

Mhmm same here, I was hoping for something like on Assault if you pick a certain prestige class it'd let you take an ABR as an example. Or on the Sniper there'd be a perk to take the SMG as a secondary or allow a chainsword as a melee option to really shake up and make prestige perks stand out and make you think of what you wanted to take. As you said, atm they are nice as stat increase, but compared say, taking a ABR on an Assault. They just seem uninspired. Even if effective to varying degrees.

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a day ago
Mar 13, 2025, 10:27:40 PM

Barricade133 wrote:

Shining_Darkness wrote:

Brother, they have recently made a discussion section for the PTS please move your topic there to hopefully allow the team better visibility of your feedback. I agree with a lot of this based on a cursory glace I took at the system when I hopped on just to take a look.


I had said before we saw the perks that I hoped for gameplay changes rather than just boring raw number bonuses and was sad to see what we have so far but hey that is what the PTS is for eh? Hopefully we can get feedback like this in front of them so they don't launch a half-baked system to the live servers.

Mhmm same here, I was hoping for something like on Assault if you pick a certain prestige class it'd let you take an ABR as an example. Or on the Sniper there'd be a perk to take the SMG as a secondary or allow a chainsword as a melee option to really shake up and make prestige perks stand out and make you think of what you wanted to take. As you said, atm they are nice as stat increase, but compared say, taking a ABR on an Assault. They just seem uninspired. Even if effective to varying degrees.

Ya, I hope they go that way - but with the news on SM3 ... my guess is big changes coming there. 

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16 hours ago
Mar 14, 2025, 6:11:32 AM

Man, this is one of best posts I have ever seen on this forum. Everything you write is spot on, I agree on everything though I would change some %s or time frames that you mentioned. But still I would love to see these perks in game, all are great and would make game much more interesting. 


As for Prestige Perks, I am not PTS tester so I have no clue what they are but my hopes are high so I guess I will be dissapointed again. Seeing something like you described is what I counted on. 

I hope Saber sees this post because you giving them so good ideas for free should be just dream come true for them. 


Players gives ideas, then players test them on new PTS Server, while they announce they got deal and will make Space Marine 3. 

I do not like this picture, lol.

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15 hours ago
Mar 14, 2025, 7:31:19 AM

Naus_ wrote:

Man, this is one of best posts I have ever seen on this forum. Everything you write is spot on, I agree on everything though I would change some %s or time frames that you mentioned. But still I would love to see these perks in game, all are great and would make game much more interesting. 


As for Prestige Perks, I am not PTS tester so I have no clue what they are but my hopes are high so I guess I will be dissapointed again. Seeing something like you described is what I counted on. 

I hope Saber sees this post because you giving them so good ideas for free should be just dream come true for them. 


Players gives ideas, then players test them on new PTS Server, while they announce they got deal and will make Space Marine 3. 

I do not like this picture, lol.

The perks are, for the most part, one of 4 categories:

1. just a perk from another class either point-for-point or slightly altered

2. just a stat buff (several have +15% HP or more melee damage or more secondary damage)

3. something on the right track but functionally useless 
4. actually super useful and will change how you can play the class (most classes only have one that fits this description) most notably a perk that gives the stagger/knockback resist without having to give up a class perk. Oh and bulwark has a "blocking ranged attacks reduces banner cooldown by 1%" so that is neat.

None of them are "bad" just, as with many things from saber, it could have been more. They are also being a bit... shall we say cold on the forums seeing as they posted a note saying they will be flat-out ignoring "ideas" posted in the PTS patch 7.0 discussions so it is entirely unclear if feedback saying something like "this should be X instead of Y" will be considered an "idea."


Very disheartening to see that from the mods. 

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8 hours ago
Mar 14, 2025, 1:56:36 PM

I didn't mind perks for the assault.  They definitely made the class more tanky.  I would of preferred they did more with the jump pack dodge, but still like what they offered now.  Assault got more damage mitigation, more hp, immune to knockdown or interruptions for gunstrikes, and larger parry and block windows.  Overall a lot more durable.  Plus having the increased ranged damage was a nice addition to help with fliers.


That being said I wish for all the prestige perks they gave zero stats or buffs.  Zero.  Right now as it is absolute win rates are 60% according to the devs.  You start beefing up all these classes and win rates are going to go through the roof.  Prestige ranks should of been cosmetics that players could unlock, special unique execution animations, new emotes, or something along those lines.  To add in increased stats and buffs now will skew the balance of the difficulty levels even more.

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8 hours ago
Mar 14, 2025, 1:59:32 PM

Shining_Darkness wrote:

None of them are "bad" just, as with many things from saber, it could have been more. They are also being a bit... shall we say cold on the forums seeing as they posted a note saying they will be flat-out ignoring "ideas" posted in the PTS patch 7.0 discussions so it is entirely unclear if feedback saying something like "this should be X instead of Y" will be considered an "idea."


Very disheartening to see that from the mods. 

Absolutely spot on.  


They weren't 'bad' - they were just boring.  Yawn inducing.  Lazy. 


They didn't need massive %s and #s - they needed inspiration. 


Ultimately, and maybe I'm wrong, but I see 'Prestige Perks' as end-game content.  You've done everything there is in the game and now you're redoing it all to gain some cool perk.    And if that's the case - I want to be excited to do it and feel pulled back into the game with ideas, theory crafting, etc.  I want to spend a while pouring over my options and agonizing over which one I want to take because all of them change or enhance an aspect of my playstyle. 


But, just like everything else in the perk systems in this game - there is an obvious selection of perks.  There is an illusion of choice - but really only one worthwhile group of choices. 


Worse, it's almost like - will any of these things really impact my play?  Will I even notice the difference?  


Assault - 

Line 1: Big choice between 25% parry buff or don't lose control on gun strike?  
I mean ... I rarely miss a parry and I rarely get knocked off gun strike.  It's a wash of 'meh'.  There might be some that take one or the other, but typically players on that level are good enough that neither really matters.  I would likely choose the parry buff simply because I use the block hammer and sometimes if you get out of sequence it can be a pain.  So, fine. 
Line 2: Do I want ranged defense when surrounded or increased ranged damage?

Meh.  Arguments can be made for both.  I tend to usually choose defense options, but if you're moving well - this is never really an issue.  Increased ranged damage is nice, but is it really enough to matter?  Does it hit a breakpoint?  I don't know and largely don't care.  Flip a coin.  Doesn't matter.  Doesn't impact my play at all. 

Line 3: Picking someone up gives me a charge and armor. 

I mean, it's neat.  Because as a last person standing it essentially gives you that protection to go in for the save.  Would be actually cool if it also gave you damage reduction while saving or 100% of your health back ... but it looks like this is a non-choice choice in that it must be selected.  So, while I can't say it sucks - it is so niche that I think "who cares?" 


And I pretty much feel that way across the board for all classes.  Everything is just ... 'meh, I guess I'll choose this cause ... reasons?'

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2 hours ago
Mar 14, 2025, 8:45:28 PM

BrotherUlfar wrote:

Shining_Darkness wrote:

None of them are "bad" just, as with many things from saber, it could have been more. They are also being a bit... shall we say cold on the forums seeing as they posted a note saying they will be flat-out ignoring "ideas" posted in the PTS patch 7.0 discussions so it is entirely unclear if feedback saying something like "this should be X instead of Y" will be considered an "idea."


Very disheartening to see that from the mods. 

Absolutely spot on.  


They weren't 'bad' - they were just boring.  Yawn inducing.  Lazy. 


They didn't need massive %s and #s - they needed inspiration. 


Ultimately, and maybe I'm wrong, but I see 'Prestige Perks' as end-game content.  You've done everything there is in the game and now you're redoing it all to gain some cool perk.    And if that's the case - I want to be excited to do it and feel pulled back into the game with ideas, theory crafting, etc.  I want to spend a while pouring over my options and agonizing over which one I want to take because all of them change or enhance an aspect of my playstyle. 


But, just like everything else in the perk systems in this game - there is an obvious selection of perks.  There is an illusion of choice - but really only one worthwhile group of choices. 


Worse, it's almost like - will any of these things really impact my play?  Will I even notice the difference?  


Assault - 

Line 1: Big choice between 25% parry buff or don't lose control on gun strike?  
I mean ... I rarely miss a parry and I rarely get knocked off gun strike.  It's a wash of 'meh'.  There might be some that take one or the other, but typically players on that level are good enough that neither really matters.  I would likely choose the parry buff simply because I use the block hammer and sometimes if you get out of sequence it can be a pain.  So, fine. 
Line 2: Do I want ranged defense when surrounded or increased ranged damage?

Meh.  Arguments can be made for both.  I tend to usually choose defense options, but if you're moving well - this is never really an issue.  Increased ranged damage is nice, but is it really enough to matter?  Does it hit a breakpoint?  I don't know and largely don't care.  Flip a coin.  Doesn't matter.  Doesn't impact my play at all. 

Line 3: Picking someone up gives me a charge and armor. 

I mean, it's neat.  Because as a last person standing it essentially gives you that protection to go in for the save.  Would be actually cool if it also gave you damage reduction while saving or 100% of your health back ... but it looks like this is a non-choice choice in that it must be selected.  So, while I can't say it sucks - it is so niche that I think "who cares?" 


And I pretty much feel that way across the board for all classes.  Everything is just ... 'meh, I guess I'll choose this cause ... reasons?'

Bulwark has one of the more "this is what I wanted from prestige perks" choices of the lot, that being a 1% cooldown reduction per ranged attack blocked. That is perfect. It enables him to hold the line for a bit against a barrage of ranged attacks then slam his banner down again. Perfect for when the director just starts spamming ranged units at you. I want to see more of that kind of prestige perk. Something that rewards and encourages things you already do, should be doing, or may consider emphasizing more given the right incentive.

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an hour ago
Mar 14, 2025, 9:10:49 PM

Saber and Focus have dropped the ball with 7.0 the only saving grace is heavy getting access to the heavy bolt rifle makes it more mobile and feels nice as well as Assault with the power sword helps it feel like you can actually kill hordes and elites. the perks need several options per rank 1-3 that let you adapt them to current playstyles instead of forcing you into a more certain one. like vanguard if you don't play close quarters, you lose 20% range dmg on the 1st prestige perk meaning instigator is just going to be ruled out. they had so much that 7.0 could of done and if what is on the PTS is what we get in the next update and they don't address redo the prestige perks we don't see them correct the SW champion along with the Salamanders or give word on adding a 2nd class to each champion pack I don't see a point in trusting them ever again and that goes with any future games. they have to deliver with SM2 now and if they can't by the end of the year, they will just prove the doomsayers right that starting SM3 now well SM2 needs a lot of help was just a waste. 

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an hour ago
Mar 14, 2025, 9:18:13 PM

At this point it is what it is. The PTS came far too late in the game's life and now the team simply has no time for anything but addressing bugs. That seems to be the only real purpose of the PTS, to fix bugs and adjust numbers. The perks they have in it are the ones we will get. I highly doubt they will do anything beyond changing numbers and fixing bugs found. they clearly stated ideas will be ignored so that is where the team is with patch 7. It is what it is, we can only hope to influence the next major patch but at this point, given SM3 development has started, this game is going to get only the planned content from now on and they will likely stop accepting new ideas for this game entirely since yes, at this point it is all but certain they only have a small team left developing content for this game.


It was always going to be this way when they said they don't want to do live service even after the community said we would be okay with it if they did. Major resources have already been shifted to the next project and this game is essentially on life support. It is what it is.

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