Space Marine 2’s New Prestige System Sparks Outrage Among Players

Publisher Focus Entertainment and developer Saber Interactive have rolled out a significant update for their popular third-person shooter “Warhammer 40K: Space Marine 2”. This new update, labeled as version 7.0 or “Trygon”, introduces fresh content and features such as a new PvE mission, an additional weapon, private multiplayer lobbies, along with two skins and DLC cosmetics from the Season Pass. The update also incorporates numerous balancing adjustments to enhance gameplay for players.

Despite being an exciting event for Warhammer 40K: Space Marine 2 players, some users are expressing dissatisfaction over the implementation of certain new features. Particularly, the new prestige system has been a point of contention. When a player decides to Prestige a Class upon reaching the maximum level, all progress is wiped clean, requiring players to re-purchase perks. A Reddit user on the Space Marine subreddit stated that during the public test realm phase, feedback requested Saber Interactive not to reset perks, a request that appears to have been overlooked.

Below you’ll find the main points from the latest update (version 7.0) for Warhammer 40K: Space Marine 2, as shared by Saber Interactive:

1. New Missions: A host of fresh missions have been added to the game, expanding the storyline and offering new challenges.
2. Improved Graphics: Expect enhanced visuals and textures, providing a more immersive gaming experience.
3. Gameplay Tweaks: Balance adjustments and refinements have been made across various aspects of gameplay for smoother action.
4. Bug Fixes: A multitude of technical issues have been addressed to ensure a more stable and enjoyable playthrough.
5. Quality of Life Improvements: Several changes have been implemented to make the overall game experience easier to navigate and more intuitive.

Warhammer 40K: Space Marine 2 Update 7.0 Patch Notes

New Features

  • New Operation — Exfiltration

In the fringes of an Imperial City decimated by the Tyranids lies Avarax. Your objective: infiltrate, rescue a renegade Tech-Priest from a Mechanicus facility, and battle a colossal, burrowing Tyranid creature known as a Trygon, which carves out underground tunnels for other Tyranid organisms.

  • Private Lobbies in PvP

As a dedicated Space Marine enthusiast, I’d relish the opportunity to craft my very own custom lobby where I can extend invitations to my comrades. Here, I can select the mode and map that best suits our gaming style, and further tailor the experience by adjusting gameplay settings such as score or time limits, or even tweaking damage modifiers to design unique, enjoyable game modes!

  • Prestige Ranks in PvE

With the Prestige system, you can keep enhancing your Class beyond its maximum level of 25. Once you hit level 25, head over to the Armouring Hall and follow the steps outlined in the Skill Tree screen to activate it. This will let you reset your Class’ progress back to level 1, granting you one Prestige Perk. After that, you can boost your Class level back up to 25 again. In this way, a single Class can have as many as 4 active Prestige Perks at once. Notably, each prestige rank boosts your XP gain by 10%.

As you advance through the Prestige levels, you’ll earn exclusive cosmetic items for each level you achieve.

  • PvE Extended List of Available Weapons

1. In terms of weight: Hefty Bolt Rifle, Hefty Bolt Pistol | Forceful Bolt Pistol
2. For tactical situations: Battle Knife, Plasma Blaster, Heavy Bolt Pistol
3. Designed for offensive actions: Power Saber, Plasma Blaster, Heavy Bolt Pistol
4. Providing protection and durability: Sturdy Bolt Pistol
5. Long-range combat: Sniper’s Bolt Rifle, Instigator’s Bolt Carbine
6. Versatile in various situations: Multipurpose Bolt Pistol (Vanguard) | Adaptable Bolt Carbine

At first, the classes weren’t designed with these specific weapons in mind. Some modifications are aimed at introducing diversity, excitement, and enhancing the game’s lore accuracy. However, not all these changes will make every weapon equally competitive when compared to other loadouts within its class.

We’re not done yet with this round; we’ll keep watching and adjust as needed. We’ve got a few additional concepts for enhancing the loadout options, ensuring they fit within the game’s storyline and preserving class uniqueness. However, these changes might take some time to roll out and put into effect.

  • New Secondary Weapon: Inferno Pistol

Available for Sniper, Heavy, Assault and Vanguard classes.

  • Class-based matchmaking in Operations mode

As an enthusiast, I’m excited to share that this is the initial version of a system designed to minimize repeated matchmaking with individuals who have similar class schedules. It’s important to note that while it’s not guaranteed to completely avoid these situations, it will certainly help reduce them. We’re continuously refining and enhancing the system on our end to ensure optimal performance.

  • Experimental skill-based matchmaking and team balancing in Eternal War mode

Let me propose a rephrased version of your statement that maintains the original meaning but uses simpler language:

“We’re working on improving fairness in PvP matches with this new system. However, it’s still experimental, so we’ll be toggling it on and off behind the scenes to analyze its impact. It may take some time before we see significant improvements.

  • Public Test Server (PTS)

We’re thrilled about the Player Testing Server (PTS) trial we conducted. It provided us with valuable input from the community that enabled us to make adjustments before the official release. Admittedly, maintaining a PTS adds strain to our team and may cause slight delays in live updates. However, we’ve decided to continue this practice for all significant content revisions in the future.

For now, the PTS will be shut down, but we’ll bring it back when we need your feedback on upcoming features.

  • New Season Pass Content

Space Wolves Elite Unit:
– Champion of the Space Wolves Chapter (Leading Vanguard).
– Weapon Embellishments for Space Wolves (Bolt Carbine, Thunder Hammer, Chainsword).
– Customizable Appearance for Space Wolves (Helmet, Armor, Shoulder Guard, Knee Guard, Emblem Markings).

Imperial Fists Special Edition:
– Imperial Fists Tactical Champion.
– Exclusive Plasma Incinerator Skin for the Imperial Fists.

Customisation

New Colours: New default colours Volupus Pink and Thousand Sons Blue.

New Option for Customizing Chest Armor: We’ve introduced a fresh feature that allows you to change the color of the cloth on your Bulwark tabard, perfect for adding a personal touch!

New Feature: Gauntlet Armor Color Customization: We’ve introduced an exciting new feature that allows you to customize the color of your gauntlets! The primary color now tints the fist area, while the secondary color colors both the wrist and shoulder section of the hand. (This is perfect for all you Iron Hands and Crimson Fists enthusiasts!)

Lots of minor fixes for customisation of armour parts and emblems.

​Gameplay & Balancing tweaks

Progression Rewards

  • Rebalance Rewards in the Eternal War Mode

Match rewards are increased by 50%.

  • Base EXP for PvE is increased

Base XP for all difficulties in Operation Mode is increased by 10%.

PvE Weapon Perks Update

In this new update, we’re making significant adjustments to weapon perks across the board, enhancing their capabilities in various ways. Keep in mind that our approach to future balancing is one of gradual improvement rather than drastic changes. We prefer a steady evolution of the game rather than frequent upheavals.

While we appreciate your feedback on class perks, weapons, and more, our past two patches have shown us that making too many changes at once can be unpredictable, potentially leading to bugs and complications. Therefore, we aim to make thoughtful, measured adjustments going forward.

Regarding plasma weapons and power sword perks in particular, we feel there’s room for improvement, especially following the recent weapon perk rework. We plan to revisit these systems again, likely around Patch 8, with a focus on refining them rather than making drastic overhauls. They’ve come a long way since their initial release and patches, but we aim to make them even better.

  • Heavy Bolt Rifle

Permanent Accuracy” in the Master-Crafted level has been changed to “Slicing Flames” (Bullets can pass through enemy defense stances, causing 25% of their regular damage).

Under the revised setup, the perk now goes by the name “Remote Threat.” This new moniker refers to the increased damage enemies receive when they are located beyond a 25-meter range, with a 20% boost in damage inflicted.

Instead of ‘Fast Regeneration 1’ (Artificer tier), let’s call it ‘Head Hunter’ (Headshots inflict 10% additional damage).

Upgraded to ‘Recoupment’ (Artificer tier): Landing a headshot with this weapon on an opponent of Majoris rank or above recharges one Armor Segment, with a 15-second cooldown.

“Head Hunter 2” (Artificer Tier): The revamped ability is now called “Tactical Precision”: Landing headshots increases damage by 20%, while non-headshot damage reduces by 10%.

“Rapid Health” (Relic tier): Health restoration increased from 5% to 10%. No longer has a cooldown.

As an avid gamer, I’m thrilled about the updates for “Rampage”! Now, the duration of its effect has been extended from 5 to a whopping 10 seconds. Plus, the cooldown time has been reduced from 30 to a more manageable 15 seconds. This means I can unleash mayhem even longer and more frequently!

“Honed Precision” (Relic tier): Maximum Spread decreased by 25% to 50%.

“Chaos Eliminator” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

As a hardcore gamer, I’d rephrase “Tyranid Eliminator” as “Remote Threat”. This means that any enemies beyond 25 meters are taking a hefty 20% more damage, making them a lot less menacing at long range.

  • Bolt Rifle

“Able Precision” (Artificer tier): duration effect increased from 5 to 10 seconds.

“Fast Regeneration 1” (Artificer tier): Replaced with “Adamantine Grip” (Recoil is reduced by 25%).

“Revamped Feature – ‘Quick Recovery 2′”: Now called “Quick Recovery 2”, this upgraded perk offers the new benefit of “Rapid Repair”. When you land a headshot on an enemy of Majoris rank or higher with this weapon, it restores one Armor Plate. A recharge period of 15 seconds applies after each use.

“‘Head Hunter 2’: A Fresh Take” (Artificer tier): The updated ability is titled “Tactical Precision”: Landing headshots increases damage by 20%, while non-headshot damage reduces by 10%.

“Rapid Health” (Relic tier): Health restoration increased from 5% to 10%. No longer has a cooldown.

“Honed Precision” (Relic tier): Maximum Spread decreased by 25% to 50%.

Chaos Eliminator” (Relic tier) can be rephrased as “Perpetual Penetration” (Each shot penetrates one additional target), meaning that with this upgrade, each bullet fired will pass through an extra enemy without losing its potency.

“Tyranid Eliminator” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

  • Auto Bolt Rifle

“Honed Precision” (Standard tier): Maximum Spread decreased by 25% to 50%.

“Fast Reload” (Artificer tier): Replaced with “Head Hunter” (Headshots deal 10% more Damage)

As an avid player, let me rephrase that ability as “Elite Strike” in the first person: “Whenever I manage to take down a formidable Majoris-level or higher adversary using a Melee Weapon, I gain a temporary boost where Headshots inflict 25% additional damage for a duration of 10 seconds.

“Rapid Health” (Relic tier): Health restoration increased from 5% to 10%. No longer has a cooldown.

“Durable Accuracy” (Relic tier): This perk has been revamped and is now called “Recoupment”: Landing a headshot with this weapon against an enemy of Majoris rank or higher will restore 1 Armor Point. The cooldown period is 15 seconds.

  • Plasma Incinerator

Improved Quick Chill” (Master-Crafted tier): The duration of the effect has been extended from 5 to 10 seconds. The cooldown time has been reduced from 30 to 15 seconds.

Enhanced ‘Rampage’ (Master-Crafted tier): The duration of the effect has been extended from 5 to 10 seconds. The cooldown time has been reduced from 30 to 15 seconds.

Revised version of ‘Common Cooling’: The new ability is called ‘Common Conservation’. Your common shots will produce 20% less heat, but they will take 20% longer to recharge.

“Blast Radius 1” (Artificer tier): Damage radius increased from 5% to 10%

“Blast Radius 2” (Artificer tier): Damage radius increased from 5% to 10%

Instead of ‘Fast Venting’, let’s call it ‘Balanced Cooling’. This Artificer tier perk speeds up your weapon cooling by 20%, but each charged shot will produce 10% more heat.

“Retaliation” (Relic tier): Duration effect increased from 5 to 10 seconds.

“Perfect Radius” (Relic tier): Duration effect increased from 5 to 10 seconds.

  • Stalker Bolt Rifle

‘Steady Determination’ has replaced it. This new ability means that when you reload with low ammo, your damage output will boost by 25% for a duration of 5 seconds.

“Long Shot” (Standard tier): Replaced with “Divine Might” (Damage increases by 10%).

Steadfast Regenerator” (Master-Crafted tier) can be changed to “Tenacious Marksman” (When your Health is below 30%, Headshots cause 25% increased damage).

Transformed to ‘Skull Splitter'” (Landing headshots increases damage by 10%). This maintains the essence of the original description while making it more engaging and easier to understand.

Instead of “Head Hunter 1,” how about we call it “Cleaving Fire”? With this upgrade, each shot I fire will slice through enemy block stances, dealing a cool 25% of the regular damage they’d otherwise absorb.

“Agile Hunter” (Relic tier): Duration effect increased from 5 to 10 seconds.

Renovated ‘Tyranid Destroyer’ (Relic Class): The revised ability is titled ‘Recoupment’: Successfully landing a headshot on an enemy of Majoris rank or higher with this weapon will restore one Armor Segment. A cooling-off period of 15 seconds applies.

“‘Distant Danger Reducer’ (Tier of Relics)”: Significantly revamped, the fresh ability is “Long-Range Risk”: Enemies that are over 25 meters away sustain a 20% increased damage.

  • Bolt Carbine

“Perpetual Precision” (Standard tier): Replaced with “Head Hunter” (Headshots deal 10% more Damage)

Swift Recovery” (Master-Crafter tier): Instead, let’s call it “Quick Healing”. When your health drops below 30%, swiftly eliminating ten enemies consecutively will regenerate 10% of your health.

“Retaliation” (Master-Crafted tier): Duration effect increased from 5 to 10 seconds.

For the Master-Crafted tier, let’s change ‘Fast Regeneration 1’ to ‘Honed Precision’. This means that your equipped weapon’s spread will narrow by half (50%) when you fire it without aiming.

In a more natural and easy-to-read manner, the revamped perk could be named “Unyielding Determination”. This perk boosts your weapon’s damage by 25% for 5 seconds after reloading when your ammo is low.

“Rapid Health” (Artificer tier): Replaced with “Divine Might” (Damage increases by 10%).

Instead of ‘Head Hunter’ (Artificer tier), you could consider ‘Cleaving Fire’ (Shots will bypass enemy Defensive Positions and deal 25% of the normal Damage).

“Honed Precision” (Artificer tier): Replaced with “Head Hunter” (Headshots deal 10% more Damage).

Quick Regeneration 2″ (of Relic quality) has been changed to “Everlasting Accuracy” (which reduces the maximum spread by 10%).

Transformed permanently, the new perk is called “Recoupment” (Relic tier): When you eliminate a Majoris-level or higher enemy with a headshot using this weapon, it returns 1 Armor Point. The cooldown period is 15 seconds.

  • Melta Rifle

As a seasoned gamer, I’ve got a fresh take on the “Fast Reload” (Standard tier) perk. Let me rephrase it as if I were in the game: “Decisive Reload” – when I score a Majoris-level or higher Finisher against an enemy Melta, I instantly regain 1 ammo unit.

Swift Recovery” (At a critical health level of under 30%, defeating ten enemies consecutively will regenerate 10% of your total health).

“Revamped Perk ‘Quick Recovery 1′”: The updated feature is now called ‘Lucky Strike’. This perk grants you one armor segment upon eliminating five foes with a single shot, and it has a recharge time of 30 seconds.

Swift Reload 2″ (Artificer tier): Now translated as “Faster Loading,” this ability causes the weapon to load ammunition 10% quicker.

Mysterious Flame (Relic tier)” could be replaced with “Ephemeral Blaze (After a well-timed dodge, the fire rate increases by 25% for 10 seconds)”. This way, it conveys the same meaning but in a more descriptive and easier-to-understand manner.

For the relic named “Elusive Fire” (Relic tier), let’s consider changing it to “Retaliation.” When you successfully dodge at the right moment, this ability empowers you to dish out 25% increased damage over a duration of 10 seconds.

  • Instigator Bolt Carbine

The “Adamantine Grip” (Master-Crafted tier) has now been swapped out for the new perk, “Divine Might.” This perk enhances your damage output by a solid 10%.

“Honed Precision” (Artificer tier): Switched position in the tree with “Increased Capacity”.

“Increased Capacity” (Artificer tier): Switched position in the tree with “Honed Precision”.

“New Improvement: Recoupment (Artificer tier)”: Upon taking down a Majoris-level or higher foe with a headshot using this weapon, it recovers 1 Armor Segment. There’s a 15 second wait between uses.

Instead of ‘Fast Regeneration 2,’ let’s call it ‘Head Hunter.’ When you land headshots, your damage increases by 10%.

“Second Instalment of ‘Head Hunter’:” (Artificer tier): The revamped feature is now titled “Tactical Precision”: Landing headshots will increase the damage by 20%, while non-headshot damage will decrease by 10%.

“Rapid Health” (Relic tier): Health restoration increased from 5% to 10%. No longer has a cooldown.

“Revamped ‘Quick Load’ (Elite tier):” The updated perk is now called “Inspired Aim”: Upon defeating an enemy of Major rank or higher using a Melee Weapon, subsequent headshots will deal 20% extra damage for a duration of 10 seconds.

The duration of the “Rampage” (Relic tier) ability has been extended from 5 to 10 seconds, and its cooldown time reduced from 30 to 15 seconds.

For the “Adamantine Grip” (Relic tier), let’s change it to “Death Strike”. With this ability, after you eliminate an enemy of Majoris rank or higher using a melee weapon, you will deal 25% increased damage for a duration of 10 seconds.

  • Bolt Sniper Rifle

“‘Long Shot’ (Standard level)” rephrased as: “Let’s call it ‘Distanced Danger’. If enemies are beyond 25 meters, they receive a 20% increased damage penalty.

In simpler terms, “Fast Reload” could be rephrased as “Extended Clip Capacity” or “Larger Ammo Reservoir”. This upgrade enhances your magazine’s capacity by approximately 15%.

“Finisher Reload” (Master-Crafted tier): Replaced with “Divine Might” (Damage increases by 10%).

Instead of ‘Fast Regeneration 1’ (Master-Crafted tier), let’s call it ‘Instant Finisher Reload’ (Upon using a Finisher, your weapon is immediately reloaded).

“Head Hunter 1” (Artificer tier) has been revamped to “Unwavering Resolve”: Whenever you reload with low ammo, your damage boosts by 25% for a duration of 5 seconds.

“Honed Precision 1” (Artificer tier): Maximum Spread decreased from 25% to 50%.

The revamped “Agile Hunter” (Relic tier) now comes with a new ability titled “Strong Beginning”. This ability increases the first round’s damage by 25% in each magazine.

Instead of ‘Honed Precision 2’, let’s call it ‘Cleaving Fire’. This version will allow your shots to pierce through block stances and deal 25% less damage compared to the standard amount.

Fully Revamped ‘Re-energized Renovation’ (Relic level): The updated ability is called ‘Powerful Closing Shot’. This ability increases the last bullet in a magazine’s damage by 50%.

Enhanced Recovery” (Relic tier): After firing, your ammunition reserve is replenished by half of the number of foes struck. This recovery cannot surpass the maximum ammo capacity.

As a seasoned gamer, I can’t help but share my excitement about the revamped “Tyranid Eliminator” (Relic tier)! The fresh perk it now boasts is called “Recoupment”. There’s a 15-second cooldown period before you can reap these benefits again. Now, that’s what I call a game-changer!

The “Chaos Eliminator” has been changed to “Great Might”. This now means that your damage will increase by 10% when fighting enemies at the Terminus level.

  • Las Fusil

“Head Hunter” (Standard tier): Replaced with “Perpetual Velocity” (Shots charge 15% faster)

“Amplification 1” (Master-Crafted tier): Radius of Beam Weapons increased from 10% to 15%.

“Amplification 2” (Artificer tier): Radius of Beam Weapons increased from 10% to 15%.

“Amplification 3” (Artificer tier): Replaced with “Divine Might” (Damage increases by 10%).

“Quick Recovery 1” (Artificer tier): Translated as “Shot Charge Resilience” (While charging a shot, you remain unaffected by the loss of control due to heavy impacts).

“Perpetual Velocity” (Relic tier): Replaced with “Head Hunter” (Headshots deal 10% more Damage).

“Refurbished ‘Armor Restoration’ (Relic tier)”: The revamped feature is now called “Recoupment”. By landing a headshot on an enemy of Majoris level or higher with this weapon, you regain one Armor Point. A cooldown period of 15 seconds applies between each regeneration.

Boosted Efficiency” (Relic tier): Instead of “Honed Precision”, this new description suggests that the weapon’s ammunition reserve capacity has been enhanced by 20%.

  • Heavy Bolter

Honed Precision” (Artificer Tier): Translates to “Refined Accuracy”. When you fire a weapon without aiming, the maximum spread of your equipped weapon reduces by 50%.

“Honed Precision” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

“Weapon Strike” (Relic tier): Melee Damage increased from 15% to 50%.

  • Heavy Plasma Incinerator

As an avid gamer, I’m thrilled to announce that the “Rapid Cooling” ability (Master-Crafted tier) has received an upgrade! The duration of its effect has been extended from 5 to a whopping 10 seconds. Moreover, the cooldown period has been reduced significantly, from 30 seconds to just 15 seconds. This means more action and less waiting time for us gamers!

“Heavy Velocity 1” (Master-Crafted tier): Shots Charge rate increased from 10% to 15%.

In the Master-Crafted tier, we’ve upgraded the feature to “Enhanced Power Shot” – each charged shot now deals an additional 10% damage.

Artificer Tier’s “Supercharged Shot 2”: Exchange places in the hierarchy with the “Heavy Immunity” (Relic), which grants an enhanced defensive ability.

“Retaliation” (Relic tier): Duration effect increased from 5 to 10 seconds.

“Elusive Fire” (Relic tier): Duration effect increased from 5 to 10 seconds.

As a fanatic enthusiast, I’d rephrase that to: “Boosted Plasma Reservoir” (Enhances the energy storage of my Plasma Weapons by 20%).

In the relic tier, ‘Heavy Immunity’ has been exchanged with ‘Supercharged Shot 2’ from the Artificer category.”

Or more informally:
“We moved ‘Heavy Immunity’ to a different spot in the relic tier and put it next to ‘Supercharged Shot 2’, which is an ability from the Artificer.

  • Multi-Melta

“Weapon Strike” (Standard tier): effect increased from 15% to 50%.

Successfully executing a finishing move on an opponent of significant rank with this weapon instantly replenishes one round of ammunition.

“Revamped Ability – ‘Swift Recovery 1’:” Now known as “Lucky Strike”, this perk allows you to recover 1 Armour Segment when you eliminate 5 enemies with a single shot. The ability has a recharge time of 30 seconds.

“Fast Regeneration 2” (Artificer tier): Replaced with “Divine Might” (Damage increases by 10%).

“Elite Health” (Relic tier): Effect increased from 5% to 10%.

As a dedicated enthusiast, I’d like to rephrase the equipment description as follows: “Instead of ‘Weapon Strike’ (Relic tier), let’s call it ‘Discipline’. Here’s what it does: When your ammo is running low, you’ll unleash a surge of power, dealing 25% additional damage.

“Tyranid Eliminator” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

Renovated ‘Chaos Eliminator’ (Relic Tier) now offers the perk “Quickfire Blast”: Firing speed boosts by 33% when not aiming.

  • Bolt Pistol

For the “Elusive Precision” (Master-Crafted tier), let’s rephrase it as: “Head Shot Specialist” (Headshots inflict 10% extra damage).

“Retaliation” (Master-Crafted tier): Effect duration increased from 5 to 10 seconds.

“Iron Grip” (Master-Crafted tier): Effect duration increased from 5 to 10 seconds.

This weapon’s tier, ‘Perpetual Precision 2’, is now referred to as ‘Increased Capacity’. This means the maximum ammunition reserve for this weapon has been boosted by 20%.

“Elite Hunter” (Relic tier): Effect duration increased from 5 to 10 seconds.

“Rapid Health” (Relic tier): Health restoration increased from 5% to 10%. No longer has a cooldown.

“Honed Precision 1” (Relic tier): Maximum Spread decreased from 25% to 50%.

  • Plasma Pistol

Boost in Plasma Reserve” (Enhancement of Plasma Weapon Energy Reserves by 20%) – This is a simpler and more descriptive way to explain that the “Common Cooling” tier increases the energy reserve of plasma weapons by 20%.

Enhancement (Master-Crafted level) for ‘Quick Chill’: The duration of the effect has been extended from 5 to 10 seconds, and the cooldown time reduced from 30 to 15 seconds.

The “Rampage” (Master-Crafted level) ability now lasts for a longer duration of 10 seconds, up from its original 5 seconds. Additionally, the cooldown time between uses has been reduced from 30 seconds to just 15 seconds.

Improved Plasma Energy Storage” or “Enhanced Plasma Reservoir” (Increases the energy capacity of Plasma Weapons by 20%).

“Supercharged Shot” (Master-Crafted tier): Replaced with “Divine Might” (Damage increases by 10%).

“Blast Radius” (Artificer tier): Damage radius increase changed from 5% to 10%.

In the new version, ‘Perpetual Velocity 2’ (Artificer tier) is changed to ‘Blast Radius’: This means that the area of effect for each Charged Shot will expand by 10%.

As an ardent enthusiast, I’d say, “Instead of ‘Perfect Radius’, let’s call it ‘Perfect Cooling’. After a flawlessly timed dodge, your weapon gets fully chilled.

“Retaliation” (Relic tier): Effect duration increased from 5 to 10 seconds.

“Fast Venting” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

  • Heavy Bolt Pistol

In the revised version, we’ve changed “Perpetual Precision” (Standard tier) to “Head Hunter” (Headshots deal a 10% increased damage).

Upgraded Quality” (Expertly Crafted tier) renamed as “Steadfast Hold” (Reduces recoil by 25%).

Swift Regeneration”: When your Health is below 30%, killing 10 enemies consecutively within a short timeframe restores Health by 10%.

“Remotely Menacing” (Master-Crafted tier): The revamped perk now reads as “Increased Distance Damage”: Enemies located beyond 25 meters suffer a 20% increase in damage received.

Reduced Spread for Perpetual Precision” (Artificer tier): The maximum spread of your projectiles is reduced by 10%.

‘Disciplined Marksman 1’” (Artificer tier): Now reads as “When your ammunition is running low, you increase damage output by 25%.

In the updated version of “Head Hunter 2” (for Artificers), the perk has been revamped to “Strong Finish”: Firing the last bullet from a magazine increases the damage by 50%.

Instant Reload after a Sniper Shot” (This weapon instantly reloads following a precision shot)

“Tyranid Eliminator” (Relic tier): Replaced with: “Head Hunter” (Headshots deal 10% more damage).

“Great Might” (Standard tier): Replaced with “Divine Might” (Damage increases by 10%).

For the “Death Strike” (Master-Crafted tier), let’s call it “Perpetual Penetration” instead. This means that each shot fired will penetrate an extra target.

In the “Close Combat” mastercrafted version, the ammo reserve for this weapon has been boosted by 20%. So now, it can hold more ammunition. This is referred to as “Increased Capacity”.

In simpler terms, instead of “Adamantine Grip” (at Master-Crafted level), we can use the term “Extended Magazine” (which means an increase of 15% in magazine capacity compared to its maximum size).

In the place of “Iron Grip,” let’s use “Death Strike” as an alternative name. This new ability kicks in when you successfully defeat a Majoris-level or higher adversary in melee combat, granting you a 25% boost in damage for a duration of 10 seconds thereafter.

Instead of “Extended Magazine 1” (Artificer tier), let’s call it “Great Might” (Increases damage by 10% against enemies of the Terminus level).

For the Artificer tier, titled “Extended Magazine 2”, the revamped perk has been changed to “Strong Beginning”. This means that the initial bullet from a magazine will deal 50% additional damage during the first round.

“Adamant Hunter” (Relic tier): Replaced with “Head Hunter” (Headshots deal 10% more damage).

“Swift Wellness” (Relic tier): Completely revamped, the fresh ability is “Enhanced Damage”: Upon activating a Class Skill, damage output boosts by 20% for a duration of 10 seconds.

In the context of weapon upgrades, “Divine Might” at Relic tier can be rephrased as “Honed Precision.” This means that when you fire your weapon without aiming, its maximum spread (or inaccuracy) reduces by 50%. Essentially, this upgrade enhances the precision of your weapon.

“Chaos Eliminator” (Relic tier): Replaced with “Divine Might” (Damage increases by 10%).

  • Neo-Volkite Pistol

“Distributed Deflagration” (Relic tier): Fixed heat distribution to surrounding enemies.

  • Chainsword

Enhanced Armor Resilience” (Tier Standard): Should you still possess some armor, your Melee Damage will amplify by 10%.

For the “Chaos Slayer” (Artificer tier), the revised ability is named “Coordinated Assault”: Perform Light Combos with this weapon to increase melee damage by 10%.

Transformed to ‘Tyranid Slayer’ (Artificer tier): The updated ability is now called ‘Heavy Onslaught’. This enables your heavy melee attacks with this weapon to inflict 15% additional damage.

“Full Throttle” (Relic tier): Moved to Artificer tier.

“Trampling Stride” (Relic tier): Moved to Artificer tier.

  • Thunder Hammer

For enhanced durability, when you still have armor left, your melee damage will boost by 10%. (Newly Revised – Armoured Strength 1)

“Braced Preparation” (Artificer tier): This perk has been significantly revamped. Now, when you’re setting up Aftershock, you won’t lose control even after receiving heavy blows, and you become immune to being pushed back.

“Enhanced Tyranid Hunter” (Artificer tier): The updated ability is “Post-Impact Boost”: Upon striking an opponent with Post-Impact, enhance your melee damage by 10% over a duration of 10 seconds.

For the Artificer’s second level, we’ve revamped the feature to be called ‘Initiate Offensive.’ When your armor runs out, your melee weapon will deal an additional 10% damage.

  • Power Fist

Enhanced Armor I” (Basic level): Now, if you still have armor active, your melee damage will boost by 10%.

“Instant Retaliation” (Artificer tier): The perk has been significantly revamped, now titled “Follow-Up Strike”: A swift Backfist or Backfist 2 can immediately follow a charged Thrust Jab or Hammer Hook attack.

As a resilient gamer, I’ve got a sweet new move up my sleeve – the “Steadfast Strike” (Artificer tier). Now, when I unleash a heavy attack, I’m 20% more shielded against those pesky ranged attacks coming my way!

“Tide of Battle” (Relic tier): Moved to Artificer tier.

“Ground Shake” (Relic tier): Moved to Artificer tier.

  • Combat Knife

When armor is still active on your character, your melee damage will boost by 10%.

The artificer tier’s title has been revamped to “Combined Onslaught”. Now, performing light combo attacks with this weapon will increase melee damage by 10%.

In a fresh update, the “Tyranid Slayer” (Artificer tier) has been revamped and its ability is now named “Heavy Onslaught”. This perk enhances your weapon’s melee attacks to inflict 15% more damage.

“Tide of Battle” (Relic tier): Moved to Artificer tier.

“Reeling Blow” (Relic tier): Moved to Artificer tier.

  • Power Sword

For “Armoured Strength” (Standard tier), a fresh take could be: When armor reserves are available, your melee damage boosts by 10%.

At Artificer tier, the title has been revised to “Expert Healer” – when your health drops below 30%, a successful Power Whirl strike will fortify you by one Armor Segment. There’s a 10-second cooldown on this ability.

As a fervent admirer, I’d like to share an exciting update on the Tyranid Slayer Artificer tier perk! Now, it’s called “Melee Onslaught,” and it significantly boosts your melee power. With this new perk, you’ll deal a whopping 10% more damage in close combat! Let the battle cry echo as we charge forward!

Class Perks Update

  • Tactical

Radiating Impact: Fixed incorrect bonus stack with Auspex Scan.

  • Sniper

Adjusted the flawed positioning of Sniper’s “Renewal” and “Squad Renewal” perks, leading to these modifications:

[Your Paragraph Here]

Squad Renewal: Fixed incorrect ability charge restoring (15% instead of planned 10%).

Renewal: Fixed typo in the description (5% ability charge restored instead of actual 15%).

  • Heavy

Improved Melee Hold Attack Bonus: A correction error resulted in this bonus also applying to all melee attacks, but it is intended to solely boost hold attacks.

General Balancing

  • Assault (PvE only)

Jump Pack Ability: recharge speed increased by 10%.

The healing effect of Ground Pound on contested health has been adjusted: With each Ground Pound attack, you’ll recover 30% of your maximum contested health, regardless of the kind or quantity of enemies involved.

This improvement substantially boosts the survivability of Assault, as its health restoration in contested areas was influenced by numerous variables before. Now, it has a considerable increase and offers consistency in the recovery process.

Set a limit on the amount of Health Points (HP) that can be restored through fading actions, and establish a maximum target for healing per action for these specified weapons:

Or simply:

Imposed a HP restoration cap for fading actions and a max health restore target per action on the following weapons:

  • Multi-Melta
  • Melta Rifle
  • Heavy Plasma Incinerator
  • Plasma Incinerator

This alteration might seem quite extreme on first glance, but in practice, it’s not as stringent as it appears. The main purpose is to prevent instances where a single Melta shot could completely refill the health bar when striking merely 3-4 enemies simultaneously. Moreover, the shared health restoration will be more reliable now.

Firearms (PvE only)

We’re still making adjustments to the weapons’ balance, but I believe we’ve reached a great point where any weapon can be effective on the Absolute difficulty setting. Of course, some weapons are stronger than others and we plan to keep fine-tuning them. Our immediate focus now is to scrutinize the balance between different versions of the same type of weapon, particularly melee weapons.

  • Occulus Bolt Carbine

In the revised version of the Oculus Bolt Carbine, known as Master-Crafted – Alpha, the projectile dispersion has been adjusted from a 15% increase to a 15% decrease in spread.

  • Multi-Melta

I’ve resolved the issue where the Multi-Melta’s rate-of-fire wasn’t boosted as intended. Here’s the updated detail: The Master-Crafted variant now boasts a 15% enhancement in firing speed, while the Artificer version offers a faster 25%, and the Relic version takes it up a notch with a 35% acceleration in rate of fire.

  • Bolt Rifle (all versions)

Base damage increased by 5%.

  • Auto Bolt Rifle

Base damage increased by 5%. Headshot damage increased by 15%.

  • Instigator Bolt Carbine

Base damage increased by 5%.

  • Bolt Carbine (ONLY Marksman Bolt Carbine versions)

Max ammo increased by one magazine.

  • Bolt Pistol

Max ammo increased by two magazines. Base damage increased by 5%. Headshot damage increased by 15%.

  • Heavy Bolt Rifle

Reworked versions of the weapon:

Artificer / Salvation of Bakka – Alpha:

  • Magazine Capacity: Increased from 45 to 50
  • Ammo Reserve: Increased from 180 to 200

Artificer / Drogos Reclamation – Beta:

  • Accuracy: Lowered from 4.5 to 4
  • Range: Increased from 6 to 8
  • Magazine Capacity: Decreased from 50 to 45
  • Ammo Reserve: Lowered from 200 to 180
  • Added a scope

Relic / Gathalamor Crusade – Alpha:

  • Magazine Capacity: Increased from 45 to 55
  • Ammo reserve: Increased from 180 to 220

Relic / Ophelian Liberation – Beta:

  • Accuracy: Lowered from 5.5 to 4
  • Range: Increased from 6 to 8
  • Magazine Capacity: Decreased from 50 to 45
  • Ammo Reserve: Lowered from 200 to 180
  • Added a scope

In addition to that:

  • Max ammo is increased by 1 magazine.
  • Headshot damage increased by 15%.

Other Changes

PvP

– Large amount of small fixes in level geometry collision.

AI

Improvement Made: Resolved a problem where the Gun Strike mark wasn’t activating after a Perfect Parry against Carnifex and Helbrute.

Or, more colloquially:

Issue Solved: Now, when you perfectly parry an attack from a Carnifex or Helbrute, the Gun Strike bonus will appear as intended.

– Lots of minor animation fixes for various enemies.

Operations

Inferno:

If a player reaches the Thunderhawk extraction zone at the end of a level, all other players will automatically be moved there about 1 minute and 30 seconds later (they’ll get a heads-up message about the teleportation beforehand, followed by the actual teleportation 15 seconds after that).

– A significant number of minor adjustments are needed for the terrain geometry, collision detection, and Terminus enemies often becoming trapped in certain spots.

or simply,

– There’s a lot of tiny tweaks needed on terrain shape, collision detection, and Terminus enemies getting stuck at times.

Obelisk:

– Added a few new voiceovers to make the objectives in the final gameplay sequence clearer.

– Fixed camera clipping on some checkpoints.

General Fixes

– Fixed several issues with Gun Strike misfiring in rare cases.

– Fixed Jump Pack ability changing targets in some rare cases.

– Fixed several issues with Ordeals not counting correctly.

Addressed numerous small inconsistencies where in-game perk rewards were less than what was stated in their respective descriptions.

– Fixed a lot of minor issues with perks not triggering correctly.

– I resolved several instances where the perks weren’t effectively boosting health restoration during conflicts, as they should have been.

– Lots of minor animation fixes for players.

– Minor UI, sound and VFX fixes and improvements.

– Localisation fixes.

Tech

– Crash fixes and general stability improvements.

– General connectivity improvements.

– Major memory optimisation (Mostly for PvE and PvP).

– Slightly improved performance.

Read More

2025-04-15 17:18