Season 4 (Halo Wars 2)
From Halopedia, the Halo wiki
Season 4 was the fourth season of Halo Wars 2 to launch, beginning on June 28, 2017. The season followed Season 3 and was succeeded by Season 5 on July 25, 2017. The season launched alongside the release of the leaders Arbiter and Commander Jerome; as such the season's emblem is represented by a the Arbiter and a M650 Mastodon.
Season 4 Title Updates
June 28 patch
June 28 patch notes
The next game update and patch for Halo Wars 2 is scheduled for release on Wednesday, June 28th.
The patch notes contain more content than a single post will allow so please see the next post for the continuation. In addition to the notes below there will be a service-side balance update released after the game patch has been deployed. The details of these additional balance changes are NOT currently included in the notes below. We will update once that information is finalized.
June 29 balance patch
June 29 balance patch notes
On June 29th a new balance update will be applied to Halo Wars 2 in response to player feedback and gameplay data. Please see below for the specifics of everything being adjusted in this latest update.
Note this is in addition to the fixes and changes included in the June 28th game patch. You can read those full patch notes HERE.
All Hero units have been adjusted to make them more powerful and available more quickly and be a potent force in the early, mid, and late game. They are more vulnerable initially, but are also more powerful when fully upgraded, so protecting them will pay off as they gain Veterancy. Heroes have been balanced between leaders to make them more competitive with each other. Lower armor benefits and increased damage from Tier 3 Vehicles and Artillery while garrisoned makes it easier to pry them out of their defenses.
Spartan Alice, Jerome and Douglas
Elite Honour Guard
Choppers and Jackrabbits have been adjusted to bring them closer to each other. Jackrabbits now have guns without requiring an upgrade which makes them, and UNSC leaders, more competitive against Banished units from the start of the match. Ram damage has also been reduced to balance the impact of those attacks on Tier 1 units.
Key Tier 2 Vehicles (Mantis, Warthog, Marauder) have been adjusted to improve their impact and cost-effectiveness in the mid and late-game while Tier 3 UNSC Vehicles (Colossus, Grizzly, Kodiak ) are now more powerful to improve their competitiveness against their Banished counterparts. Reavers have increased rate of fire which makes them a more potent anti-air threat and Shrouds are less effective at intercepting projectiles requiring more of them to achieve the same levels of protection.
Mantis health and damage increased:
July 7 patch
July 7 balance patch notes
All units! Following last week's game update and new DLC release the team has been monitoring feedback and player data closely and has determined that a few further balance adjustments are needed. As a reminder you can check out the full details of the June 29th balance update HERE.
These changes will be going through test today with the goal of releasing them to the public within the next day or two barring any unforeseen issues.
Balance updates of this nature don't require a game patch and instead will happen invisibly behind the scenes. If you're in a game session when the changes are deployed you will prompted to restart/re-login to the Halo Wars 2 services.
(Update 7/6 - The balance notes were adjusted to remove the Mantis "now starts on cooldown" as the team found an issue arising from that specific change. Some additional detail was added around the new/final tweaks to the Mantis' cooldown)
The focus of this update is on reining Jerome in a bit, reducing the impact of his Mantis (especially in team games), and limiting the early Rush potential of other hero units.
Time for Heroes
The interaction with the much cheaper early game Jerome hero was too much, especially because he could hit-and-run very effectively.
To reduce the impact of early game Hero rush attacks, we've increased any heroes cheaper than 300/275 up to those costs. This provides a common baseline for Hero building and prevents any single Hero unit from becoming uniquely dominant. Some Heroes have been reduced in effectiveness as a result but we will continue to adjust for any weakness in the future as we gather more data.
The major change here is slowing down the Mantis push timing, and making it take substantially longer to replace if it dies.
To limit the early game impact of Jerome's Mantis we have reduced its durability, making it beatable at Tier 1 with upgraded core infantry or scout vehicles. With upgrades the Mantis at max level is still at its original power. Mantis Summon Cooldown When the research is finished, the ability will be available for use immediately.However, if Jerome is killed and then trained again, the ability will start on cooldown. Examples: Jerome on the battle fighting and starts research on the Command Mantis upgrade. It finishes and he can immediately use his ability to call in the Mantis. During this fight, Jerome and the Mantis are killed. The player recruits Jerome again, he comes out of the base, the ability will not be usable for another 70 seconds.
Decimus' Warlord rush needed to be slowed down, and the frequency of his Pull ability made him punishing, and too effective at assassinating enemy heroes. These changes bring him more closely in line with the other hero units at Tier 1.
In addition to the minimum cost changes for heroes, this greatly slows down the Atriox's Chosen early game, increases the hit to long-term economy, and allows all heroes (including Johnson and Forge) to beat this rush.As always, thank you for sharing your feedback with the team and we look forward to getting these adjustments out the door soon.