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Reduced the power cost on the Wolverine by 10 to 150/180 and Reaver by 15 to 175/210. **[Updated] Shipmaster's scout mine's line of sight has been increased by 25% to increase its utility. As well on advanced cloaking the power cost to shrouds has been reduced by 30 and the advanced range for cloaking on shrouds has been increased by 15%.

Shipmaster's scout mine's line of sight has been increased by 25% to increase its utility. As well on advanced cloaking the power cost to shrouds has been reduced by 30 and the advanced range for cloaking on shrouds has been increased by 15%. **[Updated] Decimus Boundless siphon has been reduced from a 3% heal to a 2.5% heal. As well his active siphon has been reduced by 1% at each tier down to 6%/8%/10%. The tiers of active siphon cost have increased from T1 200/50, T2 300/75, and T3 400/100 to T1300/100, T2 400/150, and T3 500/200.

Decimus Boundless siphon has been reduced from a 3% heal to a 2.5% heal. As well his active siphon has been reduced by 1% at each tier down to 6%/8%/10%. The tiers of active siphon cost have increased from T1 200/50, T2 300/75, and T3 400/100 to T1300/100, T2 400/150, and T3 500/200. **[Updated] Core Air vs. T3 vehicles damage was buffed in the previous patch by 40%. We are reverting 10% of that buff so they will now have do 130% of the units base DPS to tanks instead of 140%.

Core Air vs. T3 vehicles damage was buffed in the previous patch by 40%. We are reverting 10% of that buff so they will now have do 130% of the units base DPS to tanks instead of 140%. **[Updated] Conduit of Rage is an amazing ability, but the sheer amount of healing it was doing at each tier was making the units very hard to kill with how often you can make the ability active. We have reduced its effectiveness of how often it heals as well as how often it heals at each tier of the ability. T1 was healing for 4% every 1.5 seconds, T2 was 4% every 1 second, and then at T3 4% every .7 seconds. We have changed this down to T1 3% every 2 seconds, T2 3% every 1.5 seconds, and T3 3% every 1 second. This may seem like a drastic reduction, but with the sheer damage buff alone being one of the largest in the game for Conduit we feel comfortable that this is a step in the right direction.

Conduit of Rage is an amazing ability, but the sheer amount of healing it was doing at each tier was making the units very hard to kill with how often you can make the ability active. We have reduced its effectiveness of how often it heals as well as how often it heals at each tier of the ability. T1 was healing for 4% every 1.5 seconds, T2 was 4% every 1 second, and then at T3 4% every .7 seconds. We have changed this down to T1 3% every 2 seconds, T2 3% every 1.5 seconds, and T3 3% every 1 second. This may seem like a drastic reduction, but with the sheer damage buff alone being one of the largest in the game for Conduit we feel comfortable that this is a step in the right direction. **[Updated] We have increased the detect range on all detect units to match the line of sight for that unit. This covers the engineer, corrupted engineer, elite ranger, chopper, ghost, reaver, nightingale, sniper, jackrabbit, and wolverine. This will help in many respects but have the most significant impact on locating mines, locating units that are cloaked, and helping reveal a cloaked base.

We have increased the detect range on all detect units to match the line of sight for that unit. This covers the engineer, corrupted engineer, elite ranger, chopper, ghost, reaver, nightingale, sniper, jackrabbit, and wolverine. This will help in many respects but have the most significant impact on locating mines, locating units that are cloaked, and helping reveal a cloaked base. **[Updated] Banished Turrets have received a 10% buff to all turret types. As well, a 100% damage radius for the AA upgrade has been added.

Banished Turrets have received a 10% buff to all turret types. As well, a 100% damage radius for the AA upgrade has been added. **[Updated] UNSC Turrets have all been touched on. Anti-vehicle Turrets have received a 10% damage buff. Anti-infantry turrets have received a 5.5% dps reduction. Fixed a bug where the damage was not doing 100% within the splash radius. Siege Turrets reduction of damage by 3%.

UNSC Turrets have all been touched on. Anti-vehicle Turrets have received a 10% damage buff. Anti-infantry turrets have received a 5.5% dps reduction. Fixed a bug where the damage was not doing 100% within the splash radius. Siege Turrets reduction of damage by 3%. **[Updated] Cleansing Beam: Reduced power cost of 50 at each level and increase of 50 supplies up to T1 350/150, T2 450/250, and T3 550. Increased speed of T1 +1, T2 +2, and T3 +3 from 17 at each level to 18/19/20. As well added a splash radius to this leader power. Previously it was 100% damage for the entire ability, but now there are 3 rings on the ability - 125% damage in the center, 100 on a 2nd ring, and then a drastic falloff to 75% outside of the middle of the beam.

Cleansing Beam: Reduced power cost of 50 at each level and increase of 50 supplies up to T1 350/150, T2 450/250, and T3 550. Increased speed of T1 +1, T2 +2, and T3 +3 from 17 at each level to 18/19/20. As well added a splash radius to this leader power. Previously it was 100% damage for the entire ability, but now there are 3 rings on the ability - 125% damage in the center, 100 on a 2nd ring, and then a drastic falloff to 75% outside of the middle of the beam. **[Updated] Reduced the cost of Omega Team and Field Promotion. Omega team is now 1800/1800 and Field Promotion is now 800/800.

Reduced the cost of Omega Team and Field Promotion. Omega team is now 1800/1800 and Field Promotion is now 800/800. ** [Updated] Combat Spoils effectiveness has been reduced by 15% at each tier 1 and 28% at tier 2.

Combat Spoils effectiveness has been reduced by 15% at each tier 1 and 28% at tier 2. **[Updated] Ranked 1vs1 Crossplay will be introduced so PC and Xbox players can go against each other to test who has the better micro.

Ranked 1vs1 Crossplay will be introduced so PC and Xbox players can go against each other to test who has the better micro. **[Updated] Kinsano Flame hogs Grenadier upgrade has had its modifiers reduced against all vehicles.

Kinsano Flame hogs Grenadier upgrade has had its modifiers reduced against all vehicles. **[Updated] Mac Blast's damage rings have been adjusted to put on emphasis on central damage with a slightly increased falloff damage and a more potent central damage. As well, the base DPS of the ability has been reduced at each tier. As well cost has increased up to 350/250,450/350, and 550/450.

Mac Blast's damage rings have been adjusted to put on emphasis on central damage with a slightly increased falloff damage and a more potent central damage. As well, the base DPS of the ability has been reduced at each tier. As well cost has increased up to 350/250,450/350, and 550/450. **[Updated] Elite Rangers DPS has increased by 5%.

Elite Rangers DPS has increased by 5%. **[Updated] Pavium: Lich Damage Buff of 40%, Duration decrease of 25%, Spawner HP buff of 15%. Pavium's Stand duration has been reduced from 20 seconds to 10 seconds. Pavium hero Y ability slow reduced from 40%/50% down to 10%/20% slows as the ring is also quite damaging while in this for quite some time.

Pavium: Lich Damage Buff of 40%, Duration decrease of 25%, Spawner HP buff of 15%. Pavium's Stand duration has been reduced from 20 seconds to 10 seconds. Pavium hero Y ability slow reduced from 40%/50% down to 10%/20% slows as the ring is also quite damaging while in this for quite some time. **[Updated] Wraith: 5% HP Buff, 5% shield buff, and 12% damage buff to main cannon attack.

Wraith: 5% HP Buff, 5% shield buff, and 12% damage buff to main cannon attack. **[Updated] Scorpion DPS increase of main cannon attack of 12%.

Scorpion DPS increase of main cannon attack of 12%. **[Updated] Elite Enforcers Grenade they throw has a high damage against scout vehicles early game that is hurting this interaction. To remedy this we adjusted post attack cooldown of the grenade throw to reduce the frequency that they are thrown.

Elite Enforcers Grenade they throw has a high damage against scout vehicles early game that is hurting this interaction. To remedy this we adjusted post attack cooldown of the grenade throw to reduce the frequency that they are thrown. **[Updated] YapYap, I'm tired of your mess! Increase in cooldowns by 30 seconds on Methane Party, Grunt dome, and Shade Turret.

YapYap, I'm tired of your mess! Increase in cooldowns by 30 seconds on Methane Party, Grunt dome, and Shade Turret. **[Updated] Spartan slam damage reduction by adding an additional falloff ring for more rapid damage reduction as well as a stun reduction of 1 second.

Spartan slam damage reduction by adding an additional falloff ring for more rapid damage reduction as well as a stun reduction of 1 second. **[Updated] Mastodon speed increase of 8%.

Mastodon speed increase of 8%. **[Updated] Reaver and Wolverine DPS increase for non air targeting guns. The grenade the wolverine shoots has been increased by 30%. The Reavers gun damage has been increased by 31%. As well, the reavers damage it deals when landing on units has been increased by 24%.

Reaver and Wolverine DPS increase for non air targeting guns. The grenade the wolverine shoots has been increased by 30%. The Reavers gun damage has been increased by 31%. As well, the reavers damage it deals when landing on units has been increased by 24%. **[Updated] Anders Ark Defense: Both DPS and health of the sentinels have been increased by 10% on tier 1 and 2 and 15% on tier 3.

**[Updated] Shrouds will now cloak the Terminus.

Alright, so this worked quite well last time so we are going to continue this process again to continue shaping balance updates based on community requests and asks. A lot of time has been spent in the game by everyone reading this and we love hearing what you all have to say!So, let me again start by saying -. It is a work in progress and is veryAs we go through our investigations in the data files and find out what makes the most sense this list will be updated to reflect what changes we are planning to implement. In order to mark those items as being updated this thread's bullet pointed items will be marked with atag in front of the change. As well, the list thread will have an update date/time updated to show when the last changes were made. To view the most recent modified items the tag will be displayed asBelow are all items we are currently working on or have implemented so far. Some have numbers attached while others don't at this time and that's because we are working towards finding what a good change should be. Now I know there are an abundance of things everyone will want to see added to the game in terms of balance changes, but not everything will make it in for each update. However, please post them in the comments and we will take them into account and see what can be done if they make sense.But like I said the first time, take a look, give feedback, be civil, and let's get this Patch Pre-Preview underway.Deathmatch/Domination/Strongholds changesTerminus Firefight Related Changes