2.10.0 Update Patch Notes
Today's update marks a full year of support for Warhammer 40,000: Dawn of War – Definitive Edition. Thank you to all the fans, modders, tournament organizers, and balance testers that have kept the community active and engaged – you have given us the opportunity to keep supporting a game that means so much to all of us here at Relic.
Going forward, after any required hot fixes or balance adjustments, the cadence of updates is likely going to slow and scale down as we allow the multiplayer meta to settle and generate more definitive data. Additionally, this will allow our team to spend time on some larger initiatives. The team will still be here, watching for ways to support the community.
As always, please continue to report any issues at https://help.relic.com/ to help us prioritize any new or existing issues.
Multiplayer Balance
General
This update looks to improve underused units, heavy weapons, and research, while also fixing some unit inconsistencies and improving some of the worst multiplayer matchups.
Chaos
Chaos are getting a cost increase to Khorne Berzerkers to reduce the effectiveness of some strategies where they were rushed together with the Chaos Sorcerer and could perform well even at a severe economic disadvantage.
Cultists are seeing a buff to their Plasma Guns and a minor buff to Grenade Launchers as well. Defilers are getting back some of their damage against Air units and the Chaos Lord is getting a targeted buff against some factions.
Cultist Squad
Plasma Gun accuracy increased from 40% to 50%, accuracy when moving remains at 30%
Grenade Launcher damage increased by 5%
Khorne Berzerkers
Squad cost increased from 200/20 to 220/20
Reinforce cost increased from 50/5 to 55/5
Defiler
Battle Cannon damage against Air units increased by 20%
Chaos Lord
Bolt Pistol damage against infantry high increased by 20%
Dark Eldar
Dark Eldar are getting an increase in the ranged damage reduction of the Energy Field for the Dais of Destruction to help them perform better in late game scenarios. At the same time we are removing Building High from being affected by Corrosion to prevent the Headquarters from being destroyed too easily by Dark Eldar in the later stages of a match.
Wyches are a bit too costly for what they can do after their previous nerfs and are getting a reduction in their reinforcement cost. Raiders are overperforming in the early stages of Tier 2 and are getting a reduction in their health. Finally, the Reaver Jetbike is getting some of its damage against builders back since it was reduced too much in previous patches.
Reaver Jetbike
Ranged damage against Infantry Low increased by 10% on all weapons
Raider
Health decreased from 1600 to 1500
Wych Squad
Reinforcement cost decreased from 60/15 to 55/15
Dais of Destruction
Energy field ranged damage reduction improved from 70% damage taken to 60% damage taken
Corrosion
Armor reduction effect can no longer affect Building High (Mostly HQ buildings)
Eldar
The Eldar are getting a targeted buff to the Warlock to help it survive a bit better with the goal of improving the Eldar vs Tau matchup where they are needed to detect and kill Stealth Suits in the early game. Mysticism is getting a slight cost decrease to make it more affordable and further improve Guardians early on.
The Eldar health research are getting a reduction to time cost which will help them come online earlier considering the long research time for all upgrades in the Soul Shrine. We are also fixing the second health upgrade so that it properly changes the armor type of the Banshee Exarch so it matches the armor type change of the rest of the squad.
Guardian Squad
Warlock health increased from 250 to 300
Webway Assembly
Mysticism cost decreased from 125/65 to 125/55
Soul Shrine
Wargear: Reinforced Armor research time decreased from 60s to 45s
Wargear: Enhanced Reinforced Armor research time decreased from 60s to 45
Wargear: Enhanced Reinforced Armor
New: Banshee Exarch now changes armor type from Infantry High to Infantry Heavy Medium to match the change in armor type of the normal Banshee squad members.
Imperial Guard
The Imperial Guards have been overperforming and are getting several small adjustments to their strength. Curse of the Machine Spirit is getting a reduction in duration and an increase in cooldown to make it harder to continually stun vehicles in the early stages of Tier 2 and Dauntless Valor is now moved to Tier 3 to reduce the amount of Psykers that can be put in the Command Squad earlier on.
The Guardsmen Plasma Gun, Chimera, and some of the Baneblade weapons are getting small damage reductions to reduce Imperial Guards strength in different stages of the game.
And finally, the Marauder is seeing some improvements to its Heavy Bolters to make them fire more frequently and to deal more damage.
Marauder
Both Heavy Bolters fire on the move accuracy increased from 5% to 15%
Heavy Bolters Horizontal/Vertical traverse speed increased from 45/20 to 90/40
Heavy Bolters damage increased by 20%
Curse of the Machine Spirit
Cooldown increased from 55s to 70s
Duration reduced from 12s to 10s
Guardsmen
Plasma gun damage reduced by 10%, this includes the minimum damage value
Tactica Command
Dauntless Valor now requires Regimental Command instead of Battle Command
Chimera
Damage reduced by 10% on all weapons, this includes the minimum damage value
Baneblade
Battle Cannon and Demolisher Cannon damage reduced by 10%
Necrons
Necrons are receiving small reductions to ranged damage for the Wraith and Necron Lord after researching Wraith Flight and Phylactery. This aims to improve some matchups where Wraiths were spammed together with a strong Necron Lord and were almost unkillable.
Chronometron is getting its cost reduced to make it more affordable in some matchups where Necrons struggle. Veil of Darkness is also getting its cost reduced since it is the least used out of the Necron Lords artifacts. Solar Pulse has gotten a further increase in its cooldown because of how well it can shut down ranged armies.
The Nightbringer is getting a speed increase to help it better engage and deal damage before it reverts into the Necron Lord again. Both the Necron Lord and the Lord Destroyer are getting increased damage to late game Relic units and the Krootox, which Necrons struggle to counter.
Wraith
Ranged damage reduction after Wraith Flight is researched reduced from 80% to 76%
Nightbringer
Max speed increased from 20 to 24
Necron Lord and Lord Destroyer
Melee damage against Daemon High and Vehicle High increased by 50%
Melee damage against Daemon Medium increased by 400%
Necron Lord
Phylactery ranged damage reduction lowered from 60% to 55%
Solar Pulse cooldown increased from 80s to 90s
Forbidden Archive
Chronometron cost reduced from 100 power to 75 power
Veil of Darkness cost reduced from 325 power to 275 power
Orks
Orks are having a bit of a hard time in the current meta and are getting some minor buffs to help them out.
Stormboyz are getting back some of the health buff from ‘Eavy Boy Armor that they lost in a previous p…