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2.23 Patch Notes & New Unit

Discussion in 'Patch Notes' started by Jules, May 11, 2018.

  1. Jules

    Jules Developer Staff Member

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    v2.23a Patch Notes
    Deployed 2018.5.13 9:45 am PDT (5:45pm CET)


    King Claw

    - Shell Shock: Area of effect: 275 -> 250
    - Shell Shock: Mana cost: 12 -> 13

    Head Chef
    - Fixed a bug where Skull Stew was healing less than intended
    - Skull Stew: Mana cost: 13 -> 14

    Hades
    - Raise Imp: Mana cost: 12 -> 13

    2018_0511_T4_wave1.jpg

    v2.23 Patch Notes
    Deployed 2018.5.11 2:53 pm PDT (10:53 pm CET)


    Atlantean.png
    NEW! Atlantean Fighter


    GrarlCard.png

    Grarl (T4)

    - Cost: 145 gold + 1 supply
    - Health: 1500 (Natural)
    - Damage: 78 (Impact)
    - Attack speed (attacks per second): 0.83
    - Range: 100
    - delicacy_small.png Ability: Delicacy - May be sold for 90% of its total cost, decreasing by 10% each wave until 60%

    via Sketchfab


    KingClawCard_3.png

    King Claw (T4U)

    - Upgrade Cost: 275 gold + 1 supply
    - Health: 4000 (Natural)
    - Damage: 170 (Impact)
    - Attack speed (attacks per second): 0.83
    - Range: 100
    - delicacy_small.png Ability: Delicacy - May be sold for 90% of its total cost, decreasing by 10% each wave until 60%
    - shellshock_small.png Ability: Shell Shock - Deals 100 impact damage to all nearby enemies and slows their movement and attack speed by 10% (5% against bosses), stacking up to 9 times. 61% (37% against bosses) at max stacks. Mana cost = 12

    via Sketchfab


    ??? (T4U)

    - To be released next week

    T4U2_shadow.jpg

    Game Updates

    Casual Queue

    - No longer breaks up duos
    - You can still queue up for a Casual game as a trio or quad, and the matchmaker will automatically calculate and form the fairest teams

    Workers

    - Train time after wave 15: 3 seconds -> 2 seconds

    Spammer Control

    - Staff can now instantly server mute players who are spamming Global Chat

    Bug Reporting

    - Fixed a bug with -bug where the logs didn't send properly

    API Updates

    - Public API is getting really close. The main functionality is fully implemented; we're still testing/QA'ing it before it is ready for beta release.

    APS/MPS

    - Fixed a visual bug where it would appear as if APS wasn’t buffing itself
    - FIxed a visual bug where it would appear as if MPS wasn’t buffing melee units

    Post-Game Stats
    - Fixed a bug where "leak value" and "catch value" were sometimes displayed incorrectly

    Game Balance

    Legion Spells

    DarkRitual.png
    NEW! Dark Ritual
    - Damages the king for 25% of current health
    - +150 gold

    Giant Snail red_arrow.png
    - Health: 670 -> 650
    - Damage: 29 -> 28

    Reroll green_arrow.png
    - Gold: +80 -> +90

    Taxed Allowance green_arrow.png
    - Gold: +80 -> +90

    Mythium Gate
    - Now opens separately for each team (once each team's leaks fully arrive at the gate)

    The goal of this change is to prevent cases where one team won despite leaking significantly more and faster because they had marginally higher king health.


    Forsaken.png
    Forsaken

    Shifted some power in summoned units from health to damage. This makes battles shorter, so that summoner builds aren’t so unbreakable late game.

    Gateguard green_arrow.png red_arrow.png
    - Chaos Hound: Health: 370 -> 330
    - Chaos Hound: Damage: 20 -> 22

    Harbinger green_arrow.png red_arrow.png
    - Cerberus: Health: 1110 -> 990
    - Cerberus: Damage: 60 -> 66

    Head Chef green_arrow.png red_arrow.png
    - Skull Stew: Mana cost: 10 -> 13
    - Skull Stew: Heal: 300 + 10% max health over 2 seconds -> 300 + 10% max health over 1 second
    - Skull Stew: Cast range: 500 -> 700
    - Necromancy: Mana restore per unit death: 0.5 -> 1

    Weaker two-fighter power spike (e.g. Doppelganger+Head Chef, Banana Bunk+Head Chef)

    Lord of Death green_arrow.png red_arrow.png
    - Undead Dragon: Health: 1050 -> 950
    - Undead Dragon: Damage: 85 -> 89

    Hades green_arrow.png red_arrow.png
    - Raise Imp: Mana cost: 10 -> 12
    - Necromancy: Mana restore per unit death: 0.5 -> 1

    Less abusive against wave 20 and less spammable

    Grove.png
    Grove

    Daphne green_arrow.png
    - Damage: 100 -> 102

    Banana Bunk green_arrow.png
    - Health: 2860 -> 2890
    - Damage: 78 -> 79

    Mech.png
    Mech

    Pyro green_arrow.png red_arrow.png

    - Upgrade cost: 195 gold + 1 supply -> 190 + 1 supply
    - Health: 2350 -> 2200
    - Damage: 32 -> 31

    Pyro start on wave 1 is now an option again. This used to be problematic during the alpha, but since then, workers have been buffed and Brute/Hermit/Safety Mole have become stronger early game. We believe these changes keep Pyro start in check.

    Leviathan green_arrow.png red_arrow.png
    - Damage: 115 -> 125
    - Aerial Command: Damage boost: 10 + 10% -> 5 + 10%

    Less abusive with Boosted Peewees
     
    Last edited by a moderator: May 14, 2018
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  2. Bluejin

    Bluejin Member

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    OK, boys, we got officially a new worst legion spell. Trading 120 gold vs 25% king hp is suicide in most cases.
     
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  3. Teirdel

    Teirdel Member

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    Mech needs a bit of a buff, I still feel compared to the other races they re far too expensive when other races units do the job better. Even doomsday machine which should be the pinnacle of power is weak. I would like to see a doomsday transition to a strong frontline tank. Having such a high health unit is a waste in the back but its atk speed is so low you need a huge gold lead to stack them to really get much benefit out of them. Just my 2 cents.
     
  4. Jules

    Jules Developer Staff Member

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    Mech is the highest win rate legion overall (2nd highest at high Elo). I don't think Mech is weak, but I agree we can make Mech feel better/more fun to play. I have some improvements planned for later this month. Thanks for the suggestions!
     
  5. Damien Davison

    Damien Davison Member

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    Should calm down the LoD/Hades spam. It seems when I get it in a roll, as long as I can, or anyone for that matter, make it through early game healthy, that person becomes unbreakable late game with Hades spam. Mind you a Shaman/Double Centaur never has trouble with Hades :D

    Mythium Gate makes more sense, in no way, like before, should you be at 3% health, leak 3 units, and other team leaks fatal 15-25 seconds before you, but you're the one that loses. Kinda ruined a lot... This makes me happy though.

    Conservative Banana Bunk buff, a bit stronger early game (I'm saving till 6 on you if I see that ****er), not really a big enough change to make much of an impact late game, since most go haven for 16/17 anyways. Is Bunk start more viable now? (I think not).

    As for new unit, I assume it's with every strike the King Claw does it creates that AOE? If so, guess whos round 2 King Claw. Me. Wait though, is it 90% on Wave 2, or does it get reduced to 80%, cause that would be silly.

    Great patch to come, I'm excited :D
     
  6. Jules

    Jules Developer Staff Member

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    Just buffed it after getting some initial feedback. I personally think it's going to be strong, but it's a fun spell to be strong!
    It's an ability with a mana cost of 12. I just updated the patch notes to clarify that.
     
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  7. Dundergrabben

    Dundergrabben Member

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    woo bottom feeder! is it really T4 though? because it says next week is another T4, or is that a typo?
     
  8. jqob

    jqob Member

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    How is this good for pyro? You nerf health and damage and lower the cost by 5 gold. Really - 5 gold?

     
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  9. Jules

    Jules Developer Staff Member

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    A second upgrade to Grarl is coming next week.
    The 5 gold cost reduction means that you can start Pyro on wave 1. If Pyro is weak after this, we'll buff it, but it's a pretty significant change and we'd rather err on the side of Pyro not breaking the game. Saying "it's just 5 gold" doesn't really do the change justice.
     
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  10. Lisk

    Lisk Director Staff Member

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    Patch is live!
     
  11. Nacccho

    Nacccho Member

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    That's a straight up buff late. Hopefully the -hp on the summoned units calms down forsaken a bit.

    This seems straight up unplayable to me. I mean, loan give 200 gold, and the tradeoff is -30 income(remedied by the workers boost).
    How is -25% king hp less punishing? Also, 2 players can easly pick loan, this will NEVER be picked by two players. Insta suicide.
     
  12. Gajuner

    Gajuner Member

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    Mech is good but millennium is kinda useless on mech.

    Even on the waves where it's supposed to be good mech got better choses.

    It would be great 14, but some boosted vets with Zooka spam is just as good while being better every wave till 20.

    On 20 millennium would be great but Fata is just better, so there is never a reason to build t6 on mech...
     
  13. foliesseer

    foliesseer Member

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    This patch went 100 to 0, and then back to around 60.

    Good model and decent ability. Reminds me of Mudman but with DPS instead of HP.


    I love the model :D. It reminds me of the Crabgod skin from League. And that is quite an interesting ability aswell. It would be nice if you put the maximum mana in the post itself, since I can't judge the strength of it at all right now.

    Overall, a really good job on the Atlantean tank!

    Now I can actually play Normals with my friends, so that's nice.

    I've been waiting for this for quite some while now since I know somebody that could possibly integrate the API in his Discord bot, so it's nice to see that progress is being made into publishing the API to the public.


    And now it goes a bit downhill..

    Nice, there are going to be lost games because your king is on 100% HP, you and your ally did not roll a good tank for 11 and decides to pick this Legion Spell, and still leak 31% of the wave to their send. Although this isn't going to happen often, it will happen sooner or later and it will feel really shit when it happens.
    Oh, and when it isn't a risky pick then it's insane, you are getting +70 gold on top of your allowance and you get it immediately, which is basically +3 workers for free...

    This spell is a nightmare.

    More Giant Snail nerfs, but not good enough to lower it's pickrate. It's still busted. 2.0× snails would still be strong.

    Lets see how this works out. Pretty happy with this change since I said it in like 2 or 3 threads that the gate should open per team.

    TL;DR Forsaken summons are nerfed, Head Chef is slightly compensated.
    This is a pretty good change, and maybe it will finally put Forsaken on an average power level.

    Daphe buff? But Daphne is actually pretty strong, both early and late. I guess I'll just abuse it then to get to 1700 if I can get her in my rolls.

    Cool, also good that you nerfed it pretty hard (-150 hp for 5 gold) since being able to start with pyro is going to give alot of workers to the player early instead of late, which allows them to snowball alot harder. I think it's very interesting to see what will happen with the meta.

    I'm both happy and sad. Happy that you adressed this issue, sad with how you did it. I wish the Leviathan aura could be just as strong as it was before on other flying units but a bit less strong with peewees. But I guess that's a bit too hard to do, since I can't come up with a solution for it myself.


    Overall this patch is ok. Some really good changes and additions, and the others are... questionable :p.
     
  14. Matt Piper

    Matt Piper Member

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    Nice update. New unit design is really cool.

    "Now opens separately for each team (once each team's leaks fully arrive at the gate)"

    I dont like the sound of this.
     
  15. Bluejin

    Bluejin Member

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    @Jules Glad you buffed Dark Ritual.

    @Curing Just played a game with King Claw, and the model looks sick, good job with that.
     
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  16. Masterbear

    Masterbear Member

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    Don't know if intended but you can already see the upcoming unit the ocean templar in the units section on the official website with stats and abilities.
     
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  17. JetWylie

    JetWylie Member

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  18. Flipper

    Flipper Member

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    Pyro View attachment 4163 View attachment 4164
    - Upgrade cost: 195 gold + 1 supply -> 190 + 1 supply
    - Health: 2350 -> 2200
    - Damage: 32 -> 31

    Pyro start on wave 1 is now an option again. This used to be problematic during the alpha, but since then, workers have been buffed and Brute/Hermit/Safety Mole have become stronger early game. We believe these changes keep Pyro start in check.

    can we have more start options like Hades (cost lower 250 gd pls ? ) or a millenium start ? (cost lowerd to 250) ? or is this a bad idea
     
  19. halanv3ntur3

    halanv3ntur3 Member

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    You need to fix your game. I just got out of a match, my king was 34%, theirs was 22% on wave 16. Everyone leaked, my team held longer so their leak was already waiting at the broken gate you put into the game, SOMEHOW their units reach our king before ours did...makes absolutely no sense. Either fix the gate or get rid of it because this is the second time its cost me the game thus far. There is no good reason, not a single on you could tell me, that their units reached our king first. Get it together.






     
  20. foliesseer

    foliesseer Member

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    This is probably because only 1 opponent leaked fast, not both of them. If both your opponents leaked before you did then it should be impossible for the units in your lane to reach your king faster than them. You probably did not notice that they actually leaked slower, not faster.

    But that doesn't really matter, since the gate issue is still there. Gate opens for both teams at the same time? Lack of comeback mechanic, since the team with less king HP will lose the race. Gate opens individually for each team? Person 1 pushes workers, Person 2 spams delay. Person 1 leaks everything extremely quick while person 2 is stalling... The gate is just a mess. But it is alot better to have the gate open per team (as it does right now) since it atleast awards some strategic play and opens up a comeback mechanic.

    They should just remove the gate and reduce the leaked creeps movement speed by a percentage (like 70%), so the ally has enough time hold is own wave and be in time to hold his ally's leaks. And if he isn't fast enough or he doesn't hold, well then the king will take damage. Simple.
     
    Last edited: May 12, 2018