1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

5.05: Golden Buckler, Royal Guard

Discussion in 'Patch Notes' started by Jules, Apr 3, 2020.

  1. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    2020_0403_DivineT2.jpg

    Known Telekom Login Issues
    There is a known issue preventing some players from logging in, primarily Telekom users. These networking problems are widespread and may affect many games and services. If this affects you, please use a VPN or log in during lower traffic times. Call or create a support ticket with Telekom and explain the issue. The more players that do this, the better. We're doing everything in our power to expedite a solution with Telekom.

    Legion TD 2 In-House League
    Mick and Seraphin, two longtime members of the community, have organized the Legion TD 2 In-House League (LIHL), a competitive league spanning 5 weeks. A commitment of two games per week is expected. In-game rewards for all participants and winners. Sign-up ends April 12. See thread for details and sign-up instructions.

    v5.05 Patch Notes

    NEW! Divine Tier 2

    Card_GoldenBuckler.png

    Golden Buckler
    - Cost: 50 gold
    - Health: 570 (Natural)
    - Damage: 21 (Impact)
    - Attack speed: 0.79
    - Range: Melee

    Deflection.png
    Deflection
    Takes 15% reduced damage from ranged autoattacks

    via Sketchfab


    Card_RoyalGuard.png

    Royal Guard
    - Upgrade cost: 135 gold
    - Health: 2080 (Natural)
    - Damage: 67 (Impact)
    - Attack speed: 0.91
    - Range: Melee

    Deflection.png
    Deflection
    Takes 15% reduced damage from ranged autoattacks

    via Sketchfab


    Golden Buckler and Royal Guard are both intended to be simple and versatile natural tanks

    New Features
    - You can now mouseover tower icons in tab to see unit stats, kill count, and buffs
    - You can now right-click a player’s name in Global Chat to interact with them

    scoreboard.png

    2020-04-03_17h20_56.png

    Game Improvements

    Stability
    - Lobby stability improvements (Smarter Global Chat/profile caching and sharing lookups, throttler optimizations)
    - Improved monitoring for Telekom bugs

    Gameplay Fixes
    - Fixed a bug with Pawn Shop when playing Hybrid where it wouldn't add Pawn to currently-built towers
    - Fixed a bug where Dark Mage would accidentally buff Soul Gate/Hell Gate

    Pathing & Targeting
    - Fixed a case where units would target an enemy before higher priority targets (most commonly noticed when targeting a full-life Brute on wave 3 while Hoppers were still alive and in range)
    - Revived Units (Guardian Angel, Hydra, and Eternal Wanderer/Samurai Soul) on ranged waves: Tanks are now targeted slightly sooner, while DPS units are targeted slightly later
    - Sea Serpents/Deepcoilers are now targeted slightly later on ranged waves

    Matchmaking & Ratings
    - Duo rating penalty increased when the higher-rated player is 2200+ if the two players are different ratings. It is now impossible to smurf boost past 2200. If the two players are <2200 or if they are the same or very similar rating (e.g. 2300 and 2315), there is no change.

    In an ideal world, we could have perfectly fair duo penalties; however, it's impossible to reliably differentiate between a real player and a smurf. To prevent smurf boosting to the top of the ladder, we have to ramp up duo penalties or disable duoing past 2200. We've opted for the former.

    Friends List
    - Fixed some cases where Friends List wouldn't show up (more common for players with larger friends lists)
    - Added a "Refresh Friends" button (should generally be not needed, but might help fix rare cases where it still doesn't load)

    Interface
    - Mercenaries Received: Streamlined messages to combine mythium received from mercenaries and king upgrades. Also, cave icons show King Upgrades and total mythium received.
    - Fixed a bug where the Ready button status didn't update properly if another player readied up before you picked your rolls

    Quality of Life
    - When a team agrees to -ff, it now shows a message that "Enemy team agreed to surrender!" or "Your team agreed to surrender!" in chat
    - Shift+U now trains a worker (can configure in Options > Controls)
    - Ctrl+U now cancels a worker (can configure in Options > Controls)
    - Post-game Builds tab now shows income & net worth

    Chat
    - Fixed a bug in post-game Chat where the "left the room" message was displayed extra times
    - Fixed a cosmetic bug where -ratings would show ratings of 1200 for open/closed slots

    Profiles

    - Fixed a bug where Fighter Stats weren't properly sorted in some cases

    Options
    - Graphics - Fixed a bug where Windowed mode setting wasn't loading properly after you restarted your game
    - Controls - Now shows a tooltip to hint that you can right-click a binding to unbind it

    FairPlay
    - Fixed a minor bug where [R] wasn't showing up in some disconnection cases where it should have (but they were, in fact, being evaluated the whole time)

    Custom Game Modes
    - Fixed a bug where Prophet mode wasn't allowing you to Reroll
    - Fixed a bug where All Mastermind mode wouldn't allow you to choose rolls

    Spectator Mode
    - Can now see Mercenaries Received messages (with icons), in addition to the usual "Received 20/20/20/20" style messages
    - Disabled scoreboard icons changing colors when low health
    - Fixed a bug where "Your team gained from enemy leaks" gold was showing up as 0

    New Players
    - Hybrid and Chaos legion selection buttons are now grayed out for players level 3-4 rather than hidden (so those players can see they can be unlocked)

    Graphics
    - Fog of War that covers workers/mercenary holding area is more transparent

    Music & Sound Effects
    - New Victory theme (starts off a bit quieter)
    - Improved formula that decides whether to play the "King In Danger" theme
    - Mouseover sound volume lowered a bit
    - Regular UI button click volume raised a bit
    - Now plays hover/click sounds for the Mastermind Rolls window buttons
    - Higher-value units now have slightly higher audio prioritization compared to lower-value units
    - Fixed Pollywog accidentally muting other sounds too much (its Attack sound had too much padding)

    Discord
    - Fixed a bug where games were being posted to #rooms at the end of the game instead of at the start
    - Improved monitoring dashboards

    Game Balance

    This patch is nerf-heavy to fighters to compensate for power creep and has some minor wave buffs to slightly reduce average game time (which has increased over the past few months)

    4v4
    - New mechanic: the Equalizer
    -- Only in 4v4, when your team receives gold due to the enemy team leaking, the gold now goes to the poorest player on your team, rather than split among the whole team. The poorest player is calculated at the start of each wave and determined through a combination of net worth, mythium, and income. All other forms of gold gain, including pillage from damaging the enemy king, are unchanged

    The goal of this mechanic is to help players that get behind. It is a catchup mechanic for individual players on a team, not a catchup mechanic for a losing team. Especially in Classic, which has significant skill discrepancies and many new players, we often see one player on each team hard-leaking most mid and late game waves with no hope to recover. The goal is not to make everyone the exact same power level, but to slightly even the playing field. Good players who clear waves and push workers efficiently will still be rewarded and stronger than their teammates.

    Hybrid
    - Tier 6: Cost: 252 -> 257

    To start with a tier 6 on wave 1, you must now roll and gain +7 gold from selling some combination of the following units:
    - Nekomata: +5 net gold
    - Peewee: +3
    - Masked Spirit: +3
    - Ranger: +1

    Mastermind
    - Aqua Spirit no longer satisfies the arcane tank guarantee
    - Berserker no longer satisfies the pierce or magic guarantee
    - Soul Gate no longer satisfies the magic guarantee

    This means fewer rolls where you only have 1 "bad" unit of a certain attack/defense type

    Buzz.png
    Buzz green_arrow.png red_arrow.png
    - Health: 150 -> 170
    - Damage: 10 -> 9

    Consort.png
    Consort green_arrow.png
    - Health: 850 -> 900
    - Damage: 54 -> 50
    - Paraphylaxis: Damage: 180 -> 300

    ChainedFist.png
    Chained Fist red_arrow.png
    - Health: 250 -> 230
    - Damage: 8 -> 7
    - Unchained Rage: Attack speed: 125% -> 130%

    Oathbreaker.png
    Oathbreaker green_arrow.png
    - Unchained Rage: Attack speed: 125% -> 130%

    Peewee.png
    Peewee green_arrow.png
    - Booster: Range: 300 -> 500

    Veteran.png
    Veteran green_arrow.png
    - Stimpack: Range: 300 -> 500

    Infiltrator.png
    Infiltrator red_arrow.png
    - Health: 760 -> 740
    - Attack speed: 1.05 -> 1.03

    Violet.png
    Violet red_arrow.png
    - Lightning Strike: Damage: 120 + 1% (0.5% to bosses) max health -> 120 + 0.6% (0.3% to bosses) max health

    Violet remains one of the best units in the game with both a high win rate and pick rate. This change nerfs its late game, while allowing it to remain as a viable opening

    OceanTemplar.png
    Ocean Templar green_arrow.png red_arrow.png
    - Resonance: 4% missing health -> 2.5% max health

    Ocean Templar was only good with Canopie or Desert Pilgrim stacking. This change increases its versatility.

    Butcher.png
    Butcher red_arrow.png
    - Health: 1350 -> 1320

    HeadChef.png
    Head Chef red_arrow.png
    - Health: 3200 -> 3100

    Doppelganger.png
    Doppelganger red_arrow.png
    - Health: 3400 -> 3300
    - Attack speed: 1.96 -> 1.92

    Azeria.png
    Azeria green_arrow.png
    - Invigorate: Mana cost: 11 -> 10

    FireLord.png
    Fire Lord green_arrow.png
    - Attack speed: 1.03 -> 1.05

    Fenix.png
    Fenix green_arrow.png
    - Health: 4050 -> 4100

    Starcaller.png
    Starcaller red_arrow.png
    - Amplify Magic: Mana regeneration: 35% -> 33%

    Waves

    DrillGolem.png
    (13) Drill Golems green_arrow.png
    - Health: 3120 -> 3160

    Cardinal.png
    (16) Cardinals green_arrow.png
    - Health: 1960 -> 1990

    MetalDragon.png
    (17) Metal Dragons green_arrow.png
    - Health: 3200 -> 3220

    WaleChief.png
    (18) Wale Chiefs green_arrow.png
    - Health: 4000 -> 4030

    DireToad.png
    (19) Dire Toads green_arrow.png red_arrow.png
    - Attack speed: 0.87 -> 2.56
    - Split Shot: removed

    Split Shot was causing melee DPS and backline units to die before tanks
     
    Last edited: Apr 6, 2020
    Seraphin, Bonny and Mick like this.
  2. Pennywise

    Pennywise Member

    Messages:
    41
    Likes Received:
    31
    Trophy Points:
    18
    Is the Royal Guard a fortified unit that evolves from a natural unit or is that a typo?
     
  3. Cornep

    Cornep Member

    Messages:
    779
    Likes Received:
    508
    Trophy Points:
    93
    This might be just me, but a anti-ranged tank that is natural armor? It is horrible on 4/5 waves, seems like a weird choice.
     
  4. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    Was a typo. Both units are natural.
    I think they are average on 4 and pretty good on 5. Better than Grarl. They're resistant to Hermit (good if you're using it on 4/5/6 with AOE builds) or against Drake on 5/6. Also, very strong on 11. 2x Golden Buckler is a possible 5-worker opening, though you have to be careful on wave 3.
     
  5. Cornep

    Cornep Member

    Messages:
    779
    Likes Received:
    508
    Trophy Points:
    93
    I meant out of the 5 ranged waves, 8,11,15,19,20. They are horribad on 4/5 of those waves. Only good wave or decent wave out of the ranged waves is 11.

    In addition, most of the ranged mercenaries are magic, and while the ability helps it as natural, it still is a bad unit vs ranged sends.

    1 last thing, As in the past it has been a point for units to feel right with their armor and attack types, im not sure how a shiny metal/crystal construct is "natural".
     
    Last edited: Apr 4, 2020
    Jules and Bonny like this.
  6. Bonny

    Bonny Member

    Messages:
    111
    Likes Received:
    145
    Trophy Points:
    43
  7. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    Agreed. We'll be better about this going forward.
    Thanks for your video, Bonny. I want to see how these changes land first, but you're probably right that Nightmare needs a nerf. Will consider next patch. APS and Aqua Spirit are both on the watch list for being too strong, based on high-rated data.
     
  8. Mick

    Mick Member

    Messages:
    297
    Likes Received:
    243
    Trophy Points:
    43
    I kind of interpreted the strength of the ability different. I see it more as an all-round tank now . Where a natural tank would normally be useless on waves 8 and 15, this one is compensated by its ability. Same for drake and foureyes. Maybe the ability needs to be even stronger for that, but then theres the risk of making it op on 11.
     
    Last edited: Apr 5, 2020
    Jules and Seraphin like this.
  9. Seraphin

    Seraphin Member

    Messages:
    608
    Likes Received:
    240
    Trophy Points:
    43
    I just would like to add something. At the moment, 6 teams are already registered ! That will be a really interesting league and schedule should be enough flexible for all players ;)

    I completely agree with Mick. True the unit is not perfect against ranged waves (except 11) since most of those waves are ranged. However, it still a good tank for others wave (particularly strong for wave 11-12-13 which is a critical moment of the game usually).
    What's more, when others tanks (except arcane tank) take 115 to 125% damage from those ranged waves (except 11), the unit will take only 125% - 15%x125% = 106,25%. It means this is just a bit less strong than a soft tank. Actually, this tank will be the most consistant tank and could be actually op.
    Contrary to Golem, you don't need to do a bet and contrary to King Claw, you don't particularly want it to die slowly. Contrary to Iron scale, it will be pretty strong for a lot of waves (4, 5, 6, 9, 10, 12, 13, 16, 17, 19).

    Concerning nightmare, I feel it's a bit too strong indeed. But this is due to this damage type and the combo with butcher more than the unit itself.
     
    Jules likes this.
  10. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    5.05a Patch Notes

    Fixes
    - Fixed some UI bugs with the new inbox system
    - Reverted some sound effects changes (which had some edge cases where sounds would play too softly or be muted)

    Matchmaking
    - Fixed a bug with Classic matchmaking/shuffling where it was unintentionally penalizing parties by inflating their party rating. In Classic, your party rating will no longer be increased for partying with friends who are lower-rated.
    - Matchmaking improved for players rated 2100+. Players rated 2100+ should expect longer queue times but higher-quality matches.

    4v4 Equalizer
    - Significantly reduced / partially reverted
    - Now scales with how far behind the poorest player is
    - All players now always get gold for enemy leaks

    Based on feedback, we have made this mechanic more reasonable. We believe a small equalizer is good for helping players who get significantly behind but agree it was too extreme before. As with any new mechanic, tuning is required, so thank you for your patience and understanding.

    Classic queue has players of all skill levels, from 600 to 2900 rating, which is the difference between a novice and the world rank #1 chess player. Getting destroyed in your first few games of any competitive game is highly correlated with quitting, and I think everyone here wants the game to grow. The goal of this mechanic isn't to completely even the playing field, but to make the experience slightly less miserable for players who fall significantly behind. This applies both to new players and to any player who makes a mistake that sets them behind.

    After these improvements, you'll no longer see slingshotting/overcorrecting that causes a player who is behind to get ahead. If everyone on your team is roughly equal in wealth, even if one player is slightly poorer, everyone will get their fair share of the pie (~25%). You'll also always be rewarded with gold for leaking the enemy team, even if you're 100x richer than the poorest player on your team.

    Friendly note that a suicide/no-build strategy often causes you to be identified as the richest player on your team because of your high income, so don't expect to get extra benefit from this strategy. A no-build strategy requires permission from a majority of your teammates.
     
  11. Cornep

    Cornep Member

    Messages:
    779
    Likes Received:
    508
    Trophy Points:
    93
    Since there are now mythium received above the caves, could they be made visible? Ain't nobody able to read those
     
  12. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    5.05b Patch Notes

    - Fixed a bug where Green Devil counted as a flying unit with Leviathan
    - Ocean Templar
    -- Resonance: Healing: 2.5% -> 2%
    -- Health: 1900 -> 2000
    -- Attack speed: 0.83 -> 0.85

    Yeah, they are pretty hard to read. My understanding is that it's pretty complex, but I think Lisk has some improvements in patch 5.06.
     
    Seraphin likes this.
  13. Lisk

    Lisk Director Staff Member

    Messages:
    2,766
    Likes Received:
    1,180
    Trophy Points:
    113
    v5.05c
    Non-gameplay patch mainly to test Player Data Refactor.

    Player Data Refactor
    Rewrote how most player data is stored, in preparation for future features. Players should notice no changes, hopefully, but a lot changed in implementation.

    Matchmaking
    - Fixed a bug where some lower rated players were being matched with average rated players when they shouldn't have been

    Profiles
    - Should now load a bit faster/more consistently show most up-to-date information

    Graphics
    - Improved graphics for mercenary icons above the cave
     
  14. Boris

    Boris Member

    Messages:
    43
    Likes Received:
    11
    Trophy Points:
    8
    Somehow i cannot feel this change. It's rather the opposite. Almost instant queue for a game that gives me +1/2 Elo. Not everytime but it's still a fact that it happens. Also, a lot of games i get 1600-1700-1800 players on my side. I'm okay with that, but i'm not okay for a scenario where i play with 1700 elo player vs x2 with 2100. I'd rather wait 15 minutes in queue than this.

    Another thing - is the duo penalty a real thing, like it's intended or a bug? It really sucks to play for 4 elo, when the difference in team ratings is ~200. That's just nuts and ruins the Ranked experience.

    Last but not least, please do something about Dark Mage's buff. Buffing a unit that has 5% HP and dies next second or less is out of any logic.
     
  15. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    Can you explain what you mean by this: "Also, a lot of games i get 1600-1700-1800 players on my side. I'm okay with that, but i'm not okay for a scenario where i play with 1700 elo player vs x2 with 2100. I'd rather wait 15 minutes in queue than this."

    Which scenario are you okay with, and which do you really dislike?
    I agree it can feel unfair to duo with rating differences in 2200+, but we keep hearing complaints about duo boosting, so we have to take a tough stance. It's impossible to have perfectly fair duo rating adjustments and to completely prevent boosting. We have observed players, including multiple top 20 and top 5 players, abuse the old duo rating adjustment to unfairly climb the ladder.

    We can lessen that duo rating adjustment if you all want, but I promise you will eventually have to play against duo boosting teams, and it will only get worse as the game grows. Have to pick your poison.
    There are cases where you want a 5% health unit to be buffed by Dark Mage, notably if it's not being attacked or if the extra attack speed + lifesteal will keep it alive. We'd probably have to code it to not cast if <5% life and if it has been attacked in the last second, or just make it prefer higher % life units. Will look to see if that's possible.
     
  16. Boris

    Boris Member

    Messages:
    43
    Likes Received:
    11
    Trophy Points:
    8

    I dislike the idea for my team to have 600 elo difference, while enemy team has 150-250 elo below mine.

    But @Jules, i know that in order to balance the game, you rely mainly on data and statistics. Probably a lot of testing is also included, but that is also based on data/statistics. A little bit of transparency on how you are testing stuff can help us generate more meaningful feedback. I also would like to propose if you can add in-game auto-messaging regarding feedback. I think more players should actively report feedback in order to have more opinions on different matters and in-game messages could be a good idea to drive someone to express their thoughts. Checking on the forums from time to time, has made me feel like the LTD2 community is not motivated to be active here in the forums.

    Regarding the duo boosting you've mentioned, here are my thoughts:

    I don't have the data, but i'm pretty sure that most of the duos are playing because they are friends or enjoy playing with that specific person (probably because they co-operate nicely and have a nice win rate, yea that's natural). And i don't see why this has to be compromised by the fact that someone is trying to get boosted, and to what end? - If you get to play vs higher elo people who are better than you, you will get spanked every/most-of-the time anyway.

    Another point - lets look at things from more basic point of view. This is a game and like every other game, the main reason why you play is to have fun. And in multiplayer based games like this, the best experience would be to have fun while playing with friends. This duo penalty feels like you're saying "Okay, we can't tell exactly who is boosting/getting boosted, so let's put a penalty to anyone who is playing with a friend." Couple of ideas coming to my mind:

    1. Re-work the penalty itself - a winning duo team would get 70% (or a value which you think it would be appropriate) of the elo that they would earn if they win the same match but not in party.
    2. Change the way elo is distributed among players:
    - a constant number which is based on team 1 vs. team 2 ratings (smaller than elo that would be earned if the players were not in party)
    - in addition to that number, add personal elo reward based on the player's performance. This way, the two MVPs in each game can feel being rewarded for their better performance (bigger reward for the winning MVP of course and this means some elo compensation for the losing MVP) and the others must think about stepping up their game so that they can actually earn that.

    If these suggestions can be of any use, or can be modified in order to bring more balance to the game, then i am open for a deeper discussion, perhaps in a separate forum topic in order to keep this thread patch specific.
     
  17. Mick

    Mick Member

    Messages:
    297
    Likes Received:
    243
    Trophy Points:
    43
    Just want to second a thought here. I do understand the trade-off, but isn't the primary thing of this game to have fun? And isn't playing with friends most fun? It almost feels like competitiveness is trumping that now, by making it nearly impossible to play with friends who are not as skilled. For example, I like(d) to play with an old friend on LTD1 of mine, 45K (1600 rating or sth). But now I can't really anymore, because the penalty is so high if I would play with him.

    Perhaps it is better to give a penalty if the account is relatively new in the season (for example up to first 100 games of the season)
     
  18. Kulan

    Kulan Member

    Messages:
    6
    Likes Received:
    1
    Trophy Points:
    3
    You want to play with friend, because its fun, but you will not because of penalty? What a twisted logic is that? Than means you dont play for fun, but only for rating. If you play for fun, you dont care about rating.
     
  19. Mick

    Mick Member

    Messages:
    297
    Likes Received:
    243
    Trophy Points:
    43
    Well part of the fun is trying to climb the ladder, part of the fun is playing with friends. Now you have to pick which of the two you want, which is not necessary in my opinion.
     
  20. Jules

    Jules Developer Staff Member

    Messages:
    1,999
    Likes Received:
    2,183
    Trophy Points:
    113
    We use a combination of data, in-game experience, and player feedback. It would be nice to be able to send feedback from within the game, but until then, we have to use Discord/forums. If you make a unit tier list, I love looking at those and will definitely take it into account for the next balance patch.
    We can all agree the most important thing is having fun. If something made the game more fun for everyone, of course, we'd do that. The hard part is when there are tradeoffs.

    Playing with friends is fun. Playing against boosters is not fun. People often get upset when playing against duos with a large rating gap, especially when the lower-rated account is a smurf. It goes against our sense of fairness.
    • A 2000 player with a 1000 smurf (2000 on main) against two 1500s feels unfair to the 1500s because they feel disadvantaged. And they're right - their chance of winning is under 5%.
    • A 2000 player with a 1000 smurf (2000 on main) against two 2025s feels unfair to the 2025s because they're playing an even game, but the rating stakes don't reflect that. If the 2025s win, they gain +1 rating; if they lose, they lose 31 rating.
    Since the game is about having fun, one could argue that you guys should just play with your friends and not worry about the ratings. The reason you guys dislike the duo adjustment is also your sense of fairness, and I completely respect that. The truth is that if you're 2200+ and duo with a non-smurf friend who is lower-rated (such as your 1600 friend, Mick), it's not optimal for climbing. You'll either be at a win % disadvantage, or your rating stakes won't reflect your probability of winning. Exactly like the two cases above. I'm intentionally drawing a parallel there.

    The main difference is that if you play with a lower-rated friend, you're opting into that experience. If you play against smurf boosters, you were essentially forced into that experience.
    This is exactly what the duo adjustment does. It just scales based on different factors. If it were a constant adjustment (like 70% as you suggested), it wouldn't be as effective.

    You can consider the previous example I mentioned of a 2000 player with a 1000 smurf (2000 on main) against two 2025s. Instead of having a +31/-1 game, they would gain 70% of that, so it would be +22/-1. Still doesn't address the problem.
    It's an interesting idea that has been brought up by others, though we're pretty committed to an outcome-based (win/loss) rating system, rather than a performance-based system. As soon as you introduce performance-based incentives, players will begin to do things to inflate their performance metrics that aren't optimal for winning.
    I like this idea. It won't be as good as the current system at discouraging/penalizing smurf boosting, but it might strike a better balance. Will think about it more and see if we can make use of it.

    I respect both of your opinions a lot and understand the concerns you guys raised. I'll keep them in mind and see if we can relax the duo adjustment in the future. I just know that if we relax it too much, we'll start to see a rise in complaints about boosting, and I won't know how to respond.
     
    Seraphin and Mick like this.