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5.06: Sacred Steed, Pegasus, FairPlay 2.0

Discussion in 'Patch Notes' started by Jules, Apr 24, 2020.

  1. Jules

    Jules Developer Staff Member

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    2020_0422_DivineT3.jpg

    Announcements

    Sign-up for the Steeni Cup is open! 150€ Prize pool and mystery cards for all participants. Individual sign-up only. See the tournament thread for details.

    The Legion In-House League (LIHL) is also underway. See the LIHL Hub for recordings of casted matches, and stay tuned for an announcement about the upcoming playoffs.

    5.06 Patch Notes

    New Units: Divine Tier 3

    Card_SacredSteed.png

    Sacred Steed
    - Cost: 80 gold
    - Health: 760 (Arcane)
    - Damage: 34 (Magic)
    - Attack speed: 0.89
    - Range: Melee

    ManaBlessing.png
    Mana Blessing
    Restore the mana of nearby allies. Each point of mana restores 0.5 mana, up to a maximum of 1.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

    Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.

    via Sketchfab


    Card_Pegasus.png

    Pegasus
    - Upgrade Cost: 190 gold
    - Health: 2500 (Arcane)
    - Damage: 112 (Magic)
    - Attack speed: 0.89
    - Range: Melee

    ManaMiracle.png
    Mana Miracle
    Restore the mana of nearby allies. Each point of mana restores 1.5 mana, up to a maximum of 4.5 per target. Extra mana will always attempt to bounce to another ally. If there are no nearby allies in need of mana, instead boosts its own attack speed by 20% for 5 seconds.

    Affects all mana-using units except Angler, Bounty Hunter, Kingpin, Infiltrator, Orchid, Sacred Steed, or Pegasus.

    via Sketchfab


    New Major Feature: FairPlay 2.0

    We've rebuilt FairPlay from the ground up and significantly improved it. As with any new feature, there may be bugs or unoptimized components. Please let us know immediately if you encounter any issues, especially if you're unfairly banned.

    Use in-game reporting when you believe a player's actions deserve banning or chat banning. In-game reports are more effective than forum reports and work immediately, rather than requiring review from a moderator.

    FairPlay 2.0 Improvements:
    • Now scalable in anticipation of a larger player base
    • Now considers long-term behavior, instead of primarily looking at recent games
      • Less likely to unfairly punish a player who experienced a bug or had internet troubles but otherwise consistently stays in games
      • Much more likely to punish players who previously abused the system by consistently but moderately leaving games (rage quitting, disconnecting, afking, dodging)
    • All players are now evaluated based on their propensity to (1) intentionally lose games, (2) leave games, and (3) create a toxic environment
    • All players now have a Behavior Score. A high score will increase your essence gain, which can be used when the shop is released. A low score will decrease it.
    • Improved Reporting
      • Reporting is now smarter and better taken into account
      • Reports now diminish in weight for players that report recklessly
      • Cheating reports are now monitored more carefully
      • You can now report someone for an Offensive Name in-game.
    • Improved automated detection for intentional losers
    • Improved AFK detection
    • Improved warnings
      • Warnings are now given out more frequently to help players improve their behavior before being banned
      • Now shows a FairPlay client notification any time you receive an [!] at the end of the game
    Fixes and Improvements

    Matchmaking
    - Improved ranked matchmaking quality and speed for players <1100 rating
    - Matchmaking now speeds up less during off-hours, which means slightly higher quality matches on average for all players. Depending on the results, we may be able to increase match quality further in a future patch.
    - Fixed a rare case where the matchmaker would treat you as a 1200-rated player, regardless of your actual rating. This was occasionally causing very high-rated players to match with low-rated players.
    - Smarter team shuffling for Classic Queue, which will help better balance the teams, especially for low-rated classic players and new players

    Performance
    - Improved overall graphics performance (disabled anisotropic textures & lowered shadow cascades, which should hopefully not be noticeable. Also lowered some shadow distances.)
    - Improved some performance in games with many units (fixed dynamic playback speed during night time & lowered soft unit caps a bit)
    - Improved graphics performance (character no longer receive shadows or use light probes)
    - Improved performance of Tab Scoreboard, especially when mousing over unit icons

    Stability
    - Potentially fixed some crash bugs related to Vertical Sync (disabled it in graphics settings for all quality settings)
    - Enforced some limits in custom games to prevent server-wide lag
    -- Starting gold cap: 1000 per player
    -- Starting mythium cap: 1000 per player
    -- Maximum mythium: ~3000 per player (your workers stop harvesting mythium if you have over 3000)
    -- Hidden supply cap: (800 / number of players) per player. For example, a 4-player custom game will allow 200 supply per player. Most units use 1 supply, summoners use 2 or 3, and workers use none.

    These limits only affect custom games, not ranked or classic. We love creativity and having fun in custom games, but we have to be respectful of overloading the servers.

    Visual Improvements
    - Fighters are longer transparent during the night. This should allow you to see your fighters better
    - Improved outline scaling when zoomed out (and hides outline entirely when zoomed far out)
    - Fixed a bug where sometimes life bar positions would be offset for some units under lag conditions
    - Fixed a bug where outlines weren't rescaled for secondary meshes
    - Improved Fog of War graphics for Low and Medium settings, at the cost of some performance
    - Made Leviathan's Aerial Command a bit smaller
    - New graphics for Butcher's Leech and Head Chef's Cannibalism
    - Fixed Head Chef idle animation (it would accidentally get smaller)
    - Fixed Harbinger idle animation (it would accidentally get bigger)
    - Fixed a rare bug where you would have an invisible builder unit in your lane

    Play vs. AI
    - Hard difficulty bots now start with regular (250) gold but have +65 income. This makes them consistently harder, rather than dependent on opening with a lucky tier 6 fighter

    Bots
    - Fixed a bug where takeover bots for disconnected players in Classic Queue wouldn't build properly if you hadn't selected a legion/builder yet
    - Fixed a bug in 3v3 and 4v3 custom games where bots sometimes wouldn't send mercenaries when they should have
    - Fixed a case where bots would upgrade regen with an uninjured king, when they should have upgraded spell or attack
    - Fixed a bug where bots wouldn't send on Wave 21

    Profile
    - Fixed a bug where your latest game didn't show up in your profile
    - "Loading [X]'s profile" screen should more consistently show up now
    - Profiles load slightly faster

    Spectator Mode (admin-only)
    - Fixed a bug where Change View couldn't be clicked on the right side of the button
    - Pings from players no longer play sounds
    - Now shows King Upgrades as soon as they happen
    - Fixed a bug where Camera Bookmarks didn't work. As a result, the following now pan the camera to the player's lane:
    -- Clicking a player's name next to his power score
    -- Clicking a player's towers on the tab scoreboard
    -- Pressing F1 - F8 jumps between lanes
    -- If on 2v2 map, F5 and F6 will jump between Kings.

    Post-Game Stats
    - MVP Score: Improved formula to better-reward players who cause the enemy team to leak and penalize players who send recklessly
    - Builds tab: Net Worth is now updated at the end of the wave (as well as at the end of the game), to be consistent with the Graphs tab
    - Added graphs for Player Mythium Sent and Player Mythium Received

    New Player Experience
    - Now shows a "Congratulations" popup after you beat the first two tutorials with recommendations to play the rest of the tutorials & join Discord
    - Play vs. AI (Medium) now unlocks at level 3
    - Play vs. AI (Hard) now unlocks at level 4

    Quality of Life
    - Lioness: Now grows in size for each stack of Entourage
    - Alpha Male: Now decreases in size for each stack of Dominion
    - “Spell damage” is now referred to as “ability damage”
    - Added a red text that shows up if you don't meet the conditions to dual build (requires both players to choose Mastermind, Chaos, or Hybrid and both players to build in the middle)
    - Mousing over a unit on the scoreboard now shows buff stacks and buff borders (green = positive, red = negative)
    - Now shows a notification when you delete messages from the inbox

    Localization
    - Fixed message about picking Mastermind/Hybrid/Chaos
    - Updated translations and pushed new units to the google docs

    If you notice an incorrect or missing translation, please visit LegionTD2.com/translate, and it will be fixed or added next patch

    Minor Fixes
    - Fixed a bug where white text would briefly flash after you pressed the ready button
    - Temporarily disabled Friends List > Invite to Game features since they were causing in-game bugs
    - GameID now shows the correct one when viewing a game in Match History

    Game Balance

    This will be a nerf-heavy patch to compensate for power creep (the tendency for everything to get buffed over time)

    4v4

    mode_hybrid.png
    Hybrid Builder red_arrow.png
    - Starting income: 3 -> 0

    mode_chaos.png
    Chaos Builder green_arrow.png
    - Starting income: 3 -> 5

    We considered other buffs but decided against them for now, in favor of extra baseline power to make Chaos viable

    Equalizer mechanic
    - Reduced overall
    - Now gives slightly less bonus gold to the player in 4th and slightly more to the players in 2nd and 3rd
    - Smarter formula for determining inequity, which makes it much less likely for the 4th place player to leapfrog the 3rd

    SkyKing.png
    King green_arrow.png red_arrow.png
    - Health increased by 14% in 1v1 games
    - Health reduced by 4.7% in 4v4 games
    - Health increased by 7% only on wave 6

    UpgradeKingAttack.png
    Upgrade Attack red_arrow.png
    - Damage increase: 9% -> 8.5%

    UpgradeKingSpell.png
    Upgrade Spell green_arrow.png
    - Damage and effect increase: 8% -> 8.5%

    Legion Spells

    Magician.png
    Magician red_arrow.png
    - Mana regeneration and mana gain: 27% -> 25%

    Fighters

    DarkMage.png
    Dark Mage green_arrow.png
    - Mind Warp: Autocast logic: Fixed a bug and made it smarter about not casting on low hp units

    Violet.png
    Violet red_arrow.png
    - Lightning Strike: Damage: 120 + 0.6% max health -> 120 + 0.3% max health

    Despite previous nerfs, Windhawk remains one of the most consistently strong rolls in the game, rocking a 52% win rate and 80% pick rate.

    APS.png
    APS red_arrow.png
    - Health: 1150 -> 1080
    - DPS with self buff: 50.9 -> 47.8
    -- Damage: 50 -> 38
    -- Attack speed: 1.02 -> 1.26

    MPS.png
    MPS red_arrow.png
    - Health: 2700 -> 2550
    - DPS with self buff: 127 -> 119
    -- Damage: 112 -> 90
    -- Attack speed: 1.07 -> 1.33

    Butcher.png
    Butcher red_arrow.png
    - Health: 1320 -> 1250

    HeadChef.png
    Head Chef red_arrow.png
    - Health: 3100 -> 3050
    - Damage: 101 -> 110
    - Maximum mana: 30 -> 16 (mana cost of Skull Stew is still 15)

    LostChieftain.png
    Lost Chieftain green_arrow.png red_arrow.png
    - Gaia Shield reworked

    Old:
    - Casts at the start of battle, then every 14 seconds
    - Target unit maintains current % health
    - Target health increase: 700
    - Target prioritization: Uses a highly complex formula to attempt to make an intelligent selection

    New:
    - Casts once at the start of the battle
    - Target unit always gains the full amount of health (only affects and buffs the synergy with Wileshroom/Canopie and any future units that start with <100% life)
    - Target health increase: 1100
    - Simple, consistent target prioritization:
    1. Target the most vertically forward unit within range
    2. If there is a tie between two or more units, pick the one that is most centered
    3. If there is still a tie between two units, pick the one on the left
    The old formula caused frustration. Sometimes it would buff a bad target, and sometimes it would buff a good target but players perceived it to be a bad choice. The new formula makes things much easier to understand and gives players more control over which unit Gaia Shield buffs. In the future, if we have time for implementation and UI support, it would be interesting to give players the choice of which unit they want to buff.

    Nightmare.png
    Nightmare red_arrow.png
    - Health: 1100 -> 1080
    - Attack speed: 1.9 -> 1.85

    Hydra.png
    Hydra red_arrow.png
    - Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%

    Despite the niche usage, we just can’t ignore how high Eggsack’s win rate is (55%)

    Mercenaries

    We developed a new internal metric called the Mercenary Power Index. Based on that, in addition to feedback, we’re making some adjustments to a number of mercenaries.

    Drake.png
    Drake green_arrow.png
    - Attack speed: 0.95 -> 0.97

    Witch.png
    Witch green_arrow.png
    - Froggo: Attack speed: 0.91 -> 1

    Ogre.png
    Ogre green_arrow.png
    - Attack speed: 1.25 -> 1.3

    FourEyes.png
    Four Eyes green_arrow.png
    - Damage: 75 -> 65
    - Attack speed: 2.04 -> 2.33

    Better damage thresholds against tier 1 spam and stronger against big boys like Doppelganger, Arctaire, Kingpin, Fenix, and Gaia Shielded units

    Interpolated DPS after
    - 0 seconds: 153 -> 151
    - 2 seconds: 185 -> 194
    - 5 seconds: 247 -> 275
    - 10 seconds: 351 -> 410


    Centaur.png
    Centaur green_arrow.png
    - Attack speed: 0.89 -> 0.91

    Shaman.png
    Shaman red_arrow.png
    - Damage: 105 -> 100

    Kraken.png
    Kraken red_arrow.png
    - Ancient Power: Damage and damage reduction per wave: 0.8% -> 0.75%
     
    Last edited: Apr 29, 2020
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  2. ithion

    ithion Member

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    "In the future, if we have time for implementation and UI support, it would be interesting to give players the choice of which unit they want to buff."

    I think it would be nice if we simply chose the units like we choose what units have sorcerer/magician/hero etc.
    Once you built the lost chieftain you get access to a gaia shield spell.
    Whenever you select that on a unit, all other units lose it.
    Chieftains then use their ability on the unit with the spell, and if no one has it it chooses based on the priority you listed ( in case new players forget/don't know about it).

    Maybe that way it won't take so much time? :D
     
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  3. Bonny

    Bonny Member

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  4. Bluejin

    Bluejin Member

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    I have to say I absolutely hate the design of the new unit. I'm not talking about balance, it might be anything from strong to weak, but the game design is aweful.

    Up until now, every unit in legion has been either self-sufficient or has broad enough synergies to work with almost all other units. What I mean to say is, every unit is either useful on its own or works to some degree with almost every unit you can roll. Sand Badger will always be a decent tank, Butcher can give some sustain to any unit, Nightmare deals always good damage.

    The ponies are neither. If you roll them with other mana units, they may be good. If you don't, their spell does nothing for you, and you're stuck with a unit with the dps of a tank and the life of a dps unit. Just to compare, in a roll without other mana units, they would be about as gold efficient a Sandbadger with about 35% less health. Or an Orchid without spell and 40% less damage. Or a Violet if you removed its Lightening spell completely.

    Their spell is way too specific for having no self-synergy. Just imagine if you were to remove Flying from Tempest/Leviathan. Or removing the Meteor spell from Disciple/Starcaller. They would be pretty trashy in most situations, but at the same time you cannot really buff them, otherwise they would be insane if you get synergy rolls. The Ponies are even worse off than these two if they got changed that way, because at least the unupgraded version of Levi/Starcaller would still be decent. If you see Ponies in your roll, you better pray to have either good synergy, or that you have other options for Magic/Arcane. Else you're pretty much forced to reroll.

    I also believe that this is not a problem that can be solved with stat tweaks in a satisfying manner. If you were to buff health and/or dps to where it feels ok to play without taking advantage of using its spell, it would be too strong with synergy rolls. If you nerf the impact of the spell, it would feel bad if you roll it with units where the spell is actually valuable. I mean, where's the point of a spell if it doesn't feel impactful?

    One possible solution would be that you can only roll Ponies with at least one other mana unit. Though I have to say I'm not a fan of that approach. It would make its appearance way too niche, since we dont even know if it will be good with all mana units.

    My preferred solution would be to give it an additional spell along the lines of "-x% damage and -y% damage resistance on spell cast", or "has +x% damage and +y% damage resistance while it has not cast its spell". I think that would make it possible to buff the stats to a point where it feels good to play without synergy while not making it broken with mana units.
     
  5. Boris

    Boris Member

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    @Bluejin First of all, the patch hasn't come out yet, we don't know if the new unit is useful. I don't know why are you suggesting a fix for something which hasn't been tested, at least by everyone. 2nd - this unit is part of a new race and we don't know the rest of the units which are planned. Balancing the legion itself has higher priority, not everything is considered from Mastermind/Ranked point of view. As for the this unit synergy with others, only time will tell but i think every legion has a unit with mana, so this isn't something to worry about so much.
     
  6. Seraphin

    Seraphin Member

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    Well you're partially right actually @Boris. I mean, of course, we didn't test the new unit and we don't exactly know how the unit will be balanced.
    However, I agree with @Bluejin to say the unit is not design to be played "alone". In mastermind (so in ranked), it means if you roll a mana user unit, you can pick the new unit, if not, you have a useless pick since as Bluejin mentionned it, hp and dps are not great compared to others units (simple maths here can show it).

    Anyways, the patch is still great even if I expected a more important nerf of nightmare and dopple and maybe a nerf of APS aura rather than it's stats itself. Still a good job here ;)
     
  7. Boris

    Boris Member

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    @Seraphin I agree with your point, but i think the comments can be made 1-2 weeks after the patch release, so we can try out different scenarios. If we are to pick on every unit who is useless when it's alone, then we can create a whole list ;) After all, this is not LTD 1 where you can spamm only elite archers/aquas ^^

    Regarding APS, i think the damage boost should be removed, in favor of let's say 1-2% more attack speed. Damage and attack speed auras should be separate. The idea of one unit giving 2 types of boosts is kind of wrong from the start.
     
  8. basti

    basti Member

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    @Seraphin you have a lot of units that are not playable without a synergy, even if it is not that obviously. E.g. aps, harphy, disciple, pyro, nightmare, ... just to mention a few. You can still play nightmare, but i´ve never seen a good one without at least one lifeleech aura.

    So that is in my opinion not a "hard contra" against the unit.
     
  9. Bluejin

    Bluejin Member

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    @Boris
    I think I made it pretty clear that my post has nothing to do with balance. Balance and design are two very different things.

    I think you completely missunderstood me there, I was never talking about only building a single unit for the entire game. And I tried to make that as clear as possible with the example of removing Flying from Tempest/Leviathan. The Leviathan aura is pretty specific and works only with a handful of units, so it is a good thing that it can buff itself and Tempest. You can pick it without other flyers without feeling bad about it, even if it may not be as great as other combos.
    But if it wasn't flying and you had no other flyers in your roll, you would NEVER want to build a Leviathan because of how much value is in their aura that you now cannot use. But it would still appear as your Pierce/Fortified guarantee in rolls, and without other flyers it would be a dead pick.

    The ponies have exactly that problem. If you have no mana units in your roll, I assume it will still appear as your Magic / Arcane, in which case you're screwed.

    They may not feel great to play alone, but they still do their job, only a bit worse. Doppel and Queen still ramp up, even if a bit slower and not as save, but the ponies completely lose an entire ability, which makes them way worse. But that's only my opinion I guess.
     
  10. Mick

    Mick Member

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    I don't really see it as a problem that it only works in specific set-ups, on itself. But I think it's a good point about the arcane-criterium combined with the specific set-up thing. It may mess up the rolls-system.
     
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  11. Bonny

    Bonny Member

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    On top of this, units like Mudman will ever be a better anti Magic unit with those poor stats ...
     
    Last edited: Apr 28, 2020
  12. Pennywise

    Pennywise Member

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    Interesting discussions about the new unit. Definitely agree with the strictly limited synergies argument, and have a potential fix: the unit could have a passive ability which gives it damage resistance at full mana - the post above says it has 35% less HP/gold than a sand badger so the buff could be around 20-25% resistance (as you still want it to be a situational unit). Then if you have no available mana units to cast on, the new unit self buffs itself by staying at full mana instead - potentially solving both issues without having to do a hard stat buff which would make it OP in the right setup.

    On a side note, I was thinking about which units it can actually work with, and how well it works with those synergies:

    • Azeria - class A synergy - the flat mana gain buffs her DPS and survivability massively.
    • Proton/Atom - class E synergy - the mana gain does very little to help units with a mana bar of 100, and mid-late game you really wouldn't want to be wasting the buff on these units anyway.
    • Violet - class B synergy - great to get the spell out more often but not quite as good as A class
    • Disc/Star - class B - again great spell to boost out, but the mana gain will often be wasted with how fast a starcaller gains mana anyway
    • Firelord/Fenix - class C synergy - will boost survivability when the unit is tanking, but will also reduce DPS, and will do nothing if the fenix is not being focussed
    • Fire archer/DM - maybe B/C synergy depending how useful the DM buff is to the rest of your setup.
    • LOD/Hades - class B synergy - really good to get more units out but the 1.5 or 4.5 mana gained is so low compared to the cost of these spells
    • Zeus - class E synergy - will almost always be wasted
    • Harpy - class D (same as proton)
    • Sky Queen - class B - because although a low fixed amount it helps her to ramp up more quickly, the more she gets the faster she ramps
    • Desert Pilgrim - class B - decent flat gain to a decent spell
    • Lost Chieftain - class F - with the way this spell works now it's completely useless
    • Boar/Red Eyes - class E (or F*) - a one time spell that might (*or might not depending how the casting logic works) get a tiny boost at the start of the round
    • Gates - class A - these are so strong when given extra mana, a flat boost to get units out quicker is amazing (potentially more powerful than they ever were with starcaller/magician)

    PS whilst writing that list it was annoying that none of the minions mana values / spell costs are included on the units info page - especially given how often these things change I think that's pretty useful information! I also have no idea what the mana pool of the new unit is, does it start at 100 mana and boost all spells instantly, or does it start at 0/10 and only cast when it's full?
     
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  13. basti

    basti Member

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    I agree with your last comment. It is a bit ugly to go always in the ingame codex. If i have a note for your azeria class. It will in my opinion only the dps because it will be hard to make azeria tank a bit. If you build her more in the back line she wont get mana from the new unit - because its not range - it will be dead when azeria tanks.
     
  14. Jules

    Jules Developer Staff Member

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    Based on feedback and testing, we've made the following changes:
    - Significantly buffed Sacred Steed and Pegasus stats
    - Added an alternative cast for Mana Blessing and Mana Miracle, where they self-buff attack speed by 20% if there are no viable mana targets
    - Nerfed APS/MPS further. We've opted for stat nerfs because the aura is in a good spot in terms of being viable with both cheap/fast attack speed/multi-shot units and high-tier units.

    Also, made the following improvements:
    - You can now report someone for an Offensive Name in-game
    - Fixed a bug where sometimes life bar positions would be offset for some units under lag conditions
    - Fixed a bug where outlines weren't rescaled for secondary meshes
    - Improved outline scaling when zoomed out (and hides outline entirely when zoomed far out)
    - Fixed a rare bug where you would have an invisible builder unit in your lane
    - Fixed a bug where your latest game didn't show up in your profile
    - "Loading [X]'s profile" screen should more consistently show up now
    - Profiles load slightly faster

    Cool tier list, Pennywise. I have an internal tier list as well. It doesn't match yours perfectly, but it's pretty close. If any synergies are overpowered or underwhelming, we can tune mana amounts.

    Unless we encounter more emergent issues, the current plan is to deploy the patch on Wednesday.
     
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  15. Seraphin

    Seraphin Member

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    Really great reaction Jules !! Great job here ;) Thank you.
     
  16. SirCloud

    SirCloud Member

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    I don't really understand why you keep nerfing Violet tbh. It's in a good state right now.
     
  17. Boris

    Boris Member

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    Here are some answers:

    1. As described in the patch notes, win/pick % is quite high for this unit. That's pure statistic point of view.
    2. This nerf won't affect early game for Violet as pre-level 10 waves do not have that much hp anyway. It will still be a strong opener.
    3. Stacking violets late game has become very powerful because of this % damage which the spell does. And considering the 265 value the unit has, it's so much worth massing it. And also consider that this unit can get buffed by a lot of ways - Rogue wave, Magician, Sorcerer, Starcaller, also with the new Divine Tier 3 unit that will arive with this patch.
     
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  18. Lisk

    Lisk Director Staff Member

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    v5.06a

    Graphics
    - Fixed a graphics bug where units didn't have outlines when zoomed out when the wave started
    - Improved outline widths at various zoom levels

    Matchmaking
    - Fixed a bug where matches weren't shuffled properly

    Tooltips
    - Fixed a bug where strong/weak tooltips were incorrect

    Sacred Steed & Pegasus
    - Fixed a bug where mana users that reached max mana from Sacred Steed & Pegasus wouldn't cast their abilities (most noticeably with Soul Gate/Hell Gate)
    - Mana Blessing/Mana Miracle sounds shortened (should reduce an issue where having too many of them would cause other sounds to be muted)
     
    Jules likes this.
  19. Lisk

    Lisk Director Staff Member

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    v5.06b

    - Fixed a bug where bot names would show up as "__defaultBot" instead of their actual bot name in the post-game stats screen
    - Improved tooltip for Mana Blessing/Mana Miracle self buff
    - Improved character outline graphics a bit at higher zooms
    - Gaia Shield cast range: 400 --> 500
    - Fixed a bug where player reporting ammo wasn't being refreshed each game
     
    Last edited: Apr 30, 2020
  20. Lisk

    Lisk Director Staff Member

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    v5.06c

    - FairPlay v2.0 tweaks
    - AFK detection improved (now gives players more advance warning + bot takes over sooner, but you have more time before you get marked for punishment)
    - Fixed Mana Blessing/Mana Miracle accidentally showing up twice in the unit tooltip
     
    Last edited: May 1, 2020