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5.07: Balance Changes & Season 5 End

Discussion in 'Patch Notes' started by Jules, May 19, 2020 at 1:57 PM.

  1. Jules

    Jules Developer Staff Member

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    2020_0518_patchnote (1).jpg

    50% Off Sale
    Legion TD 2 is 50% off! A great opportunity to introduce the game to a friend. We've had over 5000 new players this month. Welcome, everyone!

    Translations
    - Updated translations for Russian, French, and Swedish
    - Korean will go live next patch

    Thank you to Robert Mends, Ktulu, Myu, Curing, and everyone who has contributed.

    Legion TD 2 has an international community, so translations go a long way in growing the game. If you’d like to contribute, please go to LegionTD2.com/translate

    We've seen a big influx of players from Turkey, so if you speak Turkish and English, we could definitely use your help!


    LIHL Playoffs
    The playoffs for the Legion TD 2 In-House League will be streamed and casted this weekend. Tune in at twitch.tv/LTD2
    - Saturday, May 23 at 9am PST / 6pm CEST
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    Season 5 End
    • June 21: Season 5 ends at 9pm PST. Ranked disabled
    • June 22 - June 23: 2x Chaos 2v2 featured game mode. Ratings soft-reset
    • June 24: Season 6 begins. Patch 6.00. Ranked games re-enabled
    Season 5 Rewards

    Ranked badges and loading screen borders are based on your peak rating in season 5. You are not penalized for dropping below a tier you already achieved. Eligibility for each tier requires 10 ranked games and a peak rating in season 5 of:
    • Bronze: 1000
    • Silver: 1200
    • Gold: 1400
    • Platinum: 1600
    • Diamond: 1800
    • Expert: 2000
    • Master: 2200
    • Senior Master: 2400
    • Grandmaster: 2600
    • Legend: 2800
    2020_0518_season5rewards_badges.jpg
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    5.07a Balance Hotfix

    DarkMage.png
    Dark Mage [​IMG]
    - Mind Warp
    -- Mana cost: 15 -> 11
    -- Attack speed: 50% -> 40%

    SacredSteed.png Pegasus.png
    Sacred Steed/Pegasus [​IMG]
    - Mana regeneration nerfed by 15%
    - Nerfed synergy with Soul Gate and Hell Gate by 17%

    Disciple.png
    Disciple [​IMG]
    - Mana Burst: Damage: 310 -> 320

    Compensation buff for Starcaller's nerf

    Starcaller.png
    Starcaller [​IMG]
    - Amplify Magic: Mana regeneration: 33% -> 30%

    We'll likely be revisiting some of these high synergy/scaling potential units in patch 6.00, but for now, doing some nerfs

    5.07 Patch Notes

    This is a balance-only patch and the final patch of season 5

    Legion Spells

    Creditor.png
    Creditor red_arrow.png
    - Maximum gold gained per wave: 100 -> 90
    - Clarified tooltip to say “up to 180 gold saved”

    Embargo.png
    Embargo red_arrow.png
    - Gold and mythium gained: 90 -> 85

    LizardArmy.png
    Lizard Army green_arrow.png
    - Mythium gained: 25 -> 30

    Fighters

    DarkMage.png
    Dark Mage green_arrow.png red_arrow.png
    - Now starts the battle with zero mana
    - Mind Warp
    -- Mana cost: 20 -> 15
    -- Duration: 7 seconds -> 5
    -- Attack speed bonus: 40% -> 50%
    -- Cast range: 600 -> 1000

    Dark Mage was previously casting too early, which caused wasted buff time, especially for melee units

    ChainedFist.png
    Chained Fist green_arrow.png red_arrow.png
    - Attack speed: 0.83 -> 0.81
    - Unchained Rage: Attack speed bonus: 130% -> 150%

    Oathbreaker.png
    Oathbreaker green_arrow.png red_arrow.png
    - Attack speed: 0.83 -> 0.81
    - Unchained Rage: Attack speed bonus: 130% -> 150%

    Stronger on early waves when taking partial aggro

    Proton.png
    Proton green_arrow.png red_arrow.png
    - Ionic Force: Attack speed bonus per stack: 30% -> 25%
    - Ionic Force: Stacking type: Additive -> Multiplicative

    Atom.png
    Atom green_arrow.png red_arrow.png
    - Ionic Force: Attack speed bonus per stack: 30% -> 25%
    - Ionic Force: Stacking type: Additive -> Multiplicative

    Stronger ramping and synergy with Sacred Steed, Pegasus, Starcaller, and Magician

    DPS:
    - 10 mana: 27 -> 26
    - 30 mana: 40 -> 41
    - 50 mana: 78 -> 95
    - 100 mana: 84 -> 196


    RogueWave.png
    Rogue Wave red_arrow.png
    - Delusion: Spell damage amplification: 20% (10% to bosses) -> 16% (8% to bosses)

    Pyro.png
    Pyro red_arrow.png
    - Damage: 31 -> 38
    - Attack speed: 1.54 -> 1.23

    DPS: 48 -> 47
    DPS with APS: 59 -> 57
    DPS with MPS: 67 -> 64
    DPS with APS and MPS: 81 -> 77


    SacredSteed.png Pegasus.png
    Sacred Steed / Pegasus green_arrow.png red_arrow.png
    - Buffed weak synergies and nerfed overpowered synergies by adjusting the mana cost and regen of some abilities and units.

    For example, the maximum mana/mana regeneration of Fire Archer and mana cost of Flaming Arrows were halved, which doubles the effectiveness of Sacred Steed's mana buff.

    Here is how units are affected:

    Buffs
    • Fire Archer +100%
    • Harpy +100%
    • Fire Lord +100%
    • Fenix +100%
    • Red Eyes +100%
    • Great Boar +100%
    • Head Chef +67%
    • Dark Mage +33%
    • Proton: Better ramping
    • Atom: Better ramping
    Nerfs
    • Hell Gate -20%
    • Soul Gate -20%
    • Disciple -20%
    • Starcaller -20%
    • Azeria -17%
    DesertPilgrim.png
    Desert Pilgrim green_arrow.png
    - Chain Heal: Cast range: 500 -> 1000

    LostChieftain.png
    Lost Chieftain green_arrow.png
    - Gaia Shield: Cast range: 500 -> 700

    APS.png
    APS red_arrow.png
    - Health: 1080 -> 1000
    - No longer satisfies the pierce guarantee for mastermind

    MPS.png
    MPS red_arrow.png
    - Health: 2550 -> 2400

    Berserker.png
    Berserker green_arrow.png
    - Health: 2100 -> 2120

    Fatalizer.png
    Fatalizer green_arrow.png
    - Health: 5790 -> 5910
    - Damage: 91 -> 92

    DoomsdayMachine.png
    Doomsday Machine green_arrow.png
    - Health: 5350 -> 5450
    - Damage: 810 -> 825

    Mercenaries

    Witch.png
    Witch green_arrow.png
    - Summon Froggo: Mana cost: 65 -> 61
    - Froggo: Defense type: Arcane -> Swift

    FourEyes.png
    Four Eyes green_arrow.png
    - Attack speed: 2.33 -> 2.38

    Shaman.png
    Shaman green_arrow.png red_arrow.png
    - Damage: 100 -> 105
    - Blood Rush: Duration: 7 seconds -> 5

    Waves

    LegionLord.png
    (21) Legion Lords green_arrow.png
    - Attack speed: 2.22 -> 2.38
     
    Last edited: May 22, 2020 at 1:22 PM
  2. Boris

    Boris Member

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    Not sure why you would buff Fire Archer/Harpy, probably some statistics stuff, but ok. All the rest looks good.
     
  3. Bonny

    Bonny Member

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  4. Kulan

    Kulan Member

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    I just tried new Dark Mage with mana regen (skill after 10) and even with mana regen he cast it realy late in fight. Maybe he could start with 50% mana.
     
  5. Jules

    Jules Developer Staff Member

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    Low-value units need to have better synergy per gold than high-value units for them to be viable with Steed. Otherwise, it's best to only build higher-value units. It's the same reason Starcaller and Magician are bad with Fire Archer.
    Looking into some buffs/changes for next patch.
     
  6. Boris

    Boris Member

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    Exactly as i said - probably some statistics stuff. Steed and Harpy Queen is quite broken at the moment, not to mention if you have other boosters like Magician and/or Starcaller. But we're currently talking about small harpy and fire archer. If making the tanks at the very top to maximize harpy mana, i think they are strong enough on their own, 4-5 harpies are quite enough for your piercing damage source and are viable for all early waves. Also they have very few waves on which they are not good - 9, 13, 18, 20. That's quite strong for a tier 2 unit since most games end before/or on wave 18. Regarding fire archer, having 2-3 steeds means never ending fire arrows, untill the steeds die that is. I think the idea of low tier units is to be strong enough on their own to have a good early game and imo they are indeed strong on their own. Everyone who knows how to, is abusing Steed/Pegasus at the moment. Yes, the unit has bad stats per gold, but the spell's syneregy with other units is just too strong at the moment, making the game even more roll dependent and that's just bad for the overall gameplay.
     
    Mick likes this.
  7. Jules

    Jules Developer Staff Member

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    5.07a Balance Hotfix

    DarkMage.png
    Dark Mage green_arrow.png
    - Mind Warp
    -- Mana cost: 15 -> 11
    -- Attack speed: 50% -> 40%

    SacredSteed.png Pegasus.png
    Sacred Steed/Pegasus red_arrow.png
    - Mana regeneration nerfed by 15%
    - Nerfed synergy with Soul Gate and Hell Gate by 17%

    Disciple.png
    Disciple green_arrow.png
    - Mana Burst: Damage: 310 -> 320

    Compensation buff for Starcaller's nerf

    Starcaller.png
    Starcaller red_arrow.png
    - Amplify Magic: Mana regeneration: 33% -> 30%

    We'll likely be revisiting some of these high synergy/scaling potential units in patch 6.00, but for now, doing some nerfs
     
    foliesseer likes this.
  8. foliesseer

    foliesseer Member

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    To me it feels like Sacred Steed got introduced and suddenly some mana units are completely broken... Atom is stacking like crazy, Sky Queens are rapid firing away and Soul Gate gets even more crazy... Good to see that it's getting some tweaks