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6.02: Weekly Challenges

Discussion in 'Patch Notes' started by Jules, Aug 7, 2020.

  1. Jules

    Jules Developer Staff Member

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    2020_0804_Patchnotes.jpg

    6.02.1
    - Fixed a bug with Weekly Challenge not loading menu

    6.02.2
    - Fixed a bug with reconnecting not working
    - Fixed a bug with Challenger trophy not being awarded
    - Fixed a bug where Zeus had 950 hp, but should have had 900 hp. (Now correctly has 900 hp)
    - Fixed a bug with Weekly Challenge where waves stopped spawning after you sold a unit with a Hero-style legion spell

    6.02.3
    - Fixed a bug where ranged creatures/mercenaries would run forward to "snipe" backline summoned units (such as Undead Dragon) instead of locking onto closer targets
    - Fixed a bug where ranged summoners (Lord of Death, Hades, Witch) would switch targets after summoning their pets
    - Split aggro should be slightly more consistent (Creeps no longer lock-on to targets outside their acquisition range)
    - Protected mercenaries (Brute, Mimic, Safety Mole, Pack Leader, Ogre) are more likely to be targeted if partially injured on earlier waves (this brings it closer to pre-v6.02 for earlier waves)
    - Fixed a bug where Chat sometimes wouldn't connect
    - Fixed a bug with /spectate

    -skipped-

    6.02.6
    - Weekly challenge improvements (added Build tracking so you'll be able to see the winning build vs. your best build after the week finishes)
    - Added Weekly Challenge leaderboards for 1st Place Finishes and Top 20 Finishes (view them in the main Leaderboards menu)
    - Sacred Steed & Pegasus no longer cast their ability when out of combat (Specifically, they won't cast in the Catch Area unless the gate is open and there are enemies remaining)
    - Other small fixes

    6.02.7
    - Fixed a bug where ranged units, especially ones with long cooldowns, would run too far forward when aggroing
    - Fixed a matchmaking bug with party rating adjustment
    - Disabled Adapt ability (Devilfish/Seraphin) in Weekly Challenge, since it is buggy

    6.02.8
    - Fixed a bug with Weekly Challenge

    6.02.9
    - Fixed a bug with Weekly Challenge

    6.02.10
    - Fixed a bug with Weekly Challenge

    6.02.11
    - Fixed two bugs with weekly challenge
    - Fixed a bug with queued king upgrades
    - Fixed a bug in Classic queue where 4-stack parties were sometimes being split when they shouldn't have (when they were facing a >1800 team that wasn't a 4-stack)

    LTDDB: Discover Top Builds

    ltddb.com is an analytical tool for discovering new and optimal builds. You can search for builds with the lowest fighter value on any wave with any fighters against any mercenaries. For example, can Nightmare clear a Brute on wave 3 with 5 workers? LTDDB says yes!

    brute.png

    LTDDB was built by a member of our community, paintsniffer, using the Legion TD 2 API. If you're interested in learning more or requesting an API key, visit our API thread.

    Weekly Challenges

    - Every week, a new build and wave from a high Elo game is selected
    - Your goal is to use the same fighters, but position them better to clear the highest % of the wave
    - Beating the challenge reveals the build of the player and their name
    - A Challenger trophy is awarded if you beat the challenge
    - A Challenger Elite trophy is awarded to the top scorer each week. Ties are broken by whoever was first.

    challenger_360.png ChallengerElite.png

    WeeklyChallenge.png
    Weekly Challenges are found in the Training menu

    WeeklyChallenge2.png

    Merged Global Chat

    - In-game Global Chat has been merged with our Discord's General Chat. The goal is improve community cohesiveness and encourage more discussion about the game.
    - Improved moderation tools for Global Chat
    - Global Chat will now be more heavily moderated. Discriminatory speech, flaming, and venting will result in a chat ban.
    - If you haven't already, consider joining our community Discord: discord.gg/LegionTD2

    Game Improvements

    Pathing & Targeting
    - Units now run forward instantly after a target is dead, rather than waiting for their attack cooldown
    --- This makes all units, especially slow-attacking ones, more responsive and behave more consistently
    --- Tank mercenaries are now less likely to cause fast-attacking or mid-line fighters (e.g. Nightmare) to run ahead of slow-attacking or front-line fighters (e.g. Mudman)
    - Non-tank melee mercenaries (Brute, Safety Mole, Pack Leader, Mimic, Ogre) are now less likely to be targeted
    --- This improves consistency, especially when a powerful mercenary is sent on an early wave (Brute on 3, Mimic on 7, Ogre on 9, etc.)

    Bots
    - Now smarter about using Titan and Pulverizer legion spells

    Lioness and Alpha Male
    - Lioness' Entourage and Alpha Male's Dominion now properly work with Sea Serpent and Deepcoiler

    UI Improvements
    In preparation for the upcoming Shop, a variety of changes have been made:
    - New, cleaner main menu. Some buttons have been moved to the bottom bar.
    - Profile: Fighter Stats & Wave Stats are now combined into a single Game Stats tab
    - Collection: Now uses colored gemstones instead of glowing borders to indicate rarity
    - Each card's rarity has been changed to match how rare they actually are, rather than being based on the tier of the unit. This may affect your collection value stat.

    FairPlay
    - Increased punishment for intentional losers

    Bug Fixes & Stability
    - Fixed a rare bug causing various game instability (Race conditions with game data loading) (this bug has been around for years!)
    - Fixed a rare bug that prevented upgrading the King, telling you to "pick your rolls first" (there were other symptoms, but that is the most noticeable one). Thanks MarekParek for logs.
    - Fixed a rare bug that locked up portions of the HUD and prevented chatting, after typing in an emoji in chat under certain conditions. Thanks BerntDasBROT for logs.
    - Fixed a couple of instability bugs caused when spectating under certain conditions
    - Fixed a rare bug where fighters would spawn twice (root bug is still not fixed yet, but added a failsafe to prevent it from affecting in-game)
    - Fixed a bug where a "player found card" message would appear in chat in custom games, where cards can't actually be earned
    - Fixed a bug where Wave 21 recommended value was incorrectly updated
    - Fixed a tab scoreboard bug where you could see enemy Hero-style legion spells on wave 11 during build phase, when you shouldn't have been able to see them until after wave 11 started
    - Added monitoring for a rare bug when game statistics don't save for one or more players under certain laggy conditions (will be able to fix it in a future patch)

    Catch Area
    - Eggsack now warps to the back to prevent it from getting sniped without drawing aggro
    - Fixed a rare case where leaked creeps would sometimes "sneak by" to the King while fighters were still alive (Melee leaked creep acquisition range is restored to max after the gate opens)
    - Fixed a rare pathing bug where creatures/mercenaries would move back to the gate waypoint instead of moving to the king after defeating catch area fighters

    Chat
    - Fixed a bug where chat wouldn't wrap long words (it would show a glitchy horizontal scrollbar that was unintended)

    Profile
    - Added "Opening Performance" column
    - Performance colors tweaked (now more should show up as green)
    - Tweaked favorite rolls & favorite openings to not show decimals

    Tab Scoreboard
    - Disabled mousing over enemy units that already died (it is bugged; may re-implement in the future)

    HUD
    - Fixed a bug where some Power Score tooltips didn't work when using the Wave Info/Attack Types windows

    Game Coach
    - Various improvements

    Game Balance

    4v4 & Custom Games

    Dual Building red_arrow.png
    - Haste: Damage reduction from area-of-effect abilities: 25% -> 33%

    mode_hybrid.png
    Hybrid Builder green_arrow.png red_arrow.png
    - Tier 1 cost: 17 -> 18
    - Tier 2 cost: 43 -> 44
    - Tier 3 cost: 82 -> 81
    - Tier 6 cost: 257 -> 255

    Legion Spells

    LizardArmy.png
    Lizard Army green_arrow.png
    - Mythium: 30 -> 35

    Pulverizer.png
    Pulverizer green_arrow.png
    - Stun duration: 1.2 -> 1.5
    - Dark Mage is now smarter about Mind Warping units with Pulverize

    Sorcerer.png
    Sorcerer red_arrow.png
    - Bonus ability damage: 21% -> 20%

    Fighters

    Peewee.png
    Peewee red_arrow.png
    - Health: 310 -> 290
    - DPS: 8.6 -> 8.2
    -- Damage: 9 -> 8
    -- Attack speed: 0.95 -> 1.03

    Veteran.png
    Veteran red_arrow.png
    - Health: 1450 -> 1420

    Win rate: 53%
    Pick rate: High


    Angler.png
    Angler green_arrow.png
    - Health: 440 -> 450
    - Attack speed: 0.86 -> 0.88

    Win rate: 49%
    Pick rate: Low


    SkyQueen.png
    Sky Queen green_arrow.png
    - Damage: 90 -> 92

    Win rate: 48%
    Pick rate: Low


    Zeus.png
    Zeus red_arrow.png
    - Health: 950 -> 900
    - Attack speed: 2.38 -> 2.33

    Win rate: 53%
    Pick rate: High


    Leviathan.png
    Leviathan red_arrow.png
    - Health: 2000 -> 1900

    Win rate: 53%
    Pick rate: Average


    SacredSteed.png
    Sacred Steed green_arrow.png
    - Mana Blessing self-buff: Attack speed: 20% -> 30%
    - Angler and Bounty Hunter can now have their mana increased by Mana Blessing

    Pegasus.png
    Pegasus green_arrow.png
    - Mana Miracle self-buff: Attack speed: 20% -> 30%
    - Angler and Bounty Hunter can now have their mana increased by Mana Miracle

    Win rate: 47%
    Pick rate: High


    Grarl.png
    Grarl red_arrow.png

    - Damage: 76 -> 74

    Win rate: 51%
    Pick rate: High


    Mudman.png
    Mudman green_arrow.png red_arrow.png
    - Health: 1700 -> 1680
    - Harden: Damage reduction: 2 + 15% -> 3 + 15%

    Golem.png
    Golem green_arrow.png
    - Damage: 148 -> 150
    - Harden: Damage reduction: 2 + 15% -> 3 + 15%

    Win rate: 49%
    Pick rate: Average


    GreatBoar.png
    Great Boar green_arrow.png
    - Health: 3200 -> 3230
    - Damage: 60 -> 62

    RedEyes.png
    Red Eyes green_arrow.png
    - Health: 8100 -> 8130
    - Damage: 151 -> 156

    Win rate: 48%
    Pick rate: Low


    Fenix.png
    Fenix green_arrow.png
    - Health: 4150 -> 4250
    - Damage: 285 -> 290

    Win rate: 48%
    Pick rate: Average


    Hydra.png
    Hydra red_arrow.png
    - Health: 2730 -> 2670
    - Hydraling: Health: 910 -> 890

    Win rate: 54%
    Pick rate: Average


    SoulGate.png
    Soul Gate green_arrow.png
    - Hellion: Damage: 60 -> 62
    - Nightcrawler: Damage: 60 -> 62

    HellGate.png
    Hell Gate green_arrow.png
    - Elite Hellion: Damage: 120 -> 124
    - Elite Nightcrawler: Damage: 120 -> 124

    Win rate: 47%
    Pick rate: Low
     
    Last edited by a moderator: Sep 7, 2020
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  2. Lisk

    Lisk Director Staff Member

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    v6.02.1
    - Fixed a bug with Weekly Challenge not loading menu

    v6.02.2
    - Fixed a bug with reconnecting not working
    - Fixed a bug with Challenger trophy not being awarded
    - Fixed a bug where Zeus had 950 hp, but should have had 900 hp. (Now correctly has 900 hp)
    - Fixed a bug with Weekly Challenge where waves stopped spawning after you sold a unit with a Hero-style legion spell
    - Fixed other bugs with Weekly Challenge
     
    Last edited: Aug 10, 2020
    Jules likes this.
  3. create

    create Member

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    Well done, at a time when it was necessary to deal with brute with on the 7th wave, which destroys almost any build (all mystical defenses), you decided to nerf the veteran and make the units less likely to attack and attack them. Previously, you could save for wave 7 and send either Mimic or brute with your eyes closed and the enemy missed in 80% of cases (If two people miss, then this usually means the end of the game). But now I think this percentage has grown even more.

    And it also burns for me when 3-4 brutes are sent on the 9th wave, and the kingpin simply ignores them. Poor 15 unit can't find any of 3-4 brutes.

    And yes, the veteran does not beat off the 14th wave, which I also consider slightly broken.

    In-game nickname - Опасный
     
  4. xanarot

    xanarot Member

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    First of all, really nice idea with the weekly challenge. Seems really fun to not just learn mechanics, but also play arround with units/compositions you may normally not have selected or made.
    Also my girl would like a quick chat with you guys, apparently i missed a couple hours of sleep last night as i forgot the time trying to figure out how to beat this damn puzzle! :)

    Overall i truly hope you guys keep continuing with this challenge, as its crazy fun to experiment with. Hope you also end up posting the #1 build so everybody can adjust and learn from it.



    However.. i feel it also shows how badly the RNG-side is broken. Ended with a score of 119, which i'm quite proud of. But with the same build that also did a 61, dunno if it even did a 51/58 at some point.. at some point i simply kept spamming that 'ready' button without changing anything.

    Imagine that.. a wave can leak >40% (2-3 creeps, 4e, hermit), or you go mid youself with LoD+summons, under identical setups! Thats no way to run a true PvP/tactical game, the margin of error is simply way to big.
    If both players have bad RNG, then 6 creeps/2hermits/2 4eyes could kill a king or at least donate significant gold back to the attackers. If they both have good RNG, they're both mid without much difficulty and the attackers lost a lot of gold saving 10-13.

    Some RNG is fine, but it should be +-5% or so. The current difference implies majority of games, could literally have been decided by RNG instead of individual players skill...


    So i hope this will also result in some AI adjustments down the road, to make the overall game more reliable both in this challenge mode as in regular gameplay. As much fun i had breaking this puzzle, spending an hour smashing the 'ready' button to hit the correct RNG seed and clear the wave is.. less fun.
     
    Last edited: Aug 11, 2020
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  5. Jules

    Jules Developer Staff Member

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    Peewee / Veteran nerf should be an indirect nerf to Brute. Brute is strong against those units, so if Peewee is picked and used less frequently, Brute will be the optimal mercenary in fewer cases.

    Good to hear from you, xanarot, and glad you're liking the Weekly Challenges. We have some changes this patch that will improve consistency even more. Might not ever get to +/- 5% (at that point, maybe the units shouldn't even come to life if the outcome is mostly predetermined), but improving consistency is a goal of ours.

    6.02.3 Patch Notes
    - Fixed a bug where ranged creatures/mercenaries would run forward to "snipe" backline summoned units (such as Undead Dragon) instead of locking onto closer targets
    - Fixed a bug where ranged summoners (Lord of Death, Hades, Witch) would switch targets after summoning their pets
    - Split aggro should be slightly more consistent (Creeps no longer lock-on to targets outside their acquisition range)
    - Protected mercenaries (Brute, Mimic, Safety Mole, Pack Leader, Ogre) are more likely to be targeted if partially injured on earlier waves (this brings it closer to pre-v6.02 for earlier waves)
    - Fixed a bug where Chat sometimes wouldn't connect
    - Fixed a bug with /spectate
     
    Last edited by a moderator: Aug 12, 2020
  6. Bonny

    Bonny Member

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    Weekly Challenges are the shit!!! (positive)
     
    Last edited: Aug 12, 2020
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  7. Lisk

    Lisk Director Staff Member

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    v6.02.6
    - Weekly challenge improvements (added Build tracking so you'll be able to see the winning build vs. your best build after the week finishes)
    - Added Weekly Challenge leaderboards for 1st Place Finishes and Top 20 Finishes (view them in the main Leaderboards menu)
    - Sacred Steed & Pegasus no longer cast their ability when out of combat (Specifically, they won't cast in the Catch Area unless the gate is open and there are enemies remaining)
    - Other small fixes
     
  8. Lisk

    Lisk Director Staff Member

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    v6.02.7
    - Fixed a bug where ranged units, especially ones with long cooldowns, would run too far forward when aggroing
    - Fixed a matchmaking bug with party rating adjustment
    - Disabled Adapt ability (Devilfish/Seraphin) in Weekly Challenge, since it is buggy
     
  9. Lisk

    Lisk Director Staff Member

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    v6.02.8
    - Fixed a bug with Weekly Challenge
     
  10. create

    create Member

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    I repeat once again that Brutus on the 7th wave is broken by Its very difficult many builds. As proof, This is just screenshots of the 7th wave from my history, the sample is made from only 10, and I didn't have to look for it for a long time.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Please note that even kingpin can't handle this wave. This pleasure is used by some, such as Tuf. Therefore, when playing against such players, you have to prepare for this wave in advance and skip normal builds because they do not stand against a single 7 wave. Something must be done about this!
     
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  11. Jules

    Jules Developer Staff Member

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    Thanks for the screenshots. It's expected that Brute is strong on wave 7 due to being opposite typing as the wave. Brute counters most of the fighters that counter wave 7. I don't think Brute is OP. It's statistically the lowest win rate mercenary, while being the second-most common mercenary (after Snail), which suggests it's overrated.

    Also, I tested three builds from your screenshots against other reasonable sends, and Brute seemed to perform reasonably.

    Fr0zenTurtle
    - 2x Brute, 2x Snail: 45%
    - Safety Mole, 2x Snail: 51%
    - Mimic: 57%
    - Pack Leader: 61%
    - 4x Lizard: 53%

    Опасный
    - 3x Brute, Snail: 60%
    - Ogre: 63%
    - Mimic, Lizard: 78%
    - Pack Leader, Lizard: 75%

    Fr0zenTurtle2
    - 2x Brute, Lizard: 51%
    - 4x Lizard: 32%
    - Safety Mole, Lizard: 49%
    - Mimic: 47%
    - Pack Leader: 61%

    I think wave 7 is too strong and plan to nerf it next patch. Nerfing wave 7 would be an indirect nerf to Brute.
     
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  12. create

    create Member

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    Perhaps translation difficulties you correctly understood that the 7 wave is very hard and Brutes with a mimic destroy it, not to mention the Ogre. It's really strange that Pack Leader misses so much. But on the whole, you got my point right. Thanks!
     
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  13. basti

    basti Member

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    After all the nerfs to kinda every unit, the game feels really bad now.

    Wave 7 is kinda a 100% leak if you get a medium send (2 brutes). Against a mimic you are fucked up. The only thing that can handle this is a bunk. I hope this gets better in the future. The feeling is - at least for me - way worse than before 1 or 2 seasons.
     
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  14. SiegeMentality

    SiegeMentality Member

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    I'm so very glad this brute 7 issue could be discussed publicly on the forum. For the past three days I'm running into all sorts of Euro duos that save four waves for brute 7.

    Thanks!

    Can we get a fix for this soonish? Or do I have to get lucky enough to roll neko every game?
     
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  15. basti

    basti Member

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    I don´t think that necomata will help you :D
     
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  16. Jules

    Jules Developer Staff Member

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    Thanks for the feedback, everyone. Wave 7 will be nerfed next major patch or next balance patch, whatever comes first.
     
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  17. Lisk

    Lisk Director Staff Member

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    v6.02.9
    - Fixed a bug with Weekly Challenge
     
  18. Lisk

    Lisk Director Staff Member

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    v6.02.10
    - Fixed a bug with weekly challenge
     
  19. Lisk

    Lisk Director Staff Member

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    v6.02.11
    - Fixed two bugs with weekly challenge
    - Fixed a bug with queued king upgrades
    - Fixed a bug in Classic queue where 4-stack parties were sometimes being split when they shouldn't have (when they were facing a >1800 team that wasn't a 4-stack)
     
    Jules likes this.