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

v1.66

Discussion in 'Patch Notes' started by Jules, Dec 21, 2017.

  1. Jules

    Jules Developer Staff Member

    Messages:
    1,297
    Likes Received:
    1,436
    Trophy Points:
    113
    v1.66 Patch Notes
    Deployed 2017.12.21.1012


    Final balance patch before the holidays!

    Client Updates

    Matchmaking
    - Now prioritizes (even more) having players with similar ratings, rather than forcing even games
    - Now faster during off-hours

    Game Balance

    Gold Bounty
    - Now slightly less punishing to leak
    -- Gold to leaker increased by 5%
    -- Gold to opposing team decreased by 5%

    Leaking became too punishing and snowbally in v1.65 with the introduction of the Pillage mechanic.

    This change makes taking risks (pushing aggressive workers) more rewarding

    Haste
    - No longer stacks again for leaked units (creeps were becoming too strong for the holder)

    This change makes it more rewarding to be the holder for the team

    King
    - Health decreased by 10% (to account for the change to Haste - the king is now overall stronger)

    Element

    Disciple
    - DPS unchanged but now no longer leaves wave 3 at 1 health
    -- Attack speed (attacks per second) decreased: 1.1 -> 1.09
    -- Damage increased: 70 -> 71

    Grove

    Ranger
    - Health increased: 420 -> 450

    Daphne
    - Health increased: 1150 -> 1250

    These health buffs make Ranger and Daphne better options early game

    Honeyflower
    - Fragrance: Damage per second changed: 6 + 0.6% -> 7 + 0.4%

    Deathcap
    - Noxious Scent: Damage per second changed: 25 + 1% -> 30 + 0.6%

    Whitemane
    - Health decreased: 4450 -> 4350
    - Damage decreased: 195 -> 190

    Mech

    APS
    - Damage increased: 47 -> 48

    MPS
    - Damage increased: 116 -> 120

    Leviathan
    - Damage increased: 120 > 125

    Waves

    (21) Legion Lords
    - Legion Lord: Health increased: 4000 -> 4500
    - Legion Lord: Damage increased: 175 -> 200
    - Legion King: Health increased: 24000 -> 27000
    - Legion King: Damage increased: 1050 -> 1200
    - Indomitable: Amplification per stack decreased: 15% -> 10%

    Now more viable to end the game on the first or second wave of 21
     
    Last edited: Dec 21, 2017
    Tower_Mazer and S4yuri3 like this.
  2. Freshairkaboom

    Freshairkaboom Member

    Messages:
    97
    Likes Received:
    22
    Trophy Points:
    8
    Very interesting patch. I like the idea of having different roles, like holders and aggressive worker pushers etc.

    We'll have to see if leaking in small doses is even worth the income loss anymore now though.
     
  3. Miniwabit

    Miniwabit Member

    Messages:
    12
    Likes Received:
    0
    Trophy Points:
    1
    Stop working a little bit, patch 1.65 was already said as the "last major patch until early-mid January" ^^

    Nice up of the honeyflower/deathcap on early-mid game.
    Honey is now stronger to unit with less than 500 HP and Deathcap is stronger to unit with less than 1250 HP.
    So in early Honey is buffed and Deathcap is buffed up to mid game
     
  4. Coloo

    Coloo Member

    Messages:
    50
    Likes Received:
    14
    Trophy Points:
    8
    "These health buffs make Ranger and Daphne better options early game"
    [​IMG]
     
    SuperEpicDan and FaithOfHeaven like this.
  5. ithion

    ithion Member

    Messages:
    572
    Likes Received:
    350
    Trophy Points:
    63
    Gold Bounty
    - Now slightly less punishing to leak
    -- Gold to leaker increased by 5%
    -- Gold to opposing team decreased by 5%

    [​IMG]


    Haste
    - No longer stacks again for leaked units (creeps were becoming too strong for the holder)
    :D:D:D
     
  6. Hexhal

    Hexhal Member

    Messages:
    1
    Likes Received:
    3
    Trophy Points:
    3
    Still doesn't want building Ranger or Daphne.. x)
     
    Twig, Foerdifuxx and SuperEpicDan like this.
  7. SuperEpicDan

    SuperEpicDan Member

    Messages:
    4
    Likes Received:
    1
    Trophy Points:
    3
    Imo the problem with those units has nothing to do with their tankiness and everything to do with their attack speed. They stack their debuff so slowly it just doesnt feel worth building them ever. I would've loved to see their value shifted heavier into their dps and away from their tankiness. I feel like the fantasy there is a squishy bursty back liner, not a pseudo tank.
     
    Coloo likes this.
  8. Finite Afroo

    Finite Afroo Member

    Messages:
    49
    Likes Received:
    21
    Trophy Points:
    8
    you only need about 3-5 of them to ahve max stack on 1 targer if i remember correctly.
     
  9. Foerdifuxx

    Foerdifuxx Member

    Messages:
    24
    Likes Received:
    2
    Trophy Points:
    3
    true that. They're pierce like consorts but cost more, have the "inferior" swift armor type and the upgrade occupies 2 food slots. I stick with whileshrooms, consorts and a antler early on (thanks to Weilbockt). So far I see no reason to adjust the build. Has anyone done the math for later stages?
     
  10. Freshairkaboom

    Freshairkaboom Member

    Messages:
    97
    Likes Received:
    22
    Trophy Points:
    8
    Which is useful on exactly...two waves? 10 and 20.
     
  11. Coloo

    Coloo Member

    Messages:
    50
    Likes Received:
    14
    Trophy Points:
    8
    boss wave are gud for daphnee nd ranger. after the rng is pure bullshit for some archer =D

    edit i play less cuz during the night q 10min ++ is just horrible <3 if you can fix that that will be great.
     
  12. von Oberstain

    von Oberstain Member

    Messages:
    92
    Likes Received:
    50
    Trophy Points:
    18
    Though both (Ranger and Daphne sic) had and have *some* use, but units are broken on fundamental level, three main parts being:
    1) They are not dedicated long range dps-ers in a way they should be - fact is, they are very near game average (melee + ranged), which is not going to change with +1/+2 types of dps buff/nerf - it' more like +30%.
    2) They are not 'tankier than thou' ranged units, remember LTD1 Wind Archer, remember Nightsaber, units who *should* tank a bit both for armour type and raw HPs. Ranger would need straight 700HPs to be on the par with Wind Archer, a tanking ranged type.
    3) DPS/g and HP/g are lowest in the Groove. Price reduction to 50/160 would fix this.

    All given figures are bit over the needed edge, but not much. They would (only one modification, not all of them) made Groove T2 instantly useful, making incentive to players to experiment with them in current BO's (which utilize them very little), or add bit of massing FF possibilities, which is lacking currently (price reduction), and if there is no possibility to mass T2 due to measly 5g which messes calculations, what good is it?
     
    Foerdifuxx likes this.