v2.00

Discussion in 'Patch Notes' started by Jules, Mar 26, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_0326_2v2Atlantean.jpg

    v2.0- Patch Notes
    Deployed 2018.3.26.1743 Pacific Time (PST)

    This is the largest patch we’ve done to date, so please expect some temporary bugs and imbalance.

    Atlantean.png
    New Atlantean Fighter

    seaserpent_smallest.png deepcoiler_smallest.png

    Sea Serpent (T3)
    - Cost: 90 gold + 1 supply
    - Health: 850 (Swift)
    - Damage: 55 (Pierce)
    - Attack speed (attacks per second): 0.9
    - Range: Melee
    - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d

    Deepcoiler (T3U)
    - Upgrade cost: 185 gold + 1 supply
    - Health: 2550 (Swift)
    - Damage: 189 (Pierce)
    - Attack speed (attacks per second): 0.79
    - Range: Melee
    - Ability: Ambush - Starts the battle burrowed and unburrows 3.5 seconds after being aggro’d



    via Sketchfab


    via Sketchfab



    2v2 Begins

    All matchmade games are now 2v2. If you missed it earlier, check out our 2v2 announcement to learn why this change is happening.

    - For a few weeks, the game will be played on the current map with the right two lanes disabled. If 2v2 is fully implemented, we will create a new and improved map that is optimized for a 2v2 experience.
    - You can queue for Casual games as a party of 3-4, and it will match you against each other
    - You can still play 3v3 and 4v4 in Custom games

    API Update

    We have made significant progress made on the Developer API which will make player & game data available for community developed apps. This will make it possible to develop apps like op.gg, Dota Buff, etc. for Legion TD 2. Expect an announcement in the future.

    Matchmaking Updates
    - Now faster (2v2 matchmaking is significantly faster than 4v4)
    - Now stricter (less likely to have unfair games)

    Restrictions
    - Solos/duos rated <1000 cannot match with solos/duos rated more than 300 lower
    - Solos/duos rated 1000-2000 cannot match with solos/duos rated more than 200 lower
    - Solos/duos rated 2000+ cannot match with solos/duos rated below 1800

    Party Adjustments
    - Duo: 20 + extra weight for higher rated member of party -> 50 + extra weight for higher rated member of party

    Client Updates

    Revamped Post-Game scores Builds tab

    - Now shows fighter positions per wave, mercenaries received, and leaks

    2018-03-26_14h10_11.png

    Game Updates

    New Feature: Lane Markers
    - It is now easier to see who a lane belongs to as well as who is attacking which lane
    - More improvements to come in the future!

    Pathing & Targeting
    - Units are now smarter when their target dies/becomes untargetable (they now no longer attack-move to the last known location of the unit after it died/became untargetable)

    Mastermind Rolls
    - Fixed a bug where the rolls window sometimes never showed up (added a failsafe)
    - Your rolls are now shown in chat after you select Mastermind

    Pillage
    - Fixed a bug where pillage would cause lag when lots of ticks happened at once

    Tower Graphics
    - Tall fighters in tower form no longer fade out near the bottom
    - Slight performance boost

    Client Performance
    - Improved performance when playing multiple games (you may still need to restart the client periodically)

    Lifebars & Minimap Graphics
    - Fixed some glitches where lifebars appeared when they shouldn't (added some failsafe)

    Unit Selection
    - Fixed a bug where hovering a unit wouldn't show a semi-transparent selection circle

    Camera Bookmarks
    - Camera bookmarks (F1...F8) now work during the night

    Automatic Muting
    - Players who are server-muted are now automatically muted by all other players in-game; other players can choose to unmute at their own risk

    Player Colors
    - Swapped Teal and Orange to improve colorblind-friendliness in 2v2

    Drake
    - Now actually breathes fire (new VFX)

    Achievements
    - You can no longer farm achievements in Casual games

    Game Balance

    Aura Rework
    - Fighter auras now affect nearby units based on where they are deployed, instead of based on their proximity during the battle

    aura.jpg

    The goals of this change are to:
    - Make auras more less frustrating and more intuitive
    - Reduce battle RNG (even with proper positioning, aura units would sometimes be out of range of other units due to chance)
    - Encourage multiple aura units (rather than having one and trying to position all other units around that aura unit)


    Legion Spells

    Hero green_arrow.png red_arrow.png
    - Heroism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Hero

    Sorcerer green_arrow.png red_arrow.png
    - Sorcery: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching the Sorcerer

    Economy

    Workers green_arrow.png
    - Gold cost: 100 -> 50
    - Mythium gather rate: +1/5 seconds -> +1/10 seconds

    This change allows for different openings (0, 1, and 2 worker starts) and more incremental risk-taking throughout the game.

    Supply
    - Supply upgrade cost: 50 + 25/level -> 40 + 20/level

    King green_arrow.png
    - Health values slightly adjusted in 2v2 to have cleaner numbers
    - Judgement: Mana cost: 8 -> 7

    Fighters
    - All base fighters now cost 1 supply and upgrades cost 1 additional supply

    The goals of this change are to:
    - Make supply less frustrating and more intuitive
    - Reduce the average supply cost of fighters (to compensate for the higher supply cost for workers)
    - Make getting “supply blocked” less punishing (it’s still going to be punishing but is less likely to cost you the entire game)


    Element.png
    Element

    Proton green_arrow.png red_arrow.png
    - DPS: 9.9 -> 9
    -- Attack speed (attacks per second): 1.23 -> 1.28
    -- Damage: 8 -> 7
    - New ability: Ionic Force: Increases damage by 1% for each 2% current mana
    - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second

    IonicForce.png Generator.png

    Atom green_arrow.png red_arrow.png
    - Total cost: 1 -> 2
    - Damage: 32 -> 30
    - Mana: 0 -> 100
    - New ability: Ionic Force: Increases damage by 1% for each 2% current mana
    - New ability: Generator: Starts with 0 mana but regenerates 1 mana per second

    IonicForce.png Generator.png

    Fire Elemental green_arrow.png red_arrow.png

    - Damage: 65 -> 80
    - Attacks no longer bounce
    - Combustion: 80 damage over 2 seconds -> 100 damage over 2 seconds

    Decreasing the variance from the Rogue Wave + Fire Elemental combo

    Windhawk green_arrow.png
    - Health: 730 -> 740

    Mudman green_arrow.png
    - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Mudman’s damage reduction becomes -10% and Harden cannot be activated.

    Harden.png

    Golem green_arrow.png
    - Total supply cost: 3 -> 2
    - Health: 4850 -> 4900
    - Damage: 148 -> 151
    - New ability: Harden: Can be activated during the night to increase damage reduction by 10% temporarily for one wave. The following wave, Golem’s damage reduction becomes -10% and Harden cannot be activated.

    Harden.png

    Disciple green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Mana Burst: Damage: 600 -> 400
    - Mana Burst: Mana cost: 20 -> 15

    Starcaller green_arrow.png red_arrow.png
    - Total supply cost: 4 -> 2
    - Health: 3000 -> 3300
    - Damage: 190 -> 195
    - Asteroid: Damage: 1200 -> 800
    - Asteroid: Mana cost: 20 -> 15
    - Amplify Magic: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Starcaller

    Fire Lord green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Health: 1870 -> 1820
    - Damage: 120 -> 119

    Fenix green_arrow.png red_arrow.png
    - Total supply cost: 5 -> 2
    - Damage: 245 -> 238

    Forsaken.png
    Forsaken

    Bone Warrior green_arrow.png
    - Health: 160 -> 170
    - Attack speed (attacks per second): 0.88 -> 0.91

    Fire Archer green_arrow.png red_arrow.png
    - Total supply cost: 1 -> 2
    - Health: 440 -> 460
    - Damage: 25 -> 26
    - Potentially fixed the issue where Flaming Arrows would cause Fire Archer to switch targets

    Dark Mage green_arrow.png red_arrow.png
    - Total supply cost: 1 -> 2
    - Health: 590 -> 630
    - Damage: 36 -> 37

    Bone Crusher green_arrow.png red_arrow.png
    - Total supply cost: 1 -> 2
    - Health: 1020 -> 1040
    - Attack speed (attacks per second): 0.69 -> 0.71

    Green Devil green_arrow.png red_arrow.png
    - Damage: 44 -> 42
    - Lacerate: Amplifies damage by 2% (19.5% at max stacks) -> Amplifies damage by 2 (18 at max stacks)

    Harbinger green_arrow.png red_arrow.png
    - Total supply cost: 3 -> 2
    - Health: 1940 -> 1860
    - Ability changed: Summon Chaos Pack -> Summon Cerberus
    -- Health: 1260 (Natural)
    -- Damage: 60 (Pierce)
    -- Attack speed (attacks per second): 1.02
    -- Range: Melee

    Cerberus.png

    Butcher green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Range: Melee -> 300
    - Leech: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Butcher
    - Leech: 5 life on-hit + 10% lifesteal -> 5 life on-hit + 12% lifesteal

    Head Chef green_arrow.png red_arrow.png
    - Total supply cost: 3 -> 2
    - Range: Melee -> 300
    - Cannibalism: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Head Chef
    - Cannibalism: 10 life on-hit + 15% lifesteal -> 10 life on-hit + 18% lifesteal

    Nightmare green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Attack speed (attacks per second): 1.92 -> 1.89

    Doppelganger green_arrow.png red_arrow.png
    - Total supply cost: 4 -> 2
    - Damage: 82 -> 79

    Lord of Death green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Undead Dragon: Health: 1100 -> 1050
    - Undead Dragon: Damage: 88 -> 85

    Hades green_arrow.png red_arrow.png
    - Total supply cost: 5 -> 2
    - Imp: Damage: 52 -> 50

    Grove.png
    Grove

    Buzz green_arrow.png red_arrow.png
    - Health: 160 -> 170
    - Attack speed (attacks per second): 1.05 -> 1.08
    - Anaphylaxis: No longer stuns
    - Anaphylaxis: 60 damage over 3 seconds -> 60 damage over 2 seconds

    Consort green_arrow.png red_arrow.png
    - Total supply cost: 1 -> 2
    - Health: 770 -> 830
    - Damage: 45 -> 51
    - Paraphylaxis: No longer stuns
    - Paraphylaxis: 150 damage over 3 seconds -> 150 damage over 2 seconds

    Wileshroom green_arrow.png red_arrow.png
    - Health: 850 -> 1300
    - New ability: Cell Regrowth: Starts with 50% health but regenerates 0.5% health per second

    CellRegrowth.png

    Canopie green_arrow.png red_arrow.png
    - Health: 2350 -> 3600
    - New ability: Cell Regrowth: Starts with 50% health but regenerates 0.5% health per second

    CellRegrowth.png

    Deathcap green_arrow.png red_arrow.png
    - Total supply cost: 3 -> 2
    - Health: 3700 -> 3610

    Antler green_arrow.png
    - Total supply cost: 2 -> 1
    - Damage: 87 -> 93

    Whitemane green_arrow.png red_arrow.png
    - Total supply cost: 4 -> 2
    - Council: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching Whitemane
    - Council: Damage reduction: 5 + 15% -> 5 + 20%

    Banana Bunk green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Health: 2850 -> 2820
    - Damage: 80 -> 78

    Banana Haven green_arrow.png red_arrow.png
    - Total supply cost: 5 -> 2
    - Health: 6300 -> 6150
    - Damage: 57x3 -> 56x3

    Mech.png
    Mech

    Peewee green_arrow.png red_arrow.png
    - Health: 310 -> 320
    - Damage: 11 -> 10
    - New ability: Booster: Pay 5 gold during the night to increase attack speed by 125% temporarily for one wave.

    Booster.png

    Veteran green_arrow.png red_arrow.png
    - Total supply cost: 1 -> 2
    - Health: 1230 -> 1290
    - Damage: 39 -> 41
    - New ability: Stimpack: Pay 20 gold during the night to increase attack speed by 125% temporarily for one wave.

    Stimpack.png

    Tempest green_arrow.png red_arrow.png
    - Attack speed: 1.33 -> 1.28
    - New ability: Anti-Air Turret: Shoots a nearby flying enemy for 5 Impact damage every 0.25 seconds

    AntiAirTurret.png

    Leviathan green_arrow.png red_arrow.png
    - Total supply cost: 3 -> 2
    - Health: 3500 -> 3200
    - Damage: 128 -> 115
    - Aerial Command: Affects nearby flying fighters during the battle -> Affects flying fighters that are deployed directly touching Leviathan
    - Aerial Command: Bonus damage: 5 + 10% -> 10 + 10%
    - New ability: Shrapnel: Each attack hits up to 3 nearby non-flying enemies for 30 Impact damage

    Shrapnel.png

    APS green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Range: 550 -> 350
    - Energize: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching APS
    - Energize: Attack speed bonus: 12% for ranged, 16% for melee -> 16% for all

    MPS green_arrow.png red_arrow.png
    - Total supply cost: 4 -> 2
    - Range: 550 -> 350
    - Mythium Core: Affects nearby fighters during the battle -> Affects fighters that are deployed directly touching MPS
    - Mythium Core: Attack speed bonus: 18% for ranged, 24% for melee -> 24% for all

    Berserker green_arrow.png red_arrow.png
    - Total supply cost: 2 -> 1
    - Attack speed (attacks per second): 1.18 -> 1.16

    Fatalizer green_arrow.png red_arrow.png
    - Total supply cost: 4 -> 2
    - DPS: 188 -> 185
    -- Damage: 160 -> 165
    -- Attack speed (attacks per second): 1.18 -> 1.12

    Millennium green_arrow.png red_arrow.png
    - Total supply cost: 3 -> 1
    - Health: 2500 -> 2400
    - Damage: 365 -> 355

    Doomsday Machine green_arrow.png red_arrow.png

    - Total supply cost: 6 -> 2
    - Health: 6100 -> 5900
    - Damage: 910 -> 890

    Mercenaries
    - All incomes and bounties increased by 17-20%

    2v2 games are faster-paced than 4v4 games (waves last 11% shorter, on average). This leads to fewer workers, so we’re increasing the income of mercenaries to compensate and encourage more workers.

    Snail green_arrow.png
    - Income and bounty: 6 -> 7

    Lizard green_arrow.png
    - Income and bounty: 12 -> 14

    Fiend green_arrow.png
    - Income and bounty: 12 -> 14
    - Health: 480 -> 540
    - Damage: 24 -> 21

    Brute green_arrow.png
    - Income and bounty: 15 -> 18

    Dragon Turtle green_arrow.png
    - Income and bounty: 18 -> 21

    Hermit green_arrow.png
    - Income and bounty: 20 -> 24

    Dino green_arrow.png
    - Income and bounty: 24 -> 28
    - Health: 1300 -> 1240
    - Damage: 57 -> 63

    Safety Mole green_arrow.png
    - Income and bounty: 30 -> 36

    Drake green_arrow.png
    - Income and bounty: 36 -> 42

    Pack Leader green_arrow.png
    - Income and bounty: 40 -> 48

    Mimic green_arrow.png
    - Income and bounty: 48 -> 56

    Ghost Knight green_arrow.png
    - Income and bounty: 60 -> 72
    - Health: 2400 -> 2300
    - Damage: 149 -> 159

    Four Eyes green_arrow.png
    - Income and bounty: 60 -> 72
    - Attack speed (attacks per second): 1.1 -> 1.14

    Centaur green_arrow.png
    - Income and bounty: 80 -> 96

    Shaman green_arrow.png
    - Income and bounty: 80 -> 96

    Kraken green_arrow.png
    - Income and bounty: 100 -> 120
    - Health: 6580 -> 6200
    - Damage: 232 -> 265

    Waves

    (5) Scorpions red_arrow.png
    - Scorpion King: Now spawns more in front (makes it easier to consistently focus)

    (15) Quadrapuses red_arrow.png

    - Giant Quadrapus: Now spawns more in front (makes it easier to consistently focus)

    (20) Maccabeus green_arrow.png red_arrow.png

    - Attack speed: 2.33 -> 3
    - Ability removed: Immolate

    Easier to clear but stronger against the king

    (21) Legion Lords red_arrow.png
    - Legion King: Now spawns more in front (makes it easier to consistently focus)

    ------------------------------------

    v2.00 Hotfix 1 Patch Notes
    - Fixed a bug where you couldn't deploy fighters if you selected a non-Mastermind legion


    v2.00 Hotfix 2 Patch Notes

    - Fixed a bug where auras didn't work as intended
    - Fixed a bug where you could accidentally random the unfinished Atlantean legion

    v2.00 Hotfix 3 Patch Notes
    - Fixed a bug in matchmaking where duos were given too much bonus rating when computing gain/loss

    v2.00 Hotfix 4 Patch Notes

    Reroll
    - Fixed a bug where you could get unusable rolls

    Mastermind "No Rolls" bug
    - Still working on figuring this out
    - If you encounter this bug, type -rolls in chat to try to force showing the rolls window (please let me know if this works or not!)

    Text Commands
    - Typing "-rolls" now displays allies' Mastermind roll choices if they are still deciding

    Legion Spells
    - Fixed a bug where Venture was marked as a defensive spell (you are always guaranteed at least one defensive Legion Spell)
     
    Last edited by a moderator: Mar 27, 2018
  2. Pickle Rick

    Pickle Rick Member

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  3. deutscherhawk

    deutscherhawk Moderator

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    Love the patch! Can you explain your thought process behind the Fire Elemental change? It's the one balance change I don't understand.
     
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  4. Cornep

    Cornep Moderator

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    Ok, This patch looks AMAZING.

    This unit. THIS UNIT WILL BE AMAZING. The potential is MASSIVE.

    Want to send backline units to me? NO. I have serpents to eat your stupid shaman/4e/hermit/lizard army.

    High damage, high skill positioning requiring unit. I love it.



    Very happy to see the adjusted harsh Quo penalty, this was needed. Also the restrictions look good.


    This seems to function the same as LTD 1 oracle, yes? If they only touch the aura unit for "half" a towers worth, does it count?

    Ok, Workers will cost most of the supply now.

    I very much like this change, higher skill ceiling, more optimization. Also easier math at times :)

    Works nicely with the worker change, also stops the slightly broken late game buzz/T1 mass with supply.

    So, I get why this change is done, Aquas are frustrating, BUT I think this change will increase the extremes a lot. Like previously you still got some bounce combustions off even if the targeting went wonky, wont happen anymore.

    Early game combustion only on the target both aquas target, so waves 5/6, the combo will be trash im 95% sure. The target dies really fast anyway, unless mini boss because 75%+ of your value is hitting the same thing, so Im not seeing the unit work before 7+


    I like this, ultimate tank will be even more ultimate, also allows the option of greeding and getting some extra hold from the ability.

    For clarification, will the ability be usable only once a game, or just 1 wave per state in a row?

    ALL HAIL THE NEW ZEUS OVERLORDS!

    So, while this will be an extreme case, if you roll both Ranger and Green devil, Zeus can gain 120 bonus damage. Slap in aps/mps and they will pump out 250+ dps without ability. Ranged doppelgangers!


    So 1 harbinger summon will be worth about 100-110g, that's fair. Need slightly more than 1 to get value of the unit. I like this. Feel like the unit will be OP with centaur already having problems with tiny doggies, but i guess we will see.

    Oh boy, These will cause some headache. You can only have a few units with good lifesteal instead of them being amazing previously. big, BIG nerf.

    Well, I guess this had to happen. Maybe the stun removal is good.

    Ok so, Canopie regens 18hp/s so it will need about 31 second ro get back their old HP. Average wave is about 40s, so most of the wave the unit is a lot weaker, and a flying melee unit is always glued to enemy units so they tank first. I would consider this a minor nerf to canopies.

    Wileshrooms same words as above.

    Im concerned, this is becoming enormous. BUT auras got mega big nerf if you were using them well, so i guess it will work out.

    These are interesting. Clutch holds I guess? COMMENCE THE MIND GAMES!


    Oh boy. So the unit now "counters" wave 4, the unit gained about 10 dps, considering it is impact, lost about 2.5 for the other 18 waves.
    Good for 17 I guess.

    Ok, First impression is positive about this. Very good for MM, not so good for Mech.
    Please tell me this DOES NOT work with zeus, it doesn't specify flying units.
    Will the Shrapnel work like banana haven auto attack or will there be cases of "wasted" shrapnel?


    Glad to see 4e buffed, maybe it will see some use now.

    Not super happy about the tank mercs becoming more dps centered, I think we need tanks.

    The units already felt really bad outside 10,13,15,20, gonna be interesting to see if they fall off now, especially with auras getting nerfed.

    HADES LET*S GO!

    TLDR: Amazing patch!
     
    Last edited: Mar 26, 2018
  5. Akitos

    Akitos Member

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    RESERVED.

    EDIT:

    Obligatory reaction video, as usual :3 Sorry I put this here so late, I did the reaction live on stream right when this patch started and continued streaming for over 24 hours... :D

     
    Last edited: Mar 28, 2018
  6. Nacccho

    Nacccho Member

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  7. Koszatek

    Koszatek Member

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    #1 Hyped
    #2 What will happen if u have only sea serpents on lane ? ^^ Unlikely, but still :D Hope the wave wont just pass by :p
     
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  8. Shiba Tatsuya

    Shiba Tatsuya Member

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    @Cornep Wileshroom also takes about 30 seconds to regenerate his 200hp with his 6,5hp/sec. But I would still consider that a huge nerf, since the only arcane from Grove is really weak as a tank now.
     
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  9. Nacccho

    Nacccho Member

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    This unit sounds insane, excited and fearful for the impact it might have on the sends, this really takes a huge dump on lizards.

    Holy thats a big nerf, while it is "easier" to play, should make positioning nightmarish and all auras potentially a LOT worst.

    Already felt like t1s were really weak, this aligned with the leviathan change renders t1s almost obsolete.

    I always disliked "wave" abilities, specially ones with a cost, if you're aiming to make the game simpler for the beginners, this does the exact opposite.
    This is really really good in terms of flexibility, and also makes for an easier learning curve for beginners;

    Overall it feels really refreshing.
     
  10. ithion

    ithion Member

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    This will be crazy two weeks
     
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  11. deutscherhawk

    deutscherhawk Moderator

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    It does make wileshroom/canopies potentially epic mid holders though
     
  12. bidza1

    bidza1 Member

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    Great patch, but lets see what happens in the night, since it is going to be a lot to consider during night time, I am not sure that there is enough time for lower players and/or slow planing people...
     
  13. suluMoR

    suluMoR Member

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    "Will the peewee/veteran gold buff be visible to the enemy team?"
     
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  14. iConstantine

    iConstantine Member

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    I don't think my brain can comprehend any of this without actually playing it.

    Slightly concerned about shrooms and leviathan not stating whether buff is to flying or not.

    Gonna be interesting to see how the ambushing works out vs sends. Potentially strong vs shamans/4 eyes but could be less dps put on a kraken/centaur, allowing them to do more work.
     
  15. jqob

    jqob Member

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    I don't know what you mean about leviathan, it is clearly stated:

    "Affects flying fighters that are deployed directly touching Leviathan"
     
  16. Lurtz

    Lurtz Member

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    i got changed...
     
  17. Miniwabit

    Miniwabit Member

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    May the power of Editing be with you.

    Huge patch, will need few days to get use to and to have interesting feedback ^^

    Edit: Not really playable for the moment, to many bugs.
    The butcher buff doesn't work perfectly, I build canopies around it and only 1 got the buff.
    And the enemy King wasn't allowed to attack.
    So it seems really interesting, can't wait for the fix patch to really test all that changes.
     
    Last edited: Mar 26, 2018
  18. Jetski

    Jetski Member

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    Whan will mmr be live??
     
  19. Tower_Mazer

    Tower_Mazer Member

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    Can't wait to get off work and dork out on the new patch for 6 hours!!!!

    Thank you guys for continuing to put out patches and enhance gameplay. Jules and Lisk are 2 of the 4 who are the other 2?
     
  20. Jules

    Jules Developer Staff Member

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    Curing is our 3rd full-time team member!
     
    Tower_Mazer likes this.