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

v2.01

Discussion in 'Patch Notes' started by Jules, Mar 28, 2018.

  1. Jules

    Jules Developer Staff Member

    Messages:
    1,534
    Likes Received:
    1,756
    Trophy Points:
    113
    201_small.jpg

    v2.01 Patch Notes
    Deployed 2018.3.28.1551 Pacific Time (PST)


    Small patch in response to some emergent issues from v2.00
    - King felt a bit too weak
    - Forsaken was too strong
    - Supply felt bad
    - Leaks reached the king too fast

    Game Balance

    Movement speed
    - All waves and mercenaries movement speed decreased from 400 -> 250
    - When both players’ battles end, waves and mercenaries movement speed increases from 250 -> 450
    - When you clear, your fighters will port immediately to defend the king

    These changes make it so that the holder’s fighters more consistently arrive before the leaked units reach the king

    King green_arrow.png
    - Judgment: Mana cost: 7 -> 6

    Economy

    Workers
    - Train time: 5 seconds -> 3

    Supply
    - Starting supply cap: 15 -> 20
    - Supply upgrade: 15/level -> 20/level
    - Supply upgrade cost: 40 + 20/level -> 50 + 25/level

    Your first supply upgrade comes 33% later and upgrading supply is now 6.25% cheaper


    Legion Spells

    Hero green_arrow.png
    - Heroism: Damage reduction: 5% -> 6%
    - Heroism: Damage amplification: 5% -> 6%

    Sorcerer green_arrow.png red_arrow.png
    - Sorcery: Spell damage amplification: 12% -> 8%
    - Sorcery: Mana regeneration: 0% -> 8%

    Element.png
    Element

    Rogue Wave green_arrow.png
    - Delusion: Now amplifies damage taken from spells by 20% (10% against bosses)

    Fire Elemental green_arrow.png red_arrow.png
    - Damage: 80 -> 65
    - Number of attack bounces: 0 -> 1
    - Combustion: 100 damage over 2 seconds -> 50 damage over 2 seconds
    - Combustion: No longer requires Delusion to ignite

    Mudman
    - Fixed an abuse case where you could upgrade Golem and downgrade it to remove the Harden penalty (the Harden penalty now persists through the upgrade)

    Starcaller green_arrow.png red_arrow.png
    - Amplify Magic: Mana regeneration: 25% -> 15%
    - Amplify Magic: Spell damage amplification: 0% -> 15%

    Now synergizes better with non-mana units with spell damage, such as Fire Elemental, Deathcap, and Fatalizer

    Forsaken.png
    Forsaken

    Green Devil red_arrow.png
    - Damage: 42 -> 41

    Gateguard green_arrow.png red_arrow.png
    - Damage: 33 -> 32
    - Chaos Hound: Health: 420 -> 410
    - Chaos Hound: Now affected by auras if Gateguard is affected

    Harbinger green_arrow.png red_arrow.png
    - Health: 1860 -> 1800
    - Cerberus: Health: 1260 -> 1230
    - Cerberus: Now affected by auras if Harbinger is affected

    Butcher red_arrow.png
    - Leech: 5 life on-hit + 12% lifesteal -> 5 life on-hit + 10% lifesteal

    Head Chef red_arrow.png
    - Cannibalism: 10 life on-hit + 18% lifesteal -> 10 life on-hit + 15% lifesteal

    Lord of Death green_arrow.png
    - Undead Dragon: Now affected by auras if Lord of Death is affected

    Hades green_arrow.png red_arrow.png
    - Imp: Damage: 50 -> 48
    - Imp: Now affected by auras if Hades is affected

    Grove.png
    Grove

    Honeyflower red_arrow.png
    - Health: 1300 -> 1280

    Wileshroom green_arrow.png
    - Health: 1300 -> 1320
    - DPS: Unchanged
    -- Damage: 58 -> 54
    -- Attack speed (attacks per second): 0.88 -> 0.93

    Now clears waves 1-3 more easily

    Canopie green_arrow.png
    - Health: 3600 -> 3640

    Try deploying Wileshrooms and Canopies in the back to let their regeneration have the maximum effect. The slower movement speed for waves/mercenaries this patch is also an indirect buff to Wileshroom and Canopie.

    Waves

    (5) Scorpions green_arrow.png
    - Scorpion King: Health: 1240 -> 1280
    - Scorpion: Health: 310 -> 320

    (18) Wale Chiefs green_arrow.png
    - Health: 3900 -> 3950

    (19) Dire Toads green_arrow.png
    - Health: 3900 -> 4000

    (20) Maccabeus green_arrow.png
    - Health: 64000 -> 67000
     
    Last edited: Mar 29, 2018
  2. Ya Dingus

    Ya Dingus Member

    Messages:
    23
    Likes Received:
    4
    Trophy Points:
    3
    ty for buffing my element combo and fixing mudman abuse
     
  3. Akitos

    Akitos Member

    Messages:
    563
    Likes Received:
    405
    Trophy Points:
    63
    Second! Reaction vid coming soon xD Just wanted to reserve this spot hue hue.

    EDIT:
     
    Last edited: Mar 28, 2018
    ViccieLeaks likes this.
  4. Cornep

    Cornep Member

    Messages:
    674
    Likes Received:
    438
    Trophy Points:
    63
  5. Nacccho

    Nacccho Member

    Messages:
    372
    Likes Received:
    153
    Trophy Points:
    43
    Great job addressing all the issues so fast. Every balance seems on point!
    Hades could be a little more nerfed i guess, but that might be cause you're nerfing all other forsaken units aswell.

    Back to playing now!

    Are you guys still analysing re-working at least some of the aura units?
     
  6. SiegeMentality

    SiegeMentality Member

    Messages:
    123
    Likes Received:
    36
    Trophy Points:
    28
    ...

    How about removing this ridiculous regeneration ability and just nerfing their overall health? It's apparent that since we can't get fiend spam off early that wileshroom is a thorn in your side. Fine. However, bees no longer stun. Their death spell was not buffed. Wileshrooms now have to be coddled. The supply changes make it difficult to mass anything... let alone the consorts, rangers, and daphnes you need to make up for the rest of these nerfs.

    There's got to be a better way to address the strength of wileshroom early than make it a useless unit that needs to be coddled.
     
  7. Cornep

    Cornep Member

    Messages:
    674
    Likes Received:
    438
    Trophy Points:
    63
    Great to see such swift and decisive action based on the feedback.

    If nothing else, this patch will be slightly hilarious.
     
  8. Raccoonplays

    Raccoonplays Member

    Messages:
    1
    Likes Received:
    0
    Trophy Points:
    1
    Doesnt feel like forsaken was nerfed too heavily now that the hounds are affected. Also buffs mastermind, kinda.
     
  9. Nacccho

    Nacccho Member

    Messages:
    372
    Likes Received:
    153
    Trophy Points:
    43
    DUDE, game is completely bugged, units completely ignore sends and tp middle now, its actually hilarious. hahaha
     
  10. Jules

    Jules Developer Staff Member

    Messages:
    1,534
    Likes Received:
    1,756
    Trophy Points:
    113
    Lisk is working on a hotfix right now. I just killed as many games as I could so no one loses rating over a bug.
     
    Nacccho likes this.
  11. Nacccho

    Nacccho Member

    Messages:
    372
    Likes Received:
    153
    Trophy Points:
    43
    Hahaha, i feel conflicted about this, just held 1k send and was about to send more than that.
    But yea, thank god you guys act quickly!
     
    Jules likes this.
  12. Zvap

    Zvap Member

    Messages:
    2
    Likes Received:
    0
    Trophy Points:
    1
    Will the winstreak remain even if the game was killed?
     
  13. ThiagoLA92

    ThiagoLA92 Member

    Messages:
    18
    Likes Received:
    3
    Trophy Points:
    3
    * Will be possible to see the win rate from each fighter? (someday)

    * All damage is float? Asking because i don't know if proton is gaining some damage before appears +1/+2/+3

    * Fire elemental too strong? 52 dps + 25 burn damage per second = 77dps
    Two targets 77*2 = 144 dps
    (fixed math)

    * You don't think that 100s is a little too much for proton and wileshroom maximize their power and health?
     
    Last edited: Mar 29, 2018
  14. jqob

    jqob Member

    Messages:
    109
    Likes Received:
    50
    Trophy Points:
    28
    Perfect patch except I think that fire elemental might be too strong, specially since you don't need to build the rogue anymore
     
  15. Jules

    Jules Developer Staff Member

    Messages:
    1,534
    Likes Received:
    1,756
    Trophy Points:
    113
    I'm not sure, Zvap. It may not be preserved.
    Yes, we're working on a developer API for that.
    Yes, it gets extra damage, even if it doesn't display.
    It's probably a bit too strong, but keep in mind that multi-target and AoE units tend to look stronger on paper than they actually are.
    It makes them stronger holding units, which is interesting. I think players should try building Protons and Wileshrooms in the very back of the lane because it gives them a few extra seconds to generate power.
     
  16. ThiagoLA92

    ThiagoLA92 Member

    Messages:
    18
    Likes Received:
    3
    Trophy Points:
    3
    I am trying this, but i thought that everybody used protons as punching bag and not as damage dealers
     
  17. Melankor

    Melankor Member

    Messages:
    1
    Likes Received:
    0
    Trophy Points:
    1
    Great job with this patch, I really like the fire elemental / rogue wave changes.
    Should be less rng regarding wave 5 and 6 since the aqua combo could be really strong or total failure depending on the targeting.
    The sorcerer and starcaller changes seem a bit weird tbh. I liked the way that sorcerer was only a dmg buff and starcaller only increases mana regenaration.
    Now both amplify both stats, idk how to feel about this.

    On paper, for me it doesnt feel like a nerf to forsaken with summons getting aura buffs too.

    Keep up the good work, nice job addressing all the issues that fast.
     
  18. jqob

    jqob Member

    Messages:
    109
    Likes Received:
    50
    Trophy Points:
    28
    Forsaken is still too strong imo, as well as fire elemental being super OP. It holds wave 1 to 3 alone, which lets you push 5 workers pre wave 3.
     
  19. Pablomablo

    Pablomablo Member

    Messages:
    8
    Likes Received:
    0
    Trophy Points:
    1
    Thanks for the fast response on Workers/Supply issues! Cleaning up the salt from yesterday.
     
  20. Pablomablo

    Pablomablo Member

    Messages:
    8
    Likes Received:
    0
    Trophy Points:
    1
    I loved to go mastermind with Canopie and Levithian, now this combination is totally out of the question. Its a really constricting ability and over all gaming land this is good "top 5 worst abilities" material. I really cant see it work out.