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v2.01a/b

Discussion in 'Patch Notes' started by Jules, Mar 29, 2018.

  1. Jules

    Jules Developer Staff Member

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    201_small.jpg

    If you missed our big v2.00 patch earlier this week, check out the Patch Notes.

    v2.01b Hotfix1 Patch Notes
    Deployed 2018.3.30.1345 (PST)

    Missing Mastermind rolls
    - Fixed a bug where Mastermind rolls would sometimes be missing

    Fire Elemental
    - Damage: 56 -> 50

    v2.01b Patch Notes
    Deployed 2018.3.29.2030 (PST)

    Game Balance

    Mastermind.png
    Mastermind green_arrow.png
    - Starts with +1 income -> +2

    Mastermind is underperforming, so we’re buffing it. Although this may look like an inelegant solution, we believe it’s the right one. The fun part about Mastermind is playing with fighters you’ve never used before and thinking on your feet. That’s why we’re giving it a simple income buff, rather than changing the way fighter selection works.

    Element.png
    Element

    Fire Elemental red_arrow.png
    - Damage: 60 -> 56

    Violet red_arrow.png
    - Damage: 89 -> 88


    Forsaken.png
    Forsaken

    Green Devil red_arrow.png
    - Damage: 41 -> 40

    Gateguard red_arrow.png
    - Chaos Hound: Health: 400 -> 390

    Harbinger red_arrow.png
    - Cerberus: Health: 1200 -> 1170


    Grove.png
    Grove

    Ranger red_arrow.png
    - Damage: 26 -> 25

    Daphne green_arrow.png
    - Damage: 101 -> 102


    Wileshroom green_arrow.png
    - Health: 1340 -> 1360


    Canopie green_arrow.png
    - Health: 3660 -> 3700

    Mech.png

    Mech

    Berserker green_arrow.png
    - Attack speed (attacks per second): 1.16 -> 1.18


    v2.01a Patch Notes
    Deployed 2018.3.29.1259 (PST)


    Addressing emergent issues from v2.01

    Game Balance

    Atlantean.png
    Atlantean

    Sea Serpent green_arrow.png red_arrow.png
    - Ambush: Unburrows 3.5 seconds after being aggro’d -> 4.5

    Deepcoiler green_arrow.png red_arrow.png
    - Ambush: Unburrows 3.5 seconds after being aggro’d -> 4.5

    Element.png
    Element

    Fire Elemental red_arrow.png
    - Damage: 65 -> 60

    Forsaken.png
    Forsaken

    Gateguard red_arrow.png
    - Chaos Hound: Health: 410 -> 400

    Harbinger red_arrow.png
    - Cerberus: 1230 -> 1200

    Hades red_arrow.png
    - Imp: Damage: 48 -> 47

    Grove.png
    Grove

    Wileshroom green_arrow.png
    - Health: 1320 -> 1340

    Canopie green_arrow.png
    - Health: 3640 -> 3660

    Banana Bunk green_arrow.png
    - Health: 2820 -> 2860

    Mercenaries
    - Bounty and income decreased by ~15% (reverting v2.00 income changes)

    The income increase from v2.00 and the supply change from v2.01 caused incomes to balloon out of control, which made the game unhealthy. Some waves may need to be tuned after this change, but we’d rather not just blindly guess. We’ll stick to our approach of shipping changes the improve the game’s feel and then re-balance after.
     
    Last edited: Mar 30, 2018
  2. Manegar

    Manegar Member

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    I like your ambush change :)
     
  3. ithion

    ithion Member

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    This patch lowers income @ w10 by roughy 100 =p
     
  4. Nacccho

    Nacccho Member

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    What? How? Your income had to be nearing 700 for that to be true.

    Edit: Ah i guess you mean income received, not income at wave 10
     
  5. ithion

    ithion Member

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    Wait what, u have 600 income on w10 with this hotfix?

    I saw frequently 300+ on w10 before now the one game i saw it was like 200 at best.
     
  6. Nacccho

    Nacccho Member

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    Well if 300 is your base then the impact should be half as much as you said. Given everything else remained the same in terms of myth and supply. Latest element had about 240 at wave 10.
     
  7. ithion

    ithion Member

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    Just saw one game and all 3 had about 200 while before 300+. If someone managed to get 240 now or 340 before doesn't really matter. same diff anyway.I used the "plus" and "roughly" so people would understand it wasn't exactly 100 for everyone, everygame....

    Not saying it's a bad thing though. We needed to get rid of the income meta that was rising asap.
     
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  8. Neramia

    Neramia Member

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    4v4 pls !
     
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  9. Elessar1998

    Elessar1998 Member

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    Pls Implement a Possibility to report ppl after the game.

    And it would be very nice if u get messaged if some of those players get penaltys. I have a feeling about more toxic players in 2 v 2 mode. In the 4 v 4 mode i had once or twice a problem with inting or trolling players. Last 2 weeks i saw this like about 6 times in the 2 v 2 ranked.
     
  10. Atze-Peng

    Atze-Peng Member

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    I still think a key reason why certain classes/towers are so strong right now is simply because of the lack of possibility to pressure early game due to starting with 1/2 worker compared to before. Nightmare start in itself for example was always good, but now that you can't pressure it early anymore, its nuts.
     
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  11. SiegeMentality

    SiegeMentality Member

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    This needs to be addressed. I'm really tired of leaking an enemy wave after wave early only to discover they were just massing workers and getting owned by mass worker spam starting around 12ish.
     
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  12. Nacccho

    Nacccho Member

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    I might be completely wrong cause i havent been playing much anymore, but i just want to point out that i think thats the worst meta in terms of strategyzing and thinking i've played in LTD 2.
    Like, if it weren't for spells, all games would just feel the same. Early game just became too income focused, feels pretty dull until past wave 10 IMO. I can't even think of a suggestion though :/.
    Feelsbadman.
     
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  13. mace

    mace Member

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    yow boring... 10 waves income, 1-2 saves and GG...
     
  14. ThiagoLA92

    ThiagoLA92 Member

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    Eu vou ser sincero, eu não gostava de Legion TD no warcraft.
    A idéia parecia super legal, mas alguma coisa me irritava no jogo.

    Eu parei de jogar pois eu não gostava de jogar com meus amigos. Sempre que eu falhava em defender, eles reclamavam e me culpavam pela derrota. Isso começou a me irritar até um dia eu parar de jogar.

    Eu estou feliz que joguei Legion TD 2 porque ele trouxe muitas coisas boas e me ajudou a entender o jogo melhor.
    Dentro dessas coisas:
    * Eu consegui aprender sobre os tipos muito melhor do que no warcraft e como me defender das waves (F10 e F11)
    * Se capaz de criar custom game me ajudou a testar e entender melhor os personagens

    Mas hoje eu acho que entendi o porque eu realmente não gostei do jogo no inicio. Snowball.
    O sentimento de falhar uma vez e ter que assistir a sua derrota aos poucos. Você acaba de se tornar um peso tentando o máximo defender e torcendo para que o resto do seu time ganhe pois agora você só é um peso morto.

    Quando o inimigo envia para você, ele garante gold no final da wave.
    Quando você deixa passar, você deixa de ganhar gold.
    Quando você deixa passar, o inimigo ganha gold.

    Se você tinha dificuldade de defender antes, você vai ter mais ainda de agora em diante. Mesmo que você gaste tudo para defender, isso só vai ajudar você a perder mais lentamente pois seu inimigo vai gastar para ficar mais forte, enquanto você gastou tudo para defender.
    Tudo que resta é você confiar no seu amigo para ganhar o jogo.

    Por que o quanto você manda não vai para quem manda para você? Nunca vou entender o porque o jogador 1 manda para o jogador 3 e o jogador 3 manda para o 2.
    Se o jogador do seu time estiver enviando todas as waves, o jogador que manda para você vai acabar muito bem e não vai ter nada que você possa fazer. Receber toda wave é bom, pois é um gold extra para construir worker/fighter.
    No final, o seu destino está nas mãos do outro jogador do seu time...

    Eu não sei se o que eu falei faz sentido ou se é tudo besteira... O que ainda me divertia nesse jogo era 4v4, jogar com os amigos.
     
  15. StoneSpirit7

    StoneSpirit7 Member

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    When is game goin on sale again? Also was it front page or something too in April??
     
  16. KaC

    KaC Member

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    Legions should be removed! this way many problems will just go away... leave mm as the only option for the game. Im sure many players will agree with me.
    Thanks to this, it will be very easy to add new units and build synergies between them.

    I love new mudman and peewee ablities!! If we just remove legions there could be more special abilities which will make game more fun and unpredictible.
     
  17. Blessed Scars

    Blessed Scars Member

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    For the love of god bring back 4v4! this game has just not been the same. i don't even want to play it. I was constantly getting more friends to get it when I was able to play with them. now i feel like I can't play with them. This sucks. please don't be afraid to admit its not working out. I feel like the majority of the forums agree to bring back 4v4. your log ins per day have significantly been reduced. please don't kill this game
     
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  18. Nacccho

    Nacccho Member

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    Honestly just nerf forsaken, like im not an elo lover, i play to have fun so i pick MM.
    But holy sh*t it feels bad losing 20+ points to players that pick ele/fors. Element still feels breakable, but forsaken its complete BULLSHIT atm.
    God i just wanted to play this so much, but its just so frustrating i feel im a masokist for even coming back in this patch
     
  19. StoneSpirit7

    StoneSpirit7 Member

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    When is the game front page and on sale again?
     
  20. HBK Alpha

    HBK Alpha Member

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    I cant even play this game that much anymore. It sucks, I looked forward to playing this after work. Social aspect of just playing with 2. Auras, Wileshroom idea.. Everybody incomes till 10, makes the game very predictable. Not to mention it bugs for MM when selecting units and it doesnt show up. Overall not happy. Hoping this is temporary and will be reverted soon. Please developers, i hate that im playing PUBG now.