v2.21

Discussion in 'Patch Notes' started by Jules, Apr 25, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_0425_patch.jpg
    v2.21 Patch Notes
    Deployed 2018.4.25.1345 PDT


    Game Fixes

    Mercenaries

    - Fixed a rare bug where mercenaries were attacked by creatures (added a failsafe for ensuring mercenary ownership is transferred to NPC player)
    - Fixed a bug where mercenaries with auras in the holding area would affect creatures & fighters

    Fighters

    - Fixed a bug where fighters would sometimes hop over walls and enter the mercenary/worker areas (Added a failsafe as well as moved walls back one square)

    Fog

    - Fixed a bug where sometimes fog would obscure part of the enemy lane

    Stability
    - Fixed a bug where in some cases a player's UI wouldn't be populated after selecting a legion (Fixed a server-side race condition with loading progress updates.)
    - Fixed various client-side stability bugs (Fixed a client-side race condition where a player who loaded after the game started (but not a reconnect) wouldn't sync time properly. Also fixed a race condition that occurred when the lighting theme was set before the scene was fully loaded.)
    - Fixed some crash issues on some computers (removed some redundant dll plugins that were causing dependency reference errors)

    Interface

    - Fixed a bug where zooming, pings, etc. would go “through” the HUD (fixed client-side initialization logic that was broken during the transition to the 2v2 map/multi-map support)
    - Fixed a bug where training/canceling workers wouldn't update the HUD recommendations (things would be grayed out when they shouldn't have been, vice versa)

    Leaks

    - Fixed a bug where leaks where an enemy killed in lane would still be counted as a leak (Leaked unit logic is now run after enemies reach the end of the lane instead of immediately when the player leaks)
    - Visually, it may still display that you leaked, but you will be given the correct amount of gold

    Catch Area

    - Fixed a bug where fighters would sometimes wander back into lane and never return (added a failsafe to warp them back if they reach a certain point)

    Interface Updates

    Scoreboard

    - Now shows country flags next to your name

    Game Guide

    - Updated with new images and videos

    Performance Updates

    Workers

    - Reduced worker lag (Only the first 8 workers are rendered)

    Graphics Options

    - Renamed "Enable Doodads" to be more clear: "Toggle Environment Assets" with a full description
    - Medium and lower graphics settings now hide the lake water (significant FPS boost for 2v2 map)

    Game Balance

    Intentionally only doing minor tweaks
    - Shifting some power out of Tier 2 fighters into other fighters
    - Making fewer games go to wave 21

    We know there are some balance issues with the mythium gate, and we'll be looking into them in a future patch.


    King red_arrow.png
    - Attack speed (attacks per second): 0.89 -> 0.87

    Mastermind.png
    Mastermind

    - Income bonus: +3 -> +2

    Even after this change, Mastermind will remain the strongest/most dominant choice for most competitive players, but we’re just making it less overwhelmingly strong.

    Atlantean.png
    Atlantean

    Sea Serpent green_arrow.png

    - Attack speed (attacks per second): 0.9 -> 0.92

    We know Sea Serpent and Deepcoiler are difficult to use right now and plan to improve them in the future. For now, we recommend deploying them ~7 squares ahead of your frontline tank.

    Element.png
    Element

    Atom green_arrow.png

    - Health: 910 -> 940

    Rogue Wave red_arrow.png

    - Damage: 60 > 58

    Fire Elemental red_arrow.png
    - Damage: 48 -> 47

    Windhawk green_arrow.png

    - Damage: 42 -> 43

    Starcaller green_arrow.png red_arrow.png

    - Health: 3300 -> 3400
    - Damage: 195 -> 200
    - Amplify Magic: 15% mana regeneration + 15% spell damage -> 25% mana regeneration

    Fire Lord green_arrow.png
    - Damage: 119 -> 122

    Forsaken.png
    Forsaken

    Fire Archer green_arrow.png

    - Attack speed (attacks per second): 0.87 -> 0.89

    Dark Mage green_arrow.png

    - Health: 630 -> 640

    Bone Crusher green_arrow.png

    - Health: 1040 -> 1050

    Green Devil red_arrow.png

    - Damage: 40 -> 39

    Gateguard red_arrow.png

    - Damage: 32 -> 31

    Lord of Death green_arrow.png

    - Damage: 60 -> 63

    Grove.png
    Grove


    Consort green_arrow.png
    - Health: 830 -> 850
    - Damage: 51 -> 52

    Ranger green_arrow.png red_arrow.png

    - Damage: 24 -> 27
    - Mark Target: Damage amplification per stack: 2 (1 against bosses) -> 1 (0.5 against bosses)

    Mark Target was providing too much value and insanely powerful synergies for a 55 gold fighter

    Daphne red_arrow.png

    - Damage: 102 -> 100

    Wileshroom green_arrow.png
    - Health: 1400 -> 1420

    Banana Bunk green_arrow.png red_arrow.png

    - Health: 2880 -> 2860
    - Damage: 79 -> 78
    - Barbs: Reflect damage: 20 + 10% damage -> 25 + 10%

    Mech.png
    Mech

    Peewee green_arrow.png red_arrow.png

    - Booster: Attack speed increase: 125% -> 120%
    - Booster: Now also increases range to 300

    Veteran green_arrow.png red_arrow.png
    - Stimpack: Attack speed increase: 125% -> 120%
    - Stimpack: Now also increases range to 300

    Zeus red_arrow.png
    - Attack speed (attacks per second): 3 -> 2.94

    Pyro red_arrow.png
    - Attack speed (attacks per second): 2 -> 1.96

    Leviathan green_arrow.png

    - Shrapnel: Damage: 30 -> 35

    APS red_arrow.png

    - Damage: 46 -> 47
    - Energize: 4 damage + 8% attack speed -> 3 damage + 8% attack speed

    MPS green_arrow.png red_arrow.png

    - Damage: 124 -> 130
    - Mythium Core: 8 damage + 12% attack speed -> 6 damage + 12% attack speed

    Berserker green_arrow.png red_arrow.png
    - Health: 1700 -> 1850
    - Attack speed: 1.11 -> 1.05

    Fatalizer green_arrow.png red_arrow.png
    - Health: 4350 -> 4600
    - Attack speed: 1.11 -> 1.05

    Berserker and Fatalizer are difficult to use without frontline tanks, so making them less fragile.

    Mercenaries

    Brute red_arrow.png

    - Health: 780 -> 750

    Hermit green_arrow.png red_arrow.png

    - Healing Aura: Heal per second: 5 -> 6
    - Damage: 36 -> 33

    Four Eyes green_arrow.png
    - Attack speed (attacks per second): 1.15 - > 1.18

    Waves

    (14) Killer Slugs green_arrow.png

    - Health: 1930 -> 1950

    (16) Cardinals green_arrow.png red_arrow.png
    - Health: 1650 -> 1700
    - Attack speed (attacks per second): 0.98 -> 0.95
    A Hermit will now make Cardinals survive 3 volleys of the King’s Judgment

    (17) Metal Dragons red_arrow.png

    - Attack speed (attacks per second): 1.02 -> 1.01

    (18) Wale Chiefs green_arrow.png

    - Attack speed (attacks per second): 0.75 -> 0.76

    (19) Dire Toads green_arrow.png

    - Attack speed (attacks per second): 1.03 -> 1.04

    (20) Maccabeus green_arrow.png

    - Attack speed (attacks per second): 3.13 -> 3.23

    (21) Legion Lords green_arrow.png red_arrow.png
    - Legion King: Removed Inferno (splash damage)
    - Legion King: Health: 36000 -> 30000
    - Legion King: Damage: 1500 -> 1000
    - Legion Lord: Health: 6000 -> 7500
    - Number of Legion Lords: 6 -> 8

    Melee fighters and splash damage are now more effective on wave 21
     
    Last edited by a moderator: Apr 25, 2018
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  2. Blasti

    Blasti Member

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    Looks nice, is fire archer really hard to balance out ? Since that one is being changed every single patch, just a friendly question :D

    Other then that it kinda makes sense
     
  3. Gajuner

    Gajuner Member

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    i can already see summoning builds being beyond broken on 21 :D
     
    Last edited: Apr 25, 2018
  4. Crazy

    Crazy Member

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    There will legit not a reason to not pick Forsaken anymore if you are a tryhard
     
  5. Crazy

    Crazy Member

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    +3 Income was so nice for Mastermind (just think of Flower Garg) and now this in combination with the forsaken buff is pretty much RIP
     
  6. Jules

    Jules Developer Staff Member

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    The last time Fire Archer was touched (other than during the big supply rework that affected all fighters) was almost 2 months ago in patch v1.78. But you're right that we've rebalanced Fire Archer a lot. #BetterNerfFireArcher :p

    For full context, Mastermind is 52% win rate and Forsaken is 45% win rate. Forsaken's two most used units (Gateguard and Green Devil) were nerfed.
     
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  7. Roshkatul

    Roshkatul Member

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    I don't like the fully removed splash damage on wave 21, gateguards and t1 mass will be BROKEN (they already are on wave 20). I would just reduce the amount of splash damage, but not remove it completely.
     
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  8. Crazy

    Crazy Member

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    Which might be caused lower tier players playing Forsaken and just spamming Gateguards. I have seen it on stream, there used to be people doing that. But in the end we will see how it pans out, but I am afraid Forsakens only weakness will be 17. I mean Summoning builds are insane now especially 19/20/21

    I mean Hades seems insane on this waves
     
    Last edited: Apr 25, 2018
  9. Nacccho

    Nacccho Member

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    You wont get any tank value early and its a fairly tanky unit. 3.5 SQM to 5 seems to be the spot depending on how much aggro you want to draw. Seven is specifically good for sniping sends.

    Needed to be nerfed harder i think.

    Thank the lord. Perfect nerf.
    Won't 16 be humungous now? Curious to see the data of how many gamse will end in 16.

    Really dislike nerfing brute as a unit. Yes it was by far the best mercenary early. But it was necessary to keep some builds in check. Also t1 buffs is an indirect nerf to brute.
    Maybe change the income aspect, like the sender gets 14 income, but the kill bounty is 20. Something like that.

    Isn't 52% kind of a sweet spot for mastermind? Given that is what mostly feel the meta should gravitate towards?
     
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  10. Nacccho

    Nacccho Member

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    Thats true, but this makes it more of a tradeoff, cause they shouldn't be great at 21.
     
  11. Myrmiron

    Myrmiron Member

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    If you're gonna nerf Starcaller + Spellcasters at least make it +30% so it's not as harsh.
    -7.25% DPS is a little much, especially since 14 got buffed as well.
     
  12. foliesseer

    foliesseer Member

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    These patch notes went from 100% amazing with the bugfixes to 50% after I saw the list of buffs and nerfs. Instead of fixing any problems with the Disciples and Starcallers, you gave them back the 25% increases Mana Regeneration since these units are countered by a single snail anyway. Forsaken got "tweaked", which mostly looks like a buff to me. Then you get some good Grove changes and then... the Bazooka upgrade line got more nerfs so you can feel even more miserable upgrading to these units. I really don't understand how Pyro still hasn't been changed in a major way after the unit has been rebalanced or nerfed so many times. And without APS/MPS, Zeus was already a miserable unit to build alone since Safety Mole exists.

    These balance changes are just sad, however I do agree that most of the nerfed units should have been nerfed or rebalanced in some way, since they were strong and they saw alot of play in the current meta.
     
  13. Twig

    Twig Member

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    I agree on pyro.. they should stop nerfing pyro stats and just implement a passive nerfing pyro lategame
     
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  14. ithion

    ithion Member

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    "Even after this change, Mastermind will remain the strongest/most dominant choice for most competitive players, but we’re just making it less overwhelmingly strong."

    We had already established a consensus that when everyone was tryharding, races -> MM @ +2 on all elo levels last season.

    It's the consistency. Until you do something about that races will be stronger to climb the ladder.

    If we for once had a good mm meta again there was no reason to go back to race meta again... like...why? What's the point?
    Average players still climb really high on the ladder by playing one race over and over again with +3..why? because on average they gonna be better of on income in the end anyway. This reasoning and change litterally make 0 sense.
     
  15. ithion

    ithion Member

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    "For full context, Mastermind is 52% win rate and Forsaken is 45% win rate. Forsaken's two most used units (Gateguard and Green Devil) were nerfed."

    Is this honestly a problem? And what about the other races?
     
  16. Gajuner

    Gajuner Member

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    Tbh I'm quite sure grove is broken any wave but 15...
     
    Last edited: Apr 27, 2018
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  17. Blasti

    Blasti Member

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    I see, gotta buy glasses then, and #LeaveFireArcherAlone he's done nothing wrong, yeah i like them, very good fighter :D
     
  18. Roshkatul

    Roshkatul Member

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    It's early game is a bit difficult, but probably if there was a 2v2 tournament right now, i'd definitely go for a forsaken-grove combo, not even thinking about mastermind or anything else.. They cover each other's weaknesses really good and are reliable.
     
  19. Gajuner

    Gajuner Member

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    Phanoms build is super solid early game.

    Btw shroom solo holds 1, add 1 buzz and u even hold snail 1
     
    Last edited: Apr 27, 2018
  20. Nacccho

    Nacccho Member

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    When you see phanom climbing, you know groove is good again lol.
     
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