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v2.25a

Discussion in 'Patch Notes' started by Jules, Jun 11, 2018.

  1. Jules

    Jules Developer Staff Member

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    v2.25a Hotfix 1 Patch Notes
    Deployed 2018.6.11 1:30 pm PDT (9:30 pm CET)

    Buffs

    - Fixed a bug with some buff effects stacking when they shouldn't have (they were at max stacks), such as Fire Elemental's Combustion
    - Buff damage ticks are now spread out a bit more consistently


    Fire Elemental green_arrow.png
    - Damage: 43 -> 47

    Rebuffing to its original state after resolving an issue with how buff stacking worked

    v2.25a Patch Notes
    Deployed 2018.6.11 9:50 am PDT (5:50 pm CET)

    Hotfixes due to some emergent balance issues from v2.25

    Game Balance

    Legion Spells

    Villain red_arrow.png
    - Damage amplification: 18% (12% for ranged) -> 17% (11% for ranged)

    Atlantean.png
    Atlantean

    Pollywog green_arrow.png
    - Attack speed (attacks per second): 1.05 -> 1.09

    Devilfish green_arrow.png
    - Health: 1070 -> 1100

    Element.png
    Element

    Fire Elemental red_arrow.png
    - Damage: 47 -> 43

    This unit was made too strong by the buff tick fix

    Grove.png
    Grove

    Honeyflower red_arrow.png
    - Health: 1270 -> 1230

    This unit was made too strong by the buff tick fix

    Deathcap red_arrow.png
    - Health: 3610 -> 3500

    This unit was made too strong by the buff tick fix

    Mech.png
    Mech

    Bazooka green_arrow.png
    - Damage: 27 -> 28

    Zeus green_arrow.png
    - Health: 800 -> 850

    Waves

    (18) Wale Chiefs
    - Damage: 250 -> 150 green_arrow.png red_arrow.png
    - New ability: Poison-tipped Pole: Deals 100 magic damage on-hit

    Shifting magic damage from wave 19 to 18 to spread out damage types (previously not enough magic damage on waves 16-18 and too much magic damage on waves 19-20)

    (19) Dire Toads red_arrow.png
    - Damage: 175 -> 220
    - Bufotoxin: removed

    This unit was made too strong by the buff tick fix
     
    Last edited: Jun 11, 2018
    jqob and jitsuc4 like this.
  2. Nacccho

    Nacccho Member

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    Don't think thats enough. But i'm down for some slow, gradual, fine tuning!

    These changes seem to address mainly starting with these units.
    Also FE identity shifts a bit as it changes more and more towards magic dps. i.e not as godlike 7, less of a liability 9, and i would think absolute crap 10.
    About honeyflower i dont really know what to think, at the same time 90hp is a lot, does it really matter late? Where if you use it as second liners the new damage output still insane.

    If you guys went ahead and shifted the magic dps on 2.25, i'd be okay, cool. But it seems like you made a change that had a really unpredicted outcome on 19, and then went on to push another big change, that just looks unplanned.
    Which in this case i REALLY like the reasoning behind it, in a macro strategic level. But it just feels like a big work around.
    That being the case, if we're talking about operational process, thats a nay nay for me.
    Also, should make doomsday better 18 and shitty 19.
    Soooo, if you're having an even game going late against doomsdays, you're pretty fucked in terms of windows of opportunity for sending.
     
    Last edited: Jun 11, 2018
  3. jqob

    jqob Member

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    Doomsday is now strong every single wave from 13 to 18. before 18 wasnt a good wave for doomsday but now it is too. Can we get a nerf
     
  4. WarPenguin

    WarPenguin Member

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    I played a match yesterday i belive if i rememebr good, yesterday or 2 days ago, i only used antelrs and theyre upgrades, king claws and doomsdays we won at wave 21, i didnt leak anythyng from lvl 12 to 21 and they did send some crazy shit at 15 and 19, i do agree doomsday are kinda op now
     
  5. Nacccho

    Nacccho Member

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    Well, i guess the bot is completely bugged out, because i just had one not build for 4 consecutive waves before i conceded, whilst it was active sending.
    Teamate quit at wave 4, bot didn't build until 8.

    I would temporarily admit defeat on making the bot "usable" on latter, just adding some sort of compensation system. Because i'd say the win rate when your teamate dcs should be <5% overall, and way below 1% on higher elos.
     
  6. Nacccho

    Nacccho Member

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    Honeyflower still the best possible start and pollywog still close to unplayable.
     
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  7. Archaikum

    Archaikum Member

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    yes, honeyflower/Deathcap is way to strong now...