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v2.30: Angler, Bounty Hunter, & Kingpin

Discussion in 'Patch Notes' started by Jules, Jul 3, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_0702_atlanteanT2.jpg

    v2.30a Patch Notes
    Deployed 2018.7.4 9:55 am PDT (18:55 CEST)


    Stability
    - Fixed another rare case where a unit would spawn with 0 hp

    Game Balance

    Angler.png
    Angler green_arrow.png
    - Junior Fisherman: 5 aptitude per killing blow -> 3 aptitude per killing blow (still +1 when a nearby enemy dies)
    - Maximum aptitude: 150 -> 100

    BountyHunter.png
    Bounty Hunter green_arrow.png red_arrow.png
    - Commercial Fisherman: 5 aptitude per killing blow -> 3 aptitude per killing blow (still +1 when a nearby enemy dies)
    - Maximum aptitude: 300 -> 200

    Kingpin.png
    Kingpin green_arrow.png red_arrow.png
    - Health: 3800 -> 4000
    - Elite Fisherman: 1 damage per 3 aptitude -> 1 damage per 2 aptitude (total damage unchanged at maximum aptitude)
    - Big Game Hunter: Heal: 25% of target’s max health -> 20%

    Angler is now more viable and can gain aptitude more reliably. Bounty Hunter can gain aptitude more reliably mid game. Kingpin is still a strong rush but more viable late game.

    v2.30 Patch Notes
    Deployed 2018.7.3 2:10 pm PDT (23:10 CEST)

    NEW! Atlantean Fighters

    AnglerCard_smaller.png

    Angler (T2)
    - Cost: 40 gold + 1 supply
    - Movement type: Ground
    - Health: 420 (Fortified)
    - Damage: 22 (Pierce)
    - Attack speed: 0.9
    - Range: Melee
    - JuniorFisherman_smaller.png Ability: Junior Fisherman: Gains +1 aptitude when a nearby enemy dies, +5 aptitude for landing the killing blow. Maximum aptitude: 150

    Aptitude is a secondary resource. Aptitude carries over when upgraded. Angler and Bounty Hunter gain aptitude, and Kingpin uses it. Read all 3 fighter descriptions for full context.

    via Sketchfab


    BountyHunterCard_smaller.png

    Bounty Hunter (T2U)
    - Upgrades from: Angler
    - Upgrade cost: 125 gold + 1 supply
    - Movement type: Ground
    - Health: 1600 (Fortified)
    - Damage: 82 (Pierce)
    - Attack speed: 0.9
    - Range: Melee
    - CommercialFisherman_smaller.png Ability: Commercial Fisherman: Gains +1 aptitude when a nearby enemy dies, +5 aptitude for landing the killing blow. Maximum aptitude: 300

    via Sketchfab


    KingpinCard_smaller.png

    Kingpin (T2UU)
    - Upgrades from: Bounty Hunter
    - Upgrade cost: 250 gold + 1 supply
    - Movement type: Ground
    - Health: 3800 (Fortified)
    - Damage: 240 (Pierce)
    - Attack speed: 0.71
    - Range: Melee
    - EliteFisherman_smaller.png Ability: Elite Fisherman: Gains +1 damage per 3 aptitude but no longer gains aptitude
    - BigGameHunter_smaller.png Ability: Big Game Hunter: When dealing the killing blow, heals for 25% of the target’s max health

    via Sketchfab


    Game Fixes & Updates

    Stability
    - Fixed some errors in attack-move code that could cause various unpredictable issues

    Dark Mage
    - Doubled mana, mana regen, and Mind Warp’s mana cost. This makes it regen 1 mana per second, which is consistent with all other units. No effect on balance.

    Interface Fixes & Updates

    Tutorial
    - Fixed a bug where you'd be unable to deploy fighters in your next game if you quit the game when a Continue popup was shown

    View Profile
    - Fixed a bug where viewing multiple profiles via Global Chat would cause the menu back button to break

    Scoreboard
    - Rolls are now bigger

    Chat Icons
    - Unit icons (typed by chatting things like :SafetyMole: are now the same size as emojis)

    Wave Timer
    - Now plays a wind gust noise when there are 6 seconds remaining

    Matchmaking Updates

    Find me a match as soon as possible ("the button")
    - Fixed a bug where hitting the button didn't properly expand the rating tolerance for >2000 rated players. Very high-rated players should now be able to find games during off-hours by hitting the button. Thank you to DaddyDucky for helping us find and fix this bug.

    Leaver Protection
    - Fixed a bug where winning with a leaver (bot) on your team wouldn’t reward full elo for winning. (It is only supposed to be halved when you lose)
    - Added helper text to explain your rating loss was halved if you lost with a leaver on your team

    Game Balance

    Tier 1

    Peewee.png
    Peewee red_arrow.png
    - Booster: Attack speed bonus: 100% -> 90%

    Tier 2

    FireElemental.png
    Fire Elemental red_arrow.png
    - Health: 1200 -> 1150
     
    Last edited: Jul 4, 2018
  2. MonaldRektDonald

    MonaldRektDonald Member

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    Double upgrade, double fun :beer:
     
  3. Damien Davison

    Damien Davison Member

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    Sweeeet, I'm excited for double upgrade. Great work on the models folks, animations look sharp too.
     
    ViccieLeaks likes this.
  4. Marchombre

    Marchombre Member

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    Nice units:D
    dat legion will be awesome
     
  5. Lisk

    Lisk Director Staff Member

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    Patch is live!
     
  6. Themryon

    Themryon Member

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    I needed to search the translation for aptitude :rolleyes:

    Looks great!
     
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  7. Nacccho

    Nacccho Member

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    Super cool concept and design!!

    Fire Elemental Cost: 190 DPS: (Pierce)36 HP: 1200(Splash and combustion)
    Bounty Hunter Cost: 165 DPS: (Pierce)82 HP: 1600(Fortified)
    Nightmare Cost: 185 DPS:(Pierce) 117 HP:1400(Swift)

    It has pretty well rounded stats, should have a similar start(but worst) to nightmare, while less gold/supply efficient has the flexibility of beign a t2.
    Elite Fisherman deals magic damage?
    Sounds super good, but kind of redundant with deepcoiler, thats also a slowish attacking high pierce meelee DPS.
    And the maxed out shark will be hard to pull off.


    ~~

    Out of topic, mechs should need further nerfs still.
     
    Last edited: Jul 3, 2018
  8. Crazy

    Crazy Member

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    Where are the mech nerfs ffs?
     
  9. Mick

    Mick Member

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    Great job guys. I love the inventive new units. Adding a 't4' upgrade is interesting, just as the moment to upgrade it. Though I played with it first game, I started with bounty hunter, and got it maxed at lvl7, upped on 8 (with a Gnarl), seemed pretty op :)
     
  10. Jules

    Jules Developer Staff Member

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    It increases Kingpin's damage, so it's extra pierce damage.
    Peewee is far and away Mech's most used unit, so nerfing it definitely affects Mech's overall power. You're right that Mech will still likely be strong, but we're still evaluating what needs to be changed. Do we nerf Pyro start, Leviathan, Fatalizer, or Doomsday Machine, or do we buff other units to indirectly nerf Mech? It's hard to say because the last balance patch was only 4 days ago. Most players prefer when we don't make too many changes too quickly, so I'm trying to be respectful of that. Our balance approach is to be conservative and iterative because of how frequently we patch.
     
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  11. Nacccho

    Nacccho Member

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    Completely agree with that approach.
    But when it comes to nerfing you guys could be a little bit more "daring". Because making something too weak, isn't as bad as making something too strong. At least more healthy for the game.
    And i think berserkers could use some more nerf also.
     
  12. Jules

    Jules Developer Staff Member

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    That’s a good point. Will keep in mind going forward.
     
  13. reflektor

    reflektor Member

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    New units are so pretty thanks Curing
     
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  14. Bluejin

    Bluejin Member

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    Neat new unit, time to reinstall the game for a while.

    Depends, if a bounty hunter start is viable, you can have more than 200 aptitude already after wave 3. So maxing out one or maybe two seems doable, if you start early.
     
    Last edited: Jul 4, 2018
  15. ithion

    ithion Member

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    If u start bounty hunter it has max aptitude by wave 4 lol.
     
  16. Nacccho

    Nacccho Member

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    After testing, this is somewhat true, one is easy but two is super optimistic. To me it's kinda one and done.

    An early fully farmed kingping can be amazing, and still a very usefull in later stages. But it's absolute bottom tier if you dont start with it, feels like a dead slot on ur line up late.

    I thought the 2nd upgrade would be viable by itself, but it doesnt seem to be the case. Its neither a good dps, nor tank. Close to balanced tho.

    Really felt like grinding the game again after the updates, and fully figuring it out, but the amount of races(specially mech/groove) is really discouraging.
     
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  17. Bluejin

    Bluejin Member

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    Did some testing too, if then certainly a one-of, second one takes ages to stack. Not sure if it's even worth to start with it. You already need 2-3 tier 1s to hold 40 on 2, you need to build quite a lot to hold brute 3, if you built anti-3 and you could get a brute resend 4, you need to add stuff again, it's just such a hassle.
     
  18. Roshkatul

    Roshkatul Member

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    Yeah, the stats are kinda underwhelming for a stand-alone unit.
    I wanted to try out in custom, but I couldn't get the roll, and it's hard to get accurate results, the following set of units: Bone warrior, angler, grarl.
    - Get bounty hunter wave 1, add bone warriors for 2,3, maybe a Fire archer for 4
    - Add grarl for 5, sell it for 6 and get a kingpin.

    Luckily, the 1st game I played, my teammate actually had this setup, and it was really strong. It even held 140 (x2 brutes and snail) on 6 pretty easily and than he kinda snowballed by getting a dark mage and also adding an ocean templar. (even like that, it was still really weak on 10 tho, where the unit can't benefit from the healing).

    But tbh this is the only setup where I can see kingpin work.
     
  19. Crazy

    Crazy Member

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    I totally agree with this approach, but in this case the Problem is mech in themid-late stages of the game. It has no weak wave from 13-15, its decent 16 (Levis/boosted peewees/ Berserks/ Fatas / DD damage vs swarm waves) its good 17 its okayisg 18 and i cannt go 12-19 (even there Boost is ridiciulous). Nerfing the peewee boost has almost no impact on the midgame mech (you either got vets which I find balanced atm) or just other stuff than peewees (Levi peewee isnt mechs strongest combo anymore since dd aps/mps outscales it pretty easily)
     
  20. Jules

    Jules Developer Staff Member

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    v2.30a is live! Just some design improvements to Angler, Bounty Hunter, and Kingpin based on all of your feedback.
    I agree with you that MPS + Doomsday Machine feels a bit too strong. Data was inconclusive though (Banana Haven and Hades had higher win rates). My balance approach is to consider (1) in-game experience, (2) player feedback, and (3) data, and make sure at least 2 of them align before making a change.

    I'll look into more Mech nerfs next patch. In the meantime, here are some tips that have worked well for me:
    • According to data, Mech's weakest waves are 9, 10, 12, 16, and 19. Yes, Leviathan is strong against 12, but those are the waves that Mech is most likely to lose on, so on average, players don't have enough value in Leviathans to always hold 12.
    • Leviathan is weak against flying units. I've been having success sending Dragon Turtles and Drakes into builds with a lot of value in Leviathans.
    • Send on 16 if they have a lot of value in Doomsday Machines. I know some players think DDs are good on 16, but I disagree.
    • Bait Mech players into Boosting. Be unpredictable. Sometimes save 1 or 2 extra waves than you normally would.