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v2.31: Siege Ram, Masters Cup II Sign-up, & Balance

Discussion in 'Patch Notes' started by Jules, Jul 12, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_0712_SiegeRam.jpg

    Masters Cup II Sign-up Open!

    2018_0711_masterscup2_small.jpg

    - $ prize pool
    - Free sign-up
    - No limit on number of teams. Any team with an average peak rating in season 2 of 1500 automatically qualifies.
    - Every team is guaranteed to play 10 games

    To sign up:
    1. You and your teammate type /join <team name> (e.g. /join Snail Kings) in Global Chat to join a private lobby.
    2. One of you types /signup while in the private lobby.
    See the Masters Cup II thread for full details.

    Contribute to the prize pool for free by entering coupon code ltd2 or clicking event sponsor links. AutoAttack Games will 1:1 match all contributions, up to $200. In other words, if the community contributes $150, we'll add another $150.

    v2.31 Patch Notes
    Deployed 2018.7.13 3:02 pm PDT (12:02 am CEST)

    NEW! Mercenary

    SiegeRamCard_small.png

    Siege Ram
    - Cost: 320 mythium
    - Income: 96
    - Movement type: Ground
    - Health: 5500 (Fortified)
    - Damage: 280 (Pierce)
    - Attack speed: 0.77
    - Range: Melee

    A fairly simple mercenary with the purpose of being an expensive Fortified tank. It's basically a big boy Dino. The next mercenary is an Impact damage dealer.

    via Sketchfab


    Custom Games

    Tournament Settings
    - Added a few custom game settings that will help with tournaments.
    -- Toggle on/off whether spectators can use [All] chat
    -- Toggle on/off whether Mastermind players have one reroll. (Type -reroll before wave 1 to get 10 random rolls)

    New Text Commands
    - Type “-coinflip” to pick “West” or “East” with 50% probability
    - Type “-roll” to roll a number between 1 and 100

    Game Fixes

    New Player Experience
    - Fixed a bug where players who tried to queue for a Normal game before they won two Casual games would be accidentally placed in Casual queue

    Crashes
    - Added additional debug information for the no-error AAG loading screen freeze bug
    - Potentially fixed a rare issue on slower hard drives where the loading screen wouldn't start properly (switched FinishSubtask ordering to come after verifying integrity of map file)

    Server Stability
    - Added additional debug information and failsafes around target acquisition and attack-move continuation. Hopefully this helps debug a rare bug where the game server crashing silently on later waves (19 and 20 especially).
    - Fixed a bug with a failsafe that activated when a fighter was in an unplayable area of the map, which caused server instability (such as tons of imps spawning)

    Unit Routing
    - Fixed a bug where units (usually summoned units) would be stuck in lane, looping between the bottom of the lane and the cave. They should now warp to the catch area if the player either leaked or cleared.

    Legion Spells
    - Fixed cases where your spell choices were not displayed properly at the start of the game
    - Fixed cases where your spell choices were not displayed properly when reconnecting at various points of the game

    Scoreboard
    - Fixed a bug on small resolution settings where the scoreboard was covered by the top bar, which prevented you from reporting players

    Game Updates

    Target Acquisition
    - Ranged waves and mercenaries now are less likely to “snipe” damaged fighters that are far away (distance weight multiplied by 10x)

    This would mostly happen on wave 11 when damaged backline fighters would be attacked before your frontline.

    FairPlay Updates

    Player Reporting
    - Added a text command: "-report [player name]" to report a player in-game (same thing as clicking the flag on the scoreboard)

    Match Canceled
    - If all players are disconnected/left/afk'ed on wave 1, the -8 elo punishment is now skipped. This typically only happens if there was a major bug with the server and nobody could connect.

    API Updates

    Fixes
    - Fixed a bug with Mercenaries Sent only showing the last mercenary sent instead of all mercenaries sent

    Game Balance

    Lots of small buffs and some Mech nerfs

    Mastermind
    - New randomization logic. You are now guaranteed:
    -- At least 1 and at most 3 T1
    -- At most 3 T6
    -- At least T1-T3 Arcane
    -- At least 1 Fortified/Natural
    -- At least 1 Swift/Natural
    -- At least 1 Magic
    -- At least 1 Pierce
    -- At least 1 Impact

    Spells and upgrades are taken into account when classifying fighters. The goal of this change is to reduce very weak rolls, not to always guarantee a good roll.

    Tier 1

    Pollywog.png
    Pollywog green_arrow.png
    - Attack speed: 1.2 -> 1.22

    Seraphin.png
    Seraphin green_arrow.png
    - Damage: 51 -> 52

    Adapt(intoDevilfish).png
    Devilfish green_arrow.png
    - Health: 1150 -> 1170

    DarkMage.png
    Dark Mage green_arrow.png
    - Damage: 38 -> 39
    - Mind Warp: Now factors in bonus damage when picking a target to buff

    BoneCrusher.png
    Bone Crusher green_arrow.png
    - Health: 1090 -> 1100

    Consort.png
    Consort green_arrow.png
    - Paraphylaxis: Damage: 150 -> 180

    Tier 2

    Angler.png
    Angler green_arrow.png
    - Range: 100 -> 150 (still considered melee)

    BountyHunter.png
    Bounty Hunter green_arrow.png
    - Range: 100 -> 150 (still considered melee)

    Kingpin.png
    Kingpin green_arrow.png
    - Range: 100 -> 150 (still considered melee)

    We’re experimenting with some melee units having extra reach

    FireElemental.png
    Fire Elemental red_arrow.png
    - Attack speed: 0.8 -> 0.78

    Daphne.png
    Daphne green_arrow.png red_arrow.png
    - Damage: 102 -> 105
    - Nature’s Touch: Movement speed slow removed

    Tier 3

    SeaSerpent.png
    Sea Serpent green_arrow.png red_arrow.png
    - Health: 870 -> 800
    - Damage: 55 -> 65

    Deepcoiler.png
    Deepcoiler green_arrow.png red_arrow.png
    - Health: 2600 -> 2400
    - Damage: 189 -> 227

    Pushing both of these fighters to be more for flanking

    Harbinger.png
    Harbinger green_arrow.png
    - Health: 1800 -> 1850
    - Damage: 98 -> 100

    Tempest.png
    Tempest green_arrow.png
    - Anti-air Turret: Damage: 6 damage every 0.25 seconds -> 9 damage every 0.33 seconds

    Stronger and less vulnerable to Safety Mole

    Leviathan.png
    Leviathan red_arrow.png
    - Damage: 100 -> 55
    - Attack speed: 0.8 -> 1
    - Bombardier (formerly called Shrapnel): Each attack hits up to 3 nearby non-flying enemies for 35 damage (cannot hit the primary target or a unit more than once) -> Shoots a nearby non-flying enemy for 100 damage every 1.5 seconds

    Leviathan without Tempest is now more vulnerable against flying units

    Tier 4

    OceanTemplar.png
    Ocean Templar green_arrow.png
    - Resonance: Health regeneration: 20 + 0.4% -> 25 + 0.4%

    KingClaw.png
    King Claw green_arrow.png red_arrow.png
    - Shell Shock: Damage: 75 -> 80
    - Shell Shock: Movement speed slow removed

    Mudman.png
    Mudman green_arrow.png
    - Harden: Damage reduction: 10% -> 15% (-15% while recovering)

    Golem.png
    Golem green_arrow.png
    - Harden: Damage reduction: 10% -> 15% (-15% while recovering)

    MPS.png
    MPS red_arrow.png
    - Health: 3350 -> 3200
    - Damage: 121 -> 116

    Tier 6

    DoomsdayMachine.png
    Doomsday Machine red_arrow.png
    - Damage: 760 -> 750

    Mercenaries

    DragonTurtle.png
    Dragon Turtle green_arrow.png
    - Damage: 38 -> 39

    Hermit.png
    Hermit green_arrow.png
    - Range: 400 -> 550

    Now a more viable send on wave 11

    Dino.png
    Dino green_arrow.png red_arrow.png
    - Health: 1240 -> 1200
    - Damage: 63 -> 66

    Dino’s tankiness causes too much battle RNG when used early game

    Drake.png
    Drake green_arrow.png
    - Range: 250 -> 400

    Less likely to randomly tank

    PackLeader.png
    Pack Leader green_arrow.png
    - Damage: 82 -> 85

    Mimic.png
    Mimic green_arrow.png red_arrow.png
    - Health: 2040 -> 2150
    - Damage: 131 -> 125

    FourEyes.png
    Four Eyes green_arrow.png red_arrow.png
    - Range: 250 -> 400
    - Attack speed: 1.22 -> 1.18

    Less likely to randomly tank

    Waves

    Maccabeus.png
    (20) Maccabeus green_arrow.png red_arrow.png
    - Damage: 750 -> 700
    - Immolate: Splash: 8% (5% to flying) -> 10% (6% to flying)

    A bit stronger against mass units and summoners
     
    Last edited by a moderator: Jul 13, 2018
  2. holepercent

    holepercent Member

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    Looks like fun? At least we get new mercenaries, although this one is pretty much GIANT dino?

    So leviathan loses the splash ability for more single target damage.

    Also, time to update MM Weekly...
     
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  3. DQO07

    DQO07 Member

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    I'm genuinely curious why you guys killed Leviathan? You reduced its base damage by 40%, and also nerfed the passive by alot. It was a strong AOE unit, but I never felt like it was a problem.
     
  4. Jules

    Jules Developer Staff Member

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    The passive is stronger now. 35 damage up to 3 targets (cannot hit the primary target or a unit more than once) every 1.25 seconds vs. 90 damage every 1.5 seconds.

    Against 1 unit: 0 DPS -> 60 DPS
    Against 2 units: 28 DPS -> 60 DPS
    Against 3 units: 56 DPS (split 2 ways) -> 60 DPS
    Against 4+ units: 84 DPS (split 3 ways) -> 60 DPS

    It's strictly stronger against 1-3 targets and arguably still stronger against 4+ targets.
     
  5. DQO07

    DQO07 Member

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    So if you factor in the old base damage, this unit is worse against everything but 1 and 2 units, and even then it is only slightly worse before than it is now.

    Against 1 unit: 80 -> 110
    Against 2 units: 108 -> 110
    Against 3 units: 136 -> 110
    Against 4 units: 164 ->110

    I feel like what it gained is not worth what it lost, and got almost 0 compensation on that end. Sure it is better against boss waves, but overall it just is worse than it was by a significant margin considering all waves outside of 10 and 20 have more than 4 units. I just disagree with gutting the base damage this hard, overall I like the change in passive.
     
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  6. Nacccho

    Nacccho Member

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    Should be very good on that situation, afraid of the impact of this logic might have on the towers though. Might get a lot more split focus with your range dps.

    These nerfs should have no effect whatsoever.

    But the leviathan change is pretty big. Tough to make any conclusion because it changed a lot, but i'm guessing its better against less units now? That is if i got the 90 damage part right.

    This is pretty uncalled for i think. Rng with dino was only a factor on splits, and still could be very much controled i feel.

    Deepcoiler was already pretty good. Power house 10, great 12-14-16-17.
    This is a huuuuuuuuge buff.
     
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  7. Jules

    Jules Developer Staff Member

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    In response to feedback, I rebuffed Leviathan a bit (still intended to be an overall nerf) and nerfed MPS more.
    The change only affects ranged "enemies" (waves and mercenaries), not fighters.
     
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  8. CORR0S1VE

    CORR0S1VE Member

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    Why is his little brother, the dragon turtle still neglected here? It spawns so far forward it's guaranteed to tank.

    Seems strange, given that it has a ranged attack.
     
  9. KaC

    KaC Member

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    hmmm only wave 4 is flying??? or am i missing sth? for me its look like a nerf only for waves 12 and 16..... and buff for other waves?
     
  10. jitsuc4

    jitsuc4 Moderator

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    That's because it's intended to be a tank currently (since patch 1.76, due to lack of arcane tank mercs, I believe was the reason for the change) :p It was short ranged before. Now it's melee.
     
    Last edited: Jul 13, 2018
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  11. jitsuc4

    jitsuc4 Moderator

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    Wave 17 is flying as well. Also mercs can be flying as well (e.g. DT, Drake).
     
    Last edited: Jul 13, 2018
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  12. Rave

    Rave Member

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    Overall nice patch, i love seeing new mercenaries .. this one looks like a super-dino.. even has more hp per mythium than the dino - excited how it is going to turn out. (on high value games you might be able to get one of these on wave 9 and make your enemy leak 100% of their wave)

    That leviathan change seems like it is dead for now? Deals almost always less damage (except against bosses, and even there it was nice to kill off summons) and no splash-damage anymore.. instead you attack a random target in range (which is terrible because you even target units that are still full hp while the old splash attack mostly attacked units right next to the attacked enemy and therefor targeted the same units on every hit.. I feel like that ability is worse than the old one (or about the same power-level) and that damage-nerf is crazy..
    Atleast the point that it is vulnerable against flying units without Tempest doesnt really matter because the only 2 flying waves in the game are 4 and 17.. on wave 17 the enemy is always sending a mole and therefor making tempest useless (so you never build levis or tempest against wave 17 anyway) and you never have a leviathan on wave 4.

    edit: but I am happy with a leviathan nerf (it surely was too strong before.. esp. in mech)

    This is probably broken but im excited to see how this plays out (and it buffs mastermind because it is the only race that can get these so I am quite happy about that fact :D )
     
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  13. Jules

    Jules Developer Staff Member

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    Pushed a few more tweaks to Tempest and Leviathan based on your feedback. This is why we’ve been making an effort to post patch notes early, so thank you!

    One of the new mercenaries we're working on is flying as well.
     
  14. FaithOfHeaven

    FaithOfHeaven Member

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    - Bombardier (formerly called Shrapnel): Each attack hits up to 3 nearby non-flying enemies for 35 damage (cannot hit the primary target or a unit more than once) -> Shoots a nearby non-flying enemy for 100 damage every 1.5 seconds
    Is this both piercing damage?
     
  15. ithion

    ithion Member

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    i like 4e+drake+hermit having longer range.

    It's just hard to send anything early against natural armor with dt beeing melee. Rarely finding an arcane tank to be useful.
     
  16. jitsuc4

    jitsuc4 Moderator

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    Asked this earlier on discord as well:

    Jules - Today at 7:54 AM
    Still pierce, yeah
     
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  17. Roshkatul

    Roshkatul Member

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    Four Eyes [​IMG] [​IMG]
    - Range: 250 -> 400
    - Attack speed: 1.22 -> 1.18


    I like the increased range, but 4e was already used quite a bit in high elo as a tank killer.. did it really need the attack speed increase?


    L.E. Oh.. whooops, it's a decrease
     
    Last edited: Jul 13, 2018
  18. FaithOfHeaven

    FaithOfHeaven Member

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    You mean decrease?
     
  19. Akitos

    Akitos Member

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    The pictures are still too big for YT thumbnails btw @Curing
     
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  20. Crazy

    Crazy Member

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    This is a pretty relevant nerf to Aqua again i think? Do the stats still show it as too strong?

    Mech will still be too strong tho I think with the Levi nerf but at least its best and best scaling unit got nerfed (the new ability is only better on 6/10 than the old and on both of these waves Berserker will be Mechs go to Unit).

    Btw I honestly think 20 is too strong atm. It is almost impossible to hold 20 to a send (in a fed but still open 50:50 game). Fatas will be weaker now on 20 since you cannt really protect them with unit spam (anymore). So Doomsdays are pretty much the best bet on 20 now. (Or DPS Fenix lul)