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v2.33: Eggsack, Hydra, New Legion Spell, Arcane Rework, Language Options

Discussion in 'Patch Notes' started by Jules, Jul 26, 2018.

  1. Jules

    Jules Developer Staff Member

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    50% Off Sale
    Legion TD 2 will be 50% off starting July 30! This is a great opportunity to introduce your friends to the game.

    Masters Cup II
    37 teams signed up so far! Over $400 prize pool, and growing. Sign-up is free. See Masters Cup II thread for details.


    Atlantean Update
    Tier 5 (and unlocked Atlantean legion) coming Monday, August 6.

    Team Summer Update
    Lisk is getting married soon. See team summer update thread for details.

    v2.33a Patch Notes

    - Fixed some bugs with reconnecting

    - Health: 2700 -> 3000
    - Damage: 165 -> 180
    - Hydraling: Health: 900 -> 1000
    - Hydraling: Damage: 55 -> 60
    - Hydralings now receive aura buffs that are affecting Hydra
    - Hero, Villain, Sorcerer, and Vampire now transfer from Eggsack to Hydra after hatching

    v2.33 Patch Notes

    NEW! Translations

    Thanks to contributions by the community, we’re excited to release Legion TD 2 into Russian, German, Spanish, Castilian, Brazilian Portuguese, Swedish, and Dutch. Thank you to everyone who helped.

    These are the first of many languages to come. Another 20 languages are in progress. If you’d like to contribute, check out our translation thread for details.

    Translator Rewards

    - In-game translator badge for significant contributors (will be distributed when your language is released)
    - 200% card drop rates from July 27 - August 3

    NEW! Atlantean Fighters


    (T6) Eggsack
    - Cost: 275 gold + 1 supply
    - Movement type: None
    - Health: 2000 (Natural)
    - Damage: None
    - Ability: Azurite Shell - Damages enemies that attack it for 10 + 5% damage taken as Pure damage
    - Ability: Incubation - Hatches into a Hydra in 2 waves, or hatches prematurely if killed. If 2-waves premature, -44% damage and damage reduction. If 1-wave premature, -20% damage and damage reduction.

    via Sketchfab


    - Movement type: Ground
    - Health: 2700 (Natural)
    - Damage: 165 (Impact)
    - Attack speed: 0.9
    - Ability: Hydralings: Upon death, splits into 3 Hydralings

    via Sketchfab


    - Movement type: Ground
    - Health: 900 (Natural)
    - Damage: 55 (Impact)
    - Attack speed: 0.9

    via Sketchfab

    Game Fixes

    - Fixed a rare bug in attack-move code that would cause the server to silently crash late-game (possible index out of bounds when heavily throttled)

    Pathing & Targeting
    - Fixed a bug where ranged units would run too close at the start of a wave

    Technical Details: "far-away" targets range increased to a flat amount, rather than acquisition range dependent - this means targets that are out of attack range but still somewhat near will be considered

    Sea Serpent & Deepcoiler
    - Now much less likely to run into the cave
    - No longer affect the wave pathing while burrowing (They are now invulnerable at the start of the wave until they pop out)

    Grarl, Ocean Templar, King Claw
    - Delicacy now is persisted between upgrades/downgrades, which prevents an abuse case with Delicacy
    - This also means that if you upgrade to Ocean Templar/King Claw, Delicacy will not automatically reset to 90% - it will start at whatever Delicacy was for Grarl

    - Fixed a bug where units that made it to the cave while the wave was still in progress (typically Sea Serpent and Deepcoiler) would get stuck in a loop (Units that make it to the cave while wave in progress will now warp to above the gate if the player hasn't cleared yet, instead of in the catch area below the gate)

    Server Stability
    - Rewrote map loading sequence to improve server stability (File reading order is more deterministic)

    4v4 Map
    - Fixed a bug where player 4 and player 8 had fighters that appeared 'underground'
    - Fixed a bug where deploying fighters in the mid regions caused them to be invisible and not appear on the scoreboard

    Catch Area
    - Moved down a bit, to prevent units from being aggroed across the gate (and teleporting repeatedly)

    Lobby Updates

    Reconnection 2.0
    - Improved reliability of tracking games in progress, which should fix a lot of cases where you couldn’t reconnect to a game

    Technical Details: Rewrote unified data structure for storing game in progress data, and decoupled it from ActiveGames API call which is not always up-to-date

    Global Chat
    - Now shows all players, including those who are in-game. Players in-game will be grayed out.

    Player Data Updates
    - Fixed some cases where outdated data was used/shown (User data is now cached immediately whenever it is written to the backend)

    Custom Games
    - Removed "-reroll" command, since you can already reroll normally

    Friends List Optimization
    - Removed taglines from friends list (unfortunately this is a performance bottleneck, so we will likely keep it disabled for now)
    - Significantly improved performance (mostly noticeable on backend, not really noticeable for players)
    - This should fix some rare miscellaneous bugs that result from server load, such as ratings occasionally not being updated after a game

    Technical Details: Replaced instances of GetPlayerCombinedInfo with GetPlayerProfile whenever possible, especially in Friends List. Also only pulls statistics when needed, such as viewing a profile or in loading screen. This should reduce backend load considerably, since GetPlayerProfile scrapes way less data.

    Game Updates

    Bot Guidance: Mercenary Pings
    - Now you can ping a mercenary (right click) to tell your bot to prefer sending that mercenary
    - It only considers your most recently pinged mercenary
    - It clears the ping each wave after mercenaries are warped
    - More improvements/commands to come in the future

    - Now smarter about when to deploy certain fighters, including Bone Crusher

    Game Interface

    All Menus
    - Improved responsiveness of various menus when alt+tabbing (MouseOver/MouseLeave events are now forced when application focuses/unfocuses). This should make it less likely to accidentally select the wrong Legion, for example.

    Chat Mutes
    - Your mutes are now saved between sessions
    - You can find your mute list in your game files (Config/Mutes.txt)

    New Interface Option: Show All Ratings
    - Turn on to show all rating changes in the loading screen & post-game stats. Off by default.

    Text Commands
    - "-rolls" now shows icons as well as initial rolls

    Healing Text
    - Added small green healing text when a unit heals due to lifesteal. Lifesteal now feels even better!

    - Added "-clientbug" command for reporting a bug with the client (this will upload your logs) *WARNING* This has been known to freeze some people's computers!
    - Improved server teardown logging to help debug rare cases where backend pushes (stat/profile updates) failed at the end of the game

    Minor Fixes
    - Chat Window Focus: Chat window no longer requires an extra click to close, when clicking something outside the chat window
    - Advanced Camera: Fixed a bug where advanced camera hotkeys (Home, End, Delete) would accidentally work even while chatting
    - Team Chat: Fixed a bug where allied game chat would appear twice in your Team Chat while you were selecting a legion
    - King HP: Now rounds up, since it looked weird to have king HP at 0% when it wasn't dead
    - Localization: Fixed some miscellaneous text bugs


    - Now much faster for solos and duos rated <1200

    “The Button”
    - Fast matchmaking via “the button” is now available for solos and duos rated 1500+, instead of 1600+

    Duo penalty
    - Duo penalty for teams with large differences in ratings (e.g. an 1700 duo’d with a 1200)
    -- Decreased for teams in which the highest rated member of the duo is <2000 rating (the penalty was too punishing for most teams)
    -- Increased for teams in which the highest rated member of the duo is 2000+ rating (to discourage people from smurf-boosting to the top of the ladder)

    Leaver forgiveness
    - Leaver forgiveness detection is now more friendly and activates more often: 3 waves disconnected and not present at the end of the game -> 2 waves disconnected and not present at the end of the game OR 4 waves disconnected

    Rating decay
    - Rating decay for 1800+: Now starts after 2 weeks, instead of 4 weeks. Now 5 rating/day, instead of 3/day
    - Rating decay for 1400-1800: Unchanged (4 weeks, 3 rating/day)
    - Your rating cannot decay below 1400

    Too many players camping the top of the leaderboard


    Leaver penalties
    - Leaver and AFK penalties are now harsher (more likely to result in suspensions)

    Griefer penalties
    - Griefer reports and auto-detection are now only enabled for solo players (you cannot be suspended for griefing as a duo)

    AFK detection
    - Now kicks in much faster (180 seconds -> 90 seconds)

    Game Balance

    Mastermind green_arrow.png
    - Fixed a bug where Proton was being considered as fulfilling all attack/armor types in a roll

    Flying units green_arrow.png red_arrow.png
    - Flying/hovering units' “bonus range” removed
    -- This will make targeting feel more natural and expected (this should fix Berserker tanking before Peewees, Buzzes, Canopies and other flying units on wave 10 despite positioning Berserker in the back)

    King green_arrow.png
    - Judgment area of effect now has an instant projectile so the king is less likely to overkill (wasting an autoattack)

    Arcane units red_arrow.png
    - Arcane: Damage reduction from Magic: 30% -> 25%

    We’re reducing the necessity of Arcane fighters. They’ll still be important, but less mandatory to have in every roll. This change effectively nerfs all Arcane units and buffs all Magic units, so we’re compensating some Arcane units with buffs and some Magic units with nerfs.

    Legion Spells

    NEW! Vampire
    - +500 health
    - Grants Vampirism Aura: Drains health by 0.5% of max health per second, but grants 15% lifesteal and spell vamp

    Sorcerer(ManaRegen).png Sorcerer(SpellDamage).png
    Sorcerer green_arrow.png red_arrow.png
    - Sorcery Aura: 12% mana regeneration and 12% spell damage -> You choose: 20% mana regeneration or 20% spell damage (15% on Honeyflower/Deathcap)

    Tier 1

    Dark Mage green_arrow.png
    - Mind Warp: Now smarter about prioritizing which targets to buff (increased priority for Berserker, Fatalizer and decreased priority for Leviathan)

    Veteran green_arrow.png
    - Health: 1390 -> 1410

    Tier 2

    Angler green_arrow.png
    - Junior Fisherman: No longer gets a bonus stack for last hitting
    - Maximum aptitude: 75 -> 50

    Bounty Hunter green_arrow.png red_arrow.png
    - Commercial Fisherman: No longer gets a bonus stack for last hitting
    - Maximum aptitude: 150 -> 100

    Kingpin green_arrow.png red_arrow.png
    - Elite Fisherman: 1 damage per 1.5 aptitude -> 1 damage per 1 aptitude (total damage unchanged at maximum aptitude)

    More viable to start Angler or to go for a second Kingpin mid-late game

    Fire Elemental red_arrow.png
    - Attack speed: 0.78 -> 0.77

    Despite previous nerfs, Fire Elemental remains as the most popular opening with one of the highest win rates

    Ranger green_arrow.png
    - Mark Target: Damage amplification: 1 (0.5 against bosses) -> 1

    More Mastermind options against waves 10 and 20

    Bazooka green_arrow.png
    - Damage: 30 -> 31

    No longer leaves wave 2 with a sliver of health

    Zeus green_arrow.png
    - Health: 850 -> 950

    Goal is to allow Bazooka and Zeus to be more viable openings

    Pyro red_arrow.png
    - Attack speed: 1.96 -> 1.94

    Tier 3

    Sea Serpent red_arrow.png
    - Health: 800 -> 770

    Deepcoiler red_arrow.png
    - Health: 2400 -> 2280
    - Damage: 227 -> 224

    Gateguard green_arrow.png
    - Health: 700 -> 720

    Harbinger green_arrow.png red_arrow.png
    - Health: 1850 -> 1950
    - Damage: 100 -> 112
    - Removed Crushing Blow

    Wileshroom green_arrow.png
    - Health: 1420 -> 1450

    Canopie green_arrow.png
    - Health: 3700 -> 3750

    Tier 4

    Deathcap red_arrow.png
    - Health: 3300 -> 3270

    Tier 5

    Doppelganger green_arrow.png
    - Attack speed: 1.79 -> 1.85

    Whitemane red_arrow.png
    - Health: 4350 -> 4300

    Tier 6

    Fire Lord green_arrow.png red_arrow.png
    - Health: 1820 -> 1750
    - New ability: Intellect: Last hitting an enemy restores 10% of max mana

    Fenix green_arrow.png red_arrow.png
    - Health: 3460 -> 3300
    - New ability: Intellect: Last hitting an enemy restores 10% of max mana

    Lord of Death green_arrow.png red_arrow.png
    - Undead Dragon: Health: 900 -> 800
    - New ability: Intellect: Last hitting an enemy restores 10% of max mana

    Hades green_arrow.png red_arrow.png
    - Raise Imp: Mana cost: 14 -> 15
    - New ability: Intellect: Last hitting an enemy restores 10% of max mana

    Intellect encourages you to get these fighters earlier, instead of just spamming them late game

    Millennium green_arrow.png
    - Health: 2200 -> 2250

    Doomsday Machine green_arrow.png red_arrow.png
    - Health: 5250 -> 5350
    - Detonation: Damage: 200 (120 to flying) -> 180 (110 to flying)

    - Tank mercenaries spawn a bit faster
    - Melee DPS mercenaries spawn a bit further back

    Dragon Turtle green_arrow.png red_arrow.png
    - Cost: 60 -> 40
    - Income: 18 -> 12
    - Health: 890 -> 610
    - Damage: 39 -> 25

    Fiend green_arrow.png red_arrow.png
    - Cost: 40 -> 60
    - Income: 12 -> 18
    - Health: 540 -> 910
    - Damage: 21 -> 27

    Fiend and Lizard have too similar of a use right now

    Hermit green_arrow.png
    - Damage: 33 -> 34

    Safety Mole green_arrow.png
    - Range: 100 -> 150

    Extended range so it’s less likely to get focused

    Pack Leader green_arrow.png
    - Range: 100 -> 150
    - Damage: 85 -> 88

    Extended range so it’s less likely to get focused

    Mimic green_arrow.png
    - Health: 2150 -> 2250

    Siege Ram green_arrow.png red_arrow.png
    - Health: 5500 -> 5700
    - Damage: 280 -> 290
    - Income: 96 -> 80

    Reducing the income of Siege Ram to make it a higher-risk, higher-reward mercenary, compared to Dino

    Kraken green_arrow.png
    - Health: 6200 -> 6400
    - Damage: 270 -> 290

    We have plans to rework Kraken in the future, but for now, just a buff


    Waves are already close to balanced. These are slight adjustments to compensate for the Arcane change and to tune things in a positive direction

    (2) Wales green_arrow.png
    - Attack speed: 0.93 -> 0.94

    (3) Hoppers red_arrow.png
    - Attack speed: 1.06 -> 1.05

    (5) Scorpions green_arrow.png
    - Scorpion: Health: 320 -> 330
    - Scorpion King: Health: 1280 -> 1320

    (8) Kobras red_arrow.png
    - Attack speed: 1 -> 0.99

    (9) Carapaces green_arrow.png
    - Attack speed: 0.72 -> 0.73

    (10) Granddaddy green_arrow.png
    - Attack speed: 2.22 -> 2.24

    (12) Mantises green_arrow.png
    - Health: 1150 -> 1170

    (17) Metal Dragons green_arrow.png
    - Health: 3000 -> 3050

    (20) Maccabeus red_arrow.png
    - Attack speed: 3.23 -> 3.13
    Last edited: Jul 31, 2018
    Egekaer, Akitos, reflektor and 6 others like this.
  2. jitsuc4

    jitsuc4 Moderator

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    So many QoL changes, like it!

    Really happy about those, since I really enjoy those stupidly long income-only games :p

    This sounds very nice! Curious to see how well this turns out in actual games.

    We're getting closer to some arcade-feeling game with all the numbers popping up everywhere soon! Maybe it's worth including an option to turn off number pop-ups soon (don't think you can currently?)?

    Is this still decay after not logging in for x weeks? Or did I miss the change to not playing in x weeks?

    All the spoilers in the translation docs :D

    Just quoting this to see if it's still there when the feedback from others and the patch hits :p

    Don't see how this is a nerf?

    Do the units get Intellect on top of their previous abilities or are some removed?

    Typo, should be 12->18 income, since no ability and myth increase
    Interesting change to DT and fiend. Might have a big impact on natural openers.
    Jules likes this.
  3. Jules

    Jules Developer Staff Member

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    Probably can do that in the future.
    Still based on when you log in. We plan to make it based on when you last played a Normal game, but it's relatively high implementation cost, so it's coming later.
    Fixed, thanks.
    It's in addition to their current abilities.
    Fixed, thanks.
    I think it hits Honeyflower the most, but we'll have to see based on testing. Overall, I think it's a good change for the game.
    Seraphin and jitsuc4 like this.
  4. Dundergrabben

    Dundergrabben Member

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    The nerf to sea serpent/deepcoiler is alright I guess. But is it enough to stop the deepcoiler spam "strat"?
  5. Crazy

    Crazy Member

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    Abilities that deal damage: Violet, Disciple / Starcaller, (Buzz and Consort should work with Spelldamage but might be bugged), Honeyflower / Deathcap aoe, Banana Bunk / Haven Deflect, Zeus / Pyro, Tempest / Leviathan, Berserker / Fatalizer, Millenium / Doomsday, Fire Archers. Those do work with Mana reg but not with spelldamage: Proton / Atom (their Bonus damage scales per mana which is NOT SPELLDAMAGE, so increasing the manareg increases its damage output over time faster), Headchef heal ability (Butcher Lifesteal doesn’t work)
    Jules likes this.
  6. Robert Mends

    Robert Mends Member

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    I don't think we had a line for Intellect in the translation spreadsheet. Is the spreadsheet otherwise up to date with v2.33?

    Edit: I found something: currently the Vampire tooltip says the units lose 1% hp while the patch says it's 0.5%
  7. Jules

    Jules Developer Staff Member

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    I fixed Vampire and a few others manually. For Intellect, feel free to let me know here, and I can update it.

    We're still figuring out the best process for translating new content.
    Seraphin likes this.
  8. Myrmiron

    Myrmiron Member

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    I feel like this might be a bit weak for 60 myth
  9. Bluejin

    Bluejin Member

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    Big patch.

    Kinda scared of the sorcerer change, it's more than ever a spell that can be insanely good or abyssimal depending on your roll.

    That Angler change sounds like a nerf to me. The strongest point of Angler was really that you could potentially have it stacked fully after 6, and then have a unit that made it pretty impossible to leak 7 to 9 with a good push while still being fairly strong 11 12 14. Even if things didn't go that smoothly you'd usually have it stacked before 9. Now it is stacked fully only after 9, and only if the angler/bounty hunter was present for all kills. Not sure if being able to stack up multiple kingpins simultaneously is worth the tradeoff for that strong midgame. We'll see.

    Vampire Death Cap might be insane too if I understood that text right, brings back memories of flower butcher cross. :eek:
    Last edited: Jul 27, 2018
    Seraphin likes this.
  10. jitsuc4

    jitsuc4 Moderator

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    Brute currently is at 750 HP (12.5 hp/myth) and 45 attackpower, 0.87 attack speed (~39dps, ~0.65 dps/myth) + ability
    DT was at 890 (14.8), 39 ap, .99 as (~39dps, 0.64dps/myth)

    Fiend will be at 15.2 hp/myth, 27 ap, 1.35 as (~36dps, ~0.6 dps/myth), so it seems to shift more towards a swift tanky unit, rather than more damage oriented. But since swift is kinda weakish early (i feel like there's more pierce oriented openers?), you might be right?
  11. Mick

    Mick Member

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    Congrats to Lisk! (Or my condolences depending how you look at it :D)

    I like the new spell, takes some calculation and risk. It feels to me like the perfect spell for annihilator, since you need to take damage and have high-damage.
  12. Jules

    Jules Developer Staff Member

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    I think it's an Angler usability buff (at pretty much all stages of the game), a Bounty Hunter buff mid-game, and a nerf to Bounty Hunter opening. That was the intention, at least. The two strongest openings, according to the data, were Fire Elemental and Bounty Hunter. We also want Angler to be more viable. The fantasy of the unit is leveling it up from Angler to Bounty Hunter to Kingpin, and right now, most people skip Angler.

    I think Sorcerer Deathcap might be OP. It people have suggestions about how to make it less strong (while keeping it viable for other fighters), let me know!
    Bluejin likes this.
  13. Seraphin

    Seraphin Member

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    Huge patch ! First I would like to thanks the entier AutoAttack team !
    Also, I would like to congrats @Lisk !!!! :D :D :D

    I feel like Vampire will be completely broken for forsaken...#Nightmare + Butcher............
    Concerning Sorcerer, it will be game changing for sure particularly with disciple and Hades. I think Starcaller spell will be too strong in late game (600 + 0,5% health, does the 20% bonus is about the final damage? Or just on 600?). And I'm really afraid about the Hades spam during late game.....

    I really like wave changes! I think those are perfect changes in waiting for more mercenaries.

    About mercenaries, I feel like Mimic could get a better up on his health. Dt and Fiend changes could be interesting. However, I'm not sure now it is really interesting to send Dt against HF wave 3 since usually, you won't have 80 mythium to send double Dt and since magic damage deal more damage to Arcane armor. I'm afraid Dt would be a bit useless for wave 3 but probably interesting wave 5.
    Fiend is a bit weird. Is it a tank? Off-Tank? Or DPS? Swift armor are usually DPS AND Pierce damage. Maybe it would be better to up fiend damage a bit or change his armor ? I guess we will see during the game.
    I really love the Kraken buff !!! Finally it will be usefull ! And now really strong against mass starcaller.

    Cannot wait to test it !! :D :D

    Thank you again for your work !!

    EDIT: Jules, for Sorcerer, maybe you can try to give the 20% bonus to the flat damage only ?
    Last edited: Jul 27, 2018
    Robert Mends likes this.
  14. Bluejin

    Bluejin Member

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    I can understand the intent, but it still seems very hard to pull of. Basically you have a frontline offtank which you want to die last. If you build like a nm/beserker build, you waste a lot of tank potential, if you put it in the frontlines, it will stack even slower.
  15. MonaldRektDonald

    MonaldRektDonald Member

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    flower is already nerfed huged by getting gimped on w2 by a 40myth turtle send
  16. Roshkatul

    Roshkatul Member

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    Ok, here's my small patch review, in which I'll just review the more important balance changes, ignoring the small adjustments.
    But first off, I must mention that I LOVE the new elo decay. There were people camping in top 10 ever since 2-3 patches ago, and just playing on their smurfs.

    Dracula - Interesting spell, I'm looking forward to see how this works out with stuff like doppelganger/headchef.
    1. It will also be interesting to see how strong it will be with some units like deathcaps, since 15% is quite a lot
    2. I expect it to be REALLY strong with fenix, considering that the life degen will most probably interact with the mana shield, increasing it's damage, while still providing a huge lifesteal buff.

    Sorcerer - Yeah, I love this concept, since I think I suggested this some time ago. Now it will be useful in more scenarios than before. But as mentioned, it might be OP with deathcap.. Not sure if there's any elegant solution, besides nerfing the granted spell damage by a bit, maybe down to like 16-18%. I can see the spell damage variant only be used on deathcap/fatalizer, since most of the other units which use mana will prefer using the mana regeneration variant

    Angler - Interesting changes, another buff to the unit.. But as mentioned above, I still don't think it will be used late game, mainly for the reason mentioned above.. They are meele so they'll die too fast for them to build up aptitude.

    Ranger - Not sure I like reverting to this variant of ranger again.. Making grove stronger on 15 again, ay? But I guess.. this change is ok.. But overall ranger will be a MUST PICK in mastermind if we include the daphnee change.

    Daphnee - Just.. no xD Daphnee was already an INCREDIBLY strong tool for 20/21. I lost a game where both enemies were like 1k fighter value behind on 20/21, but they both had daphnees
    Before the change, daphnees reduced the dmg output by wave 20 by 13% which on it's own is HUGE considering that it scaled also reduced the AoE damage by 13%. Daphnees were already overpowered 20/21.

    New daphnee: They now reduce an extra 7 damage on wave 21. So now the new daphnees will reduce the damage output of wave 20, by around 153, which is almost 22%. 5 daphnees (900 value), reduce the damage output of one of the strongest wave by 22%. Insane, since that also scales with the AoE damage, making the AoE damage deal MUCH less as well. 5 daphnees are literally thousands of HP worth of value on wave 20. Pretty sure 5 daphnees can make up for A LOT of missing value.
    - Considering that the boss attacks 3.13 times every second, 5 daphnees are worth around 480 hp single target EVERY second.
    - The boss also has 53 AoE damage/attack through immolate. (which is roughly 166 AoE damage/second). The AoE damage gets reduced to 44, with 5 daphnees (down to 137 AoE damage/second)
    - So 5 daphnees are also worth 29 hp/second for every target which the AoE can hit). If the boss hits 20 units at once (which isn't uncommon at all), 5 daphnees will be worth around 880 hp EVERY second
    - So in just 1 second, assuming that we have a setup of a few tanks and meele units, daphnees are worth 1360 hp, which snowballs the longer the fight goes, since some dps units will live a lot longer than they would if there were no daphnees at all

    Like seriously, that's just.. a bad change xD If anything, before this patch, I would've tried to find ways of nerfing daphnees on wave 20, since they were already reducing the damage output by 13%, and they were overpowered there. Having one unit in a roll made the difference between winning/loosing even if you were very far behind.

    Bazooka - Bazooka spam was still strong. My latest variant of mech build had bazooka spam included, instead of going for a berserker.. This just makes mech stronger overall, and also bazooka spam stronger overall, once again.. It almost feels like we are slowly heading back into a t2 spam meta.

    Harbinger - THANK GOD you changed this before MORE people figured out that spamming like 20 harbingers late game is insane because they just chain stun the whole wave. The stat buff will also make this unit more viable early on, while removing the stupid stun which would get insane levels of value later on (luckily, there were only like 2 forsaken players who figured out how strong harbinger spam was)

    LoD/Fenix - Intellect sounds interesting. I'm kinda scared that it might make hades a bit too strong on some of the waves where it was already pretty strong (like 19), even though this won't influence wave 20 at all.. Is snail spam meta gone with this? :-? Guess we'll see.. Can't really figure it out if it's gonna be too strong or just a fine niche effect

    Doomsday - Good, the AoE got nerfed a bit. Will still probably need to nerf it more before it finally reaches a balanced state

    Dragon Turtle + Fiend - Stat-wise, I think dragon turtle looks a bit overtuned, and fiend looks like a really strong tank, since it even has more HP/mythium than dino, which is insane.

    As I mentioned on discord, I'm not sure what effect these changes will have on honeyflower start. I think Honeyflower will still be able to hold the wave on 2, while still leaking the turtle, which is not good, considering that wave 3 just got A LOT easier for quite a bit of honey starts. At the same time, having 80 mythium will now grant way more magic dps than before, since you can send x2 dragon turtles which have a lot more damage than the hermit.. Guess we'll see how this turns out. I heard Jules will test honeyflower starts vs dragon turtle on 2, to make sure that this change does not make honeyflower too strong of a start.

    Siege ram and kraken are welcomed changes, they sound ok-ish. Siege ram will be a really strong mercenary now.

    Wave changes:
    2 and 5
    - I love these changes. It's like you read my mind. I was JUST thinking last night that if I would have to buff any early game waves, it would be 2 and 5, because they kinda felt weak to a certain extent.
    3 - I already stated on discord, I kinda hate this change. This was meant to compensate for the arcane change, and overall units like wileshroom and veteran are still weaker on 3 than on the current patch.
    BUT, starts like honeyflower, bone crusher, bounty hunter, devilfish, antler just got a HUGE buff, since some of those weren't using arcane on wave 3 anyway (especially bone crusher). I think this change will certainly make some starts really overpowered, since these starts won't get affected by the arcane change.
    10 - I love that you tuned it down (for everyone who did not catch the first variant, it was initially buffed from 2.22 -> 2.27).
    On the current patch, in some high elo games I played, it felt that wave 10 was the deciding wave. The buff was meant to make up for the arcane change, since the boss will take more damage from magic damage. But just as on wave 3, builds which did not use magic damage on 10, were going to be MUCH worse. And there are not that many sources of magic damage early on (fire archer's arrows, fire elemental DoT, honeyflower's aoe which is kinda laughable on single target, gargoyles, zeus burst etc.) Those small sources of damage just did not justify the huge buff. There are only 2 sources of heavy single target magic damage which you usually get early on: berserker, and ocean templar sometimes.
    Wave 10 is already a really tricky wave. I've seen so many games 100% lost on wave 10 because there are builds which just underperform hard on wave 10 compared to others. (in games where there are no leaks 1-9, who holds better on 10 straight up wins).
    The small buff is ok to make up for the arcane change.
    20 - Oh man, here we go. Let's hold 20 with 5k value with daphnees <3
    Last edited: Jul 27, 2018
    Jules and GvR Mr Mister like this.
  17. jitsuc4

    jitsuc4 Moderator

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    Maybe Jules can confirm this? Since the ability reduces damage from each attack, and the degen is not really an attack, it shouldn't trigger the mana shield?
  18. Roshkatul

    Roshkatul Member

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    Dark mage degen triggers the ability, so I guess vampire will as well
  19. Diocletir

    Diocletir Member

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    I think this patch is quite interresting.
    Since noone talked about it, i don't like to have the arcane change the way u did it. Bevor the DMG an amor type recived was intuitive because bevor all armor types averaged at 100% DMG now Arcance armor has an average of 103% (102.5% if u count pure). Or the other way around Arcane DMG got even better cause now it does an average of 102.5% DMG (102% DMG if u count pure).
    This all might not be an balanc issue but it just seems strange and not intuitive.
    Crazy likes this.
  20. Crazy

    Crazy Member

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    Reduce the % of spelldamage of Sorcerer for AoE effects