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v2.36: Looter, Pack Rat, Mac Fix, Stability Improvements

Discussion in 'Patch Notes' started by Jules, Sep 13, 2018.

  1. Jules

    Jules Developer Staff Member

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    2018_0914_Nomad.jpg

    We're happy to announce that Lisk is a married man! Congratulations to him and his wife! Lisk, Curing, and I also moved out of California. It's been stressful and we're still unpacking boxes and getting fully up to speed, but we're officially back to work on Legion TD 2!

    39522007_10213204801170419_4471659742296539136_n_small.jpg

    v2.36a Patch Notes

    Deployed 2018.9.17.820 am PDT (1720 CEST)

    - Fixed crashes in loading screen that happened to some players since patch v2.36
    - Fixed main Mac crash (Updated to Coherent v1.17)
    - Fixed some units not being aggroed (Reverted a fix from v2.36)


    v2.36 Patch Notes
    Deployed 2018.9.14.1420 pm PDT (2320 CEST)


    NEW Legion! Nomad

    Insignia_Nomad_small.png

    A nomadic race that resides in the dry badlands of Nova. Due to the harsh environment, they don’t stay put more than a few days at a time. While some intelligent humanoids exist, most of Nomad consists of fierce animal species, each with its own unique adaptations to the habitat. Unlike other legions, the creatures of Nomad are mostly solitary and self-serving. They tend to live with and care for their own, doing only what it takes to survive. In recent years, they have felt pressure from outside monsters that enter the badlands unwelcome. In response, they have formed an unspoken alliance against outsiders, placing a halt on their tribal, isolationist ways. A band of scrappy and crafty creatures, Nomad fights for survival.

    Looter_card_small.png

    (T1) Looter
    - Cost: 10 gold + 1 supply
    - Movement type: Ground
    - Health: 130 (Swift)
    - Damage: 11 (Impact)
    - Attack speed: 0.83
    - Range: 100 (Melee)

    via Sketchfab


    PackRat_card_small.png

    (T1U) Pack Rat
    - Upgrade cost: 65 gold + 1 supply
    - Movement type: Ground
    - Health: 650 (Swift)
    - Damage: 55 (Impact)
    - Attack speed: 0.83
    - Range: 100 (Melee)
    - Ability: Treasure Hunt - Your Pack Rat abandons this wave's battle. When the wave ends, it returns and you gain +10 mythium.

    via Sketchfab


    Nomad tier 2 and two new mercenaries are also ready to be released. We're going to introduce them one-or-two at a time to allow players to adapt to and explore the new content.

    Game Fixes

    Loading Screen
    - Fixed a bug where the game would start too soon while players were still connecting (Simplified QuickStart failsafe logic; now the loading screen has a single 60 second failsafe timer. Also Client Match Found reconnection failsafe is now more aggressive; 3s from 10s interval)
    - Tweaked some sequences to improve initial connection time (You should now get into the loading screen quicker and more reliably)

    Buffs
    - Fixed an incorrect interaction between dynamic regen (such as Bone Crusher's regen based on missing life) and other buffs where the application of a new buff (such as Brute’s Maul) would cause a unit's dynamic regen to be reset to 0 when added

    FairPlay
    - Fixed a case where a player would be AFK-detected on wave 1 when they built quickly, then idled for 90 seconds (AFK timer now doesn't kick in until after wave 2; the wave 1 AFK detection if you don't build anything/etc. still applies)

    Mac OSX
    - Fixed a rare crash on Mac OSX (Upgraded Coherent GT framework to 1.17.0.1 from 1.16.0.2)

    Mac players should be able to play again. Please let us know if you have any issues.

    Friends List
    - Rewrote friends list to load significantly faster. This should be especially noticeable for players with large friends lists. Also, this improves backend stability by significantly reducing backend queries. (Rewrote RefreshFriends to use aggregated GetFriendLeaderboard calls rather than GetPlayerCombinedInfo on each friend)

    Stability Fixes
    - Fixed a rare bug where Hades would crash the game (infinite loop based on a rare race condition; tweaked SummonPet logic to avoid this. Note, I wasn’t able to reproduce this reliably, so if you still experience the crash, please report it).
    - Improved fighter aggro stability (Fixed a bug where your lane would be aggroed multiple times in a single wave, which could cause unintended behavior as well as stability issues in rare cases. Also will improve server performance.)
    - Improved unit removal stability (Fixed a bug where a unit could trigger multiple OnDies events if RemoveUnit was called on an already inactive unit - might improve some stability with mass Hades)
    - Fixed a few cases where summoned pets weren't cleaned up properly after the round starts (they were spawning a split second after the cleanup ran)

    Catch Area
    - Fixed a case where units would wander off (it still happens in other cases though)

    Game Balance

    Tier 1

    BoneWarrior.png
    Bone Warrior red_arrow.png
    - Attack speed: 0.885 -> 0.87
    - Fixed a bug where Brute was inadvertently stopping Bone Warrior's regeneration

    FireArcher.png
    Fire Archer green_arrow.png red_arrow.png
    - Attack speed: 0.91 -> 0.9
    - Fixed a bug where Brute was inadvertently stopping Fire Archer’s regeneration

    DarkMage.png
    Dark Mage green_arrow.png
    - Fixed a bug where Brute was inadvertently stopping Dark Mage’s regeneration

    BoneCrusher.png
    Bone Crusher red_arrow.png
    - Health: 1090 -> 1050
    - Fixed a bug where Brute was inadvertently stopping Bone Crusher’s regeneration

    Very high usage (38%)
    Average win rate (50%)


    Peewee.png
    Peewee red_arrow.png
    - Health: 320 -> 310

    Veteran.png
    Veteran red_arrow.png
    - Stimpack: Bonus attack speed: 110% -> 100%

    High usage (30%)
    Average win rate (50%)


    Proton.png
    Proton green_arrow.png
    - Attack speed: 1.25 -> 1.265

    Atom.png
    Atom green_arrow.png
    - Attack speed: 1.25 -> 1.265

    Low usage (12%)
    Average win rate (50%)


    Consort.png
    Consort green_arrow.png
    - Health: 870 -> 890
    - Damage: 54 -> 55

    Low usage (13%)
    Average win rate (50%)


    Tier 2

    AquaSpirit.png
    Aqua Spirit red_arrow.png
    - Attack speed: 0.752 -> 0.74

    High usage (29%)
    High win rate (51%)


    Zeus.png
    Zeus red_arrow.png
    - Total DPS: 97.6 -> 95.9
    -- Autoattack DPS: 51.4 -> 42.2
    -- Power Surge DPS: 46.3 -> 53.7
    -- Attack speed: 2.7 -> 2.22
    -- Power Surge: Mana cost: 8 -> 6

    Reduced synergy with APS/MPS, shifted power into spell. According to the data, Zeus is overpowered in Mech (because of MPS) but balanced in Mastermind.

    Average usage (21%)
    High win rate (51%)


    Tier 3

    Windhawk.png
    Windhawk green_arrow.png

    - Health: 740 -> 760

    Violet.png
    Violet green_arrow.png
    - Health: 2040 -> 2100

    Low usage (9%)
    Very low win rate (47%)


    Gateguard.png
    Gateguard green_arrow.png
    - Chaos Hound: Attack speed: 1.06 -> 1.11

    Harbinger.png
    Harbinger green_arrow.png
    - Cerberus: Attack speed: 1.06 -> 1.11

    Low usage (8%)
    Very low win rate (46%)


    Tier 4

    Grarl.png
    Grarl red_arrow.png
    - Health: 1410 -> 1400
    - Attack speed: 0.813 -> 0.806

    OceanTemplar.png
    Ocean Templar red_arrow.png
    - Health: 1800 -> 1750

    Very high usage (37%)
    Average win rate (50%)


    Honeyflower.png
    Honeyflower green_arrow.png
    - Health: 1150 -> 1170

    Low usage (11%)
    Low win rate (48%)


    MPS.png
    MPS red_arrow.png
    - Health: 3200 -> 3100
    - Damage: 116 -> 112

    Average usage (15%)
    Very high win rate (53%)


    Tier 5

    PriestessoftheAbyss.png
    Priestess of the Abyss green_arrow.png
    - Attack speed: 0.91 -> 0.926

    Azeria.png
    Azeria green_arrow.png
    - Attack speed: 0.91 -> 0.926

    Low usage (13%)
    Very low win rate (48%)


    Doppelganger.png
    Doppelganger green_arrow.png
    - Attack speed: 1.89 -> 2

    Low usage (6%)
    Very low win rate (46%)


    Antler.png
    Antler green_arrow.png
    - Attack speed: 0.78 -> 0.8

    Whitemane.png
    Whitemane red_arrow.png
    - Health: 4250 -> 4200

    High usage (29%)
    Average win rate (50%)


    Tier 6

    BananaHaven.png
    Banana Haven red_arrow.png
    - Damage: 55x3 -> 53x3

    Very high usage (38%)
    Average win rate (50%)


    Hydra.png
    Hydra red_arrow.png
    - Health: 3000 -> 2700
    - Damage: 180 -> 168
    - Hydraling Health: 1000 -> 900
    - Hydraling Damage: 60 -> 56
    - Health and damage reduction per stack: 20% -> 15%

    Eggsack is warping the meta too much. Reducing the reward of having a fully stacked Hydra while also making it less punishing if your Eggsack gets popped early.

    Average usage (22%)
    Very high win rate (53%)

    Mercenaries

    Fiend.png
    Fiend green_arrow.png
    - Health: 910 -> 920
     
    Last edited by a moderator: Sep 17, 2018 at 8:23 AM
  2. jitsuc4

    jitsuc4 Moderator

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    @LForward - Today at 3:14 PM (2018/07/02) My bet on Legion 6 is "Savage" quote me on this when we know what it's called

    You were close enough I guess :)

    Uninterrupted 4v4 customs? Hopefully that was the last game dropping issue for now! :D

    Curious to see if those will make late game smoother in terms of game performance as well.

    Interesting concept, probably difficult to make it worthwhile? Assuming a wave average of 30 seconds, that's like a temporary 5/3 worker boost, so roughly 83g value (varying with different wave length) for a -85g fighter value on the wave. It might enable hitting a mythium breakpoint that you otherwise wouldn't be able to, but we'll see if it's actually useful.

    Curious how good it is now on w3 vs. Brute, guessing it will be way too overtuned, allowing really low values to hold.

    Still not liking that Hydra is so super supply efficient, you get so much value for 1 supply, making it far superior in that regard to any other tower.

    --

    Overall decent changes, but I guess builds like Rosh's mech build won't be affected too much and still be very strong (as in too strong compared to other legions), as it didn't really rely on zeus. Doubt the 10 hp less peewee meatshield has that big of an impact.

    Proton/Atom and Consort might be too good now for the gold, even though they were underused?
     
    Last edited: Sep 14, 2018 at 1:24 AM
  3. Bluejin

    Bluejin Member

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    That Treasure Hunt ability, how does it work? Do you activate it during the night like Harden?
     
  4. Nacccho

    Nacccho Member

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    Happy times wooooo!! Looking great lisk and lady lisk.

    Very nice concept behind the rat!

    Like the direction of the changes, but again, i read most of it as incentive, because most of the little nerfs will ahve almost no effect.

    Well, this is a buff honestly. For how irrelevant .2 is to antler, 50 is a thousand times more, and antler its more usefull earlier.

    Wow 53% is INSANE to a unit that complicated. True potential is way beyond that.

    Still will be very good i guess, even though is kinda hard to measure the nerf, cause the nerfs kinda have a multiplier effect.

    But the thing is, it is still too effective supplywise, and have a ton of indirect implications into the game dynamic.

    This is irrelevant
     
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  5. Seraphon

    Seraphon Member

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    Hello !

    I'm happy for you @Lisk and again congrats for your wending.
    However, I'm sorry but I'm not happy at all with this patch...We were waiting for a patch which nerfed some start and which balance starters. However, Bone crusher will be still very good as a starter, Eggs starter has not be removed like all T6 starters. Zeus nerf is just a joke. You just make it a bit less strong against arcane armor. it is definitively not enough! Peewe and veteran nerfs are just a joke here really.
    I need to test grarl wave 2 to see if it is viable to start with it but not sure it will be enough.
    No nerf about Ocean Templar which is really horribly strong early game/mid game.
    Mech still too easy to play and too easy to win with.
    Now Consort and Proton could be really too strong in early game.
    No change on Hades, still think summons are too strong and the unit itself is too weak.
    Still no change about wave 2 when it is a known weak wave (except against king when it hurts it).
    No change about Devilfish even if it is strong a starter.
    Finally, I'm a bit disapointed that you don't introduce NOW the new mercenaries when I think it is absolutely necessary, more than new unit.

    I'm sorry @Jules, I know it is a bit hard to hear but really that's not what I was waiting for personnaly...

    However, I will still thank you all of you for your work.

    EDIT: No change about Mimic also...

    EDIT2: Didn't realize it was 5 mythium for the whole wave. So It is impossible to use in early game since you cannot remove 20% of your value just like this and it is useless in mid/late game since your workers will give you really more than 5 workers. I'm not a fan of this T1U to be honest even if the the unit design is really cool!!! :)
     
    Last edited: Sep 14, 2018 at 4:51 AM
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  6. ichbinleise

    ichbinleise Member

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    Forsaken will be intresting
     
  7. Miniwabit

    Miniwabit Member

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    Not a real meta breaker patch like some of us was expecting but all the nerfs are in the good direction.
    But the meta is freezed since Atlantean realease and only a huge balance patch could change that.
    You should have realeased the T2 and the 2 news mercenaries with it
     
  8. Darktarant

    Darktarant Member

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    Finaly! Patch day :D
    I really like the idea of the new unit and 10 gold makes it the cheapest unit so far.
    I were initially a bit disappointed when i saw that there was only one new unit, but I think it is the right approach to not release everything at once.





    i dont agree on that as loosing 40 health is quite a lot for bc while brute wont be as destructive anymore everything else will be more painfull
     
  9. Seraphon

    Seraphon Member

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    For sure you're wrong. You remove 5% health and had a regen bonus which is 5% missing HP per second. Personaly, I accept for sure this deal for wave 3!!!

    EDIT: I think Nightmare is not used a lot because at the moment we are in a tank/range DPS meta. I'm not sure Nightmare is bad at the moment but it is not used because of the power of range units.
     
  10. jitsuc4

    jitsuc4 Moderator

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    I see your point, but I don't think it's really that much. But your reasoning was probably Jules' as well, since now you'll see other sends vs. BC, not only Brute. But since you could already hold with very low values (compared to other builds), even with the broken mechanic, it only gets stronger now. If other sends were stronger before, you'd have seen those instead of Brute already.

    And as Seraphon pointed out, the regen won't be affected at all by the minus max hp until the BC is below 40 hp. So unless you're clutch holding, the hp change has no effect. But with no broken mechanic to break it on w3, you can safely hold now, probably even safely push another worker.
     
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  11. jitsuc4

    jitsuc4 Moderator

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    Just putting this here if someone's curious, as we've been already talking about it on the Discord.

    upload_2018-9-14_18-6-57.png

    Note: Not sure when mole reduction comes into play, so numbers might be a little off there. Will test that when I feel like it :p
     
    Last edited: Sep 14, 2018 at 9:50 AM
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  12. Seraphon

    Seraphon Member

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    Thank you very much Jitsuc for this table ! But as I said, it shows Zeus nerf is a joke. Just look at the DPS vs a Mole send. Just loose 3 DPS... So now, it does not hold so easily against no send but still hold pretty easily against a send...trololololo
     
  13. Pennywise

    Pennywise Member

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    I'm not sure a 3% hp nerf to hydra will have that much impact, and I also think the mastermind pick and win statistics are a bit understated on this unit for a couple of reasons:
    • The 22% pick rate is only reflective of the fact that the egg is more situational than other T6. I would bet that when you roll both egg and grarl, the pick rate goes up to around 66%, and when you roll egg, grarl and peewee together the pick rate is probably approaching 100% (the small peewee hp nerf also does nothing to this starter as you want them boosted behind the egg anyway)
    • The 53% win rate is also a little misleading. The egg starter build has forced the entire meta to change towards builds that csn push 5 workers before wave 2 since if you can't break that egg on 3 you're going to have a bad time. The fact that the entire meta game has adapted specifically towards countering this one opener, and it still has a "very high win rate" is really saying something.
    That said, we'll just need to play with it a bit and find out. Maybe 3% is really all it needs who knows?
     
  14. Seraphon

    Seraphon Member

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    Well, the problem is not about starter (even if it brakes the meta so hard as you said) but about the mid game. When you see your opponent goes for an egg wave 10 because you sent wave 9 and you know he won't leak at all wave 11, just gg you spend 275 gold for a 480 value more or less. Still don't understand why the difference between egg broken early and full egg is not decreased...

    Now I just ask myself if Jules listened to players and more specifically @Roshkatul who explained very well the problem with this egg in a thread.

    To be honest, the more I read the patch note, the more I'm sad...
     
  15. Mick

    Mick Member

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    What does the usage % actually represent? The amount of times it is picked when it is in your roll, how many % of the games it's used, how many % of the lanes it's used, how many games it's used when you picked it in your roll? (I can think of more options :p)

    And does it actually need to be built to count? Same for win %?
     
  16. Jules

    Jules Developer Staff Member

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    Made some changes in response to discussion and feedback:
    • Fixed a typo that said Pack Rat's upgrade cost was 75 (it's actually 65)
    • Buffed Treasure Hunt: 5 -> 10 mythium
    • Small Ocean Templar nerf (-50 health)
    • Fixed a typo with Zeus' math (overall DPS reduction is slightly more than originally noted)
    • Nerfed/changed Hydra more
    The displayed numbers are:
    1. Usage rate = roll pick rate (the probability players picked the unit to be their roll)
    2. Win rate = roll win rate (the probability players win, given the unit is in their roll)
    The rating bracket being shown is 1600+. We evaluate all rating brackets (<1200, 1200-1600, 1600+, 1800+, etc.), but we can't show everything.

    You don't have to deploy the unit for it to be counted. We also have and use data on usage rate and win rate for when players actually deploy units, but that data isn't being shared here because it's a lot more complicated/nuanced.
     
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  17. deutscherhawk

    deutscherhawk Moderator

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    So this patch is great and all, but no one's asking the real question:

    @Lisk how in the world did your wife walk with that long of a train on her dress????
     
  18. Goro

    Goro Member

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    Because they nerfed gravitiy before the marriage patch.
     
  19. ViccieLeaks

    ViccieLeaks Member

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    Havent played yet, but i personally like all the balance changes,and i dont think it`s wise to nerf zeuz and hydra more drastically before we see how this turns out (on paper it looks pretty drastic to me anyway). New unit and legion idea seems cool (and interesting ability). Also + for memey card texts :D

    Congrats Lisk!
     
  20. Darktarant

    Darktarant Member

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    I actually thought it would affect the regen but your right in this way its not that big of a deal. We will have to see how good the bone warrior family will be on this patch. Probably i were wrong and you right lol