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v4.03c: Targeting & Mastermind Improvements

Discussion in 'Patch Notes' started by Jules, Aug 29, 2019.

  1. Jules

    Jules Developer Staff Member

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    2019_0829_patchnote.jpg

    Chaos Cup
    Last chance to sign up for the Chaos Cup! 21 teams signed up already.

    2019_0812_chaoscup1_m.jpg

    Saturday Schedule:
    - Check-in: 8:30am PST (5:30pm CEST) at tournament-checkin
    - Games: 8:45am - 12pm PST (5:45pm - 9pm CEST)

    Sign up:
    1. Start the game, and join a private lobby with your teammate by typing /join <team name> (e.g. /join Snail Kings) in Global Chat
    2. Type /signup while in the private lobby
    Signing up is free, and there are no rating requirements. Every player that fully participates will be awarded a Mystery Card, which you reveal to get a random collectible card that can also be used as an avatar. 1st, 2nd, & 3rd place will receive an exclusive gold, silver, or bronze in-game badge.

    v4.03c Patch Notes
    - Released to Public Test Realm (PTR). How do I join PTR?
    - Released to live servers

    Pathing and Targeting
    - Fixed a case where a unit would get stuck in mobs
    - Waves and mercenaries now prioritize units based on missing life, rather than missing % life. This helps tanks properly take aggro in some situations
    - Waves and mercenaries now use tower placement as a tie-breaker when acquiring a target. This means that if you build a Mudman ahead of a Nightmare, the wave will prefer to focus the Mudman, all else equal. The Nightmare will still draw aggro if it previously took more damage or if an enemy creature/mercenary is closer when it's acquiring a target.
    - Tanks mercenaries should be less likely to cause your melee DPS units to die before your tanks, especially on ranged waves and boss waves.

    These changes don't magically make all your DPS units survive, but they help in some cases. Proper positioning is still very important.

    Mastermind
    - Increased the probability of getting rolls with magic and impact damage
    - Decreased the probability of getting too many rolls with pierce damage

    This change compensates for the fact that pierce is the most common type of damage, especially among DPS units. Going forward, we're making an effort to balance out frequencies of attack/defense types, including more magic and impact damage and more swift tanks.

    Classic Matchmaking
    - If a player has been waiting longer than 5 minutes, it will now fill with bots. This fixes some cases during off-hours where it would take a very long time to find a match.

    Fixes
    - Fixed a rare case where a mercenary would spawn with 0 hp

    Tutorial
    - Tweaked UI to be more clear that only the first two tutorials are required to play multiplayer

    Translations
    - Updated

    Game Balance

    Legion Spells

    PawnShop.png
    Pawn Shop green_arrow.png
    - Gold gain: 75 -> 80

    Fighters

    FireElemental.png
    Fire Elemental green_arrow.png
    - Damage: 37 -> 35
    - Combustion: Damage: 40 -> 45

    Infiltrator.png
    Infiltrator red_arrow.png
    - Shuriken: Damage: 40 -> 35

    Orchid.png
    Orchid red_arrow.png
    - Shuriken: Damage: 40 -> 35

    OceanTemplar.png
    Ocean Templar green_arrow.png red_arrow.png
    - Resonance: Heal: 15 + 1.5% missing health -> 10 + 2% missing health

    Hades.png
    Hades green_arrow.png
    - Starting mana: 55 -> 60

    Waves

    QuillShooter.png
    (11) Quill Shooters green_arrow.png
    - Damage: 65 -> 67

    Quadrapus.png
    (15) Quadrapuses red_arrow.png
    - Quadrapus: Damage: 115 -> 112
    - Giant Quadrapus: 460 -> 448

    v4.03a/b Hotfixes
    - King now has 17% more health on wave 10 (other waves untouched)
    - Maccabeus: Damage: 150 -> 155
    - Legion Lords: Health: 7500 -> 7750
    - Legion King: Health: 30000 -> 31000
    - Buffed the king's attack speed on waves 6-9 for 2x Chaos mode only
    - Decreased wave 1 prep time by 30 seconds for 2x Chaos mode only
    - [MVP] now uses the old formula. This takes into account leak value, opponent leak value, and other factors, which should make it more accurately determine if you played well. Note that this means sometimes the MVP will be different than the most fed player (highest Power Score).
    - Added Avg % Leaked to post-game stats
    - Matchmaking is now faster if fewer players are online (Rating tolerance now expands a bit if fewer players are online)
    - Added a notification after you invite someone to a custom game
    - Dark Mage is now smarter about not over-prioritizing buffing Berserker on earlier waves
     
    Lisk, Cornep, Seraphin and 1 other person like this.
  2. Falafelrollo

    Falafelrollo Member

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    nice a reason more to not play ranked anymore.... btw why do u add bots in almost each classic game.... even worse u add one bot to 7 players.....if there are no player let me wait...you are destroying all the ques just for fast games...
     
  3. Jules

    Jules Developer Staff Member

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    We're doing our best to balance fast queues vs. fair matches. The number one reason people stop playing is long queue times. The only time bots are added is when players are waiting 4+ minutes in Classic. Classic is less competitive and is also how new players experience their first games, so we believe it's the right decision to add bots if players are waiting too long for a match. Obviously, it's not ideal, but it's the best we can do right now. We expanded the rating tolerance for ranked games only when there are <100 players concurrently online. As a German, you probably weren't playing during those times anyway, so this change shouldn't affect you.

    Our number one goal is to grow the playerbase, so there can be fast queues and fair matches at all times. We're working our hardest, I promise!
     
    Seraphin likes this.