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v4.06: Game Balance, AI Improvements, 2x Chaos Weekend

Discussion in 'Patch Notes' started by Jules, Nov 14, 2019.

  1. Jules

    Jules Developer Staff Member

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    2019_1114_PatchNotes.jpg

    Announcements

    2019_1111_humblebundlesale_forum.jpg

    We're proud to now be partnered with Humble Bundle. An awesome opportunity to introduce the game to a friend.

    2019_1107_masterscup5_forum.jpg

    Sign-up for the Masters Cup V is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.

    2019_0215_GameMode_2xChaos_forum.jpg

    The next featured game mode is 2x Chaos with the following rule changes:
    • Random roll (6 new fighters) every wave
    • Waves have 2x the number of spawns
    • Start with 300 gold instead of 250
    2x Chaos will be enabled starting now to Sunday 11/17.

    2019_1105_S4End_forum.jpg

    Reminder that season 4 ends in one month. Ranked rewards are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.

    v4.06 Patch Notes

    Fixes & Improvements

    Bots
    - Now smarter about not undervaluing if they are weak on future waves
    - Now smarter about using aura fighters
    - Fixed a bug where bots would hire duplicate aura mercenaries if a player pinged them to (now they will limit themselves to one of each aura at most)
    - Easy bots (Play vs. AI) are now easier. The AI improvements we've been doing made Easy bots too difficult for new players

    Post-game stats
    - MVP Score: Fixed a bug where it was considering your opponent's leaks caught % instead of your own
    - Clicking the game ID now copies it to the clipboard
    - Added a 'Report player' button that automatically starts a Report Player forum thread with the game ID and player name

    SXnr26B.png

    The best way to report a player is in-game via the tab scoreboard. This gives much more accurate data compared to reporting after the game. So this change is mainly a QoL feature if you forgot to report in-game.

    FairPlay
    - Increased leaver penalty for causing game ties
    - Added -4 rating penalty for both players if a duo causes a game tie (to prevent an abuse case)
    - Reduced penalty for a reported griefer if the team wins the game

    Chat
    - Improved stability, implemented auto-reconnect, and added monitoring so we can quickly tell if issues are widespread

    Workers
    - Fixed a bug where queueing many workers with high income wouldn't train all of them

    Stability
    - Fixed some lag with higher latency connections

    Unit bug fixes
    - Guardian Angel now properly transfers buff stacks for Lioness and Alpha Male
    - Protection Aura now properly heals units in the holding area when the gate is closed

    Data tracking
    - We are now tracking data on "suicide" strategies, where one player doesn't build, to evaluate if it's a problem (particularly in lower-rated games)

    Game Balance
    We're intentionally keeping the balance changes light to avoid over-disrupting the game before the season end.

    Legion Spells

    Investment.png
    Investment green_arrow.png
    - Income: 32 -> 34

    Fighters

    This patch, we’re sharing balance data. Let us know if you like that approach.

    First, some context:
    - We strive to make the game fun for all players but generally balance around high-rated games
    - Data is important, but it doesn’t tell the whole story. There’s a lot we consider in the background.
    - For fighters, two important pieces are data are pick rate and win rate
    -- Pick rate is the probability a player picks a fighter, given it’s in their roll. High pick rate can mean new or fun, but it often means high versatility and power, especially among competitive players who are playing to win. The average pick rate of a fighter is 60% (6 picks out of 10 rolls).
    -- Win rate is the probability a player wins, given they picked a fighter. The average win rate of a fighter is 50%.

    Proton.png
    Proton green_arrow.png
    - Attack speed: 1.08 -> 1.02
    - Ionic Force: 20% attack speed per stack -> 25%

    Atom.png
    Atom green_arrow.png
    - Attack speed: 1.08 -> 1.02
    - Ionic Force: 20% attack speed per stack -> 25%

    Pick rate: 51%
    Win rate: 48.1%


    BoneWarrior.png
    Bone Warrior red_arrow.png
    - Health: 140 -> 130

    DarkMage.png
    Dark Mage green_arrow.png red_arrow.png
    - Health: 550 -> 500
    - Damage: 39 -> 38
    - Max mana: 20 -> 21 (we forgot Dark Mage in our last round of spell-casting improvements)

    Pick rate: 86%
    Win rate: 51.4%


    GreenDevil.png
    Green Devil
    - DPS: Unchanged
    -- Damage: 47 -> 48
    -- Attack speed: 1.33 -> 1.3

    Now perfectly 2-shots wave 3, which should open up Green Devil as a viable opening

    Zeus.png
    Zeus green_arrow.png red_arrow.png
    - Total DPS: 92.5 -> 93.3
    -- Attack speed: 2.13 -> 2.56
    -- Power Surge: Damage: 100 -> 75

    Shifting Zeus into a ranged impact damage dealer, since that's a fairly unique identity

    Pick rate: 60%
    Win rate: 48.5%


    FireElemental.png
    Fire Elemental green_arrow.png
    - Damage: 35 -> 33
    - Combustion: Damage: 45 -> 50

    Pick rate: 53%
    Win rate: 48.9%


    Harpy.png
    Harpy green_arrow.png
    - Health: 230 -> 240
    - Attack speed: 0.79 -> 0.81

    SkyQueen.png
    Sky Queen green_arrow.png
    - Health: 1320 -> 1350
    - Damage: 88 -> 89

    Pick rate: 35%
    Win rate: 48.6%


    Infiltrator.png
    Infiltrator red_arrow.png
    - Attack speed: 1.08 -> 1.05

    Orchid.png
    Orchid red_arrow.png
    - Attack speed: 1.08 -> 1.05

    Pick rate: 81%
    Win rate: 52.3%


    Leviathan.png
    Leviathan green_arrow.png red_arrow.png
    - Health: 2350 -> 2150
    - Aerial Command: Damage aura: 5 + 15% -> 6 + 18%

    Leviathan isn’t weak, but giving it a more powerful aura makes it more interesting and gives it a stronger identity

    Pick rate: 39%
    Win rate: 50%


    Canopie.png
    Canopie red_arrow.png
    - Damage: 155 -> 150

    Pick rate: 86%
    Win rate: 52.1%


    AlphaMale.png
    Alpha Male green_arrow.png
    - Health: 3370 -> 3400
    - Damage: 101 -> 103

    Making Alpha Male more alpha

    Pick rate: 44%
    Win rate: 49.8%


    LostChieftain.png
    Lost Chieftain
    - Gaia Shield now prefers to target units with Guardian Angel as well as evasion (Yozora/Arctaire)
    - Gaia Shield will now consider targets with low health if they have regeneration

    OceanTemplar.png
    Ocean Templar red_arrow.png
    - Damage: 160 -> 155

    Pick rate: 92%
    Win rate: 51.1%


    Yozora.png
    Yozora red_arrow.png
    - Health: 1200 -> 1170
    - Damage: 50 -> 47

    Arctaire.png
    Arctaire red_arrow.png
    - Health: 3320 -> 3270
    - Damage: 142 -> 131

    Pick rate: 91%
    Win rate: 52.6%


    Fatalizer.png
    Fatalizer green_arrow.png
    - Attack speed: 1.3 -> 1.33

    Pick rate: 61%
    Win rate: 47.8%

    LordOfDeath.png
    Lord of Death green_arrow.png
    - Undead Dragon: Health: 600 -> 700

    Hades.png
    Hades green_arrow.png
    - Imp: Health: 1200 -> 1300

    Pick rate: 39%
    Win rate: 48%

    Mercenaries

    FourEyes.png
    Four Eyes green_arrow.png

    - Attack speed: 0.5 -> 0.52
     
    Last edited: Nov 15, 2019
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  2. Seraphin

    Seraphin Member

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    Hum, I would love to have a little up for aqua and fire ele to be honest. I feel this unit is a bit too week at the moment.

    I think it's a good patch even if I'm not sure Zeus will be used in high elo games. Same for sky queen. But let's see :)
     
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  3. Cornep

    Cornep Member

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    Looks like an solid patch overall.

    Very happy about the worker bug fix <3 @Lisk

    Hype for LoD/Hades buffs!
     
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  4. Mick

    Mick Member

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    I'm not sure if Canopie needs an extra nerf next to the Ocean Templar nerf (for this unit at least). Might overdo it.

    As you know I really dislike the 'suicide' strat, we discussed it on Discord before. I just want to put up some arguments, why it is not good for the game to have it. (To be sure, I rarely lose vs it, so it's not a rage thingy :p)

    1. It's not in line with any balancing. Today, I got 820 myth send on level 10 from it; shaman + 4eyes among them. Shaman 4 eye combo is already strong late game, but it's not 'meant' to be there on level 10. There is just no counter against it, from both the one who got sent, or his ally. Same with (I see this often too) Siege Ram/Kraken on 8. Those units' HP just should not be there on wave 8.

    2. The 'fun' argument, it's a fun tactic once in a while. Tell me, is it really fun to click 'build worker' for 10 rounds? I doubt anyone likes that more than just playing the game. The only reason it's fun is because with very little effort or skill, you can give your opponent a really hard time. Same with building, if you just like to build, without having to think of if you can push, or how you are doing income-wise, maybe legion TD is not really a game you like. But yeah, little effort, great results = fun, I get that. (There are a few points in here, 1 'is it fun? 2 playing without the basics of ltd2 3 you need less skill than enemy to get better results)

    3. You are too dependent of your ally if you are being sent in to. The other has to push, but have the value to hold a bit for you. You just have to endure the 500 sends on 6 or 800 sends on 10.

    4. Imagine being a player not (yet) able to counter this strategy. While you are managing your value/income/workers/when to send, your enemy just doesn't build anything and gets massive sends out, while his ally holds. How is this in any way encouraging or feeling like you get rewarded for your skill in managing that?

    5. Even if you win versus it, there is hardly a rewarding feeling (at least in my case, but I would guess most feel like this). Why? Because you did not defeat a great tactic or outplayed them with great pushing/shifting gold or whatever. You just played a brainless tactic that THANK GOD you did not lose against.

    Anyway, just wanted to have that out there :D
     
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  5. Cornep

    Cornep Member

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    OK so, Bluejin noted the current attacks per second is 2.5, i double checked, and it seems to be the case.


    [​IMG] ATK. SPEED 2.5

    So uhh, maybe not nerf the bad units spell by 25% for 0.06 more attacks per second :)
     
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  6. Lisk

    Lisk Director Staff Member

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    Yeah these are all good points and I agree with a lot of them. I personally think if it could be weakened in 2v2, but kept viable (but still rare) in 4v4, that might be a sweet spot.

    I didn't have time this patch to think about it further, which is why I only added data tracking which will at least help make a more informed decision next patch/season.
     
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  7. Lisk

    Lisk Director Staff Member

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    It's tricky to explain the exact math, but actually Zeus (and other units) attack slower than their listed attack speed due to a long-standing bug with attack animation times interacting with attack speeds. So actually the Codex is slightly incorrect in this case because it is displaying the exact (unbugged) attack speed.

    I'm guessing Jules' listing of Zeus's attack speed being 2.13 is the actual (bugged) one, so changing it to 2.56 (fixed) is actually a pretty big change.
     
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  8. Jules

    Jules Developer Staff Member

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    Changes based on feedback/testing:
    - Reverted change to Ocean Templar healing
    - Buffed Fire Elemental
    - Buffed Four Eyes (to help deal with raid boss strategies)
    - Nerfed Yozora and Arctaire a bit more

    Will continue testing and update here.

    Keep in mind Zeus' Magnetic Accelerator ability, which restores 1 mana with each attack. So the spell damage is nerfed, but Zeus recharges the spell faster now.
     
    Last edited: Nov 15, 2019
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  9. Seraphin

    Seraphin Member

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    @Jules to be honest, I would have prefered you up auto attack damage on aqua rather than ability. Indeed, usually, you want aqua to hold correctly wave 6 and hold well wave 7 and 8. So boosting its ability won't change that much the problem with the unit in my opinion ;)
    Particularly since it is a bit squishy against wave 4-5-6. ;)
     
  10. Jules

    Jules Developer Staff Member

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    It's buffed on every wave, since 5 magic damage > 2 pierce damage, even on arcane and swift waves. I chose to buff the ability because there is an overabundance of pierce damage in the game and a general shortage of magic damage. Higher magic damage on Fire Elemental is probably good for the ecosystem, and it now synergizes even better with Rogue Wave (which is pierce damage). That was my thinking at least!
     
  11. Cornep

    Cornep Member

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    Is it though?

    Combustion stacks so yes, yes it is.
     
    Last edited: Nov 18, 2019
  12. Lisk

    Lisk Director Staff Member

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  13. Kim Andersen

    Kim Andersen Member

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    Actually I like both playing and playing against suicide (its fun with variance in the games). However, I seldom play it myself, since it feels weak and and I mostly lose when I try, and I almost never encounter it either. I would love to see it some more.
    -In my opinion; more viable strategies enriches the game.
    Also I do not agree that its a brainless strategy. You can't just play it with any combination of units and expect it to work. Both you and your team mate should have certain units for the tactic to be strong (at least thats my experience).
    I feel like it would be a shame to remove this tactic - rather try to balance it (though it might be hard, and take a lot of tweaks).
    One bad thing about suicide is its impact on the game length - The games can take forever! I still like it though! :)

    - Thanks for a great game! :D
     
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  14. Pennywise

    Pennywise Member

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    This patch is pretty good :)

    The nerfs are all in the right places but I think the buffs are perhaps a little underwhelming.

    A 1-2% buff to alpha male stats doesn't stop it being a weak unit (the main reason it's hard to play is you can't put it near upgraded auras or use it properly in normal hex placement).

    Likewise the hp buff to LoD/Hades summons doesn't really address why these units are weak. Hades atm is not too bad, but LoD just feels like a non-unit. By building one you're kind of gimping your board until you can upgrade it. The unit and the summon are both fragile and both low damage (or the dragon has some damage but it dies as soon as something looks at it funny).

    On top of this, their inbuilt abilities are more or less irrelevant after the early waves, both the summon and the unit have on-kill effects which just do not reliably trigger past wave 8. Both hades and LoD would benefit greatly if these abilities were removed entirely in favour of some extra stat allowances.
     
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  15. Jules

    Jules Developer Staff Member

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    Thank you both for sharing your perspectives; it really means a lot and shows that you care about the game. For now, we're just collecting data on the strategy.
    Thanks for the feedback, Pennywise. Some of the buffs were intentionally small to avoid power creep and also to not over-disrupt the meta right before the season ends.

    Alpha Male barely needed a buff imo. You're right that it can't be used with upgraded auras, which is a weakness, but you can think of it as having a constant +5% health +5% damage self-buff.

    I buffed the durability of Undead Dragon and Imp because they had really low health. You said it yourself - the summon is fragile and dies as soon as something looks at something funny. The goal was to make Undead Dragon and Imp actually survive, which also lets them leverage their arcane defense.

    The intention of Intellect/Devour is to make Lord of Death and Hades more viable earlier in the game. Otherwise, Hades (especially) becomes awful early game and really OP late game. I actually think Grarl -> Lord of Death is a viable opening. If you and other players would prefer these units be late game power houses, we can consider removing the abilities in favor of extra stats.
     
  16. Pennywise

    Pennywise Member

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    For the alpha male, would you consider changing his debuff trigger from value >=285 to just >285? This small change could make a big difference as you could then place alpha males together. This would let you play what seems like it should be a natural synergy, lioness and alpha male. Currently you can't do that properly as the alpha male causes a dead spot in the hex. Currently the only unit you can play in the hex that both activates lioness whilst not triggering alpha is the canopie (correct me if I'm wrong).

    On a tangent, I recently found out that hydra triggers the debuff (I guess since upgraded hydra counts as more than 275 now?)

    For the LoD/Hades, I personally would prefer them not being an early game unit. I don't think every T6 needs to be a viable opener. Though I do also remember when Hades was super OP late so who knows :confused:
     
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  17. Jules

    Jules Developer Staff Member

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    Alpha Male is gameplay-wise and thematically supposed to be a solitary unit. If Alpha Males could buff each other, that would lower their skill cap and make them less interesting, imo. Right now, it's challenging but rewarding to optimally position Alpha Males and Lionesses, and that would be lost if Alpha Males could buff each other. It would also be pretty strange thematically. Prides of lions don't have 6 Alpha Males next to each other because they are competitors.
    Violet, Lord of Death, Great Boar, Deepcoiler, Fire Lord, Canopie, Banana Bunk, Leviathan, and Orchid all buff Lioness without debuffing Alpha Male.
    Yeah, this sucks, since Hydra used to be a unit that buffed Lioness without debuffing Alpha Male. Lisk wanted to make Hydra worth 400 value to help players judge their value better, and I agreed it was a good change. The fact that it now debuffs Alpha Male was an unintended consequence, but on the bright side, it's more intuitive for most players and also opens up a cool strategy with Pawn Shop.
    Haha yeah, unbreakable late-game Hades - those were the dark days (or good old days).
     
  18. Pennywise

    Pennywise Member

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    Violet, Lord of Death, Great Boar, Deepcoiler, Fire Lord, Canopie, Banana Bunk, Leviathan, and Orchid all buff Lioness without debuffing Alpha Male.

    Ok maybe a couple more than I thought ;) though half of those you obviously don't want in your hex. Also... leviathan?

    It would also be pretty strange thematically. Prides of lions don't have 6 Alpha Males next to each other because they are competitors

    There's no such thing as an alpha male lion in nature btw, it's a myth, they actually live in coalitions of several males...so you might want to revisit the theme :D
     
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  19. s0n0fagun

    s0n0fagun Member

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    Nice fact man! Totally agree that the name of this unit should be changed.
     
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  20. Jules

    Jules Developer Staff Member

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    Just deployed a small patch with the following changes:
    • Fixed a bug where you sometimes couldn't train workers (happened most often in the tutorial)
    • Modified the duo rating adjustment formula
      • Penalty slightly reduced if you're within ~250 rating of your teammate
      • Penalty significantly increased if you're high-rated and your teammate is much lower in rating. This prevents abusers from smurf boosting to the top of the ladder.