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v5.04: Chained Fist, Oathbreaker

Discussion in 'Patch Notes' started by Jules, Feb 28, 2020.

  1. Jules

    Jules Developer Staff Member

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    2020_0225_DivineT1.jpg

    Announcements

    2020_0228_masterscup6_fixed_small.jpg

    Sign-up for the Masters Cup VI 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.

    v5.04 Patch Notes

    NEW! Divine Tier 1

    Card_ChainedFist.png

    Chained Fist
    - Cost: 20 gold
    - Health: 270 (Fortified)
    - Damage: 8 (Impact)
    - Attack speed: 0.9
    - Range: Melee

    UnchainedRage.png
    Unchained Rage
    Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets

    via Sketchfab


    Card_Oathbreaker.png

    Oathbreaker

    - Upgrade cost: 75 gold
    - Health: 1220 (Fortified)
    - Damage: 36 (Impact)
    - Attack speed: 0.9
    - Range: Melee

    UnchainedRage.png
    Unchained Rage
    Once it reaches 50% life, it attacks 125% faster, but deals 50% less damage and hits random targets

    via Sketchfab


    NEW! Emojis 2.0
    - Typing in emojis using colon now shows autocomplete suggestions
    - New emojis

    2020-02-28_15h56_45.png

    EDovHeG.png

    NEW! Chat Room Groups
    - Chat rooms now groups players into categories: Developers, Party, Friends, In-Chat, In-Game, Muted. This allows you to more easily find people and message and invite friends
    - Developers are now highlighted in chat

    Cosmetic Improvements

    VFX
    - Game: Unit selection circles (cleaned up some noise), super effective attack type (new FX + also shows up on ranged attacks)
    - Equips: Eggsack, Eternal Wanderer/Samurai Soul.
    - Buffs: Fixed a bug where many VFX attached to models were 25% too small (the global scale multiplier was being factored twice)
    - Auras: Council, Protector, Vampirism, Magician, Leadership, Heroism, Wintry Touch & Frozen Veil, Sorcery, Safety Aura, Healing Aura, Mythium Core
    - Abilities/Buffs: Poison Tipped Pole, Stampede, Anaphylaxis & Paraphylaxis, Gaia Shield, Dimensional Rift & Dimensional Chasm, Shallow Grave, Guardian Angel, Deflection,
    - Missiles: Banana Haven, Kobra, Flying Chicken, Millennium & Doomsday Machine, Shaman, Blood Rush, Giant Quadrapus, Tempest & Leviathan, False Maiden & Hell Raiser, Nightcrawler & Elite Nightcrawler

    Icons
    - Units: Blob
    - Abilities: Accuracy & Precision, Anaphylaxis & Paraphylaxis, Ancient Power, Junior Fisherman & Commercial Fisherman & Master Fisherman, Council, Deflection, Devour, Eggsplosion, Energize & Mythium Core, Fragrance & Noxious Scent, Insatiable Hunger, Sprint, Stampede & Thunderous Charge

    Blob.png JuniorFisherman.png MasterFisherman.png NoxiousScent.png Paraphylaxis.png Precision.png Eggsplosion.png Energize.png Fragrance.png InsatiableHunger.png AncientPower.png LeakedUnit.png

    Game Improvements

    Gameplay
    - Shift+clicked (queued) mercenaries are now more consistent about being hired the instant before income is given
    - Fixed a rare bug where some units would sneak through the mythium gate while it was still closed

    Matchmaking
    - New players are now seeded at a lower Classic rating to make matches fairer and make it less likely for new players to get stomped
    - Fixed a rare bug where a player would be stuck on 'match found'
    - Fixed a rare bug where a player wouldn't find a match when they should have (after a lobby server restart)
    - Fixed a rare bug where a player would find a match with much lower or much higher rated players (after a lobby server restart)
    - Fixed a rare matchmaking bug when hitting “play again” while the lobby server restarted

    Reconnecting
    - Fixed a bug where reconnecting froze the HUD if Giant Snail was used
    - Fixed a bug where a dropped connection in-game wouldn't properly reconnect you
    - Fixed a bug where the (Q) wouldn't show up sometimes
    - Fixed a bug where notifications and the (Q) would show up during loading screen instead of after being done loading
    - Fixed a bug where bot wouldn't build for you if you were not connected but in the loading screen
    - Fixed a bug where the reconnect popup wouldn't show up if the game in progress was over 30 minutes old
    - Fixed a bug where the reconnect popup wouldn't show up if you recently joined the game and quit

    Player Profiles
    - Playstyle chat display formula tweaked to have more contrast between highs & lows
    - Fixed a bug where viewing a player's profile would load old data
    - Overview: Fixed a bug where upgraded towers were showing up in Favorite Rolls
    - Wave Stats: Fixed a bug in where tooltips for Workers On Wave & Income On Wave were accidentally multiplied by 100
    - Match History: Now shows MVP (or 2nd, 3rd, etc. if you weren't MVP)
    - Match History: Now shows Workers after wave 10 (gives you an idea of how fed the game was, as well as how well your opening went)

    Bots
    - Now save on the first wave of Wave 21, then send every wave after that (instead of just doing some weird stuff)
    - Slightly stronger preference for upgrades after wave 10
    - In Play vs. AI, bots now "ready up" after they build (instead of being "instantly" ready before they actually built)

    FairPlay
    - Fixed some cases in Classic queue that weren't being handled properly (false negatives)
    - Fixed a false positive case where a player would be given punishment points if their party member caused the match to be canceled
    - Reduced punishment if you disconnect and then rejoin the game

    Stability and Performance
    - Fixed most cases of changing options causing crashes. If you still experience crashes, please let us know.
    - Disabled x2 mode because it was causing too much server-wide lag (affecting other games too). In the future after optimizations, we'd like to re-enable this and may still include x2 in featured game mode weekends.
    - Single-player custom games now have a hidden supply cap of 100 (standard fighters use 1 supply and summoners use 2-3 supply) to reduce server-wide lag
    - Single-player custom games will automatically shutdown if there are over 300+ unit on the map to reduce server-wide lag
    - Disabled Alt+Enter hotkey (fullscreen switch) since it often causes the game to crash
    - Improved client performance for fetching profiles (implemented caching system to prevent duplicate parallel backend requests)
    - Fixed a bug where the server would fail to start up properly (Upgraded PlayFabSDK with concurrency fix for GameserverSDK)
    - Fixed some rare multithreading issues with logging
    - Games with an extreme amount of units now run at lower tick rates (this eases some of the load on the servers. It only affects games with 1,000+ units)
    - Added dashboard for average server CPU/memory metrics, which will help figure out optimal server configurations
    - Improved performance for storing/fetching profiles (compressed memory & redis footprints by about 600%, using mini-profile pattern)
    - Improved global chat scaling (now separated chat per lobby server. now prunes non-cached graynames when under heavy load)
    - Fixed scaling bugs with custom game rooms created on multiple lobby servers
    - Fixed scaling bugs with queueing for matchmade games when party is split across multiple lobby servers

    Quality of Life
    - Added a "Confirm No Build" Warning: if you attempt to train 6 workers on wave 1 in a matchmade game, you'll now receive a confirmation popup saying "Not building requires permission from your allies" before allowing you to proceed
    - Global Chat should now load faster
    - Recommended value is now higher on wave 11 if offensive legion spells exist (primarily to help new players)
    - Added a unit abilities column to the Wave info window
    - Added number of players indicator to the Ready button text, so you can see how many people are ready before pressing the button
    - Added an "X" over your income icon on Wave 21 to show you no longer get income
    - Fixed a bug where you could still select towers when the Confirm Sell popup was shown, resulting in selling towers you didn't mean to sell
    - Fixed Power Score tooltip window size
    - Fixed a bug where the "Don't sell all your towers" warning popup was showing with selling a Grarl on wave 2 (and other similar cases where you would legitimately sell a tower)
    - Fixed a bug where pings would accidentally fire twice
    - Fixed Legion Spell window glow graphics clipping
    - Featured game mode queue now shows # of players in queue
    - Muting a player now blocks party invites from them
    - Fixed a bug with multiple party updates where the client would render outdated party info

    Other Fixes
    - Fixed /spectate (experimental feature only available to game masters). Should work now and no longer crashes the lobby server
    - Fixed a bug with Hydra gold value (based on stacks) not displaying properly when added to your value as well as the Undeploy tooltip
    - Fixed a bug where in Chaos mode, when playing alone, the rolls window would accidentally be displayed
    - Fixed a bug where No T1s mode would still allow for T1s if you used Reroll
    - Fixed a bug where in No Saving mode, the game would crash if you had extra mythium to spend, but no mercenaries available to spend them on
    - Fixed a rare bug where units would cast abilities after they were dead, which caused some unstable side effects
    - Fixed a rare bug where a player would appear to have bought extra king upgrades
    - Fixed a bug where Shrine Wins, Losses, XP weren't being recorded properly. Unfortunately, there's no way to recover lost stats. Sorry about that.
    - Fixed a bug where some players had their tutorial progress reset by mistake (no way to restore progress)

    Game Balance

    Pathing and Targeting
    - Fixed a bug where Eternal Wanderer, Lost Samurai, Sea Serpent, Deepcoiler, Hydraling, and units with Guardian Angel were not being properly prioritized by ranged units

    4v4
    - Leak bounty scaling from 70% --> 60%
    - Dual building: Haste: 50 movement speed and 5 + 0.1% health regeneration -> 50 movement speed, 5% attack speed, and 25% damage reduction from AOE
    -- This change buffs dual building early game, nerfs it late game, and makes it viable to have small amounts of AOE
    - Hybrid Builder: Gold costs reduced by 3%
    -- Tier 2: 44 -> 43
    -- Tier 3: 85 -> 82
    -- Tier 4: 132 -> 128
    -- Tier 5: 182 -> 177
    -- Tier 6: 260 -> 252

    SkyKing.png
    King
    - Immolation buffed slightly on waves 3-9

    Legion Spells

    GiantSnail.png
    Giant Snail red_arrow.png
    - Health: 540 -> 530

    Villain.png
    Villain green_arrow.png
    - Damage amplification: 25% (15% for ranged) -> 27% (15% for ranged)

    Fighters

    BoneCrusher.png
    Bone Crusher green_arrow.png
    - Health: 1120 -> 1130
    - Attack speed: 0.676 -> 0.69

    Angler.png
    Angler green_arrow.png
    - Attack speed: 0.83 -> 0.86

    MaskedSpirit.png FalseMaiden.png HellRaiser.png
    Masked Spirit, False Maiden, Hell Raiser green_arrow.png
    - Now considered flying units

    Violet.png
    Violet red_arrow.png
    - Attack speed: 0.95 -> 0.925

    Butcher.png
    Butcher red_arrow.png
    - Health: 1400 -> 1370

    HeadChef.png
    Head Chef red_arrow.png
    - Damage: 105 -> 101

    Yozora.png
    Yozora red_arrow.png
    - Wintry Touch: Attack speed slow: 2% (1% to bosses) -> 1.5%

    Arctaire.png
    Arctaire red_arrow.png
    - Frozen Veil: Damage: 10 -> 8
    - Frozen Veil: Attack speed slow: 3% (1.5% to bosses) -> 2.5%

    Fatalizer.png
    Fatalizer green_arrow.png
    - Health: 5740 -> 5700
    - Damage: 85 -> 90
    - Attack speed: 1.33 -> 1.27
    - Duelist: Damage ramp per attack: 20 -> 25

    FireLord.png
    Fire Lord green_arrow.png
    - Attack speed: 1 -> 1.03

    Fenix.png
    Fenix green_arrow.png
    - Health: 4000 -> 4050

    Millennium.png
    Millennium green_arrow.png
    - Health: 2250 -> 2270
    - Damage: 340 -> 344

    Hades.png
    Hades green_arrow.png
    - Maximum mana: 60 -> 35
    - Raise Imp: Mana cost: 40 -> 33
    - Imp: Health: 1500 -> 1700
    - Imp: Damage: 80 -> 95

    GreatBoar.png RedEyes.png
    Great Boar, Red Eyes green_arrow.png red_arrow.png
    - Stampede and Thunderous Charge: Mana gain per second of moving increased; exponential factor removed. Damage is higher on its own but lower with Starcaller and Magician

    SoulGate.png
    Soul Gate green_arrow.png red_arrow.png
    - Hellion: Damage: 49 -> 53
    - Nightcrawler: Damage: 49 -> 53
    - Blood Price: Self-damage per cast: 17% -> 20%
    - Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate

    HellGate.png
    Hell Gate green_arrow.png red_arrow.png
    - Elite Hellion: Damage: 98 -> 106
    - Elite Nightcrawler: Damage: 98 -> 106
    - Blood Price: Self-damage per cast: 17% -> 20%
    - Ocean Templar’s Resonance: Now has 50% reduced effectiveness on Soul Gate and Hell Gate

    Gates cause lag in 4v4 games, delay battles too long, and are too snowbally when ahead and with Starcaller and Ocean Templar. These changes buff Soul Gate and Hell Gate on their own and when lower value but nerf their scaling potential.

    Mercenaries

    Brute.png SafetyMole.png Mimic.png PackLeader.png
    Brute, Safety Mole, Mimic, Pack Leader red_arrow.png
    - Range: 150 -> 100
    - Now more likely to be prioritized after other melee units if same % health (improved consistency)

    This is a slight nerf for Brute and Mimic, especially late game, and a roughly neutral change for Safety Mole and Pack Leader

    Ogre.png
    Ogre green_arrow.png
    - Health: 2350 -> 2700
    - Damage: 240 -> 100
    - Attack speed: 0.625 -> 1.25
    - Range: 150 -> 100
    - Now prioritized after other melee units if same % health
    - Knock Out: Reworked: Deals 125 bonus Impact damage every third attack. Refreshes on kill.

    Ogre is now stronger, less RNG, and no longer countered by cheap units

    Witch.png
    Witch green_arrow.png red_arrow.png
    - Advanced Necromancy: Mana gain per unit: 2 -> 3
    - Summon Froggo: Mana cost: 55 -> 65

    Stronger against unit spam

    FourEyes.png
    Four Eyes green_arrow.png
    - Attack speed: 2 -> 2.04

    Centaur.png
    Centaur green_arrow.png
    - Attack speed: 0.87 -> 0.89

    Shaman.png
    Shaman red_arrow.png
    - Blood Rush: No longer increases movement speed

    Kraken.png
    Kraken red_arrow.png
    - Health: 6700 -> 6600

    Waves

    Kobra.png
    (8) Kobras green_arrow.png
    - Attack speed: 1.06 -> 1.08

    Mantis.png
    (12) Mantises red_arrow.png
    - Attack speed: 1.02 -> 1

    The following waves are now stronger against tier 1 fighters:

    DrillGolem.png
    (13) Drill Golems green_arrow.png red_arrow.png
    - DPS: 160 -> 156
    - Damage: 200 -> 100
    - Attack speed: 0.8 -> 1.59

    KillerSlug.png
    (14) Killer Slugs green_arrow.png red_arrow.png
    - DPS: Unchanged
    - Damage: 90 -> 80
    - Attack speed: 1.12 -> 1.27

    Quadrapus.png
    (15) Quadrapuses green_arrow.png red_arrow.png
    - DPS: Unchanged
    - Giant Quadrapus: 448 -> 440
    - Damage: 112 -> 110
    - Attack speed: 1.12 -> 1.14

    MetalDragon.png
    (17) Metal Dragons green_arrow.png red_arrow.png
    - DPS: Unchanged
    - Damage: 120 -> 110
    - Attack speed: 1.54 -> 1.68

    WaleChief.png
    (18) Wale Chiefs green_arrow.png red_arrow.png
    - Attack speed: 1.25 -> 1.33
    - Poison-Tipped Pole: Damage: 200 -> 150
    - Poison-Tripped Pole: Refreshes when the ability gets a kill -> Refreshes on any kill

    DireToad.png
    (19) Dire Toads green_arrow.png red_arrow.png
    - DPS: 247 -> 248
    - Damage: 75x3 -> 95x3
    - Attack speed: 1.1 -> 0.87

    Maccabeus.png
    (20) Maccabeus green_arrow.png
    - Insatiable Hunger: Heal on kill: 100 -> 125

    LegionLord.png
    (21) Legion Lords green_arrow.png red_arrow.png
    - DPS: Unchanged
    - Legion King: Damage: 550 -> 500
    - Legion Lord: Damage: 110 -> 100
    - Attack speed: 2 -> 2.22
     
    Last edited: Mar 27, 2020
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  2. Boris

    Boris Member

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    A lot of changes, good job! Most of the changes seem to be fair except Masks, i really hoped that you would nerf them, they are imba enough but now it will be a faceroll. Perhaps aura adjustment from Leviathan, the way you've changed Ocean Templar and Soul Gate synergy.
     
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  3. Jules

    Jules Developer Staff Member

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    Thanks, Boris! According to the data, Mask is balanced, and Tempest is slightly weak. You also usually can't get a Leviathan until at least wave 7, which makes the combo less accessible. Will keep an eye on it though.
     
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  4. Lisk

    Lisk Director Staff Member

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    v5.04a
    - Fixed a bug where Hydra would accidentally mess up your Value statistic
    - Fixed Ogre tooltip
    - Fixed Oathbreaker card image & tooltip
    - Fixed a server scalability bug with Custom Game Rooms
     
  5. Bonny

    Bonny Member

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    Better late than never, here is the Patchnotes Discussion Video. HF

     
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  6. Lisk

    Lisk Director Staff Member

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    v5.04b
    - Fixed a bug with the sell button being missing on a downgraded tower
    - Fixed a bug with Ready button text not updating properly sometimes

    edit: don't worry Bonny I watched the patch reaction vid! Great stuff as always. Immo still feels weak to me, too, but I don't have the numbers on it.
     
    Last edited: Mar 3, 2020
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  7. Pennywise

    Pennywise Member

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  8. Jules

    Jules Developer Staff Member

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    Yes, it's a buff against bosses.
     
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  9. Lisk

    Lisk Director Staff Member

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    Small v5.04c patch

    Fixes

    - Fixed a bug with Match History that would sometimes cut off older matches (fixed byte encoding to be UTF8 instead of mixing Unicode/UTF8)
    - Fixed a bug where Custom Game rooms from other branches (PTR, developer) would show up on live Custom Game room listings (and vice versa)
    - Fixed more misc scalability bugs
    - Added more monitoring for long queue times in Matchmaking to help us debug further

    Quality of Life

    - New feature: Tower icons on the TAB scoreboard now turn gray during the wave when the corresponding fighter dies
    - New feature: News Popups now have a "don't show this again" checkbox

    Bone Crusher

    - Health: 1130 -> 1140
    - Attack speed: 0.69 -> 0.7

    Masked Spirit

    - DPS: Unchanged
    -- Damage: 7 -> 9
    -- Attack speed: 1.03 -> 0.8

    False Maiden

    - DPS: Unchanged
    -- Damage: 24 -> 31
    -- Attack speed: 1.03 -> 0.8

    Hell Raiser

    - DPS: Unchanged
    -- Damage: 48 -> 62
    -- Attack speed: 1.03 -> 0.8

    Not as hard-countered by Safety Mole, but nerfed synergy with APS and Leviathan
     
    Last edited by a moderator: Mar 4, 2020
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  10. Boris

    Boris Member

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    If it comes only to data, this game would have been balanced long time ago. Everyone knows masks are op, check your data and see the pick % for masks. Yes, obviously you can't make leviathan combo before level 7, but masks are imba enough alone for early game. There isn't a tier 1 unit in this game who has so much utility:

    1.Strong for any wave before 10, except 5 and 9, if you have good roll even 5 and 9 are not that bad.
    2.Sort of Aoe unit that doesn't get owned by a hermit, now with the latest change even Safety Mole wouldn't counter it.
    3.Long range so that you can easily split and kite units like Dino that would eventually counter masks, but not this time buddy ;)
    4.They are quite strong with APS, which would eventually give them +6 dmg if upgraded, so i don't get the idea of giving them +15/+31 with the Leviathan aura (that's when Hellraiser had 48 dmg, with new change is probably a lot more)
    5. On waves 6 and 13 where they are supposed to be weak, but still they soak so much hits with their swift armor, that makes it still worth making some.
    6. It's a Tier 1 unit. OK it has 2 upgrades and with that it's stronger than other tier 1 units, but my understanding is that in mid/late game tier 1 units shouldn't be that strong.
     
  11. Lisk

    Lisk Director Staff Member

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    v5.04d patch will go live soon. No gameplay related changes, but a bunch of lobby fixes.

    Here are the changes!

    Gameplay Fixes
    - Fixed a rare bug where an activatable Legion Spell didn't show up on your fighters
    - Fixed some bugs with reconnecting & loading screens

    HUD Fixes
    - Fixed a bug on the Tab Scoreboard where units that died would sometimes not be grayed out (or would be un-grayed out after some time)

    Profile Fixes
    - Fixed a bug where Fighter Stats weren't sorted after viewing a profile (after the second profile you viewed and after that)

    Lobby Fixes (Chat, Custom Games, Matchmaking)
    - Fixed a bug in Custom Game Rooms where if you double-clicked a slot, you would be appear removed from the game and no longer able to move slots
    - Fixed a chat scaling bug where global chat was refreshing in-game, when it shouldn't have been
    - Fixed several bugs where chat wouldn't connect (or would take a very long time to connect)
    - Fixed several lobby scaling bugs with custom games
    - Fixed a bug where you would be locked out of matchmaking if you spammed the cancel button
    - Fixed a bug where players would get stuck on "Entering Queue" when queueing the first minute a lobby server came online (race condition)
    - Fixed some other cases of players getting stuck on "Entering Queue"
    - Fixed some missing notifications

    Spectate Fixes
    - Fixed a bug where Admin /spectate didn't work on matchmade games (only custom games)
    - Fixed a variety of Admin /spectate bugs (mostly cosmetic)
     
  12. Lisk

    Lisk Director Staff Member

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    v5.04e will go live soon. No gameplay related changes.

    This patch will introduce some lobby scaling features that we'd like to test before F2P weekend. If everything goes well, you shouldn't notice anything. Otherwise, there will probably be some bugs and we'll fix/revert the patch as needed.
     
  13. basti

    basti Member

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    Could you please fix that mask tempest shit? The game is not playable at the moment. Its the most broken thing for a long time. You hold every wave till 10 just with this units easily.
     
  14. Lisk

    Lisk Director Staff Member

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    Agreed that it's pretty broken. We should be able to put out a fix tomorrow or Thursday at the latest. I've just been pretty tied up with other engineering stuff!
     
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  15. Jules

    Jules Developer Staff Member

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    v5.04f Patch Notes

    - Major chat code refactor
    - Legion Spells are now shown in tab scoreboard
    - Client logs automatically upload after bugged matchmaking to help us debug issues
    - Improved estimated queue time

    Mastermind Rolls
    - Significantly improved roll variety
    - Peewee: No longer satisfies pierce guarantee
    - Bone Warrior: No longer satisfies impact and magic guarantees
    - Great Boar: No longer satisfies pierce guarantee

    Chained Fist red_arrow.png
    - Health: 270 -> 250
    - Attack speed: 0.9 -> 0.83
    - Unchained Rage: No longer reduces its own damage

    Oathbreaker green_arrow.png red_arrow.png
    - Health: 1220 -> 1150
    - Attack speed: 0.9 -> 0.83
    - Unchained Rage: No longer reduces its own damage

    Stronger early game and when kept alive <50% health, but weaker otherwise. Intended to be an overall nerf.

    Proton green_arrow.png
    - Health: 190 -> 200

    Atom green_arrow.png
    - Damage: 30 -> 31

    Seraphin green_arrow.png
    - Attack speed: 1 -> 1.03

    Fire Archer green_arrow.png
    - Damage: 27 -> 28
    - Attack speed: 0.91 -> 89

    Now last hits wave 3 better

    Masked Spirit, False Maiden, Hell Raiser red_arrow.png
    - Reverted back to v5.03 (no longer considered flying)

    Butcher red_arrow.png
    - Health: 1370 -> 1350

    Head Chef red_arrow.png
    - Health: 3300 -> 3200

    Berserker green_arrow.png
    - Health: 2080 ->2100

    Fatalizer green_arrow.png
    - Health 5700 -> 5790
    - Damage: 90 -> 91

    Great Boar green_arrow.png red_arrow.png
    - Damage: 57 -> 60
    - Stampede: Damage reduced by 10%

    Red Eyes green_arrow.png red_arrow.png
    - Damage: 144 -> 151
    - Thunderous Charge: Damage reduced by 10%
     
    Last edited: Mar 18, 2020
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  16. Boris

    Boris Member

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    Thank god, i was getting desperate...
    @Jules , is it possible to test if masks would be vialbe with lower range. Imo, they have too much, so that they clear ranged sends too easily and in the original LTD, aoe units are intented to be strong vs the wave itself but usually weak vs sends.
     
  17. Jules

    Jules Developer Staff Member

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    Most AOE fighters are countered by ranged mercenaries on melee waves and tank mercenaries on ranged waves, so I think it's interesting to have some fighters, like Mask, that aren't. Unless there is a lot of demand to reduce their range, I'd rather just nerf their base stats (DPS and health) if they're too strong.

    Also, v5.04f is live!
     
  18. Boris

    Boris Member

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    In this case, we're discussing masks, and i can give you a fresh example. [​IMG] My mate was supposed to leak this level 13, i know fenix is op on 13 especially with these auras, but he was leaking this 100%, but hell raisers raped the 4e along with the hermit (yes, they were buffed) but still this makes them too op vs ranged sends. In this case , we have to skip sending on buffed raiser waves, but you can still workaround that by building hellraisers that are buffed on different waves.
     

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  19. Jules

    Jules Developer Staff Member

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    I tested the following sends against this build:
    • Four Eyes, Hermit - clears (Four Eyes dies after the Drill Golems)
    • Shaman - 65% leak, and the Shaman survives
    • Four Eyes, 2x Lizard - clears
    • 8x Lizards - clears
    • 2x Mimic - clears
    • Siege Ram - clears
    Four Eyes, Hermit was a good send in theory, but Shaman is better because it buffs the wave's impact damage against the Kingpin, Bounty Hunter, and APS and gives the wave attack speed, which helps bring down the Fenix.

    I understand your point though. Will continue to evaluate and see if other players believe their range should be reduced.
     
  20. Seraphin

    Seraphin Member

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    Take into consideration that 320 send wave 13 cannot be considered as a huge send. 400 is an okay send (Shaman + hermit).
    @Jules have you tested with centaur + dragon turtle ?