Hi, I'm an old school player from WC3, having played the original Legion TD, the subsequent Squadron TD, and all that is in between. Now with Legion TD 2, I've come back into the fold and enjoy a good game of it every now and then. However, I have noted that Legion TD 2 is attempting to become a competitive game. Having played many competitive games seriously over the years, I've noted a few issues with this. 1. Competitive games avoid the use of dice rolls for determining outcomes. The primary culprit for this is Mastermind; I know that Mastermind is a staple of Legion TD, but I honestly believe it has no place in a competitive game in which skill should be the sole factor of victory. If Legion TD 2 is earnest in its desire to become a competitive game, Mastermind should either be removed as a selection from ranked play or redesigned. A good example of a competitive game redesigning its dice roll elements is Dota 2; Dota 2 has replaced many of its dice roll passives (15% crit on hit, etc.) and changed its random number generator to become a pseudo-random number generator that is dynamically normalized per instance. (The dice rolls are normalized so that if an effect should proc 20% of the time, the probability of procing increases per missed hit and probability decreases per hit.) Skill is the hallmark of a professional; dice rolls are the hallmarks of gamblers. I would suggest three redesigns of Mastermind: A. If the spirit of Mastermind is to be maintained, the closest fair implementation would be to make it so that the randomly generated tower/unit selections is uniform across all players. e.g., the game pregenerates all of the towers for all three rerolls and every player in the game receives the same roster to choose from. This eliminates some of the random elements of selection by ensuring an equal playing field amongst Masterminds. B. Allow players to create their own squads/legions pre-game and bring that template into the game. C. Remove Mastermind and instead allow players to pick a primary legion and then generate a single mastermind roster for all players, allowing them to select 1 or 2 towers to complement their current legion choice. E.g, I select Mech, then I can select from a mastermind roll (everyone receives the same mastermind roster) and can select a single or two towers (single probably best) to add to my towers. Or perhaps you can "trade" some of your faction towers for the mastermind selections. The mastermind roster would be visible before the legion choice to ensure that players can select their legion in mind with what is available in the "mastermind" pool. I can think up a few other ideas, but I believe these two are the best; A. is the closest thing you'll get to a balanced mastermind (although you don't avoid the dice rolls, which are not conducive to competitive games) or B. which is the most logical implementation of Mastermind but would render the legions obsolete (however, would be the de facto choice for a competitive game as it allows players to showcase their skill in selecting their builds and creating strategies deterministically.) C. Would be an interesting compromise as it is completely fair (the mastermind pool is generated once for all players and is visible at the start of the game) and balanced (you select the legion to start with and either gain a single (or more) tower or you can instead make it so that players have to "trade" their towers for towers from the mastermind pool. 2. Competitive games afford players more control Another issue in Legion TD is AI targeting. At times, it seems random and unpredictable and it can be a great deal of frustration watching one's units exercise poor decision making in targeting enemies. While I know that indirect control of one's units is a hallmark and part of the core experience in Legion TD, I do believe that some changes should take place to make this more fit for competitive play. Furthermore, the addition of this kind of control will increase the skill depth in the game by improving its strategic elements. There are two good possible implementations A. Allow direct control of a single unit per wave. This would be the simplest way to create some level of control. I do not mean control of movement as this would result in cheesy tactics such as kiting or creep blocking. However, being able to select a unit's target or control when a creep uses its spell and the target of the spell can make a significant difference on the outcome of a wave. This while an easy implementation, could defeat the spirit of Legion TD, which rewards players on strategic, rather than, reactionary play. B. Allow the player to determine target priority per either unit or via select (special) unit in-between waves. Give the player the ability to set target priorities via basic selections such as, "Target Low Health", "Target High Health", "Target Mercenary", "Target Non-Mercenary", "Target Group". This alone would be a massive QoL improvement over the current targeting system. I can see some concerns rising up over this as selecting "target mercenary" may seem like the no-brainer choice, but the opposing team can punish that by sending high health mercenaries or backline mercs. I understand that Legion TD has a storied history and that these are facets of the game that have been around since WC3, but tradition is no reason not to advance a game that has the ambitions to become competitive. Randomness has no place in a competitive game; games should be determined solely by skill. I believe that this is a major hurdle that Legion TD 2 has to overcome in order to be taken more seriously by players and the world at large. I have more suggestions, but these two are the ones that most frequently cross my mind when I play. Thanks for listening! Edit: I've updated the post a few times to clarify a few things or to update suggestions.