Legion TD 2 Legion Spells + v1.67 Patch Notes


Legion Spells + v1.67 Patch Notes

Posted: 17 Feb 2018 04:56 PM PST

Announcements

- The 25% off is sale ending soon! Now's a great chance to introduce the game to a friend.
- Our 3rd team member just officially started. Our plan is to release the first unit from the 5th legion in March.

New Major Feature: Legion Spells

Legion Spells are in-game upgrades that boost your economy, empower your units, or provide other benefits. When wave 10 ends, you are presented with 3 randomized Legion Spells. You must select 1 Legion Spell before wave 11 spawns.


Allowance
+100 Gold


Press the Attack
+80 Mythium


Investment
+30 Income


Full House
+30 Supply Cap
+30 Maximum Supply Cap (150 -> 180)


Market
+35 Gold
+25 Mythium
+10 Income


Loan
+200 Gold
-30 Income


Transmute
Convert all of your Gold into Mythium, or Mythium into Gold (your choice)


Sacrifice
Undeploys one of your units for 100% value + 80 gold


Militia
+300 Gold
-3 Supply Used
-3 Workers


Savior
Heals the king by 25% missing life


Hero
Designates one of your fighters as a hero
- Increases health by 500
- Grants Heroism Aura: Boosts defense and damage by 8%


Villain
Corrupts one of your fighters into a villain
- Increases health by 500
- Grants Villainy: Autoattacks amplify damage taken by 20% (10% for ranged)


Reroll
Swap up to 4 of your existing fighters for new fighters (you are presented with your current 6 fighters + 4 randomized fighters, and you choose 6)


Giant Snail
Your Snails are replaced by Giant Snails, which have 2x health and damage

...and more to come!


Taxed Allowance
+80 Gold
(automatically occurs if you fail to select and use a Legion Spell before wave 11 spawns)

Legion Spells are different than Enchantments (pre-game specs), which are coming at a later date.

Game Updates

Mastermind
- No longer guaranteed at least one T2/T3 fighter

This was causing T1-T3 fighters to be too common because you're already guaranteed at least one T1 fighter and at least one T1-T3 Arcane fighter.

Bonus Damage
- Now rounds to the nearest integer. For example, an 8% damage buff would give +1 damage to unit 10 base damage (previously it would have given it +0 damage)

Model Sizes
- Tweaked some unit model sizes (visual only)
- Mind Warp and Blood Rush now increase the affected unit's model size (visual only)

Matchmaking Updates

- Party penalties decreased slightly (a 1600-1400-1200 trio is now less likely to get matched with a solo 1600)
- "Find me any game as soon as possible" now increases the window of acceptable rating differences by 200, instead of completely removing the cap (this makes matchmaking stricter and safer for high rated players)
- Now much easier to hit level 2 (allows new players to get into Casual Queue faster)

Game Balance

Preparation timer
- Wave 11: 34 seconds -> 75

Longer preparation time to compensate for Legion Spells

King
- Attack speed (attacks per seconds): 0.83 -> 0.85
- Judgment: Projectile speed: 2000 -> 3000
- No longer affected by Carapace's Deflection or Killer Slug's Spell Resistance [bug fix]
- No longer swaps back and forth between targets (for now, we had to disable the logic that allowed the king to "think ahead" with Judgment)

Forsaken

Dark Mage
- Mind Warp: Attack speed: 60% -> 50%
- Mind Warp: Movement speed: 0% -> 50%

Green Devil
- Lacerate: Damage amplification against bosses: 1% (9% at max stacks) -> 2% (20% at max stacks) [bug fix]

Head Chef
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5

Now casts Skull Stew more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Nightmare
- Health: 1250 -> 1300

Doppelganger
- Health: 2600 -> 2750

Making Nightmare and Doppelganger more viable picks in Mastermind

Hades
- Mana: 10 -> 30
- Necromancy: Mana per dying unit: 1 -> 0.5

Now casts Raise Imp more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana

Grove

Daphne
- Damage: 97 -> 99
- Nature's Touch: Slow: 15% (77% at max stacks) -> 10% (61% at max stacks)

Stronger but less abusive against waves 20 and 21

Mech

Berserker
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 30 (60 to bosses) -> 30 (90 to bosses)

Fatalizer
- Attack speed (attacks per seconds): 1.3 -> 1.25
- Brawler: Damage: 80 (160 to bosses) -> 80 (240 to bosses)

Berserker and Fatalizer are now harder counters to wave 5, 10, 15, 20, and 21

Millennium
- Attack type: Impact -> Pure

Doomsday Machine
- Attack type: Impact -> Pure

Mech had an overabundance of Impact damage

Mercenaries
- All movement speeds increased by 14%

Dragon Turtle
- Health: 760 -> 850
- DPS: 37.4 -> 37.6
-- Damage: 37 -> 38
-- Attack speed (attacks per second): 1.01 -> 0.99
- Range: 250 -> Melee

Now a more effective Arcane tank early game

Shaman
- Mana: 3 -> 10
- Blood Rush: Attack speed: 15% -> 10%
- Blood Rush: Movement speed: 0% -> 50%

Now casts Blood Rush more upfront. Weaker on wave 20, stronger on other waves

Kraken
- No longer considered a "Boss unit" (this has little to no effect on Kraken's balance)

Waves
- All movement speeds increased by 14%
- Waves 7-9, 11-17 buffed by 1-4%

Waves are still too weak, and the introduction of Spells increases the amount of gold in the ecosystem, which makes waves even easier. We're buffing them further to compensate.

Making waves stronger in v1.75 was effective for 2 reasons:
- Stronger waves reduced worker spam in low Elo
- Stronger waves made long saves weaker in high Elo (for example, even though wave 11 was buffed, the % of games ending on 11 actually decreased because waves 8, 9, and 10 became more difficult to hold without income gold


(7) Sludges
- Damage: 34 -> 35

(8) Kobra
- Health: 530 -> 560

(9) Carapaces
- Damage: 45 -> 47
- Deflection: No longer affects the king

(11) Quill Shooters
- Health: 870 -> 940

(12) Mantises
- Health: 1050 -> 1120

(13) Drill Golems
- Health: 3000 -> 3100
- Damage: 180 -> 190

(14) Killer Slugs
- Health: 1750 -> 1800
- Damage: 113 -> 117
- Spell Resistance: No longer affects the king

(15) Quadrapuses
- Giant Quadrapus: Health: 7600 -> 8000
- Giant Quadrapus: Damage: 500 -> 520
- Quadrapus: Health: 1900 -> 2000
- Quadrapus: Damage: 125 -> 130

(16) Cardinals
- Health: 1500 -> 1600

(17) Metal Dragons
- Damage: 145 -> 155

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