Legion TD 2 v1.72 Patch Notes


v1.72 Patch Notes

Posted: 05 Feb 2018 06:35 PM PST

Client Updates

Post-game Screen
- Players who are evaluated for suspicious play now have an [R] after their name in the post-game screen

Game Updates

Cards
- Cards now drop in Play vs. AI games

Game Balance

Economy
- Starting mythium: 25 -> 20

Adjusting for the decrease in mercenary costs (see below)

Cross / Dual-building

Pathing
- The two waves now converge higher up

Mid Lane
- Buildable area is now 1.5 rows shorter
- The four corners are now unbuildable

These changes make splitting the waves significantly less effective

Haste
- Now also gives 50 flat movement speed

King
- Range: 625 -> 575

Stat adjustment in 1v1/2v2/3v3
- Health: 40/60/80% -> 10/40/70%
- Health regeneration: 1/1/1 -> 0.1/0.4/0.7
- Damage: 40/60/80% -> 100/100/100%

The king is now more balanced in 1v1, 2v2, and 3v3 games and has the same last-hit thresholds as standard 4v4 games.

Element

Atom
- Health: 900 -> 910

Starcaller
- Health: 2600 -> 3000
- Damage: 160 -> 180
- Amplify Magic: Mana regeneration: 75% -> 50%

Forsaken

Bone Warrior
- Health: 170 -> 160

Fire Archer
- Attack speed (attacks per second): 0.97 -> 0.95

Dark Mage
- Health: 560 -> 590
- Damage: 31 -> 36
- Mind Warp: Attack speed: 80% -> 60%

Shifting some power from Mind Warp to base stats to allow Nightmare/Doppelganger to be more viable on their own and in Mastermind

Green Devil
- Damage: 40 -> 41

Head Chef
- Necromancy: Range: 600 -> 700

Nightmare
- Health: 1120 -> 1200

Doppelganger
- Health: 2350 -> 2500

Lord of Death
- Health: 1200 -> 1240
- Damage: 58 -> 60

Hades
- Necromancy: Range: 600 -> 700

Grove

Daphne
- Damage: 95 -> 97
- Nature's Touch: Slow: 25% (92% at max stacks) -> 15% (77% at max stacks)

Mech

Pyro
- Health: 2500 -> 2450

Mercenaries
- All mercenary costs decreased by 20%

Workers are now effectively 20% more valuable. This change will have a major (and somewhat unpredictable) effect on the meta, so please expect some game imbalance for a patch or two. We'll be watching closely and making adjustments in follow-up patches.

Hermit
- Mythium cost: 150 -> 80
- Income/Bounty: 30 -> 20
- Health: 1200 -> 800
- Damage: 55 -> 40
- Healing Aura: Health per second: 8 -> 5

Hermit is now a more accessible counter to area-of-effect fighters such as Honeyflower

Safety Mole
- Mythium cost: 100 -> 120
- Income/Bounty: 20 -> 30
- Health: 750 -> 1400
- Damage: 38 -> 71

Safety Mole's aura was too strong for being a 100 mythium mercenary

Waves

(10) Granddaddy
- Removed Reconstructive Exoskeleton

Because of how punishing it was to leak multiple Granddaddies with a sliver of health, players were forced to overbuild to clear wave 10

(18) Dire Toads
- Projectile speed: 1200 -> 1500
- Bufotoxin: 350 magic damage over 3 seconds -> 300 magic damage over 2 seconds
- Bufotoxin: No longer slows

Now countered less by small units

(20) Maccabeus
- Health: 62000 -> 64000

(21) Legion King
- Inferno splash: 25% (15% to flying) -> 20% (10% to flying)

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