Legion TD 2 v1.78 Patch Notes & Season 1 End Date


v1.78 Patch Notes & Season 1 End Date

Posted: 06 Mar 2018 05:02 PM PST



Season 1 is Ending

We have major changes coming in March and April that will improve the game, add new content, dramatically improve matchmaking, and attract new players. Stay tuned for a detailed announcement in the next week or two. To commemorate the changes, we are ending Season 1 and entering Season 2.

Season 1 will end on April 9, 2018. At the start of Season 2, there will be a soft rating reset - all players will move closer to 1200 rating.

Rewards:
- Season 1 Badge: Reach at least level 4. Upgraded for each level you reach beyond 4.
(all rating badges require at least level 4)
- Bronze Badge: Finish the season at least 1000 rating
- Silver Badge: Finish the season at least 1200 rating (or achieve a peak rating of 1300)
- Gold Badge: Finish the season at least 1400 rating (or achieve a peak rating of 1500)
- Platinum Badge: Finish the season at least 1600 rating (or achieve a peak rating of 1700)
- Diamond Badge: Finish the season at least 1800 rating (or achieve a peak rating of 1900)
- Expert Badge: Finish the season at least 2000 rating (or achieve a peak rating of 2100)
- Master Badge: Finish the season at least 2200 rating (or achieve a peak rating of 2300)
- Senior Master Badge: Finish the season at least 2400 rating (or achieve a peak rating of 2500)
- Grandmaster Badge: Finish the season at least 2600 rating (or achieve a peak rating of 2700)

Badges will be displayed on your profile and in the loading screen.

v1.78 Patch Notes

Client Updates

Match Cancellation
- Fixed a bug where matches with (Closed) slots weren't canceled

Trophies
- Class C, B, A renamed to Gold, Platinum, Diamond

Game Updates

Legion Spells
- Now available for players level 2 and higher

Game Balance

Dual Building
- Haste: Attack speed: 14% -> 13%

Legion Spells

Militia
- Gold: +400 -> +280
- Supply Used: -4 -> -2
- Workers: -4 -> -2

Sacrifice
- Gold: +80 -> +90

Savior
- Gold: +80 -> +90

Press the Attack
- Mythium: +80 -> +75


Element

Rogue Wave
- Health: 1100 -> 1150
- Damage: 56 -> 60

Fire Elemental
- Health: 1280 -> 1380
- Damage: 63 -> 65
- Combustion: Damage: 150 over 3 seconds -> 80 over 2 seconds

Starcaller
- Damage: 180 -> 190
- Amplify Magic: Mana regeneration: 50% -> 25%


Forsaken

Fire Archer
- Attack speed: 0.91 -> 0.87

Green Devil
- Damage: 43 -> 44

Gateguard
- Damage: 32 -> 33
- Chaos Hound: Health: 380 -> 400

Harbinger
- Chaos Hound: Health: 380 -> 400

Lord of Death
- Undead Dragon: Health: 1000 -> 1100
- Undead Dragon: Damage: 82 -> 85

Hades
- Imp: Health: 500 -> 600


Grove

Honeyflower
- Health: 1330 -> 1300

Deathcap
- Health: 3900 -> 3700

Banana Haven
- Thorns: Reflect damage: 50 + 15% -> 45 + 15%


Mech

Pyro
- Damage: 36 -> 34

Berserker
- Brawler: Damage: 30 (90 to bosses) -> 15 for each consecutive attack against the same target

Fatalizer
- Duelist: Damage: 80 (240 to bosses) -> 40 for each consecutive attack against the same target

Millennium
- Attack speed (attacks per second): 0.4 -> 0.41

Doomsday Machine
- Attack speed (attacks per second): 0.4 -> 0.41

Mercenaries

Dino
- Health: 1330 -> 1300
- Damage: 54 -> 57

Safety Mole
- Damage: 61 -> 58

Pack Leader
- Damage: 85 -> 82
- Leadership Aura: 8 (20 for bosses) -> 8 (16 for bosses)

Four Eyes
- Health: 2130 -> 2200
- Death Stare: 8% damage amplification per stack (100% at max stacks) -> 25 damage for each consecutive attack against the same target

Shaman
- Health: 2950 -> 2700
- Damage: 168 -> 120
- Blood Rush: Now also increases damage by 50

Waves

Our analysis on wave balance:

The reason there is a wave 13 meta is as follows:
- Area-of-effect units (Pyro, Banana Haven, Deathcap) are overpowered
- These units are very weak against waves 10/13 and generally strong against waves 9/11/12
- This leads to 10 -> 13 meta, especially due to the fact that 3 waves is the sweet spot for saving

We believe the following will disrupt the wave 13 meta:
- Nerfs to Pyro, Banana Haven, Deathcap will encourage sending on waves 9/11/12 and discourage sending on waves 10/13
- Nerf to Four Eyes, which is a staple mercenary on wave 13
- Changes to Berserker/Fatalizer to be stronger counters to wave 13

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