v2.35: Pathing Fix, Balance Patch

8/14/2018 Discuss on the forums
August 14th, 2018

2018_0814_patchnote.jpg

Last patch before Lisk gets married. This is a balance-only patch because we don’t want to risk anything breaking anything critical while Lisk is gone. When Lisk comes back, we’ll be releasing two new mercenaries and four fighters (two tiers) from legion 6.

Pathing & Targeting

- Melee units are less likely to lock onto targets that are far away

This fixes some cases where a fighter placed on the side would travel across to the other side, when receiving a tanky mercenary (in front), because it was trying to hard to help out its ally. This unintended behavior likely came about as a combination of v2.33 pathing improvements as well as having tanky mercenaries spawn more in front.

Game Balance

Starting this patch, we’re providing data context on why fighters are getting buffed or nerfed. We evaluate data at all rating brackets, and the specific data below is for 1600+ games.

Keep in mind the vast majority of fighters are 49-51% win rate, and usage rate is often a better indicator of power. <50% win rate usually means overrated/overused and >50% win rate usually means underrated/underused. In the long run, everything converges to 50%. A 50% win rate fighter picked 10% of the time is likely weaker than a 50% win rate fighter picked 30% of the time because it is the optimal choice in fewer situations.

Tier 1

BoneWarrior.png
Bone Warrior red_arrow.png

- Attack speed: 0.89 -> 0.88

BoneCrusher.png
Bone Crusher red_arrow.png

- Health: 1100 -> 1090

Very high usage (38%)
Average win rate (50%)


Buzz.png
Buzz green_arrow.png

- Attack speed: 1.11 -> 1.12

Consort.png
Consort green_arrow.png

- Attack speed: 1.08 -> 1.09

Low usage (14%)
Low win rate (48%)


Peewee.png
Peewee red_arrow.png

- Attack speed: 0.98 -> 0.97

High usage (29%)
High win rate (51%)


Tier 2

AquaSpirit.png
Aqua Spirit red_arrow.png

- Attack speed: 0.76 -> 0.75

RogueWave.png
Rogue Wave red_arrow.png

- Attack speed: 0.8 -> 0.79

FireElemental.png
Fire Elemental red_arrow.png

- Attack speed: 0.77 -> 0.76

High usage (31%)
Very high win rate (53%)


Tier 3

Windhawk.png
Windhawk green_arrow.png

- Attack speed: 1.04 -> 1.06

Violet.png
Violet green_arrow.png

- Lightning Strike: Damage: 140 -> 150

Very low usage (10%)
Low win rate (49%)


Gateguard.png
Gateguard green_arrow.png

- Chaos Hound: Attack speed: 1.02 -> 1.06

Harbinger.png
Harbinger green_arrow.png

- Cerberus: Attack speed: 1.02 -> 1.06

Very low usage (9%)
Very low win rate (43%)


Wileshroom.png
Wileshroom green_arrow.png

- Health: 1450 -> 1460

Canopie.png
Canopie green_arrow.png

- Health: 3750 -> 3780

Average usage (21%)
Very low win rate (45%)


Tempest.png
Tempest green_arrow.png

- Anti-air turret: Range: 350 -> 400

Very low usage (7%)
Average win rate (50%)


Tier 4

Grarl.png
Grarl red_arrow.png

- Health: 1420 -> 1410
- Attack speed: 0.82 -> 0.81

Very high usage (40%)
Average win rate (50%)


Honeyflower.png
Honeyflower green_arrow.png

- Health: 1140 -> 1150

Low usage (11%)
Low win rate (48%)


Tier 5

PriestessOfTheAbyss.png
Priestess green_arrow.png
- Damage: 33x3 -> 34x3

Average usage (17%)
Low win rate (48%)


Doppelganger.png
Doppelganger green_arrow.png

- Attack speed: 1.85 -> 1.89

Very low usage (7%)
Very low win rate (46%)


Whitemane.png
Whitemane red_arrow.png

- Health: 4300 -> 4250

High usage (31%)
High win rate (51%)


Tier 6

BananaHaven.png
Banana Haven red_arrow.png
- Health: 6050 -> 6000

Very high usage (40%)
High win rate (51%)


DoomsdayMachine.png
Doomsday Machine red_arrow.png

- Detonation: Damage: 170 -> 160

Average usage (22%)
Very high win rate (53%)


Mercenaries

SiegeRam.png
Siege Ram red_arrow.png

- Health: 5700 -> 5650

Kraken.png
Kraken green_arrow.png

- Health: 6400 -> 6500

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