v2.38: Maccabeus Rework, Pathing/Targeting

9/28/2018 Discuss on the forums
September 28th, 2018


Next Nomad unit tier coming in v2.39. For this patch, we're focusing on extensive gameplay improvements and reduction of RNG in the game.

NEW! Language Options

- Latvian and Polish!
- Thank you to everyone who contributed (translator badges will be given out this patch)
- Some languages are not fully up-to-date. We are close to finalizing our improved workflow for updating languages. Stay tuned for an announcement

Game Improvements

Crash Fixes
- Fixed a crash caused by the Coherent UI plugin (caused by an overflow of the maximum size of a memory allocator)

Lobby Idle
- You are no longer auto-booted for idling for 30 minutes in the lobby. Feel free to leave Legion TD 2 minimized when you’re not playing, which actually helps to increase the sociability and network effects of the game.

Country Leaderboard
- Fixed country/territory names for players from Monaco, Guernsey, Morocco, Costa Rica, Brunei, Kazakhstan, Palestine, Macedonia, Bangladesh, the Faroe Islands, Myanmar, Zambia, Liechtenstein, Lebanon, Ecuador, Albania, Armenia, India, Pakistan, Borneo, Iraq, New Caledonia, Venezuela, French Guiana, Azerbaijan, and Uzbekistan

Legion TD 2 has players from 100 countries/territories!

Gameplay Improvements

The goal of these changes is to reduce RNG and make the game feel better

- Improved pathing for all melee ground units - less likely to dance around (enabled SmoothPathing)
- All units should move a bit more fluidly (Lowered separation hard collision size multiplier from 0.5 to 0.25)

Targeting Order
- Improved reliability of targeting order for melee units (now correctly prioritizes based on when it was attacked - this is most noticeable when building Berserkers/Nightmares vs. Granddaddy)

Example: If your Antler first attacked (engaged) the Granddaddy before the Berserker, the Granddaddy should always target the Antler before the Berserker.
Mercenary Spawning
- Mercenaries now spawn more deterministically
-- Spawn position is no longer affected by the order in which you hire mercenaries
-- Mercenary pathing is now less affected by the number of mercenaries hired
- You may notice some differences in terms of how certain builds perform against particular wave + mercenary combinations, but overall, this change results in less RNG and is better for the game in the long run

Screenshot - 9_27_2018 , 2_10_53 PM.png

- Made turn radius faster (he is now younger with better knees)

- You will no longer get a roll with Eggsack as your only Natural/Fortified tank (it’s too situational to be used reliably as a primary tank)

Game Balance

We're being intentionally conservative with balance because we've only had 4.5 days since the last patch. That's hardly enough time to make big balance changes. We were tempted to include no balance changes this patch but figured a few tweaks was better than nothing.

Tier 1

Dark Mage red_arrow.png
- Attack speed: 0.94 -> 0.9

Bone Crusher red_arrow.png
- Health: 1030 -> 1010

Usage rate: 33%
Win rate: 50.4%

Proton green_arrow.png
- Attack speed: 1.265 -> 1.28

Atom green_arrow.png
- Attack speed: 1.265 -> 1.28

Usage rate: 11%
Win rate: 50.0%

Buzz green_arrow.png
- Attack speed: 1.12 -> 1.16

Consort green_arrow.png
- Attack speed: 1.09 -> 1.12

Usage rate: 9%
Win rate: 48.5%

Tier 2

Angler red_arrow.png
- Health: 420 -> 410
- Attack speed: 0.91 -> 0.88

Usage rate: 21%
Win rate: 52.1%

Ranger green_arrow.png red_arrow.png
- Damage: 29 -> 31
- Mark Target: Damage amplification: 1 -> 1 (0.5 to bosses)

Usage rate: 16%
Win rate: 50.6%

Daphne green_arrow.png red_arrow.png
- Damage:105 -> 110
- Nature's Touch: Damage reduction -> 10 (5 to bosses)

Usage rate: 16%
Win rate: 49.7%

With the fixed targeting order and redesigned Maccabeus, there are now more options against waves 10 and 20, so Ranger and Daphne don't need to be specifically anti-boss units

Pyro red_arrow.png
- Health: 1650 -> 1600

Pyro is a weak unit, but we have to nerf it further because Mech is too strong. This is a temporary solution. We're working on a "fix" to Mech that allows us to buff Pyro and Tempest without making Mech OP.

Usage rate: 18%
Win rate: 48.7%

Tier 3

Wileshroom green_arrow.png
- No longer get targeted first due to starting at 50% life

Canopie green_arrow.png
- No longer get targeted first due to starting at 50% life

Tier 4

Deathcap green_arrow.png
- Health: 3350 -> 3400

Usage rate: 10%
Win rate: 47.4%

Tier 5

Priestess of the Abyss green_arrow.png
- Damage: 36 -> 37

Usage rate: 14.5%
Win rate: 49.3%

Tier 6

Lord of Death green_arrow.png
- Now counts as a flying unit (for the purposes of Leviathan’s Aerial Command)

It’s technically complex to make Leviathan affect Undead Dragons but not Lord of Death. We plan to implement this in a future patch, but in the meantime, Aerial Command can only affect both or neither. It now affects both.

Millennium green_arrow.png red_arrow.png
- Damage: 310 -> 335
- Explosive Shells: 80 -> 50

Doomsday Machine green_arrow.png red_arrow.png
- Damage: 740 -> 800
- Detonation: 160 -> 100

These units were never intended to be area-of-effect units; the splash was intended to be more of a flavor ability and compensation for overkilling

Usage rate: 20%
Win rate: 51.9%


(20) Maccabeus green_arrow.png red_arrow.png
- DPS: 2187.5 -> 1750
-- Damage: 700 -> 175
-- Attack speed: 3.125 -> 10
- Now affected by the targeting order improvements (detailed above)
- Faster projectile speed
- Significantly faster turn radius
- Immolate (splash damage): Removed
- New ability: Insatiable Hunger: Upon getting a kill, its damage increases by 0.5%

- Less abusive against melee units and masses of flying units (Canopies should actually be decent on 20 now)
- Can now be more easily manipulated to attack certain units (Fatalizer, Doppelganger, etc.) after other melee units
- Significantly more consistent in terms of how your build performs (we tested this change extensively)

(21) Legion Lords green_arrow.png red_arrow.png
- Legion King: Inferno: 5% (3% to flying) splash damage -> 5%
- Legion King: Now affects a maximum of 5 targets
- New ability: Level Up: Upon getting a kill, its damage increases by 0.5%

Less abusive against melee units and masses of flying units

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