v2.43: Desert Pilgrim, Lost Chieftain, Lizard Army

Friday, December 7, 2018 Discuss on the forums

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NEW! Nomad Tier 4

Desert Pilgrim

Desert Pilgrim

  • Cost: 135 gold + 1 supply
  • Upgrades to: Lost Chieftain
  • Movement type: Ground
  • Health: 900 (Fortified)
  • Damage: 60 (Magic)
  • Attack speed: 0.9
  • Range: 350
  • Mana: 10

Chain Heal

Ability: Chain Heal

Heals up to 4 nearby allies for 140 health. Mana cost: 10

via Sketchfab

Lost Chieftain

Lost Chieftain

  • Upgrade Cost: 255 gold + 1 supply
  • Movement type: Ground
  • Health: 2500 (Fortified)
  • Damage: 170 (Magic)
  • Attack speed: 0.9
  • Range: 350
  • Mana: 14

Gaia Shield

Ability: Gaia Shield

Increases the max health of a nearby ally by 800, maintaining current percent health. Mana cost: 14

via Sketchfab

NEW! Legion Spell


Lizard Army
  • Summons Lizards to attack your lane opponent (no income)
  • 1 Lizard on wave 11, 2 on wave 12, and 3 on wave 13

Game Improvements

FairPlay

  • Fixed an edge case where a player might have gotten double-suspended for a single offense

Translations

  • Updated

Game Balance

Tier 1


Buzz buff
  • Attack speed: 1.16 -> 1.2

Consort buff
  • Attack speed: 1.12 -> 1.15

Tier 3


Sea Serpent buff
  • Damage: 74 -> 75

No longer leaves wave 1 with 1 health


Gateguard buff
  • Chaos Hound now spawns further back

Harbinger buff
  • Cerberus now spawns further back

This change allows Chaos Hound/Cerberus to live longer, which also means the wave won’t quickly refocus and target your Gateguard/Harbinger.


Warg buff
  • Attack speed: 0.819 -> 0.84

Tier 4


Butcher buff nerf
  • Attack range: 300 -> 200

Head Chef buff nerf
  • Attack range: 300 -> 200

Shorter range allows Butcher and Head Chef to tank better for DPS units


Honeyflower buff nerf
  • Health: 1150 -> 1180
  • 10 + 0.2% (0.1% to bosses) -> 10 + 0.1% (0.05% to bosses)

Reverting the health nerf from last patch in favor of a % damage nerf


Deathcap nerf
  • Damage: 30 + 0.4% (0.2% to bosses) -> 30 + 0.3% (0.15% to bosses)

APS buff nerf
  • Attack range: 250 -> 200

MPS buff nerf
  • Attack range: 250 -> 200

Shorter range allows APS and MPS to tank better for DPS units

Tier 5


Nightmare nerf
  • Attack range: 150 -> 100

Doppelganger nerf
  • Attack range: 150 -> 100

Reverting this change, which made Nightmare and Doppelganger act too much like ranged units


Whitemane nerf
  • Damage: 180 -> 175

Tier 6


Eggsack buff nerf
  • Health: 2000 -> 2200
  • Azurite Shell: Reflect damage: 10 + 5% -> 10
  • When you build an Eggack in front, your fighters now aggro a bit later, which allows you to more easily use melee DPS with Eggsack. We recommend testing things in a custom game.

The following changes are postponed (planned for later):

  • If your Eggsack dies, it now immediately spawns a premature Hydra during the wave
  • Premature penalty: 15% per stack -> 40% per stack
  • Stacking: Multiplicative -> Additive (40% for 1 stack, 80% for 2 stacks)

Hydra nerf
  • Health: 2850 -> 3000
  • Damage: 174 -> 138
  • Hydraling: Health: 950 -> 1000
  • Hydraling: Damage: 58 -> 46

Goals:

  • Make Eggsack less roll-dependent
  • Make Eggsack more accessible mid-late game
  • Reduce reward of a fully powered Hydra
  • Shift Hydra into more of a tank

Banana Haven buff nerf
  • Health: 6000 -> 6250
  • Thorns: Damage reflect: 45 + 15% -> 40 + 15%

Mercenaries


Witch nerf
  • Mana: 15 -> 24
  • Necromancy: Mana gain per unit death: 1 -> 2
  • Summon Froggo: Mana cost: 15 -> 24

Keep in mind that base mana regeneration is still 1 for all units with mana

Waves


Killer Slug (14) nerf
  • Attack speed: 0.781 -> 0.769

Quadrapus (15) buff
  • Health: 2200 -> 2250
  • Giant Quadrapus: 8800 -> 9000

Cardinal (16) nerf
  • Attack speed: 0.95 -> 0.93

Metal Dragon (17) buff
  • Health: 3100 -> 3150

Maccabeus (20) nerf
  • Damage: 170 -> 165

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