v3.12: Great Boar, Red Eyes, King Spells

Monday, March 4, 2019 Discuss on the forums

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Masters Cup III

2019_0301_masterscup3_small.jpg

  • Sign-ups: End March 25
  • Tournament: March 30-31
  • $500 prize pool

Sign-up instructions

  1. You and your teammate must have an average peak rating in season 3 of 1500+ to qualify
  2. Have you and your teammate type /join (e.g. /join Snail Kings) in Global Chat to join a private lobby.
  3. Have one player type /signup while in the private lobby

Signing up early is advantageous for seed rating

See the tournament thread for details.

v3.12 Patch Notes

NEW! King Spells

The king now starts with a random spell, instead of Judgment every time (same spell for both kings). The spells are thematically unique but intentionally have a similar effect. Their purpose is to make sure large leaks aren’t overly punishing to the king, which keeps small-medium leaks relevant.

Judgment.png
Judgment - Mana cost: 5 -> 4
- Damage: Reduced by 23%
- Now has a small amount of damage variance that independently applies to each unit (to avoid hard thresholds that occasionally made Upgrade Spell overpowered or useless)

Immolation.png
Immolation
- Deals damage every second to all nearby enemies

ChainFrost.png
Chain Frost
- Mana cost: 4
- Releases an orb of frost that jumps to all nearby enemies, dealing +2% damage per bounce
- Slows attack speed by 15% for 3 seconds (1.5 seconds to bosses). This effect is also amplified by Upgrade Spell

LightningHammer.png
Lightning Hammer
- Mana cost: 3
- Drains mana over his next 3 attacks, unleashing bouncing lightning bolts

NEW! Tier 6 & Nomad Release

GreatBoar_card_s.png
Great Boar
- Cost: 270 gold + 1 supply
- Upgrades to: Red Eye
- Movement type: Ground
- Health: 3200 (Fortified)
- Damage: 55 (Pierce)
- Attack speed: 1.0
- Range: Melee

Stampede.png
Stampede
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 15 damage per 10 mana and slows attack speed by 10% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.


RedEyes_card_s.png
Red Eyes
- Upgrade Cost: 420 gold + 1 supply
- Movement type: Ground
- Health: 8200 (Fortified)
- Damage: 141 (Pierce)
- Attack speed: 1.0
- Range: Melee

ThunderousCharge.png
Thunderous Charge
Begins accelerating and gaining mana as soon as the wave spawns, and upon collision, deals 35 damage per 10 mana and slows attack speed by 15% in an area of effect

Mana gain can be amplified by Starcaller and Sorcerer, and the attack speed debuff stacks.

Insignia_Nomad_small.png
With the release of Great Boar and Red Eyes, Nomad is now a fully playable legion. Progress on legion 7 has already begun.

Game Fixes & Improvements

Loading Screen
- Now also displays your current rank

CurrentRankedPreview.jpg

Sounds
- Significantly improved sound mixer. Spells/buffs/special effects are now better prioritized over attack sounds. Previously it would be impossible to hear these sounds because attack sounds would drown them out

Stability
- Fixed a few cases where some things wouldn’t load properly on the client (RendererDispatcher concurrency fixes)

Gameplay Fixes
- Fixed a pathing/targeting bug where melee units would accidentally move slower after acquiring a target that was far away
- Fixed a few misc interface bugs
- Fixed a minor abuse case where your lane’s enemies would warp back to the cave after pulling enemies from another player’s lane

Translations
- Updated! If you notice any missing or incorrect translations, check out LegionTD2.com/translate

Game Balance

Mastermind.png
Mastermind

- Significantly improved roll equitability (reduced range by 9 percentage points). You will now see every unit in your roll with similar frequency. Mastermind guarantees (at least one Tier 1, etc. still exist)

Coin.png
Leak Bounty
- Bounty to opposing team slightly decreased early game (same late game). The goals are to slightly reduce snowballiness early game and slightly reduce gold in the ecosystem in high leak games, which also reduces long saving for 5+ waves

Legion Spells

Villain.png
Villain green_arrow.png
- Damage amplification: 17% (11% for ranged) -> 17% (13% for ranged)

Fighters

Pollywog.png
Pollywog red_arrow.png
- Attack speed: 1.22 -> 1.176

Peewee.png
Peewee green_arrow.png
- Health: 310 -> 320

GreenDevil.png
Green Devil green_arrow.png
- Health: 760 -> 780

Kingpin.png
Kingpin green_arrow.png
- Health: 4000 -> 4250
- Big Game Hunter: Heal: 12% -> 10%

Despite Angler being a popular opening, data strongly suggests Kingpin is weak. Shifting power from Big Game Hunter to base stats so that it stays relevant late game without being overly dominant early game

Pyro.png
Pyro green_arrow.png
- Upgrade cost: 180 -> 175
- Damage: 33 -> 32
- Range: 200 -> 250

If you start Pyro, you can now get your 4th worker at the end of wave 1 instead of at the start of wave 2

SkyQueen.png
Sky Queen red_arrow.png
- Damage: 84 -> 83

The data suggests Sky Queen is too strong, but we’re going light on the nerfs because some of the strongest tanks, which are important to a Sky Queen build, are also receiving nerfs

Violet.png
Violet green_arrow.png
- Lightning Strike: Mana cost: 10 -> 9

KingClaw.png
King Claw red_arrow.png
- Damage: 145 -> 140

Golem.png
Golem red_arrow.png
- Health: 4900 -> 4830
- Damage: 151 -> 148

Butcher.png
Butcher green_arrow.png red_arrow.png
- Health: 1070 -> 1300
- Damage: 67 -> 45
- Range: 200 -> 100 (Melee)

HeadChef.png
Head Chef green_arrow.png red_arrow.png
- Health: 2300 -> 3200
- DPS: 117 -> 84
-- Damage: 130 -> 97
-- Attack Speed: 0.9 -> 0.87
- Range: 200 -> 100 (Melee)
- Skull Stew: Mana cost: 10 -> 15

We previously made Head Chef ranged so it would be able to heal before dying, but that made the unit feel worse because it stopped tanking for DPS units like Nightmare. We’re making Head Chef melee, tankier, and shifting some power out of Skull Stew into base stats.

Azeria.png
Azeria red_arrow.png
- Damage: 67 -> 66

Shaving off a little power to allow Green Devil and Lord of Death to compete with Azeria.

Doppelganger.png
Doppelganger green_arrow.png
- Health: 3600 -> 3700

After the range nerf a few patches ago, Doppelganger still dies too easily

Whitemane.png
Whitemane red_arrow.png
- Health 4200 -> 4450
- Damage: 175 -> 180
- Council: Damage reduction: 5 + 20% -> 5 + 15%

Whitemane needs a nerf, and it’s hard to continue nerfing base stats without the aura becoming too much of the unit’s power budget (the aura is still incredibly strong)

Fatalizer.png
Fatalizer red_arrow.png
- Attack speed: 1.52 -> 1.47

SandBadger.png
Sand Badger red_arrow.png
- Attack speed: 0.833 -> 0.806

IronScales.png
Iron Scales red_arrow.png
- Attack speed: 0.833 -> 0.806

Eggsack.png
Eggsack red_arrow.png
- Hydra now spawns with 3x the number of stacks (instead of 2x) on the wave Eggsack breaks

LordOfDeath.png
Lord of Death green_arrow.png
- Undead Dragon: Devour: Health restore: 15% -> 25%

Hades.png
Hades green_arrow.png
- Imp: Devour: Health restore: 15% -> 25%

Early game buff. Makes it not as bad when Undead Dragon or Imp steal a kill from Lord of Death or Hades.

BananaBunk.png
Banana Bunk red_arrow.png
- Health: 2890 -> 2900
- Barbs: Damage: 25 + 10% -> 20 + 10%

BananaHaven.png
Banana Haven green_arrow.png red_arrow.png
- Health: 6250 -> 6500
- Damage: 51x3 -> 57x3
- Thorns: Damage: 40 + 15% -> 30 + 15%

These units have been dominant for far too long. Time to give them a legitimate nerf in the early-mid game, while still keeping them relevant late game.

Warg.png
Warg green_arrow.png
- Health: 970 -> 990

AlphaMale.png
Alpha Male green_arrow.png
- Health: 3300 -> 3350

Waves

Wave balance is in a good spot. Just doing some slight adjustments.

Quadrapus.png
(15) Quadrapuses green_arrow.png
- Attack speed: 0.84 -> 0.86

Cardinal.png
(16) Cardinals green_arrow.png
- Health: 1850 -> 1880

Maccabeus.png
(20) Maccabeus red_arrow.png
- Damage: 165 -> 160

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