7.03: Radiant Halo & Arc of Justice

Monday, February 15, 2021 Discuss on the forums

New fighters: Radiant Halo & Arc of Justice

Card_RadiantHalo.png

Radiant Halo
- Gold cost: 200
- Attack type: Pure
- Defense type: Fortified
- Health: 1200
- Damage: 45
- Attack speed: 1.11
- Attack range: 650

ParticleWave.png
Particle Wave
Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target

SolarFlare.png
Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds

Card_ArcOfJustice.png

Arc of Justice
- Upgrade cost: 345
- Attack type: Pure
- Defense type: Fortified
- Health: 3250
- Damage: 122
- Attack speed: 1.11
- Attack range: 650

PurificationBeam.png
Purification Beam**
Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target

SolarFlare.png
Solar Flare
Solar Flare: Gains 100% attack speed for 5 seconds

New skin: Cryo Fenix

Fenix_Skin01_PreviewL.png

Game Improvements

Pathing & Targeting
- Fixed a bug where wave enemies would sometimes approach towards Sea Serpents that were burrowed (thank you Pennywise and Shadowings for the bug report and video)
- Fixed some cases of ranged units running too far forward instead of keeping their distance

Dark Mage
- Fixed a bug where Mind Warp casted on the second highest priority unit in some cases instead of the highest priority unit

Account Progression
- Tripled experience gain for all players level 7 and higher. Enjoy the much faster level ups!

Quality of Life
- HUD: Added some convenient calculations to the Gold mouseover tooltip
- Sandbox Mode: Press Shift+B to open the Legion Select menu (easier than typing -builder X)

Other Fixes & Improvements
- Profile: Fixed a bug where clicking Match History immediately after loading a Profile wouldn’t load the results
- Loading Screen: Updated various tips
- Postgame Graphs: Fixed a variety of bugs where certain graphs weren’t lined up properly or had zero-values when they shouldn’t have
- Guild Invites & Custom Game Invites: Fixed a bug where pressing Back wouldn’t load the correct popup again
- Weekly Challenge: Fixed a bug with Orchid gold refund for Shuriken Cyclone
- Tab Scoreboard: Fixed a bug where enemy Legion Spells (like Hero, Sorcerer, etc.) would be shown on Wave 11 when they shouldn’t have been shown until the next wave
- Mastermind Lock-In: Improved game message to show which fighter you locked-in
- Unit Hitboxes: Fixed a bug where box selection and other unit hitbox dependent interactions sometimes didn’t work
- Reconnecting: Fixed some bugs with wave timer & Legion Spells
- Power Score Scoreboard: Text now shrinks if too wide, instead of wrapping to a new line
- Target Frame: Fixed a bug where UI would break if a unit name was too long (like Machine de l’Apocalypse)
- VFX: Fixed a bug where some VFX would fly across the screen
- VFX: Fixed a bug with Pulverizer VFX that made it sometimes flicker

Game Balance

Shutdowns
- Shutdown bounties reduced by 30%, but players now go on fire faster
- Shutdown bounties are now in increments of 25 gold instead of 50
- Reduced the weight of mythium on power score to reduce cases where saving mythium wrongly caused you to go on fire
- In 4v4 only, players who are ahead receive less shutdown gold, and players who are behind receive more shutdown gold

By the time a team went on fire, the game was often already decided. Now the winning team will go on fire faster, but the bounty is 25 instead of 50. It also takes a 30% bigger lead than before to accumulate the same bounty

Mastermind
- Low durability melee units no longer have their defense type counted for the randomizer. Affected units: Looter, Sea Serpent, Nightmare. This means Nightmare will no longer be your only swift or natural defense

Hybrid green_arrow.png red_arrow.png
- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179

Legion Spells

Investment.png
Investment green_arrow.png
- Income: +34 >> +36

Loan.png
Loan red_arrow.png
- Income: -34 >> -36

Sorcerer.png
Sorcerer green_arrow.png red_arrow.png
- Sorcery: +17% ability damage aura >> +50% ability damage to one unit

Sorcerer often warped the game, giving a significant advantage to the team that could better utilize it. It’s now stronger up front, but has less upside and no longer forces your entire build to revolve around it

Fighters

GreenDevil.png
Green Devil red_arrow.png
- Damage: 48 >> 47

No longer perfectly 2-shots wave 3. Green Devil has a 52.5% win rate, high pick and usage rates, and is indirectly buffed by the changes to waves 7 and 9. A nerf is needed.

Canopie.png
Canopie green_arrow.png
- Health: 4500 >> 4600

Leviathan.png
Leviathan green_arrow.png
- Damage: 65 >> 68

EliteArcher.png
Elite Archer green_arrow.png
- Attack speed: 0.97 >> 0.99

TrinityArcher.png
Trinity Archer green_arrow.png
- Attack speed: 0.97 >> 0.99

DesertPilgrim.png
Desert Pilgrim green_arrow.png
- Chain Heal: 115 >> 120

LostChieftain.png
Lost Chieftain green_arrow.png
- Damage: 185 >> 195

Whitemane.png
Whitemane green_arrow.png red_arrow.png
- Health: 4300 >> 4600
- Damage: 180 >> 181
- Council: Damage reduction 5 + 15% (25% for Antlers) >> 5 + 10% (25% for Antlers)

Slightly buffed on its own and with Antler. Otherwise, nerfed.

KingClaw.png
King Claw red_arrow.png
- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%

Hydra.png
Hydra red_arrow.png
- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%

Encouraging players to protect their Eggsacks

Millennium.png
Millennium red_arrow.png
- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40

DoomsdayMachine.png
Doomsday Machine red_arrow.png
- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100

After the recent attack speed buffs, these abilities have become too strong

Hades.png
Hades green_arrow.png red_arrow.png
- Raise Imp: Removed
- New ability: Summon Thanatos
- Mana cost: 25 >> 60
- Mana regeneration: 1 >> 1.15
- Imp >> Thanatos
-- Health: 1600 >> 2030
-- DPS: 112 >> 200
-- Range: 100 >> 350

Hades was causing too much lag and, as cute as Imps were, they just didn’t feel epic enough for an upgraded tier 6. We’re replacing Imp with a more powerful summon: Thanatos.

Card_Thanatos.png

Waves

Rocko.png
(6) Rockos red_arrow.png
- King damage on wave 6 increased by 5%

Sludge.png
(7) Sludges green_arrow.png red_arrow.png
- Sludges: DPS: 27.8 >> 27.6
-- Damage: 40 >> 28
-- Attack speed: 0.69 >> 0.99
- Blobs: DPS: 6.95 >> 6.9
-- Damage: 10 >> 7
-- Attack speed: 0.69 >> 0.99

Carapace.png
(9) Carapaces green_arrow.png red_arrow.png
- DPS: 34.8 >> 34.6
-- Damage: 47 >> 33
-- Attack speed: 0.74 >> 1.05

Right now, Brutes and other sends are almost always better than Pack Leader on waves 7 and 9. This change makes Pack Leader a more competitive option.

Cardinal.png
(16) Cardinals red_arrow.png
- Attack speed: 1.2 >> 1.19

MetalDragon.png
(17) Metal Dragons green_arrow.png
- Attack speed: 1.69 >> 1.74

WaleChief.png
(18) Wale Chiefs red_arrow.png
- Attack speed: 1.333 >> 1.316

DireToad.png
(19) Dire Toads green_arrow.png
- Attack speed: 2.78 >> 2.82

Maccabeus.png
(20) Maccabeus green_arrow.png
- Damage: 160 >> 170
- 4v4 only: +8% damage reduction

Returning Maccabeus to its former glory

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