v11.10 Major Update

[h3]News[/h3]
- Check out Lisk's Game Dev AMA and Jules' Gameplay & Balance AMA from this past month
- Next Nova Cup is November 23-24! Join the Tournament Discord to participate and receive tournament notifications. View all past Nova Cups here: Legion TD 2 Esports Portal.
Major Updates
[h3]Upcoming Event: Free Weekend[/h3]
From Thursday, November 21 at 10am PST → Monday, November 25 at 10am PST, Legion TD 2 will be FREE TO PLAY! Invite your friends and your enemies and bring them to the dark side

To celebrate, we’re giving away lots of freebies:

Massively boosts your chances of finding a card in-game for matchmade games. Lasts until you find a card. Log on at least once during the free weekend period to claim this bonus. After you find a card, drop rates remain moderately boosted for the rest of the event.

Free rewards for watching Legion TD 2 on Twitch during the event! Details here: Legion TD 2 Twitch Drops
- Watch for 1 hour and earn 5000 Essence!
- Watch for 3 hours and earn a random card!
- Watch for 6 hours and earn 1000 Premium Essence!
- Watch for 10 hours and earn a random
- secret* card!

The next Nova Cup will be hosted November 23-24. Watch the highest level of competitive tower defense gameplay in the world!

200% Essence gains for all matchmade games!

30% Bonus Premium Essence when you enter a Creator Code! (Normally 10%)
[h3]New Feature: Big Play Announcements[/h3]

Power Play / Game Changer
When one team’s win probability (as determined by Jules a sophisticated formula) changes by 25% or more, a “Power Play!” announcement is made in-game to commemorate the big play. If the winning team switches, a “Game Changer!” announcement is displayed instead.
Giving more oomph to big plays. The formula takes into account power scores, mythium, king health, and king upgrades.

Not Even Close
A similar announcement called “Not even close!” is shown when a king takes a lot of damage, but isn’t killed.
[h3]New Feature: Link your Discord Account[/h3]

Link your in-game account to your Discord account to show off your hard-earned ranked badge! Simply type /rank in the Legion TD 2 Discord to begin the linking process. As a reward, you’ll receive 500 Premium Essence the first time you link your account!
Video Tutorial: https://www.youtube.com/watch?v=uC5cEMkoLZU
[h3]New Skin: Card Collector Honey Bear[/h3]

Rumored to have collected more cards than even nattodog.
[h3]New Secret Card: Lil’ Pegasus[/h3]

Stay true to yourself~
[h3]New Secret Card: Double Down[/h3]

Legion’s reputable financial adviser, now available as a secret card and avatar.
Game Balance
Read more about our design philosophy on game balance, and use drachbot to see mastermind, unit, and spell win rates and pick rates!



- Health now scales slightly exponentially, instead of linearly
— Net effect is -15% on wave 1 scaling to +15% on wave 21, with a breakeven point on wave 16
- Giant Slayer: 12% current health → 5% max health
- Lightning Hammer: 8% current health → 3% max health
- Upgrade Attack: 12.5% → 12%
- Upgrade Spell: 5.5% → 6%
Goals:
- Reward aggression and allow for occasional quick wins to happen in the early game
- Reduce 1-shotting in the late game
- Shift power slightly from Upgrade Attack to Upgrade Spell
- Buff the king against heavily damaged bosses and nerf the king against healthy bosses (previously, 2 low health bosses did significantly more damage than 1 high health boss)


- Increased from waves 16-21 by +10% scaling to +40%
This increases gold earned from breaking your opponent, which buffs non-lethal undercutting in the late game.
[h3]Legion Spells[/h3]


- Attack speed: Additive → Multiplicative
Now behaves more expectedly on units with attack speed buffs built into their kits.


- Health: 510 → 540
- Damage: 17 → 18
Last patch’s nerf was a bit too much.


- Damage: 50 → 45
Reverting the buff from a few patches ago. High win rate.


- Mana regeneration: 0.52 → 0.5
High pick rate.
[h3]Fighters[/h3]


- Health: 360 → 350


- Health: 1990 → 1930
High win rate.


- Health: 320 → 300


- Health: 1780 → 1750
Slightly high pick rate and high win rate.


Infiltrator / Orchid

- Shuriken damage: 37 → 40
Slightly low pick rate and low win rate.


- Health: 1730 → 1700
- Damage: 69 → 68
High win rate.


- Blade Storm: Damage reduction: 5 → 6
Low win rate. Also, compensation buff for changes to late game waves, which indirectly nerf Iron Maiden.



- Plasma Decay: Damage reduction: 3 → 4
Low win rate. Also, compensation buff for changes to late game waves, which indirectly nerf Warp Wing and Void Manta.


- Invigorate: Heal per second: 35 + 1.5% health → 10 + 3% health


- Invigorate: Heal per second: 100 + 2% health → 20 + 3.5% health
Partially bringing back Priestess and Azeria’s synergy with health buffs. Nerf on their own (high win rate).



- Summons’ health increased by 3.5%
- Now lose 400 and 1040 health, respectively, instead of 20% max health each time a unit is summoned
Low win rate and pick rate. Now more viable with health buffs.


- Health: 7700 → 7740
- Damage: 58x3 → 60x3
Compensation buff for changes to late game waves, which indirectly nerf Banana Haven.
[h3]Mercenaries[/h3]
Small, across-the-board buffs to power mercenaries to nerf income-centric playstyles and reduce average game length.


- Health: 420 → 430
- Attack speed: 1.25 → 1.28


- Health: 840 → 860
- Damage: 54 → 55


- Healing Aura: 7 (14 for bosses) → 8 (16 for bosses)


- Health: 730 → 750
- Attack speed: 1.06 → 1.07


- Health: 1500 → 1550
- Damage: 72 → 74


- Leadership Aura: 4 (12 for bosses) → 5 (15 for bosses)


- Health: 2270 → 2330
- Damage: 115 → 118


- Pot O Honey: Heal: 600 → 650


- Health: 1500 → 1550
- Damage: 80 → 82


- Health: 2800 → 2870
- Attack speed: 1.11 → 1.13


- Health: 3800 → 3900
- Damage: 168 → 172


- Health: 2500 → 2550
- Attack speed: 2.06 → 2.17


- Health: 3920 → 4020
- Damage: 84 → 86


- Blood Rush: 25 damage + 10% attack speed → 30 damage + 10% attack speed


- Health: 5300 → 5430
- Damage: 266 → 272


- Health: 3750 → 3840
- Damage: 126 → 129


- Health: 7450 → 7630
- Damage: 289 → 295
[h3]Waves[/h3]

Wave 11: Quill Shooters

- Damage: 34 → 35


- Health: 1290 → 1310


- Health: 3450 → 3500
Small buffs to mid game waves to encourage aggression and reduce average game length.



- DPS: 323 → 330
— Damage: 134 → 184
— Poison-Tipped Pole: 60 → 80
— Attack speed: 1.89 → 1.25



- DPS: 250 → 255
— Damage: 150 → 230
— Attack speed: 1.67 → 1.11



- DPS: 2150 → 2500
— Damage: 215 → 400
— Attack speed: 10 → 6.25
- Insatiable Hunger (0.16% heal and 1% damage) replaced with Feast (0.1% heal and 0.5% attack speed)



- DPS: 342 → 350
— Damage: 205 → 350
— Attack speed: 1.67 → 1
With the addition of Feast, late game waves don’t need such fast attack speeds.
[h3]Classic[/h3]

- Redraw, Lock-In, Double Lock-In, and all legions are now disabled
- The AI is now more likely to send power mercenaries
The meta in PvE is favorable towards value-generating units (Banker, Eggsack, Sakura, and Angler), as well as certain combos like raid boss Lioness. To address this, in PvE, we're disabling the masterminds that allow you to consistently access these units.
Also leaning into PvE as a more hardcore survival mode. Thanks to laserpewpewak for the suggestion!

- No longer Chaos-only. Redraw, Lock-In, Double Lock-In, and all legions are disabled
Applying the same solution to Tower Defense. This increases build freedom in Tower Defense.
Game Balance
- Indomitable: Starts at 0 stacks and gains 3 stacks each wave → Starts at 2 stacks and gains 2 stacks each wave
- Double Lock-In: Starting gold: 235 → 200
- Reverted the classic-only Crab Warlock / Crabomancer nerf
- Reverted the classic-only change that prevented you from building Eggsacks on waves 21+
- Giga Mercs: Fixed a bug where Honey Bear’s heal wasn’t stacking
The Indomitable change will make more games end on waves 21 and 22. In addition to reducing average game length, this indirectly nerfs value-generating builds that benefit from more overtime waves.
Significant nerf to Double Lock-In, as it remains a community pain point. The data shows there are 1.4 Double Lock-Ins per game on average. With 8 players in the game, this isn’t too crazy, but it’s a bit high, especially since it makes games more repetitive.
We’re continuing with our strategy of avoiding (and reverting previous) classic-only unit balance changes. This increases build variety by introducing competition to current meta builds. As of this patch, there are zero remaining classic-only unit balance changes.
Systems
- Improved the accuracy of classic's matchmaker, particularly for classic games with ranked mains.
- Short classic games, especially ones that are forfeited, now have significantly reduced rating changes
Among other benefits, this means high-rated ranked players are much less likely to get bonus income when facing high-rated classic players.
Fixed an abuse case where a small number of players in classic were intentionally forfeiting games to lower their rating.

[h3]Balance Watchlist[/h3]
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If anything is being more closely monitored than usual, it will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
- Redraw: This patch indirectly nerfs Redraw by reducing average game length, but it may need a direct nerf later. Let's see where it lands after this patch.
- Millennium
Fixes and Improvements
- Castle and Cartel: Fixed a bug where power score adjustments weren't being applied properly on wave 11
- Increased projectile speed for Dwarf Banker, Big Wig, Warp Wing, and Void Manta to match that of most other ranged units
- MVP Score: Reduced weight of fighter value
- New Player Experience: Fixed a bug where XP gained sometimes didn’t properly update after a match. This was most noticeable for new players in the early levels.
- Forfeit: Now limits you to -ff’ing once every 20 seconds at most, to reduce cases of spamming
- Takeover Bots: Fixed some cases where the bot would run out of time to spend its gold if it took over with not much time remaining till the next wave
- Estimated gold: Fixed a bug where estimated gold remaining was sometimes incorrect in PvE, with Cartel/Castle, and with Venture
- Mini & Wumbo: Fixed a tooltip bug where upgrades had wrongly displayed gold costs on Wave 1
- Stability: Fixed some rare cases of units getting stuck
Community Updates
[h3]Game Translations[/h3]

Legion TD 2's translations continue to be improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:

HUGE thank you to everyone who has helped up to this point!

Closing Remarks
This patch shakes up the income-heavy meta in ranked and addresses pain points in classic, in addition to introducing some fun features.
We're really excited for the upcoming free-to-play weekend. Please let your friends know and support Legion streamers!
As always, with any major patch, we'll keep a close eye on things and rapidly hotfix as long as needed.
Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.

If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive

If you enjoy these updates, please give it a Thumbs Up, too!
If you have constructive criticism, let's chat about it. Discord and /r/LegionTD2 on reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.
Sincerely,
The Legion TD 2 Team