7.03: Radiant Halo, Arc of Justice

New fighters: Radiant Halo & Arc of Justice

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

Deals 9 bonus pure damage (3 against bosses) for each consecutive attack against the same target

Solar Flare: Gains 100% attack speed for 5 seconds

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

Deals 24 bonus pure damage (8 against bosses) for each consecutive attack against the same target

Solar Flare: Gains 100% attack speed for 5 seconds
New skin: Cryo Fenix

In-game: https://streamable.com/x3dfxh
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


- Tier 3 cost: 81 >> 80
- Tier 5 cost: 177 >> 179
[h3]Legion Spells[/h3]


- Income: +34 >> +36


- Income: -34 >> -36


- 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
[h3]Fighters[/h3]


- 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.


- Health: 4500 >> 4600


- Damage: 65 >> 68


- Attack speed: 0.97 >> 0.99


- Attack speed: 0.97 >> 0.99


- Chain Heal: 115 >> 120


- Damage: 185 >> 195



- 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.


- Shell Shock: Attack speed reduction: 10% (5% to bosses) >> 5%


- Damage and damage reduction penalty per stack of hatching early: -17.5% >> -20%
Encouraging players to protect their Eggsacks


- Health: 2170 >> 2100
- Explosive Shells: Damage: 50 >> 40


- Health: 5350 >> 5170
- Detonation: Damage: 120 >> 100
After the recent attack speed buffs, these abilities have become too strong



- 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.

[h3]Waves[/h3]


- King damage on wave 6 increased by 5%



- 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



- 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.


- Attack speed: 1.2 >> 1.19


- Attack speed: 1.69 >> 1.74


- Attack speed: 1.333 >> 1.316


- Attack speed: 2.78 >> 2.82


- Damage: 160 >> 170
- 4v4 only: +8% damage reduction
Returning Maccabeus to its former glory