v11.08 Hotfixes
This post will be updated with June hotfixes, with the most recent at the top.
Fixed a bug where Double Down purchases occasionally would not add the proper amount of stacks.
Some important balance changes and fixes. Thanks to everyone who has given constructive feedback!
Classic
- Double Lock-In: Starting gold: 245 → 240
- Sacred Steed and Pegasus no longer restore mana to nearby units during “dead time” while out of combat (this makes the interaction with Angler & Bounty Hunter in particular more consistent with ranked and more balanced across different game states)
Castle
- Bonus income after wave 10: +47 → +46
High win rate and pick rate.
Classic Modes Rotation
- Fixed a bug where the rotation weren’t working as intended
- Added a Classic Modes Schedule as a clickable link below the Classic button in-game, which will show the upcoming schedule: [Screenshot]
Four Eyes (buff)
- Attack speed: 2 → 2.06
Needler (nerf)
- Attack speed: 1.15 → 1.13
Shifting power from Needler to Four Eyes.
Wave 15: Quadrapuses (buff)
- Attack speed: 1.49 → 1.54
Wave 17: Metal Dragons (buff)
- Health: 3550 → 3650
Wave 18: Wale Chiefs (buff)
- Health: 8400 → 8600
Wave 19: Dire Toad (buff)
- Damage: 121 → 150
- Attack speed: 2 → 1.67
Less countered by flat damage reduction.
Wave 20: Maccabeus (buff)
- Damage: 205 → 215
Wave 21: Legion Lords (buff)
- Legion Lord: Damage: 138 → 205
- Legion King: Damage: 552 → 820
- Attack speed: 2.33 → 1.67
Less countered by flat damage reduction.
Too many games are going to and past wave 21.
Minor Fixes
- Double Down: If you have a quitter/afk teammate and you win the game, it will now still take effect. As before, if you have a quitter/afk teammate and you lose the game, double down will not take effect/be used.
- Pathing: Fixed a rare bug where a mercenary would get stuck at the initial spawn area, resulting in the game not progressing
Fixes
- Matchmaking Scouter: Fixed some tooltips for clarity
- Fixed a bug where Double Down wrongly only applied on losses when the Shop was temporarily disabled
- Fixed various other issues when Shop was temporarily disabled
Warp Wing / Void Manta (nerf)
Attack speed: 0.73 --> 0.72
Still slightly overperforming. This small nerf + the wave buffs to help games close out faster should bring Manta in line.
Giant Snail (nerf)
Health: 530 --> 510
Damage: 18 --> 17
High win rate and usage rate.
Wave 13: Drill Golems (buff)
Health: 3400 --> 3450
Wave 15: Quadrapuses (buff)
Attack speed: 1.47 --> 14.9
Wave 16: Cardinals (nerf)
Attack speed: 1.15 --> 1.13
Wave 18: Wale Chiefs (buff)
Health: 8260 --> 8400
Attack speed: 1.82 --> 1.89
Wave 19: Dire Toads (buff)
Damage: 116 --> 121
Wave 20: Maccabeus (buff)
Health: 60000 --> 63000
Too many games are going to wave 21.
Shop
- Fixed a couple issues with the Shop resulting from v11.08 changes
Hotfix 4 (v11.08.3)
(October 8)Fixed a bug where Double Down purchases occasionally would not add the proper amount of stacks.
Hotfix 3 (v11.08.2)
(September 25)Some important balance changes and fixes. Thanks to everyone who has given constructive feedback!
Classic
- Double Lock-In: Starting gold: 245 → 240
- Sacred Steed and Pegasus no longer restore mana to nearby units during “dead time” while out of combat (this makes the interaction with Angler & Bounty Hunter in particular more consistent with ranked and more balanced across different game states)
Castle
- Bonus income after wave 10: +47 → +46
High win rate and pick rate.
Classic Modes Rotation
- Fixed a bug where the rotation weren’t working as intended
- Added a Classic Modes Schedule as a clickable link below the Classic button in-game, which will show the upcoming schedule: [Screenshot]
Four Eyes (buff)
- Attack speed: 2 → 2.06
Needler (nerf)
- Attack speed: 1.15 → 1.13
Shifting power from Needler to Four Eyes.
Wave 15: Quadrapuses (buff)
- Attack speed: 1.49 → 1.54
Wave 17: Metal Dragons (buff)
- Health: 3550 → 3650
Wave 18: Wale Chiefs (buff)
- Health: 8400 → 8600
Wave 19: Dire Toad (buff)
- Damage: 121 → 150
- Attack speed: 2 → 1.67
Less countered by flat damage reduction.
Wave 20: Maccabeus (buff)
- Damage: 205 → 215
Wave 21: Legion Lords (buff)
- Legion Lord: Damage: 138 → 205
- Legion King: Damage: 552 → 820
- Attack speed: 2.33 → 1.67
Less countered by flat damage reduction.
Too many games are going to and past wave 21.
Minor Fixes
- Double Down: If you have a quitter/afk teammate and you win the game, it will now still take effect. As before, if you have a quitter/afk teammate and you lose the game, double down will not take effect/be used.
- Pathing: Fixed a rare bug where a mercenary would get stuck at the initial spawn area, resulting in the game not progressing
Hotfix 2 (v11.08.1)
(September 18)Fixes
- Matchmaking Scouter: Fixed some tooltips for clarity
- Fixed a bug where Double Down wrongly only applied on losses when the Shop was temporarily disabled
- Fixed various other issues when Shop was temporarily disabled
Warp Wing / Void Manta (nerf)
Attack speed: 0.73 --> 0.72
Still slightly overperforming. This small nerf + the wave buffs to help games close out faster should bring Manta in line.
Giant Snail (nerf)
Health: 530 --> 510
Damage: 18 --> 17
High win rate and usage rate.
Wave 13: Drill Golems (buff)
Health: 3400 --> 3450
Wave 15: Quadrapuses (buff)
Attack speed: 1.47 --> 14.9
Wave 16: Cardinals (nerf)
Attack speed: 1.15 --> 1.13
Wave 18: Wale Chiefs (buff)
Health: 8260 --> 8400
Attack speed: 1.82 --> 1.89
Wave 19: Dire Toads (buff)
Damage: 116 --> 121
Wave 20: Maccabeus (buff)
Health: 60000 --> 63000
Too many games are going to wave 21.
Hotfix 1 (v11.08.hf1)
(September 16)Shop
- Fixed a couple issues with the Shop resulting from v11.08 changes