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v5.01: Legion Spell Update, Balance Changes



Happy new year, everyone! Since we just got back from holiday break, we're doing a small balance patch to improve legion spells and address some of the more glaring balance concerns.

Legion Spells
A lot of the power budget of these spells was unintentionally in the +500 health. Now they can be more specialized.

Hero
- Health gain: 500 -> 0
- Damage and damage reduction aura: 5% -> 7%

Magician
- Health gain: 500 -> 0
- Mana regen aura: 22% -> 27%

Sorcerer
- Health gain: 500 -> 0
- Spell damage aura: 20% -> 27%

Vampire
- Health gain: 500 -> 0
- Lifesteal and spell vamp aura: 18% -> 24%

Villain
- Health gain: 500 -> 0
- Damage amplification: 18% (13% for ranged) -> 25% (15% for ranged)
- Buff duration: 3 -> 1.5 seconds

Fighters
Proton
- Attack speed: 1.02 -> 1
- Ionic Force: Attack speed per stack: 25% -> 30%

Atom
- Attack speed: 1.02 -> 1
- Ionic Force: Attack speed per stack: 25% -> 30%

Proton and Atom were statistically very weak.

Honeyflower
- Health: 1220 -> 1250
- Fragrance: Damage: 11 + 0.15% -> 10 + 0.15%

Honeyflower was the strongest opening in the game. The nerf makes it significantly more vulnerable to Dragon Turtle on wave 2.

Soul Gate
- Hellion: Damage: 45 -> 47
- Nightcrawler: Damage: 45 -> 47

Hell Gate
- Elite Hellion: Damage: 90 -> 94
- Elite Nightcrawler: Damage: 90 -> 94

The legion spell changes are also indirect buffs to Soul Gate and Hell Gate.

Other
Dragon Turtle
- Fixed a bug where it was spawning behind other tank mercenaries

Mastermind Rolls
- Priestess of the Abyss, Lord of Death, and Millennium no longer satisfy the arcane requirement because they are ranged DPS (if you get one of these, you're guaranteed to get another arcane unit)

"Unbreakable" Trophy
- Collection value: 15 -> 3

When we first designed this trophy, hitting 10,000 fighter value was very rare. It's now more common, especially in Classic games.

v5.00: Season 5



Season 5 Begins

Season 4 has officially ended. Rewards will be distributed in the coming days, and ratings will be soft-reset. Ranked will be disabled on Friday, December 13 at 6pm PST and re-enabled on Monday, December 16 at 9am PST. During this time, we will have a Classic 4v4-only weekend. Season 5 begins as soon as patch v5.00 goes live.



v5.00 Patch Notes

- Released to live servers!

NEW! Shrine Tier 6


Soul Gate
- Cost: 260 gold
- Health: 2000 (Immaterial)
- Damage: n/a

Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 15% max hp (can kill itself).


Dimensional Rift
Summons a Hellion and Nightcrawler

Hellion
- Health: 750 (Natural)
- Damage: 30 (Impact)
- Attack speed: 1.67
- Range: Melee


Nightcrawler
- Health: 360 (Natural)
- Damage: 30 (Magic)
- Attack speed: 1.18
- Range: 400

Hell Gate
- Upgrade cost: 420 gold
- Health: 5000 (Immaterial)
- Damage: n/a

Blood Price
Gains mana regen based on missing health. Every time it summons a unit, it loses 15% max hp (can kill itself).

Dimensional Chasm
Summons an Elite Hellion and Elite Nightcrawler

Elite Hellion
- Health: 1860 (Natural)
- Damage: 60 (Impact)
- Attack speed: 1.79
- Range: Melee

Elite Nightcrawler
- Health: 900 (Natural)
- Damage: 60 (Magic)
- Attack speed: 1.47
- Range: 400

NEW! Shrine Legion Release

With the release of Soul Gate and Hell Gate, Shrine is now a fully playable legion. Progress on legion 8 has already begun.



A lost civilization of long-standing traditions. Out of respect for the dead, they constructed a gate symbolically connecting the worlds of the living and the dead. One night, there appeared a crescent moon with an eerie reddish hue. At the gate, what was once a white rope warding off spirits was now stained dark red. The inhabitants of the Shrine began experiencing oddities, catching glimpses of the dead, and feeling an impending sense of doom. The realm of the dead grows larger every night, creeping and expanding its unholy dominion. The Shrine is no longer welcome to the living.

NEW! Profile 2.0


[h3]Playstyle Radar Chart[/h3]
- Every player is assigned points in 6 classes based on their playstyle and performance (extra weight given to recent games)

Economist
- Most gold from income. It's all about that late-game scaling.

Kingsguard
- Most king upgrades. All hail the king.

Architect
- Fewest waves leaked. Give no quarter.

Guardian
- Most leaks caught. Teamwork is OP.

Breaker
- Caused the most opponent leaks. The best defense is a good offense.

Tactician
- Most waves with no mythium sent. Keep them guessing.

[h3]Favorite Rolls & Openings[/h3]
Favorite Rolls
- The 6 rolls (base fighter only) you picked most often this season

Favorite Openings
- The 6 fighters (base and upgrades) you started with most often this season

[h3]Past Season Statistics[/h3]
- You can now view high-level statistics (rating, ranked win rate, etc.) from previous seasons, assuming the data was tracked then

NEW! Fighter Stats


NEW! Wave Stats


NEW! Match History


NEW! Wins Leaderboards
Ranked Wins This Season



Classic Wins This Season



Look & Feel
Play Menu







Legion Select



Victory & Defeat Banners



Audio
- New victory & defeat music
- New waiting for players & loading screen music
- New “King In Danger” theme when the whole team leaks a lot
- All Legion Spells now have unique sounds
- A variety of sound fixes and tweaks; overall the client should sound smoother now

New icons
- Booster, Stimpack, Leech, Cannibalism



2v2 Map
- Improved gate graphics

4v4 Map
- Texture update to make the map less bright/oversaturated

Legion Spells
- Improved graphics for Magician, Sorcerer, Protector, Guardian Angel

Floating Texts
- Red bonus damage text is now a bit more subdued (affects things like Berserker, Wave 18, etc.)

Matchmaking & Ratings
Placement matches
- Your first 10 ranked games in the season are now considered "placement" matches which will have 2x rating changes

Display fixes
- Fixed some cases where rating stakes were rounded incorrectly (at most resulted in 1 rating point difference)
- Fixed a case where +30/-2 matches were mistakenly being displayed as +31/-1

Quality of Life
Ready Button
- You can now click "ready" via a button instead of having to type the -ready command. You can also click the button again to toggle on/off whether you are ready or not.
- Wave 1 preparation time: 80 -> 90 seconds

Match Ties
- Tied matched (where a player failed to connect on wave 1) will cancel the match after 5 seconds instead of 15 seconds

"Abandoned Match" Fix
- Fixed some cases where the "abandoned match" message would show when requeueing after you already finished the game

In-game HUD
- Added text that shows a unit's grid position when deploying fighters or selecting an existing fighter (in build phase only). This option can be toggled on in settings (default off).
- Added a loading spinner in the middle of the screen if you are lagging badly (out of sync with server)
- Lifebar styles are now unified (yours=green, enemy creatures=red, everything else=player colored)
- Mercenaries now show base unit tooltip (so players can understand, for example, that Dragon Turtle is more about its arcane tankiness than its magic dps)
- Fixed a case where the HUD would ping things instead of clicking them (AltHeld is now reset every couple seconds)
- A variety of other fixes and tweaks

Stability
- Fixed a case where a client would be continually lagging, but never catch up with the server (disabled full sync throttle)
- Fixed a case where initialization would be bugged under certain latency conditions (ForceSyncAllTime was called before game started)

Custom Games
- Added a new custom game mode: "Mastermind" which just forces everyone to play Mastermind. Useful for tournament games!

Tournaments
- /signup command now supports signing up as a solo player

Official Game Guide
- You can now access the official game guide from a link in the client

Build Testing
- All -save/-load builds are now contained in player logs (previously was only the final wave's builds). This means after any game, you can reload any player's build from any wave for testing things like: would that build have leaked to brutes instead of fiends? would I have held if I put the bunk further forward? etc.

Tutorial
- Fixed a bug where gray borders/graphical artifacts would appear on the arrow graphic

Translations

- Updated! Visit LegionTD2.com/translate if you'd like to help with translations. Any fixes or additions you make will show up in-game the following patch.

Gameplay Fixes
Pathing
- Fixed a rare case where units from one lane would wander into another lane

Angler, Bounty Hunter, Kingpin
- Fixed a rare bug where Angler, Bounty Hunter, or Kingpin would jump to full mana (added a failsafe check after upgrading them)

Gaia Shield
- Lost Chieftain now smarter about buffing Azeria (whose ability heals it based on max hp) with Gaia Shield

Reviving units
- Units that revive (Guardian Angel, Eternal Wanderer, Samurai Soul) are now aggroed later when breaking ties

Attack speed fix
- Fixed a long-standing bug with units attacking faster or slower than their attack speed indicated. As a result, a lot of units have had their attack speeds tweaked so that their power remains the same.

Takeover bots
- Fixed a bug where bots that take over for a disconnected player that was dual-building wouldn't train workers or send mercenaries when dual building. They still won't build (this is hard to implement), but at least they aren't useless now.

Game Balance

[h3]No-build Strategy[/h3]
(also known as "cross" or "suicide")

This strategy involves one player only training workers, while the other player(s) build to cover. While it's an interesting strategy, it's too strong for how frustrating and chaotic it is. Our goal with this nerf is not to destroy the strategy, but rather to build a lever to nerf or buff it as needed.

Leaking 100% now grants additional gold to the opposing team. This amount is equal to 0.25 x BountyLeaked x WaveFactor, where WaveFactor scales from 0.35 on wave 1 to 1.5 on wave 20. For example, leaking 100% of wave 4 grants 12 bonus gold to the opposing team.
[h3]Legion Spells[/h3]
There’s been a power creep for legion spells over the past year, so we’re nerfing the strongest ones:


Giant Snail
- Health: 560 -> 540
- Damage: 24 -> 23


Guardian Angel
- Maximum health: 2500 -> 2400
- Now revives after 2 seconds instead of immediately

Protector
- Protection Aura: 2 damage reduction + 8 regeneration -> 2 damage reduction + 7 regeneration

Vampire
- Vampirism Aura: Spell Vamp: Now 80% as effective with area of effect spells

Area of effect, in this context, is defined as any spell that hits an uncapped number of units
  • Banana Bunk’s Barbs
  • Banana Haven’s Barbs
  • Honeyflower’s Fragrance
  • Deathcap’s Noxious Scent
  • Pyro’s Pyromancy
  • Millennium’s Explosive Shells
  • Doomsday Machine’s Detonation
  • King Claw’s Shell Shock
  • Great Boar’s Stampede
  • Red Eyes’ Thunderous Charge
  • Yozora’s Wintry Touch
  • Arctaire’s Frozen Veil


Market
- Removed from the game

With the introduction of so many more interesting spells, Market feels lackluster. Expect some new legion spells in early season 5.

[h3]King[/h3]
Immolation
- Buffed slightly on early-mid game waves

[h3]Fighters[/h3]

Looter
- Health: 90 -> 80

Ranger
- Damage: 38 -> 25
- Attack speed: 0.71 -> 1.1
- Accuracy: 20% bonus damage to bosses -> 5 bonus pure damage to bosses

Daphne
- Health: 1130 -> 1050
- Precision: 30% bonus damage to bosses -> 15 bonus damage to bosses
- New ability: Mark Target: Amplifies all damage dealt by 1 (0.25 to bosses), stacking up to 10 times

Another season, another Ranger and Daphne rework. Stronger against waves 5, 15, and 20. Daphne now synergizes with many units and fast attackers.


Zeus
- Attack speed: 2.56 -> 2.5


Infiltrator
- Shuriken: Bonus damage: 35 -> 33

Orchid
- Shuriken Cyclone: Bonus damage: 35 -> 33


Gateguard
- Chaos Hound: Attack type: Pierce -> Impact
- Chaos Hound: Defense type: Natural -> Fortified

Harbinger
- Cerberus: Attack type: Pierce -> Impact
- Cerberus: Defense type: Natural -> Fortified

Simplifying typing, filling a shortage of impact units, and decreasing the overabundance of pierce units

Eternal Wanderer
- Damage: 36 -> 38
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time

Samurai Soul
- Damage: 112 -> 118
- Now less likely to be instantly focused after reviving
- Shallow Grave now procs sequentially with Guardian Angel, instead of at the same time

Leviathan
- Aerial Command: Does not stack -> Now stacks up to 2 times

Butcher
- Health: 1350 -> 1400
- Attack speed: 0.87 -> 0.95
- Leech: 5 life on-hit + 16% life steal and spell-vamp -> 20% life steal and spell-vamp
- Leech: Spell vamp: Now 80% as effective with area of effect spells

Head Chef
- Damage: 97 -> 105
- Attack speed: 0.87 -> 0.95
- Cannibalism: 10 life on-hit + 24% life steal and spell-vamp -> 30% life steal and spell-vamp
- Cannibalism: Spell vamp: Now 80% as effective with area of effect spells

Butcher and Head Chef are too strong early game and too strong with area of effect units like Banana Haven. We’re shifting power to synergy with single-target DPS units like Doppelganger, Kingpin, and Fenix, which is what Butcher was intended to be strong with.

APS
- Attack speed: 0.95 -> 0.91

MPS
- Attack speed: 0.95 -> 0.91

Grarl
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Increasing the flexibility of an interesting ability and potentially opening up Grarl into Banana Bunk, Millennium, Lord of Death, Eggsack, Fire Lord, Orchid, or Alpha Male on wave 3

Ocean Templar
- Health: 1700 -> 1900
- Damage: 155 -> 160
- Resonance: 25 + 4% missing health -> 4% missing health
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Kingclaw
- Delicacy: May be sold for 90% of its total cost, decreased by 10% each wave -> May be sold for 90% on any wave

Priestess of the Abyss
- Attack speed: 0.94 -> 0.96

Azeria
- Invigorate: Mana cost: 13 -> 12

Berserker
- Damage: 29 -> 33
- Attack speed: 1.33 -> 1.27

Now 3-shots wave 3 which makes Berserker a more viable opening

Disciple
-- Mana Burst: Mana Cost: 9 -> 7
-- Now starts with 0 mana

Starcaller
-- Asteroid: Mana Cost: 9 -> 7
-- Now starts with 0 mana

Reducing frustration around multiple Disciples/Starcallers overkilling a unit at the start of the fight

Lord of Death
- Defense type: Swift -> Arcane
- Conjure Dragon: Mana cost: 30 -> 29
- Undead Dragon: Health: 700 -> 800

Hades
- Defense type: Swift -> Arcane
- Imp: Health: 1300 -> 1400
- Imp: Attack type: Pierce -> Magic

Simplifying typing, filling a shortage of arcane units, and decreasing the overabundance of pierce units

Fire Lord
- Health: 1650 -> 1800
- Attack range: 400 -> 200

Fenix
- Health: 3800 -> 4000
- Attack range: 400 -> 200

Making these units easier to split tank with

Great Boar
- Stampede: Damage increased by 8%

Red Eyes
- Stampede: Damage increased by 6%

Millennium
- Explosive Shells: Damage no longer reduced against flying units
- Fixed a bug where Explosive Shells could not hit more than 20 units at once (no longer has a maximum)

Doomsday Machine
- Detonation: Damage no longer reduced against flying units
- Fixed a bug where Detonation could not hit more than 20 units at once (no longer has a maximum)

This makes Millennium to a more viable opening and solidifies Doomsday Machine as a powerhouse on wave 17

[h3]Mercenaries[/h3]
Mimic
- Health: 2250 -> 2200

Centaur
- Mythium cost: 320 -> 280
- Health: 4500 -> 5000
- Damage: 210 -> 220
- Cleave: Removed
- Spawn position: Middle -> Front

Centaur’s identity as the anti-spam mercenary was overshadowed by the introduction of Witch. We’re shifting it to become a natural tank, which is currently lacking.

[h3]Waves[/h3]
(2) Wales
- Attack speed: 0.87 -> 0.89

(11) Quill Shooters
- Attack speed: 0.76 -> 0.78

2x Chaos Weekend & v4.06 Patch Notes



Announcements


Sign-up for the Masters Cup V is now open! You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist. $500 prize pool and badges for winners, and mystery cards for all participants. See the official tournament thread for details.



The next featured game mode is 2x Chaos with the following rule changes:
  • Random roll (6 new fighters) every wave
  • Waves have 2x the number of spawns
  • Start with 300 gold instead of 250

2x Chaos will be enabled starting now to Sunday 11/17.



Reminder that season 4 ends in one month. Ranked rewards are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.

v4.06 Patch Notes

- Expected release to live servers: Monday 11/18

Fixes & Improvements
Bots
- Now smarter about not undervaluing if they are weak on future waves
- Now smarter about using aura fighters
- Fixed a bug where bots would hire duplicate aura mercenaries if a player pinged them to (now they will limit themselves to one of each aura at most)
- Easy bots (Play vs. AI) are now easier. The AI improvements we've been doing made Easy bots too difficult for new players

Post-game stats
- MVP Score: Fixed a bug where it was considering your opponent's leaks caught % instead of your own
- Clicking the game ID now copies it to the clipboard
- Added a 'Report player' button that automatically starts a Report Player forum thread with the game ID and player name



The best way to report a player is in-game via the tab scoreboard. This gives much more accurate data compared to reporting after the game. So this change is mainly a QoL feature if you forgot to report in-game.
FairPlay
- Increased leaver penalty for causing game ties
- Added -4 rating penalty for both players if a duo causes a game tie (to prevent an abuse case)
- Reduced penalty for a reported griefer if the team wins the game

Chat
- Improved stability, implemented auto-reconnect, and added monitoring so we can quickly tell if issues are widespread

Workers
- Fixed a bug where queueing many workers with high income wouldn't train all of them

Stability
- Fixed some lag with higher latency connections

Unit bug fixes
- Guardian Angel now properly transfers buff stacks for Lioness and Alpha Male
- Protection Aura now properly heals units in the holding area when the gate is closed

Data tracking
- We are now tracking data on "suicide" strategies, where one player doesn't build, to evaluate if it's a problem (particularly in lower-rated games)

Game Balance
We're intentionally keeping the balance changes light to avoid over-disrupting the game before the season end.

Legion Spells
Investment
- Income: 32 -> 34

Fighters

This patch, we’re sharing balance data. Let us know if you like that approach.

First, some context:
- We strive to make the game fun for all players but generally balance around high-rated games
- Data is important, but it doesn’t tell the whole story. There’s a lot we consider in the background.
- For fighters, two important pieces are data are pick rate and win rate
-- Pick rate is the probability a player picks a fighter, given it’s in their roll. High pick rate can mean new or fun, but it often means high versatility and power, especially among competitive players who are playing to win. The average pick rate of a fighter is 60% (6 picks out of 10 rolls).
-- Win rate is the probability a player wins, given they picked a fighter. The average win rate of a fighter is 50%.

Proton
- Attack speed: 1.08 -> 1.02
- Ionic Force: 20% attack speed per stack -> 25%

Atom
- Attack speed: 1.08 -> 1.02
- Ionic Force: 20% attack speed per stack -> 25%

Pick rate: 51%
Win rate: 48.1%


Bone Warrior
- Health: 140 -> 130

Dark Mage
- Health: 550 -> 500
- Damage: 39 -> 38
- Max mana: 20 -> 21 (we forgot Dark Mage in our last round of spell-casting improvements)

Pick rate: 86%
Win rate: 51.4%
Green Devil
- DPS: Unchanged
-- Damage: 47 -> 48
-- Attack speed: 1.33 -> 1.3

Now perfectly 2-shots wave 3, which should open up Green Devil as a viable opening

Zeus
- Total DPS: 92.5 -> 93.3
-- Attack speed: 2.13 -> 2.56
-- Power Surge: Damage: 100 -> 75

Shifting Zeus into a ranged impact damage dealer, since that's a fairly unique identity

Pick rate: 60%
Win rate: 48.5%


Fire Elemental
- Damage: 35 -> 33
- Combustion: Damage: 45 -> 50

Pick rate: 53%
Win rate: 48.9%


Harpy
- Health: 230 -> 240
- Attack speed: 0.79 -> 0.81

Sky Queen
- Health: 1320 -> 1350
- Damage: 88 -> 89

Pick rate: 35%
Win rate: 48.6%


Infiltrator
- Attack speed: 1.08 -> 1.05

Orchid
- Attack speed: 1.08 -> 1.05

Pick rate: 81%
Win rate: 52.3%


Leviathan
- Health: 2350 -> 2150
- Aerial Command: Damage aura: 5 + 15% -> 6 + 18%

Leviathan isn’t weak, but giving it a more powerful aura makes it more interesting and gives it a stronger identity

Pick rate: 39%
Win rate: 50%


Canopie
- Damage: 155 -> 150

Pick rate: 86%
Win rate: 52.1%


Alpha Male
- Health: 3370 -> 3400
- Damage: 101 -> 103

Making Alpha Male more alpha

Pick rate: 44%
Win rate: 49.8%


Lost Chieftain
- Gaia Shield now prefers to target units with Guardian Angel as well as evasion (Yozora/Arctaire)
- Gaia Shield will now consider targets with low health if they have regeneration

Ocean Templar
- Damage: 160 -> 155

Pick rate: 92%
Win rate: 51.1%


Yozora
- Health: 1200 -> 1170
- Damage: 50 -> 47

Arctaire
- Health: 3320 -> 3270
- Damage: 142 -> 131

Pick rate: 91%
Win rate: 52.6%


Fatalizer
- Attack speed: 1.3 -> 1.33

Pick rate: 61%
Win rate: 47.8%


Lord of Death
- Undead Dragon: Health: 600 -> 700

Hades
- Imp: Health: 1200 -> 1300

Pick rate: 39%
Win rate: 48%


Mercenaries
Four Eyes
- Attack speed: 0.5 -> 0.52

Masters Cup V ($500 prize pool)



Sign-up Instructions

You may sign up as a team or individually. The first 80 players to sign up will be guaranteed a spot; the rest will be on a waitlist.

Team sign-up
  • Your team must have an average peak season 4 rating of 1500+ to sign up
  • Team sign-up begins now and ends November 29 at 11pm PST
  1. Start the game, and join a private lobby with your teammate by typing /join (e.g. /join Snail Kings) in Global Chat
  2. Type /signup while in the private lobby
Individual sign-up
  • You must have a peak season 4 rating of 1500+ to sign up
  • Individual sign-up begins now and ends November 25 at 11pm PST
  • Individuals will be paired with the player closest to them in rating
  • If there are an odd number of individual sign-ups, the last player to sign up will not be paired and must look for a teammate on his own (team sign-up ends November 29)
  1. To sign up individually, tag Seraphin in tournament-lobby and mention your in-game name
Schedule
Saturday, November 30
  • Check-in: 8:40am PST (5:40pm CET) at tournament-checkin
  • Games: 8:55am - 12pm PST (5:55pm - 9pm CET)

To check-in, both players must be present. Any team that is not checked-in before 8:50am PST (5:50pm CET) will be immediately disqualified.

Sunday, December 1 Top 6 teams from Saturday
  • Check-in: 8:50am PST (5:50pm CET) at tournament-checkin
  • Games: 8:55am - 12pm PST (5:55pm - 9pm CET)


Prizes

Every player that fully participates without dropping out will be awarded a Mysterious Card, which you reveal to get a random collectible card that can also be used as an avatar.



1st Place
  • $250 USD
  • Gold Masters Cup V in-game badge
2nd Place
  • $150 USD
  • Silver Masters Cup V in-game badge
3rd Place
  • $100 USD
  • Bronze Masters Cup V in-game badge
Format
  • Mastermind 2v2
  • Day 1: 6-game Swiss. Top 6 teams advance to day 2
  • Day 2: Bo1 Double Elimination
Tournament Lobby: https://discord.gg/jE3twF4
Master Thread: https://legiontd2.com/community/threads/masters-cup-v-500-prize-pool.21911
Tournament Director: Seraphin
Caster: Jules

Season 5 is Coming



Hey everyone! Just wanted to share a progress update and tentative timeline of things to come.

We've been hard at work on Lobby 2.0, our major code refactor that allows the game to scale and handle thousands of players online concurrently. It's akin to rebuilding a plane mid-flight. Lobby 2.0 is necessary before we can do a free-to-play weekend and larger marketing efforts to grow the game.

This month, we're completing and releasing two major components of Lobby 2.0:
  • Matchmaking 2.0, which leverages Microsoft’s Azure PlayFab matchmaking system
  • Server 2.0, which offers improved reliability, better debugging, and potential fixes to network issues in Germany and Russia

November will also bring patch v4.06 and the Masters Cup V from November 30 - December 1. Sign-up and tournament details coming soon.

As of Monday, we decreased the Euro price of the game from 19.99€ to 16.99€. Most Steam games are priced with the same $ and € because Steam defaulted to a higher Euro price to offset value-added taxes. In an effort to be fair, we're lowering the price, which we also hope will also attract more players.

Season 4 End
  • December 13: Season 4 ends at 6pm PST
  • December 14-15: 4v4 Classic Queue-only weekend
  • December 16: Season 5 begins. Patch v5.00. Full Shrine release. Ranked games re-enabled.

Players are eligible for the following rewards:

Level badges are based on the level you achieve by the end of the season (minimum level 4).



Ranked badges and loading screen borders are based on your peak rating in season 4. You are not penalized for dropping below a tier you already achieved.
  • Bronze: Finish the season at least 900 rating
  • Silver: Achieve a peak season 4 rating of 1200
  • Gold: Achieve a peak season 4 rating of 1400
  • Platinum: Achieve a peak season 4 rating of 1600
  • Diamond: Achieve a peak season 4 rating of 1800
  • Expert: Achieve a peak season 4 rating of 2000
  • Master: Achieve a peak season 4 rating of 2200
  • Senior Master: Achieve a peak season 4 rating of 2400
  • Grandmaster: Achieve a peak season 4 rating of 2600
  • Legend: Achieve a peak season 4 rating of 2800