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Design Philosophy: Game Balance

I'm Jules, and one of my jobs is balancing Legion TD 2. In this dev blog, I share our design philosophy on game balance and some of our secret sauce.


[h3]Principles[/h3]
  • Trust the data
    Every time you play the game, your decisions and the resulting outcomes generate valuable data. Data captures information from hundreds of thousands of games and tens of thousands of players, not just from players who give feedback. It's also always recording, not just when players choose to give feedback (after being tilted by a loss ). For balance data, we recommend Drachbot, which closely matches our internal data.
  • Listen to the community
    Community feedback fills in the gaps when data is lacking or if a unit's design is problematic. If there's feedback that conflicts with data, that might mean a unit is frustrating or situationally unbalanced, even if it's balanced on average. We often make systemic changes based on community feedback, but not everyone speaks English or chooses to give feedback, and it's unrepresentative of the player base at large.
  • Balance for Ranked
    Most of our effort goes towards balancing Ranked because it is our competitive mode with skill-based matchmaking. In Classic, we only balance outliers if they are heavily degrading the meta.
  • Balance for top ladder
    One great thing about Legion is that the meta is similar at all levels of play. However, some units are stronger in top ladder because they are more decision-making-intensive (e.g. Pack Rat, Eggsack) or positioning-dependent (e.g. Priestess of the Abyss). We default to balancing for top ladder, which means that some of these high skill cap units are balanced or slightly strong in top ladder but slightly weak otherwise.
  • Balance for the present
    Anyone can theorize about how strong a unit, combo, or strategy should be or will be once the community learns it. While their prediction might be correct, our philosophy is to balance for the current state of the game. If the prediction becomes reality, it will be reflected in the data and subsequently addressed.
  • Game balance is one of many tools for making the game fun
    More balanced doesn't always mean more fun. It's more fun having exciting moments where you occasionally high roll a strong combo or win the game on wave 7, mixed with low moments where you have no tanks in your Yolo roll, than to always have a neutral experience.



[h3]Rolls[/h3]

When balancing fighters, we primarily look at a unit's roll data - how often players pick and win with a unit in their roll, regardless of whether they build it. That's because when a unit is built, its win rate becomes confounded by the state of the game. For example, building a Doomsday Machine has a >50% win rate, not because it is overpowered, but because players that build it tend to already be winning. Because Doomsday Machine is the most expensive unit in the game, only players who have a lot of gold (and who are likely already in a winning position) can afford it.



Win rate and pick rate are both important variables.

In low-rated games, win rate is predictive of how strong a unit is (in that rating bracket). As you climb the ladder, players are more informed and play optimally. They are deliberate about what units they pick. This makes pick rate the more predictive variable and win rate less predictive.

One way to think about it: On the far left of the rating distribution, players are effectively picking randomly or based on what art looks most exciting. On the far right of the rating distribution, players are sweatily drafting the comp that will maximize their chance of winning and counter-picking against the meta.

Because of this, win rates flatten out towards 50% once the meta has stabilized. Here's a good example:

Take the game of rock-paper-scissors, but instead of rock always beating scissors, scissors always beating paper, and paper always beating rock, imagine rock beats scissors 75% of the time, scissors beats paper 75% of the time, and paper beats rock 90% of the time.

In low-rated games, where players pick randomly, paper has the highest win rate, scissors in the middle, and rock the lowest.



However, in high-rated games, something interesting happens. Players take into account the different win rates and adjust the frequency at which they throw rock, paper, and scissors. At equilibrium, the win rate of all three choices is 50%. Win rate loses all predictive power.

This example doesn't perfectly describe Legion, as Legion is a much more complex game with an ever-evolving meta, but it illustrates why we can't only consider win rate and why we must also consider pick rate for game balance.

If a unit is high appeal or especially fun, this will affect pick rate. We do our best to factor that in. For example, Sacred Steed is fun to use, so we tolerate her having a higher pick rate than normal.


[h3]Upgrades[/h3]

Roll data helps us determine which rolls are strong or weak, but it doesn't tell us about the balance of individual units (base unit vs. upgrades). To determine that, we consider two factors:
  • Unit stats
    Consider Sand Badger. If roll data shows Sand Badger is too strong, we can compare the HP/gold and DPS/gold of Sand Badger and its upgrade Iron Scales, given they have identical typing, range, and utility. If their HP/gold and DPS/gold are roughly the same, it's likely that Sand Badger and Iron Scales are both strong and in need of a nerf. When a base unit has different typing, range, or utility than its upgrade, we can make reasonable approximations about the power budget of those differences or compare against other similar units. Additionally, we can consider unit usage and win rates.
  • Usage and win rates
    In this context, usage rate is how often a unit is built, and win rate is how often players win when they build that unit. For example, compare Devilfish and its counterpart Seraphin. If the data shows Devilfish is used more than Seraphin and has a higher win rate when built, we'd consider shifting power from Devilfish to Seraphin. Remember that with unit usage and win rates, we run into the confounder problem (where the ability and choice to build a unit reflects your position in the game), so we have to be smart about adjusting for this.



[h3]Openings[/h3]

We don't worry specifically about opening balance too much. That's because if rolls are balanced, it usually means openings are also balanced. If an opening is strong, players will pick and win with that unit more often, which is captured in roll data.

If too much of a unit's power budget is in its strength as an opening, we'll consider damage threshold adjustments to nerf it as an opening, while buffing or maintaining its power elsewhere. An example of that is Fire Elemental, which used to perfectly 2-shot wave 3, making it a powerful and low interaction opening. By lowering its damage slightly and compensating it with increased attack speed, we kept its DPS the same while making it a weaker opening.


[h3]Mercenaries[/h3]

For mercenary balance, we primarily consider usage and win rates, then make adjustments for the following:
  • Cheaper mercenaries are used more often
  • More expensive mercenaries have higher win rates (the same confounder we talked about earlier when building Doomsday Machine also applies when sending Kraken)
  • Power mercenaries have higher win rates (players that are already in a winning position are more likely to send power mercenaries)

[h3]Waves[/h3]



In Ranked, our target end-wave distribution is a bell curve centered around wave 15 or 16. This accomplishes the following:
  • Makes average game time 20 minutes and 95% of games between 10-30 minutes
  • Avoid spikes in wave power and makes all waves viable to send on
  • Makes the lethality of a wave (the conditional probability that the game ends, given that you reached that wave) monotonically increasing, which means tension increases as the game goes on. For example, even if more games end on wave 16 than 17, the probability of the game ending on 17 (given you reached wave 17) is higher than then probability of the game ending on 16 (given you reached wave 16).

[h3]Closing Thoughts[/h3]
We care a lot about game balance in Legion TD 2. It's why every major patch has balance changes and why we respond quickly with hotfixes if something is breaking the meta.

When we buff or nerf a unit, the magnitude of the change is usually small, on the order of 1-3%. That's because the game's balance has been finely tuned over the years, and tiny changes make a big difference in a strategy game like Legion. For example, one patch, Sakura went from one of the top performing units to one of the bottom performing units after a 1.5% nerf to her attack speed.

On a personal note, game balance is one of my greatest joys. I grew up being obsessed with game balance and numbers and would often rebalance board games and theorycraft about how to improve game balance in video games. In 2013, I graduated with a degree in statistics from Harvard. From 2012-2015, I worked as a data scientist and game designer at Riot Games, focusing primarily on game balance for League of Legends. I built most of League's game balance frameworks and dashboards, some of which are still in use today 10 years later. After leaving Riot Games, I began development on Legion TD 2 with Lisk, and the rest is history.

Sincerely,
Jules from the Legion TD 2 Team

Sign Up for the July Nova Cup!



Last Month Recap

Congratulations to the winners of last month's Nova Cup!
- D1: rampampam (Paweded & fine)
- D2: u wnt sum? (Danwolf & robie)
- D3: anma - tool_cereal (AnMa - TooL & cereal)
- D4: [maesdafoca] (ZeMariano & Jp199)
- D5: backshotbeach (Showduck & Ellipse)

Missed the action? Check the brackets, team lists, & VODs for all divisions on the Legion TD 2 eSports portal!

This Month


The upcoming July Nova Cup takes place July 27 - 28.

$875 in prizes and sign-up is free - first come first served!
There are up to five skill divisions, so no matter what your rating is, you have a chance to win.
Participation prize: Every participant who plays all of their matches will receive a FREE random card. If you haven't played a tournament yet, this is a great time to join.

Requirements

- Everyone that is level 3 or higher can join for free! First come, first served. So even if you recently joined the game, feel free to participate!

Twitch Drops



When you watch Nova Cups on the official channel, aside from enjoying shoutcasted top-tier Legion gameplay, you'll also receive in-game rewards based on how long you watch!

Watch the official Legion TD 2 Twitch stream during a Nova Cup to earn the following rewards:
- Watch for 60 minutes: 2,000 essence
- Watch for an additional 90 minutes: 4,000 additional essence
- Watch for an additional 120 minutes: Random card

In other words, if you watch the Nova Cup both days, you'll earn 6,000 total essence and a random card!

IMPORTANT: You'll need to link your Twitch account to your Legion TD 2 account in order to earn the rewards.
Link Your Twitch Account

Team Sign-up Instructions
  • Sign-ups are open from NOW until July 27 9am PDT / 6pm CEST.
  • To sign up, find a teammate and form a party. After you're both in the party, have one player type "/signup [team name]" (e.g. /signup Snail Kings) in chat. You should see a confirmation message that your sign-up went through. For those who participated in previous Nova Cups, you no longer need to do /join to signup.
  • The first 16 teams to sign up in each division can participate. For division 1 and 2 the top 8 teams are drafted per division. Other teams are waitlisted. There are usually no-shows, so waitlisted teams are encouraged to be present in the Discord and ready to play. View the team list to see your sign-up position and division.
  • If there are more than 32 teams checked in, there will be an additional best-of-1 qualifying round to allow more teams to participate. It is a best-of-1, rather than a best-of-3, to keep the event from running overly long.
  • Both players must join the Legion TD 2 Official Tournament Discord. Make sure to set your server nickname to match your in-game name.
Solo Sign-ups
  • You may sign-up as a solo with a suggested team name using the "/signup [team name]" command. Solo teams will be added to the Public Teams list, then be formed into teams on the day of the tournament. Solo teams will be randomly assigned a team name from either of its members.
  • If there is a waitlist, team sign-ups will always take priority over solo sign-ups
  • If you sign up as a solo, but then you find a teammate, you can re-sign up as a team any time before check-ins start. Just use the /signup command again with the new teammate. The tournament organizer will void your old solo signup after they process your new team signup.
  • After check-ins are over, all checked-in solo players will be randomly formed into teams by the tournament organizer. You cannot request a specific teammate at this point; if you want to play with a specific person, you should have signed up as a team instead.
It is still strongly recommended to sign-up as a team to guarantee your spot in the tournament and to give you time to practice with your teammate beforehand.

Schedule


Saturday, July 27
  • Check-in window: 8:45 - 9:15am PDT / 5:45 - 6:15pm CEST
  • Games: 10am - 1:30pm PDT / 7 - 10:30pm CEST
    • Round of 16 (Best of 3)
    • Quarter-finals (Best of 3)


Sunday, July 28
  • Check-in window: 9 - 9:30am PDT / 6 - 6:30pm CEST
  • Games: 10am - 1:30pm PDT / 7 - 10:30pm CEST
    • Semi-finals (Best of 3)
    • Final (Best of 5)
Check-in
  • Teams must check in via the Legion TD 2 Official Tournament Discord. Waitlisted teams should also check in.
  • Any team that fails to check in will be disqualified. The next team on the waitlist that checked in will earn a spot.


Game Format


The custom game room creator should enable Tournament Mode in the room. This will ensure the following settings:
  • 2v2
  • Mastermind only
  • Hybrid disabled
Division 1 & 2 Only
- Conquest rules apply. (Once you win with a Mastermind playstyle, you and your ally can't use that playstyle again for that series)

Final Remarks


For a full list of rules, prizes, and other details, visit the following link:
Nova Cup Rules & FAQ

For questions & support, please join the Legion TD 2 Official Tournament Discord.

See you on July 27th! The Nova Cup will be casted and streamed at twitch.tv/ltd2. Check the Tournament Discord on the event day for links to the other casts.

Sincerely,
Your Legion TD 2 Tournament Staff

v11.06 Hotfixes

This post will be updated with June hotfixes, with the most recent at the top.

Hotfix 1 (v11.06.1)
(July 17)

Double Down
- Fixed a bug where it was mistakenly giving 7 charges instead of 3 (We had a miscommunication on the final numbers - apologies to everyone for the confusing communications on this! 3 is the final number. For now.)
- Fixed a bug where purchasing Double Down the moment a match was found didn't apply the stacks (the stacks should now be recovered after you finish the game and reconnect to the lobby)

When we had posted the patch notes originally, we had mistakenly communicated that Double Down would give 7 charges instead of 3. This has now been fixed & restored to the original, intended design. Double Down is meant to be something special, used on occasion, rather than the norm.

Mini & Wumbo
- Fixed a bug where it was giving the same Mastermind-only rolls every time by mistake

v11.06 Major Update

Expected patch release: Tuesday, July 16 (Pacific Time)

[h3]News[/h3]

[h3]Free Legion Coaching[/h3]



Top-20 player and caster, Ofma, is offering FREE Legion coaching. Join his Discord to sign up!

[h3]Legion Posters[/h3]



We recently launched official Legion posters! Bring Legion TD 2 from the screen to your walls with high-quality, durable metal posters.

Major Updates


[h3]Feature: Double Down[/h3]



Cut down the grind and get to the Rank You Definitely Deserve™ twice as fast. Results may vary.

Doubles your rating changes for your next 3 ranked games.
  • Affects both rating gains and losses, so be careful!
  • Stacks are not used if any other rating multipliers are active (such as Ranked Placement matches). Stacks are also not used if Match Canceled
  • Can be unlocked in the Shop: Account tab for 10,000 essence or 270 premium essence
  • Purchase limit of 4 per week (total of 12 games)

[h3]Mini & Wumbo 2.1[/h3]
  • Your initial roll is now expanded to include all fighters that cost between 255 and 300 gold!
  • This means you can roll, for example, a Tree of Knowledge, Alpha Male, or Big Wig on wave 1.






[h3]Secret Card: Baby Imp[/h3]



Hold or hold not, there is no try.

[h3]Skin: Underworld Fiend[/h3]



Ma, he's got a good personality I promise



Oooh he fast.

[h3]Player Happiness Poll[/h3]
We love all the feedback from our Discord, Reddit, and Steam communities, but know many players aren't active there. To better hear from everyone, we’re launching an in-game Player Happiness Poll!

We plan to run these polls once a month to gauge community reception to patches and general player happiness.



[h3]Coming Soon[/h3]
New units coming next month!

Game Balance


[h3]Masterminds[/h3]

Kingsguard
- Attack speed and damage reduction: 10% → 11%

Low pick rate.

Redraw
- Redraw gold cost: 1-40 → 1-30

Low pick rate.

[h3]Legion Spells[/h3]

All Out Assault
- Mythium: 100 → 125

Low win rate and pick rate.

Counterattack
- Mythium on wave 11: 60 → 65
- Mythium when leaking: Unchanged

Low win rate and pick rate.

Giant Snail
- Health: 570 --> 550
- Damage: 19 --> 18

High win rate.

Glacial Touch
- Movement speed reduction: 95% → 97%
- Unchanged against bosses (80%)

Low win rate and pick rate.

While this looks like a small buff, a 97% slowed unit takes 67% longer to reach a certain point than a 95% slowed unit. Math is cool.

Hero
- 4.25% damage and damage reduction → 4% attack speed and damage reduction

Now more versatile and stronger on units such as Deathcap, Sovereign, Doppelganger, Sky Queen, Daphne, Slime Siren, Shadow Dancer, Spectral Scallywag, Berserker, and Azeria.

Lizard Army
- Mythium: 50 → 55

Very low pick rate.

Press the Attack
- Mythium: 80 → 85

Low win rate and pick rate.

Protector
- Regeneration: 0.6% --> 0.5%

High pick rate and overshadowing Titan and Guardian Angel.

Villain
- Damage amplification: 22% (11% for ranged) → 20% (10% for ranged)

High win rate.

[h3]Fighters[/h3]

Whirlybird
- Giga Boomstick: Damage: 70 → 65

High win rate.

Oathbreaker (Final Form)
Damage: 83 → 81

Slightly high win rate.

Chloropixie
Attack speed: 1.12 → 1.15

Sakura
Attack speed: 1.12 → 1.1

Shifting power from Sakura to Chloropixie

Devilfish
Damage: 38 → 37

Seraphin
Damage: 51 → 52

Shifting power from Devilfish to Seraphin

Slime Siren
Damage: 65 → 63

High win rate.

Sky Queen
- Damage: 60 → 62

Low win rate and pick rate.

Fire Elemental
- DPS: Unchanged
- Damage: 30 --> 26
- Burn damage: Unchanged
- Attack speed: 0.79 --> 0.85

No longer perfectly 2-shots wave 3. Fire Elemental was a low interaction opening, so we're making it more vulnerable on wave 3.

Elite Archer / Trinity Archer
- Attack speed: 1.015 → 1.031

Nerfs in previous patches to Leviathan and APS/MPS auras and Sorcerer made Elite and Trinity Archer fall out of favor. Low win rate.

Honeyflower
- Health: 1370 --> 1390
- AOE DPS: 10.1 --> 9.4
--- Damage: 10 --> 9
--- Attack speed: 1.01 --> 1.04

Slightly high win rate and one of the strongest openings.

Crab Warlock
Damage: 32 → 33

Crab Warlock spam is indirectly nerfed by changes to waves 18 and 21 this patch.

Crabomancer
Health: 1840 → 1860
Damage: 90 → 95
Pincer: Health: 1750 → 1770
Pincer: Damage: 76 → 77

Low win rate and pick rate.

Gatling Gun
Health: 980 → 900
Attack speed: 2.41 → 2.38

Vulcan Cannon
Health: 2700 → 2500
Attack speed: 2.41 → 2.38

High win rate and pick rate.

Eggsack
- Health: 2500 --> 2450

High win rate. We want Grarl --> Eggsack to continue being a strong opening, but it's currently a bit overtuned.

[h3]Mercenaries[/h3]

Ogre
- Damage: 100 → 157
- Removed Knock Out

Knock Out added RNG without being particularly interesting or adding gameplay value, so we’re removing it.

Four Eyes
Attack speed: 1.96 → 2

Slightly low win rate.

[h3]Waves[/h3]

Wave 10: Granddaddy
Attack speed: 3.57 → 3.45

Wave 13: Drill Golems
Health: 3300 → 3330

Wave 14: Killer Slugs
Health: 2130 → 2110

Wave 17: Metal Dragons
Health: 3400 → 3450

Wave 18: Wale Chiefs
- Poison-tipped Pole: 180 damage every 3 attacks → 60 damage every attack

Stronger against spam.

Wave 19: Dire Toads
- Health: 4400 → 4450

Wave 21: Legion Lords
- Attack speed: 2.56 → 2.33
- New ability: Inferno: Deals 2% splash damage

Stronger against spam.

[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:
- Grarl and upgrades
- Crab Warlock
- Wave 21

Improvements & Fixes


[h3]Improvements[/h3]
  • Rotation time for Classic game modes: 6 hours --> 5 hours and 45 minutes. This disrupts the cyclical pattern, so they don't occur at the same times every week, which prevented some players from playing certain modes
  • Lizard Army & Robo Squad are no longer ever rolled in the same game, since they fill a similar role
  • Nerfed Floating Isles campaign boss chaoslord2468 slightly
  • You now gain 15 essence each time you vote for or against a mode in Classic (instead of a one-time 25 essence for voting). This means players will earn 5 more essence per game if they vote.

[h3]Fixes[/h3]
  • Fixed some issues with Match Canceled awarding the wrong amount of elo in some circumstances
  • Fixed a rare bug where Match Canceled would wrongly overwrite a previous game’s rating changes if they happened in quick succession
  • Fixed a bug where voting “no” in Classic didn’t properly reward bonus essence as intended
  • Fixed a bug with Eggsack not prematurely hatching into Hydra if it died (immediately) after clearing the wave, most commonly when building solo Eggsack vs. Robo on Wave 2
  • Fixed a bug where Takeover Bots often missed income since they sent too late
  • Fixed a bug in the Floating Isles campaign where Declan Stormhammer wouldn’t build properly when facing against a party (non-solo match)
  • Fixed a bug where stacks of Indomitable weren't stacking correctly in Classic


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:

Help Translate Legion TD 2

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

Closing Remarks


We know Crab Warlock has been a balance concern, particularly in Classic, and hope the changes this patch will improve balance, increase build diversity, and reduce lag.

As 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 ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!

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

Official Posters for Legion TD 2!



We’re thrilled to announce the launch of our official metal posters, produced by Displate! Bring Legion TD 2 from the screen to your walls with high-quality, durable metal posters. We (Lisk, Jules, and Dani) have each individually ordered a bunch of posters and hung them up on our walls to make sure they're good. They're good, trust us.

Check them out here:
Legion TD 2 Displate Store

Happy decorating, and thank you for playing the game!

Sincerely,
The Legion TD 2 Team

P.S. Please make sure to use the above official link to boost the portion of your purchase that goes towards the dev team!