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BloodwoodGBL

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About BloodwoodGBL

  • Birthday 01/29/1990

Profile Information

  • Gender
    Male
  • Country
  • Location
    Lingen
  • Mentored By
    MrSfke
  • Primary
    LegionTD2
  • Secondary
    Other
  • Other Games
    ARK Survival Evolved
    Counter Strike
    DayZ
    Diablo
    Fortnite
    Grand Theft Auto V
    Gwent
    H1Z1
    Hearthstone
    Heroes of the Storm
    League of Legends
    PlanetSide

Division Information

  • House
    Longbow
  • Division
    DI-XII
  • Cohort
    February 2018
  • Team
    Team A

Gaming Profile

  • Steam
    BloodwoodGambler
  • Blizzard
    stitz#2578
  • Epic Games
    stitz90
  • LoL
    BloodwoodGambler
  • Twitch
    https://www.twitch.tv/stitzz90
  • YouTube
    N/A
  • Website URL
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  1. Cross isn't viable in the current meta! That's why you don't see guys playing Cross atm.
  2. v1.76 Patch Notes Not Yet Deployed ETA: This coming week We are still doing internal testing. Some tweaks and rebalancing may occur between now and patch release. Feedback is welcome. New Major Feature: Legion Spells Legion Spells are in-game upgrades that boost your economy, empower your units, or provide other benefits. When wave 10 ends, you are presented with 3 randomized Legion Spells. You must select and use 1 Legion Spell before wave 11 spawns. Allowance +100 Gold Press the Attack +80 Mythium Investment +30 Income Full House +30 Supply Cap +30 Maximum Supply Cap (150 -> 180) Market +35 Gold +25 Mythium +10 Income Loan +200 Gold -30 Income Transmute Convert all of your Gold into Mythium, or Mythium into Gold (your choice) Sacrifice Undeploys one of your units for 100% value + 80 gold Militia +400 Gold -4 Supply Used -4 Workers (when wave 11 spawns) Savior Heals the king by 25% missing life Hero Designates one of your fighters as a hero - Increases health by 500 - Grants Heroism Aura: Boosts defense and damage by 8% Villain Corrupts one of your fighters into a villain - Increases health by 500 - Grants Villainy: Autoattacks amplify damage taken by 20% (10% for ranged) Reroll Swap up to 4 of your existing fighters for new fighters - You are presented with your current 6 fighters + 4 randomized fighters, and you choose 6 Giant Snail Your Snails are replaced by Giant Snails, which have 2x health and damage ...and more to come! Taxed Allowance +80 Gold (automatically occurs if you fail to select and use a Legion Spell before wave 11 spawns) Legion Spells are different than Enchantments (pre-game specs), which are coming at a later date. Game Updates Mastermind - No longer guaranteed at least one T2/T3 fighter This was causing T1-T3 fighters to be too common because you’re already guaranteed at least one T1 fighter and at least one T1-T3 Arcane fighter. Bonus Damage - Now rounds to the nearest integer. For example, an 8% damage buff would give +1 damage to unit 10 base damage (previously it would have given it +0 damage) Model Sizes - Tweaked some unit model sizes (visual only) - Mind Warp and Blood Rush now increase the affected unit’s model size (visual only) Matchmaking Updates - Party penalties decreased slightly (a 1600-1400-1200 trio is now less likely to get matched with a solo 1600) - “Find me any game as soon as possible” now increases the window of acceptable rating differences by 200, instead of completely removing the cap (this makes matchmaking stricter and safer for high rated players) - Now much easier to hit level 2 (allows new players to get into Casual Queue faster) Game Balance Preparation timer - Wave 11: 34 seconds -> 60 Longer preparation time to compensate for Legion Spells King - Attack speed (attacks per seconds): 0.83 -> 0.85 - Judgment: Projectile speed: 2000 -> 3000 - No longer affected by Carapace’s Deflection or Killer Slug’s Spell Resistance [bug fix] - No longer swaps back and forth between targets (for now, we had to disable the logic that allowed the king to “think ahead” with Judgment) Forsaken Dark Mage - Mind Warp: Attack speed: 60% -> 50% - Mind Warp: Movement speed: 0% -> 50% Green Devil - Lacerate: Damage amplification against bosses: 1% (9% at max stacks) -> 2% (20% at max stacks) [bug fix] Head Chef - Mana: 10 -> 30 - Necromancy: Mana per dying unit: 1 -> 0.5 Now casts Skull Stew more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana Nightmare - Health: 1250 -> 1300 Doppelganger - Health: 2600 -> 2750 Making Nightmare and Doppelganger more viable picks in Mastermind Hades - Mana: 10 -> 30 - Necromancy: Mana per dying unit: 1 -> 0.5 Now casts Raise Imp more upfront, less reliant on Necromancy, and significantly less likely to get stuck at max mana Grove Daphne - Damage: 97 -> 99 - Nature’s Touch: Slow: 15% (77% at max stacks) -> 10% (61% at max stacks) Stronger but less abusive against waves 20 and 21 Mech Berserker - Attack speed (attacks per seconds): 1.3 -> 1.25 - Brawler: Damage: 30 (60 to bosses) -> 30 (90 to bosses) Fatalizer - Attack speed (attacks per seconds): 1.3 -> 1.25 - Brawler: Damage: 80 (160 to bosses) -> 80 (240 to bosses) Berserker and Fatalizer are now harder counters to wave 5, 10, 15, 20, and 21 Millennium - Attack type: Impact -> Pure Doomsday Machine - Attack type: Impact -> Pure Mech had an overabundance of Impact damage Mercenaries - All movement speeds increased by 14% Dragon Turtle - Health: 760 -> 850 - DPS: 37.4 -> 37.6 -- Damage: 37 -> 38 -- Attack speed (attacks per second): 1.01 -> 0.99 - Range: 250 -> Melee Now a more effective Arcane tank early game Shaman - Mana: 3 -> 10 - Blood Rush: Attack speed: 15% -> 10% - Blood Rush: Movement speed: 0% -> 50% Now casts Blood Rush more upfront. Weaker on wave 20, stronger on other waves Kraken - No longer considered a “Boss unit” (this has little to no effect on Kraken’s balance) Waves - All movement speeds increased by 14% - Waves 7-9, 11-17 buffed by 1-4% Waves are still too weak, and the introduction of Spells increases the amount of gold in the ecosystem, which makes waves even easier. We’re buffing them further to compensate. Making waves stronger in v1.75 was effective for 2 reasons: Stronger waves reduced worker spam in low Elo Stronger waves made long saves weaker in high Elo (for example, even though wave 11 was buffed, the % of games ending on 11 actually decreased because waves 8, 9, and 10 became more difficult to hold without income gold (7) Sludges - Damage: 34 -> 35 (8) Kobra - Health: 530 -> 560 (9) Carapaces - Damage: 45 -> 47 - Deflection: No longer affects the king (11) Quill Shooters - Health: 870 -> 940 (12) Mantises - Health: 1050 -> 1120 (13) Drill Golems - Health: 3000 -> 3100 - Damage: 180 -> 190 (14) Killer Slugs - Health: 1750 -> 1800 - Damage: 113 -> 117 - Spell Resistance: No longer affects the king (15) Quadrapuses - Giant Quadrapus: Health: 7600 -> 8000 - Giant Quadrapus: Damage: 500 -> 520 - Quadrapus: Health: 1900 -> 2000 - Quadrapus: Damage: 125 -> 130 (16) Cardinals - Health: 1500 -> 1600 (17) Metal Dragons - Damage: 145 -> 155
  3. All Guides that will be posted in this Topic will be placed in this mainpost to get a better overview! All Guides will be sorted by Patch. Patch 1.60 Isotrop & Weilbockt Mech Guide - https://www.youtube.com/watch?v=Hs8VgRVheOM (I know this is already an old Guide but it maybe still helps you with your build) __________________________________________________________________________________ Feel free to discuss the guides in this Topic aswell.
  4. All Guides that will be posted in this Topic will be placed in this mainpost to get a better overview! All Guides will be sorted by Patch. Patch 1.60 Isotrop & Weilbockt Grove Guide - https://www.youtube.com/watch?v=_uFJvX9hcAg (I know this is already an old Guide but it maybe still helps you with your build) __________________________________________________________________________________ Feel free to discuss the guides in this Topic aswell.
  5. All Guides that will be posted in this Topic will be placed in this mainpost to get a better overview! All Guides will be sorted by Patch. Patch 1.60 Isotrop & Weilbockt Forsaken Guide - https://www.youtube.com/watch?v=aCcZAQRu2R0 (I know this is already an old Guide but it maybe still helps you with your build) __________________________________________________________________________________ Feel free to discuss the guides in this Topic aswell.
  6. All Guides that will be posted in this Topic will be placed in this mainpost to get a better overview! All Guides will be sorted by Patch. Patch 1.75 BloodwoodGBL's Element Guide - https://docs.google.com/document/d/1CJ4DsqldsQGxPn-vFDuVPvJbAyl4e7AszC60VQZiwX4/edit?usp=sharing __________________________________________________________________________________ Feel free to discuss the guides in this Topic aswell.
  7. Yeah, because I don't need them before. It always depends on what wave the enemy is sending. Of course, if they save for 12 you could build a golem for that wave already. But in general I don't need it before wave 17. I just start at 16 to get more.
  8. Hey guys! I updated my Element guide! https://docs.google.com/document/d/1CJ4DsqldsQGxPn-vFDuVPvJbAyl4e7AszC60VQZiwX4/edit?usp=sharing If you have any questions or suggestions how to improve this build, please contact me! Greetings, BloodwoodGBL
  9. I will upload an updated Version of my guide tomorrow!
  10. To be honest, with this teams, and those pairings in round 1, that was the result I expected.
  11. Well the last game was nice :) Breaking did really good in the 2nd game. And the third game... Well :D One missclicked worker ruined the game :D
  12. Maybe I just didn't played enough after the mercenary change. Will play a few games in the evening and tell you my opinion after that.
  13. The change of the Mercenaries was foreseeable, due to the fact that you didnt even needed to save to kill the enemy! But I don't really know if I really like the new Casual que. One the one side you can play with people of other ratings without loosing points, on the other side you split the low amount of players even more. 800 players splitting over 2 ques now. Don't really like that.
  14. I guess sending on Wave 10 now is really good again. Due to the changes in Patch 1.73 the boss is stronger now and with the change in Patch 1.74 it gives you more gold if the enemy is leaking!
  15. v1.74 Patch Notes Deployed 2018.2.7.2148 Relatively small patch with pathing improvements, bug fixes, UI improvements, and some light balance changes. Big feature patch coming next week. Game Updates Pathing & Targeting - Fighters are now less likely to be fully stuck behind other fighters (they will now squeeze through to the front after being stuck for a short time) Game Balance Intentionally avoiding too many balance changes as we continue evaluating the effects of v1.72 and v1.73. Expect a larger balance patch next week. Waves (10) Granddaddy - Leak gold to opposing team: 40 -> 60 (15) Quadrapuses - Giant Quadrapus: 460 -> 480 - Quadrapus: Damage: 115 -> 120 (21) Legion Lords - Pillage gold is now disabled - Mercenaries no longer give bounty Matchmaking Updates We have some major matchmaking improvements planned for next week. Normal Queue - A player is considered a new player if <20 games instead of <30 games Casual Queue - The matchmaker may add a bot if players are waiting too long - Teams are now sorted from high to low rating (this helps make lane matchups fairer) Client Updates Scalable Minimap - You can now scale up/down the minimap via Interface Options Tab Scoreboard - Now shows game mode in the top left corner - Now shows a [D] next to the player who is defending against you King HP - Fixed a bug where it would sometimes show an incorrect value after the King was upgraded
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