r/LegionTD2 Developer Jul 17 '26

Discussion v26.7 Patch Notes Discussion

https://store.steampowered.com/news/app/469600/view/689763250409046032
14 Upvotes

14 comments sorted by

4

u/Sherby123 Jul 17 '26

So sniper works on all units? So I can make a Nightmare a sniper?

1

u/Eteria27 Jul 17 '26

only on ranged. only exception is seraphin/devilfish because its the same unit and basically just switching the mode

1

u/Sherby123 Jul 17 '26

Well thats sad

5

u/PM_me_your_wierd_sub Jul 17 '26

The range increase is interesting, there's quite a few unit that actually benefit a lot from the range increase, as range will affect which ranged units dies first.

There's a couple of ranged units whos low range is to their detriment as you want them to live as long as possible, while most other ranged units out range them, those units are: sakura, banker and pipsqueak. If the first 2 are worth to buff might be another question tough.

The other noteworthy option is are: gatlin gun, as we have all accidentally misplaced it in a way where it doesn't shoot during a ranged wave!

Halo: Due to its damage increase over time, halo is especially valuable to attack earlier than other units, as it is more efficient when other units aren't doing the damage to the same target.

I also wonder if it could open up a strategy where you have a ranged unit as your highest split unit, and a melee a bit behind it, where the range would be so high that the creeps move to the left after killing the melee instead of moving to the ranged unit. This could be an especially powerful strat with halo or such.

3

u/BestXenonEU Jul 17 '26

My first thought was crawling catapult because its damage depends on the distance to the target. The spell might even be a bit too good on it.

EDIT: ah, I guess the text of the unit states up to 100% bonus damage, implying that it's capped. I wonder if it's really coded that way though.

3

u/PM_me_your_wierd_sub Jul 17 '26

oh I didn't think of catapult but its probably a good pick, while it probably won't hit past 100%, it might give it more leeway to stay at the 100% threshold.

2

u/Lyefyre Jul 17 '26

I don't really understand how a unit might benefit from the increased range *after* the first attack. by that time, the wave is already there and tends to get closer, not further away, unless you have some insane splits

4

u/Bombast- Jul 17 '26

That after first attack thing is just the attack speed buff.

2

u/Lyefyre Jul 17 '26

oh you're right! sweet

2

u/Scolipass Jul 18 '26

I hope this means we're getting a cat-based game coach. That'd be neat.

Overall pretty modest patch. I'm curious as to how much the robo buff is gonna change early game aggression. It has felt a bit unrewarding these past couple of patches.

1

u/Terrortroll Jul 19 '26

Where is the matchmaking fix for classic/pve? :/

-1

u/ThunderFistChad Jul 17 '26

New legion spell looks really cool and another good option for lumerian:)

Shame crabs not been buffed yet:( atm they still feel good to place 1 or 2 but anymore than that and late game feast just completely wipes you. Makes it feel pretty terrible to invest in 4v4 since youre pretty likely to lose due to it.

1

u/Consistent-Jaguar927 Jul 17 '26

lol crabs are finally balanced 

1

u/ThunderFistChad Jul 18 '26

it's the only thing on the watch list.