v10.03 Patch Notes - New Units: Treant, Tree of Life, Tree of Knowledge

Here is context on why we balanced Fiesta + Chloropixie with reduced roll chance:

  • Individually, Fiesta is fun (I know, hot take) and balanced/slightly weak. Seemed wrong to nerf or substantially change Fiesta.
  • Individually, Chloropixie is fun and balanced/slightly weak (Seedling and Sakura are generally stronger). Seemed wrong to nerf or substantially change Chloropixie.
  • Together, Fiesta + Chloropixie is balanced to strong (but more importantly, it's frustrating and breaks intuitive game sense, so even if it were perfectly 50% win rate, that doesn't mean it's healthy for the game)
    • Let's say we did something more heavy-handed like "reduce mythium gained from Chloropixie by 2 only when playing Fiesta." First, -2 mythium Chloropixie with Fiesta is substantially weaker, but it's probably not that much less frustrating. Second, it's quite confusing. Having different gameplay numbers is much harder to tolerate than having something happen less frequently, a change which is barely perceptible to the average player
  • Legion is inherently balanced around probabilities of various outcomes. There are plenty of other more broken combos that happen with low probability. For example, imagine your dream 3-piece combo. It's probably more OP than Fiesta + Chloropixie Fiesta, but by the nature of the combo requiring 3 pieces, it occurs less frequently than the 2-piece combo of Fiesta + Chloropixie. Those 3-piece combos are allowed to be more OP and game-warping because they occur less frequently.

By making Fiesta + Chloropixie occur 50% less often, we reduced the pain point by 50% without harming the individual fun/balance of Fiesta and Chloropixie, and without making the game more confusing. And if needed, we can tune that % more. Agreed it's not the most elegant solution, but I think it does the job.

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