Dota 2
Legion TD: Reborn
Concerning the Tango nerv
Many people seem to be rather annoyed at the fact that tango income has been nerved.
let me explain you something about legions TD history.

Maybe you are aware of the fact that legion TD is as old as Dota 1. As a matter of fact, it used to be a WC3 fun map as well. Later it was ported under the name of "squadTD" to starcraft 2. In both this versions, tango income has been nerved significantly and still gets nerved occasionally.

but why is that, and why did we the same?

It is quite smiple really.

If you play normal till wave 6, and invest everysthing in good towers, you can go full eco afterwards, you wil lbe maxed out by wave 16. Now that isnt a problem, or is it? Maxing out means you get 5000 tangos per minute (thats an average of 7000 per wave). the strongest unit you can send is a roshan for 600. Now, the thing is this is fine and dandy but no defense , no matter how well optimized can deal with more then 1 roshan, and expecilly not during the 2nd boss and expecilly not before wave 18.

Basically, what that means is that you as a full eco player can terrorize the enemy player at wave 19 and 20 with a roshan, a year best , and all the big sends. Now, if 2 of those big sens happen to be at the same player...and that same player happens to be the weakest link/economy player of your oponents team, he will leak both units to the king.

this ended games before the round of 15, a good eco player can SOLO WIN GAMES before the game reaches "chaos dudes" wave 17. I could post games of this , but i rather not since it has been nerved.

This is how different versions solved this:

Tango limit (wave x 30) means oyu cant even send roshan before wave 20.
1/3% decrease in production till the end of the NEXT wave per leaked unit
flat 50% reduction when something leaks
increased costs after a certain amount of units
increasing the costs incrementally of king upgrades

we choosed the last approache since its the one we can mod the most. if tis too much we will decrease it, if tis too little we will increase it.


Roofkiller is currently working on an alternative, better, win condition, that rewards the better team with the better setup instead of the team that happens to have a full eco player. Which will lead to won gmaes by skill, instead of economy.

Ive had games where no member of my team leaked a single unit till wave 17, then we had 2 roshans send o nwave 18 and lost because one of them leaked. And now where we limited the kings upgrades, it will become even harder to stop those units.

We did not remove a tactical element, dont be afraid. you can still go eco after wave 7, you wont be maxed out by wave 13, but wave 21 instead, thats when people can deal with your shenanigans. it is not a PERMANENT reduction its only 50% once and thats it.


Please,provide other ideas at how we can nerv economy if you think we are overnerving it. I will look at it myself. Those changes were done in good faith with alot of testing,
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Pseudo Lain 3 Dec, 2015 @ 10:06pm 
The nerf feels fine in my opinion, "full eco" always felt cheesy to me.
I agree. but i realized many people who never played sc2 or legion TD before played our version, so i thought they might need some explanation to why this was neccessary, i hope they can see it too. its not like its nerved dead,you can still do it, its just not as efficent.

thank you for your feedback
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