This page provides information regarding the latest patch notes of Arena of Valor.
- 1 Latest patch notes
- 1.1 Update Beta 30
- 1.2 Ⅰ. Battlefield Adjustments
- 1.3 Ⅱ. Battlefield Gameplay Optimization
- 1.4 Ⅲ. Hero Balance
- 1.4.1 1. Marja：Tweak/Rebalance
- 1.4.2 2. Errol：Tweak/Rebalance
- 1.4.3 3. Volkath： Tweak/Rebalance
- 1.4.4 4. Aleister：Nerf
- 1.4.5 5. The Flash：Tweak/Rebalance
- 1.4.6 6. Ata：Tweak/Rebalance
- 1.4.7 7. Y'bneth：Tweak/Rebalance
- 1.4.8 8. Capheny：Tweak/Rebalance
- 1.4.9 9. Wisp：Nerf
- 1.4.10 10. Bright：Nerf
- 1.4.11 11. TeeMee：Nerf
- 1.4.12 12. Airi：Tweak/Rebalance
- 1.4.13 13. Arthur：Buff
- 1.4.14 14. Raz：Tweak/Rebalance
- 1.4.15 15. Lorion：Optimization
- 1.4.16 16. Aoi：Tweak/Rebalance
- 1.4.17 17. Riktor: Tweak/Rebalance
- 1.4.18 18. Omega
- 1.4.19 19. Brunhilda
- 1.4.20 20. Butterfly
- 1.4.21 21. Toro
- 1.4.22 22. Thorne
- 1.5 Ⅳ. Equipment Tweaks/Rebalances
- 1.6 Ⅴ. Enchantment Tweaks/Rebalances
- 1.7 Ⅵ. Duo Race Update
- 1.8 10V10 Update
- 1.9 Ⅶ. Bug Fixes and Other Improvements
- 2 Hotfix patch notes
- 2.1 Battlefield Adjustments
- 2.1.1 Ilumia, The Seer (ADJUSTED)
- 2.1.2 Dirak, Supreme Mage (NERFED)
- 2.1.3 Murad, The Wanderer (BUFFED)
- 2.1.4 Nakroth, The Executioner’s Blade (BUFFED)
- 2.1.5 Quillen, Purifying Blade (BUFFED)
- 2.1.6 Superman, The Man of Steel (BUFFED)
- 2.1.7 Hayate, The Ghostwalker (NERFED)
- 2.1.8 Thorne, The Silent Dissenter (ADJUSTED)
- 2.1.9 Omega, Sage (NERFED)
- 2.1.10 Mina, The Reaper Queen (NERFED)
- 2.1.11 Keera, Nightingale (NERFED)
- 2.1.12 Butterfly, Death’s Whisper (NERFED)
- 2.2 BUG FIXES
- 2.1 Battlefield Adjustments
- 3 Dev Diary
- 4 References
Latest patch notes[edit | edit source]
Update Beta 30[edit | edit source]
Ⅰ. Battlefield Adjustments[edit | edit source]
1. Season Games[edit | edit source]
Hey Challengers! Are you satisfied with the Launch Pad?How time flies! The benefits brought by Mildar technology will be gone soon. With the new season, we've optimized Vision Shards and brought everyone's old friends back to the Antaris Battlefield.
We believe that Vision Shards have helped the losing side from being trapped in their base and shrinking their gap with the opponents, and we've also given Vision Shards more possibilities in the new season.In the new season, we will continue to listen to players' feedback and make adjustments accordingly. Our goal is to keep this mechanic in the Antaris Battlefield forever at the end of the season.
Vision Shards 2.0
- Comprehensive visual icon upgrade
- Slightly adjusted the position of the Sage's Buff Vision Shard
- After activating the Vision Shard, Elves can continue to be activated by the player to gain more vision.
2. Gameplay: Battlefield Elves[edit | edit source]
We've added cute elves to the battlefield. Players who collect these elves can receive huge prizes outside the match.Of course, collecting elves does not have any balance impact during the match. Players can feel free to search for them.
Three elves will randomly spawn on the map in Ranked and Standard 5v5 if the player has not already collected the max amount of elves that day. Uncollected elves will disappear after the game has started for 12 minutes.Battlefield elves that are found and collected by the player will be counted as daily acquisitions. You can receive generous rewards for them in events.
3. Mini-Map Improvements[edit | edit source]
We added the following information to the Mini-Map to help players more easily and clearly assess situations and battle mechanics to make more effective decisions:
- Added an icon to display Crystal Barrier (Defense Tower protection mechanism)
- Added icon display for the healing packs behind the first Defense Towers (only your team's)
- Added HP status display for Heroes
4. Battlefield Rebalance[edit | edit source]
Balanced Team Goals
Ⅱ. Battlefield Gameplay Optimization[edit | edit source]
1. Control[edit | edit source]
(a) Joystick now supports dynamic following
- Behind the changes:
Previously, the center of left joystick depended on where the player first touches the screen. The center did not change with the movement of the player's finger. This was not convenient for frequent movement and directional controls.
In the new update, we added a new setting for the left joystick. Now, the center of the joystick can follow your finger's movement and may improve the control experience for some players.
(b) Vertical and horizontal margin adjustments support for the ability panel
- Behind the changes:
The placement of the ability panel has not always been the most comfortable for certain users/certain mobile phone models.
In the new update, we added an ability panel margin adjustment feature under Interface Settings. Players can now move the ability panel within a certain range until they find their desired layout.
(c) Improved the highlighted indicator line when previewing and locking onto targets
In the new update, we optimized the highlighted line for directional abilities when selecting targets. It is now more accurate.
(d) Optimized default parameters for some settings
In the new update, we adjusted the default value for Camera Sensitivity and Attack Mode.
The default value for Camera Sensitivity has been increased from 20 to 80 (maximum 100). This makes it easier for players to drag the screen.
The default value for Attack Mode has been changed from Auto-attack to Minions and Towers.
2. Clarity Optimization[edit | edit source]
Optimized the display of stacked damage numbers
- Behind the changes:
For a long time, damage numbers displayed on successive attacks would block each other, making it difficult to understand how much damage you dealt.
In the new update, we adjusted the position damage numbers take when dealing multiple hits to prevent the numbers from blocking each other, and we also moved them a little to the side to avoid blocking combat special effects.
3. System Optimization[edit | edit source]
(a) Hero Challenge Optimization
- Behind the changes:
The Hero Challenge has been around for nearly a year and has played a large part in everyone's gaming experience.We further optimized the Hero Challenge and Star Bonus mechanism. We hope this helps everyone have a better scoring experience!
Original Star Bonus Mechanism: Every X Wins, one star will be awarded.
Changed to 1 Rank Protection Card every X wins. Receive up to 2 extra Rank Protection Cards.
Added Rank Protection reminder animation for each Division
(b) New season restriction for Rank Protection Cards
- Behind the changes:
Some players save their Rank Protection Cards from previous seasons for the next season, which causes some players to collect stars quickly and affects the overall Ranked experience.
The Rank Protection Card is now only usable in the current season.
(c) New Gameplay: Death Match Z
Death Match Z is coming!
The Grakks went to the beach to play together and accidentally became the target of Zip's pranks. Once the prank ends, the one with the highest HP wins!
To come out with the highest HP, cooperate with your teammate now and become the ultimate winners in this 2v2v2v2v2 duel!
- Mode Entrance
Players can tap the shortcut in the main screen enter the game lobby.
Entrance 2：Casual Match - Arcade - Death Match Z
Entrance 3：Casual Match - Custom Match - Death Match Z
(Death Match Z is a limited-time game mode. After it is removed, the original Death Match mode will be restored.)
- How to Play
Part 1：Basic Overview
- 10 players are assigned to 5 teams of 2.
- All players play as Grakk (Grakk's abilities will change)
Part 2: Winning
- The game ends after 3 minutes
- The teams are ranked based on the highest HP player in each team. The higher the HP, the higher the ranking.
Part 3：Interaction andConfrontation
- Zip is controlled by an NPC and will continue to cause trouble on the field, hurting Grakks.
- Grakk takes damage if he touches blocks on the sidelines.
- You can use skills to knock back and disrupt other Grakks
- Grakk can also use his ultimate to change Zip's target
(d) Evolution System 2.0
- System Description
- Behind the changes:
The old Evolution System had large gaps between levels and required players to invest a large amount of Evo Crystals to unlock upgrades. This prevented players with a small number of Evo Crystals from experiencing all upgrades the skins have to offer.
At each Evolution Level, players can spend a small amount of Evo Crystals to directly unlock any feature in the level. After all the features in the current level have been unlocked, the skin can be evolved to the next level.Instead of exchanging Evo Crystals for EXP, in the new Evolution System, you can only upgrade your Evolution Level when your EXP bar is full.
Each feature can be previewed separately in the system. After you unlock a feature, you can test it out in the Training Camp.
- Evolution Content
Skin Artwork, In-game Effects, Main Menu Entrances, Exclusive Recalls, Exclusive Altar Animation, Special Item Customization, Special Avatars & Frames, Evolution Skin Tags, etc.
- Collecting Evo Crystals
Different skins use different Evo Crystals. Evo Crystals can be purchased from the Shop with vouchers or received through the in-game systems.
- Old and New Evolution System Data Migration
The level of currently owned Evolution skins will remain the same. Unused Evolution EXP will be exchanged for the corresponding skin's Evo Crystals at the ratio of 10 EXP to 1 Evo Crystal. These Evo Crystals can be used to evolve the skin.
Ⅲ. Hero Balance[edit | edit source]
In this update, the Arena of Valor team made a series of changes to Tanks and Warriors.We optimized the growth of Tanks and expanded their choice of lanes. At the same time, we also optimized their equipment paths, bringing neglected equipment back into the fight.In terms of hero reworks, Volkath and Marja are returning together. Errol's ease of use has also been significantly improved.At the same time, we've also nerfed a few overpowered heroes in each lane.In terms of Enchantments, we weakened Enhanced Restore and Forest Wanderer, which had a tendency to be abused, while buffing other less popular Enchantments.We hope these adjustments will satisfy all Challengers.
1. Marja：Tweak/Rebalance[edit | edit source]
For a long time, Marja has been a typical battle mage who relied on continuous damage dealing.Regarding her continuous damage dealing, we hope to bring some changes in pace to Marja's combat experience.First of all, we removed Marja's passive. We felt that it was too passive and didn't match the idea behind the design of her Ultimate and Ability 2's HP Regen.Instead, we introduced a Mark Stacking Mechanism. Which we feel this is a more suitable passive for a hero focused on continuous damage dealing.We hope players will continuously use Ability 1 to increase and maintain stacks, while also gaining bonus AP, future damage, and HP Regen.We also adjusted Marja's normal attack and added bonus Magic Damage to it. Her new normal attack can be used to fill the gap between abilities and during movement. We hope these changes bring more diversity to her play.
Optimized normal attack animation
Optimized Ability 1's cache mechanism to make it combo with other spells more smoothly
Optimized the response of Ability 2, making it feel more flexible to turn when casting.
Optimized Ability 2's range circle display to make it more closely match its actual range.
Changed Ability 2 so that damage is only dealt when the bullet flies out, while the healing effect is only obtained when the Soul Devourer returns. This more closely matches the special effects.
Marja can no longer use normal attacks during her Ultimate.
During her ultimate, Marja can cast her Ability 1 (does not stun).
Ability Name：Shadow Leech -> Abyssal Might
Removed Passive： Marja gains 1.5% Movement Speed and 1% Cooldown Reduction for every 5% HP lost.
Normal attack's deal 100% AD + 30% AP Magic Damage.
Marja's Ability 1 and Ultimate give 1 Abyss Mark for each unit hit (hit every hero for 3). Each mark increases her Ability Power by 10 (+3/level), Movement Speed by 5, and lasts 8 seconds.
Passive Ability Power: 10 (+3/level) -> 15 (+5 every 2 levels)
Stacking 7 Marks doubles their effect.
New effect：Hitting a hero with this Ability reduces the cooldown of Ability 2 by 1.5 seconds (hitting non-hero units reduces the cooldown by 0.5 seconds)
Magic Damage：450 (+90/level) (+70% Magic Bonus) -> 400 (+65/level) (+55% Magic Bonus)
Cooldown: 7 - 5.5 -> 6 - 5
Magic Damage：330 (+65/level) (+55% Magic Bonus) -> 270 (+45/level) (+45% Magic Bonus)
HP Regen: 180 (+60/level) (+35% Magic Bonus) -> 180 (+45/level) (+40% Magic Bonus) (+5% lost HP)
Recovery when hitting non-hero units：1/3 -> 1/2
Cooldown: 5s -> 8s
Removed the HP Regen and Slow Down effect when casting.
Marja enters Ghostwalk, instantly inflicting 400 (+200/level) (+60% Magic Bonus) Magic Damage and increasing her movement speed by 20% for 2 seconds.When Ghostwalk ends, she deals an equal amount of Magic Damage and silences surrounding enemies for 1s.
2. Errol：Tweak/Rebalance[edit | edit source]
Although Errol has good continuous combat capabilities, his Abilities feel a bit old and inflexible in the current game.Therefore, we focused on improving Errol's ease of use and weakened some numerical aspects to balance the changes.Additionally, Errol's Lifesteal, HP Regen, and Defense loss mechanisms caused trouble and restrictions with equipment selection. We adjusted his HP Recovery and hope this allows him to have more diverse equipment choices.
Enhanced Normal Attack Damage：150% Bonus AD -> 140% Bonus AD, farthest locking distance 5m -> 4m.
Berserk effect：Removed Armor reduction effect. 12% Attack speed per stack -> 7 - 14% Attack Speed (grows with hero level).
The Ability Life Steal mechanism has been removed but is made up by the HP recovery provided by his Abilities.
The Energy Indicator underneath the Health bar and lock-on range helps make it more clear when you can trigger an enhanced normal attack.
Improved response：Not hitting heroes no longer triggers a sweep (and corresponding stuns).
Cannot be targeted while dashing -> Gains Iron Body while dashing
HP Regen：Each hero hit returns 6% lost HP -> Each hero hit returns 4% lost HP and deals +40% Bonus Physical Damage. This effect is diminished by 75% for non-hero units.
Improved responsiveness: Shortened recovery time after casting and added the ability to queue other abilities/normal attacks while chopping. Fixed the problem where using Flicker during Ability 2 would not change the skill's direction.
After use, his next normal attack is enhanced as a dash.
While enhanced, each enemy hit gives one stack of Berserk. Stacks up to 5 times.
HP Regen：Each hero hit returns 12% lost HP -> Each hero hit returns 8% lost HP and deals +80% Bonus Physical Damage. This effect is diminished by 75% for non-hero units.
Damage：250-500 + 180% Bonus Physical Damage -> 200-400 + 180% Bonus Physical Damage
Improved response：Abilities/normal attacks can now be queued during the animation.
Each airborne attack causes Errol to slowdown by 20% for 0.5 seconds
3. Volkath： Tweak/Rebalance[edit | edit source]
Although his Abilities are extremely strong, his previously clumsy controls limited Volkath's gameplay. We optimized how his controls feel and also adjusted the way he deals damage and gets bonuses. We hope this expands the ways to play him and look forward to the return of the Lord of Darkness.
Mark trigger damage：200-500 + 110% bonus Physical Damage -> 120-540 + 50% bonus Physical Damage
Shield：200 - 500 + 100% Bonus AD -> 15% of own max HP
Improved response：Reduced stun duration
Base Damage：350-600 + 130% Bonus Physical Damage -> 150-300 + 100% Bonus Physical Damage
Improved response：Reduced stun duration
First stage：260-360 + 60% Bonus Physical Damage -> 150-275 + 50% Bonus Physical Damage
Second stage：400-650 + 110% Bonus Physical Damage + 16% target's lost HP -> 300-550 + 100% Bonus Physical Damage + 12% target's lost HP
Improved response：Brought Knock Back and Transform effects forward, decreased stun duration, and allowed queueing of abilities/normal attacks during the landing animation.
Damage reduction effect：5% - 15% -> fixed at 15%
Damage：300-600 + 160% Bonus Physical Damage -> 100-300 + 120% Bonus Physical Damage
Knock Back time：1 second -> 0.75 seconds
4. Aleister：Nerf[edit | edit source]
The Control effect of Aleister's Ultimate was too strong and reliable, which lead to him being frequently banned.To give his opponents more breathing room, we slightly shortened his control effect.
Slow down after stun：50% for 0.5 seconds
Cooldown：35 - 5/level -> 40 - 5/level
5. The Flash：Tweak/Rebalance[edit | edit source]
We believe that The Flash's abilities are closer to an Assassin than a Mage. So, in addition to tag adjustments, we also made some adjustments to his damage so that he can jungle like other assassins.
Boosted Normal Attack bonus damage adjustment: 200 + 20/level + 0.4 AP
The last hit deals double damage when it hits the enemy. -> Starting with the second punch, each following punch deals +10% damage.
125 + 25/level + 0.25AP -> 125 + 25/level + 0.2AP
Cooldown：6.5 - 0.3/level -> fixed at 5
New: Deals +30% bonus damage to Monsters
6. Ata：Tweak/Rebalance[edit | edit source]
Compared to other Tanks, Ata's growth is a little too low. This caused him to be locked into the Support position.We adjusted his growth curve to make it more reasonable, and to make it possible for him to choose other roles.
Damage：40 + 0.5%HP -> 10 + 1%HP
Base Damage：150 + 30/level -> 125 + 15/level
Own HP Bonus: 0.055 + 0.005/level -> 0.05 + 0.01/level
Removed diminishing effect when hitting multiple heroes.
Slow down: 60% -> 50%, Stun: 1 second -> 0.75 seconds
Cooldown：11 - 0.6/level -> 10 - 0.5/level
7. Y'bneth：Tweak/Rebalance[edit | edit source]
In addition to adjusting his growth, we also changed his unreasonable Mana consumption.Additionally, its passive now provides a short Movement Speed burst.Be careful, the brush is moving.
Removed Mana Regen and changed it to 2% HP Regen per second and +60 movement speed.
Damage：250 + 50/level + 0.8AD -> 0.75AD + 4% - 9% of own max HP
Shield：8% -> 6% of own max HP
Cooldown：6 - 0.5/level -> fixed at 4
Mana cost: 40
Damage：240 + 70/level + 0.95AD, multiple hits: + 50% ->
1.0AD +5%-10% of own max HP, multiple hits：+6% of own max HP
Cooldown: 9 -> 10 - 0.4/level, Mana Cost: fixed at 75
Damage adjustments：Each seed deals 0+40/level + 1% of own max HP as Magic Damage.
Shield：20% of own max HP -> 800 + 800/level
Cooldown：40 -> 50 - 5/level
8. Capheny：Tweak/Rebalance[edit | edit source]
Her Critical Hit rules have been unified with other shooters, only the 1.0AD part can crit.Due to the Bow of Slaughter nerf, her Physical Life Steal seal can be lifted.
Received Physical Life Steal：75% -> 100%
Pulse Shot Damage：100 + 60/level + 1.0AD + 0.05AD/level -> 80 +80/level +1.12AD + 0.12AD/level
Pulse Shot Damage Mechanics：The basic value, growth value, and any AD over 1.0 cannot crit.
Pulse Shot Crit Rate (per stack)：1.5% + 0.3%/level -> 1.5% + 0.5%/level
9. Wisp：Nerf[edit | edit source]
Wisp's barrage mode made her a little bit too powerful. We slightly weakened her ranged explosion to make her strength more reasonable.
Barrage Mode's explosion ratio for non-primary target：50% -> 40%
10. Bright：Nerf[edit | edit source]
After Butterfly was weakened, Bright took over the Jungle throne. We're slightly reducing his True Damage because it was too powerful late game.
Mark True Damage：12 + 1/level + 0.1AD -> 12 + 2 every 3 levels + 0.08AD
Mark True Damage：18 + 2/level + 0.15AD -> 18 + 1/level + 0.12AD
Cooldown：60 - 10/level -> 60 - 5/level
Removed the initial 0.5-second Invincibility effect when casting.
11. TeeMee：Nerf[edit | edit source]
We tried to improve TeeMee's popularity by giving him increased income. However, this did not work out as planned. Despite played more often by a minority of players and in high-tier games, TeeMee is still not played frequently.We temporarily removed the latest change and are looking for taking him to a more reasonable direction in the future.
Increased income：25% -> 20%
12. Airi：Tweak/Rebalance[edit | edit source]
While Airi's win ratio is normal from a data standpoint, we noticed that some players complain about her weakness early game. Before level 4 she has difficulty fighting other heroes in the Dark Slayer lane. So, we made adjustments to her Ability Power, improved her enhanced normal attack, and made her Ability 1 deal more damage to non-hero units. These changes will help her survive the early game. To keep her balanced, we removed two attributes the are relatively unimportant in her kit, the damage from Ability 2 and the attack speed bonus given by her Ult.
Enhanced Normal Attack：120% Bonus Physical Damage -> 150% Bonus Physical Damage
Damage to non-heroes：60% -> 100%
Removed attack speed bonus
13. Arthur：Buff[edit | edit source]
Arthur's post-ultimate stun duration was reduced, as it was affecting his smoothness and was not necessary.
Stun Duration: 0.1s -> 0.25s
Cooldown: 10 - 0.5/level -> 8 - 0.4/level (Cooldown will begin automatically after hitting an opponent or timing out)
Fixed an issue where the range indicator of enhanced normal attack did not match the actual attack's range.
Damage: 100 + 25/level + 0.4AD + 0.4AP -> 40 + 20/level + 0.5AD + 1% own max HP
Arthur's stun duration after landing has been reduced by 0.4s
14. Raz：Tweak/Rebalance[edit | edit source]
We made technical adjustments to solve Raz's excessive use of his Ability 2 in the late game.
Damage：480 + 60/level + 0.91 AP -> 550 + 60/level + 1.0AP
Damage：550 + 70/level + 0.9AP -> 500 + 80/level + 0.8AP
Magic Defense Reduction：50 + 40/level -> 50 + 30/level
Cooldown：4.0 - 0.4/level -> fixed at 3
Damage：720 + 180/level + 1.37AP -> 800 + 200/level + 1.3AP
15. Lorion：Optimization[edit | edit source]
We realized that Lorion's combo could be smoother and more timely, so we made a few adjustments.Additionally, to avoid his Ability 2 from accidentally being used, we made a few changes to its casting method.
HP Growth: 315 -> 275
Improved response：Now you can use your Ability 2 or Ultimate at any time during his Ability 1.
Charge time: 13 - 0.8/level -> 15 - 1/level
Modified the casting mechanics for Ability 2 when the Dark Orb is inside Lorion：
Random Cast -> Cast only when there are units around (to help avoid players misjudging the distance for Ability 2)
16. Aoi：Tweak/Rebalance[edit | edit source]
We have made some adjustments to Aoi's ease-of-use and fixed some bugs.
Fixed a bug where her ultimate could not interrupt her enhanced normal attack.
Now, when her enhanced normal attack is interrupted by casting her ultimate or moving, it will not cost marks.
Boosted Normal Attack bonus damage: 120 + 0.35AD -> 150 to 220 + 0.45 additional AD
Casting range in flying mode：5m -> 5.5m
HP Regen: 125 to 250 + 0.2AD -> 130 to 280 + 0.45 additional AD
Displacement and movement speed in her sprinting state have been reduced by 10%
Abilities and normal attacks can be cast sooner while hooked in the air.
The circular warning effect for enemies is the same as Aoi's field of view -> The field of view is the same as the dragon claw that grabbed a wall (enemies can see the warning effects earlier)
Bash Damage: 200 to 400 + 1.2AD -> 10% target's max HP + 0.6 AD
Change time: 12 to 9 seconds -> 13 to 9 seconds
Added a 3.5-second interval when finishing flying/dashing (this can be reduced by the fourth enhanced basic attack)
Fixed an issue where her attack would trigger early when flying.
Fixed the problem where Iron Body was not activated when sprinting
Fixed an issue where the range indicator did not match the hook's actual range.
Fixed a bug where damage take too long to be determined.
Added a special effect to show where the ability will release backwards.
17. Riktor: Tweak/Rebalance[edit | edit source]
Road Form Damage Reduction: 15% + 1%/level -> 15% + 2%/level
Brush Form Knock-up: 3.5s from the front, 0.7s from the back -> 3s from the front, 1s from the back. 6% damage -> 3% + 1%/level.
Riverbed Form: Charge distance 6.5 -> 5.5, Movement speed 25m/s -> 16.5m/s
Dash Base Damage for all Forms: 40 + 16/level -> 20 + 20/level, Strike Base Damage: 100 + 40/level -> 50 + 50/level
Boosted Normal Attack bonus damage：0 to 150 -> 0.3AD
75% self-slow added during block
Charge time: 18s - 0.6/level -> 18s - 1/level, Cooldown: 5s -> 5s - 0.6/level
18. Omega[edit | edit source]
Due to powerful functionality (ability to stun towers) and good stats, Omega's win rate as Support has been higher than it should be.We wanted to keep Omega's key characteristics in being able to stun towers, so we balanced him by weakening his damage output and increasing his period of weakness.
Cooldown: 9s -> 10s
On-hit base damage: 25 + 50/level -> 25 + 40/level
On-hit percent damage: 4% + 1%/level -> 3% + 1%/level
19. Brunhilda[edit | edit source]
Brunhilda's Jungling speed was a bit too fast, which lead to her Jungle win rate in specific lineups being much too high. To combat this, we made some changes to restrict her Jungle efficiency.
New: Attacking small Monsters does not stack her passive.
20. Butterfly[edit | edit source]
Although Butterfly's current win rate is not too high, as an assassin with strong finishing abilities in team-fights, she was a bit too mobile. So, we focused on weakening her Ability 1's speed-up and Ultimate's range, while supplementing her abilities in other places.
HP Growth: 257 -> 300
Cooldown: 8 s -> ~6 s
Speed-Up: Rapidly diminishes
Cooldown: 8 s -> ~6 s
Attack Speed/Critical Hit effect duration: 5s -> 4s, Attack Speed bonus: 25 to 50% -> 30% to 60%
Movement distance: 7m -> 6.5m
Movement speed: 35m/s -> 20m/s
Recoil time: +0.133s
21. Toro[edit | edit source]
Toro is weak overall, and his Ability 2's damage reduction and Ultimate's control effects are not influential enough in team fights. So, we strengthen these abilities.
Cooldown: 7s -> 6s
Slow: 50% -> 80%
22. Thorne[edit | edit source]
Due to his lack of range and low mobility, Thorne was weak against many Marksmen in Dragon Lane. To combat this, we strengthen him.
Cooldown of his 3 magic bullets: 6s -> 8s
There is no longer a time limit for recording magic bullet sequences.
Boosted Normal Attack range: 7.5m -> 9m
New: After hitting enemies with a Boosted Normal Attack, Thorne gains a 30% movement speed acceleration for 2 seconds.
Cooldown now begins after firing bullets.
Ⅳ. Equipment Tweaks/Rebalances[edit | edit source]
Trick Blade[edit | edit source]
Trick Blade's crafting path is now easier to follow. Ability/Normal Attack using Mages can consider it as a first choice equipment.
Total cost: 920 -> 820, Ability Power: 60 -> 50
Apocalypse[edit | edit source]
In addition to reducing the price to make it easier to buy early, we also added Movement Speed to help short-range mages more easily deal Enhanced Normal Attacks.
Total cost: 2190 -> 2100, Ability Power: 200 -> 180, New: +5% Movement Speed
The Aegis[edit | edit source]
Despite being a purely Physical Defense item, its slowdown effect when being attacked was also useful when facing enemy casters.We want this item to be more inclined towards Physical Defense, so we swapped its effect with Shield of the Lost.
Passive swapped with Shield of the Lost. Now it reduces the attack speed of surrounding enemies by 30%.
Shield of the Lost
After swapping passives with The Aegis, Shield of the Lost's income was a bit too high.We slightly weakened its Armor and shortened the duration of its Enhanced Guardian.The latter is intended to reduce the impact of this effect on enemy poke-type mages but has little effect on enemy Warriors and Marksmen.
Armor: 360 -> 300
Passive swapped with The Aegis. It no longer reduces the attack speed of nearby enemies, now it reduces the attacker's attack speed by 30% and movement speed by 15% for 3 -> 2 seconds.
Odin's Will[edit | edit source]
Enhanced versatility. Even as support you can enjoy some of this item's speed boost.
Armor: 200 -> 225, New: +5% Movement Speed, Passive: Every stack of speed buff for taking damage: 2% -> 1%
Amulet of Longevity[edit | edit source]
Heroes who receive Bonus HP from their ability effects should consider using the Amulet of Longevity.After reviewing the buyers of this item, we found that their survivability was due to their abilities more than the item.So, we removed the armor stat and replaced it with 10% Cooldown Reduction.
Recipe：Greaves of Protection+ Necklace of Vitality +Light Armor -> Greaves of Protection + Necklace of Vitality + Magic Ring
Attribute：2000 HP + 100 Armor -> 2000 HP + 10% Cooldown Reduction
Mantle of Ra[edit | edit source]
Armor: 200 -> 225
Leviathan[edit | edit source]
Armor 300 -> 250, New: 250 HP
Ⅴ. Enchantment Tweaks/Rebalances[edit | edit source]
Enhanced Restore[edit | edit source]
We felt that the HP Regen Enhanced Restore provided in the late game was a little too strong. So, we decreased the amount of bonus HP Regen.
HP Regen: 640 + 20/level -> fixed at 660
Holy Summoner[edit | edit source]
As a Marksman Enchantment, it is pretty weak. This causes Marksmen to choose other Enchantments.Since Marksmen have been dealing a sufficient amount of damage, we are more inclined to strengthen it in terms of range.
Holy Spirit Range: 8.5 -> 9.5 meters
Forest Wanderer[edit | edit source]
Forest Wanderer's abuse is more obvious than that of Holy Summoner. So, we weakened its excessive burst damage.
Damage: 10% -> 8% of own max HP
Visceral Boost[edit | edit source]
Reduced Visceral Boost's negative effects to encourage players to develop more possibilities around the item.
Lane Monster income reduction: 40% -> 25%
Curse of Death[edit | edit source]
This item was slightly too versatile.So, we adjusted the second damaging effect to make it more useful for assassins finishing off their targets, rather than as a way to damage enemies during the laning phase.
Second Damaging Effect：80 + 8/level + 0.5 additional AD + 0.3AP -> 6% of target's missing HP + 1% for each additional 100 AD or 200 AP
Ⅵ. Duo Race Update[edit | edit source]
Updated art resources such as track guardrails and random item models.
10V10 Update[edit | edit source]
Airi's Abilities have been reset and restored. Original Expertise and Levels will be retained.
Ⅶ. Bug Fixes and Other Improvements[edit | edit source]
- We changed the class of certain heroes. Such as changing The Flash and Paine from Mage/Assassin to just Assassin. We also removed the Support label from Maloch and Allain. This updated labeling system represents our design goal of optimizing heroes' abilities according to their Class.
- Fixed the problem where bullet animations deviated from their actual path and special effects for Marksmen, such as Tel'Annas and Yorn.
- Wonder Woman：Use the Energy Indicator below the Health Bar to know when you can trigger her enhanced normal attack.
- Krixi：Adjusted the indicator range for her Ability 1 to make it better match its actual range.
- Annette：Adjusted the indicator range for her Ultimate to make it better match its actual range.
- TeeMee：Fixed a bug where Ability 1 cannot reduce cooldown.
- Paine：Fixed a camera movement bug when casting and canceling his Ultimate.
- Yena：Fixed a bug where the direction of the second stage of her Ability 1 did not match the animation.
- Lu Bu：Fixed a bug where the third stage of Ability 1 knocked back enemies but did not deal damage at large distances.
- Riktor：Fixed a bug where Ability 2's charge time was inconsistent with its description.
- Tulen：Fixed Ability 2's abnormal cooldown bug.
Hotfix patch notes[edit | edit source]
28th Januray 2021
on 28th of January 2021, AoV will hold a Hotfix to perform some adjustments to Hero Balance. Please check the information below for more details.
Battlefield Adjustments[edit | edit source]
Ilumia, The Seer (ADJUSTED)[edit | edit source]
We believe that Ilumia' first skill makes a great offensive interaction, however, at the same time due to the cooldown she relies on her second skill to have an escape possibility; at the end ending to never use her second skill to deal damage. Therefore we are lowering her cooldown to strength the interactions of her first, second skill and provide a strong backup to her teammates. Furthermore, we will nerf the damage output of her first skill to keep the balance regards the cooldown buff.
Skill 1: Divine Light
Dirak, Supreme Mage (NERFED)[edit | edit source]
After we have nerfed the jungle hero’s HP regen, the advantages of Dirak' ultra-long-range poke become more obvious. Dirak can hide in the distance and poke the enemy’s HP without risk, therefore, we have reduced the range of his first and second skill.
The maximum distance that can trigger knockback has been reduced by half a meter
Skill 2：Fallen Star
Range：11 meters->10.5 meters
Murad, The Wanderer (BUFFED)[edit | edit source]
As mentioned already; our changes to the equipment that regen HP affected the positive interaction rate of certain heroes—started to have issues while farming in terms of development and general survival due to our changes. Therefore, we are going to buff Murad, Nakroth and Quillen to compensate for the development ability and general survivability.
Skill 1：Thorn of Time
Nakroth, The Executioner’s Blade (BUFFED)[edit | edit source]
Skill 1: Jury Fury
Quillen, Purifying Blade (BUFFED)[edit | edit source]
Additional AD bonus for a single damage：0.45->0.5
HP Recovery：70+35/lv+0.15 of bonus AD->100+50/lv+0.25 of bonus AD
Superman, The Man of Steel (BUFFED)[edit | edit source]
Superman' adjustments with Beta29 did not take the effect we have had planned for him on the Antaris Battlefield — especially—his first skill is in our internal data in a pretty negative spot. Therefore, we’re going to buff his first skill to ensure facing Superman' is not something his enemies can ignore easily.
Skill 1: Kryptonian Strength
Hayate, The Ghostwalker (NERFED)[edit | edit source]
Since the adjustments of critical damage and the physical damage changes in the latest Beta, Hayate' immersive true damage output has achieved a great but too strong interaction—putting him in an advantaged position compared to other markspeople. We’re going to nerf Hayate’ true damage-output for more balance between the markspeople on the Antaris Battlefield.
Passive：Blood of the Dragon
True Damage：72+2/lv+0.25AD->40+0.25AD，can crit
Thorne, The Silent Dissenter (ADJUSTED)[edit | edit source]
After the last changes, Thorne' performance in Abyssal Dragon Kraydus Lane is still underwhelming, on the other hand, his performance in the jungle position is relatively strong. Therefore, we’re going remove the purple bullet’s damage against non-epic monsters, but at the same time, the damage against epic-monsters and minions will be buffed — combined with the adjustment of the blue bullets. We hope that Thorne' ability to clear lanes will shine in the early-game and mid-game, again.
Skill 1：Magic Bullet
Purple bullets have no effect on small jungle creeps
Increase the range of next attack by 1.5 meters
Omega, Sage (NERFED)[edit | edit source]
Omega’s dominance in the support position is still high after our internal data. In interaction with the hero in the middle, Omega can almost make the opponent’s minions vanish instantly. Therefore, we are going to nerf Omega’ lane clear ability.
Skill 2：Veda Tech
Mina, The Reaper Queen (NERFED)[edit | edit source]
Mina’ interactions, strength in Dark Slayer lane and the win rate in the support position have increased beyond our expectations. Therefore, we are going to focus on nerfing the base damage of Mina’ skills.
Skill 1：Whirling Scythe
Keera, Nightingale (NERFED)[edit | edit source]
The ability power assassin' in the jungle position in comparison with the physical damage assassin’ in the jungle position have a strong overall performance in this Beta, especially, Keera' performance is particularly outstanding. Therefore, we are going to slightly lower the movement speed of her ultimate to reduce her excessively strong pursuit and supportability.
Acceleration rate: Fixed at 50%->40%
Butterfly, Death’s Whisper (NERFED)[edit | edit source]
The interactions against a Butterfly in the jungle position are not within our expectations, and the ‘cannot be target’-effect shrinks the interaction possibility in such a manner that enemies can only sit and wait for their death. The original purpose of this design was to improve her interactions with the ultimate, and not to avoid damage. Therefore, we are going to change it to an ‘iron-body’-effect—meaning she is no longer immune to damage and can be targeted.
Can be targeted while blinking
Loki’s Curse (Magic Jungling Equipment)
+120 Ability Power > +100 Ability Power
Unique Passive—Elemental Power
+60% ability power >+50% ability power
BUG FIXES[edit | edit source]
- Fixed an issue where the special effects of Sephera' fishes would stay in place when moving while casting ultimate under certain particle quality settings.
- Fixed an issue of the match stats being incorrect in Deatch Match.
- Fixed an issue that caused some devices could not turn on the high frame rate-mode.
- Fixed a Duo Race issue where a challenger could run half a lap faster than expected by entering on a teammate’s vehicle at some special points.
- Fixed an overlapping issue that occurs on the UI button text of the gem exchange interface.
- Fixed a disappearance issue of Butterfly’s and Laville’s weapons under certain circumstances.
- Fixed a sharing issue of heroes in the relationship system.
- Fixed an issue where Wisp’s passive magic damage can be triggered under any circumstances.
- Fixed an issue where the in-game chat report guide animation would freeze when it appeared.