Arena of Valor Wiki
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== Latest patch notes ==
 
== Latest patch notes ==
   
=== Update Beta 30<ref>Arena of Valor. [https://www.arenaofvalor.com/webplat/info/news_version3/26190/33375/33376/33730/m19427/202104/886576.shtml]</ref> ===
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=== Update Beta 31<ref>Arena of Valor. [https://medium.com/arena-of-valor-timi-patch-notes/april-patch-note-beta-31-4f12c927b9d8]</ref> ===
''2021-04-01 16:41:43''
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''2021-05-11''
   
  +
Dear Challengers,
=== Ⅰ. Battlefield Adjustments ===
 
   
  +
Arena of Valor will be offline on Tuesday; 11th of May 2021 — from 02:50 to 10 O’clock Coordinated Universal Time (subject to change without prior notice) for maintenance, during which the game will receive the new version Beta31 “'''5V5 MOBA day'''” — we recommend all Challengers log out from the game before maintenance break starts to prevent data loss.
==== 1. Season Games ====
 
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.
 
   
  +
=== I. Championship Matches ===
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.
 
  +
AoV has entered its fifth year, and in the past four years, we have successfully held four '''AIC''' and '''AWC''' tournaments. When it comes to hosting such events, your — challenger’s — continuous interest and passion for e-sports is our main driving force. Compared to Standard or Ranked matches, '''electronic sports''' matches are more exciting and engaging. Therefore, to give players a richer gaming experience, we have introduced the Championship mode in the new version based on electronic sports matches. The feature extension will allow players to de facto display their strengths and shine on the battlefield in AoV.
   
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==== '''New Mode: Championship''' ====
Vision Shards 2.0
 
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1. Players can enter the Championship menu through Quick Championship in the Main Menu or through the Championship menu in Casual Match as long as the given event time frame.
   
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2. Tap “Start” to enter a game lobby and invite friends/team up with other players in the Championship to start the match.
* 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.
 
   
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3. The Championship matches will adopt the electronic sports '''Draft Mode'''. Players who '''obtain three wins in a row''' will become the Champion of the round.
<br />
 
   
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4. At the end of the match, players will receive corresponding rewards and perks based on the outcome of that round.
==== 2. Gameplay: Battlefield Elves ====
 
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.
 
   
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5. In each season, players may participate in multiple Championship match rounds for more rewards and perks.
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.
 
<br />
 
   
==== 3. Mini-Map Improvements ====
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=== II. Battlefield Changes ===
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:
 
   
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==== 1. Tweaked Unpopular Talents ====
# Added an icon to display Crystal Barrier (Defense Tower protection mechanism)
 
  +
'''Daze'''
# Added icon display for the healing packs behind the first Defense Towers (only your team's)
 
# Added HP status display for Heroes
 
 
<br />
 
 
==== 4. Battlefield Rebalance ====
 
Balanced Team Goals
 
<br />
 
 
=== Ⅱ. Battlefield Gameplay Optimization ===
 
 
==== 1. Control ====
 
(a) Joystick now supports dynamic following
 
   
 
- Behind the changes:
 
- Behind the changes:
   
  +
In the past, Daze combined offensive and defensive characteristics, resulting in mediocre effects that were easy to disregard, so we’re looking to have Daze focus more on offensive characteristics.
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.
 
   
 
- Details:
 
- Details:
   
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Stuns nearby enemies for 0.75 seconds.
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.
 
 
   
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Reduces enemy Movement Speed by 20%, Armor by 28 (+2/Lv), and Magic Defense by 14 (+1/Lv) for 2.5 seconds.
   
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'''Roar'''
(b) Vertical and horizontal margin adjustments support for the ability panel
 
   
 
- Behind the changes:
 
- Behind the changes:
   
  +
In the past, Roar was only used by physical damage-focused heroes with a certain amount of mobility, so we’re looking to expand Roar’s usage (making it available to both melee and magic classes) and make it more sustainable.
The placement of the ability panel has not always been the most comfortable for certain users/certain mobile phone models.
 
   
 
- Details:
 
- Details:
   
  +
Increases Resistance by 25% and Damage by 10%, and restores 2% HP per second for 6 seconds.
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.
 
   
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'''Disrupt'''
   
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- Behind the changes:
   
  +
In the past, Disrupt was only favorable to the dominant side, so we’re looking to expand its usage so that the disadvantaged players will also be able to use Disrupt to take down Defense Towers.
(c) Improved the highlighted indicator line when previewing and locking onto targets
 
   
 
- Details:
 
- Details:
   
  +
Use on Enemy’s Defense Towers: Silences Defense Towers for 4 seconds, and increases by 0.5 seconds for every 3 hero levels gain.
In the new update, we optimized the highlighted line for directional abilities when selecting targets. It is now more accurate.
 
   
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Use on Allies’ Defense Towers: Defense Towers gain damage immunity and fires 2 bullets at a time for 4 seconds.
Before optimization:
 
   
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Disrupt can be cast repeatedly during the period, but it does not stack or return cooldown. If Disrupt is cast on the same Defense Tower within 60 seconds, the effect will only last for 1 second.
After optimization:
 
   
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==== 2. Remade Unpopular Enchantments ====
 
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'''Explosive Shield'''
(d) Optimized default parameters for some settings
 
 
- Details:
 
 
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.
 
<br />
 
 
==== 2. Clarity Optimization ====
 
Optimized the display of stacked damage numbers
 
   
 
- Behind the changes:
 
- Behind the changes:
   
  +
In the past, Explosive Shield could only be triggered at 20 stacks. Since it took a long time to stack and its effect wasn’t substantial, this led to a low usage of Explosive Shield. So, we’re looking to work on Explosive Shield’s mechanics to make it more suitable for tankers.
For a long time, damage numbers displayed on successive attacks would block each other, making it difficult to understand how much damage you dealt.
 
   
 
- Details:
 
- Details:
   
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Stacks after taking damage from enemy heroes (up to 1 stack per second). At 3 stacks, a 4m radius explosion is created, dealing magic damage equal to 2% of own max HP while restoring max HP (5% + 3%*number of heroes hit by the explosion) to self. This effect has a 10-second cooldown.
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 ====
 
(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!
 
   
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==== 3. Optimized Game Experience ====
 
- Details:
 
- Details:
   
  +
# Tweaked the transparency of the equipment interface.
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:
 
- Behind the changes:
   
  +
We discovered that some players prefer to move their characters around while browsing the Shop and they hope to see their in-game surroundings at the same time, but our existing Shop’s interface is too opaque and the background is completely blacked out. As such, players end up getting stuck on the edge of terrains or killed by others in many instances.
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.
 
   
 
- Details:
 
- Details:
   
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Increased the transparency of the equipment interface to allow players to see what’s happening in-game.
The Rank Protection Card is now only usable in the current season.
 
   
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# Optimized the range of Defense Towers and monster indicators.
   
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Fixed a bug where the monster indicator circle would occasionally disappear.
(c) New Gameplay: Death Match Z
 
   
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Optimized Defense Towers’ alert indicator circle. Now, when the enemy’s Defense Tower has locked a target, the indicator circle will remain green until the player enters the Defense Towers’ range.
- Overview
 
   
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2. Fixed the issue where Defense Towers’ last damage was reset.
Death Match Z is coming!
 
   
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Fixed an occasional bug where the Defense Tower’s damage was reset to its initial damage instead of retaining its enhanced damage after leaving the Defense Tower’s range.
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!
 
   
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3. Carried over simplified Shop interface.
To come out with the highest HP, cooperate with your teammate now and become the ultimate winners in this 2v2v2v2v2 duel!
 
   
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Simplified Shop settings will no longer be reset when a match ends. Now, players who prefer to use these settings will be able to continue using it indefinitely.
   
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==== 4. Battlefield Adjustments ====
- Mode Entrance
 
   
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# '''Optimized Mage’s Equipment Tree:'''
Players can tap the shortcut in the main screen enter the game lobby.
 
   
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- Behind the changes:
Entrance 2:Casual Match - Arcade - Death Match Z
 
   
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In the current version, due to the need for teammates’ support or profit-sharing when teammates pass by, this has led to the Middle Lane’s stunted leveling in early game.This has made life difficult for mages who rely heavily on equipment.To solve this issue, we tweaked the equipment tree by removing certain base attributes, but lowered the purchase price and retained equipment characteristics in the hopes that this would help affected players better survive this vulnerable period.The price of Hecate’s Diadem, the core late-game equipment, has been slightly increased in order to maintain an overall balance in late-game.
Entrance 3:Casual Match - Custom Match - Death Match Z
 
   
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- Specific Optimizations:
(Death Match Z is a limited-time game mode. After it is removed, the original Death Match mode will be restored.)
 
   
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'''Phoenix Tear''': Price 600 > 500, Ability Power 60 > 50
   
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'''Orb of the Magi''': Price 2,010 > 1,900
- How to Play
 
   
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'''Boomstick''': Price 2,000 > 1,800, Ability Power 240 > 200, +5% Movement Speed
Part 1:Basic Overview
 
   
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'''Berith’s Agony''': Price 2,120 > 1,800, Ability Power 140 > 120, Armor 225 > 200
- 10 players are assigned to 5 teams of 2.
 
   
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'''Hecate’s Diadem''': Price 2,300 > 2,400
- All players play as Grakk (Grakk's abilities will change)
 
   
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'''Arctic Orb''': Price 2,000 > 2,200, Ability Power 220 > 240
Part 2: Winning
 
   
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=== III: Battlefield Gameplay Optimization ===
- The game ends after 3 minutes
 
   
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==== 1. Control ====
- The teams are ranked based on the highest HP player in each team. The higher the HP, the higher the ranking.
 
  +
'''1) Added indicators for successfully cast abilities.'''
   
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- Behind the changes:
Part 3:Interaction andConfrontation
 
   
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Over time, we realized that players are often unsure if they’ve successfully cast an ability, and this affects their control experience to a certain extent.
- Zip is controlled by an NPC and will continue to cause trouble on the field, hurting Grakks.
 
   
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- Details:
- Grakk takes damage if he touches blocks on the sidelines.
 
   
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In the new version, the indicator will turn green at the end of the cast to indicate that the ability has been successfully cast.
- You can use skills to knock back and disrupt other Grakks
 
   
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'''2) Added queue casting to abilities when under control effects.'''
- Grakk can also use his ultimate to change Zip's target
 
 
 
 
(d) Evolution System 2.0
 
 
- System Description
 
   
 
- Behind the changes:
 
- Behind the changes:
   
  +
Characters have never been able to preview abilities while being controlled, and for some heroes with multiple control abilities (e.g. Florentino), quick combos prevent opponents from casting skills, which we believe has greatly impacted players’ experience.
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.
 
   
 
- Details:
 
- Details:
   
  +
In the new version, we’ve tweaked the underlying mechanism so that characters are now able to queue abilities in advance when under control, and the ability indicator at this point will turn yellow accordingly.
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.
 
   
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==== 2. Clarity Optimization ====
Each feature can be previewed separately in the system. After you unlock a feature, you can test it out in the Training Camp.
 
   
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# '''Optimized charging timer and effects:'''
   
  +
- Behind the changes:
- Evolution Content
 
   
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With the increasing number of heroes and skins in the game, many effects have become imperceptible in team fights. This time round, we’ve added general visual cues to certain heroes’ long pre-cast animation and special effects.
Skin Artwork, In-game Effects, Main Menu Entrances, Exclusive Recalls, Exclusive Altar Animation, Special Item Customization, Special Avatars & Frames, Evolution Skin Tags, etc.
 
   
  +
- Specific Optimizations:
   
  +
Charging Timer: For example, Slimz’s Ability 1, Paine’s Ultimate, Violet’s Ultimate, and Brunhilda’s Ultimate, and other long pre-cast animations have been added with a charging timer.
- Collecting Evo Crystals
 
   
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'''Effects Color:'''
Different skins use different Evo Crystals. Evo Crystals can be purchased from the Shop with vouchers or received through the in-game systems.
 
   
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[Immune to Slow] Effects (Example: Mina’s passive, Dextra’s Ability 1, etc.) has been added with a Green Color.
   
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[Immune to Damage or Cannot be Targeted] Effects (Example: Lauriel’s Ability 2, Fennik’s Ability 2, etc.) has been added with a White Color.
- Old and New Evolution System Data Migration
 
   
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[Increased Damage] Effects (Example: Zanis’ Ultimate, Enzo’s Ultimate’s Passive Effect, etc.) has been added with a Red Color.
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.
 
   
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[Survivability] Effects (Example: Omen’s Ability 2, Moren’s Ability 1 at full stack, etc.) has been added with an Orange Color.
   
  +
'''2) Nearby enemy heroes are now indicated at the screen’s edge:'''
=== Ⅲ. Hero Balance ===
 
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.
 
   
  +
- Behind the changes:
==== 1. Marja:Tweak/Rebalance ====
 
Design description:
 
   
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Enemy heroes who share vision but are off-screen can be located by using the Mini-Map and swiping the screen. However, in a tense team fight, it’s easy to lose sight of one another, so we’ve added a new indicator for enemy heroes near the screen’s edge, and players can choose to activate it according to their preference.
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.
 
   
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- Details:
Overall Optimization:
 
   
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The indicator function can be activated in Settings. If enemy heroes near the screen’s edge share the same vision but are off-screen, their location and remaining HP will be indicated at the screen’s edge.
Optimized normal attack animation
 
   
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=== IV. System Optimization ===
Optimized Ability 1's cache mechanism to make it combo with other spells more smoothly
 
   
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==== 1. Optimized Active Feeding Algorithm ====
Optimized the response of Ability 2, making it feel more flexible to turn when casting.
 
  +
- Behind the changes:
   
  +
At present, when players choose the “Active Feeding” report option, the determination criteria is relatively strict, leading to some obvious active feeding cases which wasn’t dealt with successfully.
Optimized Ability 2's range circle display to make it more closely match its actual range.
 
   
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- Details:
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.
 
   
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So, the determination guidelines of the active feeding algorithm have been optimized to better meet players’ expectations.The system will now combine the player’s KDA and Participation of the hero used in the match and refer to the performance of teammates to determine whether the player has been actively feeding.If the feeding is determined as deliberate, the player’s Credibility Score will be deducted by 2–3 based on the outcome of the match.
Marja can no longer use normal attacks during her Ultimate.
 
   
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==== 2. Increased AFK Penalties ====
During her ultimate, Marja can cast her Ability 1 (does not stun).
 
  +
- Behind the changes:
   
  +
We’ve reset the reporting system’s determination algorithm in “Light and Shadow”.For players who have been offline, have not performed any actions, or have gone AFK for a long period of time, the system will deduct 1–6 points from their Credibility Score depending on the different modes and Tiers.Players who go AFK for unavoidable reasons will reduce their penalty to a certain degree if they actively return to the game.If the incident is reported by another player, 2 points will be deducted in addition to the system penalty.Through long-term data observation, feedback collection and tweaks, we’ve discovered that this new set of algorithms is relatively effective in identifying AFK players.
Passive:
 
   
  +
Therefore, we’ve decided to increase the penalties for offline/AFK behavior based on the current algorithm.Doing so will help protect the experience of players with good gaming behavior.
Ability Name:Shadow Leech -> Abyssal Might
 
   
  +
- Details:
Removed Passive: Marja gains 1.5% Movement Speed and 1% Cooldown Reduction for every 5% HP lost.
 
 
Added Passive:
 
 
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.
 
 
Ability 1:
 
 
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
 
 
Ability 2:
 
 
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
 
 
Ultimate:
 
 
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.
 
<br />
 
 
==== 2. Errol:Tweak/Rebalance ====
 
Design description:
 
 
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.
 
 
Passive:
 
 
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.
 
 
Ability 1:
 
 
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.
 
 
Ability 2:
 
 
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
 
 
 
Ultimate:
 
 
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
 
<br />
 
 
==== 3. Volkath: Tweak/Rebalance ====
 
Design description:
 
 
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.
 
 
Passive:
 
 
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
 
 
Ability 1:
 
 
Improved response:Reduced stun duration
 
 
Base Damage:350-600 + 130% Bonus Physical Damage -> 150-300 + 100% Bonus Physical Damage
 
   
  +
Current: 1–8 points will be deducted according to tier, mode, and match outcome. An average of 4 points is expected to be deducted with each AFK detection.
Ability 2:
 
   
  +
Tweak: 2–9 points will be deducted according to tier, mode, and match outcome. An average of 6 points is expected to be deducted with each AFK detection.
Improved response:Reduced stun duration
 
   
  +
=== V. Balance tweaks ===
First stage:260-360 + 60% Bonus Physical Damage -> 150-275 + 50% Bonus Physical Damage
 
   
  +
==== 1. Optimized Hero Gameplay: ====
Second stage:400-650 + 110% Bonus Physical Damage + 16% target's lost HP -> 300-550 + 100% Bonus Physical Damage + 12% target's lost HP
 
  +
'''1. Skud'''
   
  +
'''Design description:'''
Ultimate:
 
   
  +
'''Base attributes:'''
Improved response:Brought Knock Back and Transform effects forward, decreased stun duration, and allowed queueing of abilities/normal attacks during the landing animation.
 
   
  +
Max HP: 3,563 > 3,865, +345.5/Lv > +356.5/Lv
Damage reduction effect:5% - 15% -> fixed at 15%
 
   
  +
Physical Damage: Default 171 > 160, +13.2/Lv > +12/Lv
Damage:300-600 + 160% Bonus Physical Damage -> 100-300 + 120% Bonus Physical Damage
 
   
  +
Physical Defense: +26.4/Lv > +22.5/Lv
Knock Back time:1 second -> 0.75 seconds
 
<br />
 
   
  +
Attack Radius: 3m > 2.5m
==== 4. Aleister:Nerf ====
 
Design description:
 
   
  +
'''Passive:'''
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.
 
   
  +
Skud deals an additional 60–200 (+2% max HP) (+25% magic damage bonus) magic damage on each normal attack to enemies with max HP lower than him (additional hits cannot crit).
Ability 1:
 
   
  +
Increases Skud’s Max HP by '''10%'''.
Slow down after stun:50% for 0.5 seconds
 
   
  +
'''Ability 1:'''
Ultimate:
 
   
  +
Skud charges in the target direction, dealing 200–400 (+80% physical damage bonus) physical damage to enemies in his path.Hitting an enemy also increases his attack speed by 20%-40%, and his passive and Ability 2’s enhanced normal attacks’ magic damage is also increased by 50% for 5 seconds.
Cooldown:35 - 5/level -> 40 - 5/level
 
<br />
 
   
  +
Cooldown: 8s
==== 5. The Flash:Tweak/Rebalance ====
 
Design description:
 
   
  +
Movement Distance: 5.5m > 5m
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.
 
   
  +
'''Ability 2:'''
Passive:
 
   
  +
Skud infuses boiling blood into his gloves, increasing his movement speed continuously for 5 seconds before diminishing after reaching 40% at 3 seconds. His next normal attack is enhanced and deals an additional 300–800 (+8% max HP bonus) (+100% magic damage bonus) magic damage (additional hits cannot crit) while reducing enemies’ movement speed by 30%-60% for 2 seconds.
Boosted Normal Attack bonus damage adjustment: 200 + 20/level + 0.4 AP
 
   
  +
Enhanced normal attacks on enemies will reduce his Ability 2’s cooldown by 50%.
   
  +
Cooldown: 10s
Ability 2:
 
   
  +
'''Ultimate:'''
The last hit deals double damage when it hits the enemy. -> Starting with the second punch, each following punch deals +10% damage.
 
   
  +
Skud charges for 0.8 seconds (able to move during this period and is immune to control effects) then spins and hits all nearby enemies with his fist, dealing 400–800 (+120% physical damage bonus) physical damage, knocking them back for 1.5 seconds.
125 + 25/level + 0.25AP -> 125 + 25/level + 0.2AP
 
   
  +
Passive: When the Ultimate is ready, killing minions or monsters will restore 4%-8% of his max HP.
Cooldown:6.5 - 0.3/level -> fixed at 5
 
   
  +
Cooldown: 40s > 30s
New: Deals +30% bonus damage to Monsters
 
<br />
 
   
  +
'''2.''' '''The Joker — The Clown Prince of Crime'''
==== 6. Ata:Tweak/Rebalance ====
 
Design description:
 
   
  +
'''Design description:'''
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.
 
   
Passive:
+
'''Passive:'''
   
  +
Enhanced Bullet Storage Mechanic: Up to 5 bullets.
Damage:40 + 0.5%HP -> 10 + 1%HP
 
   
  +
New Enhanced Bullet Obtaining Method:
Ability 1:
 
   
  +
- Ability 1: Gain 2 bullets upon hitting enemy heroes, and 1 bullet when hitting non-hero units.
Base Damage:150 + 30/level -> 125 + 15/level
 
   
  +
- Ultimate: Gain 3 bullets upon hit.
Own HP Bonus: 0.055 + 0.005/level -> 0.05 + 0.01/level
 
   
  +
Additional Damage from Enhanced Bullets: 120 + 12/Lv + 0.6AD > 3% of the target’s current HP (+1% per 2 levels) + 0.4AD
Removed diminishing effect when hitting multiple heroes.
 
   
  +
Removed the slow effect of enhanced bullets.
Ability 2:
 
   
  +
'''Ability 1:'''
Slow down: 60% -> 50%, Stun: 1 second -> 0.75 seconds
 
   
  +
New: Hits inflict a 30% slow effect for 2 seconds.
Cooldown:11 - 0.6/level -> 10 - 0.5/level
 
<br />
 
   
  +
'''Ultimate:'''
==== 7. Y'bneth:Tweak/Rebalance ====
 
Design description:
 
   
  +
Slow Effect: Enhanced Bullet Slow Effect (50%-90%) > Fixed 50%
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.
 
   
  +
Slow Duration: 1s > 2s
Passive:
 
   
  +
'''3.''' '''Annette'''
Removed Mana Regen and changed it to 2% HP Regen per second and +60 movement speed.
 
   
  +
'''Design description:'''
Ability 1:
 
   
  +
'''Passive:'''
Damage:250 + 50/level + 0.8AD -> 0.75AD + 4% - 9% of own max HP
 
   
  +
Remade: Gain the Whisperwind effect every 20 seconds (+15% movement speed when not used). When a nearby hero uses an ability or if Annette hits an enemy with a normal attack, she gains Whisperwind 1 second faster, and the progress is displayed on the Energy bar below the HP bar.
Shield:8% -> 6% of own max HP
 
   
  +
When allies or own HP falls below 70%, restores 275 (+25/Lv + 0.3 AP) HP to all heroes within 3m > When allies or own HP falls below 85%, restores 225 (+20/Lv + 0.6 AP) HP to all heroes (including self) within 4m.
Cooldown:6 - 0.5/level -> fixed at 4
 
   
  +
'''Ability 1:'''
Mana cost: 40
 
   
  +
Control Optimization: Reduced the duration of cast animation and stun.
Ability 2:
 
   
  +
New: When hitting an enemy in the center, the Whisperwind is obtained 1 second faster (up to 4 times).
Damage:240 + 70/level + 0.95AD, multiple hits: + 50% ->
 
   
1.0AD +5%-10% of own max HP, multiple hits:+6% of own max HP
+
Center Damage Bonus: 2% of target’s max HP > 1% of target’s max HP
   
  +
'''Ability 2:'''
Cooldown: 9 -> 10 - 0.4/level, Mana Cost: fixed at 75
 
   
  +
Passive Effect: Removes physical and magic resistance bonus, Shield 300–600 + 0.5 AP > 750–1,500 + 1.0 AP
Ability 3:
 
   
  +
'''Ultimate:'''
Damage adjustments:Each seed deals 0+40/level + 1% of own max HP as Magic Damage.
 
   
  +
New: If an ally hero is within radius when summoning the hurricane, the ability can be cast again (2 seconds interval). If the second phase has not been triggered, a 30% cooldown will be returned. The natural gaining speed of Whisperwind is increased by 5 times when she’s in the hurricane.
Shield:20% of own max HP -> 800 + 800/level
 
   
  +
Removed: Remove control effects
Cooldown:40 -> 50 - 5/level
 
<br />
 
   
  +
Increases nearby allied Heroes’ Movement Speed by 40% and Attack Speed by 30–50% > Increases nearby allied Heroes’ and own Movement Speed by 20% and Physical and Magic Resistance by '''50–100'''.
==== 8. Capheny:Tweak/Rebalance ====
 
Design description:
 
   
  +
Casting Area: 6m > 4.5m
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.
 
   
  +
Hurricane Radius: 3.5m > 4.25m
Passive:
 
   
  +
Hurricane Duration: 2.5s > 2s
Received Physical Life Steal:75% -> 100%
 
   
  +
Control Duration: 1s > 0.75s
Ability 1:
 
   
  +
Damage: 400–800 + 0.5AP > 300–600 + 0.5AP
Pulse Shot Damage:100 + 60/level + 1.0AD + 0.05AD/level -> 80 +80/level +1.12AD + 0.12AD/level
 
   
  +
'''4.''' '''Qi'''
Pulse Shot Damage Mechanics:The basic value, growth value, and any AD over 1.0 cannot crit.
 
   
  +
'''Design description:'''
Ability 2:
 
   
  +
Basic Attributes:
Pulse Shot Crit Rate (per stack):1.5% + 0.3%/level -> 1.5% + 0.5%/level
 
<br />
 
   
  +
Increased normal attack’s stun by 0.66 seconds.
==== 9. Wisp:Nerf ====
 
Design description:
 
   
  +
Reduced normal attack range by 0.5m, but enhanced normal attacks remain unchanged.
Wisp's barrage mode made her a little bit too powerful. We slightly weakened her ranged explosion to make her strength more reasonable.
 
   
  +
Enhanced normal attacks can be stored up to 4 times, and a mark indicator has been added below the HP bar.
Ability 1:
 
   
  +
Ability 1, 2, and 3 now have a larger enemy finding range, making smart casting more accurate.
Barrage Mode's explosion ratio for non-primary target:50% -> 40%
 
<br />
 
   
  +
Passive Ability
==== 10. Bright:Nerf ====
 
Design description:
 
   
  +
Additional Physical Damage from Boosted Normal Attacks: 0.4 Physical Attack > '''30 (+5/Lv) (+0.25 Physical Attack)'''
After Butterfly was weakened, Bright took over the Jungle throne. We're slightly reducing his True Damage because it was too powerful late game.
 
   
  +
HP Regen from Boosted Normal Attacks: 120 (+30/Lv) > '''100 (+25/Lv)'''
Passive:
 
   
  +
Armor from Casting Abilities: 50 (+10/Lv) > 30 (+5/Lv)
Mark True Damage:12 + 1/level + 0.1AD -> 12 + 2 every 3 levels + 0.08AD
 
   
  +
Ability 1
Ultimate:
 
   
  +
Movement Speed: 17m/s > 15m/s
Mark True Damage:18 + 2/level + 0.15AD -> 18 + 1/level + 0.12AD
 
   
  +
Physical Damage: 240/290/340/390/440/490 + 0.85 physical damage > 300/375/450/525/600/675 + 0.55 physical damage
Cooldown:60 - 10/level -> 60 - 5/level
 
   
  +
Ability 2
Removed the initial 0.5-second Invincibility effect when casting.
 
<br />
 
   
  +
New Mechanic: Her final damage will slow targets by 50% for 1 second.
==== 11. TeeMee:Nerf ====
 
Design description:
 
   
  +
Added an overhead bar to indicate when her fifth damage and slow will take effect.
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.
 
   
  +
Phase Physical Damage: 90/108/126/144/162/180 + 0.4 physical damage > 120/150/180/210/240/270 + 0.25 physical damage
Passive:
 
   
  +
Phase Reduction of Target’s Armor: 20 (+8/Lv) > 15 (+5/Lv)
Increased income:25% -> 20%
 
<br />
 
   
  +
Ultimate
==== 12. Airi:Tweak/Rebalance ====
 
Design description:
 
   
  +
Phase 2 Trigger Mechanic: Hitting a target and cause them to hit the terrain > Hitting a target will cause her to cast Ability 2 after 3 seconds, and if the target hits the terrain, her Ability 2’s cooldown will be refreshed immediately.
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.
 
   
  +
New Mechanic:
Passive:
 
   
  +
While her Ultimate knock back the units hit, she will deal the same amount of physical damage to other enemy units and knock them back for 0.5 seconds.
Enhanced Normal Attack:120% Bonus Physical Damage -> 150% Bonus Physical Damage
 
   
  +
Phase 1 Physical Damage: 240/360/480 + 0.6 physical damage > 300/450/600 + 0.45 physical damage
Ability 1:
 
   
  +
Physical Damage from Hitting Terrain: 80/120/160 + 0.2 physical damage > 100/150/200 + 0.1 physical damage
Damage to non-heroes:60% -> 100%
 
   
  +
Phase 2 Physical Damage: 160/240/320 + 0.4 physical damage > 200/300/400 + 0.25 physical damage
Ability 2:
 
   
  +
'''2.''' '''Tweaks:'''
Removed damage
 
   
  +
'''1. Dirak:'''
Passive:
 
   
  +
'''Ability 2:'''
Removed attack speed bonus
 
<br />
 
   
  +
When firing in the form of Scattershot, opponents will only take a maximum of one Scattershot damage and control effects.
==== 13. Arthur:Buff ====
 
Design description:
 
   
  +
Single Scattershot Damage: '''100 + 20/Lv + 0.25 AP > 200 + 40/Lv + 0.5 AP'''
Arthur's post-ultimate stun duration was reduced, as it was affecting his smoothness and was not necessary.
 
   
  +
Single Scattershot Control Effect: 0.4 seconds > '''0.5''' seconds
Ability 1:
 
   
  +
'''2. Tulen:'''
Stun Duration: 0.1s -> 0.25s
 
   
  +
'''Ability 1:'''
Cooldown: 10 - 0.5/level -> 8 - 0.4/level (Cooldown will begin automatically after hitting an opponent or timing out)
 
   
  +
Single Damage: '''450 + 60/Lv + 0.78 AP > 500 + 70/Lv + 0.75 AP'''
Fixed an issue where the range indicator of enhanced normal attack did not match the actual attack's range.
 
   
  +
'''3. Wiro:'''
Ability 2:
 
   
  +
'''Passive:'''
Damage: 100 + 25/level + 0.4AD + 0.4AP -> 40 + 20/level + 0.5AD + 1% own max HP
 
   
  +
Removed his defense reduction effects when his passive ability is triggered.
Ultimate:
 
   
  +
'''Ultimate:'''
Arthur's stun duration after landing has been reduced by 0.4s
 
<br />
 
   
  +
Cooldown: 60–5/Lv > 50–5/Lv
==== 14. Raz:Tweak/Rebalance ====
 
Design description:
 
   
  +
'''4. Roxie:'''
We made technical adjustments to solve Raz's excessive use of his Ability 2 in the late game.
 
   
Ability 1:
+
'''Ability 2:'''
   
Damage:480 + 60/level + 0.91 AP -> 550 + 60/level + 1.0AP
+
Shield: '''200 + 80/Lv + 10% max HP > 100 + 60/Lv + 8% max HP'''
   
  +
'''5. Veera:'''
Ability 2:
 
   
  +
'''Ability 1:'''
Damage:550 + 70/level + 0.9AP -> 500 + 80/level + 0.8AP
 
   
  +
Cooldown: '''7 > 6'''
Magic Defense Reduction:50 + 40/level -> 50 + 30/level
 
   
  +
'''Ability 2:'''
Cooldown:4.0 - 0.4/level -> fixed at 3
 
   
  +
Cooldown: '''10–0.6/Lv > 12–0.6/Lv'''
Ultimate:
 
   
  +
'''6. Airi:'''
Damage:720 + 180/level + 1.37AP -> 800 + 200/level + 1.3AP
 
<br />
 
   
  +
'''Passive:'''
==== 15. Lorion:Optimization ====
 
Design description:
 
   
  +
'''True Damage: 150% > 136% (+1%/Lv)'''
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.
 
   
  +
'''Ultimate:'''
HP Growth: 315 -> 275
 
   
  +
Cooldown: '''40 > 60–10/Lv'''
   
  +
'''7. Moren:'''
Ability 1:
 
   
  +
'''Passive:'''
Improved response:Now you can use your Ability 2 or Ultimate at any time during his Ability 1.
 
   
  +
Fixed a bug where Life Steal duration is displayed wrongly in the ability description (1s > 1.5s)
Ability 2:
 
   
  +
'''Ability 1:'''
Charge time: 13 - 0.8/level -> 15 - 1/level
 
   
  +
Damage''': 25 + 95% AD > 50 + 5/Lv + 70% AD'''
Cooldown: 2->4
 
   
  +
'''Ability 2:'''
Modified the casting mechanics for Ability 2 when the Dark Orb is inside Lorion:
 
   
  +
Slow Effect: '''30% > 50%'''
Random Cast -> Cast only when there are units around (to help avoid players misjudging the distance for Ability 2)
 
<br />
 
   
  +
Slow Duration: '''2s > 1s'''
==== 16. Aoi:Tweak/Rebalance ====
 
Design description:
 
   
  +
'''8. Chaugnar:'''
We have made some adjustments to Aoi's ease-of-use and fixed some bugs.
 
   
  +
'''Ultimate:'''
Passive:
 
   
  +
'''Fixed a bug where the 1 second continuation effect after increasing allies’ movement speed by 20% is ineffective when activated.'''
Fixed a bug where her ultimate could not interrupt her enhanced normal attack.
 
   
  +
'''9. Lorion:'''
Now, when her enhanced normal attack is interrupted by casting her ultimate or moving, it will not cost marks.
 
   
  +
'''Passive:'''
Boosted Normal Attack bonus damage: 120 + 0.35AD -> 150 to 220 + 0.45 additional AD
 
   
  +
'''Fixed a bug that caused the Electromagnetic Sphere to electrocute faster when out of Lorion (0.5s/time > 0.75s/time)'''
Ability 1:
 
   
  +
'''10. Kahlii:'''
Casting range in flying mode:5m -> 5.5m
 
   
  +
'''Ultimate:'''
HP Regen: 125 to 250 + 0.2AD -> 130 to 280 + 0.45 additional AD
 
   
  +
'''Adjusted the Ultimate’s indicator to better match the actual damage area.'''
Ability 2:
 
   
  +
'''11. Nakroth:'''
Displacement and movement speed in her sprinting state have been reduced by 10%
 
   
  +
'''Ability 2:'''
Abilities and normal attacks can be cast sooner while hooked in the air.
 
   
  +
Fixed a bug where the indicator radius (4m) and actual movement distance (6m) did not match.
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)
 
   
  +
'''Ultimate:'''
Bash Damage: 200 to 400 + 1.2AD -> 10% target's max HP + 0.6 AD
 
   
  +
Fixed a bug where Nakroth remains immune to control for a brief period even after the Ultimate has ended.
Change time: 12 to 9 seconds -> 13 to 9 seconds
 
   
  +
Fixed a bug where the determination range behind Nakroth is overly large.
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 a bug where the final determination would also follow Nakroth’s turn.
   
  +
Determination Width: +1.5m
Fixed the problem where Iron Body was not activated when sprinting
 
   
  +
'''12. Paine:'''
Fixed an issue where the range indicator did not match the hook's actual range.
 
   
  +
'''Ultimate:'''
   
  +
Fixed a bug where landing would deal additional 50% magic damage.
Ultimate:
 
   
Fixed a bug where damage take too long to be determined.
+
Fixed a bug that deals slightly more than 50% magic damage as he dashes.
   
  +
'''13. Veres:'''
Added a special effect to show where the ability will release backwards.
 
<br />
 
   
  +
Explanation:
==== 17. Riktor: Tweak/Rebalance ====
 
Ability 1:
 
   
  +
Veres had some problems with the implementation of his Ultimate previously. We have optimized it and improved its trigger time.
Road Form Damage Reduction: 15% + 1%/level -> 15% + 2%/level
 
   
  +
'''Ability 1:'''
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.
 
   
  +
Slow Effect: 30%-50% > 50%
Riverbed Form: Charge distance 6.5 -> 5.5, Movement speed 25m/s -> 16.5m/s
 
   
  +
'''Ability 2:'''
Dash Base Damage for all Forms: 40 + 16/level -> 20 + 20/level, Strike Base Damage: 100 + 40/level -> 50 + 50/level
 
   
  +
Slow Effect: 30%-50% > 50%
Boosted Normal Attack bonus damage:0 to 150 -> 0.3AD
 
   
  +
'''Ultimate:'''
Ability 2:
 
   
  +
Movement Speed: 37.5m/s > 25m/s
75% self-slow added during block
 
   
  +
Post-Cast Animation Time: -0.2s, and reduced the hit determination time by 0.133s.
Charge time: 18s - 0.6/level -> 18s - 1/level, Cooldown: 5s -> 5s - 0.6/level
 
<br />
 
   
  +
'''14. Murad:'''
==== 18. Omega ====
 
Design description:
 
   
  +
'''Passive:'''
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.
 
   
  +
Mark Duration before Full Stack: 3.5s > 5s
Ability 1:
 
   
  +
'''Ability 1:'''
Cooldown: 9s -> 10s
 
   
  +
Fixed a bug where the residual effects deviated slightly from the actual location.
Ability 2:
 
   
  +
Mana Cost: Default 80 > 60
On-hit base damage: 25 + 50/level -> 25 + 40/level
 
   
  +
'''15. Hayate:'''
On-hit percent damage: 4% + 1%/level -> 3% + 1%/level
 
<br />
 
   
  +
'''Ability 1:'''
==== 19. Brunhilda ====
 
Design description:
 
   
  +
Fixed: Now, bullets will be interrupted normally when suffering control effects.
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.
 
   
  +
'''16. Lauriel:'''
Passive:
 
   
  +
'''Ability 1:'''
New: Attacking small Monsters does not stack her passive.
 
<br />
 
   
  +
Casting Delay: -0.066s
==== 20. Butterfly ====
 
Design description:
 
   
  +
'''17. Zill:'''
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.
 
   
  +
'''Ability 1:'''
HP Growth: 257 -> 300
 
   
  +
Fixed a bug where its ability only deals some of its damage at the farthest point.
Ability 1:
 
   
  +
Adjusted the ability indicator’s range to better match the actual range.
Cooldown: 8 s -> ~6 s
 
   
  +
'''18. Sinestrea:'''
Speed-Up: Rapidly diminishes
 
   
Ability 2:
+
'''Ability 1:'''
   
  +
Enhanced Normal Attack: Moves to the back of enemies > Moves to the front of enemies
Cooldown: 8 s -> ~6 s
 
   
  +
'''19. Kriknak:'''
Attack Speed/Critical Hit effect duration: 5s -> 4s, Attack Speed bonus: 25 to 50% -> 30% to 60%
 
   
Ability 3:
+
'''Ability 1:'''
   
  +
Casting Delay: -0.066s
Movement distance: 7m -> 6.5m
 
   
  +
'''Ability 2:'''
Movement speed: 35m/s -> 20m/s
 
   
Recoil time: +0.133s
+
Stun Duration: -0.133s
<br />
 
   
  +
Movement Speed: 15m/s > 20m/s
==== 21. Toro ====
 
Design description:
 
   
  +
HP Regen from Attacking Heroes: 190 (+40/Lv) (+0.9 AD Bonus) > 250 (+50/Lv) (+1.2 AD Bonus)
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.
 
   
  +
Added HP Regen when attacking Non-Hero Units: 125 (+25/Lv) (+0.6 AD Bonus), but does not stack.
Ability 2:
 
   
  +
'''Ultimate:'''
Cooldown: 7s -> 6s
 
   
  +
Phase 2 Movement: Increased pre-cast animation by 0.2s
Ability 3:
 
   
  +
'''20. Slimz:'''
Slow: 50% -> 80%
 
<br />
 
   
  +
'''Ability 2:'''
==== 22. Thorne ====
 
Design description:
 
   
  +
Movement Speed: 10m/s > 15m/s
Due to his lack of range and low mobility, Thorne was weak against many Marksmen in Dragon Lane. To combat this, we strengthen him.
 
   
  +
Stun Duration: -0.133s
Ability 1:
 
   
  +
Tweaks: It’s no longer possible to remove Ability 1’s pre-cast animation from queue casting.
Cooldown of his 3 magic bullets: 6s -> 8s
 
   
  +
'''21. Florentino:'''
There is no longer a time limit for recording magic bullet sequences.
 
   
Ability 2:
+
'''Ability 1:'''
   
  +
Fixed an issue where flowers could end up in a wrong location when his ability casting is interrupted.
Boosted Normal Attack range: 7.5m -> 9m
 
   
  +
'''Ability 2:'''
New: After hitting enemies with a Boosted Normal Attack, Thorne gains a 30% movement speed acceleration for 2 seconds.
 
   
  +
Fixed a bug where the slow ratio would increase with each level.
Ability 3:
 
   
  +
'''22. Zanis:'''
Cooldown now begins after firing bullets.
 
<br />
 
   
  +
'''Ability 1:'''
=== Ⅳ. Equipment Tweaks/Rebalances ===
 
   
  +
Speed-Up Effect: 80% > 50%
==== Trick Blade ====
 
Trick Blade's crafting path is now easier to follow. Ability/Normal Attack using Mages can consider it as a first choice equipment.
 
   
  +
Speed-Up Duration: 2s > 3s
Total cost: 920 -> 820, Ability Power: 60 -> 50
 
<br />
 
   
  +
'''Ability 2:'''
==== Apocalypse ====
 
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.
 
   
  +
Attack Speed Bonus: 100% (+20/Lv) > 200%
Total cost: 2190 -> 2100, Ability Power: 200 -> 180, New: +5% Movement Speed
 
<br />
 
   
  +
'''Ultimate:'''
==== The Aegis ====
 
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.
 
   
  +
Stun Duration: -0.133s
Passive swapped with Shield of the Lost. Now it reduces the attack speed of surrounding enemies by 30%.
 
   
  +
Landing Location: Front of target > Target location
Shield of the Lost
 
   
  +
'''23. Taara:'''
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.
 
   
  +
'''Ultimate:'''
Armor: 360 -> 300
 
   
  +
Duration: 6 + 1/Lv > 5 + 1/Lv
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.
 
<br />
 
   
  +
HP Regen per Second: 6% > 8%
==== Odin's Will ====
 
Enhanced versatility. Even as support you can enjoy some of this item's speed boost.
 
   
  +
'''24. Ishar:'''
Armor: 200 -> 225, New: +5% Movement Speed, Passive: Every stack of speed buff for taking damage: 2% -> 1%
 
<br />
 
   
  +
'''Ability 1:'''
==== Amulet of Longevity ====
 
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.
 
   
  +
Removed: Boosted Ability 1 deals extra Magic Damage around the mushroom when it explodes after 2.5 seconds.
Recipe:Greaves of Protection+ Necklace of Vitality +Light Armor -> Greaves of Protection + Necklace of Vitality + Magic Ring
 
   
  +
Added: Boosted Ability 1 now deals an additional 20% Magic Damage (compared to normal Ability 1).
Attribute:2000 HP + 100 Armor -> 2000 HP + 10% Cooldown Reduction
 
<br />
 
   
  +
'''Ability 2:'''
==== Mantle of Ra ====
 
Armor: 200 -> 225
 
<br />
 
   
  +
Removed: 30% slow effect for 0.5 seconds after Ability 2’s Knock Away.
==== Leviathan ====
 
Armor 300 -> 250, New: 250 HP
 
   
  +
'''Ultimate:'''
   
  +
New: Enemies hit by the Ultimate will be slowed by 50% for 2 seconds when they touch the edge of the circle to escape.
=== Ⅴ. Enchantment Tweaks/Rebalances ===
 
   
  +
'''25. Krizzix:'''
==== Enhanced Restore ====
 
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.
 
   
  +
Optimized the responsiveness when casting Ability 2. There is no longer a short freeze after activating Ability 2.
HP Regen: 640 + 20/level -> fixed at 660
 
<br />
 
   
  +
'''26. Lumburr:'''
==== Holy Summoner ====
 
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.
 
   
  +
Normal attack range increased by 0.5m.
Holy Spirit Range: 8.5 -> 9.5 meters
 
<br />
 
   
  +
=== VI. Bug Fixes and Other Improvements ===
==== Forest Wanderer ====
 
Forest Wanderer's abuse is more obvious than that of Holy Summoner. So, we weakened its excessive burst damage.
 
   
  +
==== 1. Optimized Energy Mechanic ====
Damage: 10% -> 8% of own max HP
 
  +
For heroes whose abilities cost Energy and whose Energy recovers automatically, we’ve optimized the underlying Energy recovery mechanics to make the Energy recovery more reasonable.Affected Heroes: '''Hayate, Paine, Raz, Florentino, and Iggy'''
<br />
 
   
  +
'''Before Optimization''': A certain amount of Energy is recovered continuously at regular intervals.
==== Visceral Boost ====
 
Reduced Visceral Boost's negative effects to encourage players to develop more possibilities around the item.
 
   
  +
'''After Optimization''': Energy only recovers at regular intervals when Energy is not full.
Lane Monster income reduction: 40% -> 25%
 
<br />
 
   
==== Curse of Death ====
+
==== 2. Riktor ====
  +
Graphics Optimization: Normal attack effects in all three forms have been tweaked.
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.
 
   
  +
'''Before Update''': Yellow in all three forms
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
 
<br />
 
   
  +
'''After Update''': Road form retains the previous yellow slash effect, and added a new slash effect when in the Riverbed and Brush.
=== Ⅵ. Duo Race Update ===
 
Updated art resources such as track guardrails and random item models.
 
<br />
 
   
  +
Riverbed:
=== 10V10 Update ===
 
Airi's Abilities have been reset and restored. Original Expertise and Levels will be retained.
 
<br />
 
   
  +
Brush:
=== Ⅶ. Bug Fixes and Other Improvements ===
 
   
  +
==== 3. Other Changes ====
# 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.
 
  +
In the process of sorting out the heroes, we’ve corrected the heights of four heroes: Annette, Ishar, Allain, and Riktor.
# 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 ==
 
== Hotfix patch notes ==

Revision as of 07:48, 18 May 2021

Announcement

This page provides information regarding the latest patch notes of Arena of Valor.

Latest patch notes

Update Beta 31[1]

2021-05-11

Dear Challengers,

Arena of Valor will be offline on Tuesday; 11th of May 2021 — from 02:50 to 10 O’clock Coordinated Universal Time (subject to change without prior notice) for maintenance, during which the game will receive the new version Beta31 “5V5 MOBA day” — we recommend all Challengers log out from the game before maintenance break starts to prevent data loss.

I. Championship Matches

AoV has entered its fifth year, and in the past four years, we have successfully held four AIC and AWC tournaments. When it comes to hosting such events, your — challenger’s — continuous interest and passion for e-sports is our main driving force. Compared to Standard or Ranked matches, electronic sports matches are more exciting and engaging. Therefore, to give players a richer gaming experience, we have introduced the Championship mode in the new version based on electronic sports matches. The feature extension will allow players to de facto display their strengths and shine on the battlefield in AoV.

New Mode: Championship

1. Players can enter the Championship menu through Quick Championship in the Main Menu or through the Championship menu in Casual Match as long as the given event time frame.

2. Tap “Start” to enter a game lobby and invite friends/team up with other players in the Championship to start the match.

3. The Championship matches will adopt the electronic sports Draft Mode. Players who obtain three wins in a row will become the Champion of the round.

4. At the end of the match, players will receive corresponding rewards and perks based on the outcome of that round.

5. In each season, players may participate in multiple Championship match rounds for more rewards and perks.

II. Battlefield Changes

1. Tweaked Unpopular Talents

Daze

- Behind the changes:

In the past, Daze combined offensive and defensive characteristics, resulting in mediocre effects that were easy to disregard, so we’re looking to have Daze focus more on offensive characteristics.

- Details:

Stuns nearby enemies for 0.75 seconds.

Reduces enemy Movement Speed by 20%, Armor by 28 (+2/Lv), and Magic Defense by 14 (+1/Lv) for 2.5 seconds.

Roar

- Behind the changes:

In the past, Roar was only used by physical damage-focused heroes with a certain amount of mobility, so we’re looking to expand Roar’s usage (making it available to both melee and magic classes) and make it more sustainable.

- Details:

Increases Resistance by 25% and Damage by 10%, and restores 2% HP per second for 6 seconds.

Disrupt

- Behind the changes:

In the past, Disrupt was only favorable to the dominant side, so we’re looking to expand its usage so that the disadvantaged players will also be able to use Disrupt to take down Defense Towers.

- Details:

Use on Enemy’s Defense Towers: Silences Defense Towers for 4 seconds, and increases by 0.5 seconds for every 3 hero levels gain.

Use on Allies’ Defense Towers: Defense Towers gain damage immunity and fires 2 bullets at a time for 4 seconds.

Disrupt can be cast repeatedly during the period, but it does not stack or return cooldown. If Disrupt is cast on the same Defense Tower within 60 seconds, the effect will only last for 1 second.

2. Remade Unpopular Enchantments

Explosive Shield

- Behind the changes:

In the past, Explosive Shield could only be triggered at 20 stacks. Since it took a long time to stack and its effect wasn’t substantial, this led to a low usage of Explosive Shield. So, we’re looking to work on Explosive Shield’s mechanics to make it more suitable for tankers.

- Details:

Stacks after taking damage from enemy heroes (up to 1 stack per second). At 3 stacks, a 4m radius explosion is created, dealing magic damage equal to 2% of own max HP while restoring max HP (5% + 3%*number of heroes hit by the explosion) to self. This effect has a 10-second cooldown.

3. Optimized Game Experience

- Details:

  1. Tweaked the transparency of the equipment interface.

- Behind the changes:

We discovered that some players prefer to move their characters around while browsing the Shop and they hope to see their in-game surroundings at the same time, but our existing Shop’s interface is too opaque and the background is completely blacked out. As such, players end up getting stuck on the edge of terrains or killed by others in many instances.

- Details:

Increased the transparency of the equipment interface to allow players to see what’s happening in-game.

  1. Optimized the range of Defense Towers and monster indicators.

Fixed a bug where the monster indicator circle would occasionally disappear.

Optimized Defense Towers’ alert indicator circle. Now, when the enemy’s Defense Tower has locked a target, the indicator circle will remain green until the player enters the Defense Towers’ range.

2. Fixed the issue where Defense Towers’ last damage was reset.

Fixed an occasional bug where the Defense Tower’s damage was reset to its initial damage instead of retaining its enhanced damage after leaving the Defense Tower’s range.

3. Carried over simplified Shop interface.

Simplified Shop settings will no longer be reset when a match ends. Now, players who prefer to use these settings will be able to continue using it indefinitely.

4. Battlefield Adjustments

  1. Optimized Mage’s Equipment Tree:

- Behind the changes:

In the current version, due to the need for teammates’ support or profit-sharing when teammates pass by, this has led to the Middle Lane’s stunted leveling in early game.This has made life difficult for mages who rely heavily on equipment.To solve this issue, we tweaked the equipment tree by removing certain base attributes, but lowered the purchase price and retained equipment characteristics in the hopes that this would help affected players better survive this vulnerable period.The price of Hecate’s Diadem, the core late-game equipment, has been slightly increased in order to maintain an overall balance in late-game.

- Specific Optimizations:

Phoenix Tear: Price 600 > 500, Ability Power 60 > 50

Orb of the Magi: Price 2,010 > 1,900

Boomstick: Price 2,000 > 1,800, Ability Power 240 > 200, +5% Movement Speed

Berith’s Agony: Price 2,120 > 1,800, Ability Power 140 > 120, Armor 225 > 200

Hecate’s Diadem: Price 2,300 > 2,400

Arctic Orb: Price 2,000 > 2,200, Ability Power 220 > 240

III: Battlefield Gameplay Optimization

1. Control

1) Added indicators for successfully cast abilities.

- Behind the changes:

Over time, we realized that players are often unsure if they’ve successfully cast an ability, and this affects their control experience to a certain extent.

- Details:

In the new version, the indicator will turn green at the end of the cast to indicate that the ability has been successfully cast.

2) Added queue casting to abilities when under control effects.

- Behind the changes:

Characters have never been able to preview abilities while being controlled, and for some heroes with multiple control abilities (e.g. Florentino), quick combos prevent opponents from casting skills, which we believe has greatly impacted players’ experience.

- Details:

In the new version, we’ve tweaked the underlying mechanism so that characters are now able to queue abilities in advance when under control, and the ability indicator at this point will turn yellow accordingly.

2. Clarity Optimization

  1. Optimized charging timer and effects:

- Behind the changes:

With the increasing number of heroes and skins in the game, many effects have become imperceptible in team fights. This time round, we’ve added general visual cues to certain heroes’ long pre-cast animation and special effects.

- Specific Optimizations:

Charging Timer: For example, Slimz’s Ability 1, Paine’s Ultimate, Violet’s Ultimate, and Brunhilda’s Ultimate, and other long pre-cast animations have been added with a charging timer.

Effects Color:

[Immune to Slow] Effects (Example: Mina’s passive, Dextra’s Ability 1, etc.) has been added with a Green Color.

[Immune to Damage or Cannot be Targeted] Effects (Example: Lauriel’s Ability 2, Fennik’s Ability 2, etc.) has been added with a White Color.

[Increased Damage] Effects (Example: Zanis’ Ultimate, Enzo’s Ultimate’s Passive Effect, etc.) has been added with a Red Color.

[Survivability] Effects (Example: Omen’s Ability 2, Moren’s Ability 1 at full stack, etc.) has been added with an Orange Color.

2) Nearby enemy heroes are now indicated at the screen’s edge:

- Behind the changes:

Enemy heroes who share vision but are off-screen can be located by using the Mini-Map and swiping the screen. However, in a tense team fight, it’s easy to lose sight of one another, so we’ve added a new indicator for enemy heroes near the screen’s edge, and players can choose to activate it according to their preference.

- Details:

The indicator function can be activated in Settings. If enemy heroes near the screen’s edge share the same vision but are off-screen, their location and remaining HP will be indicated at the screen’s edge.

IV. System Optimization

1. Optimized Active Feeding Algorithm

- Behind the changes:

At present, when players choose the “Active Feeding” report option, the determination criteria is relatively strict, leading to some obvious active feeding cases which wasn’t dealt with successfully.

- Details:

So, the determination guidelines of the active feeding algorithm have been optimized to better meet players’ expectations.The system will now combine the player’s KDA and Participation of the hero used in the match and refer to the performance of teammates to determine whether the player has been actively feeding.If the feeding is determined as deliberate, the player’s Credibility Score will be deducted by 2–3 based on the outcome of the match.

2. Increased AFK Penalties

- Behind the changes:

We’ve reset the reporting system’s determination algorithm in “Light and Shadow”.For players who have been offline, have not performed any actions, or have gone AFK for a long period of time, the system will deduct 1–6 points from their Credibility Score depending on the different modes and Tiers.Players who go AFK for unavoidable reasons will reduce their penalty to a certain degree if they actively return to the game.If the incident is reported by another player, 2 points will be deducted in addition to the system penalty.Through long-term data observation, feedback collection and tweaks, we’ve discovered that this new set of algorithms is relatively effective in identifying AFK players.

Therefore, we’ve decided to increase the penalties for offline/AFK behavior based on the current algorithm.Doing so will help protect the experience of players with good gaming behavior.

- Details:

Current: 1–8 points will be deducted according to tier, mode, and match outcome. An average of 4 points is expected to be deducted with each AFK detection.

Tweak: 2–9 points will be deducted according to tier, mode, and match outcome. An average of 6 points is expected to be deducted with each AFK detection.

V. Balance tweaks

1. Optimized Hero Gameplay:

1. Skud

Design description:

Base attributes:

Max HP: 3,563 > 3,865, +345.5/Lv > +356.5/Lv

Physical Damage: Default 171 > 160, +13.2/Lv > +12/Lv

Physical Defense: +26.4/Lv > +22.5/Lv

Attack Radius: 3m > 2.5m

Passive:

Skud deals an additional 60–200 (+2% max HP) (+25% magic damage bonus) magic damage on each normal attack to enemies with max HP lower than him (additional hits cannot crit).

Increases Skud’s Max HP by 10%.

Ability 1:

Skud charges in the target direction, dealing 200–400 (+80% physical damage bonus) physical damage to enemies in his path.Hitting an enemy also increases his attack speed by 20%-40%, and his passive and Ability 2’s enhanced normal attacks’ magic damage is also increased by 50% for 5 seconds.

Cooldown: 8s

Movement Distance: 5.5m > 5m

Ability 2:

Skud infuses boiling blood into his gloves, increasing his movement speed continuously for 5 seconds before diminishing after reaching 40% at 3 seconds. His next normal attack is enhanced and deals an additional 300–800 (+8% max HP bonus) (+100% magic damage bonus) magic damage (additional hits cannot crit) while reducing enemies’ movement speed by 30%-60% for 2 seconds.

Enhanced normal attacks on enemies will reduce his Ability 2’s cooldown by 50%.

Cooldown: 10s

Ultimate:

Skud charges for 0.8 seconds (able to move during this period and is immune to control effects) then spins and hits all nearby enemies with his fist, dealing 400–800 (+120% physical damage bonus) physical damage, knocking them back for 1.5 seconds.

Passive: When the Ultimate is ready, killing minions or monsters will restore 4%-8% of his max HP.

Cooldown: 40s > 30s

2. The Joker — The Clown Prince of Crime

Design description:

Passive:

Enhanced Bullet Storage Mechanic: Up to 5 bullets.

New Enhanced Bullet Obtaining Method:

- Ability 1: Gain 2 bullets upon hitting enemy heroes, and 1 bullet when hitting non-hero units.

- Ultimate: Gain 3 bullets upon hit.

Additional Damage from Enhanced Bullets: 120 + 12/Lv + 0.6AD > 3% of the target’s current HP (+1% per 2 levels) + 0.4AD

Removed the slow effect of enhanced bullets.

Ability 1:

New: Hits inflict a 30% slow effect for 2 seconds.

Ultimate:

Slow Effect: Enhanced Bullet Slow Effect (50%-90%) > Fixed 50%

Slow Duration: 1s > 2s

3. Annette

Design description:

Passive:

Remade: Gain the Whisperwind effect every 20 seconds (+15% movement speed when not used). When a nearby hero uses an ability or if Annette hits an enemy with a normal attack, she gains Whisperwind 1 second faster, and the progress is displayed on the Energy bar below the HP bar.

When allies or own HP falls below 70%, restores 275 (+25/Lv + 0.3 AP) HP to all heroes within 3m > When allies or own HP falls below 85%, restores 225 (+20/Lv + 0.6 AP) HP to all heroes (including self) within 4m.

Ability 1:

Control Optimization: Reduced the duration of cast animation and stun.

New: When hitting an enemy in the center, the Whisperwind is obtained 1 second faster (up to 4 times).

Center Damage Bonus: 2% of target’s max HP > 1% of target’s max HP

Ability 2:

Passive Effect: Removes physical and magic resistance bonus, Shield 300–600 + 0.5 AP > 750–1,500 + 1.0 AP

Ultimate:

New: If an ally hero is within radius when summoning the hurricane, the ability can be cast again (2 seconds interval). If the second phase has not been triggered, a 30% cooldown will be returned. The natural gaining speed of Whisperwind is increased by 5 times when she’s in the hurricane.

Removed: Remove control effects

Increases nearby allied Heroes’ Movement Speed by 40% and Attack Speed by 30–50% > Increases nearby allied Heroes’ and own Movement Speed by 20% and Physical and Magic Resistance by 50–100.

Casting Area: 6m > 4.5m

Hurricane Radius: 3.5m > 4.25m

Hurricane Duration: 2.5s > 2s

Control Duration: 1s > 0.75s

Damage: 400–800 + 0.5AP > 300–600 + 0.5AP

4. Qi

Design description:

Basic Attributes:

Increased normal attack’s stun by 0.66 seconds.

Reduced normal attack range by 0.5m, but enhanced normal attacks remain unchanged.

Enhanced normal attacks can be stored up to 4 times, and a mark indicator has been added below the HP bar.

Ability 1, 2, and 3 now have a larger enemy finding range, making smart casting more accurate.

Passive Ability

Additional Physical Damage from Boosted Normal Attacks: 0.4 Physical Attack > 30 (+5/Lv) (+0.25 Physical Attack)

HP Regen from Boosted Normal Attacks: 120 (+30/Lv) > 100 (+25/Lv)

Armor from Casting Abilities: 50 (+10/Lv) > 30 (+5/Lv)

Ability 1

Movement Speed: 17m/s > 15m/s

Physical Damage: 240/290/340/390/440/490 + 0.85 physical damage > 300/375/450/525/600/675 + 0.55 physical damage

Ability 2

New Mechanic: Her final damage will slow targets by 50% for 1 second.

Added an overhead bar to indicate when her fifth damage and slow will take effect.

Phase Physical Damage: 90/108/126/144/162/180 + 0.4 physical damage > 120/150/180/210/240/270 + 0.25 physical damage

Phase Reduction of Target’s Armor: 20 (+8/Lv) > 15 (+5/Lv)

Ultimate

Phase 2 Trigger Mechanic: Hitting a target and cause them to hit the terrain > Hitting a target will cause her to cast Ability 2 after 3 seconds, and if the target hits the terrain, her Ability 2’s cooldown will be refreshed immediately.

New Mechanic:

While her Ultimate knock back the units hit, she will deal the same amount of physical damage to other enemy units and knock them back for 0.5 seconds.

Phase 1 Physical Damage: 240/360/480 + 0.6 physical damage > 300/450/600 + 0.45 physical damage

Physical Damage from Hitting Terrain: 80/120/160 + 0.2 physical damage > 100/150/200 + 0.1 physical damage

Phase 2 Physical Damage: 160/240/320 + 0.4 physical damage > 200/300/400 + 0.25 physical damage

2. Tweaks:

1. Dirak:

Ability 2:

When firing in the form of Scattershot, opponents will only take a maximum of one Scattershot damage and control effects.

Single Scattershot Damage: 100 + 20/Lv + 0.25 AP > 200 + 40/Lv + 0.5 AP

Single Scattershot Control Effect: 0.4 seconds > 0.5 seconds

2. Tulen:

Ability 1:

Single Damage: 450 + 60/Lv + 0.78 AP > 500 + 70/Lv + 0.75 AP

3. Wiro:

Passive:

Removed his defense reduction effects when his passive ability is triggered.

Ultimate:

Cooldown: 60–5/Lv > 50–5/Lv

4. Roxie:

Ability 2:

Shield: 200 + 80/Lv + 10% max HP > 100 + 60/Lv + 8% max HP

5. Veera:

Ability 1:

Cooldown: 7 > 6

Ability 2:

Cooldown: 10–0.6/Lv > 12–0.6/Lv

6. Airi:

Passive:

True Damage: 150% > 136% (+1%/Lv)

Ultimate:

Cooldown: 40 > 60–10/Lv

7. Moren:

Passive:

Fixed a bug where Life Steal duration is displayed wrongly in the ability description (1s > 1.5s)

Ability 1:

Damage: 25 + 95% AD > 50 + 5/Lv + 70% AD

Ability 2:

Slow Effect: 30% > 50%

Slow Duration: 2s > 1s

8. Chaugnar:

Ultimate:

Fixed a bug where the 1 second continuation effect after increasing allies’ movement speed by 20% is ineffective when activated.

9. Lorion:

Passive:

Fixed a bug that caused the Electromagnetic Sphere to electrocute faster when out of Lorion (0.5s/time > 0.75s/time)

10. Kahlii:

Ultimate:

Adjusted the Ultimate’s indicator to better match the actual damage area.

11. Nakroth:

Ability 2:

Fixed a bug where the indicator radius (4m) and actual movement distance (6m) did not match.

Ultimate:

Fixed a bug where Nakroth remains immune to control for a brief period even after the Ultimate has ended.

Fixed a bug where the determination range behind Nakroth is overly large.

Fixed a bug where the final determination would also follow Nakroth’s turn.

Determination Width: +1.5m

12. Paine:

Ultimate:

Fixed a bug where landing would deal additional 50% magic damage.

Fixed a bug that deals slightly more than 50% magic damage as he dashes.

13. Veres:

Explanation:

Veres had some problems with the implementation of his Ultimate previously. We have optimized it and improved its trigger time.

Ability 1:

Slow Effect: 30%-50% > 50%

Ability 2:

Slow Effect: 30%-50% > 50%

Ultimate:

Movement Speed: 37.5m/s > 25m/s

Post-Cast Animation Time: -0.2s, and reduced the hit determination time by 0.133s.

14. Murad:

Passive:

Mark Duration before Full Stack: 3.5s > 5s

Ability 1:

Fixed a bug where the residual effects deviated slightly from the actual location.

Mana Cost: Default 80 > 60

15. Hayate:

Ability 1:

Fixed: Now, bullets will be interrupted normally when suffering control effects.

16. Lauriel:

Ability 1:

Casting Delay: -0.066s

17. Zill:

Ability 1:

Fixed a bug where its ability only deals some of its damage at the farthest point.

Adjusted the ability indicator’s range to better match the actual range.

18. Sinestrea:

Ability 1:

Enhanced Normal Attack: Moves to the back of enemies > Moves to the front of enemies

19. Kriknak:

Ability 1:

Casting Delay: -0.066s

Ability 2:

Stun Duration: -0.133s

Movement Speed: 15m/s > 20m/s

HP Regen from Attacking Heroes: 190 (+40/Lv) (+0.9 AD Bonus) > 250 (+50/Lv) (+1.2 AD Bonus)

Added HP Regen when attacking Non-Hero Units: 125 (+25/Lv) (+0.6 AD Bonus), but does not stack.

Ultimate:

Phase 2 Movement: Increased pre-cast animation by 0.2s

20. Slimz:

Ability 2:

Movement Speed: 10m/s > 15m/s

Stun Duration: -0.133s

Tweaks: It’s no longer possible to remove Ability 1’s pre-cast animation from queue casting.

21. Florentino:

Ability 1:

Fixed an issue where flowers could end up in a wrong location when his ability casting is interrupted.

Ability 2:

Fixed a bug where the slow ratio would increase with each level.

22. Zanis:

Ability 1:

Speed-Up Effect: 80% > 50%

Speed-Up Duration: 2s > 3s

Ability 2:

Attack Speed Bonus: 100% (+20/Lv) > 200%

Ultimate:

Stun Duration: -0.133s

Landing Location: Front of target > Target location

23. Taara:

Ultimate:

Duration: 6 + 1/Lv > 5 + 1/Lv

HP Regen per Second: 6% > 8%

24. Ishar:

Ability 1:

Removed: Boosted Ability 1 deals extra Magic Damage around the mushroom when it explodes after 2.5 seconds.

Added: Boosted Ability 1 now deals an additional 20% Magic Damage (compared to normal Ability 1).

Ability 2:

Removed: 30% slow effect for 0.5 seconds after Ability 2’s Knock Away.

Ultimate:

New: Enemies hit by the Ultimate will be slowed by 50% for 2 seconds when they touch the edge of the circle to escape.

25. Krizzix:

Optimized the responsiveness when casting Ability 2. There is no longer a short freeze after activating Ability 2.

26. Lumburr:

Normal attack range increased by 0.5m.

VI. Bug Fixes and Other Improvements

1. Optimized Energy Mechanic

For heroes whose abilities cost Energy and whose Energy recovers automatically, we’ve optimized the underlying Energy recovery mechanics to make the Energy recovery more reasonable.Affected Heroes: Hayate, Paine, Raz, Florentino, and Iggy

Before Optimization: A certain amount of Energy is recovered continuously at regular intervals.

After Optimization: Energy only recovers at regular intervals when Energy is not full.

2. Riktor

Graphics Optimization: Normal attack effects in all three forms have been tweaked.

Before Update: Yellow in all three forms

After Update: Road form retains the previous yellow slash effect, and added a new slash effect when in the Riverbed and Brush.

Riverbed:

Brush:

3. Other Changes

In the process of sorting out the heroes, we’ve corrected the heights of four heroes: Annette, Ishar, Allain, and Riktor.

Hotfix patch notes

28th Januray 2021[2]

Dear Challengers,

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.

Balance update 1.38.4.1

Battlefield Adjustments

Ilumia, The Seer (ADJUSTED)

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

Base Damage:400+40/lv+0.45MP->350+40/lv+0.4MP

Cooldown:4->3 seconds


Dirak, Supreme Mage (NERFED)

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.

Skill 1:Astrolobe

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)

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

Base Damage:120+24/lv+1.0AD->150+20/lv+1.0AD

Cooldown:12-1.4/lv->10-0.8/lv seconds

HP Growth:215->250


Nakroth, The Executioner’s Blade (BUFFED)

Skill 1: Jury Fury

Base Damage:135+16/lv+0.62AD->150+20/lv+0.7AD

Cooldown:10-0.8/lv->9-0.6/lv

HP Growth:246->260


Quillen, Purifying Blade (BUFFED)

Skill 1:Mutilate

Additional AD bonus for a single damage:0.45->0.5

Ultimate:Assassinate

HP Recovery:70+35/lv+0.15 of bonus AD->100+50/lv+0.25 of bonus AD


Superman, The Man of Steel (BUFFED)

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

Breath Damage:150+150/lv+1.2AD->175+175/lv+1.5AD

Laser Damage:175+175/lv+1.3AD->175+175/lv+1.5AD

Cooldown:10~6->10~5 seconds


Hayate, The Ghostwalker (NERFED)

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)

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

Skill 2:Excite

Increase the range of next attack by 1.5 meters


Omega, Sage (NERFED)

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

Slash Damage:75+55/lv+1.0AD+5%~10%HP->25+50/lv+1.0AD+4%~9%HP


Mina, The Reaper Queen (NERFED)

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

Base Damage:200+40/lv->125+40/lv

Ultimate:Dark Dominion

Cooldown:40-5/lv->45-5/lv seconds


Keera, Nightingale (NERFED)

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.

Ultimate:Fading Phantom

Acceleration rate: Fixed at 50%->40%


Butterfly, Death’s Whisper (NERFED)

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.

Ultimate:Backstab

Can be targeted while blinking

Loki’s Curse (Magic Jungling Equipment)

Basic Attributes

+120 Ability Power > +100 Ability Power

Unique Passive—Elemental Power

+60% ability power >+50% ability power

BUG FIXES

  1. Fixed an issue where the special effects of Sephera' fishes would stay in place when moving while casting ultimate under certain particle quality settings.
  2. Fixed an issue of the match stats being incorrect in Deatch Match.
  3. Fixed an issue that caused some devices could not turn on the high frame rate-mode.
  4. 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.
  5. Fixed an overlapping issue that occurs on the UI button text of the gem exchange interface.
  6. Fixed a disappearance issue of Butterfly’s and Laville’s weapons under certain circumstances.
  7. Fixed a sharing issue of heroes in the relationship system.
  8. Fixed an issue where Wisp’s passive magic damage can be triggered under any circumstances.
  9. Fixed an issue where the in-game chat report guide animation would freeze when it appeared.

Dev Diary

References

  1. Arena of Valor. [1]
  2. Hotfix Beta 29H[2]