Arena of Valor Beta 31 Patch Notes
The Beta 31 Update sees Tencent Games introduced the Arena of Valor Championship mode in the new version based on Esports matches.
Championship Matches
Context:
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, our players’ continuous interest and passion for Esports is our main driving force. Compared to Standard or Ranked matches, Esports matches are more exciting and engaging. Therefore, in order to give players a richer gaming experience, we’ve introduced the Championship mode in the new version based on Esports matches. This will allow players to truly display their strengths and shine on the battlefield in AoV.
New Mode: Championship
During the period of the Championship, players can enter the Championship menu through Quick Championship in the Main Menu or through the Championship menu in Casual Match.
Tap “Start” to enter the match room, and invite friends or team up with other players in the Championship to start the match.
The Championship matches will adopt the Esports Draft Mode. Players who obtain three wins in a row will become the Champion of the round.At the end of the match, players will receive corresponding rewards and perks based on the outcome of that round.
At the end of the match, players will receive corresponding rewards and perks based on the outcome of that round.
In each season, players will be able to participate in multiple Championship match rounds for more rewards and perks.
Battlefield changes
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.
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.
Optimized game experience
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.
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.
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.
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.
Battlefield rebalance
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
Battlefield gameplay optimization
Control
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.
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.
Clarity optimization
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.
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.
System optimization
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.
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.
Balance tweaks
Optimized heroes gameplay
Skud
Design description:
Skud is still relatively unpopular after the last optimization, so we decided to optimize him again to make his Dark Slayer Tank/Warrior more prominent while retaining his burst damage characteristic.
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
The Joker
Design description:
The Joker has a relatively powerful range ability and burst damage compared to other marksmen, but lacks continuous damage output. Therefore, we’re looking to maintain The Joker’s current characteristics while providing him with a certain level of sustained combat abilities in line with his existing strengths.
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
Annette
Design description:
Annette has a very comprehensive set of abilities, but as a result, her performance has been relatively average in all aspects.We’re looking to position her as a team Support, so this time we’ve tweaked her abilities to highlight her team protection ability and appropriately weaken her damage output and self-protection abilities.
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
Qi
Design description:
We’ve always believed that Qi’s main problem lied in her low error tolerance in mid and late-game. This is largely due to the high difficulty of her Ultimate and the combination of her pure attack build that results in low survivability.Therefore, we’ve tweaked the difficulty and attack effectiveness of her Ultimate, increasing her base attack while retaining her previous high ability limit.In addition, her overall damage output has been adjusted to encourage Qi to take on a more Warrior-like combat experience as a semi-Tank.
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
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
Heroes tweaks
Dirak
Explanation:
Dirak’s Ability 2 bullets aren’t obvious enough for opponents to effectively dodge, and multiple knockbacks will frequently interrupt the opponent’s actions.This time round, we first tweaked Scattershot by incorporating the benefits of multiple Scattershots to make the experience of confronting Dirak fairer.
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
Tulen
Explanation:
As a mage assassin, Tulen has plenty of burst damage and mobility, but since his damage is dealt up close, this often puts him in very dangerous situations in mid and late-game team fights.This is especially apparent when at a disadvantage, as it’s easy for him to be taken out.We’ve increased the base damage of ability 1 slightly to make up for his lack of harassing when things turn disadvantageous for him.
Ability 1:
Single Damage: 450 + 60/Lv + 0.78 AP > 500 + 70/Lv + 0.75 AP
Wiro
Explanation:
Due to the disadvantage of his passive ability, Wiro was often left helpless in-battle. Therefore, we’ve removed his defense reduction when his passive ability is triggered to give him a higher chance of survivability.At the same time, the cooldown for Wiro’s Ultimate is relatively long compared to his abilities’ effect, so we’ve adjusted that as well.
Passive:
Removed his defense reduction effects when his passive ability is triggered.
Ultimate:
Cooldown: 60 5/Lv > 50 5/Lv
Roxie
Explanation:
Roxie’s ability to survive is too strong, especially since the last optimization solved her mana cost issue, allowing her to carry on for a much longer period.So, we’ve decreased her shield slightly to make her more vulnerable against gankings.
Ability 2:
Shield: 200 + 80/Lv + 10% max HP > 100 + 60/Lv + 8% max HP
Veera
Explanation:
After Veera’s rework last year, her overall performance has continued to improve. She’s currently one of the most popular picks and has a relatively high ban rate in some regions. Based on her characteristics, we’ve increased the cooldown of her Ability 2 to limit her capture efficiency slightly, and we’ve also reduced her Ability 1’s cooldown slightly, giving her even better continuous damage in team fights.
Ability 1:
Cooldown: 7 > 6
Ability 2:
Cooldown: 10 0.6/Lv > 12 0.6/Lv
Airi
Explanation:
After the previous rework, Airi’s overall strength has been at the top of the list, so her core passive value has been slightly reduced this time round. In addition, the dispel control mechanism of her Ultimate combined with her strong combat abilities and mobility makes her difficult to be pinned, so we’ve also extended her Ultimate’s cooldown to lengthen her vulnerable period.
Passive:
True Damage: 150% > 136% (+1%/Lv)
Ultimate:
Cooldown: 40 > 60 10/Lv
Moren
Explanation:
Moren’s overall has been too overwhelming, and he has good damage output and counterattack abilities. Therefore, we’ve reduced his damage and overwhelming effect when both his abilities and Ultimate are used as a combo, but improved his Ability 2’s effect when used alone.
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
Chaugnar
Ultimate:
Fixed a bug where the 1 second continuation effect after increasing allies’ movement speed by 20% is ineffective when activated.
Lorion
Passive:
Fixed a bug that caused the Electromagnetic Sphere to electrocute faster when out of Lorion (0.5s/time > 0.75s/time)
Kahlii
Ultimate:
Adjusted the Ultimate’s indicator to better match the actual damage area.
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
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.
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.
Murad
Explanation:
In theory, Murad has sufficient damage output, but in reality, he often faces difficulty using his Ultimate in mid and late-game team fights, especially when the Jungle is cleared.Therefore, we’ve made a slight optimization to ease the use of his passive ability, giving Murad more opportunities to activate Temporal Turbulence.。
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
Hayate
Ability 1:
Fixed: Now, bullets will be interrupted normally when suffering control effects.
Lauriel
Ability 1:
Stun Duration: -0.066s
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.
Sinestrea
Ability 1:
Enhanced Normal Attack: Moves to the back of enemies > Moves to the front of enemies
Kriknak
Ability 1:
Stun Duration: -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
Slimz
Explanation:
The seamless connection between Slimz’s Ability 1 and 2 made him too powerful as an Initiator, so we made some adjustments.
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.
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.
Zanis
Explanation:
Zanis’ ability mechanics dictate that he needs to quickly establish an advantage. At this stage, his jungling speed and early damage capabilities are slightly lower than other heroes of the same class. Therefore, we’ve increased his Ability 2’s attack speed in order to solve this issue.His Ability 1’s brief speed-up requires precise timing, so we’ve reduced the burst but extended the duration to balance his speed-up effect.
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
Taara
Explanation:
With the updated version, Taara’s survivability and incredible regeneration have become less prominent, and it’s especially the case when the opponent has Soul Prison.Therefore, we’ve tweaked her Ultimate’s regeneration effect to make it better in terms of both regeneration speed and amount of HP regained.
Ultimate:
Duration: 6 + 1/Lv > 5 + 1/Lv
HP Regen per Second: 6% > 8%
Ishar
Explanation:
Ishar has always been very weak. We decided to adjust some of her unreasonable mechanics and strength her feedback.
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.
Krizzix
Optimized the responsiveness when casting Ability 2. There is no longer a short freeze after activating Ability 2.
Lumburr
Normal attack range increased by 0.5m.
Bug fixes and other improvements
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.
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.
Other changes
In the process of sorting out the heroes, we’ve corrected the heights of four heroes: Annette, Ishar, Allain, and Riktor.