Arena of Valor Beta 38 Update Patch Notes
On September 28, Arena of Valor official servers will be taken offline while this update is being applied. You won’t be able to log in and play during this period.
Battlefield Changes
Wildling Adjustments
At present, mid laner heroes are usually left with no choice but to play roaming support after killing minions in the early game. The benefits of this course of action are unstable, and it is also accompanied by risks. As the lane closest to the tower at the place where minions converge, the middle lane should be safer than the side lanes. This time, we want to provide mid laners with more friendly options than to play roaming support, so we have added additional resource points in the early game to help them loot and grow in a relatively safe area.
However, we still hope that mid laner heroes can still support other heroes in other areas and become initiators in the early game, so we have limited the EXP and Gold gains from killing these wildlings to ensure everyone will still focus on their original strategy and only consider competing for this newly-added wildling as a backup option.
New wildlings: Hermit Crab
Hermit Crabs patrol the area where they spawn and don’t attack enemies.
- Base HP: +2500
- Base Armor: +600
- Base Magic Defense: +0
- Base Gold rewards: +45
- First Refresh Time: 40s
- Refresh Interval: 60s
- Refresh Stop Time: 480s
Overhauling of Wildlings
Cruiser Hawks have now been replaced with Lacewings.
Lacewings have the same attributes and features as Cruiser Hawks. Due to changes to the terrain, we’ve only tweaked the patrol logic of this wildling. This includes the patrol route of Lacewings and the patrol route of the Vision Sprite after the blue side kills the Lacewings. At the same time, we’ve also optimized the Vision Sprite’s effects (including Vision Sprites generated when the Vision Tower is triggered a second time): You can now still see enemies in the bush even if the Vision Sprite is outside the bush. The performance and effects are now more unified.
Slayer Gameplay Adjustments
We’ve added a reminder for Slayer Vanguard waves. This will indicate the number of waves of Slayer Vanguards that will appear after killing the Slayer.
Minion Adjustments
To make the current stage of the battlefield more obvious to players, Ballistas will now appear when the Iron Defense Line ends 4 minutes into the game. At the 8-minute mark, Ballistas will be replaced with Cannoneers to differentiate them.
New unit: Ballista
- Base HP: +2500
- Base Attack Damage: +192
- Base Armor: +200
- Base Magic Defense: +100
- Base Gold rewards: +65
Minion changes:
In the first 4 minutes of the game, there will now be 2 melee minions and 1 ranged minion.
From the 4th to the 8th minute of the game, there will now be 1 melee minion, 1 ranged minion, and 1 Ballista. The broadcast will be changed to “The Iron Defense Line has disappeared. Send in the Ballistas.”
After the 8th minute of the game, there will be 1 melee minion, 1 ranged minion, and 1 Cannoneer. The broadcast will be changed to “Send in the Cannoneers.”
Equipment Adjustments
Jungler Equipment Adjustments:
Designer’s perspective: On the Antaris Battlefield, Junglers are very important for driving the pace in the early game, but Junglers are currently too reliant on stacking effects, which makes them reap benefits too late in the game. We’re testing ways to shift some of their late-game power to the early game to better meet the needs of Junglers.
Tier 1 Jungler Weapon:
Added 10 attack damage
Tier 2 Attack Jungler Weapon:
Added 20 attack damage
Reduced the attack damage gained per stack from 2 to 1
Tier 2 HP Jungler Weapon:
Added Unique Passive – Burn: Deals 50-78 magic damage to nearby enemies every second (deals 50% more damage to minions and wildlings).
Reduced the HP gained per stack from 50 to 20
Tier 2 Magic Jungler Weapon:
Added 40 ability power
Reduced the ability power gained per stack from 6 to 3
Tier 2 Attack Speed Jungler Weapon:
Added 20 attack damage
Reduced the attack speed gained per stack from 1.5% to 0.8%
Tier 3 Attack Jungler Weapon:
Removed the damage boost effect against heroes
Directly increases 80 attack damage, reduces cooldowns by 10%, and increases 60 physical penetration
Reduced the attack damage gained per stack from 2 to 1
Tier 3 HP Jungler Weapon:
Changed the build to: Tier 2 weapon + armor + Red Crystal
Directly provides 600 HP and 120 armor
Reduced the HP gained per stack from 50 to 20
Tier 3 Magic Jungler Weapon:
Directly provides 140 ability power and reduces cooldowns by 10%, but doesn’t change the cursed blade effect
Reduced the ability power gained per stack from 6 to 3
Tier 3 Attack Speed Jungler Weapon:
Increased attack damage from 15 to 30
Increased attack speed from 15% to 20%
Reduced the attack speed gained per stack from 1.5% to 0.8%
Support Equipment Adjustments:
Designer’s perspective: At present, support equipment provides too much Gold and EXP in the early game but too little in the late game, so we have adjusted the Gold and EXP provided by support equipment. In addition, some Tier 2 support equipment seemed to have exceptionally good cost efficiency, which made certain support heroes benefit too much at certain points. Therefore, we’ve tweaked the cost efficiency of Tier 2 support equipment but left Tier 3 support equipment untouched.
Tier 2 Support Equipment:
Reduced the cooldown reduction of Lv. 2 support equipment from 10% to 5%
Increased the stacks of Elemental Crystal by 4
Reduced the HP, attack damage, and ability power provided per Crystal by Lv. 2 support equipment from 60 to 40, 3 to 2, and 5 to 3, respectively. The values of Lv. 3 support equipment have not been changed.
EXP and Gold:
Original: Provides 8 Gold/EXP every 3s when in the second-to-last place in terms of Gold/EXP
New: Provides 6-10 Gold/EXP every 3s when in the second-to-last place in terms of Gold/EXP. This increases as time passes in the game
Devotion End Time: Increased from 8 minutes to 10 minutes
Terrain and Bush Adjustments
Improved the quality of bushes
Improved the overall terrain of Dragon Lane, including adjusting the location of the bushes near the Creek, adding bushes at the intersection next to the red side’s tower, adjusting the position of the blue side’s tower, and adjusting the length of the bushes on the lane to make it more suitable.
Adjusting the bushes on the lane
Adjusting the location of the blue side’s tower
Adding bushes at the intersection next to the red side’s tower (to make it the same as the Slayer Lane)
Terrain Improvements:
Adjusted the “L” shape of the bush along the middle lane to an “I” shape to make it more intuitive.
Improved the overall terrain of the Slayer Lane, including improving the length of the bushes near the Owlgriff, adding bushes to the red side’s Creek, and adding bushes at the intersection next to the blue side’s tower to make players focus more on fighting each other on the Slayer Lane.
Slayer Lane:
Added bushes to the red side’s Creek
Bushes near the Owlgriff
Adjustments to the healing pack behind towers
We wanted to reduce the pressure on players in the early game. We’ve increased the recovery amount of the healing packs behind towers, which will hopefully result in fewer heroes on the lanes being killed or forcefully recalled due to making mistakes in the early game.
Mid-lane healing packs: Changed one-time recovery of 20% mana and 106 HP and 35 mana recovery per second over 6s to one-time recovery of 20% mana and 250 HP and 35 mana recovery per second over 5s
Side-lane healing packs: Changed 106 HP and 35 mana recovery per second over 3s to 250 HP and 35 mana recovery per second over 5s
Resurrection Time Adjustments
Higher level heroes are stronger, which also makes them more difficult to kill. However, so far, the resurrection time has only considered the amount of time that passes in the game, which isn’t very reasonable. We have now adjusted the calculation of the resurrection time to factor in the level of heroes.
In short, higher level heroes will need to pay a higher price for dying to give the losing side more chances to turn the situation around.
Faster Resurrection in the Early Game
As it is very easy for heroes to be killed by mistake in the early stage of the game, it is easy for players to miss the next wave of minions. Therefore, we’ve added a mechanic to alleviate this situation.
Added: The altar’s speed-up effect will grant a greater movement speed bonus and a longer duration to heroes who are killed before the 2nd minute of the game.
Battlefield Experience Improvements
In-game Active Signal Improvements
To help players communicate quickly about their current builds and skills in a targeted manner, we have added a number of signals to the shop screen and the overall results screen. Tapping these will send corresponding signals to teammates to help them make better judgment calls on the situation in the current match.
Added equipment purchase status in the shop
After selecting an equipment in the in-game shop, a signal button will appear in the equipment details. Tap this to send a corresponding signal to teammates
When the selected equipment has been purchased, the following signal will be sent: Purchased equipment name
When the selected equipment has not been purchased, the following signal will be sent: xx short to purchase equipment name
New signals for the in-game results screen
Tap the equipment on the in-game results screen to send the equipment purchase status of this hero
For example: Arthur has purchased Short Sword
Tap the Talent icon of an ally hero on the results screen to send this hero’s Talent cooldown status
For example: Arthur’s Flicker can be used again in 20s
Tap the Talent icon of an enemy hero on the results screen to keep track of whether this hero’s Talent is still on cooldown (not the actual cooldown)
Tap the avatar of an ally hero on the results screen to send the current cooldown status of this hero’s ultimate
For example: Arthur’s ultimate is ready
Tap the avatar of an enemy hero on the results screen to keep track of whether this hero’s ultimate is still on cooldown (not the actual cooldown)
Tap the avatar of a hero on the results screen. If the hero is under Lv. 4, a signal indicating that this hero’s ultimate has not been leveled up will be sent
For example: Arthur’s ultimate has not been leveled up
Tap a hero’s KDA and Gold on the results screen. If the selected hero is dead, a signal indicating this hero’s remaining resurrection time will be sent
For example: Arthur resurrects in 10s
Tap a hero’s KDA and Gold on the results screen. If the selected hero is alive, a signal indicating this hero’s current level and Gold will be sent
For example: Arthur (Lv. 15) Gold: 10,000
Tap the new signal button in the lower right corner of the results screen to send a signal indicating the current Gold difference between both sides
Separated the emoji and animation tabs in the game
Death Review Improvements
Comprehensively improved the Death Details screen and summarized key battle data to help players quickly identify who they received damage from and the key reasons for this death, so as to make targeted adjustments in subsequent battles.
Added an overall damage type distribution.
Added corresponding notices for core skill labels.
Added a feature to view skill descriptions. Tap the icons of skills to view their description.
Clarity Improvements
Beyond-visual-range skill clarity improvements
We have added mini-map aiming effects for long-range skills that require aiming on the mini-map. We hope this will improve the experience of using these skills by giving Challengers quick feedback after they lock on to and kill targets.
Tower Intensification Communication Improvements
We’ve added an energy bar under the health bar of towers and bases to help Challengers identify the current damage capabilities of towers.
In addition, we’ve also improved the bullet and hit effects of towers at different intensity levels.
Hero skill clarity improvements for all skins of these heroes
We hope that more accurate descriptions of the damage range and more reasonable expression of skill effects will reduce the confusion over visual effects on the battlefield and give Challengers useful information quickly and more efficiently in a complex battlefield environment.
Zephys Skill 2: Increased the size of the warning area on the ground
Tel’Annas’ Ultimate: Improved the clarity of the countdown and damage range of the ultimate
Aleister Skill 2: Adjusted the range so that its shape matches its effect
Xeniel’s Ultimate: Added a countdown reminder circle that appears before landing, and reduced the special effect level so that it no longer blocks the model
Krixi’s Skill 2: Improved special effects to standardize the colors
D’Arcy’s Ultimate: Enhanced the expression of positional information for marked targets and pull-back points
Baldum Skill 1: Improved the special effects of his forward dash and flying knives to make the range of the skill’s effects more obvious to players
Baldum’s Ultimate: Enhanced the notices of marked targets’ range and added a countdown reminder before the shackling effect
Damage numbers
Hit response pop-up animation improvements for numbers
Vision status reminder improvements
These will allow Challengers to more intuitively perceive the current field of vision.
Improved the bush status reminder icon
Improved the reminder icon that appears after being exposed to another player’s vision
Control Improvements
Added a custom indicator
Improved the directional performance of Elsu, Yue, Ryoma, and Annette’s movement skills, enabling Challengers to more intuitively experience heroes’ movement effects after using skills.
Improved the expression of Dirak’s ultimate’s indicator, making the indicator of the barrier more solid and adding a description of the knockback of the skill. We hope this will help Challengers perceive the effect and range of the skill through the indicator before using the skill.
Improved the special normal attack indicator
We’ve added a skill range reminder circle to the enhanced attacks of 33 heroes, including Violet, Zanis, and Airi, to help Challengers judge their attack range and make decision-making more efficient.
Improved the red lines that appear after touching Yue’s skill so that they no longer provide misleading information to players. The skill is guaranteed to hit if it is used when the red lines are present.
Expanded the corresponding area of the movement joystick to make it less likely for players’ fingers to move out of range while moving.
Underlying Mechanics Improvements
Optimized the underlying vision-logic to ensure the same vision rules for towers and other units.
Others
Enhanced the light and dark contrast of buff and debuff icons on the left side of the hero’s health bar to help Challengers identify buffs and debuffs easily.
Made it easier to see the icons on the left side of the tower’s health bar.
System Improvements
Ranked Improvements
Added daily rewards for the first game played in Ranked, giving players extra Gold, EXP, and Brave Points.
Star protection for the first Ranked defeat of the season. Players get this star protection once per season, and it automatically takes effect after losing a game in Ranked.
Improved the performance of star protection special effects in different scenarios. Added text descriptions and star protection special effects that appear when various star protection special effects are triggered in the tier calculation.
Non-lane preference time in Ranked tournaments: Increased the time of the lane selection phase from 8s to 15s.
Added a “Request Selection” label that appears when teammates have a hero they want to use in the ban phase
Added a feature to cancel Secure Hero in the hero selection phase
Enhanced the display of lane conflicts in the hero selection phase
Reduced the hero selection confirmation time from 30s to 25s
Overhauled the Ranked UI and tweaked the layout and graphical design of the Ranked screen
Legend Point Improvements
Added an Expertise Level system
For every 1,000 Legend Points they gain, heroes gain 1 Expertise Level, up to Lv. 5
The Summit Rank will now be displayed on the loading screen.
Chat System Improvements
Friend chat history cache improvements
Chat channel message selection improvements
When a player is viewing a certain message in the chat, receiving a new message will no longer push out the message the player is viewing, allowing the player to view a fixed message in the chat channel
Match Found Transition Effect Improvements
Shortened the time of the animation played between the onset of matchmaking and finding a successful match to make the matchmaking experience smoother
Team Improvements
Team-up Room Adjustments
We’ve improved the controls in the team-up room so that tapping on the avatar of other players will open the name card first
Added a Star Protection Active button in the team-up room. This button will appear when star protection chances are available
In the team-up room, the messages of other players in the room will temporarily stay on their avatars in the form of speech bubbles. If a friend in the friend list is currently playing a game in Ranked, we will display the number of players in the Ranked room
Team-up Invite Improvements
Added a team-up lobby entrance to the Lobby
When posting recruitment, you can select multiple lanes and set labels for the current team at the same time to help more players find suitable teams
Team-up Application/Invite Improvements
Modified the icon display of received applications/invites
Improved the team-up application/invite logic outside rooms. Players with a team can also receive team applications/invitations when they are not on the room page
New Quest Display on the Team-up Invite Screen
When a player receives an invitation to a team in matchmaking mode or Ranked, quests that can be completed in the near future will be displayed on the team invitation page to make it easier for players to know their current quests before teaming up and starting a match
Friend Related Improvements
New friend online reminders: In the privacy settings, players can choose whether to receive friend online reminders and whether to send online reminders to friends.
Added relationship level displays for four types of relationships.
Results Process Improvements
Improved the waiting experience while loading
In 5v5 matches and Ranked, players can go to the results screen smoothly without waiting for the system to switch to the loading screen after the match ends
Added a quest progress display
After finishing a match, players can see the quests that were completed during the match or their progress to find out whether they currently have any quests
Players can claim quest rewards or play another match to complete more quests
Added a personal highlights display
Players can see their outstanding personal performance in this match, including their KDA, Legend Points, various outstanding achievements, or data commemoration medals
Improved the performance of giving Likes to teammates
We’ve improved the performance of giving likes and added a feature to Like the outstanding performances of your team. If you receive a Like from every member of your team, we think you deserve a more flashy Like effect
Convenient Download Reminders for Version Updates
When the game is being updated without interrupting the server, tap Ranked to open the version update reminder screen
New version features, events, rewards, and other content will be showcased
Added the feature to update and install the installation pack with one tap
New Season Packaging
Applied the Sanctum of Light theme to all Ranked screens
New season skin rewards: Rouie new season hero display: Teeri
Started a new season story: Observer’s Handbook
Updated season memories: Afata
Display of Skins in Ranked
Added a new feature to display skins in the hero selection screen of Ranked
Players can now view the information of skins they and their teammates own when switching skins
Claim All Mail
Added a feature to claim all mail attachments with one tap
Improved the display of mail statuses so that players can identify whether a mail has an attachment from the icon changes
Report Page Improvements
Adopted a new UI for the report page and added a thumping effect to the avatar of the reported player
Skin Wish System
Images are only provided as a reference. Details are subject to the released version.
The new skin wish system will be released after the version update. Players will be able to add their favorite skins to their wish list to get discounts when purchasing them, as well as more information about their return events.
Adding Skins to the Wishlist: The button that is tapped to add skins to the wishlist is located in the lower-left corner of the Skin Lobby. Tapping this button will add the currently-browsed skin to the wishlist. Tapping it again will remove the skin from the wishlist.
Viewing the Wishlist: A new Wishlist entrance has been added to the upper left corner of the Skins tab in the Shop and players’ personal space. Players can tap this entrance to view their own wishlist and the wishlist of their friends, as well as purchase and gift skins on the wishlist.
Fulfilling Wishes: Once players get a skin on their wishlist, it will be assumed that their wish has been fulfilled, and the corresponding skin will be removed from the wishlist. When there is a campaign event, such as a return event or a discount event for skins in the wishlist, players can use the Wishlist Trends entrance on the right to go to the exclusive screen of the event skin in the wishlist to purchase it.
Battle Stats
Added a Tournament Type filter for Battle Stats. Players can use this to view the battle stats of different tournaments.
Quick Armory Improvements for Separate Equipment Changes
It is now possible to change equipment in builds separately in the Armory system on the Hero Selection screen.
Balance Adjustments
Taara
Designer’s perspective: Currently, only 1 of Taara’s HP regen effects can take effect when her passive’s HP regen has been activated. Considering Taara’s current weak performance in the game and HP regen benefits that are in line with conventional perception, we have adjusted Taara’s passive HP regen effect when multiple skills have been used continuously to give her stronger survivability and pulling ability.
Passive: Taara uses her skill to passively regenerate HP. The passive HP regen of the previous skill becomes invalid after the next skill is used → Taara uses her skill to passively regenerate HP. The passive HP regen of the previous skill is still valid after the next skill is used
Thorne
Designer’s perspective: In the previous version, Thorne’s blue bullet gave a bad combat experience to his enemies. Thorne’s blue bullet’s overwhelming strength was mainly due to its unreasonable damage structure and unclear damage range, which evaporated enemies instantly before they could prepare for it. Therefore, given the bad combat experience and the range characteristics of the blue bullet, we’ve adjusted the damage structure of blue bullets and tweaked the damage range of the enhanced normal attack + blue bullet so that it is more in line with standard conventions. We’ve also adjusted the bonus calculation of the purple bullet to make it more reasonable.
To make up for and improve the experience, we’ve tweaked the logic after casting his skill 2 so that he will recover energy and gain an enhanced normal attack after using his skill 2 in all circumstances. This will allow players to use his skill 2 according to the battlefield situation without constantly checking whether he has any bullets reloaded.
S1:
Purple Bullet Damage: Magic damage equal to 2%/3%/4% (every 100AD +0.5%/0.75%/1%) of Max HP -> Magic damage equal to 2%/3%/4% (every additional 75AD +0.5%/0.75%/1%) of Max HP
Green Bullet Range: 3/4.5/6m -> 2.5/3.5/4.5m
Green Bullet Damage: 0.8AD for the main target and 0.4/0.6/0.8AD for all secondary targets (increases up to 1.6AD as the skill’s level increases; can only trigger critical hits against the main target) -> 0.8AD for all targets (can only trigger critical hits against the main target)
S2:
Additional Range: 1.5m -> 0m
Purple Bullet Damage: True damage equal to 2%/3%/4% (every 100AD +0.5%/0.75%/1%) of Max HP -> True damage equal to 2%/3%/4% (every additional 75AD +0.5%/0.75%/1%) of Max HP
Green Bullet Range: Enhanced Normal Attack 3/4.5/6m
Green Bullet Damage: 0.8AD for the main target and 0.8/1.2/1.6AD for all secondary targets (increases up to 3.2AD as the skill’s level increases; can only trigger critical hits against the main target) -> 1.6AD for all targets (only the 0.8AD portion of the damage can trigger critical hits against the main target)
New Mechanic: Restores all energy immediately after use (if no bullets are fired, the previously recorded bullet sequence will be restored, and the cooldown of skill 1 will be refreshed), then the enhanced basic attack will be performed.
Xeniel
Designer’s perspective: Xeniel is currently too strong as a Support character but has a relatively normal performance in the Slayer Lane. We have adjusted the growth of his passive and skill 1 to limit his ability to go up against enemies as a Support character in the early game without unduly affecting his performance after he grows in the Slayer Lane.
We’ve also reduced the control duration of his skill 2 to limit the control effects he provides in a group battle.
Passive Damage: 5% Max HP -> 3%-6% Max HP, increasing by 1% at Lv. 5/9/13
S1 Shield: 440-1,040 +3%-8% Max HP -> 300-800 +4%-9% Max HP
Skill 2 Knock Up: 1.25s -> 0.75s
New Hero
Teeri, Visage of Heart
“A special inquisitor of the Eye of Light is about to come to the Antaris Battlefield. Let’s follow her as her gentle light dispels the darkness in our hearts! “
Teeri is a standing Marksman who can dish out massive area damage. Teeri can maximize the benefits of her penetrating normal attack from enhanced normal attack of her skill 1 and skill 2, standard movement method, and positioning to take advantage of densely packed enemies. Her ultimate adds relatively independent gameplay to Teeri’s core skills to create great highlights for players.
We hope that players who use Teeri will be able to maneuver around enemies to have the most refreshing experience of dealing damage to enemies in a straight line after finding a relatively safe environment to attack.
Passive: Fos’ Ring
When Teeri’s normal attack or skill hits multiple enemies 3 times, her subsequent normal attacks deal additional damage for 3s, and her next enhanced normal attack does not reduce her stored attacks for 3s.
Skill 1: Comet Strike
Teeri fires bullets at targets within range. Each bullet deals damage and marks the target, slowing them for 1s.
Skill 2: Heartseeker
Teeri increases her movement speed and gains an enhanced penetrating whirling normal attack (flies on for a short distance after hitting each unit). If the hit target has been marked by skill 1, the mark will be transmitted to the units hit by the enhanced normal attack.
Ultimate: Gentle Light of Redemption
Teeri throws her weapon in the target direction. When it hits a hero, it flies on for a short distance and then returns to the hero, revealing the hit unit visible and dealing damage. When the weapon returns, it will deal additional slash damage based on the number of enemy heroes hit during the first attack.
Mode Improvements
Returning modes: Supremacy Blitz
Heroes that break through all limits are back! Supremacy Blitz has returned with new heroes and more battlefield gameplay. Let’s break our limits together!
New Heroes
This round of Supremacy Blitz features 15 super popular heroes voted on by AoV players from all regions. Check the list out to see if your favorite heroes are included!
Limitbreak Talents
Break through all Challenger limits! Greatly reduced the cooldowns of all Talents and greatly increased the strength of skills!
Limitbreak Levels
Break through hero level limits! Heroes can reach Lv. 20, and their attributes will increase greatly from Lv. 16 to Lv. 20!
Limitbreak Attributes
Attributes will break all limits!
Break through the attack speed limit of 200% to reach as high as 400%!
Break through the movement speed limit of 800 to reach as high as 3,000!
Challenge yourself to see who will become the fastest and the strongest on the battlefield!
Hero Rebalancing
In the first round of Supremacy Blitz, the 20 heroes were quite well balanced as a whole, but a few of them still had relatively high/low win rates, so these old heroes may be adjusted accordingly this time.
Zanis
Passive: Reduced the attack damage provided per stack from 12 to 5
Removed the 0.6% overall attack damage increased for every 1% HP lost
Changed the 0.6% Life Steal for every 1% HP lost to 0.3% Life Steal
Increases attack speed by 1% for every 1% HP lost
Skill 1: Mana cost -10/Lv.
Skill 2: Mana cost -10/Lv.
Krixi
Skill 3: Total damage -20%
Diaochan
Skill 3: Reduced the skill’s range from 8 to 7
Removed the casting time of the skill. Diaochan can now move immediately after using the skill
Hayate
Skill 1: True damage -20%
Gildur
Skill 2: Now launches 3 projectiles instead of 1
Cresht
Pre-transformation Skill 1: Significantly increased range
Skill 3: Recovers all HP when transforming
After transforming, his normal attacks deal an additional 1% (+0.5%/Lv.) of his Max HP as physical damage
Every transformation permanently increases his HP by 200 (+100/Lv.) with no stack limit
Maloch
Skill 1: Cooldown time -0.4s/Lv.
Skill 3: Recovers 10% of lost HP when hitting an enemy hero
Violet
Skill 1: Instead of reducing the cooldown of her skill 1 by 2s after attacking, the cooldown of her skill 1 is now reset after attacking
Reduced the movement time of rolling from 0.4s to 0.2s
Liliana
Human Form Skill 2: Resets the cooldown of her skill 3 upon hitting an enemy hero
Fox Form Skill 2: Resets the cooldown of her skill 3 upon hitting an enemy hero
Using the skill directly launches an orb without needing to hit an enemy hero first
Reduced the maximum time the orb chases after enemies from 9.5s to 7s
Knocks back heroes in front of her when launching the orb
Arthur
Skill 2: The rotation frequency now increases with the level of the skill
From Lv. 1-2, he rotates once every 0.5s
From Lv. 3-4, he rotates once every 0.25s
From Lv. 5-6, he rotates once every 0.17s
Quick Mode:
Reduced the time it takes for characters to exit combat
Added Bot Match Mode that is played in Rooms
Graphics Quality Improvements
Quality updates
Equipment special effects improvements
To improve the quality of graphics and the clarity of the battlefield, we’ve optimized the special effects of more than 30 pieces of equipment, such as the Medallion of Troy, Uriel’s Brand, Rhea’s Blessing, Omni Arms, and all support equipment
Magic shields are now purple, and physical shields are now orange to differentiate them.
Differentiated the color and performance of different temporary enchantment effects to help Challengers identify enchantment effects quickly through their special effects: Omni Arms, Apocalypse, etc.
Improve the effective range and special effects of some equipment to help Challengers identify the effective range of effects more clearly and improve the efficiency of decision-making.
Added some effects to equipment that had no special effects before.
Medallion of Troy
Rhea’s Blessing
Scorching Wind: Added buff reminders
Spear of Longinus: Added buff reminders
Mother Earth: Barrier, Tidal Force: Barrier, Wildfire: Barrier: Increased the effective range and improved the performance of the shield
Mother Earth: Cleansing, Tidal Force: Cleansing, Wildfire: Cleansing: Increased the effective range and improved the performance of Cleansing
Blitz Blade
Reset the graphics of Wukong
Quality improvements
Hero special effects improvements:
We’ve improved the special effects quality of 5 heroes, Diaochan, Zanis, Grakk, Taara, and Violet. At the same time, we’ve also improved the clarity of skills.
Grakk
Taara
Quality improvements
We’ve tweaked the style of the overall UI in the game and made the new screens brighter.
Bug Fixes and Improvements
Slightly adjusted the spawn location of the Leaf-Hatter. It will now spawn in the middle of the camp.
Improved the style of the health bar of wildlings that have no endurance bar to make the style more consistent with normal wildlings.
Fixed a bug that caused Zip’s skill 1 to be able to cancel the actions of heroes who have super armor or Dark Slayer.
Fixed a bug that caused Krizzix to appear twice in the enemy’s camera after his invisibility ended.
Fixed a bug that caused Murad’s skill 1 to forcibly cancel the interruption protection of some heroes.
Fixed a bug that caused Fennik’s mark to appear incorrectly on units that are invincible, immune to damage, etc.
Fixed a bug that caused Brunhilda’s ultimate’s chances to be deducted when her normal attacks miss during her ultimate.
Fixed a bug that caused Brunhilda to be unable to use normal attacks after hitting a unit that cannot be targeted during her ultimate.
Fixed a bug that caused Lindis’ ultimate to hit units that are not exposed to her vision.
Fixed a bug that caused the spawn and death animation of wildlings to become abnormal.
Fixed a bug that caused Lacewing (Cruiser Hawk) kills to not increase Jungler weapon stacks of nearby teammates.
Fixed a bug that caused Marja to hit units not exposed to her vision.
Fixed a bug that caused the level and attack range of the altar’s attack reminder circle to be incorrect.
Fixed a bug that caused Wiro’s magic damage that lasts for 3s when using skills and enhanced normal attacks of his ultimate’s passive to not increase with the level of the corresponding skill.
Fixed a bug that caused Wiro’s marks to be triggerable in advance before falling to the ground when he is resurrected by his passive.
Fixed a bug that caused Baldum’s skill 1 to not inflict vulnerability on wildlings.
Fixed a bug that sometimes made it possible for stunned targets to be able to move after they have been stunned by Y’bneth’s skill 2.
Fixed a bug that caused Cresht’s skill 1 to be able to inflict slow before he transforms.
Fixed a bug that caused the skill 1 automatically cast when Cresht’s ultimate ends to not deal the amount of damage that should be dealt by his skill 1.
Fixed a bug that caused the spirit to disappear and appear in the wrong position when Paine’s main body is sucked into Zip’s belly while Paine is in his skill 1’s spirit form.
Fixed a bug that caused Max, Mganga, and other heroes to be able to trigger the special effects of equipment such as Devil’s Smile, Frosty’s Revenge, etc., with the passive damage of their normal attacks.
Fixed a bug that caused Zip’s skill 2 and Dextra’s skill 1 to be unable to trigger the passives of equipment such as Elemental Power normally.
Fixed a bug that caused the duration extension effect of Florentino’s ultimate’s super armor to be displayed incorrectly in the enemy’s vision.
Fixed a bug that had a certain chance of making Butterfly’s ultimate hit the wrong location when she uses Target Aiming.
Fixed a bug that caused super armor to be unable to grant immunity to the effects of Roxie’s ultimate or caused control effects to be removed.
Fixed a bug that caused Amily to lose the enhanced normal attack of her skill 2 when she uses her ultimate.
Fixed a bug that caused Baldum to fly into the sky when his ultimate and multiple control skills are stacked together.
Fixed a bug that caused the slow effect of Gildur’s ultimate to be missing from the description.
Fixed a bug that caused the countdown text of Furball’s resurrection to have a mirroring problem when Ishar is on the red side in a 3v3 match.
Fixed a bug that caused the cooldown time of Aya’s healing/enhanced healing to be incorrectly refreshed when she uses her skill 2 to possess a target.
Fixed a bug that caused Slayer’s summoned creatures to deal more damage than expected to towers.
Fixed a bug that caused Tulen’s passive bullets to not prioritize hitting heroes in some situations.