New Patch MCTN Test Server
Date posted: August 18th, 2022
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Date posted: August 18th, 2022
Hello dear challenger,
In order to always improve the in-game experience, "Arena of Valor Experience Server" will be updated and maintained on the server from time to time, please forgive us for any inconvenience caused.
If any server update maintenance and maintenance content will be updated to this announcement, the following is the update content description provided by the developer's Arena of Valor battlefield planning:
At present, mid lane heroes usually have only one option of roaming support after clearing the line in the early stage. The benefits of this behavior are uncertain, and it is also accompanied by risks. The middle lane, as the junction of the army line, is the closest branch to the defense tower, which should be safer than the side line. We hope to provide mid lane heroes with a more friendly option than roaming support on this basis, so we added an additional resource point in the early stage, allowing them to obtain additional economy in a relatively safe area.
However, we still hope that the mid lane hero can go to other areas to support and become one of the initiators of the early battle, so we are more restrained on the economy of this wild monster, so that everyone can still focus on the original strategy. Treat fighting for this monster as an alternative.
Hermitcrab keeps patrolling near their spawn area and will not attack heroes.
Base HP : 2500 HP
Base Armor : 1000 AR
Base Magic Armor : 0 MR
Base Gold Rewards : 45 Gold
First Spawn : at 0:40
Respawn interval : 60 seconds
Stop respawn : at 8:00
All properties and functions of the Firefly are the same as those of the Cruiser Eagle. However, due to the change of terrain, we have adjusted the patrol route of this wild monster: including the patrol route of the firefly itself, and the patrol route of the vision elf after the blue side kills the Firefly.
At the same time, we have improved the effect of the vision elf (including the vision elf generated when the vision tower is triggered twice): now even if the vision elf are outside the grass, they can see the enemies in the grass, making the performance and effect more uniform.
Vision elf route after killing Firefly:
With this change, we want challengers to attack Dark Slayer summoned units, so Infinite Slayer (Summon) and Dark Lord Slayer (Summon) gain new abilities to help challengers advance better in the mid and late game.
Specific changes:
Infinite Slayer (Summon) and Dark Lord Slayer (Summon) have been added "Powerful Strike". Skill Effect: Infinite Slayer (Summon) and Dark Lord Slayer (Summon) will deal high damage to the tower for the first time.
As a strong pusher, Slayer's Vanguard can quickly push the lane, but at the same time, there is a problem that the challenger can not be able to gain benefits when the challenger is not in the lane. In order not to let the Slayer Vanguard having negative benefits to the challenger, we hope that the challenger can also gain gold and EXP when away from the lane, so that the challenger can freely choose more tactical strategies.
Specific changes:
When Slayer Vanguard kill the minions, you will also gain the gold reward. When Slayer Vanguard kills any enemy creep unit (excluding defense towers and heroes), if there is no friendly hero unit nearby, the EXP and gold will be shared equally to all allied heroes.
A new wave reminder of Slayer Vanguard has been added. After killing Dark Slayer, the number of waves of Slayer Vanguard will appear.
In order to make the challenger have a better advance experience in the early and middle stages, we have added 'Ballista' after the end of the 4-minute steel defense line. Ballista have higher armor to the attack of defense towers, so the challenger has more opportunity to push the tower, and we will also adjust the attributes of the Cannon in the future as an enhanced unit for the Ballista.
0:00-3:59 : 2 melee soldiers + 1 ranged soldier
4:00-7:59 : 1 melee soldier + 1 ranged soldier + 1 ballista. The broadcast text is adjusted to "The steel defense line disappears, and the Ballista attack."
8:00-end : 1 melee soldier + 1 range soldier + 1 cannon
The broadcast was adjusted to "Cannon attack."
Improved grass quality and improved terrain and grass placement. The overall terrain of the Abyssal Dragon Lane has been improved, including the adjustment of the position of the grass on the river, the addition of grass at the side intersection of the red defense tower, the adjustment of the position of the blue defense tower, and the adjustment of the length of the grass on the line, making it more suitable for development as a whole.
The overall terrain of Slayer Lane has been improved, including the improvement of the length of the grass near the spirit feather beast, the addition of grass in the red square river, and the addition of grass at the side intersection of the blue square tower. We hope that the experience of Slayer Lane will be more focused on confrontation.
[Dragon Lane] Small bush near terrain of jungle-river area
[Dragon Lane] More bushes on terrain of the edge of map
[Dragon Lane] Added bush between terrains near enemy jungle area
[Mid Lane] Remove L-shape middle-right bush, now it's only I-shape bush
[Mid Lane] Remove L-shape middle-left bush, now it's only I-shape bush
[Slayer Lane] Added bush on terrain near jungle-river area
[Slayer Lane] Remove bush near Owlgriff area, so it becomes more open
[Dragon Lane] Move Tower position closer to river
We want to reduce the pressure on challengers in the early game. Because we have increased the recovery amount of the blood pack after the tower, reducing the situation of online heroes being killed or forced to return to the city due to accidental mistakes in the early stage.
Mid-lane Heal Pack: restore 20% mana at one time; restore 106 HP and 35 Mana per second for 6 seconds → restore 20% mana at one time; restores 250 HP and 35 Mana per second for 5 seconds
Side-lane Heal Pack: Restore 106 HP and 35 Mana per second for 3 seconds → Restore 250 HP and 35 Mana per second for 5 seconds
High-level heroes are stronger and more difficult to kill accordingly. But before our respawn time was only related to game time, which was obviously unreasonable. We have now revised the respawn time formula to introduce the level parameter for fallen heroes. In general, the death of a high-level hero will pay more, giving the laggards more chances to reset from the disadvantage.
In the early stage of the game, once the online hero is accidentally killed, it is easy to miss the next wave of troops. So we added a mechanism to mitigate this.
New: for the first 2 minutes, if a hero died, the Fountain Boost effect would have a higher acceleration and a longer duration.
Towers now record all enemy heroes under the tower that have dealt damage to allied heroes. When there is a situation where multiple people dive over the tower and take damage, the defense tower will attack in sequence according to the order. After the current target hero leaves or dies, the tower will continue to attack the next enemy hero that deals damage instead of minions or units.
New: +10 AD
New: +10 AD
Wild: +2 AD per stack → +1 AD per stack
+70 AD → +80 AD
New: +10% CDR +60 Armor Pierce
Hunter: EXP +35%→ +30%
Wild: +2 AD per stack → +1 AD per stack
Remove-Souleater: Deal 8% more damage after hit enemy hero for 3 seconds (only for melee hero user)
Wild: +50 HP per stack → +20 HP per stack
New-Burn: Deals 50-78 magic damage to nearby enemies per seconds (50% more damage to monster and creep)
Gnoll Cleaver + Heart of Incubus → Gnoll Cleaver + Light Armor + Ring of Vitality
+200 AR → +120 AR
+350 Max HP → +600 Max HP
Wild: +50 HP per stack → +20 HP per stack
New: +40 AP
Seek and Destroy: +6 AP per stack → +3 AP per stack
+100 AP → +140 AP
Seek and Destroy: +6 AP per stack → +3 AP per stack
New: +20 AD
Wild: +1.5% AS per stack → +0.8% AS per stack
+15 AD → +30 AD
+15% Attack Speed → +20% Attack Speed
+10% Life steal
Wild: +1.5% AS per stack → +0.8% AS per stack
In recent versions, the transition period of the mage's first piece of item is not smooth, and at the same time, the mage has a greater responsibility, so we added a new piece of item to make the transition period of the mage more smooth; and adjusted the Berith Agony. The irrationality of the attribute, now it is more like a piece of item against the mage before and after synthesis.
Price : 800
Path : 2 Spell Tome
Stat : +80 AP
Unique Passive-Explosive: Hitting target with a skill will trigger small explosion causing 180 Magic Damage to nearby enemies. Cooldown: 5 seconds.
Path : Ancient Scripture + Enchanted Scroll → Star Orb +2 Spell Tome
Stat : +120 AP +200 AR +10% CDR +30 Mana Regen/5s → +130 AP +10% CDR +800 Max HP
Path : Platinum Gauntlets + Ancient Scripture + Light Armor → Star Orb + Magic Ring + Ring of Vitality
Trigger: Deal damage to trigger → Skill hit trigger
Path : 2 Light Armor + Chain Hammer → Heart of Incubus + Greaves of Protection
Price : 2080 → 1900
Stat : +180 AR +80 AD → +1000 HP +200 AR
Removed passive-Berserk: Grant 800-2000 Shield and 20% Life Steal (melee only) when HP is lower than 40%
Added passive-Torture: Basic Attack and Skill that hit enemy will burn target for 3 seconds, dealing 30 (+1% target Max HP) Magic Damage per second (maximum damage to monster: 75). The effect is not stacked with Berith's Agony
Maximum Elemental Crystal: 16 → 20
Passive-Up and Coming: If your gold/Exp is the lowest or 4th of your teammate, get 8 golds/Exp every 3 seconds → 0:00-4:00 get 6 golds, 4:01-7:00 get 8 golds, after 7:00 minute get 10 golds, and get 8 Exp every 3 seconds during the match.
Passive-Modest: When there are teammates around, they get 100% gold and Exp from minion, and you get 40% gold and Exp. The effect expires at 8 minutes in-game → at 10 minutes in-game.
+10% Cooldown Reduction → +5% Cooldown Reduction (including Tier 3)
Earth Soul (Lv.2): Each Elemental Crystal will be converted to 60 HP, up to 960 HP → 40 HP, up to 800 HP
Earth Soul (Lv.3): Each Elemental Crystal will be converted to 60 HP, up to 960 HP → 60 HP, up to 1200 HP
+10% Cooldown Reduction → +5% Cooldown Reduction (including Tier 3)
Water Soul (Lv.2): Each Elemental Crystal will be converted to 5 AP, up to 80 AP → 3 AP, up to 60 AP
Water Soul (Lv.3): Each Elemental Crystal will be converted to 5 AP, up to 80 AP → 5 AP, up to 100 AP
+10% Cooldown Reduction → +5% Cooldown Reduction (including Tier 3)
Fire Soul (Lv.2): Each Elemental Crystal will be converted to 3 AD, up to 48 AD → 2 AD, up to 40 AD
Fire Soul (Lv.3): Each Elemental Crystal will be converted to 3 AD, up to 48 AD → 3 AD, up to 60 AD
After selecting the equipment in the in-game store, a signal button will be added to the equipment details location. Click to send the corresponding signal to teammates.
When the equipment has been purchased, send a signal: Purchased [equipment name]
When the equipment has not been purchased, send a signal: xx buy [equipment name]
Click equipment in the record panel to send the purchase status of the hero's equipment. Example: Arthur has purchased [Dagger]
Click the icon of teammate's talent in the record panel to send the current cooldown of the talent. Example: Arthur [Flicker] are 20 seconds left
Click the icon of enemy's talent in the record panel, the signal content is fixed as the talent is on cooldown (not the actual cooldown)
Click on the avatar of teammate hero in the record panel to send the current cooldown of the hero's ultimate. Example: [Arthur] ultimate is ready
Click on the avatar of the enemy hero in the record panel, the signal content is fixed as the hero's ultimate is on cooldown (not the actual cooldown)
Click on the hero's avatar on the record panel. When the hero has not reached level 4, a signal will be sent that the hero's ultimate has not been upgraded. Example: [Arthur] Ultimate is not upgraded
Click the hero KDA and gold in the record panel, when the current target hero dies, a signal will be sent for the remaining respawn time of the hero. Example: [Arthur] 10 seconds to respawn
Click on the hero KDA and gold in the record panel. When the current target hero respawn, the signal is sent to the hero's current level and economy. Example: [Arthur] (Level 15) Net worth 10,000
A new signal button is added at the bottom right of the record panel, click to send the current gold difference signal between the two sides
The death history interface has been improved as a whole, and the key data of the battle have been summarized, so that the challenger can quickly locate the damage composition and key reasons of the death, so as to make targeted adjustments in the subsequent confrontation.
Added type distribution of total damage.
Added core skill signs to respond to prompts.
Added the ability to view the skill description. Click the skill icon to view the skill description.
We have added minimap aiming effects for long-range skills that require aiming on the minimap, hoping to improve the experience of using these skills.
When hit enemy
When kill enemy
We have added an energy bar stack under the HP bar of towers and nexus, hoping to better help challengers identify the current damage capabilities of towers. In addition, we have also improved the bullet and hit effects of towers at different heat-up levels.
Tower now has stack and bullet animation became bigger as the number of stacks accordingly
Zephys' Skill 2: increase the ground warning range
Tel'Annas Ultimate: Improved clarity of ultimate countdown and damage range
Aleister's Skill 2: matching the area shape and effect
Xeniel's Ultimate: add a countdown circle before landing, and lower the effect after landing so it will not block the model
Krixi's Skill 2: improve the special effect to make the color matched
Darcy's Ultimate: Strengthen the expression of the position information of marked targets and pullback points
Baldum's Skill 1: Improve the front range of the sprint and the knock back, so that the challenger can better feel the range of skill
Baldum's Ultimate: Enhanced the range prompt of the marked target, and added a countdown prompt before imprisoning
Improved grass state prompt icon
Exposure visual field prompt icon improvement
Enhanced the light and dark contrast of the buff and debuff icons beside hero's HP bar
Enhanced the recognition of the icon on the left side of the tower's HP bar.
Improved the underlying vision logic to ensure that towers and other units have the same vision rules
Added custom controller
Increase the performance of Elsu, Yue, Ryoma, and Annette's displacement skill direction
Improved controller expression for Dirak's ultimate
Special basic attack controller improvements:
For Violet, Zanis, Airi and other 33 heroes with enhanced basic attack, we have added a skill range prompt circle to help challengers judge their attack range
When Yue improved her touch skills, the target red line give the challenger a misleading information
Improve the problem that Yue can drag the skill controller when the 1-2 skills are not released.
The corresponding area of the mobile joystick has been enlarged
In order to improve the quality of art and improve the clarity of the battlefield, we have improved the special effects of more than 30 equipment such as :
Scorching Wind (Added BUFF effect),
Spear of Longinus (Added DEBUFF effect for enemies),
Earth/Water/Flame Barrier (Increase the effective range and improve the shield performance),
Earth/Water/Flame Cleansing (Increase the effective range, and improve the clearing performance),
Blitzblade.
Rock Shield
Medallion of Troy
Hermes' Boots
Magic Barrier (Support)
Rhea's Blessing
Mantle of Ra
Uriel's Brand
Cleansing (Support)
Soaring Aura
Eradicate (Support)
Blade of Eternity
Passive Enhance Attack
Skill 1 and Skill 2
Ultimate
Hero special effects improvement: We have improved the special effects quality of Diaochan, Zanis, Grakk, Tara, and Violet.
Fixed a bug that caused Zip's first skill to interrupt the movements of the hero and the dragon Caesar
Fixed a bug that caused Krizzix from the enemy's perspective to appear twice when the invisibility ended
Fixed a bug that caused Fenik to display incorrectly when stacking marks on units such as invincibility and damage immunity
Fixed a bug that caused the number of times to be deducted during basic attack and air release during Brunhildas ultimate move
Fixed a bug that caused the basic attack to fail when Brunhilda hit an untargetable unit during her ultimate move
Fixed a bug that caused Lindis' ultimate to hit units that didn't reveal vision
Fixed a bug that caused Baldum's ultimate move to limit and hide the summoned Caesar line
Fixed a bug that caused the birth and death animations of wild monsters to play abnormally
Slightly adjusted the birth position of the banana monkey, now it will be born in the middle of the camp
Improved the health bar style of the inanimate monsters to make it consistent with the normal monsters