Official Patch Note AOV
Server: Garena Server Taiwan, Date posted: September 14th, 2022
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Server: Garena Server Taiwan, Date posted: September 14th, 2022
Hello challengers,
The new 6th Anniversary version is about to debut. After the Owl Griff came to Slayer Lane, more creatures have also come here. The Hermitcrab will appear in the grass on the side of Slayer Lane in the Middle Lane. In fact, not only the creatures in the battlefield, the battlefield site has also changed, and the length and location of the grass will also change. Follow Teeri to find out!
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 mid lane, as the branch closest to the defense tower at the intersection of the army line, should be safer than the side lane. In this tone, we wanted to provide mid laners with a friendlier option than roaming support, so we added an additional resource point in the early game, allowing them to obtain additional gold in a relatively safe area.
However, we still hope that the hero in the mid lane can go to other areas to support and become one of the initiators of the early battle. Therefore, we are more restrained on the gold investment of this wild monster, so that everyone can still focus on the original strategy. And treat the fight for this wild monster as an alternative.
Hermitcrab keeps patrolling near their spawn area and will not attack heroes.
Base HP : 2500 HP
Base Armor : 600 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.
A new wave reminder of Slayer Vanguard has been added. After killing Dark Slayer/Infinite Slayer/Dark Lord Slayer, the number of waves of Slayer Vanguard will appear.
In order to make the challenger more clear about the stage changes of the battlefield, we added Ballista after the end of the Tower Protection in 4 minutes, and changed them to Artillery vehicles after 8 minutes to distinguish.
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 Tower Protection disappears, and the Ballista attack."
8:00-end : 1 melee soldier + 1 range soldier + 1 cannon
The broadcast was adjusted to "Artillery attack."
Base Health Point : 2500 HP
Base Attack Damage : 192 AD
Base Armor : 200 AR
Base Magic Armor : 100 MR
Base Gold Rewards : 65 Gold
Improved grass quality and improved terrain and grass placement.
Abyssal Dragon
Adjustment of the position of the grass on the river
Adjustment of the length of the grass on the line
Added grass at the side intersection of the red defense tower (Slayer Lane syncronization)
Adjustment of the position of the blue defense tower
The overall terrain of the Abyssal Dragon Lane has been improved
Mid Lane
Adjusted the "L-shaped" grass to "I-shaped" to be more intuitive
Slayer Lane
The overall terrain of Slayer Lane has been improved.
Improvement of the length of the grass near the Owl Griff
Added grass at the side intersection of the blue defense tower
We hope that the experience of Slayer Lane will be more focused on confrontation.
Added grass in the red defense tower 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
The gold provided by the Support Item is too much in the early game, but it is insufficient in the late game, so we have adjusted the gold provided by the Support Item; in addition, the cost performance of the Support Item in the Tier 2 is a bit too high, which will make the specific Support Item in the battle at the characteristic time point. The force is slightly exceeded. Therefore, we adjusted the cost-effectiveness of Tier 2 Support Item, but the Tier 3 equipment remained unchanged.
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
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
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
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