Official Patch Note AOV
Server: Garena Server Taiwan, Date posted: September 16th, 2022
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Server: Garena Server Taiwan, Date posted: September 16th, 2022
Hello challengers,
With the arrival of the new version, the balance adjustment of the new version will also follow, and the new battlefield changes will also bring different strategies to play. Therefore, in this version, the hero balance has been adjusted, so let's follow the sheep to see the new changes!
Tara's current passive use of skills to restore HP can only take effect on one HP recovery effect at the same time. Considering Tara's current weak performance in battle and the HP recovery benefit that conforms to conventional cognition, we have adjusted the passive HP recovery effect when multiple skills are used continuously. Tara can have stronger endurance and pulling ability.
Tara uses a skill to passively restore HP, and when the latter skill is used, the passive HP recovery of the previous skill is invalid → Tara uses a skill to passively restore HP, and the passive HP recovery of the previous skill is still work when the latter skill is used
In the last version, Thorne's Blue Bullet gave many challengers a bad experience. Blue Bullet strength is mainly due to its unreasonable damage structure and unclear damage range, which makes the opponent killed instantly without expectation. Therefore, based on the adversarial experience and the range characteristics of blue bullet, we adjusted the damage structure of blue bullet, and at the same time made the overall damage range of enhanced basic attack + blue bullet in line with the specification. In addition, we also adjusted the bonus method of purple bullets to make it more reasonable.
As a complement and experience improvement, we have adjusted the logic after the release of the Skill 2, that is, using the Skill 2 under any circumstances will obtain energy recovery and enhanced basic attack. In this way, the challenger can use the Skill 2 according to the situation of the battle, and no longer need to pay attention to the loading of the bullet.
Purple damage: 2%/3%/4% of Max HP (+0.5%/0.75%/1% per 100 AD) magic damage → 2%/3%/4% of Max HP (+0.5%/0.75%/1% per 75 AD) magic damage
Blue range: 3/4.5/6m → 2.5/3.5/4.5m
Blue damage: 80% AD for the main target, 40/60/80% AD for all sub-targets (up to 160% AD with skill level, only main target damage can critical) → 80% AD for all targets (only main target damage critical)
Extra Range for enhanced Basic Attack: +1.5m → Removed
Purple Damage: 2%/3%/4% of Max HP (+0.5%/0.75%/1% per 100 AD) true damage → 2%/3%/4% of Max HP (+0.5%/0.75%/1% per 75 AD) true damage
Blue range: Enhanced Basic Attack 3/4.5/6m
Blue damage: 80% AD for the main target, 80/120/160% AD for all sub-targets (up to 320% AD with skill level, only main target damage can critical) → 160% AD for all targets (only main target and only 80% AD can be critical)
Added mechanism: restore all energy immediately after use, though the bullets have not run away yet. If no bullets are filled, the previously recorded bullet sequence will be restored and the cooldown of Skill 1 will be refreshed), and then the enhanced basic attack will be executed
Xeniel is currently too strong in the Support, but relatively normal in Slayer Lane. We adjusted the growth of his passive and Skill 1, hoping to limit his ability to dominate early in the Support role, but not affect his performance too much in Slayer Lane.
In addition, we also shortened the CC time of the Skill 2, limiting the CC effect he provides in teamfights.
Damage: 5% max HP → 3/4/5/6% max HP, grow at level 5/9/13
Shield: 440/560/680/800/920/1040 (+3/4/5/6/7/8% Max HP) → 300/400/500/600/700/800 (+4/5/ 6/7/8/9% Max HP)
Knockup time: 1.25 seconds → 0.75 seconds