S29 Honor Of Kings Big Update part 1
Patch Released: Sept 22nd, 2022
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Patch Released: Sept 22nd, 2022
Dear Summoner:
We plan to shut down and update the official server and preemptive server from 0:00 on September 22, 2022 to 7:30 on September 22, 2022 . Due to this downtime update, you will not be able to log in to the game during the downtime. of course! Old Arthur will offer 60 diamonds + 60 inscription fragments as a bonus for this update, please remember to log in in time to receive the summoner after the update! In order to solve the problem of slow client update after downtime and maintenance, we have launched an early update resource pack: after the downtime maintenance starts, all summoners can log in to the game to update the client and resource pack in advance, and then log in directly after the server maintenance is completed. Experience the new version of the game! (The advance update policy is only for Android users)
Hai Yue was blessed with 3 stacks of moons behind her, which could be used for spamming S1 and S2. After the stack runs out, her Passive, S1, and S2 will enter Cooldown simultaneously. Every time using S1 or S2, she leaves a Mark to target last for 5 seconds. The next skill to marked target will trigger special effect accordingly, and her Basic Attack deals 24% Magic Damage bonus.
Hai Yue releases a beam of moonlight forward, deals magic damage and marks the target. Special Effect: Deals additional True Damage to the marked target.
Hai Yue releases 3 orbs to a locked target (first deals higher damage) and mark him. Special Effect: Immobilize the marked target for 1 second.
Hai Yue selects and locks a target, dealing magic damage and reducing its damage output by 50% for 1 second. After 1 second, both will enter the water and moon Dimension for 8 seconds. Hai Yue immediately reset 3 stacks of moon and a huge Shield after entering. All Skill cooldown is reduced by 50%. The skill can be reused again to teleport back to the initial position when entering the dimension.
Notes: The skill will be canceled if target is untargetable or too far away from a certain range.
At present, the jungle position is constantly screening high-level competitive players, and there are relatively few players who are willing to play as the jungler. We hope to optimize the jungle area, increase the lower limit of the jungle position while retaining the upper limit, provide a guaranteed development path, improve the protection of the jungle area, and explore a low-pressure jungle method.
Due to the limitation of the total amount of resources in the wild area, junglers need to find ways to obtain additional gold from other lane during the spawning interval of wild monsters. For the first 4 minutes of development and laning period, we hope that players in each position can have their own relatively fixed resource fields. Therefore, we appropriately increased the jungle gold reward in the early stage (while reducing the dynamic growth rate of the jungle gold), hoping to reduce the dependence of the early jungle development on the net worth.
Basic gold adjustment of monsters: 100% → 107.1%
Basic gold of red and blue buff monsters: 70 → 75
Basic gold of each pit of small monsters: 56 → 60
The growth rate is slightly reduced over time, and after 12 minutes, the gold will be as same as official server.
At the same time, we have accelerated the refresh frequency of wild monsters, increased the total amount of resources in the wild area, and also facilitated the stacking of jungle knives faster, providing more development space for jungle players.
Red Buff & Blue Buff refresh time: 95 seconds → 90 seconds
Red Buff & Blue Buff Duration: 75 seconds → 70 seconds
Other monsters refresh time: 75 seconds → 70 seconds
Appropriately lowered the HP of wild monsters to improve the speed at which other branch heroes acquire resources in the wild, which to a certain extent contributes to the diversity of resource allocation in the lineup. At the same time, in order to prevent the wild core from developing too fast after the adjustment of the economy of the wild area, the refresh rate and the blood volume, the damage bonus ratio of the jungler knife has been reduced accordingly. It is hoped that the wild core's brushing speed will decrease slightly, but the economic benefit obtained in a single time will be higher, and the comprehensive development speed will be the same as that of the official server.
Minion Base HP: 100% → 88%
Red Buff & Blue Buff Base HP: 100% → 89.5% (6700 → 6000)
The improvement of the monster economy in the early stage and the acceleration of the refresh frequency of the wild area will increase the willingness to invade and the income in the early stage. In order to ensure the guaranteed experience of the jungler, and to ensure that the speed of the snowball of the dominant party will not be further improved after this adjustment, it will be increased accordingly. The strength of the protection of the wild area is to help the jungler go through the early development period more smoothly.
The Fire Smite items (Sophisticated Shortblade/Patrol Axe/Giant's Grip/Dragon Scale/Flaming Wrath) will no longer have no vision area protection for the first 4 minutes, and the rules of all jungle knives remain the same.
In the first 4 minutes, the protection value of elves in the wild area has been increased: 10% → 15%.
Optimization of the original trial rules: The team's gold catch-up coefficient has been added to the original trial. When the gold of both sides exceeds a certain range (growth over time), the gold obtained by the winning side defeating the hero is reduced by 10%, and the losing side is increased by 10%. At the same time, the experience buff coefficients under different original trial levels have been adjusted to help the losing side catch up faster when ending the winning side.
Optimization of the Buff refresh prompt rule: If our Buff is killed by an enemy hero, our hero can't get the vision of the buff, but the Buff vision is refreshed when going in the middle lane. Then when the Buff is about to refresh, we can see together with the enemy Buff countdown reading bar (Only the enemy can get countdown information on the official server).
The original intention of the design of the middle lane is to provide a side lane-like laning point in the middle lane, but the high gold and experience gains make it a target for both junglers at the same time. This sets a strong check on the jungler hero's jungling speed and early-stage combat ability. At the same time, the jungler will also bear the risk of being killed or invaded by the enemy jungler due to scrambles. We have increased the first refresh time of The Spirit of the River in the middle lane from 60 seconds to 30 seconds. We hope that after the adjustment, The Spirit of the River in the middle lane will be more contested in the middle lane. We will add this part of the reduced resources to the gold of the jungle itself. Whether the jungler continues to snatch or develops smoothly depends on one's own choice.
The refresh time of The Spirit of the River: 60 seconds → 30 seconds, the refresh rate and gold are unchanged, the experience is adjusted to be the same as The Spirit of the River in the side lane.
For a long time, we have not been so clear about the positioning of the two jungle item, Giant's Grip and Flaming Wrath, which also leads to the fact that in different versions, these two jungle item are often substitutes for the upper and lower positions. Their adjustment is also difficult to take into account the jungle and side players at the same time, and it is difficult to balance. Therefore, in this adjustment, we hope to re-organize the functional positioning of the jungler, and split their characteristic positioning, so that when the subsequent adjustment is aimed at a certain group, it can try not to affect the players of other groups.
After the jungle item is sold and replaced with another jungle item, the number of layers needs to be re-stacked (the same type of jungle item can still inherit the number of layers, such as selling the Giant's Grip and replacing it with a Patrol axe or Giant's Grip)
The passive effect of Jungle Items-Hunting: "Killing jungle monsters will get an additional 30% experience and 20% gold coins" and passive effect of Support Items-Guerilla will not overlap (only for the case of using jungle item and support item at the same time, other situations are completely the same as the official server consistently).
The "Blessed Passive" of the Support Item has been renamed to the "Reward Passive" that is the same as the Jungle Knife. The passive with the same name can only take effect at most one at the same time.
The original design goal of [Teleportation Circle] is to solve the problems of difficult support and low participation rate in team battles in the early and mid game of the Overlord Lane to a certain extent, and to provide a different confrontation experience for the Overlord Lane under the guidance of the all-star thinking. In the verification of multiple versions of the official server, we found that although the existence of the [Teleportation Circle] solved some problems, there were also problems of insufficient utilization and effectiveness. Starting from this, we hope to solve the above problems through certain mechanism adjustments without increasing the confrontation pressure and shaping the "positive-sum game", and giving the confrontation road players more possibilities to present high-profile moments.
Based on the above background, we have made adjustments around the anti-road magic circle. While retaining the [Teleportation Circle], we have added [Shadow Flower] to the Overlord Lane. We believe that [Shadow Flower] is a special type of flower in the canyon. It has been mutated due to the influence of the magic power of the [[Teleportation Circle, and thus has a certain space teleportation ability. When the hero breaks it, he will gain a short-term space teleportation ability, which can be teleported from anywhere in the canyon to the magic circle near the river channel of the Dragon Lane within a limited time.
We hope that the existence of [Teleportation Circle] and [Shadow Flower] can improve the effectiveness and utilization of teleportation to a certain extent, and at the same time provide the opportunity for both parties to choose teleportation, thereby improving the overall game experience of players in the opposing road. .
There will be both the original magic circle and the "Shadow Flower" in the Overlord Lane.
Players will get a one-time teleportation skill by defeating the "Shadow Flower".
The teleportation skill can be used anytime and anywhere within 120s.
"Shadow Flower" and the Teleportation Circle will be activated at the same time at the beginning of 2 minutes, and the teleportation skill of "Shadow Flower" and the Teleportation Circle will share the CD (the Teleportation Circle cannot be used within 120s after using the teleportation skill of Shadow Flower, vice versa)
The location of the teleportation remains unchanged. Use the skill to guide for 3s and then teleport to the location of the Tyrant near the river on the Dragon Lane.
As an building unit (the same type as the defense tower), "Shadow Flower" can only be damaged by normal attacks, and will not be damaged by skills and talent
The teleportation skill obtained by destroying "Shadow Flower" is a one-time skill (disappears after being interrupted or successfully used).
"Shadow Flower" will respawn 120s after being destroyed
10 minutes after the start of the game, the Overlord Array will be closed, the "Shadow Flower" will disappear, and will no longer be refreshed.
The Tower's attack speed is too slow, which will cause some unexpected situations when everyone is attacked by the Tower. This time, based on the overall ability of the Tower, the Tower's attack speed and attack power will be adjusted to a certain extent. The attack frequency is more in line with everyone's expectations, while not affecting the overall rhythm of highland operations.
Attack interval: 1.6 seconds → 1.2 seconds
Attack damage: 550 → 420
Base HP: 9300 → 8230
Disappear at: 10 minutes → 9 minutes and 30 seconds
Added exit animation: Overlord, Tyrant, Shadow Overlord, and Shadow Tyrant will play new animations when they disappear at 9:30 and 19:30
Base HP: 22,200 → 20,000
Summoned Vanguard and Shadow Vanguard: At 10 minutes, HP decreased by 20% and 10% respectively, and the growth rate increased accordingly. After 15 minutes, HP was exactly the same as before the adjustment.
Base HP: 24,700 → 20,800
The effect of Buff [Shadow Tyrant's Landing] obtained by killing [Shadow Tyrant] after 10 minutes:
Damage to non-hero units: 60 (+30*Hero level) → 100 (+50*Hero level)
Damage to hero units: 50 (+25*Hero level) → 60 (+30*Hero level)
Increase movement speed by 5% when out of combat
Base HP: 38,000 → 35,000
At present, it is difficult to advance in the canyon after 15 minutes and has to wait until the arrival of the Storm Shadow yrant. We hope that during this period of time, the offensive and defensive sides can generate more possibilities for advancing/reverse pushing around the lane, and increase the movement speed of the lane by a small amount.
After 10 minutes, the line speed adjustment:
Middle lane: 350-400 (10-19 minutes gradually increase) → 350-450 (10-18 minutes gradually increase)
Side lane: 385-440 (10-19 minutes gradually increase) → 385-495 (10-18 minutes gradually increase)