S29 Honor Of Kings Big Update part 3
Patch Released: Sept 22nd, 2022
Support us via Sociabuzz Saweria, click the link
Patch Released: Sept 22nd, 2022
We hope that more players can feel the unique charm of "Alchemy" and "Frying Furnace" of this Alchemist Master. Therefore, in this version, we have optimized the process gain attributes and refreshed operation logic of Taiyi's skills, reducing the the redundant operation pressure makes the skill process gain more stable and perceptible, allowing players to focus more on their own positioning. We have added mobile casting to the second skill, and greatly optimized the hit judgment and feel to solve the previous second skill. The difficulty of hitting is too high, and when you miss it, it stops in place, resulting in a frustrating experience of not being able to catch up with the enemy. We have observed that Taiyi's Ultimate has a harsh release timing for most players, so the CD return when the resurrection is unsuccessful is added to the ultimate move as a guarantee. Taiyi's passive "Golden Sparkle" adds gold coins to his teammates is his most unique feature, but at present neither Taiyi nor his teammates can clearly see the total gold coin income brought by the passive, we have added a buff icon for the passive display, both Taiyi and teammates can click on the buff icon to view the total amount of the current gold coins increase, improving the perceptibility of Taiyi's passive.
The passive buff range indicator (800 unit) shows that Taiyi and his teammates can click to see how much gold coins are added for themselves and how much gold coins are added for teammates in the current time.
Mechanism: When fully charged, it explodes and hits, and the next charge is automatically activated. Manual operation is no longer required. This does not consume mana.
Effect: Dual Armor → 300/350/400/450/500/550 Shield
Movement speed: 6% every 0.5 seconds during charging, up to 30% → 20% during charging
Clarity: Improve the clarity of the effective range
Damage: 200/260/320/360/420/480 (+70% AP) → 165/225/285/345/405/465 (+50% AP)
Optimized: changed to mobile casting, the hand feel is optimized, the length, speed and width judgments are improved, and the performance is optimized
Now you can combine Skill 2 with [Flash]
Mechanism: can hit friend (including traps) and enemy units → only enemy units
New effect: 30% Cooldown will be refunded when any ally is not resurrected, and the range display will be increased when used
Increased range indication when the Ultimate button is pressed
We hope that Sang Qi can fly among the grass more easily and freely. Therefore, we have made many protective adjustments to the use of Sang Qi's second skill, so that Sang Qi can use the Skill 2 to travel the canyon more and more comfortably. For Sang Qi's Skill 1, many players often complained to us that teammates often move to avoid Sang Qi's treatment, and it is really not a good experience to target teammates, so we adjusted the Skill 1's treatment to take effect directly without aiming. In addition, we have changed the trigger mode of Sang Qi's passive healing, so that it can automatically periodically provide healing effects to teammates, and the frequency will be consistent with the previous basic attack healing. During the testing process, we found that the total healing amount of Sang Qi under the auto-healing mechanism is much higher than the healing amount provided by the old version using basic attacks (close to 20% higher than the original), so we lowered the value of a single treatment and the amount of Sang Qi. Sang Qi's own frankness makes the overall strengthening of Sang Qi controllable in this adjustment.
Base HP: 3335 (+260.1*Hero Level) → 3146 (+226.3*Hero Level)
Removed: Basic attacks restore HP to teammates
New: Sang Qi will periodically restore HP of nearby allies with the lowest HP if Sang Qi does not take damage within 3 seconds. In this state, if there are no enemies around, Sang Qi can use basic attack to restore himself (for himself, the recovery will be interrupted for teammate), passive can still provide healing effect to surrounding friendly heroes when he is killed.
Restore HP: 50(+10*Level) (+10% AP) (+2% HP Bonus) → 50(+6*Level) (+8% AP) (+2% HP Bonus)
Mechanism: aim and hit teammates to restore their HP → release half of the fireflies to restore the health of the teammate with the lowest HP in the range
Mana Cost: 60/70/80/90/100/110 → 60
Recharge Time: 13/12.5/12/11.5/11/10.5 seconds → 12/11.5/11/10.5/10/9.5 seconds
Effect optimization: If the release process is interrupted, half of the charging time will be refunded
Flight Speed: 750 → 850
During the process, using Ultimate will not interrupt the flight.
Cooldown: 0.5 → 0.2
Han Xin's Skill 2 has a poor feel for enhancing basic attacks, and it is a bit incoherent when connecting some skills. We optimized this weak point so that the damage triggers faster and connects to other skills more smoothly.
Enhanced basic attack: optimized feeling by speed up the trigger time of the damage, optimize the feel when the sweep is connected with other skills
Dian Wei's hand feels a little heavy at this stage. In the face of some flexible heroes, his three skills can sometimes smash into the air. As a targeted skill, Dian Wei should be better at chasing escaping enemies. We have optimized the feel of Dian Wei's third skill, so that he can better chase down enemies who use displacement to leave.
If the enemy dash during Ultimate process, you can't catch the enemy and land on the place before dash
Feel optimization: optimize the pursuit effect, can chase the enemy when dash within a certain range
Arthur's Ultimate also make him unable to deal with flexible enemies very well, and Arthur's skill set should allow him to be very good at restraining enemy heroes who frequently use skills to move. Like Dian Wei, we have optimized the feel of Arthur's Ultimate, so that Arthur can also better chase down enemies who move away when Arthur uses his Ultimate.
If the enemy dash during Ultimate process, you can't catch the enemy and land on the place before dash
Feel optimization: optimize the pursuit effect, can chase the enemy when dash within a certain range
Milady's strength ranks low among mid-lane mages, so we've made some supplements to his skill damage, so that its strength can keep up with the mages' large forces.
Mark Damage: After the mark ends, additional damage dealt by 25/35/45% → 25/37.5/50%
Due to the environmental changes in the new season, we found that there is a risk of Agudo's strength being too strong, and we slightly lowered the ball's HP so that Agudo can enjoy some of the new season bonus without being too strong.
Ball Base HP: 1512 (130*Hero Level) → 1370 (130*Hero Level)
Zhu Bajie has a variety of play styles in the canyon. He can play both the role of a tank on the Overlord Lane, and the role of the jungler when the team lacks damage points and jungle positions. We hope to improve Zhu Bajie's development ability, so that he can better use jungle monsters to supplement his development as a side laner with punish, and can also clear the jungle area faster as a jungler, so increase the extra damage of Skill 1 to jungle monsters .
Effect adjustment: 30% extra damage to non-hero units → extra damage to non-hero units (30% for minions/50% for monsters)
Da Qiao's performance in daily games and extreme high-ranked games is too different. We changed the Ultimate to mobile casting to optimize the daily game experience; at the same time, we changed the Skill 2 to teleport yourself and a teammate with the lowest HP (the heroes who are sent back in the circle will show the characteristics of returning to the city, and clearly inform the opposing sides), to limit the excessive scheduling ability in some extreme games (in most daily situations, Skill 2 will only transmit 1~2 heroes).
Effect optimization: optimize the casting logic to make the acceleration effect take effect faster
Mechanism: The magic circle can only teleport Da Qiao herself + 1 teammate with the lowest HP
Feel optimization: adjusted to mobile casting
Teleporting the whole map to help teammates is a mechanism with great potential for development. The current Ultimate is to save teammates in danger, but we are also exploring other possibilities, such as when teammates are healthy, can Liu Bang's Ultimate cooperate with his teammates in ways instead of saving people? For example, when Liu Bang's teammates have strong cutting ability, such as some assassins with strong mobility but lack of CC, if Liu Bang can teleport and follow up in time and provide CC effects, it can form a more powerful opening effect. This special item will provide such an experience. At the same time, in order to make a sufficient and clear difference between the specialization and the original skills, in the previous experience server update, we have also slightly adjusted Liu Bang's original ultimate, focusing its performance more on saving single teammates .
Attributes: +500 HP
Price: 600 gold
Passive-Specialization: [Ultimate] greatly reduces the channeling time and the cooldown of [Skill 2] will be refreshed, and it will be fully charged within 3 seconds after teleportation. [Ultimate] no longer provides shields and increases damage reduction for teammates.
Passive-Red Flame: Deals (1% of maximum HP) magic damage to enemies within 300 unit per second, and deals additional (1% AP) magic damage to minions.
Attributes: +240 Armor +1000 Max HP
Price: 1800 Gold
Passive-Specialization: [Ultimate] greatly reduces the channeling time and the cooldown of [Skill 2] will be refreshed, and it will be fully charged within 3 seconds after teleportation. [Ultimate] no longer provides shields and increases damage reduction for teammates.
Passive-Strength Advancement: When the cooldown reduction reaches 25%, the cooldown of [Ultimate] is reduced by an additional 7 seconds.
Passive-Red Flame: Deals (2% of maximum HP) magic damage to enemies within 300 unit per second, and deals additional (2% AP) magic damage to minions.
The current built-in cooldown of the Chasing Wind passive effect is a bit long, and the vacuum period of heroes when the skills are interspersed with multiple basic attacks is too long, so we have lowered the cooldown of the passive.
Cooldown: 5 seconds → 3 seconds
Breaking the Void can urgently widen the distance between the enemy and us, providing more fault tolerance, but at present, there is still a lack of fault tolerance, so we have lowered the active cooling time of Breaking the Void.
Cooldown: 60 seconds → 30 seconds