Honor of Kings Test Server Update
Patch updated: August 13th, 2022
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Patch updated: August 13th, 2022
Dear Summoner, in order to increase the stability of the version, we plan to shut down the "Honor of Kings" Experience Server from August 12th 12:45-00:30 on August 13th, 2022. The Experience Server are going to be closed at 12:15 August 12th, 2022. After the Experience Server is updated, you can open the King of Glory - Early Access to automatically update directly!
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)
Tyrant/Lord Base HP: 100% → 92%
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).
[Original Magic Array] The original design goal 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 [Original Magic Array] solved some problems, there were also problems of insufficient utilization and effectiveness. On this basis, we made an optimization and adjustment in the last version of the experience server around the Overlord Lane array, and replaced the teleportation array with a new version of the "Teleportation Flower". After defeating the "Teleportation Flower", you can obtain a one-time teleportation skill , which can be used anytime and anywhere during the cooldown of the skill, and teleports to the original drop point near the Tyrant. In the process of verification, we found that only keeping the "Teleportation Flower" may widen the experience gap between the two sides of the Overlord Lane. On the whole, the feeling of such low confrontation and high income, as well as "zero sum" or even "negative sum", the gaming experience is not something we encourage.
Based on the above background, we have made adjustments around the Overlord Lane array, while retaining the Teleportation Flower and Teleportation Array, in order to optimize the confrontation experience and provide basic choices on the basis of improving the effectiveness and utilization of teleportation, thereby improving the Overlord Lane players' overall gaming experience.
(The version in the development process does not represent the final version)
Overlord Lane will retain the Teleportation Array and the "Teleportation Flower".
Players destroy the "Teleportation Flower" to obtain a one-time teleportation skill, which can be used anytime and anywhere within 120 seconds.
"Teleportation Flower" and Teleportation Array are activated at the same time at the beginning of 2 minutes, and the teleportation skills of "Teleportation Flower" and Teleportation Array share the Cooldown (Teleportation Array cannot be used within 120 seconds after using the teleportation skill of Teleportation Flower).
The location of the teleportation remains unchanged, and it is still near the Tyrant's position in the river channel of the Tyrant Lane.
"Teleportation Flower" as an building unit (same type as the defense tower), can only be damaged by normal attacks, and will not be damaged by skills and talent.
The teleportation skill obtained by destroying the "Teleportation Flower" is a one-time skill (disappears after being interrupted or successfully used).
10 minutes after the game started, the Overlord Lane array will be closed, the "Teleportation Flower" will disappear, and it will no longer be refreshed.
(The name of "Teleportation Flower" is only temporary and not final)
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
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
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: 24700 → 22200 (synchronized to the same HP as Shadow Overlord)
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)
Increase movement speed by 5% when out of combat
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.
When fully charged, it explodes and hits, and the next charge is automatically activated. Manual operation is no longer required. The automatically activated skill does not consume mana.
During the charging period of Skill 1, the double resistance is changed into a shield, and the movement speed continues to increase with the charging time. The movement speed is fixed during the period.
The quality of the special effects of the first skill has been upgraded, and while the range is clear, it looks more powerful.
The Skill 2 is changed to mobile casting, the hand feel is optimized, the length, speed and width judgments are improved, and the performance is optimized
Skill 2 link flash optimization (previously unavailable)
The target that the Skill 2 can hit is changed to only include enemies and traps (friendly units are removed)
When the Ultimate fails to revive anyone, return the CD
Increased range indication when the Ultimate button is pressed
The passive increase buff bar 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. Taiyi clicks to display the passive effective 800-yard range
We have observed that players need to observe real-time footage in multiple areas when casting certain abilities. Therefore, in order to facilitate players' observation, a "skill picture-in-picture" function has been added in a single game: when players release some skills that take effect off-screen, a small window to help observation is automatically triggered.
Nuwa's Skill 3 "Command: Leap", Liu Bang's Ultimate "Dominate the battlefield", Da Qiao's Ultimate "Vortex Gate", Overlord Lane "Teleportation Array" and "Teleportation Flower". More skills will be gradually supported in the future, so stay tuned~
We found that when players release the teleportation skills, the need to observe the end position of the skill is much greater than the need to observe their own position. Therefore, when the player uses teleportation skills, the camera will be positioned at the end position by default to optimize the player's visual experience when casting spells.
Liu Bang's Ultimate "Dominate the battlefield", Da Qiao's Ultimate "Vortex Gate", Overlord Lane "Teleportation Array" and "Teleportation Flower".
In the previous version, in order to facilitate players aiming at long-range skills, the "Camera Follow Skill" function was opened. However, we found that the opening function setting may interfere with the player's operation, resulting in a low opening rate of this function. Therefore, in this version, we have greatly optimized the "reasonableness" and "usability" of this function, in order to look forward to Bring a more comfortable experience to players.
Optimized the "Camera Follow Skill" function in a brief: When the player drags the skill wheel to aim, if the skill indicator is beyond the screen range, the camera will automatically shift to the aiming direction.
The triggering method of lens shift is more reasonable, unnecessary lens shift is reduced, and the skill release experience is smoother
Customize the lens offset parameters for each skill individually, making the experience more comfortable
The experience is more complete, covering all hero skills.
Drag the skill wheel, and the camera changes immediately. However, when aiming upwards, there is still an invalid lens shift when the field of view is sufficient.
Drag the skill wheel, and the camera will be offset when the skill indicator is beyond the screen, reducing the sense of shaking
The optimized lens offset will bring players a more comfortable game experience: when the player is aiming upwards, the field of vision is sufficient, the lens will not be offset, and will not interfere with the player's normal casting; Players can obtain visual information, relax and improve their experience.
There are problems such as insufficient lens offset distance, lens return instantaneous cut, etc.
The lens offset distance is more reasonable, and the lens return is more natural
Settings -> Operation -> Skill Operation Mode -> Camera Follow Skill, select "Camera Offset with Skill Direction (when beyond the screen)"
We found that in the process of releasing his ultimate, Lu Bu could easily lose target information by aiming downwards. In response to this problem, we optimized the usability of Lu Bu's ultimate.
Aiming down can only see part of the indicator, and the lens returns to itself when released, lacking the information control of the end position.
The downward aiming offset is more, you can see all the indicators, and the camera no longer cuts back to itself, and the skill can observe the whole picture of the end position.
We found that in the process of releasing the ultimate move, Liu Bang released the second skill again, and the position of the indicator did not match the actual casting position. In response to the above problems, we have optimized it so that during Liu Bang's release of the ultimate, the indicator will appear directly from the end position of the ultimate move when he releases the second skill, so that what you see is what you get.
In order to make it easier for players to choose any branch to release the Shadow Vanguard, we have optimized the release logic of the Shadow Vanguard button on the basis of retaining the existing operations such as short-pressing to release the Shadow Vanguard on the branch where the player is located.
Players can now release Shadow Vanguard by long-pressing the outgoing branch button and dragging it to the target branch, instead of running the map to the corresponding branch to release, improving the ease of use of the release operation.
There are a lot of mechanisms and features in Kings Canyon, whether it is a battlefield or a hero, a considerable part of which is very important and requires players to be able to observe clearly so that they can make correct operations and decisions. However, we found that some of the relatively important mechanisms of many heroes were not displayed in a suitable way, which not only hindered the learning and mastery of hero skills, but also caused the opponents to be difficult to pay attention to. These mechanisms cannot make the correct coping behavior.
Based on the above background, we decided to make a series of corresponding optimization adjustments in this update. Including, for some heroes, the casting timing bar that supplements the effect of their key skills; the icon presentation that simplifies the increase and decrease of attributes; and for some heroes, the information presentation form that beautifies or supplements some key mechanisms and characteristics (mainly for various relatively important the stacking and timing mechanism). It is hoped that through these optimizations, players can more easily learn and master the skills of the heroes they use, and at the same time, they can better interact and fight with other players. Optimization adjustments include the following 4 items:
In order to allow players to better grasp the effective duration of skills, we have added timing bar tips to some heroes' continuous skills.
Cao Cao (Ultimate), Kai (Ultimate), Dian Wei (Ultimate), Cheng Yaojin (Ultimate), Zhuang Zhou (Ultimate), Li Xin (Skill 3), Shangguan Waner (Ultimate), Lao Fuzi (Skill 2), Sun Wukong (Skill 2), Luban No. 7 (enhanced basic attacks).
It is difficult to know the duration of Lao Fuzi's Skill 2.
The duration of Lao Fuzi's Skill 2 can be easily known through the timing bar.
In order to allow players to better grasp the buffs or debuffs of hero skills, we have optimized the style of attribute icons to make them clearer and more obvious. At the same time, we will apply attribute icons to more hero skills, and allow the enemy and allies to see the attribute icons, so as to help players better understand the effect of hero skills and improve the clarity of confrontation.
Ming Shiyin, Cao Cao, Li Bai, Huang Zhong, Kai, Bodhidharma, Sun Ce, Niu Mo, Li Bai, Xiang Yu, Lao Master, Han Xin, Hua Mulan, Li Xin, Dunshan, Meng Tian, Charlotte, Mi month and so on.
Physical and Magic effects are combined
New: Hua Mulan's damage reduction icon
New: Ming Shiyin's link to teammates: increase AD or AP
In order to allow players to better grasp the mechanics and skills of heroes, we have carried out an overall overhaul and optimization of the characteristic bar.
We have optimized the color and style of the feature bar, involving heroes: Di Renjie, Huang Zhong, Baili Shouyue, Irene, Goya, Han Xin, King Lanling, Mozi, Yunying, Shiranuiwu, Wu Zetian, Bodhidharma , Liu Bei et al.
A countdown function has been added to the feature bar, which is convenient for players to grasp the duration of the mechanism, involving heroes: Hou Yi, Cao Cao.
In order to allow players to better grasp the hero mechanism, some heroes have added characteristic bars, such as Lu Bu, Zhuge Liang, Li Bai, Ma Chao, etc.
Di Renjie, Before
Di Renjie, After
Yun Ying, Before
Yun Ying, After
Wu Zetian, Before
Wu Zetian, After
Hou Yi, Before
Hou Yi, After
Cao Cao, Before
Cao Cao, After
Lu Bu, Before
Lu Bu, After
Zhuge Liang, Before
Zhuge Liang, After
Machao, Before
Machao. After
In the new version, we have added the icon display for the item "Destiny". For some resident, strong game passive skills, such as Sage's Sanctuary (resurrected on the spot), Destiny (resist fatal damage), Yao's passive (immune CC), we hope that such information can be clear It can be communicated to both players to improve the clarity of the confrontation.
Kuang Tie buying the Destiny: immune from lethal damage
Liu Bang
The most important responsibility of Liu Bang's ultimate is to give a single teammate stable and reliable support, and keeping the people who deserve the most protection may turn the tide of the battle. Now it seems that this protection is not stable enough, and the regional double resistance improvement provided after landing does not quite fit the main purpose of the helping teammate. So this time, we have strengthened the protection ability of a single teammate, and correspondingly removed the double resistance improvement of the area. Hopefully Liu Bang will become a more reliable presence for his teammates in crisis.
Liu Bang no longer gains Physical and Magic Defense AOE after teleporting.
Basic shield value provided: 500/650/800 (+5/6.5/8%max HP) → 650/850/1050 (+6.5/8.5/10.5% max HP)
Shield Duration: 2.2 seconds → 5 seconds
Add special effects to shields
Su Lie
We observed that Su Lie's second skill and ultimate move release experience is not good, and the ultimate move relies too much on flashing or squatting grass, resulting in a low success rate. Su Lie's passive beacon tower was not clear enough, which also affected the tacit cooperation of his teammates to complete the lighting.
Feel optimization: you can move faster to easily push to the wall
Feel optimization: during the dash process, the Ultimate can be casted in advance to optimize the feel of the even stroke
Optimized the special effect clarity of the passive mark
Baili Shouye
Skill Damage: 600/720/840/960/1080/1200 (+250% AD Bonus) (+8% max HP) → 550/670/790/910/1030/1150 (+225% AD Bonus) (+8% max HP)
Lao Fuzi
The extra basic attack of the second skill of Lao Fuzi can also enjoy the 100% orb effect from items, which makes the blessing of Lao Fuzi in specific items also have the risk of exceeding the standard. We have uniformly set the orb effect of the extra basic attack to 50% to reduce the optimal solution of some of Lao Fuzi's items.
Extra Basic Attack: Deal 50% damage and 100% orb effect → 50% damage and 50% orb effect