1. Season Games
Hey Challengers! Are you satisfied with the Launch Pad? How time flies! The benefits brought by Mildar technology will be gone soon. With the new season, we've optimized Vision Stones and brought everyone's old friends back to the Horizon Valley.
We believe that Vision Stones have helped the losing side from being trapped in their base and shrinking their gap with the opponents, and we've also given Vision Stones more possibilities in the new season. In the new season, we will continue to listen to players' feedback and make adjustments accordingly. Our goal is to keep this mechanic in the Horizon Valley forever at the end of the season.
Vision Stones 2.0
- Comprehensive visual icon upgrade
- Slightly adjusted the position of the Sage's Buff Vision Stone
After activating the Vision Stone, Elves can continue to be activated by the player to gain more vision.
2. Gameplay: Battlefield Elves
We've added cute elves to the battlefield. Players who collect these elves can receive huge prizes outside the match. Of course, collecting elves does not have any balance impact during the match. Players can feel free to search for them.
Three elves will spawn on the map in Ranked and Standard 5v5 Match (Quick Match) if the player has not already collected the max amount of elves that day. Uncollected elves will disappear after the game has started for 12 minutes. Battlefield elves that are found and collected by the player will be counted as daily acquisitions. You can receive generous rewards for them in events.
3. Mini-Map Improvements
We added the following information to the Mini-Map to help players more easily and clearly assess situations and battle mechanics to make more effective decisions:
- Added an icon to display Crystal Barrier (Defense Tower protection mechanism)
- Added icon display for the healing packs behind the first Defense Towers (only your team's)
- Added HP status display for Heroes
II. Battlefield Gameplay Optimization
(1) Joystick now supports dynamic following
- Behind the changes:
Previously, the center of left joystick depended on where the player first touches the screen. The center did not change with the movement of the player's finger. This was not convenient for frequent movement and directional controls.
In the new update, we added a new setting for the left joystick. Now, the center of the joystick can follow your finger's movement and may improve the control experience for some players.
(2) Vertical and horizontal margin adjustments support for the skill panel
- Behind the changes:
The placement of the skill panel has not always been the most comfortable for certain users/certain mobile phone models.
In the new update, we added a skill panel margin adjustment feature under Interface Settings. Players can now move the skill panel within a certain range until they find their desired layout. However, this feature is only available for some models for now as we are still adjusting it in order to give the best experience for other models. Stay tuned for more information!
(3) Improved the highlighted indicator line when previewing and locking onto targets
In the new update, we optimized the highlighted line for directional abilities when selecting targets. It is now more accurate.
(4) Optimized default parameters for some settings
In the new update, we adjusted the default value for Camera Sensitivity.
The default value for Camera Sensitivity has been increased from 20 to 80 (maximum 100). This makes it easier for players to drag the screen.
2. Clarity Optimization
Optimized the display of stacked damage numbers
- Behind the changes:
For a long time, damage numbers displayed on successive attacks would block each other, making it difficult to understand how much damage you dealt.
In the new update, we adjusted the position damage numbers take when dealing multiple hits to prevent the numbers from blocking each other, and we also moved them a little to the side to avoid blocking combat special effects.
3. System Optimization
(1) Hero Challenge Optimization
- Behind the changes:
The Hero Challenge has been around for nearly a year and has played a large part in everyone's gaming experience.We further optimized the Hero Challenge and Star Bonus mechanism. We hope this helps everyone have a better scoring experience!
Original Star Bonus Mechanism: Every X Wins, one star will be awarded.
Changed to 1 Rank Protection Card every X wins. Receive up to 2 extra Rank Protection Cards.
Added Rank Protection reminder animation for each Division.
(2) New season restriction for Rank Protection Cards
- Behind the changes:
Some players save their Rank Protection Cards from previous seasons for the next season, which causes some players to collect stars quickly and affects the overall Ranked experience.
The Rank Protection Card is now only usable in the current season.
(3) New Gameplay: Beach Zipball
Beach Zipball is coming!
The Grakks went to the beach to play together and accidentally became the target of Zip's pranks. Once the prank ends, the one with the highest HP wins!
To come out with the highest HP, cooperate with your teammate now and become the ultimate winners in this 2v2v2v2v2 duel!
2. Mode Entrance
Entrance 1: Players can tap the shortcut in the main lobby to enter the game lobby.
Entrance 2：Standard Match - Arcade - Beach Zipball
Entrance 3：Standard Match - Custom Match - Beach Zipball
(Beach Zipball is a limited-time game mode. After it is removed, the original Death Match mode will be restored.)
3. How to Play
Part 1：Basic Overview
- 10 players are assigned to 5 teams of 2.
- All players play as Grakk (Grakk's skills will change)
Part 2: Winning
- The game ends after 3 minutes
- The teams are ranked based on the highest HP player in each team. The higher the HP, the higher the ranking.
Part 3：Interaction and Confrontation
- Zip is controlled by an NPC and will continue to cause trouble on the field, hurting Grakks.
- Grakk takes damage if he touches blocks on the sidelines.
- You can use skills to knock back and disrupt other Grakks
- In this mode, Grakk can’t use his ultimate as we are still adjusting it in order to balance the game
This mode only open at certain period of time. Follow our official Facebook or Instagram account to find out more!
III. Evolution System 2.0
1. System Description
- Behind the changes:
The old Evolution System had large gaps between levels and required players to invest a large amount of Evo Shards to unlock upgrades. This prevented players with a small number of Evo Shards from experiencing all upgrades the skins have to offer.
At each Evolution Level, players can spend a small amount of Evo Shards to directly unlock any feature in the level. After all the features in the current level have been unlocked, the skin can be evolved to the next level. Instead of exchanging Evo Shards for EXP, in the new Evolution System, you can only upgrade your Evolution Level when your EXP bar is full.
Each feature can be previewed separately in the system. After you unlock a feature, you can test it out in the Training Camp.
2. Evolution Content
Skin Artwork, In-game Effects, Main Menu Entrances, Exclusive Recalls, Exclusive Altar Animation, Special Item Customization, Special Avatars & Frames, Evolution Skin Tags, etc.
3. Collecting Evo Shards
Different skins may use different Evo Shards. Evo Shards can be purchased from the Shop with vouchers or received through the in-game systems.
4. Old and New Evolution System Data Migration
The level of currently owned Evolution skins will remain the same. However, due to the adjustment to the new system, players may have to re-upgrade their previously upgraded Butterfly or Nakroth skins. We will distribute the necessary amount of shards needed to re-upgrade the skins. We are very sorry for the inconvenience caused. Please follow our official social media page for more info later.
IV. Hero Balance
In this update, the Arena of Valor team made a series of changes to Tanks and Warriors. We optimized the growth of Tanks and expanded their choice of lanes. At the same time, we also optimized their equipment paths, bringing neglected equipment back into the fight. In terms of hero adjustments, Volkath and Marja are returning together. Errol's ease of use has also been significantly improved. At the same time, we've also nerfed a few overpowered heroes in each lane. In terms of Runes, we weakened Enhanced Restore and Forest Wanderer, which had a tendency to be abused, while buffing other less popular Runes. We hope these adjustments will satisfy all Challengers.
1. Marja, The Ash Weaver (ADJUSTED)
Optimized the animation rhythm of normal attacks
Optimized the skill one to make the combo with other skills more smooth
Optimized the feel of the second skill to make it more flexible when it is cast
Optimized the range circle of the second skill to make it more matched with the actual judgment range
Optimized the mechanism of the second skill, so that only damage is dealt when the bullets fly out, and the healing effect is obtained when the soul eater returns to the body, which is more compatible with the actual special effect performance
Can no longer use normal attacks during the ultimate move
Can move and cast a skill during the ultimate move (no stiffness)
Skill name changed: Shadow Leech -> Abyssal Might
Removed passive: For every 5% HP lost, Marja gains 1.5% movement speed and 1% cooldown reduction
Normal attacks deal (100% of AD + 10% of MP) magic damage.
Marja’s skill one and ultimate can grant one stack of abyss mark for every unit she hits (each hit on hero grants three stacks), and each stack increases her magic power by 10 (+3 per level) and movement speed by 5. Lasts 8 seconds.
At full stacks, the attributes gained for the first 6 stacks are doubled.
Skill One: Dark Pulse
New effect: every time this skill hits a hero unit, the cooldown time of the second skill will be reduced by 1.5 seconds (each hit on non-hero unit will reduce the cooldown by 0.5 seconds)
Magic damage: 450 (+90 per level) (+70% of MP) -> 400 (+75 per level) (+55% of MP)
Cooldown: 7~5.5 seconds -> 6~5 seconds
Skill Two: Soul Devourer
Magic Damage: 330 (+65 per level) (+55% of MP) -> 225 (+40 per level) (+35% of MP)
HP Regen: 180 (+60 per level) (+35% of MP) -> 180 (+60 per level) (+35% MP) (+5% of HP lost)
The proportion of non-heroes hit: 1/3 -> 1/2
Cooldown: 5 seconds -> 8 seconds
Removed the HP regeneration at the moment of casting and the high movement speed reduction at the end of casting.
Marja turns into a phantom, instantly inflicting 325 (+125 per level) (+45% of MP) magic damage, and increasing her movement speed by 20% for 2 seconds. When the phantom form ends, it deals the same amount of magic damage and 1 second of silence to surrounding enemies.
2. Errol, The Tainted (ADJUSTED)
Passive: Blood Drinker
Strengthen the damage of the normal attack: 150% of AD -> 130% of AD, the farthest lock distance is 5m -> 4m;
[Berserk] Effect: 12% attack speed per stack -> 7~14% attack speed per stack (increases with hero level);
Enhance the triggering of the enhanced normal attack through the special effects of the lock range and the energy indicator below the health bar;
Skill One: Ghostscythe
Hand-feel tuning: no longer triggers a sweep (and corresponding stiffness) when a hero is missed;
Unable to be targeted during dashing -> Gains Iron Body during dashing;
HP recovery: 6% of life lost for every hero hit -> 4% of life lost for every hero hit + 40% extra AD, hit on non-hero units is only 75% as effective;
Skill Two: Boneshaver
Hand-feel tuning: Stun duration has been shortened and other skills/normal attacks can now be queued while casting;
After use, adds dashing effect to the next normal attack;
In the enhanced state, each enemy hit will return one stack of [Berserk], up to 5 stacks;
HP recovery: 12% of HP lost for every hero hit -> 8% of HP lost for every hero hit + 80% extra AD, hit on non-hero units is only 75% as effective;
Physical Damage: 250~500+180% of AD -> 200~400+150% of AD
Ultimate: Demon Claw
Hand-feel tuning: Other skills/normal attacks can now be queued while casting;
Every time it causes damage in the air, it causes a 20% slowdown for 1 second;
3. Volkath, The Black Apostate (ADJUSTED)
Passive: Doom Lord
Doom Mark damage: 200~500+110% of AD -> 120~540+50% of AD;
Shield: 200~500+100% of AD -> 15% of own maximum HP
Skill One: Death Sweep
Hand-feel tuning: Shorten stiffness;
Base Damage: 350~600+130% of AD -> 150~300+100% of AD
Skill Two: Execution
Hand-feel tuning: Stun duration has been shortened;
Damage in the first stage: 260~360+60% of AD -> 150~275+50% of AD
Damage in the second stage: 400~650+110% of AD + 16% of target's HP lost -> 300~550+100% of AD + 12% of the target's HP lost
Hand-feel tuning: Brought Knock Back and Transform effects forward, decreased stun duration, and allowed queueing of abilities/normal attacks during the landing animation;
Damage Reduction Effect: 5%~15% -> fixed at 15%
Base Damage: 300~600+160% of AD -> 100~300+120% of AD
Knockback Duration: 1 second -> 0.75 seconds
4. The Flash, The Fastest Man Alive (ADJUSTED)
Skill Two: Mach Punch
Double damage in the last punch -> Starting from the second punch, the damage increases by 10% for each hit
Base Damage: 125+25/lv+0.25MP -> 125+25/lv+0.2MP
Cooldown: 6.5-0.3/lv seconds -> Fixed at 5 seconds
5. Ata, White Anchor (ADJUSTED)
Normal Attack Damage Bonus: 40+0.5% of max HP -> 10+1% of max HP
Skill One: Bounced
Base Damage: 150+30/lv -> 125+15/lv
Own maximum HP bonus: 5.5%+0.5%/lv -> 5%+1%/lv
Removed damage decay when hitting multiple heroes
Skill Two: Rake Down
Slow 60% -> 50%, stun for 1 second -> 0.75 seconds
Cooldown: 11-0.6/lv seconds -> 10-0.5/lv seconds
6. Y’bneth, The Old Growth (ADJUSTED)
Passive: Natural Affinity
Removed the mana regen effect, changed to 2% HP regeneration per second, and 60 movement speed.
Skill One: Wicked Thorns
Base Damage: 250+50/lv+0.8 of AD -> 0.75AD+4%~9% of own maximum HP
Shield: 8% -> 6% own maximum HP
Cooldown: 6-0.5/lv seconds -> fixed at 4 seconds
Mana cost changed to fixed at 40
Skill Two: Branching Out
Base Damage: 240+70/lv+0.95 of AD, bonus 50% if hit 2 or more enemies -> 1.0AD+5%~10% of own maximum HP, multiple damage: 6% of own maximum HP
Cooldown: 9 seconds -> 10-0.4/lv seconds, the mana cost is fixed at 75
Ultimate: Nature’s Realm
Seed Damage: 60/110/160 (+1% of own maximum HP) physical damage → 40/80/120 (+1% of own maximum HP) magic damage
Shield: 20% of own maximum HP -> 800+800/lv
Cooldown: 40 seconds -> 50-5/lv seconds
7. Capheny, The Gunner (ADJUSTED)
Physical Life Steal: 75%->100%
Skill One: Pulse Shot
Pulse Shot Base Damage: 100+60/lv+1.0AD+0.05AD/lv -> 80+80/lv+1.12AD+0.12AD/lv
Pulse Shot damage mechanism: The basic value, growth value, and any AD over 1.0 cannot crit
Skill Two: Piercing Shot
Pulse Shot Crit Rate (per stack): 1.5%+0.3%/LV -> 1.5%+0.5%/LV
8. Wisp, The Firecracker (NERFED)
Skill One: Loose Cannon
[Barrage Mode] Damage to secondary target: only 50% of full damage -> only 40% of full damage
9. Bright, The Holy Soul Returns (NERFED)
Passive: Revelation of Light
True Damage: 12+1/lv+0.1AD -> 12+ (2 for every 3 level growth) +0.08AD
Ultimate: The Holy Soul Returns
True Damage: 18 + (2 for every 1 level growth) + 0.15AD -> 18 + (2 for every 1 level growth) + 0.12AD
Cooldown: 60-10/lv seconds -> 60-5/lv seconds
10. TeeMee, The Stalwart Twins (NERFED)
Add gold effect: 25% -> 20%
11. Airi, The Kunoichi (ADJUSTED)
Enhanced normal attack: 120% of bonus AD -> 150% of bonus AD
Skill One: Spin
Damage to non-heroes unit: 60% -> 100%
Skill Two: Shadow
Removed the attack speed bonus
12. Arthur, The Chosen (BUFFED)
Skill One: Righteous Fervor
Fixed an issue where the indicator radius of the enhanced normal attack did not match the actual attack distance
Ultimate: Deep Impact
The delay time after landing is reduced by 0.4 seconds
13. Raz, The Fist (ADJUSTED)
Skill One: Rising Uppercut
Base Damage: 480+60/lv+0.91MP -> 550+60/lv+1.0MP
Skill Two: Power Surge
Magic Defense Reduction: 50+40/lv -> 50+30/lv
Cooldown: 4-0.4/lv seconds -> Fixed at 3 seconds
Ultimate: Explosive KO
Base Damage: 720+180/lv + 1.37MP -> 800+200/lv + 1.3MP
14. Lorion, Nightmare Incarnate (BUFFED)
Skill One: Here’s What I think
Optimized feel: Now you can use skill 2 or ults at any time whenever the Skill 1 is cast.
Skill Two: Darkness Falls
Modified the casting mechanism of the second skill when the Dark Sphere is in the body:
Random cast → Cast only when there are units around (to avoid the enemy’s awareness of the second skill activation due to inaccurate distance judgment)
15. Aoi, Dragon Scar (ADJUSTED)
Passive: Dragon’s Blessing
Fixed the bug where Aoi could not interrupt her passive enhanced normal attack using her ultimate skill;
When the enhanced normal attack is interrupted before hitting (by control effect or by using ultimate), it will not consume the stack;
Skill One: Dragon Slash
Casting range in flight: 5m -> 5.5m;
Skill Two: Dragon Claw
Charging and movement speed in her sprinting state have been reduced by 10%
Abilities and normal attacks can be cast sooner while hooked in the air.
The circular warning effect for enemies is the same as Aoi's field of view -> The field of view is the same as the dragon claw that grabbed a wall (enemies can see the warning effects earlier);
Ultimate: Dragon’s Wrath
Fixed the bug where the damage calculation time is too long;
Added a special effect to show the end point of backward dash during the skill period.
V. Equipment Tweaks/Rebalances
Total cost: 920 -> 820, Magic Power: 60 -> 50
Total cost: 2190 -> 2100, Magic Power: 200 -> 180, New: +5% Movement Speed
Passive swapped with Shield of the Lost. Now it reduces the attack speed of surrounding enemies by 30%.
Shield of the Lost
Physical Defense: 360 -> 300
Passive swapped with The Aegis. It no longer reduces the attack speed of nearby enemies, now it reduces the attacker's attack speed by 30% and movement speed by 15% for 3 -> 2 seconds.
Physical Defense: 200 -> 225, New: +5% Movement Speed, Passive: Every attack stack increases speed by 2% -> 1%
Amulet of Longevity
Recipe：Greaves of Protection + Necklace of Vitality +Light Armor -> Greaves of Protection + Necklace of Vitality + Magic Ring
Attribute：2000 HP + 100 Physical Defense -> 2000 HP + 10% Cooldown Reduction
Mantle of Ra
Physical Defense: 200 -> 225
Physical Defense 300 -> 250, New: 250 HP
VI. Rune Tweaks/Rebalances
We felt that the HP Regen Enhanced Restore provided in the late game was a little too strong. So, we decreased the amount of bonus HP Regen.
HP Regen: 640 + 20/level -> fixed at 660
As an Archer Rune, it is pretty weak. This causes Archers to choose other Runes. Since Archers have been dealing a sufficient amount of damage, we are more inclined to strengthen it in terms of range.
Holy Spirit Range: 8.5 -> 9.5 meters
Forest Wanderer's abuse is more obvious than that of Holy Summoner. So, we weakened its excessive burst damage.
Damage: 10% -> 8% own maximum health
Reduced Visceral Boost's negative effects to encourage players to develop more possibilities around the item.
Lane Monster income reduction: 40% -> 25%
Curse of Death
This item was slightly too versatile. So, we adjusted the second damaging effect to make it more useful for assassins finishing off their targets, rather than as a way to damage enemies during the laning phase.
Damaging Effect Part 2：80 + 8/level + 0.5 additional AD + 0.3AP -> 6% of target's missing HP + 1% for each additional 100 AD or 200 MP
VII. Duo Race Update
Updated art resources such as track guardrails and random item models.
VIII. 10V10 Update
Airi's Skills have been reset and returned. Original Expertise and Levels have been retained.
Bug Fixes and Other Improvements
- Due to ongoing feature optimization, some devices, especially the ones with Android 10 and 11 OS, will not able to activate the AOV Moment/Highlight Reel function. Stay tuned for more info.
- We changed the class of certain heroes. Such as changing The Flash and Paine from Mage/Assassin to just Assassin. This updated labeling system represents our design goal of optimizing heroes' abilities according to their Class.
- Fixed the problem where bullet animations deviated from their actual path and special effects for Archers, such as Tel'Annas and Yorn.
- Wonder Woman: Use the Energy Indicator below the Health Bar to know when you can trigger her enhanced normal attack.
- Krixi: Adjusted the display indicator for her Skill 1 to make it closer to her actual range.
- Annette: Adjusted the display indicator for her Ultimate to make it closer to her actual range.
- TeeMee: Fixed a bug where Skill 1's cooldown could not be returned.
- Paine: Fixed a camera movement bug when casting and canceling his Ultimate.
- Yena: Fixed a bug where the direction of the second part of her Skill 1's slash did not match the animation.
- Lu Bu: Fixed a bug where the third stage of Skill 1 knocked back enemies but did not deal damage at large distances.
- Richter: Fixed a bug where Skill 2's charge time was inconsistent with its description.
- Tulen: Fixed Skill 2's abnormal cooldown bug.
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