
Dear Challengers,
Garena AOV will get the latest update on 1 Desember 2020 04:00 GMT+7 (subject to change without prior notice) and make some adjustments in the game. We advise all players to not do matchmaking during the update period and logout from the game to avoid unwanted things.
In the latest update, we updated some features in the Arena and UI interface. For more details, you can check the complete information about the update below.
I. Battlefield Adjustments
Hello Challengers! We hope you have been enjoying our 4th Anniversary Party! In future versions, the battlefield team plans to keep focusing on improving the match experience. We will also continue to resolve issues that may seem trivial but have a real impact on the player experience.
1. No extra EXP or Gold for Supports at the start of the match
Using Support Gems to gain the upper hand at the very start of the match is actually pretty bizarre and also gives some players pretty wild ideas, right?
- Details:
Up-and-Coming Tweak: Support gems will no longer provide additional Gold and EXP when Supports' earnings are equal to teammates.
2. No more Gold for last hits by Supports
Supports should not drag the team's leveling. This could cause unnecessary complications.Therefore, we have adjusted the allocation rules of the "Modest" Support effect, so that Supports can help their teammates clear lanes without worrying about earning Gold.
- Details:
Modest rebalance: When teammates are nearby, extra Kill Gold earned from killing Creeps and Jungle Creeps will be divided evenly among teammates.
3. Quick-Buy System Tweak
After improving the Quick-Buy system in the previous version, we received lots of feedback from players. Now it is time for another bold adjustment! We are happy to share our approach to Quick-Buy system adjustments, and we welcome even more suggestions for improvement from players.
- Details:
In the previous changes, we wanted to implement a more reasonable Quick-Buy system for players, but it also resulted in a "forced" situation where players were unable to choose, which wasn't ideal.
The Quick-Buy system will now focus more on "next equipment recommendation" and a "more reasonable Quick-Buy system" without rejecting other possible optimizations.
We have mainly tweaked the display priorities of the two recommendation columns: The priority between two pieces of equipment; the priority between two gears from the same equipment. In short, the recommendation columns will be smarter, more flexible and more reasonable than before.
We have also optimized some special Armory logic:
- Support Equipment
When the next equipment is Support equipment, the second recommendation column will not display any other recommendations before displaying "Tier 1 Support Equipment"
- Jungling Equipment
When the next equipment is Jungling equipment, the second recommendation column will not display any other recommendations before displaying "Tier 2 Jungling Equipment".
- Boots
If there are boots in the Armory, even though it's not the next equipment, the second column will still prioritize "Tier 1 Boots".
- Same Equipment
We've noticed that players want to be able to use the same equipment in certain situations or with certain heroes, and that can be realized now!
After Tweaking: The same equipment can be recommended many times in the Armory.
II. Peripheral Systems
1. Match Results: Gold and Silver Medals
- Behind the changes:
We are always researching and testing how to evaluate each player in every match fairly and objectively.The current MVP evaluation algorithm only accounts for 10 players in the current match, sometimes leading to an awkward situation where many players have performed well, but only one ends up selected as MVP.Therefore, in addition to MVP, we have added a new Match Results evaluation system for players in every position. When players earn a relatively high score they will all get unique titles for each Hero Class, regardless of MVP.
- Details:
In 5v5 matches, Ranked Matches, and the Challenge of Valor matches, we will compare the Match Results data for the Hero played and the data for all players with the same Tier, match duration, and Hero.If this Hero's data surpasses a certain percentage of those using the same Hero at a similar Tier, then in the Match Results, the player will get a unique title based on this Hero's Class, such as "Gold Medal Support", "Silver Medal Tank", and so on.
We have added a "Gold and Silver Medals" display to the Match Results process. The player's Gold and Silver Medal totals will also be recorded on their profile page.
Additionally, Gold and Silver Medals earned in Ranked Matches will increase Brave Points.Earning Gold and Silver Medals in Challenge of Valor will also increase your Valor Points.
2. Lane Selection mode: the Role Swapping function
- Behind the changes:
It has already been 2 years since everyone was introduced to the Ranked Match Lane Selection mode. We hope that the Lane Selection mode enables everyone to choose the Hero they are familiar with and to battle in the position that they are good at, allowing players to have fun with precise matching.We also received a few suggestions regarding the Lane Selection mode, such as the Lane Selection system compelling players to choose the corresponding Hero, and only having one position for each lane rather than two.But as for the issue of matching duration, we have never made any major alterations.
We discovered that when the Lane Selection mode starts, even if the system allocates a position to the player, some players still do not comply with the designated Lane Selection and change roles on their own, even taking another player's role.In order to address this problem, we have added a special Role Swapping function to the Lane Selection mode. We hope this makes it more convenient for players to sensibly change roles while avoiding any unnecessary misunderstandings.
- Details:
When the Lane Selection mode starts, the Role Swapping function will become available during the Banned Heroes stage.Players can initiate role swapping with other players to make it easier for everyone to adjust the lineup.
Please strictly comply with the roles allocated in the Lane Selection mode. After the match, the penalty system will compare the allocated roles with those taken by the player to see if they match.If there is a need to swap roles, we encourage everyone to actively use the Role Swapping function.
III. Hero Balance Adjustments
1. Butterfly, Death’s Whisper (BUFFED)
Basic Attributes:
Movement speed: 400 -> 380
Passive: Assassin
When Butterfly defeats a Hero, she will stack 2 Assassin's Marks, and when she assists or kills a Creep or Jungle Creep,, she will get 1 more stack. When 3 stacks are reached, the next skill can be used without cooldown.
Skill 1: Whirlwind
Butterfly swings her blade in a full arc at nearby enemies, dealing 200 (+40/Lv.) (+60% of AD) physical damage (damage is increased by 25% for each enemy hit).
Gains a shield capable of absorbing 400 (+80/Lv.) (+120% of AD) magic damage for 2 seconds, during which movement speed is increased by 50%.
Cooldown: 6s -> 8s
Skill 2: Sword Propel
Butterfly throws her sword, dealing 200 (+40/Lv.) (+60% of AD) physical damage to the enemies in its path. The first enemy takes 1.5× damage and their movement speed is reduced by 50% for 1.5 seconds.
Hitting an enemy raises Butterfly's attack speed by 25% (+5%/Lv.) and increases her critical rate by 10% (+2%/Lv.) for 5 seconds. Stacks up to 2 times.
Cooldown: 9-6s -> 6s
Ultimate: Backstab
Butterfly swiftly leaps toward the specified target (she herself cannot be targeted during the leap), dealing 400 (+100/Lv.) (+90% of AD) physical damage and marking her target for 3 seconds. If the target has already been marked, this adds 8% (+2%/Lv.) of lost HP as true damage. When the effect ends, 35% of the damage dealt to the target (10% for non-Hero units) becomes HP Regen. If the target dies, the Ultimate cooldown is immediately reset.
For 3 seconds after hitting the target, the normal attack damage taken decreases by 50%.
Hitting marked units with normal attacks will shorten the cooldowns of Skill 1 and 2 by 0.5 seconds (+0.25s/Lv.).
Cooldown: 13.5-11.1s -> 18/15/12s
2. Toro, The Bull King (BUFFED)
Passive: Tough Hide
Immune to control effects while using skills.
Skill 1: Bull Rush
Toro charges forward, dealing 80% of AD (+4% of max HP) physical damage to enemies in his path and knocking them away for 0.75 seconds.
Gains a shield after hitting an enemy that can absorb 250 (+110/Lv.) (+8% of max HP) damage for 3 seconds.
Movement distance: 5m -> 6m
Cooldown: 9s -> 8s
Skill 2: Battlecry
Toro bellows with rage and gains 60% (+4/Lv.) damage reduction, then deals 100% of AD (+5% of max HP) physical damage to nearby enemies and reduces their movement speed by 50% for 1.5 seconds.
Can be interrupted by Skill 1 and Ultimate.
Cooldown: 10s -> 7s
Ultimate: Cracked Earth
Toro leaps to the target area and stomps the ground 3 times. The first 2 stomps deal 40% of AD (+2% of max HP) physical damage and reduce enemy movement speed by 50% for 1 second. The 3rd stomp deals 2× damage and knocks away nearby enemies for 1.5 seconds.
Can be interrupted by Skill 1 and 2.
Cooldown: 40-30s -> 45-35s
HP%: 2-4%
Movement distance: 5m -> 7.5m
3. Mganga, The Unspeakable (BUFFED)
Passive: Voodoo
When Mganga's normal attacks and Skill 1 and 2 hit an enemy, this adds 1 Voodoo Mark, dealing 27 (+5% of MP) magic damage every second and decreasing the enemy's magic defense by 6% and their healing effect by 8% for 5 seconds. The effect can be stacked up to 5 times.
Skill 1: Toxic
Mganga hurls a poison vial towards the target position, which explodes and deals 130 (+14/Lv.) (+24% of MP) magic damage and reduces movement speed by 30% for 2 seconds.
Leaves a puddle of poison that deals 65 (+7/Lv.) (+12% of MP) magic damage every second for 3 seconds.
At set intervals, Mganga can craft 1 poison (under cooldown reduction) and store a total of 3 vials.
Poison vial charge time: 14-10s -> 13-10s
Skill 2: Fortunate Gift
Mganga hurls magic items in the specified direction, dealing 100 (+20/Lv.) (+30% of MP) magic damage to any enemy he hits and reducing their movement speed by 30% for 2 seconds.
Every enemy hit will add 1 Heal Mark to himself, recovering 12 (+3/Lv.) (+4% of MP) HP every second and increasing his movement speed by 4% for 5 seconds.
Ultimate: Detonation
With himself as the center, Mganga deals 200 (+100/Lv.) (+50% of MP) magic damage to all enemies in a wide area.
At the same time, the Heal Mark on Mganga will spread to all teammates within range.
Mganga gains a shield that can absorb 400 (+200/Lv.) (+40% of MP) damage, which increases by 20% for every Heal Mark stack. Lasts 5 seconds.
Cooldown: 18/15/12s -> 27/24/21s
4. Yorn, The Hotshot (NERFED)
Passive: Fierce Shot
Damage: +27% of AD (2% growth at level 4/7/10/13) > +23% of AD (1% growth at level 4/7/10/13)
Movement Speed Bonus: 30% > 20%
5. Wonder Woman, Amazon of Themyscira (NERFED)
Skill 1: Amazon Shield
Physical Damage: (+80% of AD) (+3/4/5/6/7/8% target's maximum HP) > (+67% of AD) (+2/3/4/5/6/7% target's maximum HP)
6. Qi, The Brawler (BUFFED)
Passive: Protection Aura
HP Restore: 120(+20 per level) > 120(+30 per level)
Skill 1: Starchaser
Base Damage: 200/240/280/320/360/400 (+70% of AD) > 240/290/340/390/440/490 (+85% of AD)
Skill 2: Mountain Shaker
Base Damage: 75/90/105/120/135/150 (+33% of AD) > 90/108/126/144/162/180 (+40% of AD)
Physical Defense Reduction: 15/22/29/36/43/50 > 20/28/36/44/52/60
7. Violet, The Pistol Assassin (BUFFED)
Skill 1: Tactical Fire
Physical Damage: 200/220/240/260/280/300 > 250/270/290/310/330/350
Mana cost: 35/40/45/50/55/60 > 30/34/38/42/46/50
IV. Hero Reset
Omega, Sage
Passive: Surviving Memory
Omega is inherently a machine of war, capable of dealing damage to Defense Towers. The fragments of war in Omega's memories are interwoven with his powerful abilities. Every 6 seconds, Omega charges the lance in his right hand, adding Overload to his next normal attack and casting Holy Thunder. Holy Thunder deals 4% of Omega's max HP in physical damage to targets within range, and an additional 200 (+8% of max HP) physical damage to Creeps (increases with level) and dazes Defense Towers for 2 seconds.
Skill 1: Rampage
Mana cost: 50/55/60/65/70/75
Cooldown: 9 seconds
Omega enters the Rampage mode for 4 seconds. During this time, Omega gains a 150/200/250/300/350/400 (+8% of max HP) shield and an extra 20%/24%/28%/32%/36%/40% to his movement speed, dealing 100/140/180/220/260/300 (+50% of AD) physical damage to any enemies he makes contact with and briefly knocking them away for 0.5 seconds.
Passive: The moment Rampage is activated, Omega gains a diminishing 12%-40% movement speed bonus for 2 seconds (increases with level).
Skill 2: Veda Tech
Mana cost: 65/70/75/80/85/90
Cooldown: 10/9.4/8.8/8.2/7.6/7 seconds
Omega deploys 5 Energy collectors that spin around himself, each dealing 1% of Omega's max HP (+20% of AD) in physical damage to enemy Heroes. Energy collectors charge Omega's shield when they hit enemy heroes, reducing the Rampage cooldown time by 0.5 seconds and the Passive cooldown time by 1 second. When all 5 collectors hit enemies, Omega unleashes a whirlwind bash, dealing 50/100/150/200/250/300 (+100% of AD)(+5% of max HP) physical damage to nearby enemies and stunning them for 1 second.
Ultimate: Land of the Saints
Mana cost: 100/115/130
Cooldown: 50/45/40 seconds
Omega uses tremendous force to spin his shield around him at high speed, creating an impenetrable barrier field that lasts for 2.5 seconds. It deals 40 (+40% of AD) (+2% of max HP) physical damage to enemies who try to get past it, knocking them back for a short time (a target can be knocked back up to 4 times), and blocks ranged normal attacks that would have normally hit Omega or friendly Heroes in the area.
V. Backpack Function Improvements
1. Backpack tab improvements
- Behind the changes:
The development of AOV has vastly increased the number of different item types. The demand for different items varies greatly among players. The original Backpack tabs can no longer adequately offer players clear and convenient classifications.Therefore, we have refined the Backpack tab classifications so that you can find the item you are looking for with much more ease.
- Details:
In the Backpack screen, the tab categories on the left have been changed to All, Recent, Gift Packs, Trial Cards, Battle Effects, Other, and Arcana.Recent will display new items recently acquired by the player. Gift Packs will display Chest and Gift Pack items that can be opened. Trial Cards will display all Hero and Skin Trial Cards. Battle Effects will show all kinds of special effects.
2. Sell All function improvements
- Details:
We have improved the Sell All function criterion, after which the Hero and Skin Trial Cards that you own will automatically be added to the Sell All list. The redemption token items you have owned for a long time will also be added to the suggested list of items you can sell.
VI. Other
1. Note: Due to the reconstruction of system algorithms, Report History before the update will be cleared.
2. Carano Chess: Omega skill rework
Land of the Saints
Omega creates a protective field that lasts 2.5 seconds and blocks ranged normal attacks.The field deals 150/250/350 magic damage to nearby enemies every 0.5 seconds.
VII. Bug Fixes and Other Improvements
1. Fixed a bug where Iron Body was displayed when Superman was using abilities while flying.
2. Fixed a bug that caused enemies to only be inflicted with 1 stack of skill effect when Azzen'Ka's skills hit enemies multiple times in a short period of time.