Dear Challengers,

on 15th of April 2020, AoV will hold a Hotfix to perform some adjustments to Hero Balance. Please check the information below for more details

I. Carano Chess

I.I Hero Adjustments

Hayate: Markspeople/Ninja (Nerf)

Shuriken Toss

Magic Damage: 500/1000/1500 > 500/750/1000

I.II Combo Adjustments

Assassin (Buff):

After the last adjustments, we increased the damage of the assassin heroes, but the overall performance of the Assassin combos still does not meet our expectations. This time, we buffed again the Combi, hoping that the Assassins can have a reason for being on the Carano Chess field.

(3): +15% crit chance and +50% crit damage >+15% crit chance and +75% crit damage

(6): +40% crit chance and +200% crit damage > +50% crit chance and +250% crit damage

Gunner (Buff):

Regarding Gunner and Markspeople, we found that the bond combination of 2 gunners/2 marks is very popular, but the combo of 4/6 is obviously not hot enough. This time we have increased the attack power.

(4): 40% crit chance, 30% attack damage > 40% crit chance, 50% attack damage

Markspeople (Buff):

(4): 45% chance > 50% chance

(6): 70% chance > 80% chance

Tank (Nerf):

(2): Fixed the effect of the combo — only adds 200 shield instead of the 300 shield described.

(4): Fixed the effect of the combo — only adds 400 shield instead of the 600 shield described.

Corruptors (Nerf):

The corruptors were always powerful on the Carano Chess field. After our data analysis, we found that the tired damage of the corruptors can be continuously superimposed and repeatedly refreshed, which makes the corrupted tired damage completely exceed the standard. This time we fixed this problem, we hope that the overall environment can cool down.

Mechanism change: Tiered Damage currently has no way to activate the combo damage. Multiple corruptors attacking the same target will not refresh the corruptors' combo damage.

I.III Other Bug fixes and improvements

1. Fixed info display bugs with Liliana and Thane’s skills.

2. Improved the skill descriptions to fix some words not being displayed.

3. Improved the UI regarding the display of gold.

II. Antaris Battlefield — Hero Balance

Kil’Groth: The Terror (Buff):

Currently, Kil’Groth does not perform well on both Dark Caesar Slayer lane and in the Jungle. We hope that he will be the leader in the stack output. Therefore, we increased the damage and recovery effects of his second skill, and shortened the empty window period, but also slightly reduced his skill to hunt down, so that those who escape from terror have a little room to do so.

Skill 1: Sea Spear

Base Damage: 100/125/150/175/200/225 (+65% of AD) > 50/80/110/140/170/200 (+100% of AD)

Slowdown: 25/30/35/40/45/50% > fixed 30%

Skill 2: Enraged Spear

Base Damage: 75/115/155/195/235/275 (+30% of bonus AD) > 75/110/145/180/215/250 (+25% of bonus AD)

Additional Damage: 50/85/120/155/190/225 (+25% of bonus AD) > 75/110/145/180/215/250 (+25% of bonus AD)

HP Regen: 40/49/58/67/76/85 (+17% of bonus AD) > 50/60/70/80/90/100 (+20% of bonus AD)

Cooldown: 12/11.6/11.2/10.8/10.4/10 seconds > 12/11.4/10.8/10.2/9.6/9 seconds

Arduin: The Spirit (Buff)

This time we’re buffing Arduin’s control effect and skill damage, hoping to improve his interactions to poke and have a longer duration against the enemy when in the Dark Caesar Slayer lane.

Skill 1: Rend

Cooldown: 8 seconds > 7 seconds

Skill 2: Undying Protector

Base Damage: 200/225/250/275/300/325 (+75% of AD) > 250/280/310/340/370/400 (+100% of AD)

True Damage: 100/125/150/175/200/225 > 125/150/175/200/225/250

Batman: The Dark Knight (Buff):

The regeneration was buffed, and the cooldown is greatly shortened in the late stage of the ultimate, which allows Batman to exercise justice in the shadow more often.

Skill 2: Batarang

HP Regen: 140/168/196/224/252/280 (+50% of AD) > 100/120/140/160/180/200 (+100% of AD)

Skill 3: Dark Knight

Cooldown: 36/30/24 seconds > 35/25/15 seconds

Jinnar: The Incorruptible (Buff)

Jinnar’s outbreak damage in the team fights was very sufficient, but the early development and regen were insufficient, and we decided to buff his line-up interactions.

Skill 1: Force Orbs

Base Damage: 300/360/420/480/540/600 (+50 of AP) > 300/350/400/450/500/550 (+45% of AP)

New mechanism: Upon hitting enemy heroes, Jinnar will restore 150/170/190/210/230/250 (+15% of AP) HP.

Cooldown: 7 seconds > 6 seconds

Marja: The Ash Weaver (Nerf):

This time we nerfed Marja’s mobility and safety.

Passive: Shadow Leech

Speed gain: 2% > 1.5%

Skill 3: Ghostwalk

Cooldown: 40/32/24 seconds > 40/35/30 seconds

Dirak: Supreme Mage (Buff):

Skill 2: Fallen Star

The range of the second stage of the skill is narrowed and the minimum delay between two knockbacks is increased.

Max: The Wunderkind (Buff):

Skill 3: Liftoff

Time to choose the avatar of the enemy hero: 6 seconds > 10 seconds

Laville: Celestial Light (Adujst):

Our positioning of Laville is a traditional marksman that can cause huge destructive damage after the medium-term items are bought. He is weak when the equipment is not bough in the early game, and once bought, he will have a stronger battle interaction than ordinary markspeople to fight against warriors and assassins. Currently, we believe that his interactions on the Abyssal Kraydus lane are with our expectations. What is beyond our expectation is that in the jungle position, he used the jungle position to develop faster and better avoid the disadvantage of confronting the enemy in the early and middle stages. The snowballing in the jungle is currently beyond our expectations. We believe that his base speed in the jungle position and the interactions of the equipment at the same time are not equal. So we decided to nerf his ability to play in the jungle and let him return to the position of Abyssal Kraydus lane more.

Passive: Lucky Star

New mechanism: Damage dealt against monsters is reduced. (40% reduction at level 1 and gradually recovered as the hero level is increased)

I.I Other optimisations

1. Optimized the brief description of some items, so that the items can be more intuitive to conform to the player’s perception.