Patch - 2020.04.23.jpg

Maintenance Time

  • 6.00 AM - 9.00 AM

Patch Header - Heroes.jpg

Icon Eugeo.png

  • Enhance Armament [E]: Adjusted frozen (stun) duration from 1 second to 0.5 seconds.

Icon Feng Baobao.png

  • Under One Person [R]: Adjusted the skill damage from 275/425/575 + [1.10 Bonus AD] to 275/425/575 + [1.10 Bonus AD] + [20% of the target's missing Health].

Icon Uchiha Sasuke.png

  • Susanoo [R]: Cooldown adjusted from 70/60/50 seconds to 70 seconds.

Icon Kazane Hiyori.png

  • Vacuum Cyclone [W]: The duration adjusted from 4 seconds to 3 seconds and a total hit adjusted from 8 to 6.
  • Airflow Shield [E]: Base shield adjusted from 80/120/160/200/240 to 70/105/140/175/210.
  • Airflow Shield [E]: Shield's ratio adjusted from [0.9 AP] to [0.8 AP].
  • Tempestuous Field [R]: Cooldown adjusted from 120 to 140/130/120 seconds.

Icon Shimakaze.png

  • Attack range adjusted from 530 to 550.
  • Rensouhou [Q]: Maximum distance adjusted from 700 to 900.
  • Rensouhou [Q]: Projectile speed adjusted from 800 to 900.
  • Rensouhou [Q]: Damage of this skill can critically strike.
  • Night Battle Mode [W]: This skill will be refreshed when Shimakaze gains an assist.
  • Night Battle Mode [W]: Bonus attack speed adjusted from 20%/25%/30%/35%/40% to 25%/35%/45%/55%/65%.
  • Type 94 Depth Charge [E]: Maximum distance adjusted from 900 to 1000.
  • Big Best Type 93 Sanso Gyorai [R]: Maximum stock of torpedoes adjusted from 5 to 7.

Icon Yagami Hayate.png

  • Hræsvelgr [Q]: Before casting animation reduced from 0.5 seconds to 0.4 seconds.
  • Hræsvelgr [Q]: The radius of the explosion when the large magical bullet (main bullet) explodes upon hitting an enemy hero adjusted from 200 to 250.
  • Hræsvelgr [Q]: Large bullet damage adjusted from 50/90/130/170/210 to 70/110/150/190/230.
  • Atem des Eises [W]: Before casting animation reduced from 0.5 seconds to 0.4 seconds.
  • Diabolic Emission [R]: The radius of the first damage adjusted from 300 to 400 and an extended radius of each subsequent damage increased from 50 to 75.

Icon Fate Testarossa.png

  • Haken Form (Scythe Slash) [W]: Base damage adjusted from 50/85/120/155/190 to 65/105/145/185/225.
  • Zanber Form (Bright Zanber) [E]: Adjusted the trajectory of the skill's projectile to match with the skill's actual damage.
  • Assault Form: Lightning Bind [R]: Can now be cast without interrupt any movement (can be cast while moving).
  • Assault Form: Lightning Bind [R]: Base damage adjusted from 40/85/130/175 to 50/105/160/205.
  • Haken Form: Crescent Slash [R]: Base damage adjusted from 60/90/120/150 to 60/100/140/180.
  • Haken Form: Crescent Slash [R]: Radius adjusted from 250 to 270 and no longer interrupts Fate's movement.
  • Zanber Form: Jet Zanber [R]: Damage adjusted from 50/100/150/200 + [0.4 AP] to 50/110/170/230 + [0.5 AP].

Icon Takamachi Nanoha.png

  • Starlight Breaker [R]: The enemy heroes with Friendship debuff will now also gain 10 Gold to Nanoha when they kill any hero unit.
  • Starlight Breaker [R]: The enemy hero with Friendship debuff now deals less damage against Nanoha and increases the damage received from Nanoha by [The enemy hero with Friendship debuff within the game x 2]%.
  • Divine Shooter [E]: Fixed an issue wherein the skill wouldn't cause damage to targets that came within the radius of the skill later.

Icon Chouun Shiryuu (Sei).png

  • Dragon Courage [T]: Bonus attack speed converts to attack damage adjusted from 80% to 50%.

Icon Alice Zuberg.png

  • Kinki Mokuroku (Taboo Index): Bonus attack speed converts to attack damage adjusted from 100% to 50%.

Patch Header - Arena Equipment.jpg

Item Stone Axe.png

  • Adjusted the equipment as follows:
    • Price: 400
    • Stats: +11 Attack Damage

Item Copper Sword.png

  • Adjusted the equipment as follows:
    • Price: 850
    • Stats: +25 Attack Damage

Item Black Iron Sword.png

  • Adjusted the equipment as follows:
    • Price: 1300
    • Stats: +40 Attack Damage

Item Vine Armor.png

  • Adjusted the equipment as follows:
    • Price: 250
    • Stats: +12 Armor

Item Firm Crown.png

  • Adjusted the equipment as follows:
    • Price: 400
    • Stats: +22 Magic Resist

Item Berserker Sword.png

  • Adjusted the equipment as follows:
    • Total Price: 1300 (Stone Axe + Stone Axe)
    • Added Stats: +30 Attack damage
    • Unique Passive: Grants 10 Armor Penetration.

Item Longinus Spear.png

  • Adjusted the equipment as follows:
    • Total Price: 2900 (Berserker Sword + Copper Sword)
    • Added Stats: +65 Attack damage | +14 Armor penetration
    • Unique Passive: Grants 10 Armor Penetration. The Health you receive from all equipment is reduced by 25% in exchange for 1 bonus Attack Damage for every 15 Health reduction.
    • Unique Active: Throws the Longinus Spear in a straight line, dealing 120 + [10 x Hero Level] + [0.65 Bonus AD] physical damage to all enemies hit on the path, reducing the Armor of targets hit by 40% for 4 seconds, and reducing the Movement Speed of all targets hit by 40% for 2 seconds.

When the spear hits an enemy hero, the flight speed of the spear will be greatly reduced (40 second cooldown).

Item Hao Nan's Eye.png

  • Adjusted the equipment as follows:
    • Total Price: 3000 (Berserker Sword + Energy Absorbing Sword)
    • Added Stats: +55 Attack damage | +14 Armor penetration | +15% Life Steal
    • UNIQUE Active: Inflicts 250 magic damage the target enemy hero, reduces the Movement Speed of the target by 50% for 2.5 seconds and inflicts a unique debuff of this equipment to the target for 8 seconds. The unique debuff will gain a vision with the true sight of the target, increase your Movement Speed by 20% when moving toward the target, increase your Attack Speed by 50-100% (based on hero level) when attacking the target, and reduce the duration of all negative buffs received from other enemies aside from the target by 70% (700 cast range and 45 second cooldown).

Item Hidden Blade.png

  • Adjusted the equipment as follows:
    • Total Price: 2800
    • Added Stats: +60 Attack damage | +14 Armor penetration | +10% Cooldown reduction
    • UNIQUE Passive - Hidden Strike: While in stealth or out of enemy's sight, your next basic attack against enemy hero will inflict bonus physical damage based on the distance you traveled (including dash and teleport abilities). The bonus damage will still attach to the basic attack for 6 seconds after being seen by enemies and the bonus damage can't trigger more than once within 1.5 seconds.
      • Min-Max Distance for calculating damage: 400 to 900
      • Min-Max Damage based on distance: 9 + [0.2 x Hero Level] to 45 + [10 x Hero Level]
    • UNIQUE Active - Hidden: Channeling in place for 1.5 seconds before entering the invisible state for 24 seconds, the channeling time will be reduced to 0.75 second when activating this ability within the bush area. Moving, using any skill, or attacking will break the invisibility immediately (6 second cooldown).

Icon Magical Rune - Lightning.png

  • Increase basic attack damage adjusted from 25% to 20%
  • Increase skill damage adjusted from 12% to 10%

Icon Magical Rune - Barrier.png

  • Adjusted shield ratio from [50% of your base Health] to [30-50% of your base Health (based on hero level)]

Patch Header - New Version Contents & Adjustments.jpg

Eternal Arena

Adjusted Experience (EXP) distribution amount nearby allied heroes as follows:

  • 2 Heroes | 55%→45%
  • 3 Heroes | 40%→30%
  • 4 Heroes | 33%→20%
  • 5 Heroes | 28%→15%
  • 6 Heroes | 25%→12%
  • 7 Heroes | 23%→10%

Adjusted Experience (EXP) received when killing an enemy hero with lower level as follows:

  • 1 more level | 95%→80% of the actual experience received.
  • 2 more level | 60%→50% of the actual experience received.
  • 3 more level | 35%→25% of the actual experience received.
  • 4 more level and above | 5%→5% of the actual experience received.

Adjusted Experience (EXP) granted to the killer based on your consecutive death.

  • 2 consecutive deaths  | 88%
  • 3 consecutive deaths  | 84%
  • 4 consecutive deaths | 80%
  • 5 consecutive deaths  | 76%
  • 6 consecutive deaths  | 72%
  • 7 consecutive deaths  | 68%
  • 8 consecutive deaths  | 64%
  • above 8 consecutive deaths  | 60%

※The total experience received will be equal to [100% of the experience recieved] x [experienced distribution] x [experience adjustment from differences between the levels of you and the target] x [experience adjustment from consecutive deaths of the target].

Update: When the killer kills an enemy by having at least one allied hero assists them in the killing, the killer will receive only 90% of the total bounty that already calculated with other adjustments. The bounty distributed amount all heroes who assist in the killing adjusted from 70% to 60% of the total bounty.

Adjusted Bounty (Gold) reduction based on the target's consecutive death. 

  • 1 consecutive death | -26 Gold → -10% of the total Gold received.
  • 2 consecutive deaths | -80 Gold → --30% of the total Gold received.
  • 3 consecutive deaths | -124 Gold → -45% of the total Gold received.
  • 4 consecutive deaths | -160 Gold → -55% of the total Gold received.
  • 5 consecutive deaths | -188 Gold → -65% of the total Gold received.
  • 6 consecutive deaths | -210 Gold → -75% of the total Gold received.
  • 7 consecutive deaths | -228 Gold → -85% of the total Gold received.
  • 8 consecutive deaths | -242 Gold → -85% of the total Gold received.
  • above 8 consecutive deaths | -250 Gold → -85% of the total Gold received.

The individual and team bonus bounties from shutdown the target heroes with consecutive kills unchanged as follows:

Number of consecutive kills of the target |Shutdown Bounty | Shutdown Team Bounty

  • 1 consecutive kill | 0 | 0
  • 2 consecutive kills | 150 | 0
  • 3 consecutive kills | 250 | 25
  • 4 consecutive kills | 350 | 50
  • 5 consecutive kills | 450 | 75
  • 6 consecutive kills | 550 | 100
  • 7 consecutive kills | 650 | 125
  • 8 consecutive kills | 750 | 150
  • more than 8 consecutive kills | 150 + [75 x number of consecutive kills] | 150

Optimized the team bounty, kill bounty, and final bounty to be displayed and recorded separately in the system's chatbox.

※The total bounty earned by the killer will be equal to [(100% of the total bounty received) x (consecutive deaths of the target) x (reduction when killing with at least 1 allied hero assists)] + [individual bonus bounty from shutdown the consecutive kills] + [team bonus bounty].

※The total bounty earned by the assistance on the killing will be equal to [(100% of the total bounty received) x (consecutive deaths of the target) x (reduction from being an assist) x (distribution amount heroes who gain assist from the same killing)] + [team bonus bounty].


Patch Header - Activities.jpg

Gem Synthesis Rate Up (2020.04.23)


Patch Header - Item Mall.jpg

  • Level 5 Gems available for sale in Item Mall only between 23th April 2020 to 10th May 2020.
  • Artifact Luxury Package available for sale in Item Mall only between 23th April 2020 to 10th May 2020.

Skins

New Items & Packages


Map Related

Adjusted the mechanic of the aggressiveness of the monsters as follows:

  • After they are being attacked, they will enter the Combat state. In Combat state, the monsters will continue to search for the nearest enemy heroes or monsters within search range to pursue and attack them.
  • If there is no attackable unit within search range or the position of the monster is outside the maximum pursuit range, their Combat state will be removed and they will be forced to try to return to their spawn location. Monsters that have their Combat state being removed will no longer enter the Combat state again until they successfully return to their spawn location.




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