01/04/2022
🖤 Alhamdulillah 🖤
hello everyone !!!! it's your boy worthless from team Oriental Phoenix �
🖤 Alhamdulillah 🖤
🖤
We've got our exclusive interview and digital cover with Oriental Phoenix, the reigning champs from the first-ever Arena of Valor Bangladesh Championship coming up tomorrow!
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Bright Basic Guide
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Hey folks! It's your boy *worthless* from team We Oriental Phoenix 🖤Thank you for watching my Arena of Valor stream. And for all the support you are showing...
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Patch Note 16/02 [EN]
Date Posted Feb 15, 2022
Dear Challengers,
Garena AOV will get the latest update on 16 February 2022 and make some adjustments regarding arena adjustment, hero balance and bug fix to improve player experience.
Hero Balance Adjustment
1. Lumburr, The Elemental (NERFED)
Design background:
After the rework, Lumburr showed a strong performance, mainly because the knockback allows him to better protect his teammates, so we retracted a little less conspicuous attribute bonus in order to balance him. The cooldown adjustment of the second skill has also improved his explosive maneuvering, therefore we have also adjusted his movement speed accordingly.
Specific Adjustments:
Attributes:
Base Movement Speed: 380 -> 370
Passive: Protect
Double Defense Bonus: (80+12/lv) physical defense, and (60+9/lv) magic defense -> (60+12/lv) physical defense, and (40+9/lv) magic defense
2. Lorion, Nightmare Incarnate (NERFED)
Design background:
Lorion’s combat power in the early stage is too strong, and he can rush into the crowd without hesitation to target more than one enemy, so we are going to add some limitation to his early combat power.
Specific Adjustments:
Passive: Eternal
Single Shock Damage: 180+20/lv+0.35MP -> 155+22/lv+0.35MP
Single Shock Healing: 45+6/lv+0.15MP -> 36+6/lv+0.15MP
3. Zanis, The Dragoon (BUFFED)
Design background:
Zanis’ overall win rate is low and he relies too much on the effect of his ultimate, so we appropriately strengthen the value of his other skills to enhance his small-scale continuous confrontation performance. In addition, Zanis’ attribute growth is much lower than that of similar fighters, so we took this opportunity to adjust it at the same time.
Specific Adjustments:
Attributes:
Attack Growth: 12.7 -> 14.8
Skill 1: Blood Wyrm
Base Damage: 200+25/lv -> 250+30/lv
Skill 2: Tail Sweep
Base Damage: 180+30/lv+0.7AD -> 200+35/lv+0.8AD
Physical Life Steal: 10%+2%/lv -> 20%+2%/lv
4. Thorne, The Silent Dissenter (NERFED)
Design background:
Thorne’s overall winning rate is relatively high, especially in the late stage, where he can combine the high damage output with high maneuverability. It’s time to put a limitation.
Specific Adjustments:
Skill 2: Excite
REMOVED: Acceleration effect
5. Chaugnar, The Herald of the Void (BUFFED)
Design background:
After the rework, Chaugnar relies on the stacking of his second skill in order to take damage for the team, but the excessive mana cost of the second skill often limits the elephant attempts to support on the battlefield. The mana cost has been adjusted to solve the problem of insufficient mana.
Specific Adjustments:
Skill 2: Shockwave
Mana Cost: 40 -> 30
Battlefield Balance Adjustments
1. Steel Line of Defense
Design background:
At present, we found out that the distribution of the duration of the early and middle stages of the battlefield is not reasonable. The Steel Defense Line duration on the early stage is too long, and the one on the middle stage is too short. Once one side pushes down the opponent's outer tower, it is easy to continuously push down the opponent's second tower in a short period of time. Therefore, we added the means of catching up by the losing team by iterating the losing team's catchup mechanism.
Specific Adjustments:
Steel Line of Defense active time: 5 minutes -> 4 minutes
Waves of Ballistae (artillery creeps) appearance: 10th wave -> 8th wave
2. Sudden Death Prevention Mechanism
Design background:
We found that in some extreme cases, the sudden death mechanism can drag the game into endless entanglement, so we have slightly adjusted the rate of the slowdown.
Specific Adjustments:
Second Tower Slowdown: 80% for 10 seconds -> 60% for 10 seconds
3. Dark Lord Slayer
Design background:
In the current version where a game that lasts more than 15 minutes, the Dark Lord Slayer can be a little more difficult to kill, and many dominant teams are reluctant to organize an effective attack by taking down the Dark Lord Slayer. Therefore, we slightly reduced the difficulty.
Specific Adjustments:
Base Attack: 1000 -> 900
Base HP: 80000 -> 70000
Bug Fixes and Optimizations
Fixed a bug that enabled Zip's second skill to suck the Dark Lord Slayer into his stomach.
Optimized the relevant display information of the player profile homepage: Restored the display of the Seal of King on the homepage, and restored the display of the number of heroes/skins collected onto the page.
HERO REBALANCING
GAMEPLAY EXPERIENCE IMPROVEMENTS
TEEMEE
Design notes: As a traditional Support character, TeeMee is a little outdated in the current environment, so we have enhanced his survivability and made him easier to use.
Skill 1:
Armor/Magic Defense increase while casting: 60+36/Lv.
Ultimate:
Effective Range: 6m -> 8m
Reduced duration of the post-cast animation: 0.7 seconds -> 0.4 seconds
ORMARR
Design notes: Major tweaks were made to Ormarr a long time ago, which made him one of the most popular tanks. However, he is now slightly unpopular and weak. We hope that Ormarr can be a tank that attacks the enemy’s formation and can continue to harass enemies with his passive, so we have increased the stun time and movement distance of his Skill 1 and removed the hero target limit and cooldown of his Skill 2 so that his passive can be triggered more frequently. We think the probability-based trigger condition of Ormarr’s passive is an interesting mechanic, so we removed the built-in cooldown but lowered the trigger chance. Now it’s a test of your luck.
Passive:
Removed the internal cooldown, but lowered the trigger chance
Skill 1:
Cooldown Time: Reduced from 8-6 seconds -> 7-5 seconds, but the skill now goes onto cooldown after a normal attack is used
Enhanced Normal Attack duration: 4 seconds -> 3 seconds
Knockup Time: 0.5 seconds -> 0.75 seconds
Movement Distance: 4.5m -> 5m, but the speed is slightly lowered
Mana Cost: 65 (+5/Lv.) -> 40 (+6/Lv.)
Skill 2:
Slow %: 50% -> 30-50%
Cooldown Time: 6 seconds -> 5 seconds
The Scar-Craver buff is now added when hitting minions and wildlings
Mana Cost: 55+(5/Lv.) ->30 (+4/Lv.)
Ultimate:
Skill 1 cannot be used while the Ultimate is in effect.
Mana Cost: 140 (+20/Lv.) ->120 (+30/Lv.)
THANE
Design notes: Thane’s mechanics are a little outdated. As it is difficult for his cumbersome Skill 2 to hit enemies, he doesn’t pose much of a threat to enemy heroes in the back row. We have focused on this while rebalancing him and hope to improve his performance at the start of games and his abilities as an Initiator and Control hero. The tweaks made to the damage bonus of his Ultimate also allow him to time his move more flexibly. We are looking forward to seeing players use Thane on the Slayer Lane after these tweaks.
Passive:
Added: Thane gains an enhanced normal attack every time he casts a skill: His attacks have increased range and deal additional physical damage equal to 6% of his max HP
S1:
Removed the Interruption Protection. If a skill is interrupted during the casting process, 50% of the cooldown is returned, and the hero stays at the location where the skill was interrupted
Cooldown: 12-0.8/Lv. -> 10-0.4/Lv.
S2:
Cast at the original location -> Cast after jumping towards the target location (up to 3.5m, can cross walls)
Removed: Slow effect
Mana Cost: 75+5/Lv. -> 50+5/Lv.
Damage Type: Magic damage -> Physical damage
Added: 50% of the cooldown is returned if the casting process is interrupted
Ultimate:
Base Damage: 500+250/Lv. +0.9AD true damage -> 400+150/Lv. true damage
Additional Damage: Physical damage equal to 10% of the target’s lost HP -> True damage equal to 8% of own max HP
Added: Inflicts a 50% slow effect for 2 seconds
Mana Cost: 150+15/Lv. -> 100+25/Lv.
Fixed a bug that made the actual damage range and the visual effects/indicators inconsistent
CHAUGNAR
Design notes: As a typical roaming support hero, Chaugnar has always had his own unique place on the battlefield. In this change, we want to strengthen his ability to make his team immune to control effects and his support abilities. His Ultimate now grants a shield to his allies and extends the duration of control immunity of his allies. We have also enhanced the control removal, damage reduction, and speed boost effects of his Skill 2, which makes him function better as a roaming support and the damage absorber for his team. We hope this reborn elephant will be able to roam the battlefield as a strong shield for his team.
Passive:
Time to take effect: After using Skill 1 -> Automatically cast every 6 seconds
Effect:
Removed: Removed the 10% damage reduction effect
Removed the passive control immunity effect
Changes: 20% speed-up → 15% speed-up
The 2-second duration has not been unchanged
Skill 1:
Removed the control effects removal effect; this skill can’t be used when he is controlled.
Skill 2:
Skill Effect:
Removed: The effect that reduced the cooldown of his Skill 1 by 1 second for every successful hit
Added: Dispels control effects on himself and grants 0.5 seconds of Immune
Gains 2% movement speed and 2% damage reduction when casting the skill. Stacks 5 times, with each stack increasing the movement speed by 2% and damage reduction by 2%
Skill Passive: Automatically cast once every 6 seconds
Changes: His increase the damage of his Skill 2 → Hits deal additional damage for 5 seconds; the effect stacks up to 5 times
Base Damage: 300+60/Lv.+40%AP
Let me know if you don't understand anything 💝
Patch update hoyar karone ajke 2 tay stream korte pari ni.
I will try to stream on 7 pm ❣️💝
Thanks for the support everyone 💝💝💝.
1st stream was lit.🎉🎉
I will try to stream on 2 pm everyday. 💝💝
Hello everyone 💝
I will start streaming from this page 💝.
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