Loading the Land of Dawn
Loading the Land of Dawn
Everything on Kazuki
The following uses (↑) (↓) (~) to indicate Buff, Nerf, Adjustment, and Changes.
Heroes with major changes in this patch: Hayabusa (↑), Kalea (↑), and Sun (↑).
Based on your feedback, we've decided to make another round of experimental adjustments to Argus.
Argus now gains initial Crit Chance.
His crit is changed to an extra Demonic Slash, which ignores a certain amount of Physical Defense to deal damage and recover HP.
Stretches out a demonic hand forward, dealing damage and slowing enemies, while pulling himself to the destination.
Use the skill again to dash and perform a wide slash.
After a charge, he thrusts his Meteoric Sword, dealing damage and stunning targets hit. Hitting an enemy hero grants an extra Attack Speed bonus.
Removes all debuffs, deals massive AOE damage to nearby enemies (deals extra damage based on Argus's lost HP), and becomes immune to death for 4s. During this time, damage dealt to heroes is converted to HP after the effect ends.
If the Ultimate is not on cooldown and Argus takes fatal damage, the Ultimate automatically triggers death immunity for 4s, but does not deal damage.
Last week's adjustment failed to effectively limit Atlas's ganking capabilities. We've further increased Skill 2's cooldown to reduce his pursuit and engage frequency.
Experimental Adjustments: We've identified some issues with Aulus, including slow ramp-up, difficulty securing kills while chasing enemies, and poor sustain.
To address this, we're planning to shorten Aulus's ramp-up time and sustained damage duration, while increasing his per-hit damage and adding some crowd control effects.
[Passive] (Revamped)
After dealing skill damage to a unit, Aulus gains 2s of Enhanced Basic Attacks (up to 4s).
Enhanced Basic Attack: Aulus slams his axe into the ground, dealing damage to targets in a line and recovering his own HP, while applying a slow effect to them. During this state, his Attack Range and Attack Speed are increased.
Removed Effect: Hitting with phase 1 grants Hybrid Lifesteal.
New Effect: Phase 1 stuns targets it hits.
Phase 2 no longer requires a phase 1 hit to use again.
Each phase now applies a slow effect on hit.
New Effect: Briefly stuns targets during the dash.
Slightly increased Edith's initiative and flexibility.
New Effect: While inside Phylax, Edith can gain Wrath by dealing skill damage to targets.
New Effect: Gain extra Movement Speed while flying.
New Effect: Edith can now pass through walls when ejecting herself from Phylax.
Removed Effect: Knockback no longer deals damage to nearby enemies.
Hanabi dealt excessive damage to a single target through consecutive Petal Blade bounces in small-scale team fights. To preserve her single-target poke during the laning phase, we haven't changed her base bounce damage. Instead, we've added a bounce damage falloff: when a Basic Attack or skill bounces repeatedly hits the same target, subsequent bounces deal less damage, limiting her sustained output against a single target within a short time.
New Effect: When Hanabi's Basic Attack or skill bounces hit the same target repeatedly, subsequent bounces deal 40% less damage.
Tanky Hanzo builds had excessive durability and HP Regen, deviating from our intended design. As a result, this adjustment makes his skill's HP Regen scale with Physical Attack, reducing the benefits of half-tank builds and encouraging players to build attack-focused equipment for stronger sustain.
We've noticed that Hayabusa's Skill 2 was too difficult to land, so we've increased the hit width of his Skill 2's phantoms against enemy heroes and improved aim panning for Skill 2. This lets players get a clearer view of distant battlefield areas when casting Skill 2 downward.
Experience Optimization: Increased the aim panning.
Increased the skill's cooldown while boosting single-cast burst damage. Also raised the skill's max level, allowing players to choose between a shorter cooldown or higher damage.
Improved the feel of controlling the Seimei Umbrella when Kagura repositions in battle.
New Effect: The Seimei Umbrella's Movement Speed now increases based on the distance traveled per movement.
As a Fighter-Support, Kalea's survivability was somewhat weak, so we've decided to boost her HP Regen.
We aim to increase Karina's Skill 1 usage frequency and improve the effectiveness of her Enhanced Basic Attack.
After streamlining some of Lukas's adjustments, he became somewhat too strong, so we've slightly reduced his damage.
Last week's adjustment to Miya's Split Arrow (Moonlight Shadow) sparked considerable discussion. To clarify, that adjustment only affected the Split Arrow damage dealt by the Passive's Moonlight Shadow after Skill 1 is activated. This portion of damage made up a relatively small share of Miya's overall output. The adjustment was mainly intended to fix an anomaly in its performance and did not significantly affect Miya's single-target damage. We hope this helps clarify the impact of last week's change.
This time, we've made a further slight reduction to Miya's damage against a single target.
Sun's performance was still somewhat weak, so we've given him a boost. Some of last week's changes also led to unintended results, and we've reverted a few of those adjustments.
After last week's adjustment, Yi Sun-shin's Skill 1 cast frequency remained too high. We've further increased its cooldown.
All heroes' Enhanced Basic Attacks triggered by their own skills can now hit Turrets and apply their HP Regen effects.
Any exceptions will be clearly noted in the corresponding skill description.
Enhanced Basic Attacks from Sun, Gusion, Thamuz, Dyrroth, and Masha can now trigger HP Regen effects when attacking Turrets.
Enhanced Basic Attack effects from Emblems, Battle Spells, and Equipment cannot trigger when attacking Turrets.
Cannot trigger when attacking Turrets.
When using Inspire to attack Turrets, the Attack Speed boost and defense-ignoring effect still apply, but the HP Regen effect will not trigger.
We've optimized the targeting mechanics for Basic Attack pursuit, reducing cases where ranged heroes repeatedly switch targets between minions and enemy heroes when pursuing enemies outside their Basic Attack range.
After a Basic Attack hits a hero, tapping the Basic Attack button repeatedly within a short time will now prioritize pursuing and re-attacking that same target, unless a higher-priority enemy hero is within Basic Attack range.
We have made some optimizations to several new modes based on your feedback.
We will make the relevant gameplay available at a later time after this week's patch update.
(was [Nowhere to Hide]): Improved its usability and slightly reduced the frequency of location reveals.
a. Picking up multiple Vision Wisps now stacks their effects. Each Wisp has its own duration instead of refreshing the existing effect.
b. Increased Vision Wisp's duration to 30s and cooldown to 120s.
Added an effect that increases push potential for heroes near the Turtle. (Visuals shown are temporary placeholders and are still being finalized for the official release.)
a. New Effect: When an allied hero enters the Turtle's healing range, the Turtle grants them a Turtle companion. If an enemy Turret is within range, the Turtle companion detaches and charges into the Turret, dealing a large burst of damage.
The Allied Turtle can grant up to 3 Turtle companions. Each hero can receive only 1.
b. To complement the new mechanic, the Allied Turtle now takes slightly more damage from Turrets, balancing its strength.
Adjusted values to slightly slow scaling growth for the leading side in this mode.
To make it easier to enjoy Arcade mode, we've optimized the mode selection screen.
Players Lv.9 or above can experience the new mode selection screen after completing the pack download and logging back into the game.
The new interface still lets you quickly access standard modes, as well as easily find the Arcade mode you want to play.
Team-Up Recommendations at Match Results: For solo queue players, the 10-player match results screen recommends teammates who performed well in the match, with a quick [Team Up] button to join their lobby.
Enhanced Team-Up Recommendations in the Friends List: The Team-Up Recommendations now display tags for recent matches played together and players' recent performance, helping you quickly assess potential teammates.
Follow Recommendation Notifications: If players team up via Team-Up Recommendations, have a great match together, and do not follow each other, they will receive a follow recommendation notification when they return to the channel.
This week, we optimized the trigger conditions for some Highlights Notifications and adjusted the corresponding completion thresholds for Season Achievement tasks. These changes will not affect any achievements or rewards you have already earned.
We apologize for any inconvenience this may have caused.
Thank you for your support! In this test, we've adjusted the hero combat experience in Card Brawl. The details are as follows:
We've increased Max Mana and Mana Regen for all heroes across the board. Most heroes no longer need to worry about running out of Mana to use their skills in battle.
Card selection levels have been moved up to Lv. 3, 5, 8, 10, and 13.
We've replaced the in-match Exploration Coin with Battle Points. Killing monsters and looting opponents in battle now grant Battle Points, which can be used after a successful evacuation.
a. Adjusted the Battle Point drop range for different monsters. Elite monsters and bosses now consistently drop large amounts of Battle Points, while Crabs have a small chance to drop 1,000 Battle Points.
b. Before a match begins, players can choose to spend a set amount of Battle Points for a combat power boost.
Adjusted monster distribution.
Adjusted the timing of Annihilation Tide's shrinking, along with the activation location and timing of the Evacuation Points.
Added tutorial guidance covering some key information.
Improved lighting in some overly dark scenes.
Reduced the damage and HP of Elite monsters.