2022-02-18 16:38:38
Ⅰ. Hero Balance Adjustments
Behind the change:
Lumburr has returned stronger than ever after being redesigned, mainly because his knockback allows him to better protect his teammates, so we've reduced some less conspicuous attribute bonuses to keep things balanced. As the tweaking of his Skill 2's cooldown has given him an explosive boost to his mobility, we've reduced his stable movement speed accordingly.
Attributes:
Base Movement Speed: 380 -> 370
Passive:
Armor and Magic Defense Bonus: (80 +12/Lv.) Armor and (60 +9/Lv.) Magic Defense -> (60 +10/Lv.) Armor and (40 +8/Lv.) Magic Defense
Behind the change:
As Lorion is too powerful in the early game, he is able to rush into a crowd of enemies fearlessly and take them all on. So, we will slightly reduce his strength in the early game.
Passive:
Damage dealt by each shock: 180 +20/Lv. +0.35AP -> 155 +22/Lv. +0.35AP
Each Base Heal: 45 +6/Lv. +0.15AP -> 36 +6/Lv. +0.15AP
Behind the change:
Zanis' overall win rate is low and he relies too much on the effects of his Ultimate, so we have enhanced his other skills appropriately to improve his performance in frequent and minor skirmishes. In addition, as Zanis' attributes don't grow as much as other similar warriors, we've taken this opportunity to tweak this as well.
Attributes:
Attack Growth: 12.7 → 14.8
Skill 1:
Base Damage: 200 +25/Lv. → 250 +30/Lv.
Skill 2:
Base Damage: 180 +30/Lv. +0.7AD → 200 +35/Lv. +0.8AD
Life Steal: 10% +2%/Lv. → 20% +2%/Lv.
Behind the change:
Thorne has a relatively high win rate as a whole, especially because the combination of his high damage in the late game with his mobility is too powerful. In consideration of his Marksman class, we've decided to mainly restrict his mobility this time.
Skill 2:
Removed the effect that increases speed.
Behind the change:
After being redesigned, Chaugnar relies on stacking his Skill 2 to absorb damage for his team. However, the excessive mana cost of his Skill 2 tends to cause his elephants on the battlefield to run out of mana. So, we've reduced the mana cost of Chaugnar's Skill 2.
Skill 2:
Mana Cost: 40 → 30
Behind the change:
The time distribution of the early and middle stages of Antaris Battlefield is currently unreasonable as players spend too long in the early game (Iron Defense Line protection) and too little time in the middle game. Once either side takes down their opponent's outer tower, it will be quite easy for them to take down the second tower soon after that. In this update and the previous update, we tweaked things in favor of the weaker side with the Catch-up mechanism and freed up some space for us to shorten the early game to a more reasonable range to balance the time distribution of the early and middle stages of the game.
Details:
Iron Defense Line Disappears In: 5 min -> 4 min
Wave in which the Ballista Appears: Wave 10 -> Wave 8
Behind the change:
We've found that in some extreme cases, the sudden death prevention mechanic drags the game into an endless battle, so we've adjusted the speed reduction effect slightly.
Details:
Tower 2's Speed Reduction: 80%, 10s -> 60%, 10s
Behind the change:
At present, it is slightly more difficult to kill the Infinite Slayer in games that last more than 15 minutes, which makes teams with the upper hand reluctant to take down Infinite Slayer as part of their attack plan. So, we've made it slightly easier to kill the Infinite Slayer.
Details:
Infinite Slayer's Base Attack: 1,000 -> 900
Infinite Slayer's Base HP: 80,000 -> 70,000