Experimental Adjustments: Argus's current gameplay is a bit too bland. His Ultimate seems to be both offensive and defensive, but in fact, it's difficult to achieve the desired effect. The Curse Damage of Meteoric Sword constitutes a lot of his strength, but it doesn't match his style of spamming Basic Attack. So we decided to redesign Argus's skill set and combat experience.
WarmongerPassiveBuff
Extra Physical Damage:before:155 + 100% Total Physical Attackafter:100% Total Physical Attack
New Effect: Extra Attack ignores 50% of the target's Physical Defense.
The Skill Recharge logic of the Malice Energy has been adjusted from recharging based on the damage dealt, to recharging every second and on every Basic Attack (critical hit grants extra recharge).
Demonic GripSkill 1Adjustment
Slightly reduced the dash distance when used again
Increased the dash speed when used again
Meteoric SwordSkill 2Buff
New Effect: The Meteoric Sword damage now counts as Basic Attack damage and can trigger Attack Effect.
New Effect: The Meteoric Sword's attack interval now shortens as the Attack Speed increases.
New Effect: Argus' Basic Attack against a cursed target will grant double Malice Energy charging speed.
Removed Effect: Curse no longer deals damage.
Eternal EvilUltimateAdjustment
New Effect: Argus passively increases the charging speed of the Malice Energy.
Experimental adjustment: We reworked Yi Sun-shin's Passive to make his Basic Attack purpose clearer. The arrow damage of his Skill 2 has also been greatly increased to create the experience that Yi Sun-shin can destroy the enemy with a single attack after hitting them with a fully charged shot.
Heavenly VowPassiveAdjustment
Revamped Effect: The longbow's Basic Attack will add Battle Scars to the target, up to 4 stacks. The glaive's Basic Attack can consume all the Battle Scars on the target and increase the damage of that Basic Attack.
TracelessSkill 1Adjustment
Revamped CD Reduction: Each Battle Scars stack consumed reduces this skill's cooldown by 1s.
Blood FloodsSkill 2Adjustment
Removed the slash for Skill 2
Arrow Damage:before:240-240 + 80% Total Physical Attackafter:240-390 + 80%-130% Total Physical Attack
This skill can add Battle Scars to the target, and the number of stacks added will increase with the charging time.
Experiment adjustment: Optimized control experience. We want Balmond's combos to be smoother. This adjustment also optimizes the problem that Balmond often misses his Ultimate at close range.
Cyclone SweepSkill 2Buff
New Effect: Cyclone sweep will not be interrupted by control abilities (it could be interrupted by airborne effect)
New Effect: Gain 20% Movement Speed bonus during skill cast.
Base Damage:before:50-200 + 50% Total Physical Attackafter:25-100 + 25% Total Physical Attack, double the hit rate (Total Damage remains unchanged).
Lethal CounterUltimateBuff
Increased skill range and optimized visual effects
New Effect: The skill cannot be interrupted by control effects.
Since the teleport from Moskov's Ultimate gives him an extremely powerful micro potential, we nerfed his Ultimate damage to balance things out. We also optimized his Basic Attack control while nerfing the power of some other parts.
AttributesNerf
Physical Attack Growth:before:15.5after:12.5
HP Growth:before:143after:128
Basic AttackBuff
Slightly shortened his Basic Attack's foreswing time to make it smoother.
Abyss WalkerSkill 1Nerf
Attack Speed Bonus:before:1.15-1.4after:1.15-1.35
Spear of DestructionUltimateNerf
Base Damage:before:500-700after:340-500
Reduced Penetrate Damage to 1.1 times Base Damage.
After the last adjustment, we found that Aldous' stack building speed has been significantly improved. But we also noticed that players wanted him to be more powerful in the late game. So we decided to make some changes.
Contract Soul StealSkill 1Buff
Soul Steal Upper Limit:before:500after:800
Contract Chase FateUltimateNerf
Damage:before:400-600 + 10% of target's Max HPafter:250-400 + 8% of target's Max HP
We found that Masha's Skill 1 is too strong, causing her to be extremely powerful in the mid-game than in the late-game. This adjustment transfers some of the Attack Speed attributes from skills to normal growth, and slightly reduces the cooldown of Skill 1 in the early game.
Last week's changes made the damage increase to Khaleed's Skill 1 no longer necessary. So we decided to remove this effect and slightly enhance his ability to clear lanes in the mid-to-late game.
Desert TornadoSkill 1Adjustment
Base Damage:before:180-480 + 125% Physical Attackafter:200-525 + 135% Physical Attack
Removed Effect:before:15% damage increase per hit Damage on Minions: 50%after:50%-75%
Dyrroth has been balanced after several adjustments. This time we decided to buff his damage but nerf his cooldown, so that Dyrroth has a better experience when casting skills while maintaining his overall strength.
Wrath of the AbyssPassiveBuff
Base Damage:before:120% Total Physical Attackafter:130% Total Physical Attack
After Rafaela has the slow immunity, her own Movement Speed bonus effect is a bit too high. We decided to decrease the base Movement Speed bonus and increase the Magic Power bonus slightly.
Holy HealingSkill 2Nerf
Base Movement Speed Bonus:before:30%after:15%
before:Gains 1% extra Movement Speed for every 20 Magic Powerafter:Gains 1% extra Movement Speed for every 15 Magic Power
We want it to be able to block high damage more accurately, rather than being easily triggered in the later game. We also want it to be more resistant to high damage after being triggered.
Unique Passive - Immortal
Triggering Condition: Taking more than 600 damage with a single hit → Taking more than 800 damage with a single hit Threshold for Triggering Effect: 150 → 300