Balance Update (moved to March 8, 2018)
Arena of Valor announced a few small balance changes that will come into effect on March 8, 2018. The official post can be found here.
TeeMee, The Stalwart
Ability 1 – Pooty Poots
– Decreased longest stun duration from 2 seconds –> 1.5 seconds
Ability 3 – Being a Bro
– HP recovered from resurrection decreased from 2000/3000/4000 (+2.5AP) –> 2000/2750/3500 (+2.5AP)
– Cooldown time increased from 60/55/50 seconds –> 70/60/50 seconds
Designer Notes: TeeMee as a support is a bit too strong – they can help teammates earn additional Gold, resurrect allies, and utilize some of the best control in the game. TeeMee’s Ability 1 and 2 create an extremely strong opener in team fights, shutting down an opponent’s ability to fight back. We’ve reduced the stun duration on Pooty Poots to give the enemy more time to defend themselves as well as increase the cooldown and lower the amount of HP recovered with the resurrection of Being a Bro.
We previously measured TeeMee’s stun time to be between one and two seconds based on how long the player held the ability. The duration will likely be between .75 and 1.5 seconds now, though we’ll test it to make sure. Losing a few hundred HP on the resurrection is not that big of a deal, particularly if the player builds for lots of ability power. Increasing the cooldown time to 10 seconds in the early game will help prevent TeeMee from reversing multiple fights in a row, though one is really all it takes to begin the snowball.
In the end, most of what’s written in the designer notes still rings true: they still have an amazing passive, an amazing ultimate, great CC, and incredible damage for their Support/Tank tag. TeeMee will likely retain their spot in Tier 1 and perhaps move to Tier S if they remain as strong as they are relative to other heroes.
Violet, The Pistol Assassin
Passive – Reload
– Cooldown Reduction made by normal attacks against minions and monsters decreased from 0.5 seconds –> 0.25 seconds
(still 0.5 seconds for normal attacks made on enemy Heroes)
Ability 1 – Tactical Fire
– Mana Cost decreased from 50/55/60/65/70/75 –> 45/50/55/60/65/70
Designer Notes: Violet has been shown to consistently outperform other Marksmen based on her combination of mobility and the ability to shut down enemies and jungle. Her appearance affected the number of other Marksmen, Assassins, and Warriors in a team’s composition, so we hope that toning down her passive will balance out the speed at which she can jungle, to give her a chance to assist more in lane fights and taking down the Abyssal Dragon.
This is a slight nerf to Violet’s ability to jungle in the early game, though you really won’t be missing out on that many Tactical Fires, considering the cooldown is still just 5 seconds without any CDR. Most of Violet’s damage comes from Tactical Fire, meaning Violet players would oftentimes get cooldown reductions on a minion wave just to use it again on the opposing hero. For non-jungling Violets, this change may actually be a quality-of-life improvement, as the mana cost decrease will prevent her from going back to base as often.
The changes here do little to deter us from keeping Violet in Tier S.
Moren, The Technowiz
Ability 1 – Tactical Maneuver
– Mana Cost decreased from 35 –> 30
A quality-of-life improvement for Moren, whose kit centers around spamming Tactical Maneuver as often as possible. It is also one of the few abilities whose mana cost does not increase with level, so Moren will not have to go back to base nearly as often (not to mention how nice this is for Abyssal Clash lovers). That said, Moren’s standing in our tier list is more likely to be affected by general meta shifts than by a change this small.
Chaugnar, The Herald of the Void
Ability 2 – Shockwave
– Fixed a bug that caused 130% damage on the initial hit
We always knew that elephant was doing way too much damage.
All in all, not much will change with this update. TeeMee and Violet will continue to be extremely strong, while Moren and Chaugnar were only slightly altered. So far, Arena of Valor heroes have typically not been hit with the nerf hammer in balance changes as hard as in other games, perhaps because of the rapid rate of hero release. With Omen coming soon, and a slew of strong heroes on their way to SEA and the Americas servers, it certainly makes sense to not nerf heroes into the ground yet.
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