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T3 Arena: Patch Notes 1.35.1570082 - May 19th, 2023

T3 Arena: Patch Notes 1.35.1570082 - May 19th, 2023

18K View2023-05-18
Server maintenance is happening on May 19 at 2:00-4:00am (UTC). Both Android and iOS versions will be updated to 1.35.1570082. You will need to update the app on the App Store (iOS), Google Play (Android) or TapTap (Android).
During the first 30 minutes of maintenance, all online players will be forced to log out. To avoid any possible interruptions to your matches, please log out before the maintenance period. We appreciate your understanding and support.
Here are the details of this update:
RANKED
To prepare for the next season, Stadium Season 1 (SS1), there will be a short "test season" after the update. SS0 Test Season Duration: 2023/05/19 00:00:00 - 2023/06/08 00:00:00 (UTC)
Lower the unlock requirements for ranked matches; players only need to reach 75 trophies to unlock ranked play.
Ranked matches will be 5v5 only, with game modes limited to Control and Payload Escort.
✦  You can now team up in Duos or Trios. While teams of 4 members are not allowed, teams of 5 will only match against other full stack teams.
✦  Placement matches will be removed. All players participating in Ranked matches will automatically receive Bronze 3 rank.
✦  Introducing "Promotion Matches" system, triggered when players advance to Diamond rank and above. When a player reaches the qualifying node, they must participate in a BO3 (Best of 3) match in the qualifiers, and win two games to advance (or lose two games to fail the qualifiers). When a player fails to advance in the qualifiers, one Rank Star will be deducted and the player will not advance to the next Rank Tier.
✦  A brand new "Stadium Track" system; stay active in ranked matches to progress in the "Stadium Track" and directly unlock rewards for free.
✦  Ranked match shields will be divided into three types based on consumption order: Event Shield (provided by limited-time events), Demotion Shield (provided at promotion or by other specific events), and Challenger Shield (redeemed with Challenger Points).
✦  Ranked Portrait Frames will now be reset every season, so you'll have to earn the right to glory.
TROPHIES
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In a recent patch, we updated the trophy progression system so that trophies are not deducted anymore. Instead of punishing a player for losing a game, moving forward, Trophies will act like an Exp. value - the more you play, the more Trophies you have. In the next update, we’ll make this system more informative.
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✦  The maximum number of Glory Levels for each hero will be changed from 35 to 7.
✦  Maximum Trophies per hero will be capped at 4500. After the update, Heroes with over 4500 Trophies will all be settled as 4500, and will then stay at 4500 thereafter.
✦  Increasing Glory Level will no longer provide Battle Points.
MVP
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Support heroes are very important roles in the game, and we need to assess their impact more accurately. So after the update, Assists from Support heroes will be better tracked in their K/D/A. This includes healing, damage mitigation, control-type abilities, and other aspects of assistance.
The new MVP system will also assign weighted scores to KOs and Assists, making it more accurate in predicting which player makes the biggest impact.
✦  KO: Instances where effective damage is dealt to the target within a timeframe before the target dies will be counted as a KO.
✦  Assist: Instances of providing a buff effect/shared vision abilities towards the KO (friendly player) before the target dies, or instances of using a control effect skill on the KO'd player (enemy player) before the target dies.
✦  Healing aid: Instances of effectively healing during the KO (friendly player) before the target dies will be counted as one Assist.
✦  When a player falls off the map after receiving an attack from an enemy, the last player who has dealt effective damage to the player within a timeframe will be counted as one KO. Other players who have dealt damage within the same timeframe will be counted as one Assist.
HEROES
In the next update, we’re thrilled to announce that ALL heroes will get the new second active ability, all for FREE. No Rumble Boxes to open, no T-Coins and T-Gems to spend, ALL 26 heroes will get it for FREE at launch on May 19th.In the future, all new heroes will also arrive directly with a second active.
Developer Comments:
At T3 Arena, we strive to provide you with a fun game experience with limitless possibilities, regardless of your preferred playstyle. However, 3v3 game mode limited the fun and diversity due to the smaller number of players, which resulted in a heavy focus on kill efficiency and constrained hero usage. Many exciting heroes with unique abilities remained underutilized. The development of 5v5 helped us find a clear path towards refining and iterating upon this core gameplay loop.
With this upcoming update, heroes will better fit into four distinct roles, each with their own strengths and weaknesses.
Vanguard heroes are formidable tanks with high health and shield capabilities. They can deal significant damage under specific conditions but are vulnerable to ranged heroes. Vanguards serve as the primary force in capturing objectives. (Note: If there is only one Vanguard hero on the team, it activates a buff called "Lone Vanguard Blessing," granting them 20% extra damage mitigation.)
Damage heroes possess potent offensive capabilities and have range advantages. However, they are more vulnerable and require additional protection from teammates.
Flank heroes excel in mobility, specialize in creating distractions, and focus on eliminating squishy enemies. They struggle in long-range combat, though.
Support heroes are skilled healers and offer various other abilities to assist their team. Like Damage heroes, they are vulnerable and rely on additional protection from teammates. (Note: Support heroes naturally heal themselves if they have not taken damage for 2 seconds.)
These distinct roles provide a greater level of diversity among heroes, enabling different roles to collaborate and devise various strategies to outmaneuver opponents. For example, while Vanguards engage at the front line, Support heroes can provide significant healing support. Simultaneously, enemy Flankers can attempt to flank and eliminate the Supports swiftly, disrupting the healing supply and making it easier to deal with the Vanguards. Meanwhile, Damage heroes or other Support heroes need to remain vigilant in dealing with these Flankers.
Some heroes previously categorized as Damage have been thoughtfully selected to undergo a complete revamp, and are now transformed into Support heroes. This decision was made to increase the number of Support heroes and align their playstyles with the support role.
In the objective-based 5v5 modes, team fights are more important than ever before. And with slower ultimate charge rates and a new second active ability, timing becomes crucial, opening up possibilities for impressive combos.
In the classic 3v3 modes, the new abilities and rebalancing also work wonderfully. You'll find it much more fun to play across different maps with an array of heroes.
With a wider range of hero playstyles, diverse team strategies and dynamic hero compositions, we believe that the new hero changes will make T3 Arena even more fun to play for all of us.
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MARK
Boosting Mark's ammo count and bullet spread for improved endurance and accuracy. 1st Ability's cooldown reduced, Ultimate now devastates marked, shielded targets. New 2nd Ability adds swift slide-to-action mobility.
Main Weapon - ammo: 25 ⇒ 30
Main Weapon - bullet spread: 3 ⇒ 1.2
1st Active Ability - cooldown: 8 seconds ⇒ 6 seconds
Ultimate Ability - being marked provides increased shooting damage: 0.3 ⇒ 50%; Increase damage to shields by 150% within 10 seconds
2nd Active Ability: / ⇒ Slide forward quickly and use the ability until you shoot or stop moving forward.
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CRISTINA
Cristina's weapon's explosion range and damage falloff adjusted for balanced combat. Slower 1st Ability charge rate now implemented. New 2nd Ability introduces a quick forward leap for mobility.
Main Weapon - explosion range: 3.5 meters ⇒ 2 meters
Main Weapon - explosion damage falloff: Explosion Damage Falloff: 43% per meter ⇒ 87.5% per meter
1st Active Ability - passive charge rate: 50 charge per second ⇒ 20 charge per second
2nd Active Ability: / ⇒ Quickly jump forward for a certain distance.
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ALETA
Aleta's weapon gets sharper damage falloff and adjusted spread. Ultimate Ability charges slower, loses healing, but deals consistent damage. Her new 2nd Ability allows strategic teleportation and health recovery (time machine...?).
⁍ Main Weapon - damage falloff: Maximum 30% falloff at 23 meters ⇒ Maximum 75% falloff from 23 meters
⁍ Main Weapon - bullet spread: Half-angle 2°/Maximum half-angle 6° ⇒ Half-angle 2.4°/Maximum half-angle 7.2°
⁍ Ultimate Ability - passive charge rate: 70 ⇒ 20
⁍ Ultimate Ability - charge for damaging enemies: 1.4X ⇒ 1X
⁍ Ultimate Ability - healing amount: Recover 2% every 0.1 seconds. ⇒ No healing
⁍ 2nd Active Ability: ⇒ Teleport to the position 3s ago and recover HP to the highest level during the period.
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VICTOR
Victor's weapon receives ammo, firing interval, and damage adjustments for balanced firepower. 1st Ability now causes knockback, extends charge distance, and boosts damage. Ultimate stun duration extended, and new 2nd Ability promotes survivability.
Main Weapon - ammo: 5 ⇒ 4
Main Weapon - firing interval: 0.75 seconds per shot ⇒ 0.32 seconds per shot
Main Weapon - damage: 140 damage per projectile, 12 projectiles per shot, total of 1680 damage per shot ⇒ 80 damage per bullet, 11 bullets per shot, total of 880 damage per shot
Main Weapon - damage falloff: Starts falloff at 6 meters, 10% falloff per meter, maximum falloff at 14 meters ⇒ Falloff starts at 15 meters, 4% falloff per meter, maximum falloff at 30 meters
Main Weapon - bullet spread: Half-angle 7° ⇒ Half-angle 2.5°
1st Active Ability - effects: Quickly dash forward a certain distance, causing a brief stun to enemies hit by the dash ⇒ No longer stuns, knockback a short distance backward and can charge twice
1st Active Ability - movement distance: 10 meters ⇒ 15 meters
1st Active Ability - movement duration: 0.35 seconds ⇒ 0.5 seconds
1st Active Ability - damage: 300 ⇒ 1000
Ultimate Ability - ability cost: 4500 ⇒ 4000
Ultimate Ability - stun duration: 1 second ⇒ 2.5 seconds
Ultimate Ability - passive charge rate: 50 charge per second ⇒ 20 charge per second
2nd Active Ability: ⇒ Restore HP and mitigate damage taken for a period; when taking damage, shorten Ult. Ability 1's CD.
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SKADI
Skadi's Ultimate Ability now charges faster and consumes less. A new 2nd Active Ability introduces a quick forward roll, replenishing ammo for immediate retaliation.
Ultimate Ability - ability cost: 4000 ⇒ 3200
Ultimate Ability - passive charge rate: 70 ⇒ 20
2nd Active Ability: / ⇒ Roll forward quickly and fill the ammo.
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KAZAMA
Kazama has been transformed from a Damage to Flank role.Adjusting Kazama's main weapon explosion and hit damage, with modified damage falloff. Ultimate Ability damage boosted significantly. New 2nd Active Ability provides aerial mobility.
Main Weapon - explosion damage: 1300 ⇒ 800
Main Weapon - damage: 300 ⇒ 800
Main Weapon - damage falloff: Falloff starts at 1 meter according to the explosion radius, decreases by 0.15 per meter ⇒ According to the explosion range, falloff starts at 0 meters, with a decrease of 0.15 per meter.
Ultimate Ability - damage: 2840 ⇒ 3600
2nd Active Ability: / ⇒ Fly in the direction of the crosshair.
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OSSAS
Ossas' Ultimate Ability ability cost and charge rate are rebalanced. A new 2nd Active Ability adds vertical mobility, enabling controlled descents while scoping.
Ultimate Ability - ability cost: 4000 ⇒ 3200
Ultimate Ability - passive charge rate: 70 ⇒ 20
2nd Active Ability: / ⇒ Jump up; stay in the air and slowly descend if you scope; fall down normally after shooting.
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SINDRI
Sindri has been transformed from a Damage to Support role. Her weapon and 1st Active Ability damage have been reduced. Both Sindri and Rage Ball now provide a health regenerating area of effect. A new 2nd Active Ability boosts recovery effects.
Main Weapon - explosion damage: 400 ⇒ 300
Main Weapon - hit damage: 180 ⇒ 150
1st Active Ability - damage: 250 ⇒ 150
1st Active Ability - new mechanism: / ⇒ Both Sindri and Rage Ball have an area of effect that provides continuous health regeneration. Area of effect radius: 10 meters, area of effect effects do not stack.
Regeneration effect: 320 per second.
Self-healing only receives 60% of the effect, and Rage Ball cannot be healed."
2nd Active Ability: / ⇒ Sindri and Rage Ball possess a biological recovery area of effect that can significantly boost the recovery effect when the ability is activated.
Ultimate Ability - ability cost: 6000 ⇒ 4000
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JABALI
Jabali's main weapon has undergone a complete overhaul, shifting to burst damage with shield penetration. Passive Ability now replenishes ammo automatically. Active and Ultimate Abilities have been adjusted for better performance. New 2nd Ability creates shield-piercing electrical spikes.
Main Weapon - ammo: 100 ⇒ 4
Main Weapon - damage type: Continuous damage ⇒ Burst damage
Main Weapon - reload time: 1.7 seconds ⇒ 0.56 seconds
Main Weapon - firing interval: / ⇒ 0.96 seconds
Main Weapon - interval within a single shot: / ⇒ 0.1 seconds
Main Weapon - damage per shot: / ⇒ 4-round burst
Main Weapon - attack range: 15 meters ⇒ 5 meters
Main Weapon - damage: 2000 points per second (100 points per shot) ⇒ 400*4
Main Weapon - deceleration while shooting: / ⇒ 0.25
Main Weapon - shield penetration: No ⇒ Yes
Passive Ability - automatic ammunition refill: 100 shots in 5 seconds ⇒ Automatically replenish ammunition in non-shooting state. Fully replenish after 0.96 seconds.
1st Active Ability - barrier health: 15000 ⇒ 24000
1st Active Ability - recovery rate: Fully recharges in 8 seconds ⇒ Full recharge in 8.3 seconds
1st Active Ability - cooldown after breakage: 8 seconds ⇒ 5 seconds
1st Active Ability - charge for taking damage: 20:1 ⇒ None
Ultimate Ability - ability cost: 6500 ⇒ 6300
Ultimate Ability - damage: 2750 per second (550 per hit) ⇒ 3300 per second (660 per hit)
Ultimate Ability - damage radius: 3 meters ⇒ 5 meters
Ultimate Ability - movement speed change: 1 ⇒ 0.25
Ultimate Ability - passive charge rate: 50 ⇒ 20
Passive Ability - main weapon damage increase: 0.14 ⇒ 0.07
2nd Active Ability: / ⇒ Generate electrical spikes in the front that can pierce through shields and heroes.
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GLORIA
Gloria now moves faster, her 1st Active Ability deals increased damage, and her Ultimate costs less energy. Her new 2nd Active Ability introduces a double-explosive invisible mine, making her a bestie with Cristina.
Passive Ability - movement speed boost: 0.25 ⇒ 0.35
1st Active Ability - damage: 460 ⇒ 480
Ultimate Ability - ability cost: 5500 ⇒ 3500
Ultimate Ability - passive charge rate: 70 ⇒ 20
2nd Active Ability: / ⇒ Toss an invisible mine that knocks opponents away when it explodes; the mine explodes twice.
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SHELL
Shell’s Main Weapon damage has been restructured, with a faster damage level increase. Her abilities have received adjustments for balance, and a new 2nd Active Ability introduces a damaging, speed-reducing explosion. This gives her more crowd control capabilities.
Main Weapon - damage: Initial 200 points per shot, Level 2: 300 points per second, Level 3: 400 points per shot, Weapon damage level increases after each hit by 0.64 seconds ⇒ Initial 200 per hit, Level 2: 280 per second, Level 3: 360 per hit, Weapon damage level increases every 0.48 seconds after a hit.
1st Active Ability - reduce cooldown on main weapon: 0.8 seconds ⇒ 0.6 seconds
Ultimate Ability - passive charge rate: 70 ⇒ 20
Passive Ability - health regeneration: 60 ⇒ 40
2nd Active Ability: / ⇒ Explode in position after releasing the ability, inflicting speed reduction and damage to opponents within range.
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LABULA
Labula has been transformed from a Damage to Support role. His Main Weapon now heals allies, but his damage and passive ability have been nerfed. His Ultimate Ability also provides healing. His 2nd Active Ability can now summon an ally-saving Eternal Generator.
Main Weapon - additional effect: / ⇒ Heals when hitting teammates.
Main Weapon - damage: 160 ⇒ 100
Main Weapon - explosion damage: 600 ⇒ 550
Main Weapon - healing on teammates: / ⇒ 700
Passive Ability - temporary armor cap: 2000 ⇒ 1250
Passive Ability - armor reduction per second: 150 ⇒ 50
1st Active Ability - armor reduction per second: 150 ⇒ 50
Hero - health: 2500 HP + 2500 shield ⇒ 2000 HP + 2000 shield
Ultimate Ability - damage: 120 ⇒ 100
Ultimate Ability - healing on teammates: / ⇒ 400
Ultimate Ability - passive charge rate: 70 ⇒ 20
Ultimate Ability - charge for damaging enemies: 20:1 ⇒ 20:1 / Increase healing charge rate 20:1
2nd Active Ability: / ⇒ Summon an Eternal Generator to prevent allies within range from dying; can be destructed.
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IRIS
Iris' Main Weapon now deals more damage but fires slower, and her ammo capacity and reload time have been reduced. She now focuses more on her abilities. The abilities are adjusted for better balance, and her 2nd Active Ability introduces a damaging electric arc.
Main Weapon - fire rate: 0.075 seconds per shot ⇒ 0.4 seconds per hit
Main Weapon - ammo: 50 ⇒ 20
Main Weapon - reload time: 2.5 seconds ⇒ 1.65 seconds
Main Weapon - damage: 160 per shot ⇒ 580 per hit
Main Weapon - bullet spread: Maximum of 3 degrees ⇒ None
1st Active Ability - cooldown: 3 ⇒ 2
1st Active Ability - healing effect: 500 per second ⇒ 360 per second
1st Active Ability - continuous healing target type: Self and allied heroes ⇒ Teammate heroes
Ultimate Ability - ability cost requirement: 6000 ⇒ 4000
Ultimate Ability - auto release count: Total of 9 times ⇒ 0.5 seconds per hit within 8 seconds
Ultimate Ability - auto release interval: 1 second ⇒ 0.5 seconds
Ultimate Ability - healing amount: 2000 ⇒ 1000
Ultimate Ability - passive charge rate: 70 ⇒ 20
2nd Active Ability: / ⇒ Inflict upon the opponent an electric arc, dealing extra electrical damage upon hit.
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HUNTER
Hunter’s new 2nd Active Ability introduces a Healing Field, healing allies over time when they enter its range.
2nd Active Ability: / ⇒ Cast a Healing Field in position to apply Healing Over Time to all allies entering its effect range.
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JOHNNY JET
Johnny Jet's 1st Active Ability's area of effect and healing have been reduced. His new 2nd Active Ability introduces an auto-spray can that damages and slows opponents, providing him a larger area to play around with.
1st Active Ability - maximum area on ground: 2 ⇒ 1
1st Active Ability - health regeneration within area: 400 per second ⇒ 200 per second
2nd Active Ability: / ⇒ Toss an auto-spray can to deal damage over time to opponents entering the range and reduce their speed.
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HUA LING
Hua Ling has had her health and Main Weapon damage reduced for balance. Her abilities have been adjusted, and her new 2nd Active Ability allows a backward leap and temporary invisibility. Combined with her Ultimate, she now has more chance to escape a scene.
Base Value - health: 3500 ⇒ 3000
Main Weapon - damage: 500 - 2500 per shot ⇒ 450 - 2250 per shot
1st Active Ability - slow value: 0.7 ⇒ 0.4
1st Active Ability - damage value: 1500 ⇒ 1000
Ultimate Ability - passive charge rate: 70 ⇒ 20
2nd Active Ability: / ⇒ Jump backwards and become invisible; reveal self when attacking.
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RUBY
Ruby receives a shield buff, but her Main Weapon range is reduced. Her 1st Active Ability now has a longer lifespan, and her 2nd Active Ability introduces a stunning, knock-back projectile, giving her crowd control capabilities.
Base Value - health: 4000 ⇒ 4500
Base Value - shield: 1800 ⇒ 2500
Main Weapon - range: 100 meters ⇒ 25 meters
Main Weapon - falloff: 50% falloff from 20 to 40 meters ⇒ 50% falloff from 20 to 25 meters
Main Weapon - damage: 400 ⇒ 500
1st Active Ability - barrier health: 3000 ⇒ 4500
2nd Active Ability: / ⇒ Toss a projectile after charging to deal AoE damage, stun the opponents or knock back the opponents when hitting them.
Ultimate Ability - passive charge rate: 30/45 ⇒ 20/20
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DIGGY
Diggy's Main Weapon has seen a significant damage reduction but now hits more times. Her abilities have been adjusted, and her new 2nd Active Ability allows teleportation, giving her higher mobility.
Main Weapon - damage: 260*6 ⇒ 130*10
1st Active Ability - additional effect: / ⇒ Bleeding: 160 per second
2nd Active Ability: / ⇒ Open the Submarine and jump in to get teleported to the selected destination after a brief delay.
Ultimate Ability - damage: 860 ⇒ 2000
Ultimate Ability - knock-up height: 1.5 - 2 meters ⇒ None
Ultimate Ability - health regeneration: None ⇒ 160 per second
Passive Ability - health regeneration amount: 400 per second ⇒ 320 per second
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JUDEX
Judex's new 2nd Active Ability introduces a stun grenade that reduces opponents' movement and aiming speed, giving her crowd control capabilities.
2nd Active Ability: / ⇒ Toss a stun grenade to reduce opponents' move speed and aiming speed for a short period.
Ultimate Ability - passive charge rate: 70 ⇒ 20
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CHEMIST
Chemist undergoes a drastic change. Her Passive Ability now offers out-of-combat HP recovery, and her new 2nd Active Ability introduces a healing-blocking cannon. She will now focus more on healing multiple teammates in close-range combats.
Main Weapon - effect change: Can heal oneself ⇒ Cannot self-heal
Main Weapon - damage: 400 ⇒ 200
Main Weapon - explosion damage: 900 ⇒ 600
Passive Ability - additional effect: / ⇒ Out of combat HP recovery: 300 per second
Passive Ability - main weapon: Teammates and self: 200/s, lasts 2 seconds ⇒ Teammates: 400/s, lasts 1 second, cannot heal self
Passive Ability - 1st active ability effect: Teammates and self: 100/s, lasts 2 seconds ⇒ Teammates and self: 400/s, lasts 1 second
1st Active Ability - single-shot explosion: 400 ⇒ 300
1st Active Ability - healing value: Teammates 400 per hit, self: 300 per hit ⇒ Teammates: 300 per hit, self: 200 per hit
2nd Active Ability: / ⇒ Fire a blocking cannon that inhibits hit opponents from receiving healing for a short period.
Ultimate Ability - ability cost: 6000 ⇒ 4000
Ultimate Ability - effect change: / ⇒ Unable to self-cast, interrupted if no target is locked.
Ultimate Ability - passive charge rate: 70 ⇒ 20
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YAA
YAA’s 1st and Ultimate Abilities has lower damage. Her 2nd Active Ability introduces a counterattacking shield, giving her a higher chance of survival in close-range combats.
1st Active Ability - damage: 1400 ⇒ 1300
Ultimate Ability - blade wind damage: 1400 ⇒ 1300
Ultimate Ability - damage reduction: 0.25 ⇒ None
2nd Active Ability: / ⇒ Generate a shield and launch counterattack using the blade.
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FORT
Fort's Main Weapon damage has been reduced. His 1st Active Ability's barrier health has been doubled, and his new 2nd Active Ability provides damage mitigation and control immunity.
Main Weapon - damage: 500 ⇒ 340
Main Weapon - explosion damage: 500 ⇒ 340
Main Weapon - explosion damage falloff: 1-3, 10% ⇒ 1-2, 87.5%
1st Active Ability - barrier health: 6000 ⇒ 12000
Ultimate Ability - ability cost: 6000 ⇒ 4200
2nd Active Ability: / ⇒ Mitigate damage taken for a period and immune to all controls.
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GATLYN
Gatlyn's 1st Active Ability now deals more damage. Her new 2nd Active Ability lifts restrictions and increases firing speed (like going berserk...) but her movement speed boost from 1st Active Ability is sacrificed.
1st Active Ability - damage: 380 ⇒ 450
1st Active Ability - effect change: Gain 1.5 seconds and 50% movement speed upon changing form ⇒ None
2nd Active Ability: / ⇒ Lift restrictions and greatly increase firing speed, but unable to deal Critical Damage.
Ultimate Ability - health: 8000 ⇒ 15000
Ultimate Ability - duration: 5 seconds ⇒ 10 seconds
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ZERO-KELVIN
Zero-Kelvin's 1st Active Ability now has a longer cooldown. His 2nd Active Ability introduces an invincible snowman transformation that restores HP, giving him much more versatility in critical situations.
1st Active Ability - cooldown: 3 seconds ⇒ 4 seconds
2nd Active Ability: / ⇒ Turn into an invincible snowman and restore HP; tap again to end the transformation early.
Ultimate Ability - passive charge rate: 70 ⇒ 20
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VINCENT
Vincent's energy cap and detection radius have been reduced. His new 2nd Active Ability introduces a moving mirror image. Combined with his other abilities, this high-skill-cap hero is even more deceptive now.
Passive Ability - detection radius: 80 meters ⇒ 40 meters
1st Active Ability - cooldown after decloaking: 0 second ⇒ 3 seconds
2nd Active Ability: / ⇒ Cast a mirror image that moves forward.
Passive Ability - health regeneration after defeating enemies: Full health ⇒ 1000
Passive Ability - cooldown recovery upon Defeating Enemies: Yes ⇒ No
Ultimate Ability - ability cost: 4000 ⇒ 2500
Ultimate Ability - passive charge rate: 70 ⇒ 20
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FADE
Fade's Main Weapon damage has been restructured, and its falloff changed. His 2nd Active Ability introduces a protective quantum shield, giving him more ability to help his teammates.
Main Weapon - explosion damage: 1700, no additional damage on hit ⇒ 1200 + 500
Main Weapon - falloff: From 1 to 3.5 meters, 0.25 per meter ⇒ From 1 to 2 meters, 0.875 per meter.
2nd Active Ability: / ⇒ Cast a quantum shield in position to block opponent's attacks.
NEW MAPS (5V5)
Old Medina is a brand new hybrid map. It combines Control and Payload Escort in one single map, creating an all-new gameplay experience. Once the Attacking team captures the control point, the game transitions to the Escort phase.
Below is a full gameplay replay Old Medina during the development phase (designs are subject to changes and may appear differently in game):
Old Medina is the biggest, most sophisticated T3 map to date. It will be available as a Payload Escort map.
Elephant Istana… Pro Max.
After the update, Elephant Istana will grow bigger. This map is one of the best Control maps we’ve ever created, and we’re excited to see how you play it differently in 5v5.
GAME MODE CHANGES (APPLY TO ALL MODES)
✦  If there is only one Vanguard hero in the team, they will receive 20% extra damage mitigation. This effect will be unavailable if there are two or more Vanguard heroes in the team.
✦  A Support hero who has not received any damage for 2 seconds will slowly recover HP of self.
✦ This applies also to Free-For-All. One-man "team" counts as "one team." For example, if there are 6 Vanguard heroes in one Free-For-All match, they will all receive 20% extra damage mitigation.
5V5 CHANGES
5v5 will be out of beta after the next update. These are the changes to the game mode:
✦  5v5 will feature all 26 heroes with new second active, and in your favorite skins. While some skins may not feature tailored special effects for the new ability (sorry we were not able to redo everything), but none of the skins and heroes will be left out of the mode anymore.
✦  2 new maps, Old Medina, and the new, bigger Elephant Istana is coming to 5v5.
✦  2 game modes will be separately displayed, and you can selectively play in either Control or Payload Escort modes.
✦  An all-new "Advanced Mode" option for advanced, completely skill-based PvP matchmaking. By selecting Advanced Mode, you are guaranteed to queue with other players with similar level of skills, and zero bots will be assigned to the match. However, the matchmaking time may take longer.
3V3 CHANGES
✦  3v3 will also feature all 26 heroes with new second actives and new balancing, and in your favorite skins.
✦  Game modes will be simplified to feature three modes: Team Deathmatch, Free-for-All, and Crystal Assault. Control will be made available as a 5v5 exclusive. Payload Race will be made unavailable.
✦  Crystal Assault: The health value of Crystals in all Crystal Assault maps is now adjusted to 210,000. The maximum damage per second to Crystals is now adjusted to 10,000.
✦  Coin Rush will remain available as a limited-time event during the weekends.
QUICK CHAT
✦  Now available to customize in "Collections" section.
✦  New quick chat prompts include but not limited to:
✦  "Regroup"
✦  "Need Healing"
✦  "Watch the Objective"
✦  "My Ultimate is Ready"
✦  "Cover me"
CONTROLLER SUPPORT
✦  Now supports button mapping for second active abilities.
UI & Sound Design
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✦  New matchmaking and draft interface.
✦  Provided more Ranked info in Player Info.
✦  Leaderboards now only show Ranked and Hero boards.
✦  Other UI and sound design updates.
EVENTS
✦  Limited-Time Hero Try-outs: Heroes to be rotated once a week, providing players with one [Vanguard], one [Damage], one [Flank], and one [Support] role to try in any game mode. The goal for this new event is for players to be able to switch to any roles based on the situation, establishing the basis for good team comps.
FINAL WORDS
With all these changes, we do expect some bugs when the update launches on May 19th. So after the update, we need your help reporting bugs and suggesting improvements.
Subscribe to our channel and join our Discord server, so you can participate in this exciting change.
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Comments
S3DOx From YouTube
S3DOx From YouTube
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7

And this marks the beginning of T3 Arena 2.0

2023-05-18

Ivoire
Ivoire
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1

And we're barely 1 year in, this makes me excited for the future

2023-05-19

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donnyshol
donnyshol
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5

longest patch note it took hours to read and hopefully you can make vincent obtainable for free to play player

2023-05-19

KiingDJ141
KiingDJ141
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3

This is amazing! T3 Arena deserves more attention!! #Hype

2023-05-19

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