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Heian-kyo Mahjong Optimization

2019-05-09

Heian-kyo Mahjong Optimization
Mahjong Fight has been online for 2 weeks. We have received much feedback from our kind players. After 2 weeks of testing, we have collected many suggestions on optimizing the gameplay and are going to conduct some adjustments.

1. Heian-kyo Mahjong - Matching System

(1) Players of Expert or higher tiers will not match together with those below Expert. Once there is a player of Expert or a higher tier in the team, the whole team will be divided into the matching system of Expert tier. We will add the Item system for Expert or higher tiers in the next week.

(2) We have optimized the score adding or deducting rules of tiers to make the scoring system more reasonable.
No.1 player can get at least 4800 pts, No.2, at least 3200 pts, No.3, at least 1600 pts, No.4, at least 800 pts, No.5 player will deduct at most 800 pts, No.6, at most 1600 pts, No.7, at most 2400 pts, No.8, at most 3200 pts.
When your tier is higher than the average tier of all players in the match, your obtained pts will be deducted but won't be fewer than the minimum pts and your deducted pts will be increased but won't be more than the maximum pts. Similarly, if your tier is lower than the average tier, your obtained pts will be increased and deducted pts will be decreased accordingly.

2. Heian-kyo Mahjong - General Adjustments

(1)  From when your available slots reach 5, if your required EXP for leveling up is lower than 5, required EXP you can buy with coins will be adjusted from "buy 5 EXP each time" to "EXP required for reaching next level".

(2) Decreased the match preparation time: For Expert or lower tiers, the preparation time of the first 10 turns will be decreased down to 25 seconds and preparation time will be 30 seconds from the 11th turn. For Expert or higher tiers, the preparation time of the first 10 turns will be decreased down to 20 seconds, 25 seconds for the 11th - 20th turns and will be 30 seconds from the 21st turn.

(3) Optimized the enemy selecting logic for melee units by fixing the issue that attacking a target will be switched abnormally even when the target under attack is not dead.

(4) Optimized the enemy selecting logic of some ranged abilities by selecting the area with the most enemies to cast an ability.

(5) Fixed the issue that Silence effect will make shikigami unable to move.

(6) Fixed the issue that losing streak count won't be stopped when drawing.

3. Heian-kyo Mahjong - Shikigami Adjustments

We have strengthened the Mage and Marksman shikigami who are a bit weak and optimized the growth of some shikigami to boost their power at higher star ratings. We also adjusted the abilities of some orange shikigami to make their ability positions more clear.

(1) Froglet·Mahjong Fight
Fixed the issue that the bond effect of Samurai/Tank/Ninja doesn't take effect on Froglet.

(2) Kamaitachi·Mahjong Fight
Adjusted Armor from 50 to 50/60/70.
Ability, Bond Power: Adjusted cooldown from 8/7/6 seconds to 8/6/4 seconds.

(3) Yuki·Mahjong Fight
Adjusted Armor from 50 to 50/60/70.
Ability, December Snow: Adjusted cooldown from 10/9/8 seconds to 10/8/6 seconds.

(4) Shishio·Mahjong Fight
Adjusted attack range to 1.5 grids.
Adjusted Armor from 50 to 50/60/70.

(5) Inugami·Mahjong Fight
Adjusted Attack Speed from 1.1/1.15/1.2 to  1.1/1.2/1.3.
Adjusted Armor from 50 to 50/60/70.

(6) Ryomen·Mahjong Fight
Adjusted Armor from 75 to 75/85/95.
Increased base Magic Resist by 50.

(7) Hannya·Mahjong Fight
Ability, Inner Demon: Adjusted charge damage from 100/150/200 to 150/300/450. After transforming, Attack Speed bonus will be adjusted from 70%/90%/110% to 70%/100%/130%. HP, Armor and Magic Resist bonuses will be removed. 40/60/80 HP will be restored every second.

(8) Menreiki·Mahjong Fight
Ability, Spirit of Kawakatsu: Adjusted damage from 60/90/120 to 50/100/150 and ability cooldown from 5/4.25/3.5 seconds to 5 seconds.

(9) Momiji·Mahjong Fight
Adjusted HP from 600/1200/2400 to 550/1100/2200.
Adjusted Armor from 50 to 60.
Ability, Maple Note: Bouncing range and bullet speed will be increased greatly.

(10) Ootengu·Mahjong Fight
Ability, Blade Storm: Adjusted damage from 40/60/80 to 40/70/100 every 0.5 seconds. Summoned tornado won't auto-move forward.

(11) Yuki Onna·Mahjong Fight
Ability, White Out: Adjusted ability radius from 450 yards to 500 yards and Freeze duration time from 1.5 seconds to 1.5/2/2.5 seconds.

(12) Susabi·Mahjong Fight
Adjusted Armor from 50 to 75.
Increased base Magic Resist by 50.
Ability, Stellar Justice: Adjusted the base damage of each attack from 50/75/100 to 50/85/120.

(13) Tamamonomae·Mahjong Fight
Ability, Falling Might: Adjusted range from 250/375/500 yards to 400/400/400 yards.

(14) Kyonshi Imoto·Mahjong Fight
Adjusted HP from 500/1000/2000 to 550/1100/2200.

(15) Yasha·Mahjong Fight
Adjusted HP from 500/1000/2000 to 650/1300/2600.

(16) Mannendake·Mahjong Fight
Fixed the issue that ability damage didn't increase as star level increased.

(17) Aoandon·Mahjong Fight
Ability, Ghost Story Lantern: Fixed the issue that Silence effect made shikigami unable to move. Adjusted total damage from 20%/27.5%/35% of target's Max HP to 200/400/600 and stun time from 2/2.5/3 seconds to 0.5/1/1.5 seconds.

(18) Hakuro·Mahjong Fight
Adjusted Attack Speed from 1.1/1.15/1.2 to 1/1.05/1.1.
Ability, Non-Self: Adjusted bullet width from 350 yards to 500 yards and the AD Bonus of damage from 1/1.2/1.4 to 2/2.5/3. Knockup distance has been narrowed.

(19) Youko·Mahjong Fight
Adjusted Attack Speed from 0.85/0.9/0.95 to 1/1.05/1.1.

(20) Komatsu·Mahjong Fight
Ability, Pine Cone Clap: Adjusted as passive and take effect permanently. Adjusted fixed Splash rate from 60% to 30%/40%/50%.

(21) Futakuchi·Mahjong Fight
Adjusted Attack Speed from 0.8/0.85/0.9 to 1.1/1.15/1.2.
Ability, Surprise!: Adjusted cooldown from 6/5/4 seconds to 7/6/5 seconds and AD bonus of damage from 0.7/0.8/0.9 to 1/1.25/1.5.

(22) Jikikaeru·Mahjong Fight
Adjusted Attack Speed from 0.8/0.85/0.9 to  0.9/0.95/1.
Ability, Change of Luck: Adjusted AD bonus of explosion damage from 0.5/0.5/0.5 to 0.5/0.65/0.8.

(23) Miketsu·Mahjong Fight
Speed of restoring MP will be doubled when attacking.
Increased base Magic Resist by 50.

(24) Mouba·Mahjong Fight
Ability, Oblivion Tea: Adjusted the method of calculating the Attack Speed decreasing effect from subtraction to multiplication and duration time from 6 seconds to 4 seconds.

(25) Samurai X·Mahjong Fight
Ability, Hagakure: Adjusted damage from 350/525/700 to 200/300/400. During the charging duration, damage reduction will be adjusted from 50%/60%/70% to 70% for all level. Ability cooldown has been adjusted from 20 seconds to 25 seconds.

(26) Kaguya·Mahjong Fight
Ability replaced as Moonlight Echo: Kaguya, summons moonlight to travel through enemies to deal 50/100/150 magic damage every time when moonlight hits an enemy and decreases 25/50/75 MP. Moonlight can travel and attack up to 4 times.

(27) Ichimokuren·Mahjong Fight
Adjusted attack range from 2 grids to 1.5 grids.

(28) Kusa·Mahjong Fight
Ability, Absorb: Adjusted ability cooldown from 5/4.25/3.5 seconds to 5/4/3 seconds, base damage from 250/350/450 to 150/200/250 and base HP Regen from 60/80/100 to 60/90/120.

(29) Umibozu·Mahjong Fight
Ability, Tsunami: Adjusted damage from 400/600/800 to 250/400/550. Adjusted the method of calculating the Attack Speed decreasing effect from subtraction to multiplication. Adjusted duration time from 4 seconds to 3 seconds and ability cooldown from 10 seconds to 10/8/6 seconds.

4. Heian-kyo Mahjong - Bond Effect Adjustments

(1) Mage
We have removed the MP Regen abilities of Kaguya and replaced with the MP Regen of Mage's Bond in order to provide more lineup options for Mage shikigami.

3 Mage shikigami will grant the effect of restoring 4 MP per second.
6 Mage shikigami will grant the effect of restoring 6 MP per second.
9 Mage shikigami will grant the effect of restoring 10 MP per second.

(2) Tank
Since the triggering of Tank shikigami's bond effect is unstable, the change interval of revenue was too large. Tank shikigami are a bit weak when facing enemies who deal damage mainly with abilities. Therefore, we have adjusted the way to trigger Tank shikigami's bond and made their revenue more stable and controllable.

Adjusted triggering method from "triggers when receiving basic attacks" to "triggers when launching basic attacks", removed the trigger interval and adjusted the trigger rate from 15%/25%/30% to 30%.
Adjusted the Shield HP Bonus of 4 Tank shikigami from 5% to 7%.


(3) Beast Spirit
Adjusted the Attack Speed of 4 Beast Spirits from 25% to 30%.

(4) God
Adjusted the effect of 4 Gods to "MP of 3 random all shikigami will be restored to max at the beginning of the match.".

(5) Demon
Adjusted the HP Steal effect of 6 Demons from 15% to 18%.