[New Shikigami]
Mahamayuri
Her face partly hidden by the beaded curtain, her eyes captivate souls.
Cloaked in the feathers of sin, yet her heart remains pure.
The caged peacock dances gracefully to the music,
Offering a breathtaking performance for the splendid feast.
Trait [Feathers]:
Every two basic attacks from Mahamayuri will generate a feather around the target.
Ability 1 [Feather Wind]:
Mahamayuri fires feathers at the target, dealing damage and inflicting a Slow effect. Feathers will be left behind when hitting shikigami.
Ability 2 [Feather Dance]:
Mahamayuri moves in the designated direction, leaving a feather at the starting point.
Ability 3 [Feather Flow]:
Mahamayuri commands the feathers around her to gather in the designated area, dealing damage to enemies along the path and within range.
Ability 4 [Confused Realm]:
Mahamayuri creates a realm, in which basic attacks will include a displacement effect and fire additional feathers at the target and nearby units, dealing damage and generating a feather near the target.
[Latest Events]
1. Daruma Exchange Survey
Event Period: 8/2/2024 after maintenance to 8/25/2024
During the event, you can get 1 Survey Ticket by logging in daily, and 1 Survey Ticket for every 1 battle completed. The number of completions for Loop Quests is unlimited, and they can be repeatedly completed during the event period. Use Survey Tickets to vote for your favorite skins. The voting period is from 8/2/2024 after maintenance to 8/25/2024. The top 3 winning skins and [4th-8th Skin Selection Box] will be added to Daruma Blessing for exchange after 8/30/2024.
[Shikigami Adjustments]
Komatsu
When designing Komatsu, we aimed to create a shikigami with a strong sense of safety in team fights, so we focused on her long-range sustained damage output and her pre-battle deployment experience. However, compared to other Marksman shikigami, Komatsu's unique traits and her experience are not mediocre. Therefore, we hope to optimize Komatsu's gameplay experience through this modification to better align with our expectations for her.
Although the current version of Ability 3 [Dependence] allows for significant displacement, its effectiveness heavily depends on teammates' positions, making it hard to use in complex team battles. Also, the [Pine Cone Bomb] left at the original location after using the ability often fails to deter pursuing enemies due to a delay in activation. To make this ability easier to use, we are reducing its dependence on teammates' positions and slightly decreasing the displacement distance. This adjustment will enable Komatsu to use the displacement more effectively in solo situations while still encouraging teamwork. To enhance this ability's cooperative aspect, we've added an aerial jump mechanic: touching a teammate during displacement triggers an aerial jump, during which abilities are disabled, but one basic attack is possible. Regarding the delay of the Pine Cone Bomb, we have modified the bomb's spawning locations to make it visible to enemies, enhancing its ability to deter pursuers.
As Komatsu's signature ability, Ability 2 [Pine Cone Bomb] has a high usage rate during the laning phase. However, after the laning phase, due to the limited number of accumulated stacks and the high delay in releasing the bombs during battles, the usage rate and effectiveness of this ability do not meet expectations. To address this issue, we are increasing the number of stacks for Pine Cone Bomb when Ability 2 reaches its maximum level. Additionally, as Pine Cone Bomb is one of Komatsu's key features, we want to enhance its effects to increase its usage rate throughout the game. Therefore, we have added a Break effect, which Marksman shikigamis often lack, to the Pine Cone Bomb, hoping to make it more effective in various scenarios.
Komatsu's ultimate ability [Raining Pine Cones] feels relatively weak in the current version, providing only partial Slow when used and unable to leave a sufficiently threatening area to ensure the safety of Komatsu's output. We hope to incorporate more of Komatsu's characteristics into the ultimate ability and provide a means to quickly form a relatively safe area. Therefore, we have added five Pine Cone Bombs that are visible to enemies within the area after the ultimate ability is cast. We hope this will provide Komatsu with a greater sense of safety in more scenarios while further enhancing the presence of the ultimate ability.
Finally, we want Komatsu to have a relatively safe output environment throughout the game. To achieve this, we've unified the range of Ability 1 [Pine Cone Clap] in both [Full Effort] and [Relaxed] states. As a balance, we've removed the AP recovery effect in [Full Effort] state. We've also moderately limited the enhancement of abilities in the later stages of the game.
Trait: [Fragmented Pine Cones]:
Adjustment: Komatsu's Pine Cone Bomb inflicts a Break effect on shikigami hit.
Ability 1 [Pine Cone Clap]:
Adjustment: Komatsu enters the [Full Effort] state, consuming AP to deal bonus damage with basic attacks, which can also inflict Splash damage.
Komatsu enters the [Relaxed] state, in which basic attacks and abilities that hit enemy shikigami will restore AP.
Increased base range, removed range increase effect, and also removed the AP recovery effect when using abilities in [Full Effort] state.
Ability 2 [Pine Cone Bomb]:
Adjustment: Buries a Pine Cone Bomb at the designated position that deals damage to surrounding enemies and inflicts a Slow effect on them upon detonation. At max level, gains an additional Pine Cone Bomb storage slot.
Ability 3 [Dependence]:
Adjustment: Rush in the designated direction and leave behind a Pine Cone Bomb along the path. Can leap into the air with the help of a teammate and increase the movement speed of both. Can perform a basic attack while airborne.
Ability 4 [Raining Pine Cones]:
Adjustment: Throws a Pine Cone Bomb at a designated area, dealing damage over time to all enemies within range. Also generates several Pine Cone Bombs within the ability range.