golo

Update Notes 0126

2024-01-26

Balance Adjustments
1. Kinnara
Kinnara's damage is evenly distributed among her abilities and requires a certain warm-up time to deal damage, which results in a slower overall damage output, leading to a somewhat poor experience. This adjustment aims to enhance the impact of her damage, so we've added basic attack effect benefits to Ability 1 [Prelude]. We've also increased the cast range of Ability 2 [Crescendo] and the extended distance when it hits enemies at the end, and we've increased the damage of Ability 2 [Crescendo], which scales with level. Additionally, we've increased the base damage of the Ultimate Ability [Flit] in the early and mid-game, hoping that her Ultimate Ability [Flit] can maintain reasonable strength even with less adequate equipment.
Ability 1 [Prelude]:
New effect: The damage from this ability can trigger basic attack effects.
Ability 2 [Crescendo]:
Ability range: Increased from 850 yards to 875 yards;
The hit distance at the end has been adjusted from 225 yards to 250 yards.
Sound wave effect:
[Do - Crimson Skies]
Damage dealt to enemies along the path increased from 20 (+24% Attack) (+6*Current Level) to 20 (+24% Attack) (+8*Current Level);
Adjusted True Damage from 30 (+36% Attack) (+9*Current Level) to 20 (+24% Attack) (+13*Current Level).
[Re - Yellow Rose]:
Damage dealt to enemies along the path increased from 25 (+25% Attack) (+5*Current Level) to 25 (+25% Attack) (+8*Current Level);
AoE damage increased from 25 (+25% Attack) (+5*Current Level) to 25 (+25% Attack) (+8*Current Level).
[Mi - Glorious Shrine]:
Damage dealt to enemies on the path increased from 50 (+60% Attack) to 50 (+60% Attack) (+6*Current Level).
[So - Zephyr]:
Damage dealt to enemies on the path increased from 50 (+60% Attack) to 50 (+60% Attack) (+6*Current Level).
[La - Clarity]
Damage dealt to enemies on the path increased from 50 (+60% Attack) to 50 (+60% Attack) (+6*Current Level).
Ultimate Ability [Flit]:
Damage dealt by each spirit bird increased from 5/7.5/10 (+5%/10%/15% Attack) to 7/8.5/10 (+5%/10%/15% Attack).
2. Momiji
After the last balance adjustment, Momiji still appears to be relatively weak when laning against most mage shikigami in the early to mid game. We hope to further enhance her laning and support abilities during this phase. Therefore, we have increased the damage of her Ability 2 [Maple Note] and her Ability 3 [Falling Maple] in the early to mid game, and further increased the damage coefficient of her Ability 2 [Maple Note] against non-shikigami units. We hope to improve her laning experience and support efficiency.
Ability 2 [Maple Note]:
Damage coefficient against non-shikigami units increased from 185% to 200%.
Damage increased from 80/130/180/230/280 (+40% Ability Power) to 100/145/190/235/280 (+40% Ability Power).
Ability 3 [Falling Maple]:
Damage per stage increased from 50/90/130/170/210 (+30% Ability Power) to 70/105/140/175/210 (+30% Ability Power).
3. Hana
Hana currently appears relatively weak among the support shikigami, with room for improvement in both damage and support capabilities. Therefore, we have increased the Shield provided by her Ability 2 [Painting Realm], hoping to enhance her survivability and protective abilities. In addition, we want to strengthen the impact when her Natural Passive [Nectar] is triggered. For this, we have increased the damage when her Natural Passive [Nectar] is triggered at full five stacks, hoping she will perform better on the battlefield.
Natural Passive [Nectar]:
Full five-stack damage adjusted from 20 (+20% Ability Power) (+2% (+0.2%*Current Level) of target's max HP) to 20 (+30% Ability Power) (+3% (+0.2%*Current Level) of target's max HP).
Ability 2 [Painting Realm]:
Shield adjusted from 75 (+8*Level) (+35% Ability Power) to 75 (+15*Level) (+45% Ability Power).
5. Jorogumo
Jorogumo has some issues at the experience level. The effect of her Ultimate Ability [Arachnid Swarm] is somewhat unstable, and it heavily relies on the Stun effect triggered by poisonous tarantulas. This adjustment aims to enhance the practicality of the Ultimate Ability [Arachnid Swarm]. We have increased the flight speed of tarantulas, and for enemies hit by the Ultimate Ability [Arachnid Swarm], a [Spider Symbol] will be directly inflicted. Also, after releasing normal tarantulas that hit the enemy, a Slow effect will be inflicted on them. After the adjustment, the ways to connect Ability 1 [Venom Claw] in the ability set have become more diversified. We have also increased the damage of Ability 1 [Venom Claw] in the early and mid game, hoping she will have higher playability and more reasonable strength.
Ability 1 [Venom Claw]:
Damage increased from 80/120/160/200/240 (+70% Bonus Attack) (+3% (increased by 1% for every 60 Bonus Attack) of the target's HP lost) to 80/130/180/230/280 (+70% Bonus Attack) (+3% (increased by 1% for every 60 Bonus Attack) of the target's HP lost).
Ultimate Ability [Arachnid Swarm]:
Adjusted to directly inflict a Spider Symbol on the hit enemy; bullet speed increased from 1,800 to 2,400.
New effect: When releasing normal tarantulas, inflict a 40% Slow on hit enemies for 2s.
6. Nekomata
Nekomata's current strength is a bit high, and the power of summoning three cats in the late game is somewhat unbalanced. Kuro's practicability in the mid-late game is a bit limited. The duration of the brawl area left by [Come in Kuro] is somewhat too long, which makes the laning phase experience for opponents somewhat poor. We've slightly reduced the Attack bonus of Shiro and Chako in the late game, and increased the damage of Kuro's basic attacks to surrounding enemies.
Ability 3 [Come in Yuki]:
The white cat's Attack bonus reduced from 110% Attack (+0.5% Current Level) to 110% Attack.
Ability 2 [Come in Chacha]:
Damage per Coin reduced from (+10% Attack) (+3 Current Level) to (+7.5% Attack) (+3*Current Level).
Ability 1 [Come in Kuro]:
Duration of the brawl area reduced from 6s to 3s. Basic attack damage to surrounding enemies increased from (+30% Attack) to (+60 Attack).
7. Kusa
Kusa's current Ability 2 [Absorb] has a somewhat low recovery amount, making it difficult to provide enough survivability during the laning phase. At the same time, her Ability 3 [Tangle Root], as her only control-oriented ability, has a long cooldown and cannot provide effective immediate protection during downtime. Therefore, we have increased the base recovery amount of her Ability 2 [Absorb], and reduced the cooldown of her Ability 3 [Tangle Root] in the early to mid game, hoping to enhance her capabilities during the laning phase.
Ability 2 [Absorb]:
Base recovery increased from 40/50/60/70/80 (+20% Ability Power) to 50/60/70/80/90 (+25% Ability Power).
Ability 3 [Tangle Root]:
Cooldown reduced from 16/15/14/13/12s to 14/13.5/13/12.5/12s.
8. Youko
Youko is currently underperforming, especially in the mid game. We have slightly increased the trigger probability of Youko's Ultimate Ability [Blade Cyclone] at higher rarities, and also increased the base damage of Ability 2. We hope this will give Youko a relatively ideal combat power in the mid game.
Ultimate Ability [Blade Cyclone]:
The probability of N adjusted from 40%/24%/16% to 24%/20%/16%, the probability of SR increased from 20%/32%/36% to 28%/32%/36%, and the probability of SSR adjusted from 8%/16%/24% to 16%/20%/24%.
Ability 2 [Wind Blade]:
Damage of the second blade increased from 10/20/30/40/50 (+40%/50%/60%/70%/80% Attack) to 10/35/60/85/110 (+40%/50%/60%/70%/80% Attack).
10. Kubinashi
Kubinashi's damage in the early and mid game is relatively low compared to other marksmen, making him somewhat weak during this stage of the game. Also, the damage dealt by his Ultimate Ability is somewhat low against shikigami with lower total HP. Therefore, we have increased Kubinashi's overall damage-dealing capabilities, hoping he can perform better in Heian-Kyo.
Ability 2 [Swift Strike]:
Damage increased from (+20% Attack) (+5%/6%/7%/8%/9% of target's max HP percentage) to (+30% Attack) (+5%/6%/7%/8%/9% of target's max HP percentage).
Ability 1 [Thrash]:
Base values increased from 40/70/100/130/160 (120%/122.5%/125%/127.5%/130% Attack) to 50/85/120/155/190 (120%/125%/130%/135%/140% Attack).
Ultimate Ability [Driven]:
Minimum damage increased from 200/400/600 to 250/500/750.
11. Wukong
Wukong is currently too strong in the jungling position, and has an overly powerful recovery ability in combat. In addition, the damage of his Ability 3 [Sea-Calming Cudgel] is a bit too high for a binding control ability. Therefore, we have reduced the damage of Wukong's Ability 1 [Cudgel's Protection] and its damage coefficient against monsters, while also reducing the recovery amount when multiple enemy shikigami are hit by his Ability 1 [Cudgel's Protection], and have reduced the damage of his Ability 3 [Sea-Calming Cudgel]. We hope that after these adjustments, he will offer a more reasonable combat experience.
Ability 1 [Cudgel's Protection]:
Jungle Coefficient: Reduced from 120% to 105%;
If multiple enemies are hit, the subsequent recovery amount is reduced by 50%.
Swing Damage reduced from 30/75/120/165/210 (+65% Bonus Attack) to 25/70/115/160/205 (+55% Bonus Attack).
Cudgel Damage reduced from 55/125/195/265/335 (+130% Bonus Attack) to 50/120/190/260/330 (+110% Bonus Attack).
Ability 1 [Golden Cudgel Breaker]:
Damage increased from (+180% attack) (+27.5 * current level) to (+190% attack) (+27.5 * current level).
Ability 1 [Head-On Strike]:
Base damage of unleashing full determination increased from 20/55/90/125/160 (+70% attack) (+7.5 * current level) to 20/55/90/125/160 (+80% attack) (+7.5 * current level).
Ability 3 [Sea-Calming Cudgel]:
Damage reduced from 40/100/160/220/280 (+60% Attack) (+2.5*Current Level) to 30/85/140/195/250 (+45% Attack) (+2.5*Current Level).
12. Yamakaze
Changes to the map since the new season have led to a poor experience for Yamakaze when killing units such as the Serpent Priestess, Sougenbi, or Kraken. We aim to optimize this experience, hoping that Yamakaze will be less dependent on the existing bushes when competing for these neutral resources.
Ultimate Ability [King of the Forest]:
New effect: Using [Slash] to hit large monsters will reduce the cooldown of [King of the Forest] by 4s.
13. Akaname
When designing the character Akaname, our initial intention was to create a support shikigami with continuous damage output. However, when evaluating his performance in the current version of the game, we found that Akaname's protective capability is overly strong compared to his damage output. Therefore, this adjustment aims to restructure his damage, enhance his damage output, while moderately reducing his protective capability. In addition, we have also optimized some of Akaname's experience issues:
Firstly, we have optimized the experience of Akaname collecting Dirt. The mechanism for obtaining [Stains] when ally shikigami are affected by debuffs is not clear enough. To solve this problem, we have reset the channel for generating [Stains] to: Enemy shikigami near Akaname will periodically be inflicted with [Stains]. In addition, we noticed that in the current game environment, the most effective way to play Akaname is for Akaname to serve as the marksman, which allows the support shikigami to provide the last hit so that Akaname can gain trait and laning benefits at the same time. The experience of Akaname in this gameplay is not good, and it has high requirements for support shikigami. As a solution, we will readjust the trait mechanism of Akaname: Now the extra rewards he gets from killing minions and monsters will be transferred to the nearby ally shikigami, and Akaname gets part of the extra benefits. As a balance adjustment, we have greatly increased the Coin earnings when Akaname stacks traits.
Finally, we will optimize Akaname's damage output environment. Firstly, we have increased his initial range and the cast range of his Ability 2. In addition, we have adjusted the passive effect of his Ability 1: the previous mechanism of obtaining an enhanced attack after three basic attacks was risky to use in actual combat. Therefore, we have brought forward the enhanced basic attack effect: Akaname periodically gets an enhanced basic attack, and each basic attack will shorten the cooldown of the enhanced basic attack. This adjustment aims to ensure Akaname's damage output limit remains unchanged while reducing its risk.
Trait [Master Cleaner]:
Base Attack Speed: Increased from 0.58 to 0.68;
Initial range: Increased from 600 to 630;
Removed effect: When Akaname and nearby ally shikigami are affected by a debuff, a [Stain] is inflicted.
New effect: Every once in a while, a [Stain] is inflicted on the enemy shikigami near Akaname.
Removed effect: If Akaname kills a minion without buying support Items, it cannot obtain [Dirt] in the next 10s.
New effect: The experience and Coins Akaname gains from killing minions and monsters will be transferred to nearby ally shikigami, with Akaname receiving some additional benefits. If there are no nearby ally shikigami, Akaname cannot obtain Dirt from minions.
Dirt Earnings Adjustment:
Original effect: Each Dirt increases Crit Damage by 2% and Attack Range by 1. For every 10 Dirt collected, Akaname will receive a 5% Crit Rate buff and 100 Coins. After collecting more than 50 Dirt, every 10 Dirt collected provides a 10% Attack Speed buff.
Adjusted to: Each Dirt increases Crit Damage by 2.5% and Attack Range by 0.5. For every 8 Dirt collected, Akaname will receive 125 Coins. After collecting more than 40 Dirt, Akaname will receive 50 Coins for each Dirt collected.
Ability 1 [Sweeping Time]
Passive Effect Adjustment:
Original effect: Akaname accumulates [Grime] when his basic attacks or abilities hit enemy shikigami. Accumulating 3 [Grime] enhances his next basic attack, increases his Attack Range, deals damage to the enemies hit, and gives himself a Movement Speed bonus.
Adjusted to: Every 10s, Akaname's next basic attack will be enhanced, inflicting extra physical damage and a Slow effect that lasts for 1.5s. Basic attacks hitting an enemy reduce the cooldown of the enhanced basic attack by 2s.
Ability 2 [Rinse Out]:
Cast range increased from 850 to 900.
Damage increased from 30/35/40/45/50 (+70% Bonus Attack) to 30/35/40/45/50 (+75% Bonus Attack) (Every 1% Crit Rate increases ability damage by 0.5%);
New: The Haste effect will be removed immediately upon leaving the wash area.
Ability 3 [Dirt Begone]:
Control effect adjustment: The effect on enemies hit by dust twice in a row changed from Stun to Immobilize, with the Immobilize period being 0.8/0.95/1.1/1.25/1.4s.
Ability 4 [Nice and Clean]:
Initial Shield reduced from 150/250/350 (+30% Bonus Attack) to 100/150/200 (+25% Bonus Attack).
Delay Shield reduced from 240/420/600 (+160% Bonus Attack) to 200/350/500 (+150% Bonus Attack).


[Optimizations and Adjustments]
1. Fixed an issue where the warning circle size and actual effect range of Wukong's Ability 3 [Sea-Calming Cudgel] did not match.


[Free Shikigami Lineup Bulletin]
We will change the lineup of the limited-time free shikigamis at 5:00 AM on Monday 1/29. The new free Shikigami will be Nekomata, Tenjo Kudari, Ibaraki Doji, Mannendake, Izaya, Enma, Shishio, and Hakuzosu.
Onmyoji who own the God of Fortune Month Pact will have the additional free shikigami, Ryomen and Susabi.
Of these Shikigamis, Hakuzosu has a difficulty of Hard. Onmyoji who have been in Heian-kyo for less than 7 days can't use him in battle for free.