[Balance Adjustments]
1. Samurai X
As a Tank shikigami with limited agility, Samurai X should excel in combat during the laning phase. However, his current HP and damage are insufficient, making it tough for him to dominate early on. We've increased his base HP and the early-game base damage of his Ability 2, [Tomb Dust], to enhance his performance in the early game.
Base HP increased from 920 to 970.
Ability 2 [Tomb Dust]:
Base Damage increased from 80/95/110/125/140 to 110/130/150/170/190.
2. Sasori
Sasori is currently overperforming in the top lane, easily gaining early advantages due to her basic attack traits. However, as a Ninja shikigami, her jungling is subpar, and her late-game burst damage falls short. Therefore, we've reduced the early-game base damage of her Scorpion Venom and increased the bonus attack damage of her ultimate ability [Venom of a Hundred Scorpions].
Passive [Scorpion Venom]:
Per second damage adjusted from 18 (+24% (+1.05% Current Level) Bonus Attack) (+1.5 Current Level) to 12 (+24% (+1.50% Current Level) Bonus Attack) (+0.09 Current Level).
Increased damage against monsters from 100% to 150%.
Ultimate Ability [Venom of a Hundred Scorpions]:
Increased Attack bonus from 70%/105%/140% to 70%/115%/160%.
3. Aori
As a Mage shikigami with a short damage output window, Aori deals excessively high damage in the mid to late game with her abilities, including a significant amount of True Damage, thus limiting the opponents' counterplay options. We've slightly decreased the damage of her Ability 1 [Galaxy Amulet] and Ability 3 [Arachnean Circle] in the mid to late stages to balance the gameplay.
Ability 1 [Galaxy Amulet]:
Reduced damage bonus per amulet from (+18% Ability Power) to (+15% Ability Power).
Ability 3 [Arachnean Circle]:
Ratio of calculated damage reduced from 16%/18.5%/21%/23.5%/26% (+0.5%*Current Level) to 16%/17%/18%/19%/20% (+0.4%*Current Level).
4. Shouzu
Following the recent tweaks to Shouzu's Ability 1 [Water Bomb], her laning pressure has become overly strong. We aim to maintain her playability while reducing the negative impact on opponents. Therefore, we've slightly lowered the split damage of [Water Bomb] during laning to moderate her harassment ability.
Ability 1 [Water Bomb]:
Reduced base split damage from 60/110/160/210/260 to 45/90/135/180/225.
5. Wukong
Wukong, a highly agile Samurai shikigami, can leverage his fast jungle clearing to frequently harass laning opponents early on, gaining a significant team advantage. He also maintains a health lead through high HP regeneration during early combat, which complicates counterplays. We've reduced the HP regeneration and damage coefficient against monsters of his Ability 1 [Cudgel's Protection] to decrease his early-game threat and improve the gameplay experience for opponents.
Ability 1 [Cudgel's Protection]:
HP recovery upon hitting shikigami reduced from 10/15/20/25/30 to 6/10/14/18/22.
Reduced damage coefficient against monsters from 105% to 90%.
6. Kuro Mujou
Kuro Mujou's Ability 1, [Soul Eater], creates shields that vary too significantly based on his current advantage or disadvantage, leading to inconsistent performance. We've adjusted the formula, shifting some percentage-based values to fixed values. Also, his ultimate ability [Fickle Doom] grants a significant speed boost upon defeating enemy shikigami. However, the late-game execution threshold for this ability was too low, making it hard to activate. We've increased the execution damage for [Fickle Doom], while slightly reducing the speed boost received after a successful execution.
Ability 1 [Soul Eater]:
Shield adjusted from 8%/12%/16%/20%/24% of Max HP to 40/110/180/250/320 (+8%/11%/14%/17%/20% of Max HP).
Ultimate Ability [Fickle Doom]:
Haste effect from execution reduced from 40%/55%/70% to 40%.
Trigger HP for execution damage increased from 400/600/800 (+120% Bonus Attack) to 400/600/800 (+140% Bonus Attack).
7. Shiranui
Shiranui's displacement ability, [Midnight Flutter], can currently be interrupted by control abilities mid-air, and if interrupted, does not complete the move, which often results in a frustrating experience. This differs from our standard logic for movement abilities. Furthermore, she's been underperforming in the laning phase. Therefore, we've incorporated a weak Endure mechanism into her Ability 3 [Midnight Flutter], causing control effects to delay until after the move completes. We've also slightly increased the base damage of her Ability 1 [Floating Fan Dance] to improve her early laning and reduce frustration from interruptions.
Ability 1 [Floating Fan Dance]:
Base damage increased from 120/175/230/285/340 to 135/190/245/300/355.
Ability 3 [Midnight Flutter]:
Added a weak Endure mechanism during displacement, where control effects will be delayed until Shiranui's displacement ends.
8. Kidomaru
Kidomaru's Ability 1, [Killing Satisfaction], causes high damage to monsters, enabling an excessively fast jungle clear. This allows him to easily build and extend an early to mid-game advantage. We've reduced the efficiency of this ability in the jungle to recalibrate his jungle speed to a reasonable level.
Ability 1 [Killing Satisfaction]: Reduced attack damage multiplier against monsters from 120% to 100%, and maximum damage against monsters from 25 (+7.5*Current Level) to 25 (+6*Current Level).
9. Kubinashi
As a Marksman shikigami with frequent mobility, Kubinashi's movement speed is slower compared to similar abilities, making his damage output feel sluggish when mobility is involved. We've increased his movement speed to correct this. Also, the special basic attack animation time of his Ability 1 [Thrash] will now decrease further based on Attack Speed reduction, similar to basic attacks, ensuring smoother transitions between his abilities and basic attacks.
Ability 1 [Thrash]:
Special basic attack animation time will be based on Attack Speed reduction.
Ability 2 [Swift Strike]:
Movement Speed increase.
10. Zashiki
Zashiki's Ability 1 [Indoor Cleansing] previously allowed her to maintain too high an HP level in the mid game when advantaged, making her difficult to counter. In contrast, she struggled to impact the late game when disadvantaged. We've slightly reduced the HP recovery rate of [Indoor Cleansing] and increased the base stats of her ultimate ability [Serendipity], aiming for a more balanced performance across different game phases.
Ability 1 [Indoor Cleansing]:
The healing ratio from hitting shikigami and monsters has been reduced from 40% to 30%, and the healing ratio from hitting units has been reduced from 12% to 8%.
Ultimate Ability [Serendipity]:
Base Shield increased from 250/300/350 to 250/325/400.
[Optimizations and Adjustments]
1. Optimized the issue caused by the unilateral deletion of friends by mistake.
2. Adjusted the reward collection method for completing the [Blackgold Album] and [Gadget Geek] series skins collection: Exclusive shikigami records can now be manually claimed through the [Collection Rewards] page in the Gallery system.
[Free Shikigami Lineup Adjustments]
We will change the lineup of the limited-time free shikigami at 5:00 AM on 5/13. The new free shikigami will be Futakuchi, Tenjo Kudari, Zashiki, Yamawaro, Menreiki, Kuro, Mouba, and Hakuzosu.
Onmyoji who own the God of Fortune Month Pact will have the additional free shikigami, Ootengu and Momo.
Among these shikigami, Mouba and Hakuzosu have a higher difficulty level. Onmyoji who have been in Heian-kyo for less than 7 days cannot use them in battle for free.