golo

Update Notes 0524

2024-05-24

[New Skin]
1. Sinful Hunt
Rule breakers will face consequences.
It's time for some mischief from the naughty ones.
The hidden shadows have been fully exposed by the vigilant eyes of the law.
Criminals will eventually pay dearly for their deceit and misdeeds.
Enenra's brand new Epic Skin [Sinful Hunt] will be available in the Skin Shop on 5/24/2024! There's also a 12% off discount during the first week. Don't miss out!


[Balance Adjustments]
1. Jikikaeru
As a Marksman shikigami with unique randomness-based gameplay, Jikikaeru has been performing below expectations in the bot lane. We've enhanced the benefits of good luck for Jikikaeru—his Ability 1 [Tile Fling] now deals increased damage when holding three tiles, and rolls of 4, 5, or 6 on his ultimate ability [Dice of Destiny] bring additional buffs. Also, we've introduced a safety mechanism to his Ability 3 [Tile Boost] to mitigate the impact of low-probability events and ensure luck doesn't forever forsake the frog.
Ability 1 [Tile Fling]:
True Damage dealt after accumulating three tiles increased from 100% to 105%.
Ability 3 [Tile Boost]:
Now, if you fail to draw the third Mahjong tile three times in a row, the next Tile Boost will guarantee the same Mahjong tile.
Ultimate Ability [Dice of Destiny]:
Ultimate ability's Attack adjusted from 40+4*(-1)/60+6*(-1)/80+8*(-1) to 35+5*(-1)/55+7*(-1)/75+9*(-1).
New: On dice rolls of 4, 5, or 6, Jikikaeru's next three basic attacks will gain 50%/65%/80% Attack Speed.
2. Yuki Onna
Yuki Onna, a Mage shikigami with a versatile role, has been struggling in both mid and support roles. Her ultimate ability, [White Out], has been less threatening, so we've advanced its Slow effect and expanded the range. We've also increased the damage bonus of her Ability 2, [Marshmallow], to boost her team fight damage output in the later stages of the game.
Ability 2 [Marshmallow]:
Minimum Ability Power ratio for damage increased from 50% to 70%, maximum Ability Power ratio for damage increased from 100% to 110%.
Ultimate Ability [White Out]:
Now, when a blizzard is formed, it immediately applies Slow on enemies within range.
Increased ability range radius from 375 to 425.
3. Suzuhime
Suzuhime, a Mage shikigami focused on sustained damage output, finds the recharge time of her Ability 1 [Blazing Dance] too long during extended team fights, which hampers her potential. To address this, we've introduced a new feature: if an enemy shikigami is sealed within 3s of being hit by Suzuhime's basic attack or ability, it will replenish 0.5 charge of [Blazing Dance]. This adjustment aims to enhance her sustained combat effectiveness shortly after sealing an enemy. Also, given that Suzuhime's total damage output has been somewhat excessive, we've substantially reduced the damage of both [Blazing Dance] and her ultimate ability, [Divine Fire], to balance her power while maintaining her characteristic sustained damage.
Ability 1 [Blazing Dance]:
New Mechanic: If an enemy shikigami is sealed within 3s after being hit by Suzuhime's basic attack or skill, it will refund 0.5 charge of Ability 1 [Blazing Dance].
Bell Bolt damage reduced from 65/105/145/185/225 (+55% Ability Power) (+5*Current Level) to 65/95/125/155/185 (+45% Ability Power) (+3*Current Level).
Ritual Flame Ability Power ratio for damage reduced from (+18% Ability Power) to (+12% Ability Power).
The movement speed bonus obtained in the second enhancement is reduced from 25%/26.25%/27.5%/28.75%/30% to 20%/21.25%/22.5%/23.75%/25%.
Ultimate Ability [Divine Fire]:
Damage adjusted from 300/600/900 (+95% Ability Power) to 250/550/850 (+80% Ability Power).
4. Sesshomaru
As a Ninja shikigami, Sesshomaru's jungling speed is on the slower side, and the payoff for charging his ultimate ability, [Dragon Strike], is insufficient. To address this, we've increased the damage his Ability 1 [Full-blooded] does to monsters and boosted the charged damage ratio of [Dragon Strike], hoping to enhance Sesshomaru's performance.
Ability 1 [Full-blooded]:
Increased the damage dealt to monsters from 110% to 125%.
Ultimate Ability [Dragon Strike]:
Maximum charged damage increased from 75% to 90%.
5. Tanuki
Tanuki, a Tank shikigami known for his strong survivability and control, currently outputs too much damage with his abilities, posing a significant threat to enemy backlines during team fights. This overly dominant performance disrupts the game balance, so we've lowered the damage progression of his Ability 2 [Fiery Moonshine] to keep his damage output fair and allow for effective counterplay.
Ability 2 [Fiery Moonshine]:
Damage scaling with level reduced from (+12.5*Current Level) to (+8*Current Level).
Under the effect of Century Brew, damage over time scaling with level reduced from (+5*Current Level) to (+3*Current Level).
6. Kaguya
Kaguya, a Support shikigami, provides substantial shielding for her team but her lane clearing and damage are too potent. We're slightly reducing the base damage of her Abilities 1 and 2, [Horai Branch] and [Moonlight Echo], to maintain balance while preserving her protective capabilities.
Ability 1 [Horai Branch]:
Damage reduced from 70 (+60% Ability Power) (+10 Current Level) to 50 (+60% Ability Power) (+10 Current Level).
Ability 2 [Moonlight Echo]:
Base damage reduced from 100/155/210/265/320 to 80/135/190/245/300.
7. Dai Shimei
Dai Shimei, a Mage shikigami with significant periods of high damage output, struggles in the late game due to inadequate damage-dealing environments. To help him fulfill his role, we're increasing both the Ability Power bonus and the leveling bonus of his Ability 1 [Dark Cloud], especially enhancing the damage when it triggers [Falsehood].
Ability 1 [Dark Cloud]:
Damage increased from 60/80/100/120/140 (+55% Ability Power) (+15*Current Level) to 60/80/100/120/140 (+65% Ability Power) (+18*Current Level).
Damage of detonating [Falsehood] increased from 24/30/36/42/48 (+12% Ability Power) (+3.9*Current Level) to 24/30/36/42/48 (+22% Ability Power) (+8*Current Level).
8. Hana
Hana, a Support shikigami, depends on building up immobilization effects, which aren't always immediate, sometimes leaving her allies vulnerable. We're strengthening the Slow effect of her Ability 1 [Loyal Flock] and increasing the shield from her Ability 2 [Painting Realm] to boost her protective abilities.
Ability 1 [Loyal Flock]:
Increased Slow effect from 35% to 50%.
Ability 2 [Painting Realm]:
Shield provided adjusted from 75 (+15*Current Level) (+45% Ability Power) to 75 (+20*Current Level) (+55% Ability Power).
9. Sakura
As a Marksman shikigami, Sakura excels in the later stages but has been underperforming in damage output. We're slightly raising the Attack bonus of her Ability 2 [Sakura Dance] to help her perform better in the mid to late game.
Ability 2 [Sakura Dance]:
Increased Attack bonus from 16% to 18%.
Enhanced state Attack bonus adjusted from 14% to 16%.
10. Shuten Doji
Despite recent adjustments, Shuten Doji hasn't met our expectations on the Heian-kyo battlefield. We want him to have an edge during laning and rely less on equipment. To achieve this, we've increased the initial damage of his Ability 1 [Lament] and slightly reduced its extra Attack bonus percentage. These changes aim to enhance Shuten Doji's gameplay experience.
Ability 1 [Lament]:
Adjusted the damage of enhanced basic attack from 50/65/80/95/110 (+30% Bonus Attack) to 60/80/100/120/140 (+25% Bonus Attack).
Enhanced basic attack damage in [Rage] state adjusted from 50/75/100/125/150 (+40% additional Attack) to 60/90/120/150/180 (+35% additional Attack).
11. Aoandon
Currently, Aoandon's burst damage is overpowering, especially in the bot lane, overshadowing her sustained damage capabilities. To balance this, we've decreased the Mana cost and damage per use of her Ability 1 [Butterfly Shadow]. We hope this adjustment reduces her burst damage while improving her sustained output.
Ability 1 [Butterfly Shadow]:
Reduced Mana consumption from 25+17% to 25+14%.
Damage dealt reduced from 30 (+10.5% (increases by 1% per 200 Ability Power)) to 30 (+8.5% (increases by 1% per 250 Ability Power) of current MP).
12. Adjustment to Ice Jungle Knife, Collapsed Jungle Knife, and Demonic Jungle Knife
We've observed that some Tank shikigami lag behind others in jungling efficiency as the game progresses. To address this, we've added extra damage, based on a percentage of the wearer's max HP, to the [Hunt] effect of Ice Jungle Knife, Collapsed Jungle Knife, and Demonic Jungle Knife, hoping to enhance the jungle performance of these Tank shikigami.
[Hunt]: Added damage over time to monsters of (+7% Bonus Max HP) per second.
13. Purge Evil
The Purge Evil effect now also impacts monsters, compelling many jungle shikigami to adopt the [Purge Evil] Onmyodo, even when it doesn't match their characteristics. We're adjusting this to offer Onmyoji more flexibility in choosing the most suitable Onmyodo for their shikigami.
[Purge Evil]: Damage increase effect is only effective against shikigami.
14. Serpent Priestess & Nen
We've observed that while the overall game duration hasn't changed this season, the matches that extend beyond 25 minutes tend to feel more exhausting due to heightened battle intensity. We aim to have the Serpent Priestess and Nen play more crucial roles in resolving stalemates in the late game, thereby reducing the frequency of excessively long matches.
In addition, we're increasing the HP of the Serpent Priestess to better balance the risk and reward of sealing her. This change is intended to prevent her from being sealed too quickly or by an insufficient number of players.
Serpent Priestess: Based on game time, Serpent Priestess's base HP is increased by approximately 2%, 9%, and 12% at 10, 20, and 30 minutes, respectively.
Demon Parade minion wave: Based on game time, the base HP of the Demon Parade minion wave is increased by 7%, 18%, and 23% at 20, 25, and 30 minutes, respectively.
Nen Team Benefit (Fear of Nen):
Increased continuous burn damage from 100 to 120;
Every 3s, Skyfire damage increased from 150 + 3.75% of target's max HP to 180 + 4.5% of target's max HP.
15. EXP Compensation Mechanic
We've noticed that currently, some shikigami can help the jungler seal a few monsters early on, then quickly return to lane and level the playing field with their lane opponents. This can diminish the gaming experience for their adversaries. To address this, we're postponing the start of the EXP compensation mechanic, which allows a shikigami to gain more EXP from minions if their level is significantly below average, thus preventing this tactic from impacting the laning phase adversely.
EXP compensation mechanic will now be delayed to take effect 150s after the game starts.
[Returning Skins]
1. Royal Treasures - Returning Skin
Event Period: 5/24/2024 to 7/4/2024
Onikiri's royal skin [Counterpoint Inverse], Aoandon's royal skin [Phantom Lights], and Chin's royal skin [Light Blossom] are back for the event period. They can be exchanged with Daruma Tokens in [Daruma Blessing] - [Treasures].
[Latest Events]
1. Splashing Summer
Event Period: 5/24/2024 to 6/16/2024
Complete the 7-day login during the event to claim the [Skin Trial Card], [Skin Token], and other rare rewards!
[Store Iteration]
1. The overall layout of the shop has been readjusted, with the addition of [Welfare Hut]. Now, the Shrine, Coin Ceremony, Exchange House, and Jade Leaf Trading Company have all been moved to the [Welfare Hut] under [More].
2. [God of Fortune Month Pact] and [Coin Monthly Pack] can be purchased in [General] - [Daily].
[Free Shikigami Lineup Adjustments]
We will adjust the lineup of the limited-time free shikigami at 5:00 AM on 5/27. The new free shikigami will be Jikikaeru, Bakekujira, Shuten Doji, Furi, Shiro Mujou, Higanbana, Yokinshi, and Kisei.
Onmyoji who own the God of Fortune Month Pact will have the additional free shikigami, Asura and Tesso.
Among these shikigami, Yokinshi and Kisei are considered high difficulty, and Onmyoji who have been in Heian-kyo for less than 7 days cannot use them in battle for free.