December 1st, 2023 Update Patch Notes

December 1st, 2023 Update Patch Notes

The December 1st, 2023, Update sees Hiyoribou’s brand new Epic Skin Heartfelt Thoughts will be available in the Skin Shop.

New Skin

Heartfelt Thoughts

Available Time: December 1st after maintenance.

Embark on a magical ventriloquism adventure with an adorable guide! The peppy young girl is ready to go. A blue elephant-shaped balloon floats behind her, as though expressing greetings.

Hiyoribou’s brand new Epic Skin Heartfelt Thoughts will be available in the Skin Shop from December 1st after maintenance with a 12% discount during the first week. Also, the Hiyoribou “Heartfelt Thoughts” skin-exclusive “Custom Button: Heartfelt Thoughts” will be available after maintenance in: Shop -: General for 148 Jades. Don’t miss out!

Returning Skin

Lush Fantasy – Returning Skins

Event Period: December 1st after maintenance to December 28th, 2023.

Mannendake’s Dream of Clouds series skin, Ethereal Sword, will make its return to the Skin Shop for a limited time! It will be available from December 1st after maintenance to December 28th, 2023. Don’t miss out!

Latest Events

Night of Endless Festivities

Event Period: December 1st after maintenance to December 24th, 2023.

During the event, complete daily quests and weekly quests to obtain: Delectable Snacks, which can be used to exchange for the event-exclusive: Night of Endless Festivities avatar frame, crossover-exclusive shards, Shikigami selection packs, and other great prizes!

Parade Carnival

Event Period: December 1st after maintenance to January 7th, 2024.

The Parade Carnival’s grand opening is here! During the event, spend Jade to buy: Playground Goodie Pack and get a bonus: Carnival Ticket. Use: Carnival Tickets to participate in the prize draw for a chance to obtain Festival Miracle series outfit items, brand new expressions, and awesome skins! Also, participate in the event to obtain: Celebration Tokens that can be exchanged for: Auspicious Daruma,: Feathers, and other wonderful prizes!

Balance Adjustments

Shuten Doji

The current sources of Shuten Doji’s Natural Passive: Madness include a chance of gaining Madness from attacks and taking hits, and from casting abilities. We felt that gaining Madness by chance seemed too unstable, so from this round of adjustments, we hope to make the method of obtaining Madness more stable, thereby optimizing Shuten Doji’s capability to effectively use this mechanic. We increased the: Madness cap from 4 to 100, removed the mechanics of gaining: Madness by chance and by taking hits, and increased the: Madness gain from attacks. This should make the: Madness gain more stable and controllable.

Natural Passive: Madness

Madness cap increased from 4 to 100.

When: Madness reaches 100, enters the: Rage state.

Adjusted the ways to obtain Madness:

Basic attacks against enemy Shikigami will provide 10 Madness and 5 Madness against non-Shikigami units.

When not under: Rage state, casting Ability 1: Lament’s basic attack will provide a bonus 5 Madness against enemy Shikigami and bonus 2.5 Madness against non-Shikigami units.

When not under: Rage state,: Demonic Punch provides 25 Madness for every enemy Shikigami hit.

When Ability 3: Rampage hits an enemy Shikigami, gain 25 Madness.

When the Ultimate Ability: New Boss in Town is active, gain 20/25/30 Madness per second (based on the ability level).

Taking hits will no longer provide Madness.

Taishakuten

The hit rate for Taishakuten’s Ability 1: Celestial Judgment is quite low. Therefore, we hope that by adjusting the width of the hitbox, the ability will become easier to land hits.

Ability 1: Celestial Judgment

Increased the hitbox width from 200 to 230.

Tamamonomae

Tamamonomae is currently slightly underpowered, so we have made some adjustments to Ability 1’s Ability Power. We hope that by doing this, Tamamonomae will receive another ability that is capable of dealing damage, in addition to the Ultimate Ability: Falling Might.

Ability 1: Soul Burst

Damage increased from 110/175/250/325/400 (+66% Ability Power) to 110/175/250/325/400 (+75% Ability Power).

Aori

Currently, Aori’s ultimate: Final Red Star has a complex casting mechanism. In fast-paced and intense battles, it becomes difficult to successfully execute the two-step casting approach of the ultimate. Therefore, we have made improvements to enhance the casting experience. Now, when the Spell Circle is activated, it will automatically pursue nearby enemies within range. There is no longer a need to manually to do so. Additionally, in order to balance this adjustment, we have adjusted Ban Displacement effect from the ultimate: Final Red Star to only take effect for 1s on enemy Shikigami within range when the Spell Circle is cast.

Ultimate Ability: Final Red Star

Adjusted Ban Displacement effect to only take effect for 1s on enemy Shikigami within range when the Spell Circle is cast.
Once the Spell Circle takes effect, it will automatically pursue all enemies within range. There is no longer a need manually to cast the ability again.

Hououga

Currently, Hououga is slightly overpowered. Her passive ability gives her a significant advantage in dealing higher damage to Monsters, allowing the jungler on her team to easily gain an advantage in the early game. Additionally, her Natural Passive: Nether Fire and Ability 2: Flame Wing deal considerable damage in the early to mid game, making it difficult for opponents to defend against her ability combo. To address this, we have made slight reductions to the damage of her Natural Passive, the damage ratio dealt to Monsters, and the damage from Ability 2. We aim to create a more balanced and competitive gameplay experience for both sides.

Natural Passive: Nether Fire

Damage dealt from explosion adjusted from 75 (+45% Magic Power) (+13.5*Current Level) (+3% (+0.5%*Current Level) Target’s Max HP) to 60 (+45% Magic Power) (+8*Current Level) (+3% (+0.5%*Current Level) Target’s Max HP).

Reduced the damage dealt to Monsters from 250% to 175%.

Ability 2: Flame Wing

Damage dealt reduced from 70/130/190/250/310 (+60% Magic Power) (+8% Bonus Max HP) to 70/117.5/165/212.5/260 (+60% Magic Power) (+8% Bonus Max HP).

Kanko

After introducing a mechanism that allows abilities to critically strike, in order to address the significant difference in damage caused by ability critical strikes and to balance the power of certain Shikigami, we have made adjustments to the abilities that provide critical hit benefits.

Ultimate Ability: Bamboo Blast

Changed the ability to increase damage based on crit rate, allowing for damage to be amplified by up to 50%, instead of having the ability to critically strike and deal 150% damage.

Tesso

After introducing a mechanism that allows abilities to critically strike, in order to address the significant difference in damage caused by ability critical strikes and to balance the power of certain Shikigami, we have made adjustments to the abilities that provide critical hit benefits.

Ability 1: Jingle Jangle

Changed the ability to increase damage based on crit rate, allowing for damage to be amplified by up to 100%, instead of having the ability to critically strike.

Onmyodo Adjustments

Since the most recent adjustments to Onmyodo, the: Amulet: Death has been overly powerful. It has become necessary for many Shikigami that are not naturally suited for it to equip the: Amulet: Death, which is not ideal. Therefore, we have made some small adjustments to slightly reduce the power of the: Amulet: Death. Additionally, we have noticed that the: Amulet: Death mechanic is too compatible with Shikigami Brawl, leading to an excessive occurrence of the: Amulet: Death in this mode. Taking these factors into consideration, we have also slightly lowered the values associated with the: Amulet: Death.

Amulet: Death

Slay threshold reduced from 6%-8% to 4%-7%.

In Shikigami Brawl Mode: Slay threshold reduced from 6%-8% to 3%-4%.

Item Adjustments

Following the recent game patches, Tank Shikigami have found themselves at a slight disadvantage when facing Samurai Shikigami. As a result, we have decided to improve the cost-effectiveness of: Vaisravana Drum, a core item for Tank Shikigami. We have increased the amount of Armor it provides and also enhanced the Burn Damage inflicted by: Skyfire. These adjustments have been made with the goal of ensuring that Tank Shikigami have a stronger presence in the top lane.

Vaisravana Drum

Increased Armor from 55 to 80.

Increased: Skyfire Burn Damage from 30 (+3% Bonus Max HP) to 35 (+3% Bonus Max HP).

Support Shikigami Item Adjustments

Typically, Marksman Shikigami are still focused on farming when Support Shikigami reach Lv.8. However, when Support Shikigami assist in pushing the lane, they may inadvertently snatch Minions, which affects the income of the Marksman Shikigami.

To address this issue, we have made adjustments to the: Rakuzen coin transfer, so that its effect now expires at Lv.12 instead of Lv.8. This change will help distribute the coin gains more evenly between the Support and Marksman Shikigami.

Additionally, we have found that the shield provided by: Astrolabe is currently too weak and less versatile compared to: Asakusa Glow. Consequently, we intend to enhance the shield’s strength in order to make it more valuable during engagements. Furthermore, we have slightly reduced the cooldown of: Astrolabe to improve its margin for error.

Wealth Amulet

Rakuzen Level restrictions adjusted from before Level 8 to before Level 12.

Destiny’s Tile

Rakuzen Level restrictions adjusted from before Level 8 to before Level 12.

Asakusa Glow

Rakuzen Level restrictions adjusted from before Level 8 to before Level 12.

Fashionable Trinket

Rakuzen Level restrictions adjusted from before Level 8 to before Level 12.

Astrolabe

Rakuzen Level restrictions adjusted from before Level 8 to before Level 12.

Sea Sprite Shield increased from 60 (+35*Current Level) to 80 (+45*Current Level).

The cooldown time of: Sea Sprite has been reduced from 60 seconds to 45 seconds.

Marksman Shikigami Item Adjustments

After evaluating the season changes, we have noticed that due to shorter match durations, the game pace has shifted, particularly impacting the bottom lane throughout the entire match. One issue we have identified is that marksman Shikigami tend to deal slightly less damage overall compared to Mage Shikigami in the mid lane.

Additionally, we have observed that in the same match, the performances of marksman Shikigami on the winning and losing sides differ significantly. The losing side often struggles after losing an early game advantage, making it difficult for them to stage a comeback.

To address these issues, our adjustment aims to enhance the combat abilities of marksman Shikigami during the mid game. Specifically, we intend for them to be able to deal damage once they have obtained 1 or 2 items, and to slightly accelerate the growth period for marksman Shikigami. Concurrently, we have made modifications to the critical strike stats on certain items to provide marksman Shikigami with the choice to pursue a 100% crit rate.

Juzumaru

Shatter Bonus damage from attacks increased from (+4% of target Max HP) to 12 (+4% of target Max HP).

Heaven’s Thunder

Thunder Damage from chain lightning increased from 50 (+12.5*Current Level) to 65 (+15*Current Level).

Omoikane’s Bow

Amewakahiko The bonus damage from attacks every 8 seconds increased from (+6% of target Max HP) to 25 (+6% of target Max HP).

Hawk Bow

Whistling Leaves Bonus physical damage from basic attacks adjusted from (+10% Attack) to 25 (+8% Attack).

Void Triple-Hook Arrow

Price: Increased from 1,750 to 1,900.

Fusion Recipe: Feather Bow + Tachi + Katar.

Stats: +30% Attack Speed, +25% CRIT, +45 Attack.

Soaring After casting 3 basic attacks against Shikigami, increases the caster’s Movement Speed by 12% (+0.75*Current Level) and Attack Speed by 25% for 4s. The cooldown of this effect is 15s.

Nether Crossbow

Nether Arrow Basic attacks deal 25 (+1.5*Current Level) bonus Magic Damage to the target. After casting 2 basic attacks or abilities, the next basic attack will deal 75 (+4.5*Current Level) bonus Physical Damage. This damage can trigger basic attack on-hit effects.

Chidori Twin Swords

Stats: +40 Attack, +25% Crit, +20% Attack Speed, +350 HP.

Chidori Trigger condition adjusted from HP level dropping below 35% to below 50% of base HP.

Amanozako’s Bow

Price: Increased from 1,750 to 1,900.

Fusion Recipe: Feather Bow + Scattered Rays.

Stats: +30% Attack Speed, +25% Crit, +45 Attack, +7% Movement Speed.

Brake Basic attacks reduce the target’s Movement Speed by 30% for the next 1s. The effect is reduced by 20% for ranged Shikigami.

Demon Sealer Arrow

New Items

Price: 2,250.

Fusion Recipe:: Murasame + Katar + Katar.

Stats: 65 Attack + 25% CRIT + 10% Cooldown Reduction.

Seductress Abilities can Crit. When basic attacks deal Crit damage, there is a chance to reduce basic ability’s remaining cooldown by 15%. When abilities deal Crit damage, it will deal 30% bonus damage.

Support Shikigami Mechanic Adjustments

Momo

Currently, except for Momo’s Ultimate Ability: Revival Blossom, her abilities are not very powerful, and there are cases during battles where the enemy camps over the Realm to attack the revived ally. We want to improve the power for Momo’s basic abilities to be more of use during battles, so we reduced the delay for the Slow effect in Ability 2: Flower Dance, and changed the mechanism for Ability 3: Blossom Illusion to take control effect immediately.

Now, once: Blossom Illusion hits an enemy, the enemy will be Immobilized right away, and the target and its closest enemy Shikigami form a link. If the other enemy Shikigami cannot escape in time, they will also be immobilized. As a balancing adjustment, we reduced the number of Resurrects for the Ultimate Ability: Revival Blossom from 3 to 2 times.

Through these adjustments, we hope that Momo’s basic abilities will have better protective effects during teamfights, and not solely depend on: Revival Blossom to change the tides of battle.

Ability 3

It now on-hit inflicts Immobilize for 1.2/1.35/1.5/1.65/1.8s and places them in the Blossom Illusion state.

Blossom Illusion

Forms a connection with the closest ally Shikigami within a range of 450. Both parties take 15/20/25/30/35 (+10% Ability Power) Magic Damage every 0.5s. If the connection lasts more than 1.5s, the connected Shikigami will also be Immobilized for 1.2/1.35/1.5/1.65/1.8s, and both parties take 80/120/160/200/240 (+50% Ability Power) damage.

The distance required to break the connection is reduced from 600 to 500.

Ultimate Ability

Max number of resurrections reduced from 3 times to 2 times.

Yamausagi

In the current version, Yamausagi has a far reach to grant Haste to allies, much like her characteristic of a bunny hopping about. But aside from this, Yamausagi’s other basic abilities feel weak during teamfights, and her Natural Passive: Cute Justice is only relevant during the early game laning period. During the mid game, it has nearly no relevance to the match.

For the above reasons, we adjusted Yamausagi’s Natural Passive: Cute Justice and Ability 1: Bunny Dance. After a number of casts, the Natural Passive will enhance Yamausagi’s basic abilities, not just increase the ability’s Level.

After using a certain number of abilities, Yamausagi’s next basic ability will receive enhanced effects. The Slow effect for Ability 2: Be Good is enhanced into an Immobilize effect, and Ability 3: Bless will grant allies with even greater Shield value.

The Haste effect for Ability 1: Bunny Dance will be nerfed to better show Yamausagi’s joyful nature, and this ability will let Yamausagi inflict a Slow effect with her first basic attack that hits an enemy Shikigami, to encourage her to both attack and protect using this mechanism.

Furthermore, we increased the hit rate for Ability 2: Be Good and optimized the spell-casting delay for the Ultimate Ability: Ring Toss, so that Yamausagi’s abilities will not interrupt her joyful skipping. We hope that, through these improvements, we can preserve Yamausagi’s nature as well as provide a more interesting gameplay.

Natural Passive

Adjustmets: After Yamausagi casts two basic abilities, her next basic ability will be enhanced. will deal more damage and Immobilize the target. will grant more Shield.

Ability 1

Movement Speed bonus from casting this ability remained unchanged for Yamausagi, but reduced from 26%/29.5%/33%/36.5%/40% to 12.5%/15%/17.5%/20%/22.5% for ally Shikigami.

New effect: Yamausagi’s first basic attack against an enemy Shikigami will deal 30/50/70/90/110 (+20%/25%/30%/35%/40% Ability Power) bonus Magic Damage and inflict 30%/40%/50%/60%/70% Slow that decays over 1.25s. This effect has a 6s cooldown against each enemy Shikigami.

Ability 2

Damage reduced from 100/175/250/325/400 (+60% Ability Power) to 75/150/225/300/375 (+60% Ability Power).

New effect: Enhanced effect: It will deal 125/200/275/350/425 (+90% Ability Power) (+10*Current Level) damage and Immobilize the target for 1.2s instead. Paper Fan’s width increased from 225 to 280.

Ability 3

New effect: Enhanced effect: Shield granted to Yamausagi and ally Shikigami increased to 75/115/155/195/235 (+75% Ability Power) (+4% Max HP) (+7.5*Current Level). Ultimate Ability : It can now be cast while moving.

Kusa

As of now, Kusa’s Ability 2: Absorb has an absorb mechanism, requiring Kusa to cast multiple times to gain increased combat power. But as a support-type Shikigami, it becomes difficult in the mid to late game stages for Kusa to keep up with this mechanism.

The ability’s range is also short, easily causing Kusa to fall into dangerous scenarios.

Therefore, we removed the absorb mechanism, allowed the ability’s range to increase along with the ability level, and added a Slow effect, in hopes of granting Kusa better protection to cast abilities from a safe distance during combat, and use the Slow effect and Ability 3: Tangle Root to create a combo.

Also, we adjusted the healing effect for the Natural Passive: Mending, changing from a gradual recovery over time to instant healing, providing Kusa with options during emergencies. From these adjustments, we hope Kusa will have more ability combos and be able to protect allies from a safe distance in the back row.

Natural Passive

Healing effect now takes effect immediately. Total HP healed reduced from 30 (+9*Current Level) (+3% of Target Max HP) to 20 (+6*Current Level) (+3% of Target Max HP).

Ability 2

Cooldown increased from 6/5.5/5.5/5/5 to 9/8.25/7.5/6.75/6.

Removed Absorb mechanics.

Cast range increased from 775 to 775/795/815/835/855.

Damage increased from 30/65/100/135/170 (+60% Ability Power) (+5% of Target Max HP) to 50/90/130/170/210 (+75% Ability Power) (+7% of Target Max HP).

New Slow effect: The ability now on-hit inflicts 15%/20%/25%/30%/35% (+5% for every 100 Ability Power) Slow for 1.25s.

Adjustments and Improvements

Improved the seal calculation logic for the: Teeth Armor Bonus Damage to Bakekujira’s Ability 1: Whale Armor. Now, when allied Shikigamis seal an enemy Shikigami using enhanced Basic Attacks, even if the final blow is damage from: Teeth Armor, the sealer will be the allied Shikigami.

To resolve lag issues, improved the fluidity performance of the Soul for Shiro Mujou’s Ability 1: Soul Reap and the mirror image for Ungaikyo’s Ultimate Ability: A Life of Bitterness under low configurations.

Laning Environment Adjustments

Restrictions on Items with Effects of the Same Name

Some items have effects with the same name, which can result in wasting stats if multiple items with the same effects are purchased. Currently, there are no direct reminders to prevent this. Additionally, after price adjustments to increase their cost-effectiveness, certain items have become the go-to choices for many Shikigami.

This creates an issue where some Shikigami can overpower other Shikigami of the same class by purchasing multiple cost-effective items. To address this, we have implemented a restriction on purchasing advanced effect items with the same name, limiting it to one piece maximum. When there are two or more items in the preorder queue, purchasing will be skipped for the second item.

Turret Damage-Sharing Mechanism

Currently, the bottom lane benefits greatly from turret diving due to its high rewards and low risks, making it a popular strategy. However, by implementing a new mechanism that allows the turret to share damage received, we aim to lower the success rate and cost-effectiveness of players attempting to dive into the turret’s range in the bottom lane.

The outer turret will now have the ability to absorb a specific amount of damage for ally Shikigami, which will be proportional to the number of enemy Shikigami within a range of 1400. These proportions are as follows: 5%, 10%, 20%, 35%, and 55%.

Free Shikigami Lineup Adjustments

Onmyoji Arena will change the lineup of the limited-time free Shikigamis at 5:00 AM on Monday December 4th, 2023. The new free Shikigamis will be Enma, Hiyoribou, Jinmenju, Shishio, Izaya, Dai Shimei, Ebisu, and Hakuzosu.

Onmyoji who own the God of Fortune Month Pact will have the additional free Shikigamis, Hououga and Chin.

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.

Similar Posts

Subscribe
Notify of
guest
0 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments