Balance Update 2.0.9


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Balance Update 2.0.9


Balance Changes
Nerfs
5205 (62.04%) Wins8390 (3.71%) Matches Played
Four Symbols Seal

This skill makes the enemy deal 5 less non-affliction damage permanently.

This skill no longer removes a random chakra.

Nerfs
3893 (63.65%) Wins6116 (2.71%) Matches Played
Lateral Kick

This skill now fully stunning skills instead of non-mental skills .

This skill now no longer makes 'Water Style: Wild Water Wave' stuns non-mental skills.

Descending Fist

This skill now deals 20 piercing damage, up 5 from 15.

This skill now removes 1 taijutsu or bloodline chakra instead of 1 random chakra.

This skill now no longer makes 'Water Style: Wild Water Wave' remove random chakra.

Nerfs
5432 (67.35%) Wins8065 (3.57%) Matches Played
Wild Rip Wave

This skill now heals 5 health, down 5 from 10.

Water Pillar

This skill now grants 15 destructible defense, instead of 15 points of unpierceable damage reduction.

This skill now ends and trigger when Yahiko (S) is dead.

Final Command

This skill now can be used with 25 health or less.

REMOVED: This skill no longer makes the ally immortal for 2 turns.

Squad Leader

This skill now grants 15 points of unpierceable damage reduction, down 5 from 20.

This skill is no longer invisible.

Nerfs
2570 (62.59%) Wins4106 (1.82%) Matches Played
DNA Assimilation

REMOVED: This skill no longer heals 5 health permanently.

Nerfs
840 (54.40%) Wins1544 (0.68%) Matches Played
Amateur Shinra Tensei

This skill now heals 10 health, down 10 from 20.

Nerfs
5758 (61.70%) Wins9333 (4.13%) Matches Played
Ally Puppetry

This skill now increases 25% non-affliction damage, instead of 5 additional non-affliction damage.

This skill is now Action classed, instead of Instant classed.

Boosts
547 (36.39%) Wins1503 (0.66%) Matches Played
Pit Trap

This skill now deals 20 piercing damage, up 10 from 10, when an enemy uses a new skill.

This skill no longer ignores invulnerability.

Boosts
153 (51.86%) Wins295 (0.13%) Matches Played
Constricting Sand Prison

NEW: This skill now makes the countered enemy receive 5 additional non-affliction damage for 1 turn.

Even though Shukaku Gaara currently has a 51% winrate, if we remove every match where Kushina was present, his winrate drops to just 37% across 121 matches. In other words, Kushina + Shukaku Gaara combo is what caused his winrate to be inflated above where it should be. Since Kushina is already being nerfed in this patch, we also expect this combo to become weaker.
Boosts
N/A WinsN/A Matches Played
Nirvana Fist Style

This skill now deals 35 damage, up 5 from 30.

This skill now makes 'Earth Seal Mud Cannonball' deal 5 additional damage for 1 turn, down 5 from 10.

Earth Seal Mud Cannonball

This skill now deals 15 damage, down 5 from 20.

This skill now costs 1 taijutsu chakra, down 1 random from 1 taijutsu and 1 random chakra.

Boosts
N/A WinsN/A Matches Played
Dance of the Crescent Moon

This skill now deals 35 damage, up 5 from 30.

Tweaks
N/A WinsN/A Matches Played
Fifth Gate Opening

This skill now costs 1 taijutsu chakra, instead of 1 random chakra.

This skill, except its invulnerability, now lasts 2 turns, down 1 from 3.

High Speed Taijutsu

This skill now grants 5 points of damage reduction, down 5 from 10.

This skill now costs 1 random chakra, instead of 1 taijutsu chakra.

Final Lotus

This skill no longer deals 15 additional damage for each time Lee is damaged by 'Fifth Gate Opening'.

This skill now deals 80 damage, up 20 from 60.

One of the most common things we see from more casual players is that they interpret "Fifth Gate Opening" as a preparation skill, or as something that should be activated right from the start of the game.
The idea behind these changes is to make it more intuitive that Lee's actual preparation is his first skill, "High Speed Taijutsu", while "Fifth Gate Opening" is meant to be a situational and defensive skill, preferably used when Lee already has at least 1 active stack of "High Speed Taijutsu".
Overall, we also expect Lee's gameplay to feel more fun this way.
Tweaks
N/A WinsN/A Matches Played
Resonating Echo Drill

Dosu attacks with his drill, dealing 20 damage to one enemy, who will be unable to reduce damage or become invulnerable for 2 turns. The following 2 turns, that enemy will receive 10 additional damage from 'Sound Manipulation'.

Energy:

Cooldown: None

Classes: Physical, Instant, Melee.

These changes aren't any kind of SUPER BOOST or anything like that. The skill is simply going back to how it originally was, with the difference being that it will now cost 1 Bloodline instead of 1 Taijutsu.
This way, Dosu won't have to compete for a spot with other Taijutsu users anymore, and the game currently has very few characters that use 1 Bloodline + 1 Genjutsu, so I think it'll be interesting to make another option like that available directly from the first page.