My internet was down for half a week. Since I had nothing to do, this is the patch I'm sitting on. It's still work in progress but it should be in sometimes this week.
tl;dr pretty much all clans buffed. Most clans get a new survivability tool.General Changes
Stronger projectiles will destroy weaker projectiles now. Each projectile has a "
intensity" of 1 to 3, which is multiplied by your proficiency level, which is gained by raising ninjutsu and taijutsu, whichever is higher(having 28 nin and 15 tai will give you 28 proficiency. 5 nin and 7 tai will give you 7 proficiency). Example a senbon's intensity level is 1 and the guy throwing it has a proficiency of 23, which makes its total power 23, which will be destroyed by a level 3 intensity shukakus spear thrown by a guy with a proficiency of 10, which adds up to 30. If the guy throwing the spear has a proficiency of 7, it will add to 21, and the senbon will pass through the spear. Two projectiles with the same power will destroy eachother. A list of the intensity of all the jutsus are in the damage charts on the forum.
Fan Changes
Sickling wind now reduces defense by 5% for 5 seconds, stacking up to 8 times.
Condensed winds is now a stance. It decreases width of sickling wind and sandstorm, and increase their damage by 30/40/50%. Damage of air bullet is also increased by 10/20/30%.
Hurricane is also a stance. It increases width of sickling wind and sandstorm. Your ninjutsu cooldown is increased by 30/15/0%, your great sickling wind and dragon storm damage is increased by 12/24/36%.
Fixed air bullet tracking allies
Breakthrough changed to: Sickling wind's intensity is increased by 0.4/0.8/1.2/1.6/2. Sickling wind's damage is also increased by 5/10/15/20/25% and this bonus is increased to 10/20/30/40/50% if it deflects a projectile.
This change makes it imperative to find cover against wind users or you will be shredded to pieces. This makes windies invaluable during group skirmishes in open areas. 40% defense debuff op. You need a certain amount of cooldown reduction to be able to stack this though. Windies can also easily deflect projectiles using sickling wind. They will not be a pushover. True MASTERS of this clan will be able to stance dance for the greatest effectiveness.Snake Changes
Sword of kusanagi's old boosts removed. It now charges 5% attack and ninjutsu power on your next melee every second for up to 50% attack and ninjutsu power.
Changed poison fangs to: Your striking shadow snake and binding snake glare applies a poison for 4/8/12 seconds that causes your sword of kusanagi and sky blade to deal bonus damage equal to 1% of your maximum health plus 3% of your missing health.
Chakra absorption now channels for up to 5 seconds, ticking every half a second. Every tick reduces the enemy's chakra by 10%. 3 seconds after the you stop channeling, the enemy will slowly recover 80% of the chakra they lost over the next 10 seconds.
Changed absolute drain to: Your chakra absorption steals 1/2/3% of the enemy's attack and defense per tick for 12 seconds. You can not get more than 80% defense from this jutsu.
Chakra absorption stops channeling upon being silenced or stunned
This change reduces the damage of holding the F button down as you dont get a attack damage and attack speed boost anymore. However, your melee now acts as a burst damage skill every 10 seconds. This causes your cursed blade to hurt as well. The new poisoned fangs rewards your damage from building tanky. You also become a monster when you are at low health. They need to finish you off asap or every attack will deal 6% of their lost hp(soul carver) + 3% of your lost hp + 1% of your max hp.Chakra absorb is also buffed for effectiveness now. If you use this in a crowded area, it can potentially make you TRULY op for 12 seconds while disabling jutsu reliant users. The enemy need to disable you while you drain or get the fuck out asap or they should prepare for pain.Iron Changes
Iron sand unleash slows again.
Increases the effectiveness of this jutsu.Uchiha Changes
Piercing gaze does not lower defense anymore.
Mangekyou sharingan can be activated for as long as you want now. It makes you 2% blind per second and lose 2% health and 1% defense per second. The defense debuff lasts until 30 seconds after you deactivate mangekyou. cooldown is 90 seconds after you deactivate.
Kaleidoscope reduces negative effects from activating mangekyou sharingan by 20/35/50%
Demonic blood now increases jutsu damage by 30/30/30% instead of 10/20/30%. Triples the chakra cost of all jutsus. Each time you reach 0 chakra you expend 30/25/20% of your current health to restore 50% of your maximum chakra.
Increased cooldown for amaterasu unleash to 30 seconds before cooldown.
Reduced damage for amaterasu unleash by 30%
Uchihas deal a lot of damage which is a given. Now they can burn out from the higher straight up dps. Demonic blood uchihas will have to be careful of snakes chakra drain potentially crippling their health. Their damage potential is higher now because of mangekyou change, but using mangekyou recklessly can seriously fuck you up in a fight. Amaterasu unleashed was just way too strong so it was nerfed to a better level. It will still do a shit-ton of damage but if you stand in fire in any game you deserve to die.Hyuuga Changes
You can now use rotation while stunned with ultimate defense skill
Power palm makes empty palm gain 1/2/3 intensity.
Internal bleeding changed to: deals 1/2/3% of the original damage of melee attacks and mountain crusher every second over 4 seconds. The bleeding stacks and refreshses on each application.
Precise striking now causes your critical strike rate to be unaffected by critical strike defense, and fixes your attack speed to 80/120/160%.
Rapid palms now increases your attack power by 0.5/1/1.5 per Speed level. You gain 10% attack speed per punch for 3 seconds stacking up to 10/15/20 times.
Mountain palms causes your critical strikes to reduce the enemy's defense by 10% for 5 seconds, stacking up to 2/3/4 times. You gain 5% defense for 5 seconds every time you apply this debuff up to 30% bonus defense.
Shockwave causes your melee to slow the enemy down for 1 second. Your melee deals 10/20/30% more damage to slowed targets.
For stances, if you want straight up DPS go for rapid palms. Precise striking will be more valuable to assassinate key targets with teammates. Note that you can practically ignore speed and taijutsu as a precise striking main. You can also stance dance between precise striking and rapid palms for maximum dps, but both stances can be countered by getting out of melee range. No matter what, it is now a very bad idea to let a hyuuga punch you for a extended amount of time.Medic Changes
Mitotic regeneration heals 30/40/50% of your maximum health over 10 seconds. You lose 30% of your maximum health afterwards over 10/20/30 seconds.
New particle effects for prehealing jutsu
Pre-healing jutsu now lasts 8 seconds, granting 100% defense, losing 10% defense per second.
Mitotic was useless. Now its a very strong ability that can buy you just enough time. Pre-healing jutsu buffed for effectiveness.Sand Changes
Sand armor increases your defense by 20% while it's active.
Sand armor causes your movement to be capped at level 2 and prevents you from running.
Tap sand reserves now increases the damage of your next sand burial by 30%. Costs 100 chakra and has a 35/20/5 second cooldown.
Ultimate defense makes you immune to slows and stuns while under sand armor, and increases your defense in sand armor to 30/40/50%.
Basically sand armor and sand rebirth perk will be stronger. Ultimate defense will also make it so that the enemy need to burst your sand armor down if they want you to be affected by anything. You are slower now in combat however so this reinforce its status as the stationary nuke of the game. Sand tap changed from a pretty useless chakra gaining ability to extra burst damage in exchange for extra chakra cost. Whether you want to leave that at level 1 or level 3 is up to you. It does eat quite a bit of chakra if spammed however.Kaguya Changes
Cleave changed to: Your melee attack deals 6/9/12% of the enemy's current health and slows them for 2 seconds. This ability can only affect a enemy once every 20 seconds.
Kaguya Bloodlust changed to: You steal 8/12/16% of the damage you deal.
Master Bladedancer changed to: Your next melee attack within 3 seconds of doing a dance deals 120/140/160% damage.
Impaler changed to: Your melee attacks and dances causes the enemy to bleed for 3 seconds, dealing 0.5% of the enemy's maximum health per second. This effect stacks up to 2/3/4 times and is refreshed every application.
Dance of the clematis does not weaken defense by 10%
Dance of the clematis base damage decreased by 50%
Dance of the clematis damage increased by 2.5% per 1% health missing.
Clematis changed to act as a finisher. It deals less damage to targets over 60% health now but can execute people if it hit someone with low health. Their skills are also changed. They deal high damage, but the maximum damage involves balancing your dances with melee. As with hyuugas, they can deal obscene amount of damage both burst and sustained at close range, so ranged clans need to utilize their advantage in range.Yuki Changes
Yukis learn the ability false mirror at level 15. This ability has a low 8 second cooldown that shatters the user into ice, becoming invisible, gaining 80% defense and becoming immune to slows and stuns for 1.5 second. Slowing icicles that deal moderate damage fall on the squares you tread while you're invisible.
That skill that increases crit chance of senbons and reduces defense by 10% on senbon critical strike does not reduce defense anymore. The critical strike boost is increased however.
This along with previous patches should put Yukis in a good spot. They still have their weaker matchups but they should be able to decimate anyone if they play their cards right