Hybrid rework


Indra

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Hybrids have been in a zone where it never was worth the stat loss and cost. Masteries dont really blend together unless they share the same stat requirement/damage scaling stat. For those reasons, hybrid masteries pay an unrealistic price for wanting to mix (lets say) Weapon master Kenjutsu path and Fire. For my part, I always wanted to be that cool Samurai-ish ninja who swings a fire sword. To be more clear, I dont want to be a STR/Int, but a STR WM fire. See it more as how demon slayers from Demon Slayer work. They are kenjutsu specialists who uses their talents and training into making fire/water/lighting/beast mode/ etc from their breathing/movements. Its not them throwing justus. A bit like Morning Peackock from Gai where the punches friction makes fire. Its a kenjutsu path. (I will use my masteries as an exemple a lot on this thread because thats the one i experienced.) 

As I experienced  many WM Fire builds over the years, I have come to the conclusion that being hybrid is mathematically incorrect. You have to to add more stats into damage stats because you have 2 different stat requirements to fill. This is leading to a major Health point loss and chakra problems. You lose the access to the good swords and you cant deal an acceptable DPS with both masteries. They just dont blend together at all.
A solo WM or solo Tai will do far more better in 1V1s than an hybrid elee would and the hybrid wont do MUCH better in a team fight anyways. There are players like Yamikami and korva who brags on how being hybrid is broken but both wont play their Str light WM and are currently playing whats meta.
I dislike the fact that going for more than 1 mastery as a Specialist like WM or Tai can just make your build worst. Youre supposed to become significantly stronger at lvl 50. 
In the leaf village, if you want to go for a second mastery as a tai or WM, you should go WM/GF and Tai chakra medic. Thats it, Others wont blend.

Doing all this sounds like lots of work/art and it may even sound like advanced. So here is MY ''simple'' and doable idea. Note that the best idea cannot come from 1 individual. This is why I am asking you guys to listen to my idea and then comment on why it would work or how it would not work. Give your point of view! Add your own idea to mine. Modify my idea into something that you think is better etc etc.

To potential disclamers, I am fully aware that this would buff highly specialist masteries. Doing that would indirectly nerf Int masteries. I already know that this is a big con to my vision. Those change would need new rebalancing but i think the game could become more healthy.
My idea to make specialist masteries blend with int masteries is to simply give them something to blend. To have their second mastery identity accessible through their initial stat requ while trying to respect the fact they are not int users. Each elemental masteries would have 3 jutsus that blend with each 3 specialist masteries. (1 for each) What that mean is that those jutsus would require to have either their int requirement or its counter part stat requ to be fulfilled in order to gain access to it. Heres what i mean.


 

Water.
- Kenjutsu deep sea path. Water shark = Int requ or Str requ. (100 str) scales with STR if STR requ obtained.
 This gives a fancy teamfihgt attack to WMs aswell as a ''zabuza/kisame'' kind of WM attack. Since its not instant, It wont buff WM 1v1 capacity  but will greatly buff their teamfight kit. The aim here is to make WM Water better in large scale fights. 

- Taijutsu Water body path. Water sub = Int requ or Agi requ. (120 agi)
 This was an ''easy'' one. Tai cannot use subs for cheesy hight damage outputs after a warp. Giving them an extra sub as full tai isnt as game breaking as another mastery would capitalize on. Also, giving them that extra sub would give them a fitting Tai Water move.

- Medic Water threatement path. Water prison = Int requ or chakra requ. (120 chak) My aim for chakra medics is to give them the supportive jutsu version of the elemental masteries. Water prison isnt as much of a dps move while it can achieve great supportive ends with the snare. It also makes a flashy water style for a medic. (Damage does not scale with chakra)

 

Earth.
- Kenjutsu flowing earth path. Mud river = Int requ or Str requ. (100 str)
 I think that Mud river represent a good earth move and its slowing effect can give a huge advantage to someone who is based on melees. Its simple but worth it. I like it.

 - Taijutsu hardening stone path. Earthwall = Int requ or Agi requ (60 Agi)
 When i think about an earth user, I think about a badass jauggernaut that would tank a fire dragon without flinching. Earthwall is a very unique and cool ability. It is not a sub but it can stop any projectiles.  This could help tai's kit in a way no other jutsus/masteries could and it fits MY vision of what a Tai Earth should be.

- Medical jail Therapist. Earth prison = Int requ or chakra requ. (150 chak)  Doesnt scale with chakra. 
This would significantly change the meta because this is the best teamfight move in game. I think that chakra pool matches the traps Earth prison makes. The best supportive move for the support mastery.
 

Lightning.
-Kenjutsu thunder clap path. Lightning feast = Int requ or Str requ. (80/85 str) . It was hard to find a good fitting jutsu for WM lightning because no matter the choice of the jutsu, if its not Cutter, Wms will invest in the int to obtain it. I did not feel like a free cutter was a ''sain'' option for weapon masters either. So giving Weapon masters the jutsu after cutter gives them a another homing concidering they will go for cutter. A mix of risky, crescent, cutter and feast. Sounds like a Homing festival.

-Taijutsu static flash path. Lightning cutter = Int requ or agi requ. (100 agi) I think that tai being able to cutter sounds ''epic''. Its not as strong as let say WM spaming crescent and cutter or 2 element into vomiting every jutsus they have. Them having this move will force players to keep their sub for this particular action.  It would give them the coolest way to utilise their agi cast time reduction and give them a lightning release move that rely on extreme speed. Its a perfect match.

-Medic defibrillator path. Lightning current = As I follow my idea that chakra medics should have supportive moves, current seemed to fit that role the best. Its a good cancel cast and RP wise it should require lots of chakra to envelop yourself into lightning chakra nature. I hesitated with Lightning pilars but the jutsu is so flashy that my choice stopped at current


Fire.
- Kenjutsu raging flame path. = Fire Dragon = int requ or Str requ. (110/120 str) Scale with Str if Str requ is obtained. 
Fire is mostly about damage and cast times. So its harder to find the good jutsu for the good specialisation. I hesitated in giving WM fire the great fire ball but it would look very similar to my WM water idea (shark) without it being as flashy.  Fire dragon is a very stylish move and most importantly, is different from that 3 tile long range pierce move. Dragon could boost up WMs crescent combos in such a fancy way that it might be me being BIASED. Dont be scared to call me out and ill do the walk of shame. :(

- Taijutsu burning sun path. =  Great fireball. = Int requ or Agi requ. (100 agi) Scale with Agi if agi requ is obtained.
Taijutsu could have been given a agi scaling fire bullets. Flicker CC into phoenix fire bullets would have been very strong, but I felt like it wasnt flashy enough. Also, this jutsu int requ and lvl make it very accessible anyways. I chosed to go for a path Taijutsu hybrids never explored before... teamfight oriented  Taijutsu hybrid. Cast time reduction into an agi scaling great fireball would be deadly in large scale fights but not so much in 1V1 where they are shining at.

- Medical cauterization by fire path. = Fire wall. Int requ or Chakra requ. (80 chakra) scales with chakra.
Firewall is a very defensive damage type of jutsu. It fits the support role and the Fire type nature very well. Medics could use firewall to zone out enemies, making their job easier. Reviving allies easier by controling access, bloking small areas etc.

Wind.
Kenjutsu piercing winds path. = Hurricane blade. Int requ or Str requ. (100 str) Scales with Str if Str requ is obtained.
Its a very ''Yasuo'' type of move but i feel that its very fitting. Its a fancy wind move, Its good, its not useless and represent well what a WM wind should be, Yasuo.

- Taijutsu wind beast path. Wind claw Int requ or agi requ. (100 to120 agi) Scale with agi if agi requ obtained.
Im mean..the name sounds like what a monk would say after a spacial move. Its a good Tai wind move that fits the purpose of hybrids. Its a good CC and tai could use the VERY LONG dot map lock it has. 

- Medical air breathing path. = Drilling air bullet. Int requ or chakra requ.  Scales with chakra if chakra requ is obtained.
Wind had no supportive moves so it was hard to find a good move. Vaccum cast time and range didnt fit the medic kit at all, claw and hurricane were taken, other jutsus were lower lvl jutsus. Drilling air bullets CC and it would make the only real offensive support med hybrid jutsu.

Thank you for those who fully read this. I know it was a big essay so give me you opinion! :P

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  • 2 weeks later...

I agree, hybrid masteries always weaker than masteries that scale with the same stat and this is a problem of balance and really hard to solve without breaking the game. The solution you proposed is going to cause a lot of problems in the general opinion of the community not to mention the balance of the game.

Like for example you get the water sub jutsu only putting agi points, imagine a leaf tai/gf/water would become realy broken at some point.
I admire that you were careful and suggested jutsus that wouldn't make wm or tai stronger or broken.

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