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There's always a lot of questions, or rather complaints, that come in the form of "How come X mastery can do this while Y mastery can do this". Eg. Why doesn't fire have any targeted jutsu, How come Gentle Fist has 100 CP cost and long cooldown on their main jutsu. This is going to be a short series explaining the design behind more unique masteries, or atleast the thought process when I designed them. Balancing Playstyles The idea behind each mastery being good at a different thing comes from classic table-top RPG archetypes. However, instead of building classes around Tanks, Supports, Damage classes. In the ninja world, every class is able to fight, but can also be built to be more tanky, or do more damage, or in some cases be built for utility. Eg. having a Earth Ninja that purely uses agility and chakra, standing behind his team mates in a group fight to quickly cast CCs for his team. Or having a fully attack medical ninja vs. having a fully support medical ninja or anything in between. While some of this is held back by meta, or by incompleteness in features. This is the vision™. We want each mastery to be different in not just how they fight, but how they are experienced on more fundamental levels, with each class having unique leveling experiences, focus in progression, and different improvements when they rank up and how they should traverse the world safely. Tools Ninja aka. Ten Ten Style The mastery is built with a different sustainability dynamic than other masteries. While Tools Ninja can only use their jutsu a limited amount of times before needing to restock up on tools, and become virtually useless when they don't have tools, Tools ninja jutsu cost half of what their non-tool ninja counter parts cost in terms of upfront Chakra Points. While a Fire mastery ninja would be able to last longer out of their village, a tool ninja who is well stocked can last twice as long in a single encounter without charging chakra if their stat distribution is done the same as their enemy. Their downtime would be much less, giving them more time to punish enemies who have ran out of chakra. At the cost of ryo, they get a more complete set of jutsu, being the only mastery that at full potential can utilize Stuns, AoEs and high damage potential. Like a Trapper in D&D, they can set up traps to prepare for fights ahead of time and will find their use more in situations like defending against incoming raids, and fights in the Forest of Death where they can hold their ground more. Traps will be increasingly useful as more possible scenarios are created in the game. In terms of game economy, they also serve the purpose of being ryo sinks where in-game currency is given an almost direct conversion into fighting power. As time goes on and there are more smaller villages in between to stock up on tools it may become more convenient, but for now, having your team members hold tools for you is one way to extend your usefulness without returning to villages. Sword Master Although a lot of people are going to like the idea of carrying around a sword, just because they look aesthetically pleasing. The overall design of the Sword Mastery play-style is based on giving players who love hunting gear in MMORPGs a class just for them! In Nin Online, gear are mostly cosmetic, because we don't want to force players to look a certain way in order to be PvP viable, or look a certain way to be optimally powerful. Looking how you want to look is a big part of giving people the ability to immerse themselves in their ninja identity and role play. The class is based around the way Suigetsu is going around the ninja world trying to collect all the swords of the 7 Swordsmen of the Mist, except on a larger scale, where you go around fighting different enemies to collect swords from all over the ninja world. Playing any hybrid of Sword Master with an elemental mastery will give you a hybrid of both, because having the best swords won't matter as much when only half your kit relies on it. As time goes on and more of the game is fleshed out, I hope to have hundreds of swords with unique abilities, so switching between them can be useful in different scenarios. There should be a good combination of swords you get in different ways. Ones which you can do by simply finishing missions. Ones where you have to hunt bosses for days or months, and when you get them, they are the rarest items in the game. Ones which you can just buy from a shop. Ones that you can only buy from a shop somewhere obscure. Ones that you can only earn from events like we did back in 2013 (and have honored till today. Only Shauri will ever hold a Tsuarigi sword as a player!) To be honest, the current state of Sword Master is something I'm quite unhappy with and am still hoping to distinguish their fighting style more. And... There's still a lot to be said regarding why things are a certain way, and if you have any questions, feel free to ask them and I'll answer them in the next development log!24 points
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Scroll Bar on the Chatbox! Fist Type Weapons (Tonfas for now) We've added the capability for Taijutsu weapons! The game no longer limits you from learning the same jutsu multiple times. If you want, you can learn Earth Prison Technique twice and have of them from Rank 1-3 and another as Great Earth Prison Technique Rank 4-6. However, they both go on the SAME cooldown. So you can have different versions of the same jutsu, but you can still only use one before they all go on cooldown. This ties in to letting us to us now able to put certain jutsu on the same cooldown. This will be used to rebalance multiple Subs/Flickers soon. Improved Rain/Thunder/Sand Storm Effects in-game. Bounty rewards experience formula Reworked! You now game more exp for turning in bounties depending on your level. One step towards making other things besides just doing dailies rewarding! Tonfas are now weapons for Taijutsu ninja. You can cast Taijutsu while holding it. It scales damage based on Agility, provides some bonus damage, but fixes your attack speed at the weapon's base speed (1.1s) Reworked Explosive Kunai Technique & Added Great Explosive Kunai Technique No longer has AoE Range of 3 tiles. Both techniques explode and causes damage to the enemy and enemies around it. The explosion size is larger on Great Explosive Kunai Technique (25 Tiles of AoE) and does more damage as compared to Explosive Kunai Technique (9 Tiles of AoE). Fixed warp from Sand village northern entrance to Sand Nesting Ground11 points
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The main problem with INT WM is that unlike other masteries that do have a lot of more options to use in a fight (even with higher CP Costs) it only has 1 and I repeat, 1 reliable ability to poke with. In a sense of being a solo mastery, comparing to Gentle Fist which does not require a secondary mastery to be strong, INT WM set of jutsu does not work well together, mostly ruined by shadow shuriken change which everyone agrees upon as it used to give players good use of hit-and-run strategy that worked the best for INT WM. And if we look in the future plans, it is supposed to be a solo mastery. So no, INT WM cannot fight for longer period of time than others, because they cannot put any pressure or even threaten the opponent as they used to. I also feel like hidden explosive tag jutsu is completely useless, it should be removed and replaced by some other jutsu that could compensate for the lack of long range poke that this mastery truly needs and not another suicide jutsu. Also as previously mentioned gazillion of times, the amount of ryo one must must must must spend, even with the changes to Takumi shop is abysmal. The amount of tools you can carry is too low for INT WM, Not to mention the damage nerf/scaling nerf to an already low base damage abilities that INT WM has, made its value far less than it was before. Problems: Lack of poke, a little to no sense of playstyle for a solo mastery, with the exception of pre-setting traps in areas. Has 1 completely useless jutsu and 1 jutsu that just doesnt fit the playstyle in a already empty and not well oiled kit. Abysmal cost of tools, could be solved with more solutions to the economy overall for players past 50. That does not include relying on alts. Amount of tools INT WM can equip. Saying your allies can hold them for you is not reliable option or answer to the problem. The ally can die before you, or you can run out of specific tool that the ally cannot hold by themselves already as they use the same tool. Low Base Damages, with the exception for exploding spike ball. The low CP cost on Shuriken and Kunai does not give this mastery an advantage over others. Unreasonable choice of mastery to choose as solo mastery. Not enough ways to grind with, again kunai the only reliable ability until exploding ball. Cost too high to level with, if it only goes advanced then you must pick INT WM at the start, I cant imagine new players who want to play ten-ten, come after all the advanced changes and see that it is impossible to level up with or even use, early on. As of now this mastery is only possible to play if it is your secondary account. Solutions: A good way to balance this mastery out would be an option to toggle the teleport of shadow shuriken on/off. Meaning when ON, your ability will teleport you. When OFF, your ability will not teleport you. This would make that Hybrids who do not mind to teleport can still do it, and INT WM's who dont really want this to happen, can be happy. Remove hidden explosive tag jutsu, could be replaced with a better trap jutsu like a set of explosive that are connected with a wire that triggers an explosion when passed over the wire. Something like a scroll that Ten Ten used, like many of us have asked before, that could hold tools (unknown capacity) would solve this issue. Increase Base Damages, Increase CP Costs. I think all can agree that this would be a lot better balance. Scrap entire thing and rework it.9 points
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Nin has never before been so well balanced. There are a couple minor things that are still way too strong in pvp *cough* flicker *cough* but overall, we’re just about ready for advanced masteries I’d say. Now that you’ve successfully balanced what we already have, we can start adding in the new and repeat the cycle of people saying “That’s too OP!” for the next 2 years. YEET3 points
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Ye it will be interesting to see the playstyles of every masteries detailed and how advanced masteries will change the dynamic of the game3 points
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Hi, Great Post, its good to know and i cant wait to read the next posts in the series (especially wind/fan) I was wondering about this tho: what do you mean by that? what makes you unhappy about sword mastery and how do you plan on changing it in the future?3 points
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Added New Level 4 Sand Village Mission - available from Takudo & Zeshin near the Sand Gourd Monument!3 points
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Just want to bring up a random thought that came to me when watching the new Boruto episodes. Naruto's generation has jutsu like Shadow Clones as forbidden jutsu and only Naruto used them, but in Boruto, everyone uses Shadow Clones. Because it's like ninja world meta now. Everyone saw how Naruto used Rasengans and he's OP so now everyone's grandmothers are using Rasengans. Boruto's generation is meta gaming.2 points
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Is lightning ever going to be a fast mastery, why it doesn’t excel in small fights aka 1v1 as described in-game? Are there any plans changing the description that future players are not misslead as well? For research you can look up Miki vs Kaguya Light.2 points
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can u post a ss of that sword ? Cuz ive never heard of this player before nor seen him/her1 point
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Bears stun ability cool down increased from 10s to 16s. Added Animated Grass and more trees to Forest Near the Ledge. Fixed being able to cast the following jutsu on yourself to train them (exploit) Water Prison Technique Seismic Dash Technique Hurricane Blade Technique Task of the Dragon Technique Feast of Lightning Technique 16 Palms Technique Risky Blade Dance Technique Dance of the Crescent Moon Technique Lightning Cutter Technique Advanced Lightning Cutter Technique Mountain Crusher Technique Thank you @mankZz Senpou Animation for Bear stun ability fixed. (used to show stars on top the player's head for 3s instead of duration of stun which is 1s).1 point
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Clan: Miyama 美山 "Beautiful Mountain" Clan Leader: Hoseki Village: Leaf Activity: Currently, the Miyama clan includes 10 members, 3 Chunin, 1 LMPF. Members of the Miyama clan are first responders! They're the first to respond to any threats or raids that the Leaf village may face. Our clan members eagerly assist other clans and Leaf ninja with training, missions, and other day to day activities. Clan Miyama is a very active role-playing clan. We created our own Clan Techniques (battle formations), we host daily clan meetings, and facilitate clan training that includes ( RP fights, Chunin Exam preparations, and leadership skills development). The Miyama's frequently host clan tournaments between our village clans. Also we partnered with other Leaf organisations such as the Order of the Golden Scrolls. All Miyama Recruits must complete the mission (Retrieve The Kimono). This is a clan Miyama exclusive mission. Details CONFIDENTIAL. Clothing: Hooded Hermit cape (Black and White), with the clan symbol on the back. History: Three tribes living atop three mountains overlooking the Naka river fought for control over the river and its valuable resources for centuries. Each tribe was ruled over by an elder and after countless wars and deaths, the elders of each tribe would gather their tribes to send the dead down the Naka river and into the afterlife, this gathering was the only time of peace for the three tribes. One summer the three mountains experienced a terrible heatwave, the snow peaks melted and washed away the clans shelter. Eventually, the fields dried up and so did the river. Men were dying not from war, but from exhaustion trying to mend the fields. The three elders met once again during the ceremony, but with no river to carry off their dead. Instead they buried them in the river bed in hopes the river would return to carry them off to the afterlife. These three elders came to an agreement to end the warring in order to survive this brutal drought. The elders decided that war could only be stopped if the old wounds of war were first washed away. For the next month, the elders drained their chakra until they were near the point of death in order to release their people from the specters of war. Eventually, the elders released a jutsu so powerful it pulsated through the River Valley affecting every citizen enclosed by the three mountain peaks. This Jutsu was quickly hidden away under the mountains so it could never be used again. This long-range genjutsu had not only wiped the minds of all the clansmen but replaced the memories with new ones. Old enemies had become brothers and sisters and those who had died were washed away once the river's water returned, just as easily as their memories had been destroyed. Those that remained of the three tribes were now one clan called The Miyama Clan. Old Clan Page: Hiruzen1 point
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Fixed Missing Ninja not being able to get Hawk Summoning Manual. Fixed Text error with Hawk Contract NPC.1 point
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Hawk Summoning Contract now available in the Sand Aviary. Added Toad Summoning Contract NPC in Toad Village.1 point
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Shizuka|静か|''Quiet'' (Was known as Vongolas) Leader : Darky Village: Sand History The first clan member was Kaikezu. Kaikezu was a Sand Genin, he wasn't one of the strongest of his class and failed plenty of exams. He was tired of being considered as a weak ninja and decided to go outside the village and find a way to become strong enough to protect his friend fast enough. During his journey, he found a Panda and noticed how his characteristics can help a ninja. Pandas are calm, and are trying to avoid unecessary conflicts. He studied the panda and implimented their characteristic to use it in combat. After that little journey, he learned that, mammals psychological characteristics are good to use in combat calm and good reflection help people to keep their poises. Since that day, he became one of the strongest ninja in Sand and made a bloodline named Shizuka.All members have pink hair and one of their abilities is to being fearless when danger arrives. Leadership: Lumy and Mylu were the leaders but left the Sand Village for political reasons and decided to join the Neo-Akatsuki afterwards. Darky, one of the most influent people in the clan took over the leadership. Dojutsu : Like mammals,Shizuka's members enter in the Wild Mode when someone in the clan get injured . Their eyes turn yellow, they become stronger. If a Shizuka dies in front of them, they lose their humanity and act like predators until they kill the enemy. In Wild Mode, they don't really control theirself so their movements are slow but their attack's damage increases by a lot. Outfit : (the left one) Achievements : 4 Chunins,2 SMPF General,2 SMPF Vice-general,2 SMPF Commander,Desert Pirates members,1 Medical corp Leader, 4 Classified ANBU members,1 team captain in ANBU,3 members went NEO-AKATSUKI and cut ties with the clan.1 point
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Summons won't attack in No Zone. Summons won't attack team members. Summons won't attack a friendly summon. Summons will attack any player or summon if PvP Mode is on, on that player or their summon. Fix moving while in event chat.1 point
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