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Showing content with the highest reputation on 02/07/2019 in Posts

  1. No point in people arguing about it, it's going to happen if you like it or not.
    2 points
  2. This is great news. Leaf forgets there are things to come for them as well. Unfortunately 90% are leaf and can’t think ahead of time.
    2 points
  3. Just add a str req to knockback maybe 50 or more str or something on every fan. Meaning, to wear the fan all you need is 20 str and you'll do a normal wind attack that doesn't knockback, but if you want the knockback effect, then you'll have to waste a lot more stat points in str. It won't really matter if it's Sand/Wind at that point.
    1 point
  4. You're defending the idea that if a ninja from another village picked up a fan some godly power would stop them from being able to learn how to use it. Lmao. Really reaching here.
    1 point
  5. I feel as though to balance the whole thing, only Sand STR Wind users should be able to wield a fan. Because if the whole Sand village can, it's quite an unfair advantage towards the whole Leaf village. (Coming from a sand ninja). But making it only available Sand STR Wind users would make it more unique, and also balance out the advantage. IMO
    1 point
  6. Gunbai Uchiwa (軍配団扇, Gunbai Uchiwa, Literally meaning:army arrangement fan), is a non-folding fan, carved from an unique spirit tree from which only ritualistic instruments are made. This Gunbai has been passed down between Uchiha clansmen for generations.[1] ^ a speical fan for uchiha only, not a normal fan.
    1 point
  7. Just put it for str wind users only, it’s the easiest way. It doesn’t make sense that a fan doesn’t knock back and cancel cast imho. If only str wind people can use it I don’t think anyone will have a problem with it.
    1 point
  8. 1: Tournament: Medics are welcomed here, but no more or less than any of the other masteries (Assuming standard 1v1 or 2v2). 2. Group fights: If you don’t have a medic your raid will end before it even begins. 3. PVE grinding: I will never invite a medic to my party when I am grinding for EXP. Ever. Farming for drops is a different story though. They don’t kill things fast enough and the amount of heals that I may get does not justify splitting my EXP in half when level grinding. Especially more so for all elemental masteries that shouldn’t get hit as much (And therefor require less heals) as melee masteries. Very welcomed when item/scroll hunting however. 3. Boss hunting: You should probably have a medic with you. Boss hunting can be hard without one, but most bosses I find easy enough to handle by myself with the help of a pill or two. TLDR: Medics are essential in group fights/raids, welcomed in boss/item dropping, and 100% useless when partied with in level grinding. Though I certainly wouldn’t object to getting heals while not in a party. But that takes a special kind of hero.
    1 point
  9. The issue is that strenght wm,s dont nearly go as well with other masteries as int based ones. The basic melee attacks are nearly impossible to hit with(especially if you add lag to this),unless you use them in a combo. And to do that,you need to hit with 1 of your homing,s.....that are not instant,and can be interrupted by a RANGED instant skill. Its also kinda funny that as a wm,sometimes you dont even want to go into melee range...for pve,thats old news,learned to live with that. But a lightning+earth user can be a real challenge for a pure WM with basically just 2,,okay''skills(and no wm sub)that are not just homing skills,but also putting you into melee range and despite being a wm with a sword...you dont want that sometimes,because you can get countered really bad. Ofcourse,you could pick a second mastery,but here,youre heavily limited in what you can pick. If you pick a element,you got to spend points on int,points that you would need for your wm jutsus to be stronger. You could do average damage with both,or high damage with 1 mastery,but someone with 2 elements can do high damage with both masteries and depending on his mastery combo,also have nice stuns or ranged homing skills while wm,s dont have that luxury.
    1 point
  10. 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.
    1 point
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