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Showing content with the highest reputation on 01/03/2021 in all areas

  1. Been practicing pixel art lately and wanted to share some progress for feedback, pretty much all of these are just a couple sprites and not anywhere close to finished. Snowflake shape, was going to turn it into a back item similar to the shuriken however it was a pretty difficult item to start out with I transformed it into an "Ice back shuriken" after a ton of different attempts but couldn't quite get the shading right. Candy cane back item, was going to submit it as a potential reward for the event but did not finish in time. Maybe I'll try to finish it sometime before next year lol. Current project, "Rat Kage Fangs". I am aiming for dual daggers that are the rat's teeth with a slight lightning glow, excuse the lazy layering I just wanted to show how they'd be worn I've had a lot of help from friends providing advice and tips, kinda wanted to just post progress to get more help in improving. Thanks for checking out my post
    6 points
  2. Added Kaku Protector Available from Cursed Laboratory only
    3 points
  3. There are many masteries in this game that were made for the sole purpose of support and crowd control. If you wish to be specialized in 1v1, then you should pick a 1v1 mastery class such as Tai/WM. Masteries such as Water or Lightning are more for additional support, stuns, and crowd control. Not every mastery has to be the similar, otherwise it would ruin the uniqueness of each class. Lightning just so happens to be one of the harder masteries to play, because it actually requires skill, precision, and timing. But what's great about Lightning is that it has a fair balance in Risk/Reward. You can get countered if your opponent anticipates your attack which will leave you vulnerable. However if you know what you're doing, you could make Lightning work incredibly well in both 1v1 and team fights. Just a personal opinion, but I'd much rather pick a unique mastery combination/build that's unpopular to others so I could keep myself separated from the rest of the meta pack. No one is forcing anybody to stick to a certain mastery. But if winning every 1v1 is all that matters to you, then by all means go make a Tai/Med and cheese the game.
    3 points
  4. Keeping this short and concise, because these have been pointed out numerous time while falling into deaf ears. Bugs Bubble Chakra Charging Bug: Charging Chakra of the Bubble user is interrupted whenever an enemy mob walks into their Bubble (melee) Bubble Clone: Does not register kills with missions ----------- Improvements Bubble Clone Improvement: Bubble has a very limited amount of jutsu and is very underwhelming as a solo mastery. I would like to see Bubble Clone be used as an additional summon, rather than being interchangeable with actual summons. Potential Buffs: Bubble could use a little bit of a damage buff on their jutsus since they tickle more than they actually hurt people. I'd also like to see a new lvl30 jutsu because there's a gap between the lvl25 Bubble Clone Jutsu and the lvl35 Bubble Shark Jutsu. ----------- Pipe I firmly believe that Pipe should be locked to Mist+Water Mastery only, because this weapon has been more beneficial to Non-Bubble Int users making them capable of doing the most ridiculous combo's with it.
    3 points
  5. I do agree that some of the bubble jutsu should get re-design for example bubble shark bomb has a 3 second cast time but travels slower then the regular water bomb. Bubble clone is the main source of damage for bubble users, but like @Souei said it dies in 1 hit because it has 50 LP level 1 and I think 100 HP level 3(btw it takes ages for this jutsu to rank up). All the other bubble jutsu are fine for now, I believe once bubble receive a new pipe that require 100 str AND adds base damage to all the jutsu I believe pure bubble user will be fine. My idea for the level 30 bubble jutsu Giant Slime Bubble jutsu similar to Great Fire ball jutsu in size but slow all that is hit on contact
    2 points
  6. No I absolutely agree with you, I was just trying to say that I think the difficulty should be lowered instead of a 100% drop or something. I think more drops would be welcome as well. It definitely does not feel good investing your time into something just for no reward. Bandits already feel pretty unrewarding sometimes but at least their spawn rate is quick and they don't take much time at all to beat. This is like beating a raid boss and being given a pat on the back
    2 points
  7. I can't say that I disagree with you there, @Souei. I get the impression that Bubble was created as a support / crowd control mastery, but at the moment it seems to do a pretty terrible job as you pointed out the design flaws in Bubble Clone and Bubble Shark Jutsu. As you said, adding a bit of dmg would not solve the existing problem, though it would help at least a little for the time being. I do however agree that a redesign for Bubble is definitely needed. Thanks for adding your thoughts.
    2 points
  8. https://gyazo.com/bef72a434229f4fc47c4009738d75f27 @Ueda Okay everyone, we killed it. It took 2 hours. Guess what, it didn't drop anything. Not even 10 ryo, not even a blank. Nothing. A 2 hour fight for a boss with a 1 hour spawn rate. Rory i'm sorry but that's not fair at all.
    2 points
  9. BugsBubble Chakra Charging Bug: Charging chakra is interrupted whenever an enemy mob walks into a Bubble (melee) - This is not a bug. It happens with every damage dealing jutsu. ImprovementsBubble Clone Improvement: Bubble has a very limited amount of jutsu and is very underwhelming as a solo mastery. I would like to see Bubble Clone be used as an additional summon, rather than being interchangeable with actual summons. - I can also clearly see a pattern of cheese here with a panda summoning, which can stun for a long period of time. What clone should be, is a higher HP summon that can use bubble jutsus like great soap bubble and bubble shark. Similar to what other summons is, and not some 1 hit wonder that @Ueda clearly failed to design. You can also see clone melee hit sometimes leave a bubble on the ground, and yet it does not work. Potential Buffs: Bubble could use a little bit of a damage buff on their jutsus since they tickle more than they actually hurt people. I'd also like to see a new lvl30 jutsu because there's a gap between the lvl25 Bubble Clone Jutsu and the lvl35 Bubble Shark Jutsu. - Giving bubble extra damage won't solve it's core problems, which are following: Bad design on certain jutsus. Bubble split for example. It is said that bubble is not an offensive mastery, and yet you have this jutsu that screams "Flicker me for double split hit for more damage.' Bubble Shark - The most useless jutsu, because of it's tremendous high cast time and slow travel speed. Bubble does not need damage when it is not even fixed to do what it was designed to, which is support and crowd control.
    1 point
  10. These suggestions are way too overloaded with more cc. The last thing lightning needs is more stuns. Light senbon - The damage is fine, I think a cool change could be for it to become piercing instead of only damaging a single target. Light Spear - doesn't need changed, one of lights best jutsus. Cutter - Fine, exerts so much pressure already despite being super easy to avoid. Step outside of a 1v1 and it's one of the best jutsus in the game. Feast - Pretty underwhelming when compared to it's run cast counterparts. Adding a few more tiles of range doesn't compare to the value of being able to chase targets or avoid jutsus while casting. Current - Lightning's best option for a cancel. The base damage is way too low for a higher leveled jutsu. Keeping the Stun/Self stun the same and making it instant cast would be a decent change to give light more options to counter opponents. The other option could be to just give the jutsu some more damage. Pillars - This jutsu is fine, can be game changing outside of 1v1. Lightning in it's current state is something most players avoid choosing at level 10. The grind is tough, the jutsu levels are in weird positions which delays players from gaining new jutsu. Piercing light senbon could help the grind, but it's still in a weird spot. Overall, lightning is fine when you don't focus your balance around 1v1 spars near a spawn point and actually look at it in open world pvp fights. Could still use some minor tweaks to bring it up to par with the other masteries in game.
    1 point
  11. worlds first babyyyyyyyyyyyyyyyyyyyyyyyyy
    1 point
  12. Added White Shirt to Event Prize Shop The most requested shirt color from 2013-2020, you're welcome. Rebalanced Kuraken (Less HP by far) Reduced Kuraken Spawn Rate (hourly)
    1 point
  13. Just want to make it clear, I'm not complaining at all about new content being added to the game, I just have a few issues with content that is gated so heavily towards sand. The problem: The new dark weasel boss is basically only farmable by sand players Reasons why: Boss spawn timer: Because of the large 1 hour timer, players who are not sand (yes I know for a fact they have it on a timer) have no way of knowing once they enter warzone, when it will spawn. This means you will have to stay in a very dangerous map that sand players pass through frequently for up to 59 minutes. Boss spawn location: Sand warzone is 3 map switches (and not too much running distance) from sand. This means if you are scouted there, it is extremely easy for sand players to respond (not to mention the boss takes a significant amount of time to kill without a large team). You can literally be BI warriored while doing the boss. Compare this to any other boss (mist kuraken being 7 map swaps and a significant running distance to farm). Boss map: This map offers little to no opportunity for counterplay. Compare this to any other map that drops significant sword items (Rat sewers in leaf, mist kuraken map, host cave) I personally think the boss should be moved to a different map further from sand territory with a reduced spawn timer. Considering this is new content, the drop will be one of the swords that is used more than others, and the fact that currently Sand players basically have the monopoly on this item (when it drops + all future drops at this rate) is not something that I think is fair. Let me know what you guys think.
    1 point
  14. I agree 100%. Sand also has the puppets map that can only really be reliably farmed by sands without a full and balanced squad of players. I suggest moving the Dark Weasel to the big desert as a wandering mob that isn't easy to spot but with a 25 minute timer. An hour is way too long and since this would be a lot more ground to cover, 25 minutes seeks fair. Lots of room for counter play, and a far enough distance from Sand (6 map swaps). Plus the idea of a desert wanderer is cool imo
    1 point
  15. HELLO GUYS! So, alright, I kept in mind there's that feature making people run faster, but I had no clue it's actually so significant. The moment one of the Akatsuki members killed me yesterday made me realize of how big of an impact that makes. I completely understand I stood no chance in a fight, it was okay for me to lose, but the fact I couldn't even run was just hilarious and totally unfair. The movement speed gap was huge as a canyon. I swear, I saw him moving two tiles per second while I barely moved one in the same period of time and he wasn't a Taijutsu user. I've had contacted the same person that killed me after the fight, and the funniest thing is that he told me there's people way faster than him. If I couldn't even move away from this guy, what'd happen against those he spoke about? I had no clue if someone made a post about this yet, but I'd categorize that as one of the most persistent bugs I experienced so far. I'm not one hundred percent sure if the movement speed also is correlated with ping, it might be too, it surely is for some extent, but that's something we kinda have no control of, I guess? The refresh rate impact on the other note can be dealt with, I believe. I we all share our thoughts and experiences on this there, Ueda and overall, the staff team might notice that this really is a troublesome thing that'd be better fixed. So, if I might ask you, write about things you had witnessed. I'm sure I'm not the only one. On whichever side you are on, the faster one or the slower, share your experiences. FOR ME... My monitor has 75hz refresh rate. I have had noticed that I'm definitely faster than some people and slower compared to some individuals too. My ping oscillates in 100-120 with pingzapper on, meaning I have no trouble with it. I often do see a person that is far ahead of me, and when we both run in one direction, I'm after some time either by their side, or just ahead of them. On the other side, there's a lot of people that do the same to me. You can tell that is pretty confusing and unfair, especially in PVP that is the biggest aspect of this game.
    1 point
  16. As Vipe explained, it's to do with the brief moments when people's clients hang due to large textures loading as you they across the map. When the client is frozen it can't move your character and send movement to the server. That causes the difference in movement speed. ie. Nobody is moving faster, a lot of people are moving slower. New client will fix this, no ETAs but we're working on it!
    1 point
  17. My good friend jessica i wonder if you remember me AYOOOOOOOO @Atrane
    1 point
  18. 1v1 skills is everything in this game. you can be good in teams but if you not that good in 1v1 then you not good.
    0 points
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