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Showing content with the highest reputation on 08/25/2021 in all areas
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As we currently know everyone gets three daily missions which resets at a general time everyday. Yet sometimes even after you've done your dailies you'd like to put more time into the game and level your account interactively or either make ryo out of the missions, without having to kill the same mobs for countless boring hours for any result of XP. This method also really falls off in the higher levels with most masteries. After you've completed toads at level 35 you don't really have a choice but to rely on daily missions since that would your only consistent XP income. If you're either Fire/Earth/Water or in some circumstances Wind, you could choose to either go to the Snake Lair or to the Cursed Host Cave to mass kill them, however you will find this extremely hard as those maps are frequently being checked by hunters. As a Taijutsu/Medic/Kenjutsu/Lightning you don't even have this choice in my opinion since these masteries are more PVP/utility focused instead of clearing PVE content. Making leveling a real pain in the art. In some scenario's it's also thoroughly annoying when you have no time to do your three daily missions at a specific time or day, delaying your result of EXP. So when having to do dailies on a non PVE combo and missing out on them as well because you didn't have the specific time on your hands to do them before whenever the daily reset is in your continent you'll end up to be quite powerless against the system. I often get demotivated to level an account altogether because of that reason. For this reason it would be nice to have a mission system that could be both optimal for leveling whilst keeping the spirit of the current mission system. My suggestion is doing that by removing a daily cap of missions and instead add a cooldown to abandoning missions. This would function as followed. Prototype: When you abandon a mission you've grabbed from the mission desk you will receive an 8 hour cooldown until you'll be able to grab another mission. Meaning that if you abandon three missions in a row you'll have a 24 hour cooldown, keeping the spirit of the current daily mission system. However you'll also be able to keep doing the missions you get assigned to until you come to a point where you'd either have your daily cup of Nin Online sugar or you get a mission assigned you'd really prefer not doing, providing a consistent way to interactively level your accounts by yourself or with friends. This would widen your choice of leveling as some people rather choose PVE designated masteries and farm mobs, while other people choose PVP designated masteries and clear missions/tasks. Let me know your thoughts down below.5 points
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Hello Nin Online community, today my suggestion will revolve around the Medical Corps and how to fix the inactiveness. First, I will list the 3 major reasons why nobody wants to join the Medical Organizations on Nin Online. 1. There is no benefit. 2. It is cosmetic based and you don't have to be apart of the Organization to wear the Medical Cosmetics. 3. You can just be a medic and help people without being in the Medical Organization. There is a solution to all three! 1. Give the Medical Organizations in each village an Area of Effect Healing Technique. Let's try this! Let's call the jutsu... Hands of Healing and let's make it a Tier 3. From that point forward, let's apply the template of Earth Prison and Great Earth Prison to the Hands of Healing move, but let's change it up a bit. Let's give it 7 levels. Level 1 - all within 4 tiles get healed. Level 2 - shorten cd by 1 Level 3 - shorten chakra cost by 1 Level 4 - All within 5 tiles get healed Level 5 - shorten cd by 1 Level 6 - Shorten chakra cost by 1 Level 7 - All within 8 tiles get healed Let's make it so that when you activate the jutsu, you can only stand in one area. For the icon for when it heals others, you can just use the Akatsuki aura and make it lime green. @Artists Any suggestions on how to improve the idea will be welcomed, otherwise all irrelevant posts below will be in violation of the Terms of Service. Thank you for your time.4 points
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This has been in the game for a while so it'd be nice to have some clarity on if it's a bug/exploit. Neutral bosses will only aggro the person that hit them, so if there is a medic in the room they can just AFK until the person goes down and revive them. It looks sort of odd that the boss just stares at the dead body while it is getting revived but it is what it is, most people thought it's intended. The issue that has risen from this is that people are using this to exploit really hard. They take a character that is full agility and hold Z on the boss and when they go down the medic revives them and they keep holding Z spamming melees into the 2 second revive invulnerability. The medic is never at risk from the boss hitting it, so they just spam revive. I think that the bosses should swap to aggro after someone hits them and reset to neutral once there is noone in the room (unless it is intended to work as it does now), in addition to that you should not be able to damage mobs while the revive invulnerability is up.3 points
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Don't know if this was ever brought up before but instead of when you use the color changers and have to cycle through them have them pop up a color wheel so you can use your cursor to select a color instead, just a small quality of life thing to make color changing faster and work for some people's RP.2 points
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Recently, a few bosses were changed due to a exploit known as the Revive exploit and it made me start thinking about the way bosses are and the concept around them. There are different type of bosses in nin: Mini Bosses and Big Bosses Mini bosses can be done with a 1-2 man team as they are not as tanky and they don't hit too hard. Some of these bosses are Spider boss, Bandit bosses(excluding the 1 in the house that drops demon claws) and Dark Weasel. These bosses are fine as the rewards are low chance of dropping all while not being too difficult to beat with the maps being of a decent size for kiting, time to charge chakra/cast a heal, and cast jutsus Then you have Big Bosses which are pretty tanky in a sense and hit crazy hard sometimes they can 1 shot you. The drop rate is pretty bad on these bosses and the maps they are on are small and leave little room for error as 1 mishap may be you waking up in your hospital. Big bosses require a team effort which is not bad at all but even with a 4 man team it may not be enough as some of these bosses shoot aoes that hit through subs, the flicker melees are 1 shots, and the map is just too small to actually maneuver and do team tactics against them. Big Bosses like LOI Boss, Bone sword Boss, the Boss in cursed host, Kraken, Manda, and the Bandit boss that drops demon claws. All these bosses have atleast 1 thing in common across the board, They have smaller boss mobs on the map (Ie: Tentacles and Venomous Snakes) These type of bosses are tough in their own regard as they are Tanky, hit very hard, and there is limited mobility when fighting them. Manda Boss Suggestion: Decrease the amount of Venomous Snakes that spawn or raise the cooldown as to which they spawn. Decrease the damage of the Manda Boss homing attack and raise the boss's health. Kraken Boss Suggestions: Reduce Tentacle Health or damage, Make Kraken More tanky and lower it's damage by 15% OR make it less Tanky and keep it's damage HIGH. Ieyasu Boss(Demon Claws) Suggestion: Increase the size of the map, Reduce his damage and make him more tanky, or Make him less tanky and increase his damage slightly. Land of Iron Boss Suggestion: Make the Map slightly bigger, Make him Less Tanky and keep his damage the same, or make him more tanky and decrease his damage some. Bone Sword Boss Suggestion: Increase Map Size or make it an Instance Boss Fight similar to spider boss where you are warped to a different map to fight. Majority of the Bosses in Nin have a poor drop rate which everyone knows about already. On top of the poor drop rates some of these bosses can be quite difficult as they are Tanky ( Alot of Health) and they hit Hard with some of them being able to 1 shot. The bosses with items that are strong in damage are understandable to have a high drop rate as they are Very Rare items to have and you don't want 15 people running around with the items, HOWEVER the power these bosses have should be looked into or changed. These kind of Bosses are meant for a team effort and because of this these bosses should be MORE Tank than damage as a Very tanky boss that deals 70-120 damage per attack/skill they use makes a team fight more important as you can not solo a boss that has 30k health and hits for 70-120 alone. It requires a team effort to take down that HP and it would encourage team pve more.2 points
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Admiral Mitsuhide - Decreased aggro range from 14 to 8 - Aggro no longer takes place when attacked - Balanced the damage output General Nobu - Decreased aggro range from 14 to 8 - Aggro no longer takes place when attacked - Balanced the damage output Koitaru - Aggro no longer takes place when attacked Addressed the Rev/Aggro Exploit for these bosses (More boss related balances to come...) Bubble Clone can now properly use Bubble Traps LMPF Shop is usable again2 points
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Hi All! After reading Yoneji's suggestion on deflecting projectiles [https://www.ninonline.org/forum/forums/index/topic/30600-blockdeflect-tools] I came up with an idea of canceling elemental jutsu with the element they are weak against (e.g. how a reanimated Hiruzen neutralized the 5 elemental attacks of the Ten-Tails by casting counter-jutsu with his shadow clones). This concept would mean that while some elements prevail against others, they each have a weakness in the cycle of elements as explained through Basic Nature Transformations: Fire is strong against Wind but weak against Water. Wind is strong against Lightning but weak against Fire. Lightning is strong against Earth but weak against Wind. Earth is strong against Water but weak against Lightning. Water is strong against Fire but weak against Earth. As explained by the Naruto Wiki: "Basically, if an elemental technique is put against another elemental technique of the same level, but of a stronger nature, then the technique with the superior nature will prevail." This could be broken down to different jutsu, which when put up against each other would be able to either counter or overpower each other. For example: If Shinobi A uses a Great Fireball Technique and Shinobi B counters it with a Great Water Shark it would either neutralize the fire jutsu or have an x % success rate of the water Jutsu overpowering it and dealing damage to Shinobi A. Keep in mind this system is flawed (would require some reworks) and would only apply to jutsu that are long-range + can be countered, so that one has time to cast and cancel the incoming one. Of course homings would remain unaffected because the only way to counter e.g. an Earth Pillar is to sub it or run out of range but I think it would add to the immersion and give the game a more realistic feel in terms of deflecting "large scale" jutsu. I know the idea sounds a bit far-fetched for Nin but I thought I'd put it out there since some may have a better take on the concept of how to make elemental masteries more diverse. Anyways, thanks for reading! Feel free to add any comments below.2 points
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TBH it was said in the past that that is a con of playing as a rogue ninja. You don't get the benefits that a vilage get such as no friendly fire in danger zones/safe zones. Takumi/rogues dont typically band up and fight people unless its an organization made for those reasons. Its not normal for 50 rogues to all fight together. Takumi is home to criminals and as such there shouldn't be some massive organization that can house 300 people. It should of been 3/4 orgs made for Takumi that could house a good portion of you all with the org member cap still at 20. 3/4 orgs like this means thats 60/80 people in orgs with no friendly fire.2 points
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GF = Gentle Fist (if it wasn't made clear) The community has expressed frustration on fighting the GF mastery multiple times and I'm sure this isn't the first (or the last) post about this. This is however a suggestion offered more as a 'quick fix' that would require minimal work, rather than a complete rework of the class. I'll explain in my opinion why this mastery is so frustrating and unbalanced. The combo below is the one I'm using as reference as it's where the frustration lies: GF combo: Flicker -> Palm Bottom -> Mountain Crusher -> Any follow-up Any flicker combo in the game has one of the two characteristics: Undodgeable: Jutsu combos like Flicker -> Windclaw for example (before you disagree, yes this can be hard punished, ask any wind user who has fought me) Unpunishable: Jutsu combos like Flicker -> Fan 3 tile tornado, or Flicker -> poison scalpel The gentle fist combo mentioned above has both of these characteristics. It is both undodgeable AND unpunishable and is the only combo in the game to have these characteristics. While you may argue 'this is why GF is special' the scaling of damage on the combo with both these characteristics offers an advantage no other mastery even comes close to, which is why it's considered so unbalanced. Proposed solution: Remove just one of these characteristics (not completely, you would still keep the undodgeable combo, just reduce the damage on it). My suggestion to do this is by changing the hitbox of the Palm bottom skill. Currently Palm bottom has the following hitbox: The reason this is undodgeable with flicker (as apposed to something like flicker -> tornado) is due to the hitbox of tiles 1 and 5. My suggested change of the hitbox is as follows: Conclusion I want this to be a fix that is agreeable with current GF players. The playstyle would still be the same, it would just add more opportunities to play the class well as skilled players would still be able to time their flicker to land more damage on their combo, and the overall combo after flicker would still be undodgable, just do less damage. This would open up opportunities for counterplay through good movement and also add for more opportunities to showcase skill on the class. As this is a suggestion, please keep replies on topic.1 point
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I'm pretty new to the game so apologies if this has been suggested before. It would be cool if there was a daily prize wheel or daily login random item. It doesn't have to be anything big, 50 ryo, 10 senbon etc. It would add a cool element for loyal players. It might not be technically possible but just a thought1 point
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Thank you for being the first one to post about this, ill look into all of these. Of course any adjustments I make will have to be approved by Rory before they're solidified. Earlier today when I rebalanced the LoI bosses I had a team of 3 players try to kill the boss so its definitely doable. as far as decreasing damage output for the other bosses goes ill have to test some stuff out and try to get a middle ground worked out.1 point
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That is indeed benefits ? good job Nik!!! Wait but what would you do if they leave the org? They can't use the jutsu? ? cuz if they can just obtain it by joining they can join and leave. any suggestions for that. Can there be stuff like Org requirement for jutsus?1 point
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I was just chilling one day when the thought of blocking crossed my mind, of course this wouldn't work on nin so I thought of the next best thing. Tool blocking! It would work like this, if someone throws a kunai at you and you time it right, you could melee with a small success window and either deflect the kunai or just block it. Another follow up idea would be the addition of being able to counter throwing tools. So if someone throws a tool at you you can throw one back and they both cancel each other out. Thank you reading, Yoneji1 point
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Rest in Peace my dreams of enjoying gm life ;-; only thing worse than Erox voting no woulda been rory telling me to stfu1 point
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rory already responded to your last post, made a temporary thing, and seems to be working on possibly making TA an official corp kek don't spam the same topics (;-;)1 point
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Nani ? the village with the most broken org want to nerf something where u just need to don't stay near/in front of the puppet ?1 point
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