Taijutsu

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Posts posted by Taijutsu

  1. Currently Tai elemental hybrids are the least played mastery combination in the game. There is nothing that really makes it more attractive than WM elemental hybrids since those have better damage and are generally stronger. 

    I thought of a way that could maybe make people play Tai hybrids more and Tai in general. 

    Currently Youthful Spring is only useful for high agility Taijutsu, you are silenced and can't cast jutsu so the only thing you can do is melee people which makes it bad for Tai hybrids. After the recent change to the movement speed of Youthful Spring it has even become not that great for high agility as well since it's become harder to run out of snares and you are kinda easy to catch. 

    I think that Youthful Spring shouldn't silence during it's duration, instead it should either silence for 15 seconds after the buff ends or it should slow the user to walk speed for 15 seconds after it ends. This way it is still high risk/high reward jutsu but it makes it much better to use while it lasts and much more punishing when it ends. It would allow for interesting combinations like Tai Lightning having running speed Cutter or combinations like Tai fire being able to run around you and hit you with projectiles more easily. When the buff ends you would be very vulnerable tho since u would be slowed or silenced which is kinda like how it was in the anime. 

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  2. 19 minutes ago, Ichika said:

    I don't even play int medic like that but I already know by implanting these nerfs it will hit way too hard, if you add the first one for example, a silence for 0.5 seconds up close won't do shit when you know damn well someone can just throw jutsus/burst while being silenced for that long, and int medic lacks burst so if you even want to attempt to trade off damage you will need to fully rely on your 2nd mastery and you'd still most likely take more damage.

    The 2nd idea is better but still a huge nerf, Scalpel would just end up like a close range shuriken probably even weaker imo since you can actually shoot shuriken far range, point is Scalpel wouldn't really be good then you just gotta compare it to it's other offensive attack kits which is only 3 jutsus in total, we all know Scalpel was carrying the offensive side of Int Medic and by turning in into a jutsu that doesn't even snare/silence/stun it won't even be worth hitting because we all know someone like a WM for example would just keep meleeing it without fear of getting stunned or anything and depending on the sword would get out damaged, same with tai too and plenty of other examples with other jutsus.

    Other masteries have something

    Water: Good defensive with the double sub, Water prison combo starter

    Fire: Good burst

    Wind: Good burst, Homing

    Earth: Good Aoes, Homing

    Lighting: Stuns (I mean the mastery is pretty iffy anyways well known for being asked for a buff)

    Tai: Double sub, Great cancels, Melees

    Wm Str: Homings, Melees

    Int Wm: Traps, Good damage,

    Chakra Med: Great heals, Senbon damage pretty good but the heals alone is what makes it a good mastery for support.

    Now Int Medic: Scalpel spam stun good combo starter with low CD, heals, helps other masteries with combos (mainly cuz of Scalpel but also senbon)

    But with the Nerfs you asked for Int Med would have: Bad heals (It's meant for pvp in the first place it's the offensive side for medic) The main damage for this mastery would be nerf pretty badly due to anyone easily out damaging the Int Medic Scalpel most of the time, Poison cloud would be pretty good and that's pretty much it. Senbon has always been a good jutsu but it's balanced for a reason most aren't landing that 24/7, Either way Poison Cloud and Senbon alone won't cut it for making Int Medic a good mastery.

    And here's the last thing, I understand if this nerf was asked if Int medic was very top tier not only in 1v1s but also in team fights, but no it's teamfight kit is decent lol, If you bring up the heals, Most int medic heals are weak either way due to the high int they have for 1v1s and by spamming heals they constantly put their poison senbon on CD which leaves the mastery with 2 attack jutsus, Poison cloud isn't bad for team fights but comparing it to other jutsus kit's it's not all that at all, Scalpel is up close and one tile in team fight's that's a pain to use, still a good jutsu but as for a team fighting jutsu overall it's not that good.

    Shit like EARTH/MED is a good team fight mastery combo because the EARTH KIT alone carries it. That's like bringing up Wm/Earth, it's still good either way, even if you mention the fact that Medic shares the same Intellect path as Earth which makes it better, Solo Wm is still better than Solo Int Med either way, and Earth/Wm vs Earth/Int Med in 1v1s skill difference isn't far off at all too, I'd even favor Earth/Wm winnning as well. Then we have Solo Taijutsu which is already great for 1v1s, but if you have high agility and pair up with a bunch of Earth users, You can be doing a lot just meleeing people in prison with high damage instantly which is great for team fights, Not even counting the fact that you can also do Tai/Earth, Either way I don't see a reason to nerf Int Medic LIKE THIS, Scalpel is a jutsu alone that needs nerf but considering the whole kit alone it's pretty much overrated.

    When a mastery that is not even meant to be known for stuns is able to stun more often than Lightning (not saying it has better stuns just that Scalpel is way more landable and has low CD) and also gives you highest DoT in game and access to heals you know something is wrong. 

    Balance INT Med in a way where it is more poison focused than being focused around landing Flicker Scalpels and comboing dumb amounts of instant damage. 

    • Like 2
  3. As someone who has been Akatsuki longer than pretty much every player in the game, I can confidently say that while +25 to all stats is a strong buff it is one that does not really fit Akatsuki thematically and doesn't help much in situations that you have to face. We are supposed to work in groups of two but that is hard considering the numbers that villages can dish out to counter you.

    I have a couple ideas for the ring:

    1. The ring casts a map wide genjutsu that reduces the stats of all opponents inside of the map (aka Mugen Tsukuyomi), it would have a certain duration and would cause the map to have a red mist overlay. 

    2. The ring casts a genjutsu which traps your opponent with you inside an illusionary world (aka Tsukuyomi). Basically teleports you to the map where people usually get jailed by GMs where you can have a 1v1 with the opponent you chose.

    3. The rings come in pairs, if the Ring 1 is casted the person that has Ring 2 is teleported to the location of the person with the Ring 1. Allows you to work in pairs and save your teammate when you think it is needed.

    4. 10 different rings that each that have different kind of stat buff and a passive to come along with it. (Org rework suggestion) Akatsuki - Suggestions - Nin Online (Idea by @Rumaki)

    5. The ring allows you to regen hp and chakra while running.

  4. 17 minutes ago, Enver said:

    It cancels and snares on its melee, you want it to do higher damage aswell? Sounds a bit too much imo.

    Even if the Pipe scaled the damage of the jutsu it would still be the lowest damage mastery in the game, right now it is just too low.

  5. Since there seems to be an effort to give more importance to the Bubble mastery rather than the weapon itself I think that the base damage your Pipe has should affect your jutsu damage, similar to how Weapon Mastery swords and Fan mastery Fans affect their mastery's jutsu damage.

    Even with the recent buffs to base damage the damage output of the Bubble mastery is rather horrible.
     

    • Like 2
  6. I am not sure if it is possible but maybe the coffin should be a cast time item that summons a puppet, similar to how Toad Oil has a cast time and heals you, that way the puppet could get a cooldown and prevent it from being virtually immortal due to being able to spam summon it.

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  7. Give Fans and Pipes a 1 second run cast (possibly to 7sm swords which shoot jutsu as well). I do not know why are weapons that shoot jutsu instant like Fist or Sword melees, they cannot be dodged or deflected like a normal melee. They are all also CC jutsu, which is kinda silly to have instant on a melee when past balance changes were all about adding counterplay and removing instant CC... 

    Fan will still work good with a run cast cause on later levels it has access to triple tile Fans, Bubble would need a slight revamp to make the new melee a bit better and after all the mastery was said to be based around traps which it really isn't now.


     

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