Indra

Silver Ninja
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Posts posted by Indra

  1. While jinchurikies would indeed be cool, thats only 9 players at max being lucky enough to behold new content.

    Special abilities does sound promising and fair for everyone. I voted for that. 

    Know that every ideas you mentionned would greatly improve nin. A lvl 5-15 arc could make new players stick to the game. That would be my vote if i wasnt biased by my own needs.

     

    PS : med corp will only make the game worst. Have faith in those wise words 

    • Like 2
  2. 6 hours ago, Proxied said:

    You’re still on this game? They already said they ain’t doing advanced masteries. MOVE ON dawg. You’re chasing ghosts at this point 

    Thanks for your reply! Now do you mind reading the post?

  3. Hybrids have been in a zone where it never was worth the stat loss and cost. Masteries dont really blend together unless they share the same stat requirement/damage scaling stat. For those reasons, hybrid masteries pay an unrealistic price for wanting to mix (lets say) Weapon master Kenjutsu path and Fire. For my part, I always wanted to be that cool Samurai-ish ninja who swings a fire sword. To be more clear, I dont want to be a STR/Int, but a STR WM fire. See it more as how demon slayers from Demon Slayer work. They are kenjutsu specialists who uses their talents and training into making fire/water/lighting/beast mode/ etc from their breathing/movements. Its not them throwing justus. A bit like Morning Peackock from Gai where the punches friction makes fire. Its a kenjutsu path. (I will use my masteries as an exemple a lot on this thread because thats the one i experienced.) 

    As I experienced  many WM Fire builds over the years, I have come to the conclusion that being hybrid is mathematically incorrect. You have to to add more stats into damage stats because you have 2 different stat requirements to fill. This is leading to a major Health point loss and chakra problems. You lose the access to the good swords and you cant deal an acceptable DPS with both masteries. They just dont blend together at all.
    A solo WM or solo Tai will do far more better in 1V1s than an hybrid elee would and the hybrid wont do MUCH better in a team fight anyways. There are players like Yamikami and korva who brags on how being hybrid is broken but both wont play their Str light WM and are currently playing whats meta.
    I dislike the fact that going for more than 1 mastery as a Specialist like WM or Tai can just make your build worst. Youre supposed to become significantly stronger at lvl 50. 
    In the leaf village, if you want to go for a second mastery as a tai or WM, you should go WM/GF and Tai chakra medic. Thats it, Others wont blend.

    Doing all this sounds like lots of work/art and it may even sound like advanced. So here is MY ''simple'' and doable idea. Note that the best idea cannot come from 1 individual. This is why I am asking you guys to listen to my idea and then comment on why it would work or how it would not work. Give your point of view! Add your own idea to mine. Modify my idea into something that you think is better etc etc.

    To potential disclamers, I am fully aware that this would buff highly specialist masteries. Doing that would indirectly nerf Int masteries. I already know that this is a big con to my vision. Those change would need new rebalancing but i think the game could become more healthy.
    My idea to make specialist masteries blend with int masteries is to simply give them something to blend. To have their second mastery identity accessible through their initial stat requ while trying to respect the fact they are not int users. Each elemental masteries would have 3 jutsus that blend with each 3 specialist masteries. (1 for each) What that mean is that those jutsus would require to have either their int requirement or its counter part stat requ to be fulfilled in order to gain access to it. Heres what i mean.


     

    Water.
    - Kenjutsu deep sea path. Water shark = Int requ or Str requ. (100 str) scales with STR if STR requ obtained.
     This gives a fancy teamfihgt attack to WMs aswell as a ''zabuza/kisame'' kind of WM attack. Since its not instant, It wont buff WM 1v1 capacity  but will greatly buff their teamfight kit. The aim here is to make WM Water better in large scale fights. 

    - Taijutsu Water body path. Water sub = Int requ or Agi requ. (120 agi)
     This was an ''easy'' one. Tai cannot use subs for cheesy hight damage outputs after a warp. Giving them an extra sub as full tai isnt as game breaking as another mastery would capitalize on. Also, giving them that extra sub would give them a fitting Tai Water move.

    - Medic Water threatement path. Water prison = Int requ or chakra requ. (120 chak) My aim for chakra medics is to give them the supportive jutsu version of the elemental masteries. Water prison isnt as much of a dps move while it can achieve great supportive ends with the snare. It also makes a flashy water style for a medic. (Damage does not scale with chakra)

     

    Earth.
    - Kenjutsu flowing earth path. Mud river = Int requ or Str requ. (100 str)
     I think that Mud river represent a good earth move and its slowing effect can give a huge advantage to someone who is based on melees. Its simple but worth it. I like it.

     - Taijutsu hardening stone path. Earthwall = Int requ or Agi requ (60 Agi)
     When i think about an earth user, I think about a badass jauggernaut that would tank a fire dragon without flinching. Earthwall is a very unique and cool ability. It is not a sub but it can stop any projectiles.  This could help tai's kit in a way no other jutsus/masteries could and it fits MY vision of what a Tai Earth should be.

    - Medical jail Therapist. Earth prison = Int requ or chakra requ. (150 chak)  Doesnt scale with chakra. 
    This would significantly change the meta because this is the best teamfight move in game. I think that chakra pool matches the traps Earth prison makes. The best supportive move for the support mastery.
     

    Lightning.
    -Kenjutsu thunder clap path. Lightning feast = Int requ or Str requ. (80/85 str) . It was hard to find a good fitting jutsu for WM lightning because no matter the choice of the jutsu, if its not Cutter, Wms will invest in the int to obtain it. I did not feel like a free cutter was a ''sain'' option for weapon masters either. So giving Weapon masters the jutsu after cutter gives them a another homing concidering they will go for cutter. A mix of risky, crescent, cutter and feast. Sounds like a Homing festival.

    -Taijutsu static flash path. Lightning cutter = Int requ or agi requ. (100 agi) I think that tai being able to cutter sounds ''epic''. Its not as strong as let say WM spaming crescent and cutter or 2 element into vomiting every jutsus they have. Them having this move will force players to keep their sub for this particular action.  It would give them the coolest way to utilise their agi cast time reduction and give them a lightning release move that rely on extreme speed. Its a perfect match.

    -Medic defibrillator path. Lightning current = As I follow my idea that chakra medics should have supportive moves, current seemed to fit that role the best. Its a good cancel cast and RP wise it should require lots of chakra to envelop yourself into lightning chakra nature. I hesitated with Lightning pilars but the jutsu is so flashy that my choice stopped at current


    Fire.
    - Kenjutsu raging flame path. = Fire Dragon = int requ or Str requ. (110/120 str) Scale with Str if Str requ is obtained. 
    Fire is mostly about damage and cast times. So its harder to find the good jutsu for the good specialisation. I hesitated in giving WM fire the great fire ball but it would look very similar to my WM water idea (shark) without it being as flashy.  Fire dragon is a very stylish move and most importantly, is different from that 3 tile long range pierce move. Dragon could boost up WMs crescent combos in such a fancy way that it might be me being BIASED. Dont be scared to call me out and ill do the walk of shame. :(

    - Taijutsu burning sun path. =  Great fireball. = Int requ or Agi requ. (100 agi) Scale with Agi if agi requ is obtained.
    Taijutsu could have been given a agi scaling fire bullets. Flicker CC into phoenix fire bullets would have been very strong, but I felt like it wasnt flashy enough. Also, this jutsu int requ and lvl make it very accessible anyways. I chosed to go for a path Taijutsu hybrids never explored before... teamfight oriented  Taijutsu hybrid. Cast time reduction into an agi scaling great fireball would be deadly in large scale fights but not so much in 1V1 where they are shining at.

    - Medical cauterization by fire path. = Fire wall. Int requ or Chakra requ. (80 chakra) scales with chakra.
    Firewall is a very defensive damage type of jutsu. It fits the support role and the Fire type nature very well. Medics could use firewall to zone out enemies, making their job easier. Reviving allies easier by controling access, bloking small areas etc.

    Wind.
    Kenjutsu piercing winds path. = Hurricane blade. Int requ or Str requ. (100 str) Scales with Str if Str requ is obtained.
    Its a very ''Yasuo'' type of move but i feel that its very fitting. Its a fancy wind move, Its good, its not useless and represent well what a WM wind should be, Yasuo.

    - Taijutsu wind beast path. Wind claw Int requ or agi requ. (100 to120 agi) Scale with agi if agi requ obtained.
    Im mean..the name sounds like what a monk would say after a spacial move. Its a good Tai wind move that fits the purpose of hybrids. Its a good CC and tai could use the VERY LONG dot map lock it has. 

    - Medical air breathing path. = Drilling air bullet. Int requ or chakra requ.  Scales with chakra if chakra requ is obtained.
    Wind had no supportive moves so it was hard to find a good move. Vaccum cast time and range didnt fit the medic kit at all, claw and hurricane were taken, other jutsus were lower lvl jutsus. Drilling air bullets CC and it would make the only real offensive support med hybrid jutsu.

    Thank you for those who fully read this. I know it was a big essay so give me you opinion! :P

    • Like 1
  4. 4 hours ago, Qadim said:

    People really see fan to be stronger than intwm/fire/water? Damn wow.

    There can be more than one reason to this. I will talk for me but it must be the same for others. As a leaf casual who doesnt fight sand of mist out of villages raids, we are not used to fight "special masteries". Ofc we have Gentle Fist but this mastery is as much toxic in 1v1 that it is useless in teamfights. Nobody wants to spar them and nobody wants to team with them. Since we dont know fan much, its harder to fight than other masteries we are used to. 

    Personally, i voted for fan because sands passive + fan is too worth. Cloak + windmask is deadly.

    Theres a reason why you went for fan. It may be because its fun but something tells me that you are more pvp oriented than play for fun oriented. (Maybe both) 

     

  5. While I agree with you that flicker and sub warp system is leading to unfair cheesy damage output, i dont think that the game depends on it. The bad players depends on it. They might be called good by the flicker spamers but deep down they know their pepe isnt voluminous.

    In the end we win.

  6. Most of the old player base tend to think that the game lacks content. It does not. We have been siffoning this game content for several years of hardcore playing. For most of us hardcore fans, 80% to 100% of the game content was achieved by playing several years logging in everydays.
    As i do not denny that content takes long to come, the game itself has enough content to be counted as a full game. We just beaten Nin and want more because it was fun.

  7. The problem with the balance team is that they are players. And some are really some ego pool. Early 18ish teenagers who actually got some brain but doesnt realize that it makes them over confident in their own capcities. Ultimately they will act in their own intersest and being more than just a player while not being a staff member will make them think that they value much more than the rest of us. Thats how I would be. 

    Im 100% for a balance team and I think that there were many good changes made over their term. Nobody's perfect and I have never meet a single person in my life that could be unbiased toward his job/friends/feelings etc..

    The best of both world would be to have rory and a couple of staff be the balance team. We as players would give our opinion toward the balance with the surveys and then the balance team made of staff members would study our answer and come up with their own opinion about it. I personally really liked rory's balance even tho there were major things he did not change over the years. Mainly flicker for me.

    In the end, rory listened to the player base asking for a balance team and those players whinned about a balance team being there. Everyone always become sensitive when its about the balance because were all very much biased. Our opinion is based on our side of the coin. And it will ALWAYS be that way.

    • Like 4
  8. I agree with most.

    There is just 1 thing I do not agree.

    The poison kunai nerf isnt enough. It needs frankly a WAYYY harder nerf. Why would a water earth DOT you every melees? Why would a ligthning water DOT you? The weapon is just way too usefull for any mastery. It has a +5 int req. Its way too low. Its a 100% dot chances. Its way too high. It has the same range as swords. Unrealistic. Hits you for 34 damage...game breaking!

    Heres some math to let this sink in.

    Fist melee : 3. Required point 0. ==> Poison kunai 34. Required points +5 int.  A 11.3333333 multiplier boost. Makes no sense. At all.

    To sum things right,

    Fist melee : 3. Required point 0.  ==>Religious katana : 47. Required points 65.   A 15.67 multiplier boost. 65 point dumped for that. Make sense.

    If we followed the Poison Kunai logic, (5 stats = 3x11.3333333  which is 34 Melee damage.) 34x65÷5. Religious would hit of 442. Sounds stupid right? Well thats the same math used for P kunai. Stupid right?

    You're still delusional?

    Poison kunai 34. Required points 5. ==> Religious katana : 47. Required points 65. ==> A 1.38 multiplier boost for a difference of 60 points. a total of a little 13 damage diff.

    Just nerf this kunai for christ sake.

     

     

    • Like 2
  9. Make it a agi based mastery and separate it from taijutsu. This makes more sense for the mastery itself and it fixes solo GF holding swords which makes no sense and go against the mastery design.

    The huge goal would be to make it different from tai. Activating gentle fist melee could go slower but make the target lose chakra. The more the agi, bigger the loss. (still needs to be balanced.) 

    Take off the push back from abilities and make them silents. Because thats what they are supposed to do honnestly. The 64 palm attack could apply a silent debuff that require the target to charge chakra before getting out of the silent. (programing ahead)

    There would be lots of work around it before it works but that sound funnier and more like its supposed to be.

    • Like 1
  10. Inting in events should be bannable. Its personally the third time in a row people watch me fight 2v1 a 2v2 match during an event and im tired of it. Its intentionally losing an event so I cant participate it and it should not be allowed.

  11. 5 hours ago, Yamikami said:

    20 STR Fan and Pipe

    The most problematic weapons elementals currently have access to are 20 STR Fan and Pipe. I think that they give too much of an advantage with their CC melee, the difference between a Wind user without Fan and a Wind user with a Fan is very large (same goes for Water and Pipe). Sacrificing 15 points is literally nothing when in return you get a 37 damage melee that knocks back or a 21 damage melee that snares for 1.2 seconds. 

    The 20 STR weapons shouldn't have CC. They should just do damage. It wouldn't change much for people that are leveling as Fan and Bubble since they don't need CC on melee early on when they are killing mobs, but it would greatly nerf the people who just take the 20 STR weapons for their CC while using INT based jutsu. Another Pipe could be added with 50 STR and level 25 requirement that has the snare the current lvl 10 one has so the Bubble mastery can switch to and get snares on melee. 

     

    Adamantine Staff

    This weapon gives elementals a 2 tile melee which is in my opinion a huge overkill. Masteries that literally depend on their melee to do damage don't have 2 tile melee but somehow elementals can get it for only 90 INT. The weapon hits 42 damage, a Taijutsu user needs 136 agility to hit that much and it will still struggle against this weapon even with it's fast melees due to the fact the weapon hits at double the range a fist melee does. Even WM with it's high damage melees will have issues against this weapon simply because of the range advantage it has. 

    If the melee is to stay 2 tile range, the weapon should hit much slower than it currently does. I think the speed right now is around 1.2 seconds, it should be changed to 2-2.4 seconds cause having 2 tile range on a melee is rediculously strong. 

     

    Poison Kunai

    In this current meta if someone is an elemental and they don't have a Fan or Pipe they will 100% have a Poison Kunai. It has become a mandatory thing to have as an elemental especially now with the new regeneration system. I think that the duration of the poison it has is simply too long for a melee attack, not to mention that being able to poison on a melee takes away the uniqueness of the masteries that actually have poison or bleed in their kit. What is the point of Wind or INT Med if even an Earth user can grab a posion kunai and poison their enemies for the same duration. 

    I think a good way to change this weapon would be to increase the flat damage the kunai does while decreasing the duration of the poison it has. Currently it hits 24 flat and then poisons for 8 damage for a total of 32 damage. 

    It should be changed to do 28 damage flat and then deal 4 damage with poison in 4-6 seconds.

     

    All of this is just the truth everyone doesnt seem to want to admit.

    FAN/PIPE 20 strenght to knockback/snare each melee? Completly broken. 
    The adamantite staff really should have less attack speed.
    The poison kunai shouldnt exist at all. I wont explain why because you said it all. I dont think that reducing the dot but buffing the flat damage is the solution. 28 base damage for 10 int is just very broken. 70 STR swords do 45-47.