This suggestion's goal is to reinforce and encourage role play in the Akatsuki while also giving them a "' goal " and bring diversity within the organization#
Akatsuki's major issue is how the org is built, feeling like it's missing a lot. it's a normal org with 10 members and a +25 all stats buff. while some people will argue that this buff should be enough and it's really strong, well it's not about the buff itself it's about how its just one thing for everybody and akat duos are not reinforced, going out with 2 people even with ring you will easily end up outnumbered, with 10 people on buff it's the same result. I've been in akat for a long time ive seen all the akat generations and lineups struggle with this, bring 8 and they bring 16. No the ring does not help us take double our numbers if you were wondering we still have Cooldowns and limited chakra like everyone else. The org is supposed to recruit skillful people you would say but skills has its limits and numbers rule the game.
We've had some of the most skillful players in the game, matter of fact akat has had more skillful players across all generations than any other org, from @Crowlock@Niti and itachi when akatsuki was first released we've had @Dona@Lumy@Mylu@SparkZZ 4 of the most skilled players in this game, the great @Booty Gang Captain himself even @Aghila was part of akat and they can all tell you during their akat time they struggled the most against large numbers. we've had couple downfalls but always come back strong with good players @Black Rain@SDZ@Ainz Ooal Gown but we still struggle with the same problem from the very beginning of akatsuki. During crowlock's term akat was expended to a 12 players org after crowlock spoke to rory about this struggle. Well you might now say that akat is not supposed to be dealing with large numbers since they are not supposed to be raiding as a whole but roaming around as small groups of 2 ~4. that doesnt work we have no tool to support us going around in small groups we just get cornered in a 2 v 10. As good as a +25 all stats buff might sound it's easily to get overwhelmed and alot of akat and ex akat players will admit this if they're being honest. well now about the argument saying " well akat has the best flat stats buff cmpared to the other orgs " that is true we do have the most stats but when we step out in dangers it's not going to be org vs org it's going to be akat against the whole bounty book it's that easy to overwhelm us when we escape leaf sand is waiting for us blocking our way back we re only strong in little skirmishes against forces close to our numbers.
Being Akat is feeling like you need to have a 10 men group to go out or to even have a chance when it shouldn't have been about this at all in the first place, i believe Akatsuki should be forced to work as 2 men teams roaming around but we should also have the tools necessary for that so here is my suggestion.
Necessary nerfs
- Akat members should have friendly ( meaning they can hit each other this is necessary to make sure that akat won't go around with 10 boosted players and instead take a more RP oriented route and send small teams out )
- Akat rings no longer give +25 on all stats ( necessary for the rework)
- Akat members lose 80% of their bounty instead
- Akat members lose bounty in safe zones ( akatsuki is Hostile towards everyone beside themselves the only safe place for them should be their hideout )
Rings rework
Name : (Rei) zero
+ 30 chakra
+ 10 fortitude
ability : when it's raining the wearer of this ring regenerate 30 chakra every 10 seconds ( inspired from nagato's chakra rain )
Name : (Gai) Boar
+ 15 agility
+ Movement speed
ability 1 : the user of this ring can create clones of themselves that attacks the wearer's target ( inspired from white zetsu )
clones HP : 300
clones agility : 50
ability 2 : the wearer of this ring is able to cast a transformation jutsu that transforms them into a tiny rock or a tree ( transformation breaks if the user takes or deal dmg, transformation last 2 mins ) ( inspired from black zetsu's hiding and spying abilities)
Name : (shu) Vermillion
+ 35 intellect
ability 1 : the user casts a genjutsu which allows them to dodge their opponent's next attack ( basically a sub this ability is inspired from itachi's genjutsu substitutions)
ability 2 : the user creates a clone of themselves ( low CD ability inspired from itachi's ability to spam crow clones)
Name : (Byaku, Haku ) white
+ 20 chakra
+ 20 intellect
ability 1 : the wearer of this rings is able to cast a teleportation jutsu that teleports them to the akatsuki hideout.
ability 2 : the wearer of this rings is able to cast a teleportation jutsu that teleports them to the land of water's bounty station. ( inspired from konan's fast travel ability )
Name : (Ao, Sho) Blue or green
+ 50 intellect
passive : explosive tags scales with intellect ( this ring is for int wms or burst specs akatsuki members )
Name : (Gyoku) Jewel
+ 30 strength
+ 10 Fortitude
passive : the user of this ring has access to Akatsuki's armory selling or able to craft poison throwing kunais, slow inflicting kunais and enchant a weapon with debuff abilities ( enchanted weapons or tools wont be available after quitting the akatsuki or unequipped the ring)
Name : (San) Three
+ 20 strength
+ 20 Fortitude
passive : the wearer of this ring can equip the akatsuki scythe located in the akatsuki's Armory ( scythe basic bleeds, has low damage
but regen hp/sec)
Name: ( Hoku) North
+ 30 fortitude
Passive : the wearer of this ring regenerate hp/sec
passive : the wearer of this ring gain 30% of its victim's bounty in safe zone and 80% in warzone ( inspired from kakuzu as a tank and love for bounty hunting )
Name : ( Nan ) South
+ 45 chakra
+10 fortitude
passive : wearer of this ring regenerate chakra over time
passive : the wearer of this ring doesn't have chakra drain on water
Name : ( Ku ) Void
+20 intellect
+20 chakra
passive : the user of this ring cannot be cc'ed for 3 seconds after bring cc'ed ( inspired by orochiaru's slipperiness )
Each rings is different from each other which will allow every akatsuki member to be unique and not just another akat member their opponent will know what they're dealing with and try to counter it while akat ill have way more options than before
Rings like Boar and white are more oriented towards scouting while boar is more of a confusion and infiltration type white is a good map traveler able to respond to calls that others wont
other rings like blue and vermillion are combat types while blue is more of a burst type vermillion is good for diversion while still dealing damage and outplaying your opponent
three and jewel are more of a support/weapon/tools type able to map lock with bleed or catch up with slows jewel is especially good for chasing
Ku can be an excellent combo/cc chain breaker and hoku will be the one dealing with the high bounty targets that are hiding
akasuki passives :
akatsuki members can only be map locked for 3 seconds after being in combat ( since akatsuki is aiming on hunting with way less people and meant to be agile most of the time it will be 2 against the world this gives them a fair chance at running away from huge groups and disadvantageous battles )
akatsuki rings are bind to the member's account and no longer drop on death they lose extra bounty instead, cannot buy another ring if u already have one ( this also prevents people from swapping rings )
this is just a suggestion feel free to share your thoughts.
Question
Rumaki
assuming this is still relevant
This suggestion's goal is to reinforce and encourage role play in the Akatsuki while also giving them a "' goal " and bring diversity within the organization#
Akatsuki's major issue is how the org is built, feeling like it's missing a lot. it's a normal org with 10 members and a +25 all stats buff. while some people will argue that this buff should be enough and it's really strong, well it's not about the buff itself it's about how its just one thing for everybody and akat duos are not reinforced, going out with 2 people even with ring you will easily end up outnumbered, with 10 people on buff it's the same result. I've been in akat for a long time ive seen all the akat generations and lineups struggle with this, bring 8 and they bring 16. No the ring does not help us take double our numbers if you were wondering we still have Cooldowns and limited chakra like everyone else. The org is supposed to recruit skillful people you would say but skills has its limits and numbers rule the game.
We've had some of the most skillful players in the game, matter of fact akat has had more skillful players across all generations than any other org, from @Crowlock @Niti and itachi when akatsuki was first released we've had @Dona @Lumy @Mylu @SparkZZ 4 of the most skilled players in this game, the great @Booty Gang Captain himself even @Aghila was part of akat and they can all tell you during their akat time they struggled the most against large numbers. we've had couple downfalls but always come back strong with good players @Black Rain @SDZ @Ainz Ooal Gown but we still struggle with the same problem from the very beginning of akatsuki. During crowlock's term akat was expended to a 12 players org after crowlock spoke to rory about this struggle. Well you might now say that akat is not supposed to be dealing with large numbers since they are not supposed to be raiding as a whole but roaming around as small groups of 2 ~4. that doesnt work we have no tool to support us going around in small groups we just get cornered in a 2 v 10. As good as a +25 all stats buff might sound it's easily to get overwhelmed and alot of akat and ex akat players will admit this if they're being honest. well now about the argument saying " well akat has the best flat stats buff cmpared to the other orgs " that is true we do have the most stats but when we step out in dangers it's not going to be org vs org it's going to be akat against the whole bounty book it's that easy to overwhelm us when we escape leaf sand is waiting for us blocking our way back we re only strong in little skirmishes against forces close to our numbers.
Being Akat is feeling like you need to have a 10 men group to go out or to even have a chance when it shouldn't have been about this at all in the first place, i believe Akatsuki should be forced to work as 2 men teams roaming around but we should also have the tools necessary for that so here is my suggestion.
Necessary nerfs
- Akat members should have friendly ( meaning they can hit each other this is necessary to make sure that akat won't go around with 10 boosted players and instead take a more RP oriented route and send small teams out )
- Akat rings no longer give +25 on all stats ( necessary for the rework)
- Akat members lose 80% of their bounty instead
- Akat members lose bounty in safe zones ( akatsuki is Hostile towards everyone beside themselves the only safe place for them should be their hideout )
Rings rework
Name : (Rei) zero
+ 30 chakra
+ 10 fortitude
ability : when it's raining the wearer of this ring regenerate 30 chakra every 10 seconds ( inspired from nagato's chakra rain )
Name : (Gai) Boar
+ 15 agility
+ Movement speed
ability 1 : the user of this ring can create clones of themselves that attacks the wearer's target ( inspired from white zetsu )
clones HP : 300
clones agility : 50
ability 2 : the wearer of this ring is able to cast a transformation jutsu that transforms them into a tiny rock or a tree ( transformation breaks if the user takes or deal dmg, transformation last 2 mins ) ( inspired from black zetsu's hiding and spying abilities)
Name : (shu) Vermillion
+ 35 intellect
ability 1 : the user casts a genjutsu which allows them to dodge their opponent's next attack ( basically a sub this ability is inspired from itachi's genjutsu substitutions)
ability 2 : the user creates a clone of themselves ( low CD ability inspired from itachi's ability to spam crow clones)
Name : (Byaku, Haku ) white
+ 20 chakra
+ 20 intellect
ability 1 : the wearer of this rings is able to cast a teleportation jutsu that teleports them to the akatsuki hideout.
ability 2 : the wearer of this rings is able to cast a teleportation jutsu that teleports them to the land of water's bounty station. ( inspired from konan's fast travel ability )
Name : (Ao, Sho) Blue or green
+ 50 intellect
passive : explosive tags scales with intellect ( this ring is for int wms or burst specs akatsuki members )
Name : (Gyoku) Jewel
+ 30 strength
+ 10 Fortitude
passive : the user of this ring has access to Akatsuki's armory selling or able to craft poison throwing kunais, slow inflicting kunais and enchant a weapon with debuff abilities ( enchanted weapons or tools wont be available after quitting the akatsuki or unequipped the ring)
Name : (San) Three
+ 20 strength
+ 20 Fortitude
passive : the wearer of this ring can equip the akatsuki scythe located in the akatsuki's Armory ( scythe basic bleeds, has low damage
but regen hp/sec)
Name: ( Hoku) North
+ 30 fortitude
Passive : the wearer of this ring regenerate hp/sec
passive : the wearer of this ring gain 30% of its victim's bounty in safe zone and 80% in warzone ( inspired from kakuzu as a tank and love for bounty hunting )
Name : ( Nan ) South
+ 45 chakra
+10 fortitude
passive : wearer of this ring regenerate chakra over time
passive : the wearer of this ring doesn't have chakra drain on water
Name : ( Ku ) Void
+20 intellect
+20 chakra
passive : the user of this ring cannot be cc'ed for 3 seconds after bring cc'ed ( inspired by orochiaru's slipperiness )
Each rings is different from each other which will allow every akatsuki member to be unique and not just another akat member their opponent will know what they're dealing with and try to counter it while akat ill have way more options than before
Rings like Boar and white are more oriented towards scouting while boar is more of a confusion and infiltration type white is a good map traveler able to respond to calls that others wont
other rings like blue and vermillion are combat types while blue is more of a burst type vermillion is good for diversion while still dealing damage and outplaying your opponent
three and jewel are more of a support/weapon/tools type able to map lock with bleed or catch up with slows jewel is especially good for chasing
Ku can be an excellent combo/cc chain breaker and hoku will be the one dealing with the high bounty targets that are hiding
akasuki passives :
akatsuki members can only be map locked for 3 seconds after being in combat ( since akatsuki is aiming on hunting with way less people and meant to be agile most of the time it will be 2 against the world this gives them a fair chance at running away from huge groups and disadvantageous battles )
akatsuki rings are bind to the member's account and no longer drop on death they lose extra bounty instead, cannot buy another ring if u already have one ( this also prevents people from swapping rings )
this is just a suggestion feel free to share your thoughts.
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