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  1. Not everyone wishes to be a part of a village when they join the game. Some people like the idea of being a more "evil" type of character and the game doesn't really allow you to start out as that. Currently the only way for that is to be a rogue but being a rogue is meant to be more of a punishment than something you choose to play. Rogues have no unique clothes, summons or masteries. If you are a Leaf rogue you still have a Leaf passive, Leaf summon, Leaf hidden mastery... This makes it so that there is no real option to be a dedicated rogue player. What I wish for is that there is an option to create a character that is more "hardcore" from the very beginning. An option to create a "rogue" character which is not tied to any village. IDEA The idea is that cursed ninja would be the "actual" rogues while the exiled ones are village rogues. This would allow for cursed ninja to have things which are unique. Playing as cursed ninja would be a very hard way to start out and would not be recommended for new players (could even make it only possible after resetting a lvl 50 character). You start out in Cursed Lab which is hard to get into and hard to get out of, very little mobs are around and it is easy for a low level to die just trying to step out of host cave or to die to them while trying to go back in the Lab to hand in a mission. Just like normal rogues you would have friendly fire and wouldn't be able to team villagers. Your default and only spawn point would be the Cursed Lab. LORE You start out in the Cursed Laboratory, which is a part of a larger network of laboratories called Village Hidden in the Sound. In your thirst for power you have abandoned your past and origins and have come to serve Sarugami. You are one of the few ninja to have survived his cursed seal experiments. In order to strengthen your cursed seal you must set out in the ninja world. PASSIVE Cursed Seal - a cursed seal has been placed upon you which grows stronger over time. Unlike villages which get a passive that is at full power right at the start, cursed ninja start with a quest called "The Growing Curse". The quest requirement at first would be to reach level 10 for example. After you complete it you get a "Weak Cursed Seal Activation" jutsu. It is a weak buff that drains your health while it is up. After completing the current one you would get a new one which would have higher requirements but would award a stronger Cursed Seal jutsu. This would repeat until you get the strongest version of it. All of the Cursed Seals would share cooldown and be untradable. HIDDEN MASTERY I thought a lot about what would be a good and unique mastery to introduce in the game. Puppet mastery and genjutsu are something that have been talked about for ages, so why not add a mastery that is a combination of the two. Demonic Flute Genjutsu - a mastery that utilizes a weapon called "Demonic Flute" to cast sound based genjutsu and control summoned creatures known as Doki. The mastery would be based around the summon. Your flute melee would cause it to do a certain action like use an attack or to Flicker. You'd also have access to genjutsu which would be strong CC that deals little to no damage. Some jutsu could be: 1.Illusionary Warrior Doki- you use your flute to create an illusionary warrior called Doki to fight in your place. This would be the main jutsu of the mastery. It would depend heavily on it's summon to fight. 2.Phantom Chains - you use your flute to create a illusion for your opponent in which they are bound by chains. Single target CC that does little to no damage. 3.Phantom Sound Wave - you use your flute to create a sound wave which commands your Doki to take a bite of their target's soul. Does moderate damage but saps a large chunk of chakra from the enemy. SUMMON Nue - a chimera that is able to sap your opponent's chakra. ORGANIZATION The Sound Four - a team of elite cursed ninja which serve as bodyguards for Sarugami. Their base would be within Cursed Laboratory and their buff would be some strong cursed seal.
    5 points
  2. I’ll pay to get a hairstyle in game
    1 point
  3. After listening to @Ueda and @Serias talk about the vision of the game and the amount of effort that went into implementing the Hidden Mist Village and the Hidden Sand Village me and my friend @SpellWiz started brainstorming ideas and a village layout for the Hidden Cloud Village. This is what we came up with, because Rory and Serias appreicate any playermade content that could contribute to future development and success of NinOnline Basic line-art of cloud village layout I imagine use of flicker pads and bridges to traverse the village Exclusive Passive: Body Flicker range is increased by 2 tiles. Decently balanced mastery. Similar to Sand's perfect cloak. Due to the Cloud Village's structure, it's ninja have adapted to traverse the large gaps. Exclusive Combo Mastery: Laser [Water / Lightning] Ninja from the Cloud Village have passed down techniques that utilize Storm release to create focused lasers. Exclusive Alternate Mastery: Cloud-style Kenjutsu [Weapon Master] Agility-locked sword(s) with agility-based weapon master skills. Can use strength-based weapon master skills with the cloud-locked swords, and vice versa. Agility and strength-based weapon master skills share respective cooldowns. Any cloud-locked swords have lower base-damage than current swords, but higher attack speed. Level 10: Cloud-style Backlash Slash Free-aim-based skill. Charge and perform an upwards slash, interrupting casting jutsu on-hit. 1-2 tiles directly in-front of the user and 2-1 second standing-running cast-time based on level. Level 15: Cloud-style Reverse Beheading Free-aim-based skill. Spin instantly, dealing damage to all enemies within 1 tile. 1s - Instant cast-time based on level, 1 tile radius in all directions. Level 20: Cloud-style Riposte Free-aim-based skill. Users swiftly lunge forward creating an extended range of up to 3 tiles. 3-2 second running cast-time based on level. Level 25: Cloud-style Afterimage Strike Target-based skill. After seemingly splitting into 3 from the intense speed, users instantly move in-front of and attack their target up to 3 times instantly. 2-1 second running cast-time and 3-7 tile range based on level. The user briefly appears surrounding the target on all sides except directly behind them, and any spots unavailable reduce the amount of hits. Level 30: Cloud-style Deception Beheading Substitution-based skill. The user feigns Substitution Technique, preparing to counter. Before receiving an attack, they reappear right in-front of the attacker and launch a counterattack. Level 35: Cloud-style Crescent Moon Target-based skill. Makes the user instantly move in-front of their target and widely slash, creating a large crescent shape hitting all enemies within 2 tiles on all sides of the user, except directly behind. 2-1 second run-cast and 2-4 tile range based on level. Exclusive Summons: Drill Bird Walk/Flicker. Lunges forward to attack head-on with it's beak, creating an extended range. (2-6 tile range based on level) Not as ugly or huge as Pain's monster. Baku Stationary/Target-facing. Pulls in all enemies in a cone-shaped radius. (3-7 tile furthest-point range and 1-2 tile knockback towards summon based on level) Not as huge as Danzo's monster. Or a simpler elephant. Exclusive Organization: Kinkaku Force 5 Members. Aimed to be a heavy team-play based squad. Bashōsen (Fan): Weapon-slot item with jutsu-on-basic. Random large-scale element-based attack is released on auto-attack. High damage, as well as effects based on element. Cost 100 chakra per-cast. Gives 25 intellect. Kohaku no Jōhei (Pot): Weapon-slot item with jutsu-on-basic. On use, pulls target towards snared user. (Think 1 tile knockback towards the user, 2 tiles if target is below 50%) Consumes 100 chakra per-second. If a target is touching the user, while below 20% health, they are killed and instantly sent to their hospital and counted as a kill for the pot's user. Gives 25 fortitude. The next three are a testament to the "team-play" design of the organization Kōkinjō (Rope): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target without "Word Soul Leak", "Word Soul Extract", "Word Soul Seal", nor "Word Soul Sentence" debuffs, 100 chakra is consumed and the target receives the "Word Soul Leak" debuff for 30 seconds. Gives 25 agility. Shichiseiken (Sword): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target with "Word Soul Leak", 100 chakra is consumed, the target's "Word Soul Leak" is removed and they receive the "Word Soul Extract" debuff for 30 seconds. A linked, targetable and invincible, "Word Soul" mob is spawned at the location for the debuff's duration. Gives 25 strength. Benihisago (Gourd): Weapon-slot item with jutsu-on-basic. Only with a "Word Soul" mob as a target, on use the user pulls the target towards themselves. (Think 2 tile knockback towards the user) If the target touches the user, it is unspawned and whomever it is linked to has "Word Soul Leak" removed and receives the "Word Soul Seal" debuff for 30 seconds. After "Word Soul Seal's" duration you receive "Word Soul Sentence" for 30 seconds, during which you are pulled toward the gourd's user. (Think 2 tile knockback towards the user, 3 tiles if target is below 50%) Anyone touching the gourd's user while under the effects of "Word Soul Sentence" are killed and instantly sent to their hospital and counted as a kill for the gourd's user. Consumes 50 chakra per-second while pulling anyone. Insignificant chakra results in the inability to pull "Word Soul" mobs, as well as no one with "Word Soul Sentence" being pulled in. Those affected by "Word Soul Sentence" are only pulled while the gourd is equipped. Gives 25 chakra. Cloud Village is years-away content, and I expect literally nothing to come of this post besides simple chatting. For most things I have given example cast-times, ranges, etc. but more balancing would be required for any actual implementation. The organization items may sound a bit OP or over-tuned, but compared to puppets/ssm I would defend the suggestions. Specifically, the 3-man combo items would require 100 chakra each and 30 seconds to execute 1 person, which a 3-man squad should be able to do easier than using these items. The theory is 3-man comboing the healers and killing everyone else. Also, the Gourd user would be a target the entire time to stop the effects of "Word Soul Sentence." There's also the village layout; according to the devblogs, round buildings are especially tough...that's the entire village. Flicker pads is a personal preference, as I feel that it would be cool to traverse the village that way. Based off the basic line-drawings, a pure conversion to pixel-art and mapping wouldn't be possible, but the ideas are there.
    1 point
  4. Been trying to edit my videos more, still a big noob but enjoy ;')
    1 point
  5. Twin Fangs having the knockback effect make them strong. I would not lower str requirement for them. However, I agree the store ones should be adjusted to be more useful, especially the 5k and 10k swords.
    1 point
  6. Legendary, love the effort and thought put into this.
    1 point
  7. Seems like the Nin Online community is now ready for such ideas!
    1 point
  8. Raid reworks Raids now happen in cycles of 4 hours instead of 2 hours. Raid points will disable after 2 hours into the raid cycle. This is so there is time to rest and there is time to enjoy the bonuses you've earned from the raid. Each village has an additional 2 raid points at their guarding locations. This means that each village now has a potential upside of 21% bonus. The downside limit of 5% remains, you cannot lose more than 5% bonus rate.
    1 point
  9. @SaphV2https://naruto.fandom.com/wiki/Otogakure go for it plzzzzzzzz
    1 point
  10. decent idea after I had this suggestion this while back I was going to do same with the hidden sound village, but this is fine. I would suggest that there be more hidden rouge base scatter around the world and for sure expand the curse lab base
    1 point
  11. I'd agree with all the excited rogues that the ideas sounds cool. However id argue the logic for why something like this should be in game is flawed. Also lets be honest starting in host cave for any of the players commenting on this post would not hinder leveling in any way. Nin is only as "hardcore" as your game experience and friends (or alts) allow. Being rogue is a trade off, you get a level of freedom which is not offered by village gameplay. You get away from the politics, community, and rules that come with village life and are able to start your own orgs and communities killing whoever you want. It should still remain a tradeoff. If you don't want to protect a village and deal with the rules and personalities of a village community you don't get to be a chunin or participate in those RP events. I don't necessarily think that Missing should be a faction in the same way a village is, nor do I think it was ever intended to be. Missing ninja is meant to offer an alternative playstyle to that of the three villages. As it stands, the missing playstyle is not struggling to get players. Otherwise cool post, sounds badass.
    1 point
  12. Jiroubou | To the next era of the Hidden Leaf.
    1 point
  13. Due to irl reasons I'll be dropping out of the elections.**
    1 point
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