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Showing content with the highest reputation on 03/14/2021 in all areas

  1. It has come to my attention this game has no form of two step autenthication in order to log in. This , if it existed, would prevent any attempt of hacking into accs or protect accs from data base leaks. An example of this is a player name issa who 1 day ago before this post is being made got all of his 3 accs stolen with emails changed and passwords changed aswell (note they all had different passwords) and the person who stole reset all of his accs so it would be impossible to get any progress ,the orginal owners made , on those said accs back Another player named @oreo got his acc stolen and name changed for some odd reason. All of these players claim they got hacked and they never shared accs. I simply suggest 2 step autenthication should be added into the game to prevent such cases to even exist because an acc with 2 step authentication can never be stolen because the user who tried to hack the acc would also need the original owners phone number to get access.
    15 points
  2. Haven't posted in a bit and have barely played the game from a PVP standpoint. Today I did some PVP for the first time in a while though and thought I'd suggest something for vacuum spheres if possible. Suggestion Make Vacuum Spheres shoot the first Sphere when you press the key-bind and to shoot the other two spheres the first one has to have landed and not only that but you have to manually press the key-bind a 2nd and 3rd time for it to shoot the other two. If you land the first Sphere then you press the keybind again to shoot the 2nd sphere and miss it you wont get to shoot the 3rd sphere and the skill will go on cooldown. Also! you only have 3-5 seconds to shoot your next sphere after the first Sphere lands. 1:5/2:3/3 First Sphere you have 5 seconds after it lands to shoot the 2nd and land it...2nd sphere you have 3 seconds after it lands to shoot the 3rd. All together you have 8 seconds to land the spheres and if you only get to land one the skill goes on cooldown for w/e its cooldown is set too in game. Example *Shoots Vacuum Sphere* You hit PlayerOne with Vacuum Sphere I You hit PlayerOne with Vacuum Sphere II *Runs out of time to shoot Sphere III and skill goes on cooldown* You hit PlayerOne with Vacuum Sphere I *3 seconds pass* You hit PlayerOne with Vacuum Sphere II *1 second pass* You hit PlayerOne with Vacuum Sphere III *Skill goes on Cooldown* This will also allow Vacuum Spheres to be made instant cast again due to the change of the way the skill works. Also remove its ability to stun its opponent and lower the self stun/remove it completely.
    3 points
  3. Tornadoes are way too slow to be landed on cast time. If tornadoes gets back to 1sec selfstun the follow ups will be harder to do. Although these new fans needs rework. I also don’t think you can compare Fire and Earth / Light when all of them bring AoE Stun(Lightning) AoE damage ( fire) AoE crowd control ( Earth) They’re far from being 1v1 focused mastery. But game is pretty balanced the only thing Id look on are : - New fans - 20str elementals - Tornadoes Str requirement - Int Medic
    3 points
  4. Why is there a limit on how many missions you can pick and why is it only 3 per day? There is not really much to do for below 50s after doing their daily missions since grinding mobs is everything but not a solid way to lvl up. I understand that lvling is supposed to be a journey and it is supposed to be fun but with the RNG on Missions you have days on which you get 3 Low XP missions / Missions that you can't do for whatever reason be it lack of ressources or accesabliity of the Location (for example when a village is too heavily guarded for a Low lvl to sneak in). Thats why I believe that it would be a good idea to increase the daily mission limit by 1 or 2 missions per day and in return Reduce the Ryo that you get from certain missions slightly so that it doesn't effect the Economy too much.
    3 points
  5. I totally agree, I don't think it's a hard system to implement, instead of having accounts leaked out of the blue, and then having to be chased around by players in support tickets and discord DMs, wasting more time than the former. Make this happen!!!
    3 points
  6. Good discussion. Lots to think about. Thanks for the meta analysis. EDIT: It's a breath of fresh air to see people analyzing the meta in different angles. From the specific angle of instant cast, cast cancels for example.
    3 points
  7. I have decided to make a seperate post on this cause it would be a bit too large to post into a reply. Looking back at how the game has been balanced up until now I think it would be rather contradictory to give masteries like Fire, Earth and Lightning an instant cast CC. They used to have instant cast CC in the past and they were called broken to the point where they had to be nerfed. Fire, Earth and Lightning are now considered balanced masteries. For this reason I think that a better direction in balancing would be to give instant cast CC cast time or to remove the CC the jutsu has seeing how the masteries which had instant cast CC and were called broken are now called balanced when they don't have them. I will give my input on what I think a good direction for current jutsu and weapons would be in order to make them more balanced. Fan/Pipe melee - these weapons should get a 1 second run cast - having an instant cast CC which can be instantly chained after a sub and be available again in 2-3 seconds to be used instantly is simply too strong. Fan and Pipe basically shoot out no chakra cost jutsu which instantly CC you or can even stay behind as traps in Pipe's case. Having this while some masteries have to sweat to land a 1 second run cast CC jutsu with a large cooldown is very questionable. Fan - if the melee stays the same Slashing Tornadoes need a 1 second run cast. Fan already has a triple tile stun projectile on it's melee once it gets Crystal Fan, I see no reason for it to have another which is an instant cast jutsu from it's kit. This way the mastery is all cast time but the stun on the Fan helps you land those cast times. Taijutsu - there is 2 ways I can think of to nerf Taijutsu. One way would be to remove the knockback and selfstun from Seismic Dash and make it just a short range teleport that can help you land melees and land damage. Other way would be to give Breaking Kick a 1 second run cast, which would prolly be the better option since Tai already has really fast melees and a lot of CC so having an instant kick on 5 sec cd is rather oppressive. Gentle Fist - Mountain Crusher - remove the teleport and knockback, give the jutsu 1 sec run cast but also give it 0.5-1 sec stun (maybe even increase range to 3-4 tiles). This would basically make the jutsu more of a mid range chakra wave punch which it was in the anime. - Palm Bottom - reduce the CD to 5 seconds and increase the stun duration to 0.7-1 second. What these 2 changes do is that if you now Sub GF flicker combo they cannot instantly crusher you, since GF would have only 1 instant CC while having the smallest ranges in the game the CD of Palm Bottom would be reduced to compensate. The increased stun makes it so that if Palm Bottom lands you have a pretty good chance of extending the combo, but it would be a cast time combo so the opponent has a chance to Sub. Medic - change Poison Scalpel from a 0.5 second stun to a 0.5 second silence. This way it still serves as a cancel but you wouldn't be able to combo into it. Wind - since it's STR counterpart is overloaded with CC I think that INT Wind for the main part should be just a pure single target damage element, without the unnecessary CC it has right now. - Wind Claw - remove the selfstun and remove the knockback. This allows Wind to still be fast but remove the instant CC which is what people think is a problem with it. - Vacuum Sphere - if Claw was like this maybe Vacuum could go back to being instant cast, but it should have 1 second selfstun and have no CC on the opponent, so basically just a pure damage jutsu again. (I know I got it to be run cast but oh well). Water - Water Slash - 1 second run cast with no selfstun. (not as needed but since all elementals would no longer have an instant CC it is to make it fair) WM - Shadow Shuriken - give the jutsu a 1 second run cast. It teleports and silences so it's a bit of an overkill that it's instant. If these changes were done the only masteries which would have access to an instant cast CC jutsu which can lock in place are GF, Tai and Bubble. For GF and Tai this is cause they are masteries with insanely short range so it's kinda impossible for them to be viable without having at least 1 jutsu that is like this. In Bubble's case the mastery has no reliable way to do any real damage or to land jutsu without Flickering and snaring with the Soap Bubble first.
    2 points
  8. I would wait til advance mastery come out before doing any major balancing change, because people are probably gonna ask for the new and old jutsu to get rebalanced again.
    2 points
  9. I have never played fire seriously, but I see how it doesn't live up to any other mastery on it's own. Fire's only pluses are the burst damage which can be combined with other masteries. I vouch for this post
    2 points
  10. One possible change i'd like to propose is changing Vortex into an instant cast silence. Overall stuns are much stronger than silences due to how much they restrict their opponent, this isn't something fire needs due to the amount of damage the mastery provides. Making Vortex into an instant cast silence could also differentiate this jutsu from just being "Worse lightning current."
    2 points
  11. a little extra security never hurt anyone. <3
    2 points
  12. Nerfing Wind Claw would've killed Wind, nerfing Vacuum Spheres balanced it. I don't think there was a better solution without hard-locking Fans and Pipes, which is not going to happen. The problem is now Vacuum Spheres is out of place among the Wind jutsus, and you have to shoe-horn it in to any rotation. In any situation where you have time to cast Vacuum Spheres, i.e. Off a 2-sec stun like Cutter, you'd much rather just line up triple-bullets for more damage and no self stun. You end up only using it when everything else is on CD in a team-fight and someone just got EP'd, or similar. But like I said, there was no better solution. Spheres are just going to have to join the list of jutsus that are waiting to be re-worked to fit the current state of the Mastery, alongside Vortex, Feast and the unholy abomination that is Antibodies. In the mean time, Wind is still strong. So I'm sure its at the bottom of the balance changes, that are at the bottom of all the other planned updates.
    2 points
  13. In its current state, even with pipe / snares, vacuum is fairly weak considering if you snare someone its always better to use drilling bullets then vacuum. This means vacuum not only rely's on you snaring your opponent, it also means drilling bullets needs to be on CD for it to be useful.
    2 points
  14. Basically title. The change to vacuums is simply not working. It literally needs a 2s CC, be it stun or snare, to even have a chance to land. Unless you have 2s CC of your own (and there is only a handful of them as is), or someone else lands a stun for you (which even then is a waste, because you can use 3 other jutsus in the time it takes to cast the vacuums + the selfstun.. its basically just a stun extend), vacuums are, imho, the most useless jutsu one can have. It is almost impossible to hit 3 bullets on a moving target, unless you are some aimbot. And no one just stands still to get hit by 3 bullets or lets you get in point-blank range. To not make it a pointless banter, my suggestions are: 1) Revert vacuums to the state they were before. Instead lock tornados to str Wind and/or make Claw runcast (it is a guaranteed hit with flicker which also cancels casts due to knockback). 2) Make vacuums instacast and drop the stun on the 3rd bullet. 3) Keep vacuums as 1s runcast and remove the selfstun after the 3rd bullet, so at least when you decide to try your luck and hit at least 1 bullet, you don't get punished for it. Any of these would've been a better fix to Wind, because vacuums aren't what was wrong with it. Claws and nados are. As it is right now, if you are solo Wind or have a 2nd mastery that lacks any 2s CC, there's almost no reason to even learn the jutsu. It's top 3 worst jutsus in the game in its current state. Cheers.
    1 point
  15. The current game meta is shaped around being able to cancel your opponents casts and certain masteries are unable to compete with this maneuverability that certain masteries offer. I'm going to list each mastery and their amount of these types of jutsus. Everything following is describing jutsu at their MAX LEVEL. Taijutsu - Breaking Kick (Instant) (Knock Back) - Seismic Dash (Targeted) (Instant) (Knock Back) - Whirlwind Kick (1s runcast) (AoE Knock back) - Peacock (1st runcast) (AoE Stun) Gentle Fist - Mountain Crusher (Instant) (Knock back) - Palm bottom (Targeted) (Instant) (Stun) - Revolving Heavens (1s runcast) (AoE Knock back) - 16 palms (1s runcast) (Stun) Fan - Instant knock back on basic attacks, better fans offer triple hit and stun chance as well. - Tornados (instant cast) (3 tile Stun) - Wind mask (1s runcast) (AoE Snare/Slow) - Cyclone (2s runcast) (AoE Snare) - Slicing wind (1s runcast) (AoE Knock back) Bubble - Instant cast trap that snares when stepped on, on a basic attack. - Great soap bubble (Instant) (AoE Snare) - Bubble Spray (1s runcast) (Snare) - Great Bubble Shark (3s runcast) (AoE Snare) Weapon Master - Shadow Shuriken (Instant) (Silence) (Intellect req) - Bear trap (2s runcast) (intellect req) - Risky Blade Dance (1s runcast) (No actual crowd control, but cancels enemy casts when it lands) (Strength req) - Potentially can use swords with chance to knock back on their basic. (Str req) - Dance of the Crescent Moon (2s runcast) (Stun) (Str req) - Crescent Moon Beheading (2s slow runcast) (Knock back) (Str req) Medic - Poison Scalpel (Instant) (Stun) (4 second cooldown) - Poison Senbon (1s runcast) (Stun) Wind - Wind Claw (Instant) (Knock back) - Drilling Air Bullet (1s runcast) (Knock back) - Vacuum Sphere (1s runcast) (Stun) Water - Water Slash (Instant) (Knock back) - Colliding wave (1s runcast) (Knock back) - Water prison (1s standcast) (Snare) Earth - Great Earth Prison (2s standcast) (AoE Snare) - Earth Split (1s runcast) (Stun) - Mud River (1s runcast) (Knock back and Slow) Lightning - Lightning Spear (1s runcast) (AoE Stun) - Lightning Cutter (2s slow runcast) (Stun) - Lightning Pillars (2s standcast) (AoE Stun) - Lightning Current (1s runcast) (AoE Stun) Fire - Combusting Vortex (1s runcast) (Stun) - Big Flame bullet (1s runcast) (Stun) Fire is vastly outmatched in terms of CC compared to every single other mastery. They have the worst options for cancelling their opponents. Fire, Lightning, and Earth lack the ability to instantly cancel their opponents but Lightning and Earth make up for it with their great team fighting capability. This makes fire the SOLE mastery with very little and very awkward to use crowd control. I think in order for fire to catch up to the rest of the meta, either Big flame bullet or Combusting vortex should become instant cast once again. This provides fire users with the opportunity to counter their opponents in a way that every single other mastery can do much easier. Please consider some type of change regarding this @Ueda
    1 point
  16. Your idea is quite good, people don't even bother to buy Vacuum anymore, it seems that they nerfed the Vacuum with the intention that people will not use it lmao
    1 point
  17. if you think about its probably next on rory to do list, since everything on the last roadmap is finished @Ueda new roadmap pls. Beside that I'm not against minor balance changes.
    1 point
  18. we cant count on these coming anytime soon, we have no idea if they are half done, not just the art but also the coding, balancing n everything. My point is we cant wait for these cuz they aint comin anytime son
    1 point
  19. a quick fix to nadoes could be just to raise triple nadoes requirements to 40 str or something
    1 point
  20. Fan/Pipe melee - sure, why not.. Fan - no, nados are the slowest moving projectile in the game, your only way to land them is from point-blank range. No one is gonna stand next to you and wait for you to run at them with it, they will just run away and dodge it. It is literally that slow. The issue with nados is that they can be landed off of flicker and elements abuse them. Just lock the jutsu to its damn sub-path. Why would you balance a mastery around a broken weapon, instead of balancing the weapon?! Fans that stun are an AWFUL idea and I don't know why did they ever become a thing. Taijutsu - 1s cast on kick COULD work. Seismic, no. You'd have to be literal Sanic to even have a chance to land it.. GF - crusher - no. Other jutsu - idc. Medic - sure, flicker scalpel carried people would be lost without stunning scalpel. Wind - claw is guaranteed hit after flicker and its only counterplay (besides subbing it which I don't see as a counter for reasons I don't find necessary to explain) is that you get selfstunned after using it and can be hit back, why would you want to remove that? You suggest cast times for random jutsus but not the one jutsu that actually needs a cast time. Won't even comment on the Water slash thats the worst suggestion I've seen in a while. Actually awful.
    1 point
  21. Good suggestions, prob worth trying although I’d be slightly concerned at solo winds ability to cancel jutsu
    1 point
  22. Giving a run cast to breaking kick makes it an impossible jutsu to use. I do kinda agree removing the knockback on seismic might be a good idea
    1 point
  23. I've played games where you sign in and you have to put I a 4 digit code after to confirm the being yourself tho it all comes down to people being able to remember those 4 digit codes if they he players made or automated lol or Rory could also just do security Questions Or if you sign in from a different ip address you have to supply the security code.
    1 point
  24. why not make a different type of Bandana such as Hayate's let it show hair it feels weird being bald and not showing any type of hair when you wear it. tips of hairs wouldn't be bad just make it separate from the regular one if anything just a suggestion ofc.
    1 point
  25. 1. Confirming an email address isn't a lot of work to do the exact same thing. If someone can propose an actually useful solution, I'd happily try to add it. 2. I want raid points to be able to be stealthily taken. 3. This will be fixed soon.
    1 point
  26. Rebalanced Phoenix Fireball Rankings The progression of Burn has been changed from: Burn 1/2/3/1/1/1 to 1/1/2/2/3/3 Bot Test for Tanzaku Slots now warps the player into a death pit when they fail the test. This is to prevent exploiting it to warp back to their hospitals safely.
    1 point
  27. Instead of stun i would give knock up for 1 tile for every sphere, because stuning opponent is pretty good thing and shouldn't be a thing for damage focused jutsu. My suggestion is : - Add 5/10 sec more CD for wind claw - Remove 30/40 base damage from wind claw (bleeding still op) - Instant cast vacum spheres with knock ups - Also add more chakra cost or cooldown for Vacum spheeres,
    1 point
  28. i think vaccum got a bit overnerfed but it still ok
    1 point
  29. Sure, my point is that in its current version, it is not 'fixed'. Wind was OP for different reasons and the fact that a jutsu becoming useless didn't really make wind that much weaker shows just that. Vacuums weren't the issue, they worked the same way for years and it only became considered OP after claw was added. It's like saying fire is OP, because of dragon (which does about the same damage as vacuums minus the stun - issue is that wind has a set up with nados and undodgable flicker claws). Any change would've been better than runcast vacuums.
    1 point
  30. Wind was so powerful, I had a wind pipe level 42 and I would solo kill a lot of level 50s. I don't think this was fix the issue, it will just make wind the strongest elemental mastery again. Wind is still really strong right now if you weren't aware. I would be more down for vacuum to be instant 1s stun and self stun but only hit x1.
    1 point
  31. "2) Make vacuums instacast and drop the stun on the 3rd bullet." would still be a better fix to that compared to making the jutsu useless altogether.
    1 point
  32. My personal opinion is that the x3 damage from vacuum sphere being instant was boring gameplay. I remember hitting sphere on wind users and they'd just turn around and do the same shit on me. It turned really boring for me and that's why I stopped playing my wind character before the nerf was even out.
    1 point
  33. Vacuum is useless from the latest nerf. You can't land it unless you're in team fights. somtimes its still bad for teams. 1v1s is way worst , Cheers
    1 point
  34. Now that I actually read it, I don't really think fire needs a buff, it's a pretty good mastery overall. Imo, it just needs the hitbox on big bullet and vortex fixed. The animations are bigger than the actual hitbox. Also vortex shouldn't selfstun the user for longer than it stuns the opponent on hit, it makes no sense.
    1 point
  35. Can agree with that. Everyone in this game has the attitude that 1v1s is everything. That's because usually there is some ego contest between two people and they think whoever wins is who is right. This is not true and not every mastery build is equal. Some are better 1v1, 2v2, zergs, farming etc. Obviously you will always be able to damage someone, but the extent of which is different. That being said, that doesn't mean certain balances shouldn't be made. Like take Fan/pipe/poison scalpel for example, that should definitely get fixed. I think Lightning does what it is supposed to do. Fire on the other hand is full of bugs that never have been fixed. The firewall stopping chakra charging, people not landing in fire bullet animation, simple stuff like that, that screws you over in a fight. Vortex itself is extremely underwhelming and could use a tweak.
    1 point
  36. "this isn't 2017 " Lmfaoooo, N he walked away, must've been a ping/fps boosted canadian like @Boo
    1 point
  37. 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
  38. Rebalanced Sensory Technique Please don't blame players asking for the nerf for this change. I've already been thinking of rebalancing for ages, it's just now that it became a prominent discussion topic, and it was a good time to do it. Cooldown time changed from 17/16/15 to 30/29/29 Cast time changed from 1/1/0 to 1/1/1 Range changed from 12/16/20 to 12/12/16 It may be clear from the old progression for each rank that it followed an older balance style where each rank had significant improvements on all areas. Sensory Technique had not been rebalanced with any of the major rebalances since beta stage which is why it was so powerful.
    1 point
  39. Added Lv 20 Muteki Pants & Lv 30 Muteki Fur Coat items now available in the Muteki Clan House. Changed Ukiyo Traditional Robe from Lv 10 to Lv 40. Added Lv 10 Ukiyo Inner Robe, Lv 20 Ukiyo Cloak, Lv 30 Ukiyo Sakkat. Added new items Kunoichi Blouse & Kunoichi Pants to Leaf & Takumi clothes shop. Added Red Oni Half Mask as a new Legendary mob drop. Added Black Oni Half Mask as a new Cash shop item. Added White Oni Half Mask as a new Event shop item. Added Purple Oni Half Mask, Green Oni Half Mask, Blue Oni Half Mask as Rare mob drops. Added Black Cursed Sakkat as a new Cash shop item. Added Lv 45 World Boss Chimeriko to Cursed Host Caves. Credits: Zobu/Bonsai (with help from Fuze) for Oni Half Mask art, Fuze for Black Cursed Sakkat art, KingPak for Muteki & Ukiyo clan clothing. Sezu for Chimeriko art. Pog for the Kunoichi items.
    1 point
  40. Due to irl reasons I'll be dropping out of the elections.**
    0 points
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