Leaderboard
Popular Content
Showing content with the highest reputation on 09/03/2021 in all areas
-
Mailbox System This isn't activated for player use yet, but we've added a new mailbox feature where we can send items to players when their inventory is full, for events etc. An example of usage for this will be that when players house rent ends, we'll collect their furniture and mail it to them. Other uses would be for debugging players or distributing items for events (eg. Free stat reset day~) This will come a bit later, but we also intend to let players send items to each other for a Ryo (in-game currency) fee/tax. Knockback System Rework Can no longer control knockback directions by changing own direction for projectiles Slight knockback animations so players can track targets better visually. Also optimized and cleaned up the code a lot. I understand that this will rustle some feathers. Although it's a bug fix, players have built a meta game around this bug and fixing it was a decision that I had to take serious consideration about. It was a bug that introduced some level of complexity to combat, but it was also very hard to balance around. We'll have to make some balance changes in the coming days, and we're open to feedback. Added warning when dropping an item in an instanced map Players were thinking they could transfer items in instanced maps. Added new feature to our universal control prompts (Esc to cancel). Added text wrapping to new UI system, used for improving text rendering on confirmation prompts for now. (Admin only) Dummy logged in players now can be attacked (Admin only) Added command for us to broadcast messages to specific villages Fixed Projectile Max Range rendering (they were disappearing too late). Fixed players being unable to Right click -> Report concealed ninja. Fixed world maps in village displaying general world map rather than village specific maps. Fixed players getting stuck when using a buff (eg. Substitution Technique) right after changing maps. Fixed 2 misc. obscure client crashes due to null values. Fixed players being able to get knocked back into player house walls and solid furniture.15 points
-
Intellect wind mastery is the only of the elements to have no jutsu that evolves. Fire and Water have single bullets that evolve into triple. Earth and Light have EP/Cutter evolutions. I have an unique idea for wind shuriken to have an evolution that is a bit different than any jutsu we have in game right now. The current wind shuriken is thrown like this: For my idea, the evolved wind shuriken would react different due the users advanced learning of controlling wind. The shuriken would travel forward normally and at it's max range it would reverse course and go back to it's starting point. Also, the stronger wind currents would make the shuriken become piercing. (Possibly hitting twice if someone stays in it's path, but thats a balance decision) images not drawn to scale, just trying to better showcase the idea9 points
-
With vacuum being changed to 1s cast time and the bug fix on directional knockback meaning triple drilling no longer hits x3, I still believe wind is broken. We need further nerfs and I have thought of 2 great additions. 1- Change Wind claw to a 1s run cast time, (no more flicker claw cos it's too broken) 2- Change wind homing to a 1s stand cast time, (It's way too much pressure with the running cast) Appreciate you reading this! Post more ideas below6 points
-
Alright alright guys, I know this may come of as a surprise, but Iron Tower IS NOT SOLOABLE AS IT IS. No, I am not talking about bosses. I am talking about the 400 Elite Samurai Kills you need to go through as you unlock it. Where do you kill them? In these; I am not saying it's impossible, but it's way too much. SOLUTION: 1- Decrease heavily the amount of Elite Samurai that spawn in the 3 small rooms. You need to kill 200 of each but it's unnecessary to have this many around, no one will be doing multiple at once. 2- Make them passive (don't agro players unless attacked), this is unlikely but will help greatly with moving around, their short agro is unpredictable and doesn't help much. Please make Iron Tower solo-friendly3 points
-
Ever since houses can be bought I have been going around a keepsake / Ryo way and thought of a small size and large size chest with affordable prices. I think this idea will help us to have much more space and give more meaning to having a house! This is to small chest: big chest: I did it to give you an idea of the spaces. I believe that these spaces are affordable for a good price quality. small chest: 3,500 Ryo big chest: 8,000 Ryo I hope you liked the idea! @Erox@Ueda3 points
-
3 points
-
So, Im playing sand since 1y+ I got about 6 months break and I came back to play as Sand. As always I decided to grind scorpions till lvl 15 to get some money from blanks and tails. I was grinding with fan so as you know it has cooldown at hits. Every time I tried to hit scorp one of "sand blank farmers" stole it from me when I told him to stop I just got "go coyotes". I got mad and started to hit scorps in front of that blank farmer with kunai (15 dmg hit so he didnt got loot) than Allmighty Sand Kage came and jailed me, he just came and jail, any questions, any conversation, after jail I got exile, reason? Spy, than disrespecting kage and finally "Because I dont need reason". Is it normal behavior? For 1y playing sand I never had that situation. (Sorry my english is not the best)1 point
-
Good evening everyone, I've come with a suggestion that could change the pace of hunting and how groups fights are orientated; with the addition of player executions. Currently in game, once an opposing ninja is downed, there is nothing that you can do to speed up the kill other than to wait for them to press enter within the 59 second interval. During this time period, allies of the downed ninja can come to interrupt you from getting the kill by reviving them. Executions would not only allow players to counter this, but it would bring a new mechanic to the game that comes with a risk. How would Executions work? Executions would act like the Mystical Palm technique, albeit forcing the player into the death screen instead of reviving them. With that being said, players would be required to stand directly beside the body in order to execute the downed ninja. Moving away or being hit with knock-back, stuns, and/or snares will cancel the execution — forcing them to restart. And since executions would be cast-time, there is the risk of being killed yourself by enemies. *All Players who are level 10+ should possess the ability to execute(all levels possessing the same cast time; preferably 7.5-8.5 seconds). With the requirement of level 20-30+ being there to use it, execution animations — if any at all — can correlate to your 1st mastery. ex: Earth Execution - A multitude of earth spikes emerge from the ground below, piercing and gutting the downed ninja. Water Execution - A chain-like whip wraps around the ninjas body, constricting around them like a snake; suffocating them to death Fire Execution - The user snaps, causing the downed body to burst into flames; scorching the poor soul into a dark husk of ashes. Side Note: We could also make use of @Fuze's aseprite commission services to create the animations for such, if it were be implemented of course. I personally would love to contribute some funds towards this. How would this change hunting, or even group fights? At the current moment, whenever an ally is downed, they are either ignored until the enemy is killed or distracted enough to allow for a revive. With executions however, this would prompt groups with a decision — Do we allow the enemy to take the chance at an execution and reposition, or do we defend their body and take the risk for a revive? The same goes to the people who got the kill. Do we push and execute the downed, or do we focus on another objective — possibly giving them the chance to revive/getting W.O.F? More suggestions for executions: - This should be a "hotbar-less" technique, only appearing(possibly above the village logo) whenever the player is standing directly beside the downed enemy. - If it is interrupted, there could be a 20+ second cool down, allowing for only about two attempts max on an execution. At the current moment, this is all I have in mind for executions. If anyone else possesses any ideas/changes or wanst to contribute to it, please feel free to do so! Thank you, everyone. - Issa P.S. It is currently 3 AM my time and I haven't slept in 40 hours. Please excuse any grammar/spelling mistakes. Lol.1 point
-
I think that a nerf on this jutsu has been long overdue since people focus too much on the 1v1 aspect of the game. It's single handledly the most broken group fight jutsu in the game. It is a huge AoE homing with 5 second snare time and for how strong and impactful the jutsu is, the cooldown it has is simply too low. I think that this jutsu needs to be toned down, either through a longer cooldown, lower snare time or lower range.1 point
-
1 point
-
Yeah good points. I get it it SHOULD be hard, and it IS VERY hard right now, not impossible, but unnecessary. I think just shrinking the amount of them spawning would be a devastating difficulty drop, you still have to kill 400 of these things. But yeah fair point overall +11 point
-
As a bait post this should be removed from the forum for it violates the Terms of Service as a Controversial Topic under the category of Yamikami's religion. Please be more mindful of your actions in the future, and pray for forgiveness.1 point
-
Okay I've changed my mind, I'm on board with this now1 point
-
Oo this is a pretty cool idea, a boomerang of sorts! And yes it would be great if wind shuriken didn't take a shuriken to use (WIND shuriken).1 point
-
I disagree, I did this with the hardships that come with it so should you. The tower is meant to be hard almost impossible, not everyone has the stomach to kill samurais! Also if you complete the tower quest line THEN you should receive a hero's blessing of sorts which would be : Hero's Blessing : This passive is given to the one who completes the land of iron questline and defeats the evil General Mitsuhide! Passive : All land of iron mobs do not aggro you unless you attack first.1 point
-
I like the idea maybe when it evolves it will no longer need tools to use it1 point
-
1 point
-
@South These were the prices at that TIME, which were correct. Niti just hasn't updated it to the current market.1 point
-
1 point
-
1 point
-
Ive been using GF and ppl have dodged and punished my combos badly.. bubble as example.. super countering, bear trap if played well.. same issue.. isnt undodgeable neither unpunisheable.. it just counters more some masteries and gets countered by others as far as Ive seen.. although if GF gets it 1v1 touched.. Im concerned they balance it adding some PVE skill worth of it.. cz right now its hard to compare GF to any other elemental in terms of killing mobs.. and you all might not be worried about PVE but.. I like to grind.. and GF isnt good at all for it on big mobs. In all fairness.. ye GF is strong 1v1 but its not undgeable neither unpunisheable.. if anything.. just turn ur eyes to bubble users, and water clone.. the dmg is insane and the CC its next lvl.. so if you touching 1 thing then make sure to touch the other to keep the balance as what balance means.1 point
-
1 point
-
My opinion would be to put this not as a master's degree to choose from lvl 10 but as one more possibility. It would be cool if anyone had the option of choosing it and initially putting 2 types of illusory jutsus. I would say to do a quest line for lvls 30 for the snakes part since it is a site that could put more content.1 point
-
1 point
-
This post will detail a way to balance Yamazaru in different ways which I have thought of. (I own the sword). Now usually what happens when a new weapon drops is that the entire community will complain to Rory to get it nerfed until it does then the weapon becomes another useless project. Currently when new weapons are added they are almost identical to weapons already in the game but with increased stat points. In Yamazaru's case, it's a reskin of bonesword with higher str req and high base dmg. I have some unique ideas on how to change this. I'm here to advocate the following changes to Yamazaru. Changes: ADD 1 PASSIVE ONLY. Decrease the base damage to 46. I find that to be fair as Bonesword is 36. New passive : Yamazaru has a 1/16 chance (this can change, but usually it takes around 16 autos to deplete your opponents hp) to incur bleeding on the enemies. The bleeding will damage for 17 per tick up to 3 ticks. (51 dmg in total). New passive : Yamazaru has a 1/16 chance to land a double auto on opponent. (This should really be more for Double Scythes so up to you Rory) The 2nd hit will be HALF the dmg of normal autos. For example, Yamazaru usually does 91 on autos, on the double hit it would do 91 + 45 with a cool animation. These are the ideas I have currenty, feel free to share your thoughts. This is my way of trying to implement new precedent to BALANCE new things in the game rather than cry nerf without any reasoning or though.1 point
-
I tend to disagree. RP-wise it would only make sense for ninja to train on their own or within a team on a designated training ground. Of course sparring is a viable option when it comes to training offensive jutsu, but techniques such as Earth or Water prison are truly a pain to level during PvP or PvE. I would put summons in the same category too, as they are one of, if not, the biggest reason people AFK with PvP on in square and if there's no med around, leveling a summon usually lands someone in the hospital. The addition of training dummies would offer a better and safer alternative to leveling jutsu, and personally, I would love to see the 3 training logs in Leaf TG be turned into practice targets as well. It would add variety to the game, as people who are not really keen on PvP or PvE would have a safe spot to level their jutsu or summon while it would also create opportunities for RP (especially RP missions I or II) where instructors or sensei teach students the basics or different styles of shinobi combat.1 point
-
Maybe when you grow up Naruto and take over as Hokage. But you need to go find your emo friend first.1 point
-
1 point
-
That does not remove kage from seat of power. We want to be able to Orochimaru tyrants. Some of us like being villagers, but toxic people in power will ignore you unless you pay ridiculous prices for their pockets. Let them be able to get yeeted. Honestly at this day and age, game mechanics should switch Kage seat instead of a 6 month period. It is too long for nothing especially since they rig the system you deal them every time with alts and buying people off. Additionally, we are already passed the double digit mark on leader seats.1 point
-
What about power rotating in a certain closed group of players/friends?1 point
-
This is allowed within the confines of their limited powers (unfortunately). There is a way to fight back, that's by becoming a Missing Ninja. Also, if they exile people for no reason, they lose out naturally by thinning their ranks. (Unfortunately) is used because this is a side effect of giving players the ability to get into positions of power that allow them the freedom to affect the gameplay of others. While it sucks that it exists, it also sucks if it doesn't.1 point
-
"Because i dont need reason" "Welcome to sand" @Ueda Why do you let that persist. Toxicity does not equal monarchy or whatever ruler-ship you call Sand. There should be ways to fight back even if they have all the power.1 point
-
1 point
-
Admiral Mitsuhide - Decreased aggro range from 14 to 8 - Aggro no longer takes place when attacked - Balanced the damage output General Nobu - Decreased aggro range from 14 to 8 - Aggro no longer takes place when attacked - Balanced the damage output Koitaru - Aggro no longer takes place when attacked Addressed the Rev/Aggro Exploit for these bosses (More boss related balances to come...) Bubble Clone can now properly use Bubble Traps LMPF Shop is usable again1 point
-
1 point
-
1 point
-
1 point
-
Hello, today I would love to try and suggest whole new mastery based around genjutsu, lot of these jutsus will be support sided and will be best combined with element as 2nd mastery but hopefully not too weak to not be played solo. Ill try to keep it in nin limitations too. Little trivia from anime to begin with. Genjutsu (幻術, Literally meaning: Illusionary Techniques) is one of the main jutsu categories which uses chakra. Unlike ninjutsu, the effects of genjutsu are not real, being only illusions by those who fall victim to it. With this info we can already see that the mastery effects (even durations) would primarily scale off from chakra stat, I would love to see little supportive scaling from Intellect too but since Im no balance expert this is up to @Ueda really. First of all I would love to introduce new sensory like technique because most likely all of the techniques here will be homing and long range - therefore you need a way to get them off you. Also it would be nice to implement mechanic similiar to blocking basic attacks but chance of genjutsu not being succesfull if target has high chakra. Sensory like technique - Release - would have 80 chakra points requirement and will clean all debufs from genjutsu to characters 2 tiles from the user. Would be instacast and have 1 minute cooldown I feel like this way you could possibly encourage teamplay against this support mastery. Level 10 technique - Illusionary Crows - This technique sends flock of crow hallucinations to cause bleed like effect on the target slowly chipping away his HP, I think that 10 seconds duration and 20 base damage done overall through that time would be good enough to help you farm and at the same time not be as rewarding as full intelligence masteries for example. I feel like first technique should be damaging and PvE able so low level players arent discouraged by the mastery not helping them level up in those first crucial parts of their story. Therefore I would suggest long cooldown to about 1 minute. Level 15 technique - Blinding - Technique that blinds the target for duration of 5 seconds where he can see only his character and black screen around it, mobs would need to have different effect which I suggest to lose aggro for 2 seconds. Long cast time to, maybe even 2-3 seconds. But shorter cooldown so it can be used in group fights more effectively. This technique could scale its duration off chakra points with same scaling as agility reduces cas time speed. Level 20 Technique - Illusionary roots - This technique could be either single snare, but I suggest making it snaring the target and everyone 1 tile around him too for 2 seconds with roots around their legs. Again high cast time around 3-4 seconds and high cooldown. This technique could scale its duration off chakra points with same scaling as agility reduces cas time speed. Level 25 technique - Exhaustion - This one will go nicely with the next technique, it would induce slow, base percentage 30% but would scale with chakra to everyone 3 tiles around the user, for 4 seconds with 1 second cast time. I feel like this one is less harmfull and could again have more normal cooldown like the Blinding about 20 seconds. Level 30 technique - Rellocation - This would be Genjutsus users either Escape or Dive in plan. It would be 1 second stand cast and would transform the user into flock of crows moving 7 tiles, or until physicall obstacle is met, forward, with invincibility during that animation. The rellocation would take 1 second overall and Additional effect is that anyone you pass through will have 10% of their chakra drained. This would have 1 minute cooldown and heavy chakra cost. Level 35 technique - Chakra disorientation - To top it off this would increase Chakra cost of targets jutsu by 100% by distrupting his chakra flows. Of course would be heavy costing on user too and would have 3 seconds stand cast time, but should have cooldown under 30 seconds. On mobs this would neet to have different effect aswell so I suggest doubling the damage of next hit they recieve. This kit I feel like would make Genjutsu users very valuable in teamfights and not encourage them to dive right in with their long range long cooldown and cast times, but still leave them with at least some sorts of defense in 1v1 situation, plus they would have weaker farming at cost of being more annoying at PVP. Feel free to discuss, add, adjust or criticize anything in the comments, cant wait to read all of it and hope we will get this mastery in game one day nwn.0 points
-
To speak on this I literally had to kazekage kill me and stand over my body and tell me if I want a revive that I need to give him my book or my hat.. Something needs to change @Ueda0 points
-
Ellooo Everybodyy!! hope everyone is having a good afternoons and hopefully one of you can answer my question. I've noticed ever since a nerf to wind back in early 2020 there has been a steady decline of anything other than wind/earth and wind/water (not including fan). Can anyone inform me why the meta of wind shifted so much and why I never see any wind/fire,wind/med,or other really good dps setups??0 points
-
0 points
-
Bandits Corporation Temporary alliance corporation for Missing Ninja. Can have up to 300 members. Mainly for PvP purposes. This will need to be balanced in time, and will eventually be worked out in favor of the a new player Organization system. Fixed bug that's been happening occasionally where players get stuck running "Events". Most often noticed/manifested as players getting stuck in Death Map/Screen with the Sage. Leader roles cannot promote players in their corps past their own role/rank in the corp. eg. Sub-leader role will not be able to set someone to leader Fixed a IP related login issue, may have caused a crash on server select. Fixed the following graphical/visual errors: Large Snake (Extra Black Pixels/Cut off) Scarabs (Extra white pixels) Closed Eye Style (Missing eyes when sitting) Nuo Mask (Flies off face when breathing)0 points
-
New Confirmation Prompt / Alert Box system with new UI system. For adding confirmation windows where players can confirm their decisions eg. /abandonhouse now will warn player the first about the repercussions of their actions. Rebalanced Jakuma 90 Base Damage -> 55 Base Damage Rebalanced Yamazaru 90 Base Damage -> 55 Base Damage 120 Str Requirement -> 140 Str Requirement Adamantine Sword 90 Base Damage -> 60 Base Damage These were never intended to be balanced that way. It seems there might've been saving or human error at some point. But clearly these three swords were not supposed to have the same damage, being of different rarity, different attack speeds, different levels. Smoother (Framerate Independent) NPC Movement Smoother (Framerate Independent) Clones Movement Smoother (Framerate Independent) Projectile Animations Fixed 2 crashes reported by @Jiroubou Fixed Events (Interactive NPC) Movement Fixed Furniture (Chairs) render order, when sitting on it. Fixed /abandonhouse0 points
-
Wind fire or mind med relied heavily on the burst of the vacuum combo. Without that they are not really worth using.0 points
This leaderboard is set to Toronto/GMT-05:00