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Showing content with the highest reputation on 09/11/2021 in all areas

  1. The Puppet Brigade arguably has the most wacky/inconsistent org buff in Nin. There's a whole list of frustrations that players have regarding the Grand Puppets so I'll break them down into two categories: playing with the puppets, and playing against them. After which, I'll be giving suggestions driven by consensus of the current Puppet Brigade roster. Firstly, Playing with the Puppets: Pros: Spammable meat shields to block projectiles/cover revs or retreats Infinite spam can be used to break traps Can be used somewhat reliably to cancel Revs (mostly because medics get scared and run, thinking the puppet is stronger than it is) Hail Mary, completely RNG and unpredictable Water Wave casts Cons: Completely RNG based jutsus: Water wave - which was the only objectively strong jutsu - was recently nerfed (more on this later) Lightning current which would be alright if it wasn't inconsistent (read below) Fire dragon which is a completely and utterly useless, slow moving projectile that does an incredible 46 damage Finally, a Lightning Senbon attack. Does anyone know what the lightning senbon does or looks like? No? Exactly. Nearly immobile, barring a flicker which occurs rarely. Running away from a Puppet after flicker will remove it entirely from the fight due to its movement speed and long CD on flicker. It has next to no chasing ability, making it a defensive tool first and foremost. A defensive tool with zero ranged capability, as of right now. Unusable Fortitude buff on the Puppet. In order to re-summon the Puppet, the user needs to re-equip the Puppet, which removes the buff and leaves you needing to be healed to full. Considering the puppet has very little HP, it will need to be re-summoned constantly. The stat buff may as well not exist. To summarise the experience of using the puppet, it boils down to clicking on a target in the distance in the hopes the puppet will flicker there and cause havoc. We have no more control beyond this, besides returning the Puppet to us the same way anyone can with their summons. We cannot control what jutsus are used, we cannot guarantee when, if ever, the puppet will move to its target. There is very little room for skillful use, unlike the 7sm blades which are infinitely stronger when used by strong players, or even adjusted/buffed builds like the 12g and Akat. The Puppet behaves the same as any regular summon, with less health and less reliability (compare what I'm about to show you below to a Bear or Clam stun). The strength of the Puppet relies almost entirely on abusing what is certainly a bug to infinitely respawn the puppet. Even a broken clock is right twice a day, and even a mediocre summon will put in work if you respawn it 20 times a fight. Jutsu Discussion: At present, only two of the four jutsu are even worth addressing. Lightning Current: Its low base damage of 6 is acceptable due to having a stun, although again it is completely random and as such cannot be utilized reliably and skillfully like the Clam, for example. Note that not only is it not an AOE, which would actually make it strong, but it hits whoever it feels like. The targeted player was not hit in the image above, instead the medic was stunned. We assume this is a bug, which extends even further as the stun can sometimes hit a target 20+ tiles away from the puppet. Let alone being useless, it can actually hurt the Puppet user who thinks a stun just went off. Water Wave: For a very long time, this has been the only saving grace of the Grand Puppet, besides being an Earth Wall. Prior to the knockback changes, water wave was a long range piercing ability that multi-hit if the player ran with the wave. Situationally devastating, particularly in team-fights, but manageable if you had the presence of mind to run through it rather than with it. The recent knockback changes made all piercing knockbacks drag players along, leading to instant death if you were touched by a water wave. As a result, the wave distance was nerfed to what you see below. The Knockback still exists, meaning you can get up to a triple hit if you catch a player with the water wave while directly on top of them: I can personally attest that this can still be strong; catching two people in a full water wave is 738 combined damage. I cannot reasonably ask for more. However, it remains the only somewhat viable Grand Puppet jutsu, and it is no longer as ubiquitous as it once was. The water wave typically fires at a 4-5 tile distance, at which point you'll only take 1 tick of damage. It is no longer capable of impacting team fights like it used to. Its maximum potentially has been locked significantly lower than it's pre-knockback bug state. Additionally, it now relies on a rare flicker that can't be controlled on top of a random roll among the 4 jutsus. This was a net nerf to one of only 2 pillars keeping the puppet afloat. Water wave can no longer carry the Puppet. Playing against the Puppets: Killing the Puppets is a meaningless exercise, they will instantly respawn Particularly painful to trappers who have their preparations undone, for no gain Getting hit by a water wave full to zero completely at random feels like shit (less of an issue now) There is no sense of being outplayed by the PB member - if the puppet gets you, the user had nothing to do with it The two major complaints come down to infinite puppets and water wave, as they feel like BS mechanics to fight against. We can agree that these are broken mechanics (in the literal sense, not the OP sense), but they are the only things keeping the buff from being worthless. We can also agree that there is little room for skillful use, as outlined above. We will try to address these in the suggestions. Suggestions: The Puppet needs to be more aggressive and flicker about twice as much to targets. This will allow us to better influence the position of the puppet e.g. flicker to an enemy aggressively to throw out damage and pull it back to keep it alive/shield the front lines. Dragon needs +50-60 damage and needs to act like an actual dragon. Ie. It needs the dragon fire combo's second hit and AOE damage. The stun damage needs to increase by about 44 points and needs to effect the selected target, not at random. +600 HP but 30s cooldown rather than infinite spam. The lightning senbon it does needs +40-50 damage. Equipping Puppet grants Summoning Jutsu, similar to Jailing jutsu in that it uses Locked slots. Or any similar mechanic that is workable, that doesn't force us to re-equip the puppet and lose the buff constantly. Bonus: Improving the jutsu selection logic to favor senbon and dragon at range, water wave and current close up. At present, the puppet has no idea what to do when it's further than 6-9 tiles from the target except wait for another flicker. I can understand if there are limitations or this is overly hard to code, which is why it's a bonus. The specific numbers are up for debate of course, but the intent is 3-fold: make the org stat buff usable, give increased control over the puppet and reward good positioning with jutsus that are not useless, and finally add consequence to misuse of the puppets by putting them on CD when killed.
    7 points
  2. Was thinking maybe we can get a slot for our headband only. This way we can wear other things with our headband for example the oni mask. It takes off your headband when you wear it . Sometimes you just wanna be able to represent your village and also be able to wear other stuff.
    7 points
  3. Remove the stun from the bears
    2 points
  4. Currently this jutsu is S tier. It's used in every combination possible and is very overtuned. (I don't like throwing the word broken everywhere). The issue I have with this jutsu is that it STUNS and is up every 5 seconds (with a 10 chakra cost) My proposed changes are as follows: (CHOOSE 1) Increase the c/d to 8 seconds. Change the stun > silence Increase chakra cost to 25. I believe with any of these changes^ the jutsu will still be strong just not stupid. Right now you can miss scalpel and use it for fun and still not be punished, you just wait 5 seconds and lose 10 chakra points. Would appreciate it being looked at.
    1 point
  5. I was wondering if maybe we could have an option to show/hide our clan in front of our names. Some people have unique and interesting nicknames and i belive they would rather to not have anything in front of it. I know there is an option to not pick a clan but some people might want to be part of a clan to enjoy in full their benefits, and they dont pick it because they would rather to keep their unique nickname. So my suggestion is to have a toggle button next to our clan name in character info window, so we can show it or either hide it. This might also bring some more fun to RP when people get asked to reveal their clan they can simply show it and hide it again. @Ueda
    1 point
  6. Let me just mention that the puppet uses the Dragon jutsu that does 48 damage (+no burn, no follow up fireballs, nothing). Meaning, a level 1 fireball with the minimum int required (15) does more damage than a Grand Puppet's Dragon jutsu. According to meta nin anyways, level 1 fireball with 15 int is 36 + 35 burn.
    1 point
  7. Something ive been saying for awhile. Even though there are so many things that needs changing, ill stick to the topic. That jutsu alone having that low of a CD and low Chakra which tops it off with a stun is ridiculous. It can utilize with any mastery better than water if we're comparing Scalpel to WP. I'm comparing a level 15 jutsu to a level 30 jutsu btw. When it comes to stuns, i honestly feel like poison senbon is more than enough. Even though silences could be annoying, i'd rather deal with less combos being set up by a simple move. GF will always be superior but nowadays flicker + scalpel and scalpel + sub punishing damn near feels like dealing with a GF user. It looks fun and I can understand why so many of the newer generation would choose to go with the scalpel meta, but if you're solely focused on Pvp/1v1s then I could understand how annoying it would be to deal with which ill glady not get involved in. Don't even let me get started with the ego boosting one simple move can give people.
    1 point
  8. RIP Doggo, old cellmate and friend.
    1 point
  9. Good idea. I'd suggest a second accessory slot too. All the coolest items are accessories, sucks that we can only equip one at a time
    1 point
  10. Apart from that we could have toggle option to enable or disable the display of our name change history, so people who wants to start from scratch and leave their past in the past, can have that option, I think thats one of the main reasons why people do name changes. Admins could still see nick history for traceability purposes. @Ueda Would appreciate any comments.
    1 point
  11. So for the past many years, it's seemed that jutsu follow the same path leading to a repetitive loop that does not leave much room for fresh combat. Flicker, damage, snare, stun, knockback, sometimes silence. We have AoE's, projectiles, a slight form of sensory, basic healing, DOT's. There's a list of effects and different jutsu types and abilities that, while being a longer list, gets stale as it does not always effect the style of gameplay. I have a few suggestions on different jutsu/types of techniques that could be added to the game. 1) Team Jutsu- Jutsu that have to be cast with more than 1 person. This could work by the initial caster beginning the technique, which would then place markers at specific places that the other users have to stand at to cast. One example of this from Naruto is the "Barrier 4 Man Formation"(Pictured Below). This would add a new form of trapping to the game aside from generic stuns/snares. Actually limiting the battlefield, adding an interesting addition to raids/team fights. There are a multitude of jutsu that can be used this way. Earth wall, Water Sharks, they all have the ability to be streamlined together in a team setting. 2) Genjutsu- Now that instanced mapping is in the game, I believe Genjutsu has become more possible than ever before. One idea would be Tsukiyomi(pictured below). As this is a well known jutsu, i wont specify what it could do. Rather understanding the limitless possibilities of Genjutsu would be sufficient as it revolves around perception of senses. These are just a few ideas I've had. Cheers
    1 point
  12. Fact is that toxicity has sadly become a core part of the game and playing Nin on a regular basis can taint even the kindest players as time goes on. During my 1 year period playing the game I realized that the community normalizes toxic behavior through either saying it's "RP" or just turning a blind eye to things people wouldn't dare say in real life because it's only a 2D game. My issue with this is mainly that when I found Nin, while I was searching for a fun Naruto-based game, I thought (mainly due to its 2D graphics) it would be a game that is child-friendly and as such has a community where things like ERP, racism and mobbing are not really a thing. The realization that Nin was in fact not the game I initially perceived it to be was kind of a double edged sword as on one side I was relieved since I'm not playing a game meant entirely for children, on the other hand I was taken aback by the amount of people calling each other every name in the book just because they either don't like a certain someone or want to take out their real life frustrations in-game. This leads to issues such as people who are good at PvP or are part of a larger group spam-killing or KoS-ing people they don't like, making it basically impossible for them to enjoy the game or high-level players spam-killing or demanding money from lowbies which makes people not want to play anymore. Villages aren't as safe and supportive as people might initially think either as they all share problems like people accusing new players of being alts or spies, not paying attention to lowbies' needs and ranked ninja (and I'm generalizing here) not helping out new players with RP because they can't be bothered to host missions after a while. People were all hyped for the Steam release and some new players even found the game through the site, but most of them didn't make it to 30 because the environment just isn't supportive of new arrivals. All I can suggest is that people who want to see change in the game keep on trucking and bring that change by trying to help out the new players as much as they can so they feel cared for, educate them on how to grow a thick skin against people being toxic to them in the DZs or while on the grind and tell them that Nin is a fun game all-in-all if they happen to find people who they share a similar mindset with. I don't think people who spread toxicity will change, as the current climate supports their behavior but things may change with time and if the game's community manages to turn a 180 and prioritize real "RP" over mobbing these people will either have to adapt or leave the game themselves. Until then let's just work on bettering ourselves and the community and maybe one day we'll get there. Peace.
    1 point
  13. This is not acceptable. The puppy was left abandoned behind a log for so long and then is killed. Why? What purpose does killing the only wholesome thing in this village of Neanderthals serve? The puppy should've been freed long ago, so it could live out its life with all of us, receiving pats and treats. Please, give us our puppy back Ueda. I'll do whatever it takes. I'll make a summon scroll. I'll do anything. He deserved better than this.
    0 points
  14. Unfortunately Special Jonin is a separate Path from Chunin and Kage, if you wish to join the elections you must be either a Chunin or a Jonin
    0 points
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