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Showing content with the highest reputation on 09/14/2021 in all areas

  1. Considering how the animation of this jutsu is, I think it would look and work much better if instead of doing damage around the user it would slash in the direction you are facing. Something like this (ignore the noob editing):
    4 points
  2. Good morning to all ninonline. I would like to put this post to ask that an organization be put in missing to be able to play in conditions. We have been about 1 month since it was removed, we do not know what to do, we are a very large organization of approximately 34 - 37 members of which more than 20 players are active daily. We are only looking for an organization to be able to play all together, you cannot imagine how complicated it has been to play this month for us, we have had to emigrate to the villages of which x players have gone to each village waiting for the organizations to arrive one day. . We only ask for an organization as if it is put in one of the houses that we have bought, we do not care, we just want to play together. I am going to leave you some images and videos of who we are. here I leave a video of what Diablo is, what represents us here i let some photos to us: This photo was from a few days ago we are many more but right now for not having org they are playing in the other villages until we have it: with only 4 members we were able to get to the mizukage office : this was from when we started together: we even made a name on the BR server : today we fight leaf this is the result: This organization comes from the Hispanic community although lately we have been letting in anyone we know is trustworthy. We are an organization that grows every day and I believe that we would have to have an organization in order not to lose what we have built with effort. please let us play together! I beg you! @Ueda@Erox
    1 point
  3. PUPPETS As an avid lover of this fellow down there, I come to the community and hopefully maybe the devs if they are listening about possible additions to the puppet summon. So as a puppet user I've noticed something, they are only really good once you get multiple of them to swap between and utilize their different abilities and such BUT for the average ninja to utilize even more than 1 of these puppets they most likely have to sacrifice a jutsu with the current slots and if they want all 6 they have to basically sacrifice an entire mastery worth of jutsu slots. I come to propose 3 different ideas for the puppet to give incentive for people to get multiple of them or even for them to be decent on their own. Concept 1: Blood Puppet Upgrades. So this is inspired by the Blood Puppets and Blood Weapons (Blood Tonfa/Blood Katana). In essence if this was added you talk to Mugen in the Old Komori Village map located west of the sand village and have him enhance your puppet. I had thought of 3 levels since anything higher seemed like overkill in farming since all 3 levels would require certain parts to be traded to enhance your puppet summon. Level 1- your regular old base puppet, nothing special. Level 2- in exchange for some items your puppet would get a small melee dmg increase of around 5 extra making it hit 40 instead of 35. Level 3- exchanging even more items to Mugen gets you level 3 and a moderate increase of 50hp to your puppets health pool. Level 4/Max- in your final exchange you would gain the Old Blood Puppets "Metal Chain Technique" and/or a small reduction to chakra cost or cooldown. (Possible Bonus- once maxed your puppet gains the Blood Aura shown below and/or the strings of the puppet turn into a red blood concentrated chakra instead of blue like they started) Concept Item Requirements. Lvl 2- Limbs and Iron Pieces Lvl 3- Strings, Heads, and Blood Vials Lvl 4- Engines, Iron Pieces, and Blood Vials. Concept 2: "Advanced" level up system for this one the idea is less about making the individual puppet more useful and giving more incentive for puppet users to obtain multiple puppets. the idea is that as you gain more puppets they would slowly rank up to a max of 6 for the obvious reason of their only being six puppet summons. Each addition to your puppet crew would enhance them all as you slowly become a puppet master (all reductions and boosts are completely filler and subject to change if any of this is actually considered) 1 Puppet: Nothing but a cool summon 2 Puppets: 5 second cooldown reduction and 1 more melee dmg 3 Puppets: 5 point reduction to the chakra cost and an additional 1 melee dmg 4 Puppets: Another 5 second cooldown reduction and 1 more melee dmg 5 puppets: another 5 point reduction to chakra cost and an additional 1 melee dmg 6 puppets: your now the owner of 6 puppets and clearly a master at controlling them giving you a 10 second cooldown reduction and an additional 1 melee dmg By the time you have mastered the art of puppeteering your puppets will be much more useful then they were before and will incentivize people to gain more than just one if they decide to get one at all. Concept 3: Basic level up system This concept is simply to just give the puppet summons actual levels or at the very least a single level to add possibly a 3rd jutsu,a cooldown reduction or even a chakra cost reduction. Nothing special here like the other two just figured it would be nice to have atleast some tiny bonus to utilizing your puppets alot. Thank you all for your time and I hope you have a wonderful evening!!~ #Puppet Gang
    1 point
  4. 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
  5. This is an underrated video LMAO. Although it was meant to die. 1 hit = 3 needs to end.
    1 point
  6. This would make the jutsu more useful not only in battle but also for grinding
    1 point
  7. This is a problem that would've always happened if the server lagged in a certain way (projectile calculations/position loop), but has been made apparent with smooth animations. We'll get to addressing what's causing it soon.
    1 point
  8. 1 point
  9. Great suggestion. this would make the teamfight strategy way more complex and interesting cause reviving and executing would actuallyserve as very important role now +1 great post
    1 point
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