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Showing content with the highest reputation on 09/21/2021 in all areas

  1. Hey all, I was actually a part of this forum way back in the early stages around 2008 when i was 16, and when i first tried my hand at pixel art. I am very excited to be back and to see how far Rory and Robin have come. I also look forward to meeting the new community and getting involved.
    3 points
  2. Welcome to today's daily proposal: to improve Beheading. DAY: 1 @Ueda @Erox @TheWolf Rework Hitbox. Remove slow cast. LOWER CHA COST! (how is using current version of beheading worth 50 cha points) Sync animation with player cast direction.
    2 points
  3. 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):
    2 points
  4. September 2021 Promotions Leaf Village Jonin: @Vinsmoke@Korra Chunin: @certainly not Bogdan @Kyreno Sand Village Jonin: @SandMaster Chunin: @Imhotep Mist Village Jonin: @Ninjutsu Chunin: @Sakatsu
    2 points
  5. With the new Corps change making everything towards official orgs being done in game and live changes to them there has been a few things that stood out to me. People can immediately leave orgs and rejoin with no downtime in between I suggest adding a downtime one can rejoin/leave a Corps because people have been abusing this (not a bug) by leaving on 1 account and joining on another since it wont have bis then rejoining on the first account that left with no draw back Kages putting alts in official Corps such as ANBU, 7SM, and etc. I suggest allowing kages to join official Corps which counts as a slot or give Kages something in return for not being able to not join official Corps. The Corp panel shouldn't just pop up on the screen when entering the said corp base The panel pops up when you enter and some results that happen because of this is people accidently clicking leave just add a / command to have the Corp panel come up instead of it being automatically.
    1 point
  6. They always see it, they just usually ignore it.
    1 point
  7. Lmao better things to fix than a never dying one shot mechanic. Suuure.
    1 point
  8. Puppets should be mad tanky. If it weren’t for the infinite respawn they would legit get outperformed by Pandas and Weasels easily (they currently are if you let them fight and don’t respawn them). However, PB is not the strongest buff. Akatsuki/7SM has the edge. BUT something should still be done about the infinite respawn and wave. Puppets used to have way more Justus(or buff the current ones). They should get them back and wave should be heavily nerfed. Rory already explained that he’d need to get done with the new client before even thinking about fixing the infinite respawn. Basically the only thing you can do is stay patient.
    1 point
  9. Hey again today....IM ON A ROLL!!!! Any who as you all know almost all summons use some sort of skill whether its a close range or long range skill. Whether its an Corps Summon or a regular animal summon. Some of these summons have skills that hit multiple times even if you're standing still and if you run the direction the projectile is firing it will pierce you multiple times probably leading to your death. Weasel Wind Scythe: Clam Water Bullet: Grand Puppet Water Wave: All 3 of these skills need to only hit once if it's the same target but still pierce to hit other targets. As i said these skills multi hit even if standing still and some of them stronger than others can lead to a one hit kill. Some Summoning skills even hit through substitution but doesn't so to say break your substitution. Clam AOE Stun Monkey Whirlwind Kick Grand Puppet Lightning Current Toad Fire Bullet These skills currently hits your substitution but doesn't break it meaning your sub still has a second chance to play the role it's meant to. Some of these summons use it's said skills multiple times back to back which result in a spam constant warp back to the mob/person subbed which is annoying and flawed. These skills also hit outside the hit box/animation given to them which confuses players as to how they are hit or the sub they use is broken. I suggest fixing the hit box/animation range of these skills and let them break sub.
    1 point
  10. only planned on doing that if it went unseen / un noticed - but you replying here means it has been seen. Arigato!
    1 point
  11. Hi @Ueda, You've probably gotten a lot of backlash for the recent changes affecting Strength Weapon Masters. I'm not here to rant about your changes as it honestly did need a nerf, however I've come with a suggestion to soften the blow. Right now Risky Blade Dance doesn't cancel and self-stuns. My suggestion is that it should either cancel but still self-stun you, or not cancel but remove the self-stun. Risky is literally the easiest punishable ability in the game, the only thing you need to get right is the timing and you can punish someone for half their hp if they use Risky Blade Dance on you. Now that it self-stuns it gives players the ability to punish someone using Risky Blade Dance even harder since even if your punish timing is off, you still have the self-stun time to punish them. That's why I lean more towards remove the self-stun from Risky Blade Dance. Not being able to cancel is enough of a nerf for this ability. Most of us Weapon Masters prefer not to use the level 30 ability, since it's quite jarring to get right and easily predictable as well. We prefer using Risky Blade Dance to set up combo's for a more flashy and fast playstyle. If you understand our weeps, bring Risky Blade Dance some justice. Cheers.
    1 point
  12. I already spoke to the current Mizukage about this and hes removed his alt
    1 point
  13. Doing that will only be seen as spam and will be treated as such
    1 point
  14. 1. Ill add a cooldown to each Corp later today forsure. 2. Kage's ARE allowed to join Official Corps just not on an alt account, it has to be the Kage account otherwise people will complain and report it as unfair. 3. This is out of my control but ill bring it up as its not a bad idea.
    1 point
  15. Who uses a tai for PVE? Yes it's looked at in the balance changes when Rory decides to change things for a class but PVE on tai would be at the bottom of the priority list. Tai is great in 1v1's. Tai is great in small skirmishes up to 3v3s. It has great cancels and great pressure. It has AOE moves that carry fights (Whirlwind kick and peacock). Yet you don't see that, you look at the one thing tai was reduced in, it's melee DAMAGE not output. Why should it be GREAT at everything? Your argument for PVE aspect is also null and void as Pure Wm is shit at PVE too. Your point about gentle fist PP melee and any other melee isn't a great argument as tai's melee's are FASTER than any other melee/weapon. You want it to also rival the dmg too? You're out of your mind
    1 point
  16. Agility tai goes off on it's cancel abilities + quick combos + melee pressure in that downtime. The nerfs were a slap on the wrist, it still has everything above ^ just less dmg output. And not by a lot either lol
    1 point
  17. I wrote about this in my post as well. The jutsu would work much better not just for PvP but for PvE as well if it was a directional AoE rather than being AoE around the user.
    1 point
  18. great suggestion and a must to fix the jutsu! Here are some other suggestions:
    1 point
  19. Make it a 40 chakra cost, 0.5s run cast, 2x3 horizontal swipe in front of the player that sliences the opponent for 1 second with a 0.5 second self stun.
    1 point
  20. 1 point
  21. certainly not Bogdan I need to mention that I promoted in the JCE that took place on 18th. I'm currently waiting to get my rank ingame, asked GMs and they said it is ok to register. EDIT: I just got my rank ingame aswell and also I want to publicly request a name swap between "certainly not Bogdan" and "Bogdan" for the sake of this village and whoever is trying to type my amazingly long name. This is my new main and i would be very thankful if I'll receive this name swap.
    1 point
  22. Gentle Fist Balance Changes Mountain Crusher Technique now has a 0.5s End Cast time on all ranks. Revolving Heavens Technique End Cast time reduced from 1.0s to 0.5s on all ranks.
    1 point
  23. Gentle Fist Balance Changes Palm Bottom Technique Knockback increased from 1 tile to 2 tiles. Palm Bottom Technique no longer stuns. Palm Bottom Technique now silences enemies for 0.5s. Palm Bottom Technique Cooldown Increased from 9/9/8 to 11/11/10. Palm Bottom Technique damage reduced from 20/24/28 to 22/23/23. Vacuum Palm Technique Base Damage increased from 24/24/26 to 28/28/29. Vacuum Palm Technique Speed Increased by 20% (150 to 125). Vacuum Palm Technique Range Increased from 5 tiles to 6 tiles. Mountain Crusher Technique Knockback Increased from 2 tiles to 4 tiles. Mountain Crusher Technique Range increased from 2 tiles to 3 tiles. Mountain Crusher Technique now silences enemy for 0.5s. Mountain Crusher Technique damage reduced from 35/37/37 to 32/33/33. Revolving Heavens Technique damage increased from 14/14/15 to 21/21/22. Weapon Master (Sword) Balance Changes Risky Blade Dance no longer interrupt casts. Risky Blade Dance Technique now has a 0.5s end cast time. Crescent Moon Beheading Technique cast time reduced from 2s to 1s. Crescent Moon Beheading Technique damage reduced from 41/41/42 to 29/29/30. Blade Piercing Technique damage reduced from 32/32/33 to 29/29/30. Risky Blade Dance Technique damage increased from 28/28/29 to 32/32/33. Wild Slashes Range increased from 3 tiles to 4 tiles. Shockwave Slash Technique Speed Increased 20% (100 to 80). Shockwave Slash Technique Cooldown reduced from 16/16/16 to 15/15/15. Medical Ninja Balance Changes Increased Poison Scalpel Technique Cooldown from 6/6/5 to 8/8/7. Reduced Poison Cloud Technique Cooldown from 20/20/18 to 16/16/15. Antibodies Activation End Cast reduced from 4/4/3s to 2/2/2s. Antibodies Activation Fortitude buff changed from 15/20/25 to 18/20/22. Antibodies Activation duration increased from 25/25/30 to 40/40/45. Taijutsu Balance Changes Seismic Dash Technique damage reduced from 18/18/20 to 18/18/19. Breaking Kick Technique damage reduced from 25/25/27 to 22/22/23. Youthful Spring Technique Agility Buff changed from 25/30/35% to 26/28/30%. Youthful Spring Technique Movement Bonus changed from 50/100/150 to 100/110/120. Youthful Spring Technique no longer boosts weapon speed. Morning Peacock Technique damage reduced from 44/44/45 to 40/40/41. Whirlwind Kick Technique reduced damage from 43/45/45 to 34/35/35.
    1 point
  24. I was hunting around trying to collect bounty and the main thing I notice is either, 1. It's a lowbie with no bounty, 2. It's 10+ people hunting together or 3. DZ is dead. So I had an idea, there can be a system implanted with this guy over here at the Land of Fire Bounty House. When you finish all your daily missions and talk to this guy right here he gives you 10 ryo, I think it would be nice if this guy right here gives you a Side Quest to complete which is to kill 10 ninjas and collect 500 bounty. Once you complete that quest, he gives you access to TP to a 1v1 sparring arena danger zone. Once he gives you access, there should be an NPC in every village which teleports you to the arena to fight. An NPC example can be someone like this right here, somewhere in your village The way it works is 1. You only get 3 fights a day to avoid people spamming it causing less activity in actual village raids/danger zone fights. 2. Each time you win you gain 10 rank points and each time you're defeated you lose 10 rank points, you can't go into the negative with the rank points and how the rank points work is, There's a leaderboard in every village which shows a list of who has the most rank points. (basically like how bounty book shows who has the most bounty, can look like this for example) Whoever is 1st place, 2nd place and 3rd place gets a rewarded. First place obviously gains the best reward, then 2nd place gets the 2nd best reward then 3rd gets the 3rd best reward etc etc. (The rewards can be things like event coupons where even people who were 10th place still get a coupon for participation, it doesn't have to be event coupons though it could be ryo, items, or even throw in a special rare item now and then like an event tourney would.) 3. You can't fight someone that has a much more higher rank point than you, EX: Someone has 0 rank points and another person has 100 rank points, you cannot fight them. The reason why you can't fight them because there's skill gap between the players and the players should not be able to pick on a weak player to get free points or else it would end up like this. If there's a queue that's filled with players with 100 rank points and one player with 0 rank points, if the player with 0 rank points doesn't meet anyone that has nearly the same amount of rank points he does (0-30) then he will end up fighting someone with a higher rank point, if the guy with 0 rank points wins then he gains 10 rank points, if he loses then he wasted one of his turns/doesn't lose points even if he had 10 points. If the guy with 100 rank points wins then he doesn't gain any points but he doesn't lose a turn, but if he's defeated then he loses 10 rank points but a turn is not wasted. If a fight like this happens then they can't fight twice to avoid farming for points. The whole point of the rank system is so that people can fight people on their skill level and the best of the best will be on top of the leaderboard obviously. The rank point system can more fights look like this, basically close unpredictable fights due to people fighting people on their skill level (or at least it helps make people fight people closer to their skill level) 4. Minimum level requirement is level 40 to join, there can be a separate one for lowbies (levels 20-40) but if they don't add a separate one I think level 40 is a good requirement to join. 5. The matchmaking can available for like 3 hours a day, Ex: 3am EST til 4am EST, 2pm EST til 3pm EST, 8pm EST til 9pm EST. The whole point of this is because if the matchmaking is on 24/7 then players most likely won't be matched up together as much, but if there's a certain time to do it then a crowd of players will probably be waiting until that timer starts so they can all join. 6. The way the Matchmaking works is once you talk the NPC, then the NPC teleports you to the arena where the fight will take place and you wait until a match has been found. While waiting you can see the other players who are waiting/fighting. This photo is an example. (This doesn't have to be the arena it's just an example) Once a match is found both players are teleported to arena with full chakra/hp and 10 second immunity for prep time (no they can't move around or start trapping up they are just stuck in one place facing each other with 10 second immunity like this) Org buffs are not allowed for obvious reasons, same with toad oils/chakra pills/summons. Basically the basic Nin tournament rules should apply to this right here as well. 7. Similar to the Best Dressed Ninja Contest where there's a winner every 15 days, The Leaderboard of the rank points can be reseted every month. The types of fights can be changed within the months as well, Ex: May 1v1s,June 2v2s,July 3v3s etc. Teams share the same rank points so if they find a new partner their rank points will be reseted. Ex: Ichika teams with Reality and win fights, they have 20 rank points, Ichika then starts a new team with Noboru but they start off with 0 points. I think the pros of this are: Fun event like the raid point feature that was added in the game not too long ago, Danger zone kills so if you got a bounty mission/waging war, you could do this event and maybe gain some bounty/kills, and it's competitive which makes players want to train hard to reach the top of the leaderboard. Shout out to @Sky @Haste @Scooby Doo for joining in on some of those screenshot examples.
    1 point
  25. It is clear that bubble pipe is never going to get a nerf and that Leaf is never going to get a weapon unique to them. With this being said, I think that fans being used as a projectile isn't fair so let's just throw the concept and items of fans in the garbage altogether and replace them with Wind Pipes/Flutes. Every melee deals a homing within 5 tiles. Tysm.
    0 points
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