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Showing content with the highest reputation on 11/27/2021 in all areas

  1. (Major Combat Change) Chakra Charging & Regeneration Rework We've made some big changes to regenerating Health, Mana and Cooldowns that adds some new complexity to PvP and makes grinding/PvE more pro-active. Health Regeneration now takes place as long as Chakra is full Health Regeneration amount is halved per interval. Health Regeneration increase from Fortitude Stat is reduced substantially. Previously, Health Regeneration only happened after 30 seconds of not running, and outside of combat. Running/Walking no longer plays a part in Health Regeneration, it will regenerate as long as your chakra points is full. Casting Jutsu/Attacking no longer prevents Health Regeneration However, if you are attacked, you cannot regenerate briefly (5s). Sustained damage over time is made more relevant by this. Once your Chakra Bar is full, you can continue charging to reduce CDs Once your chakra is full, you can continue to charge, this will make your character glow white and while doing so, speed up cooldowns of your Jutsu. Every second of charging reduces your cooldown by an additional second, essentially doubling the speed of cooldowns in this mode. Making sure the enemy is unable to charge chakra for a long amount of time is more vital. Fixed crash to do with targeting. Fixed Big Scarabs still dropping candy although event has ended. Fixed a getting stuck issue with Sand Village early mission. Fixed discrepancy between charging speeds between characters/players Fixed missing shuriken sound. Fixed missing weapon hit sounds. Added new sound for CD charging.
    1 point
  2. Wind Cyclone Technique (Fan) rework Now uses Offset AoE feature instead of just having a larger AoE. It's Hitbox is 5 tiles wide and tall, instead of 7x5 and it is further offset slightly. What this means is the position of the cyclone between and beside the player casting it will no longer be in the hitbox, but it's range has been increased. We released two new premium hairstyles on the Cash Shop today! Titan Premium Hairstyle by Fuze Mei Premium Hairstyle by Kaen Yagyu
    1 point
  3. My idea is to abandon the limit of 3 missions per day, with a simultaneous reduction of experience for missions (about 30% experience from current missions). Currently, on a lower level, you have to complete ~ 3 missions per level, after the change, it would be ~ 9 missions. What would that do? -Increasing the activity of players throughout the day. -For people who spend a lot of time, they have the ability to hit levels faster. -Greater activity will make it easier to do missions such as cbk / ww. Additionally, you need to add a cooldown for abandoning a mission, 1 abandonment / 1h (so you won't be able to choose the mission you want) What are your thoughts about this?
    1 point
  4. Agreed with @Rumaki idea in general. Agree with @Niticomment too, there are some silvers that don't stand out at all. @Ueda has already considered this which is great. Its something that should be evaluated very carefully by the team I think. To me @Shiroubeats me in "achievements" or such as he was Kage and Akatsuki member before my time and spend a long time in these positions. Regardless of me being chunin before him. 1st Jonin in the World, 5th Kazekage, Chunin during Beta. These are my humble achievements in Nin-Online. Those titles can't be ever achieved by anyone else again. I've been part of the akatsuki, puppet brigade, ANBU in one point as well. The titles I have achieved are great, but times were alot different back then. It is extremely tall task to compare who deserves NPCs and who doesn't. I wish for the developer team to reach out to their players and ask what are their achievements, take an average out of their achievements and decide based on that which npc they deserve or if they do at all. For example I'd say I'm not cut for an Akatsuki NPC just because I happened to be a member after the first roster.
    1 point
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