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Showing content with the highest reputation on 03/14/2022 in all areas

  1. This problem has been on my mind since pretty much the introduction of the snake summon and I've been voicing my opinion very clearly in the #silvergoldnitro channel in discord, but here's the forum post for the full breakdown, thinking and suggestions for change. The problem: Snake summon is way too strong compared to other summons. The power difference is very unbalanced, and considering summons are being changed and released as the game goes on, they should at least offer similar levels of power, regardless of the summon. Suggestion summary: Reduce Snake summon's base HP, or reduce it's auto damage. Analysis breakdown: Summons can basically be classed into 2 categories; Utility (their special jutsu is the sole reason for picking, and their auto damage is not relied on for pressure), DPS (Summons that have an offensive jutsu, but also have good auto damage). Utility summons (Mist clam, Leaf slug) all have very low base hp. Their base hp is 400 which means a single average full combo can kill them. I won't be comparing snake to the utility summons, since it's classed as a DPS summon. DPS summons (Fuuma dog, leaf toad, mist panda, snake). All of these summons have 500 hp, except the snake which has 600. While this may not seem like that big of a change, it means you have to invest on average 2 full combos to kill the snake. This means you are waiting an entire extra set of cooldowns to deal with this summon and this power difference when compared to every other summon in this category gives snake a very very strong edge. This problem gets even worse when you compare the auto damage. All DPS summons have an auto damage of 61, except snake which has 99 (Sidenote, I'm very curious as to how this was decided). It's important to note that while summon jutsu's can be very good, the main pressure of a summon comes from it's consistent pressure and the snake's pressure surpasses all of the other summons by far, it's not even remotely close. Tl;dr the snake has too much hp (20% higher) and too high auto attack damage (62% more DPS from autos) when comparing with every other summon. Suggestion for change: Nerf snake base hp to 500. I don't know the reasoning on why it had to be the only summon in the game with 600, but because of this requiring 2 full combos to kill instead of 1 on average, it gives the summon a monumental power difference. Nerf snake auto attack If the base HP is also reduced to 500, then reduce auto damage to ~80. This gives it a more reasonable increase in DPS compared to other summons rather than the 62% which it is on currently. If the base HP is not reduced to 500, then reduce auto damage to ~50. A single summon that is available to everyone should not overtake every other summon by such a margin. For diversity, there should be advantages and drawbacks for picking each summon, and right now snake has none.
    2 points
  2. After last nerfs Int medic Path is unplayable and im not asking for megaboost like poison scalpel had im asking for small changes to make this mastery normal. Because let's be honest atm its just trash mastery only to heal Medic int path: Poison Senbon: 1 sec stun 16 base dmg at lvl 3 Hard to aim if you dont use to it. After all 1 tile jutsu and 1 sec stun makes it if you are not in close range or flicker range unable to combo with it https://gyazo.com/573fb0acac25b7d48cbd705a43aa18e3 in situation like that after i had a cd on my flicker and man is moving after 1s it's impossible to do anything beside just throw a tool and go back to your team Ideas: Make it stun back to 1.5s or 2s Make it run cast time 3 tiles and hold 1 sec stun Poison Scalpel: Best change ever made by deleting the stun on it but 22 base dmg 3 tiles range Make it Back 2x3 or Make it silence for 0.3/0.5s Missing jutsu Int medic is missing jutsu from like 6 years. Antibodies isnt int path jutsu it's a buff for chakra med which after all is still useless as jutsu risky to use in 90% of situations in pvp Ideas for jutsu: Poison buff which going to add you small impact vs masteries like wm/tai. When you are getting hit by any melee atack they getting selfpoisoned for 5 sec or Poison Spray technique Which was used by Gekidoku Clan in naruto and instead of doing it next cloud it may looks like Water slash or something like that which going to stun for 0.5 with 0.5 selfstun. And we also missing SECOND INT path jutsu for lvl 30 sooo ya know
    2 points
  3. + Lv 20 Arc > Familiar story, but a fun play through. Comfortable grind, good xp, don't have to worry about lv 60s capping (too much) - Lv 30 Arc > poor xp, much grind + Lv 40 Arc > Good xp, more reasonable farming options - Lv 50 Arc > much much grind, players bombarding you while grinding, mobs are both tank and DPS, bridge is narrow design, expensive to get to - New Weapons > It's made for 1% of the player base and boosts them a tier above the rest. Items like this should be exclusive for event or RP play. I would rather have a Bo Staff for every int user even if it comes as a kunai reskin. + Auto Tourney's > Forces PvP interaction when you can't find anyone in DZs and rewards coupons.
    1 point
  4. This jutsu silences for 1 second, has low cooldown, low CP cost, high base damage, it's instant cast and it also teleports to enemy. You can cancel jutsu with it instantly, escape snares, use it to combo with the teleport (very easy to make macro combos). It is just too strong at the moment and needs to be nerfed. My suggestion is to give it a 1 second run cast.
    1 point
  5. run cast SS sounds aids so I agree with this, turning intwms only reliable cancel into a run cast would feel a lil more balanced fighting it but be a middle finger to actual intwms not the 2000000 hybrids out there that are the ones yami actually dislikes using it.
    1 point
  6. Suggestion: To add a small icon to the toolbar on the bottom to lock and unlock your keys. The goal is to make it so you do not accidentally drag off jutsus or switch the top toolbar on accident.
    1 point
  7. You're insane if you think not having some mediocre CC justifies being unkillable and doing 60% more damage than any other summon. It also has DoT, maplocking and preventing healing. Nerf this mongrel summon please, there's no reason to take any other. Except maybe a Clam, depending on your mastery.
    1 point
  8. Fixed the following tournament bugs/exploits If a player joins a tournament but immediately leaves, he would still be rewarded his teams wins at the end if at least 1 of his team members were still in the tournament by the end. Players still getting warped in to the start of a match even if they left the event with "/event leave" If a player left the Event he would still be added to the Player Group when their match started, so if two people inside the same team left the tournament, they would not be able to hurt each other while a match is active with their team even if they are no longer in the event If a player is Online but no longer in the Tournament, he would still be counted towards the Teams Deaths, and knowing when the match is finished, which could result in a match hanging/waiting for that player to leave, since it no longer checks when he faints either, so quitting would be the only fix Player would still have his Corp items equipped at the start of his match even if he left the event If a player left a tournament but was still online he would still receive all the Packets and Data the server sends to his Team. If a player left a tournament and his match started then rejoined the event after this match started, he would be in the spectators but he would have been given PVP Whitelist, so he then could kill spectators and they could do nothing about it except leave the event until his match ended. If a player left a tournament and was fighting outside the tournament, and his teams match Started, he would receive a Free magical Heal If a player quit the game and a new player took his Index, it was possible for the new player to receive his Teams Packet data from the server
    1 point
  9. Because of how hard to get they are. It's been over a year since land of Iron dropped and kraken and dark Weasel became world bosses. Yet how many end game weapons do you know of in-game? Yamazaru is the only LOI sword in-game, hammer is gone (And there was only ever one dropped), and there are like 6 dark scythes. The amount of people that have these is extremely low and if an item has a literal 1:1000 chance of dropping it sure had better he worth the effort. The people that complain abput their strength are the ones too lazy to put in the effort to get one themselves or too broke to afford one of the very few that have been dropped. The rarity offsets the power. Not everybody in Middle Earth can possess the one ring.
    1 point
  10. This is not in reference to Puppet Brigade summons, this is specifically for normal Sand village Puppet summons. Currently there is no reason to have these summons, new players are told not to use a summoning scroll on these as they are inferior to every other current animal summon. Checking the discord or forums for Puppet discussion you can find many veteran players trying to sway new players to stay away from Puppet summons, it's very sad to see. --------------------------------------------------------------- Current Puppet state notes: -Same summoning scroll requirement(10 scrolls at 10%). This is where knowledgeable players will tell you not to waste a successful summoning scroll on a Puppet. -Puppets are weaker than animal summons in level and stats. -Even though these Puppet summons are weaker in every way than animal summons, the jutsu cool down for summoning Puppets cannot be upgraded, leaving them a lower level, weaker, and on cooldown longer than every other summon. To recap: -Inferior to every other summon -Longest cool down out of all summons, as they do not level/rank up -Same scroll cost as every other summon --------------------------------------------------------------- I'm here only in hopes that this brings discussion on the topic, hoping to shed some light on the state of current Puppet summons. I'll throw some quick suggestions out but I may not be as knowledgeable as some veteran players on the subject: -Puppet summons could stay as they are, weaker than every animal summon, but players could have the ability to summon two out at once. Out of all the summons, I could understand a Puppet user/player being able to control two at once. This would even fit narrative and lore. -The obvious: Give Puppet summons the ability to level/rank up, which would allow cool down to decrease and stats to increase on par with other summons. Appreciate all the work the team does on the game.
    1 point
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