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Showing content with the highest reputation on 04/14/2022 in all areas

  1. 20 STR Fan and Pipe The most problematic weapons elementals currently have access to are 20 STR Fan and Pipe. I think that they give too much of an advantage with their CC melee, the difference between a Wind user without Fan and a Wind user with a Fan is very large (same goes for Water and Pipe). Sacrificing 15 points is literally nothing when in return you get a 37 damage melee that knocks back or a 21 damage melee that snares for 1.2 seconds. The 20 STR weapons shouldn't have CC. They should just do damage. It wouldn't change much for people that are leveling as Fan and Bubble since they don't need CC on melee early on when they are killing mobs, but it would greatly nerf the people who just take the 20 STR weapons for their CC while using INT based jutsu. Another Pipe could be added with 50 STR and level 25 requirement that has the snare the current lvl 10 one has so the Bubble mastery can switch to and get snares on melee. Adamantine Staff This weapon gives elementals a 2 tile melee which is in my opinion a huge overkill. Masteries that literally depend on their melee to do damage don't have 2 tile melee but somehow elementals can get it for only 90 INT. The weapon hits 42 damage, a Taijutsu user needs 136 agility to hit that much and it will still struggle against this weapon even with it's fast melees due to the fact the weapon hits at double the range a fist melee does. Even WM with it's high damage melees will have issues against this weapon simply because of the range advantage it has. If the melee is to stay 2 tile range, the weapon should hit much slower than it currently does. I think the speed right now is around 1.2 seconds, it should be changed to 2-2.4 seconds cause having 2 tile range on a melee is rediculously strong. Poison Kunai In this current meta if someone is an elemental and they don't have a Fan or Pipe they will 100% have a Poison Kunai. It has become a mandatory thing to have as an elemental especially now with the new regeneration system. I think that the duration of the poison it has is simply too long for a melee attack, not to mention that being able to poison on a melee takes away the uniqueness of the masteries that actually have poison or bleed in their kit. What is the point of Wind or INT Med if even an Earth user can grab a posion kunai and poison their enemies for the same duration. I think a good way to change this weapon would be to increase the flat damage the kunai does while decreasing the duration of the poison it has. Currently it hits 24 flat and then poisons for 8 damage for a total of 32 damage. It should be changed to do 28 damage flat and then deal 4 damage with poison in 4-6 seconds.
    2 points
  2. This jutsu maintains a 30 second cooldown across all ranks, which is very high when compared to other jutsus of it's caliber. I think there should be more of a change between its levels. As you can see here, the difference between level 2 and 3 is a mere 1 base damage. I think there should be more benefits for mastering the jutsu.
    1 point
  3. atrane black mailed me to come listen to jun on the track help
    1 point
  4. 1 point
  5. No support from me. Stop trying to nerf elems & boost your pure wm. Useless topic.
    1 point
  6. Hey Ninjas, It's been a long time since I've made a development log. Though there has been so much progress going on. I finally decided to do one regarding a new jutsu which has had a very unique development process. For awhile now, I've been resting on completing the Jutsu kits for all our 1st Tier Masteries and focusing development on the Sand Village and other aspects of the game. But with the Sand Village coming to completion, I'm moving some of my time back into developing our kits to it's completion. We've had this piece of art @Fernando made, lying around for almost a year, which both of us found very hard to animate in 2D. Most of our Jutsu animations are usually pixel art animations, which mean they are done pixel by pixel, but for the first time in Nin Online history, I decided to use my 3D art skills to create a Jutsu animation. The task at hand was to create a Spiked Exploding Ball for Weapon Masters. So first of all what I did was create a simple 3D model of a ball with knife sticking out of it. This is Autodesk Maya and the model I made in a few minutes Next I textured the model with a simple texture of metal and an explosive tag on both sides. Next I made a simple looping rotating animation for it. Our 2D sprites are all shaded in a method called Cell shading, or Toon shading in Maya. So I used a shader to get this look. And finally, once I rendered it out and did some post-editting, I achieved this! It's a complex animation that fits in our game's artstyle and makes weapon masters that much more awesome! Hope you guys enjoyed this dev log entry! If you guys have any part of my art creation process you'd like to know more about in-depth, feel free to suggest it and I can try to document it in the next development log. Regards, Rory
    1 point
  7. daaym that looks cool
    1 point
  8. I think it's good, but it doesn't fit, not in my eyes at least.
    0 points
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