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This is an initial batch of balance adjustments, mainly numerical tweaks to balance to achieve a better player-felt balance for the experiences that players find tilting in the areas of the game that matter to them. This balance tweak is a direct result of the Q1 2022 Mini-Survey we held with over 150 verified player feedback forms submitted. We will hold further surveys once these balance changes have acclimated and base the next batch of balance changes on that. Do note that although we understand players feel strongly about their own Points of View, we also have to consider a multitude of factors above what a single or even most players will see. We balance the game for the entire leveling experience and not just max level PvP, is one consideration, and we also balance for group PvP on top of 1v1s. I've written a lot of Development Logs over the years, some of which describe some of the considerations that go into balancing the game. We also have to consider future gameplay expansions and code changes that are intended that will affect the balance in the future. That being said, we are attempting to make the game feel more balance on the end user perspective for the majority of players as well. Fire Mastery Great Fireball Technique Base Damage Increased from 28/28/30 to 31/31/32. Great Fireball Technique Speed Reduced reduced by 25% Dragon Fire Technique Base Damage Increased from 30/32/35 to 40/40/41. Dragon Fire Technique Range Changed from 10/11/12 to 11/12/12. Combusting Vortex Technique End Cast Time decreased from 1.3/1.3/1.3s to 1.2s/1.1s/1.1s. Combusting Vortex Technique Base Damage Increased from 34/34/35 to 38/38/40. Big Flame Bullet Technique Base Damage Reduced from 30/40/50 to 39/39/40. Big Flame Bullet Technique Cooldown Changed from 20/19/18 to 19/18/18. Lightning Mastery Lightning Senbon Technique Base Damage Increased from 22/24/26 to 25/25/26. Lightning Senbon Technique Range Increased from 12 to 12/13/13. Lightning Spear Technique Base Damage Increased from 25/25/26 to 29/29/30. Lightning Spear Technique Stun Duration Increased from 1s to 1.2s across all ranks. Feast of Lightning Technique Base Damage Increased from 31/32/32 to 38/39/39. Feast of Lightning Technique CP Cost reduced from 47/47/43 to 41/40/40. Lightning Current Technique Base Damage Increased from 5/5/6 to 18/18/19. Binding Pillars Technique Damage Increased from 45/50/50 to 48/50/50. Binding Pillars Technique CP Cost reduced from 67 to 57 across all ranks. Binding Pillars Technique Stun Duration changed from 3.5s/4.0s/4.0s to 4.0s across all ranks. Feast of Lightning Technique Casting Time Reduced from 2/2/1 to 1 across all ranks. Bubble Mastery Bubble Prison Technique Basic Snare Increased from 1.2s to 1.4s. Bubble Solution Spitting Technique Base Damage Increased from 27/28/28 to 29/30/30. Bubble Spray Technique Base Damage Increased from 33/33/34 to 37/37/38. Great Bubble Shark Technique Base Damage Increased from 33/33/34 to 38/38/39. Soap Explosion Technique Base Damage Increased from 27 to 35 across all ranks. Medic Mastery Chakra Scalpel Technique duration reduced from 40/50/60 to 40/45/50. Chakra Scalpel Technique effectiveness increased massively with damage boost increased from 10/20/30 to 20/30/40. Poison Scalpel Technique Base Damage increased from 21/21/22 to 23/23/24. Poison Scalpel Technique Poison Debuff changed from Rank I/II/III to I/II/II. Poison Senbon Technique Cooldown Time Increased from 10/10/9 to 11/11/10. Poison Senbon Technique Base Damage Increased from 14/14/16 to 20/20/21. Poison Senbon Technique Stun Duration Reduced from 1s to 0.8s. Poison Senbon Technique Poison Debuff changed from Rank I/II/III to I/II/II. Poison Cloud Technique Base Damage Increased from 26/28/28 to 31/31/32. Mystical Palm Technique CP Cost reduced from 50 across all ranks to 50/45/45. Mystical Palm Technique Casting Time reduced from 10 across all ranks to 10/10/9s. Treat Wounds Technique Casting Time Increased from 1s to 2s across all ranks. Cell Regeneration Activation CP Cost reduced from 150/150/140 to 125/100/100. Cell Regeneration Activation Range changed from 10/10/11 to 10/11/11. Cell Regeneration Activation Base Healing Massively Increased - Doubled. Antibodies Activation Fortitude Buff increased from 18/20/22% to 25/25/30%. Antibodies Activation Buff Range Increased from 3/5/5s to 5/6/6s. Wind (Fan) Mastery Slashing Tornado Technique Casting Time Increased from 0s to 1s across all ranks. Wind (Int) Mastery Wind Claw Technique Bleeding Rank Increased from II to III. Wind Claw Technique End Cast Time reduced from 0.7s to 0.5s. Wind Shuriken Technique Cooldown Time reduced from 13/12/12 to 11/10/10. Hurricane Blade Technique Base Damage reduced from 38/38/39 to 36/36/37. Drilling Air Bullet Technique CP Cost reduced from 30 to 25 across all ranks. Earth Mastery Earth Prison Technique Range reduced from 8/9/9 to 7/8/8. Great Earth Prison Technique AoE Range reduced from 9 to 8 across all ranks. Great Earth Prison Cooldown Time Increased from 18/17/17 to 18 across all ranks. Great Earth Prison Base Damage Increased from 5 across all ranks to 5/7/7. Mud River Technique Base Damage Reduced from 30/30/35 to 30/30/32. Ravaging Earth Spikes Technique Base Damage Reduced from 40/40/44 to 39/39/40. Ravaging Earth Spikes Range Reduced from 20 to 15 across all ranks. Weapon (Sword) Mastery Shockwave Slash Technique Cooldown Time increased from 15 across all ranks to 19 across all ranks. Dance of the Crescent Moon Cooldown Time increased from 31/30/30 to 34/33/33. Risky Blade Dance Technique Cooldown Time Increased from 20/20/19 to 21/21/20. Crescent Moon Beheading Base Damage Increased from 29/29/30 to 33/33/34. Crescent Moon Beheading Cooldown Time Increased from 27/26/26 to 30/39/29. Wild Slashes Technique no longer pierces. Weapon (Tools) Mastery Bear Trap Technique Cooldown Increased from 26/26/24 to 28/28/27. Bear Trap Technique Technique Base Damage Reduced from 19/19/20 to 15/15/16. Shadow Shuriken Technique Cooldown Increased from 18/17/17 to 22/21/21. Exploding Spiked Balls Technique Cooldown Time Increased from 18/18/16 to 19/19/18. (Great) Explosive Kunai Technique Base Damage Increased from 20/20/22/22/24/24 to 20/20/24/24/28/28. Triple Explosive Tag Technique Base Damage Increased from 15/15/17 to 22/22/23. Taijutsu (Agi) Mastery Breaking Kick Technique Cooldown Time increased from 6/5/5 to 8/7/7. Breaking Kick Technique Knockback Distance increased from 2 to 3 across all ranks. Speed Mirage Technique Duration reduced from 8/8/9 to 7/7/8. Youthful Spring Mirage Duration reduced from 10s to 8s. Morning Peacock Technique Base Damage reduced from 40/40/41 to 37/37/38. Seismic Dash Technique Base Damage reduced from 18/18/19 to 17/17/18. Whirlwind Kick Technique Cooldown Time increased from 20/20/19 to 24/24/23. Gentle Fist Mastery Palm Bottom Technique Cooldown Time Increased from 11/11/10 to 15/15/14. Palm Bottom Technique Knockback Distance increased from 2 to 3 across all ranks. Revolving Heavens Technique End Cast Time Increased from 0.5s to 0.8s. Revolving Heavens Technique Cooldown Time Increased from 26/25/25 to 30/29/29. Revolving Heavens Technique Base Damage Increased from 21/21/22 to 29/29/30. Vacuum Palm Technique Cooldown Time Increased from 5/5/4 to 10/10/9. Vacuum Palm Technique Base Damage Reduced from 28/28/29 to 25/25/26. Pressure Point Needle Technique Cooldown Time Increased from 322/320/318s to 340/338/336s. 16 Palms Technique Cooldown Time Increased from 12/11/10 to 16/15/15. Mountain Crusher Technique Cooldown Time Increased from 18/18/17 to 20/20/19. Mountain Crusher Technique Base Damage reduced from 32/33/33 to 25/26/26. Mountain Crusher Technique Range decreased from 3 to 2 across all ranks. Mountain Crusher Technique Silence Duration increased from 0.5s to 0.8s.3 points
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First of all , I asked for debuff med jutsu to remove poison/bleeding and also a Aoe for the only fact it is bored enough to play around 2 heal jutsu if I play around those two which is easily cancelable now , i'll die from boreness , the buff heal was not needed and so the cast time increase too , like cotelette said , it gives us no other choice to be a med at the backline .2 points
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Hello, my fellow Nin players and welcome to the post that everyone has been waiting on from me. Countless times I've been asked how do I level so fast or why do i reset so often? This guide will teach you how to level like me and hit level 36+ within a week's time all while playing other games, having a life, enjoying family and so on. I also remade this guide because the older post was deleted. Well, the questions will be answered in this guide I shall provide on how to level Like Jun AKA Ninja. This guide will give you the most quickest way to hit level 35 from level 1 in a short amount of time all while having a real life or doing other things besides no living Nin. **ALSO** Here are some helpful guides made by other players like prices on items, where to train, rp guides and etc. Beginner Guide By @Ori - Roleplay Guide By @Saku - Mastery Guide and Tier List By @Ninja - Item Tier List and Prices by @Niti - Side Missions for levels 20, 22,25, 27, 30-35, 38, and 40-45. Also, the leveling Arcs for levels 20, 30, 40, and 50 are listed on the Nin Wiki here - Nin Online Wiki | Fandom Stat Calculator, Nin Map, Where to grind, and Kage History by @Deviax - MetaNin | Home (These Side missions help ease the pain of leveling in certain level ranges) Level 1-10 **Please Note: When grinding in the below villages it's best to get a melee kunai if you are using the Intelligence stat as your main source of damage. If you are Strength based grab a Wooden Katana/Bubble Pipe and use it until you meet the requirements to get a stronger weapon, and if you are Agility based use your fist or tonfas once you meet the requirements. .** In each village I recommend doing the tutorial/starter missions that the game prompt you to do. You also view these by pressing M or clicking missions on the HUD and doing what it says. Sand Village Guide By @Antar - https://www.ninonline.org/forum/forums/index/topic/30397-sand-village-guide/ Sand is 1 of 2 easiest villages to grind in due to its training areas being in a great location and within its village areas. For levels 1-4 I typically stay at Larva and grind them till I get to level 4 or half way to level 5. You can also do the mission with the kids near the Sand Gourd Statue by giving them the Kazecola/Sand Up to help with the grind. After Larva I head to scorpions which I stay at until about level 8/9. After Scorpions I grind at Stingers until level 10 then proceed to Coyotes. Mist Village Guide By @Antar - Mist Village Guide - Player Guides - Nin Online Mist is the 2nd easiest village to grind in outside of Sand and it's reason is because of the distance it is from the other villages and the boat ride that takes 5 minutes to get to the village. For Levels 1-4 I stay at Larva just like I would as a Sand Ninja until almost level 5. You can also do the Gold Bars mission to help give some EXP early on so the grind isn't too toxic. I then proceed to dragonflies until level 8/9 Once level 8 or 9 I begin killing foxes until 10. Leaf Village Leaf is one of the harder places to grind due to the need to leave the village early on and grind in danger zones due to the lack of mobs when reaching higher levels. For Levels 1-4 stay at Larva like previous villages until almost 5. You can do the hide and seek mission with the kids at the playground to help give EXP so the grind isn't toxic. Proceed to spiders and remain their till levels 8/9 Then head to level 9 wolves until level 10. **Please note; I would not grab any daily as a low level ninja not until level 16 simply because at this level you get missions that give better exp that can help you level to 20 faster. ** **Also another Note: I recommend getting your hand on these items as soon as possible for missions/side missions - 200 Venom, 10 feathers, 38 Racoon Tails, 30 talons, 20 DNA, 23 Rat Tails, 23 Scorpion Tails, and as many bear paws as possible** Level 11-30 Sand Village Once you reach level 10 I normally do Sand Seals which is an easy level 11 and then proceed to do Leaf Seals which is an easy level 12. (Doing these seals in Leaf should be easy with Sand's passive 100% Cloak.) Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at coyotes until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters/Fan Users and Intelligence/Chakra based medics. Once stronger you can head to the small scarabs. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the small Scarabs. You will remain at the small scarabs until level 17/18. Some of you may feel more comfortable staying here until level 20 which is fine but if you wish to train like me you'd follow my path. If you follow my path then at levels 17 and 18 you should be killing big scarabs and you will remain to do so until level 25+. While still grinding here I normally take breaks and kill the bosses in Takumi with the aid of a medic or someone that is knowledgeable of how killing bosses together work. While killing the bosses be sure to grab the Guren Mission(Level 20 Req) and turn it in for an free level up. When you reach level 25+ you can either stay inside big scarabs grinding will occasionally killing bosses in Takumi or you can head to Snakes, Bees, and Hornets to grind on until level 30. Mist Village Just like I said for Sand, I would go and do Sand Seals and Leaf Seals for an easy levels 11 and 12. Be warned doing these at a low level are hard so have a group with you or become very stealthy by using cloak to sneak around and get them done. Some Leafies/Sandies are nice enough to let you do them as well or you can bribe them. Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at foxes until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters, and Intelligence/Chakra based medics. Once stronger you can head to the Ghost inside the Haunted Temple. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the Ghost inside the haunted temple. You will remain at the Ghost until level 17/18 unless you feel you can kite Giant Fire Ants well. If you can kite them I recommend going ahead an starting to grind on them. You should be killing Giant Fire Ants/Giant Ants until 25+. When you reach level 25+ you can either stay at Giant Ants grinding while occasionally killing bosses in Takumi or you can head to Snakes, Bees, and Hornets to grind on until level 30. You shouldn't have to leave Mist though for a while for grinding since most your mobs you need until level 30 are there. Leaf Village Just like I said for the other villages, I would go and do Sand Seals and Leaf Seals for an easy levels 11 and 12. Be warned doing these at a low level are hard so have a group with you or become very stealthy by using cloak to sneak around and get them done. Some Sandies are nice enough to let you do them as well or you can bribe them. Mist has no seals or no mission that another village can do so don't worry Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at wolves until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters, and Intelligence/Chakra based medics. Once a little stronger you can head to the white tigers and regular tigers. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the tigers/white tigers. You will remain at the tigers until level 20 I recommend unless you are Intelligence based and can kite really well. If you can kite then I recommend going ahead an starting to grind on Hornets/Bees near Tanzaku. You can grind here until level 25+ and just like the other villages if you feel confident enough you can head to Snakes/Bears and grind on them. You can occasionally take breaks and go kill Takumi bosses and turn in the Guren Mission while there. Be sure to be level 20 to get the mission and turn it in. *Once you unlock the level 20 Train Arc (Land of Waves) You can grind here inside the train. You gain exp from the mobs and bosses as well as getting rare drops that you can sell or wear for fashion. This applies to each village stated above. * *Once you reach level 40 you will unlock the Bandit Arc that will give you access to more side missions and a storyline to help you level from 40-50. This quest line should be done with a team to get done quickly. This quest line also gives items you can wear, buy, or sell depending on you. * BUILD GUIDE LEVEL 1-30 Water, Fire, Wind, Lightning, Earth, Intelligence Medic, and Intelligence Weapon Master here are some builds I used playing Int from low level to mid level which helped me be able to kill mobs stronger than me and grind efficiently. These builds are what I used as an Int user until level 30 and they worked out perfectly for a healthy balance between power to kill mobs, chakra/hp to sustain hits and be able to go longer without charging. **Also Note; Once you reach level 30 you can do the Land of Toad Missions and once done you should've reached level 34 from completing or higher depending if you do dailies while doing it.** Level 1-15 Fortitude/HP - 300 Chakra - 100 Intelligence - 45 Level 16-25 Fortitude/HP - 500 Chakra - 150 Intelligence - 65 Level 25-35 Fortitude/HP - 800 Chakra - 225 Intelligence - 70 For Strength, Agility, and Chakra based masteries I will post individual builds so Look closely. With these masteries you will be using melee and tool usage more than jutsus so your HP should be relatively higher than the Intelligence builds with your damaging stat being the 2nd highest then chakra. Level 31 and 32 is pretty much free levels in Toad which should put you to 70 strength so you can use swords like Twin Fangs, Stylish Sword, and Religious. (Strength Based Weapon Master/Gentle Fist) Level 1-15 *(If you go Gentle Fist you need to get 100 Chakra so you can use Pressure Point Needle.)* Fortitude/HP - 500(400 for Gentle Fist) Chakra - 75 (100 for Gentle Fist) Strength - 30(20 for Gentle Fist) Level 16-25 Fortitude/HP - 700 (600 for Gentle Fist) Chakra - 125 (175 for Gentle Fist) Strength - 50 Level 26-35 Fortitude/HP - 800 Chakra - 200 Strength - 65 For Agility Taijutsu users this build will focus high consistent DPS with tank HP and average chakra early on. if you have Tonfas also you can use them by level 30 which will increase your melee damage by 14. Agility Taijutsu Build Level 1-15 Fortitude/HP - 400 Chakra - 50 Agility - 45 Level 16-25 Fortitude/HP - 550 Chakra - 125 Agility - 65 Level 26-35 Fortitude/HP - 800 Chakra - 200 Agility - 75 Lastly we have Chakra Medics; they excel in healing abilities and using Chakra Scalpels/Senbon to help them Level. Typically most Chakra medics that go this route early on team with friends or other low levels to help them level until level 15 which is when they can be more offensive and train on there own. I personally invest a few points into agility to help early on or get 10 Intelligence to use a melee kunai until i get scalpels. You can also get poison senbon which down the road will be helpful in PVP. Chakra Medic Build Level 1-15 Fortitude/HP - 400 Chakra - 225 Intelligence - 10(For Melee Kunai/Poison Senbon) Level 16-25 Fortitude/HP - 600 Chakra - 375 Intelligence - 10 (Will Not Change from 10) Level 26-35 Fortitude/HP - 850 Chakra - 500 Any stats you invest into after 35 is up to the player as most of your core stats will have reached the minimum requirement needed for most your skills that will be viable for you in combat. Since i feel this way I will not make a build guide for 36-60 as it is up to you; what do you want at this point? More damage, sustainability, tank, or a balanced build1 point
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Any good player will cancel the cast 100% of the time. Much better just charging chakra to get cell regen back faster and land that with the range.1 point
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Rory really said "support players should die"1 point
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The best part of treat wounds being a 1 second cast time was that i could go into fights and look to heal instead of playing that boring role of just sitting back and letting my team do all the work and run to me when they needed a heal. I liked that i could go in if someone was getting chidori into a combo i could run up heal and save some of their hp. I know that was probably annoying when i did it but i think a better solution would be to nerf the heals. I would rather have a heavy nerf on heals then the cooldown now im reduce to playing that boring medic role were i sit in the back lines ALL THE TIME and wait for someone to come to me. I do play in the backlines sometimes depending on the situation but you should never camp back lines in every single fight. Though with this change i might have to stat reset and have way less hp and give more chakra to give me more heals for cell regen to make up for the fact i cant run in when i need to. Rory: "It was always intended to be a utility jutsu used out of combat for low level players. " I get that but thats what pills are for, im playing the game mostly for pvp healing low levels isnt much content for me even though i do it sometimes. Heavily reduce the healing for the 1 sec cast time1 point
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