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Showing content with the highest reputation on 04/21/2022 in all areas
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Revamped Buff & Debuff HUD (+ Buff Description) Buffs are now displayed Left of the Main HUD and Debuffs on the Right of it. This new HUD layout allows faster reaction to getting Debuffs as it has it's own zone on the screen. The idea is to put the information that's most vital during combat closer to the center of the screen. The overall reduced text on screen is a bonus. You now just see the icon and the text appears when you hover the icon, along with information telling you what the buff does and whether you can cancel it. Minimap There's now a mini-map on the top right corner of the screen on all medium to large maps. The mini-map icons can be hovered to reveal where portals link (and more in the future). The mini-map comes with the ability to zoom in and out to see a larger area. NPCs on the map will display as a grey icon and team members will display as a green icon. There's more work to be done on this feature but we decided to release it for now because it'll already be helpful to new players! EDIT: Added a toggle button to open/close the minimap. Also, fixed Team Icons displaying only 1 person in your team. Chatbox Background Fading The chatbox background will now fade out when it's not being used and/or hovered with mouse. This will allow players to have less clutter on the screen when not needed. Fixed Memory Leak linked to New UI System This might've been what was causing memory to build up in Auto Tournaments. Fixed a Login Crash linked with NPC Music This seemed to have been a frequent crash that may have occurred on map changes and logging in. It should now be resolved. Other Changes 800x600 Resolution Option in Options Menu is now removed as it is no longer officially supported Our updated HUD has over time out grown the tiny screen resolution with a bunch of elements not being visible, such as the Cash Shop, Stash and Notifications button. With the new UI changes, it no longer has space for all of it. You can still set the resolution manually, but we will no longer provide support for it. Blessing Status Display HUD repositioned Projectile Lighting Fades Out smoothly instead of abruptly disappearing4 points
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Wind (Int) Mastery Wind Claw Technique Bleeding Rank Increased from II to III. Keep Wind Claw Technique End Cast Time reduced from 0.7s to 0.5s. Revert Wind Shuriken Technique Cooldown Time reduced from 13/12/12 to 11/10/10. Keep Hurricane Blade Technique Base Damage reduced from 38/38/39 to 36/36/37. Keep Drilling Air Bullet Technique CP Cost reduced from 30 to 25 across all ranks. Keep As a wind user (and also many other classes) the new change to claw has made gameplay feel very cheesy. Claw was in a perfect place prior to this patch because players were able to PUNISH the jutsu. With the new changes, there is no counter play to the following scenario wind homing -> sub -> flicker claw -> int burst That 0.2 sec reduction gives wind users enough time to unload their kit for FREE. Run around rinse and repeat. It's effectively became the old GF combo but stronger. I implore you to revert the change, yes I agree Wind needed something to give the class some oomph, but giving wind claw a buff has effectively made the class broken. @Ueda@Antar@Erox@Naer3 points
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Treat Wounds Update changes: No change to chakra points cost, No Change to animation or movement cast, (Nerf due to animation not lining up with new cast time) [EDIT: CHANGE HAS BEEN MADE FOR THIS] Casting time changed from 1 second to 2 seconds, (Nerf) Given identifying alert on use (Nerf) - 10 chakra points cost - 14 second cooldown - 4 heals(scale with chakra stat) every 3 seconds for a 12 second duration (80 chakra stat = 65 heal ticks x 4 for 12 sec. = 260) - 2 second casting time - Stationary cast - Identifying casting notification - Can only cast on others Cell Regeneration Update changes: Chakra points cost reduced from 140 rank 3 to 100 rank 3, (Buff) Healing amount increased, (Buff) Can now cast while on the run (Buff) [EDIT: CHANGE HAS EEN MADE FOR THIS] - 100 chakra points cost - 24 second cooldown - 5 heals(scale with chakra stat) every 2 seconds for a 9 second duration (80 chakra stat = 50 heal ticks x 4 for 12 sec. = 250) - 2 second casting time - Running cast - Identifying casting notification - Can cast on others and self ------------------------------------------------------------------ Cell Regeneration heals for essentially the same amount of total heals as Treat Wounds, but in a shorter amount of time, while being able to cast from afar at a 9 tile difference-- and the only self heal. New Treat Wounds notification is more identifying than Cell Regeneration's notification. This was fine when cast time was 1 second, the new sound is easier to pick up and can make players more alert, which is both a pro and con for team play. Good players would always be on the look out for a Treat Wounds heal either way. Coordinating with teammate for Treat Wounds in team fights use to be have to be done some what tactically. Good players knew when to look for these or give them out. Likewise, good players also know when to look for these and disrupt. Previously this was a quick exchange. Now Treat Wounds is easily disreputable with the additional cast time. On top of this the animation does not match the cast time for Treat wounds, making it confusing for players to land correctly when in team fights. Dont even know where to begin with Cell Regeneration.. Watch a 1v1 auto-tournament after the recent patch. If that doesnt sway anyone for change to be made I'm not sure what to say.. There were multiple matches that finished due to time out, with the strategy for the match being get the last hit due to both players being at full health. In the few months I've played, and the tons of auto tournaments I've been to, I have only seen one time out win. Opinion: First and foremost, remove run cast from Cell Regeneration, revert Treat Wounds back to 1 second cast time. Adjust the healing output between Treat wounds and Cell Regeneration, should a ranged heal and basically-not-a-ranged heal have the same healing output? Adjust Cell Regeneration cooldown, make it longer. Really want to keep Treat Wounds as 2 second cast time? Make Treat Wounds a walk cast/run cast while being 2 seconds. If not keep it at 1 second and keep both Jutsu as stationary. Lets get wild opinion: Cell Regeneration: Remove self heal, making it only cast-able on others. Remove the run casting. Keep the 2 second cast time. Keep the 11 tile cast range. Give a longer cool down than current 24 seconds. Give longer heals over time with smaller heal ticks. Treat Wounds: Change to self cast-able, making it cast-able on others and yourself(switching it to the only self heal, which can help new players as well, maybe not scare people off from playing medic). Remove stationary casting, give it a walking movement. Keep the 2 second cast time. Adjust animation to work with this. Keep the 3 tile cast range. Give a longer cool down than current 14 seconds, but not overkill(18? 20? Depends on total heal output). Give shorter heals over time with larger heal ticks. Debatable on if they should both have similar heal output or not. -Signed a healer (PLEASE think about bringing people on for a balance team) EDIT: THANK YOU @Ueda for reverting the experimental run cast on Cell Regeneration THANK YOU @Erox for adjusting the Treat Wounds animation for the new two second cast timer Appreciate what you do, please consider other healing changes as well3 points
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As the title suggests, these weapons give too much to a player for a mere 15 points. In your own words @Ueda you do not like Cheese combos. A couple of patches ago you got rid of the Risky > Auto > Burst meta which you described as cheese. Currently with pipe users and fan users that have 60 ping + (It's a server issue) you can Flicker > Auto > Burst. Cheese combo with little to 0 outplay. I thought long and hard how to get rid of it and I came to the conclusion that these 20 str weapons that provide such easy CC to land needs to go. I propose an experimental change to see how the dynamics of the game changes. Unfortunately flicker auto will still remain for Fan users and bubble users to combo into free combos, but hey, one problem at a time.2 points
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Not only does weather cause a massive FPS reduction when it's on, you can literally barely see anything in this screenshot because when you turn off the weather, it FREEZES the weather instead of removing it from your sight. It's bad enough there's a day/night cycle that isn't optional, this weather was added first and when it was added it was still like this. Either it needs to be optimized or removed until further notice. Imagine trying to fight on this map while the rain is like this. This is another reason why danger zones are dead during the weather. Limited visibility. I have to squint to see a spider while zoomed in. I've heard of people going as far as deleting certain files in their client folders to try and remove the weather, some going as far as using third party programs such as cheat engine to try and get rid of the weather. I myself have tried going into the folder to try and find whatever file is causing this to remove it. This is clearly a much more pressing issue than people are willing to admit.2 points
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Defently agree, then with the new light effects, add rain+night+brightness.. I can't see stuff, yep my eyes are not at it's best and its really struggling And lets not begin with Rain in mist boar map during the night, thats just impossible to see. A fix to the rain sprites would be so much greatful, I really dont mind the weather, but this rain could use a huge improvement, as it looks now seem to be like ice spikes failing more than water2 points
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boars map is infamous, you obtain perf cloak in that map when its rain+night+mist and I mean yeah weather removal feature would be nice but I kinda am used to it at this point and its part of the world buildin you shall know weather induced tool hiding pain1 point
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I'm not playing medic until treat wounds is restored or is run cast.1 point
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Exactly. Cell Regen was reverted. Treat Wounds is still nerfed with the extra second cast time. It is what it is, but supporting in Nin is limited as it is, now Medics are forced to play in the back if they are trying to land any sort of heal, severely handicapping any sort of combat medic role. I only think Treat Wounds should be a walk cast if it's staying at the 2 second cast time. If it's not staying as the 2 second cast time and goes back to 1 second, leave it stationary1 point
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1 point
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chakra medic should be reverted back to what is was before, lowering the duration of chakra scalpel by 10 seconds to add more damage gives tai/med more of a buff then pure chak/int meds and they can now run while healing?? tai is getting more of a buff then meds are, treat wound was better as a 1 second cast time if they wanted to nerf it for high level pvp then nerf the healing and keep the 1 second cast. change cell regen back to the way it was before...running while healing with that range is way to good especially for kitting1 point
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1 point
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Medical Mastery Chakra Scalpel Technique effectiveness scaling was wrong and is now just provides a flat 4/9/14 Bonus Damage + Chakra Stat Scaling. (Experimental) Cell Regeneration Activation is now Run Cast-able Gentle Fist Palm Bottom Technique no longer Silences across all ranks. Palm Bottom Technique Base Damage Increased from 22/23/23 to 26/27/27. Pressure Point Needle Technique Damage Boost increased from 1/2/3 bonus damage to 1/5/9 bonus damage + Strength Stat Scaling. Mountain Crusher Technique Silence Duration increased from 0.8s to 1s.1 point
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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.1 point
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1 point
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