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Showing content with the highest reputation on 05/16/2022 in all areas

  1. Rework to HP Bars (From this Ideas Post) Colored HP Bars Firstly, we added colors to HP Bars based on whether or not the player or NPC is friendly or not. This was suggested in the Ideas Platform here. Green (Yellow for Colorblind) - Self and Allies Blue - Party Member Red (Purple for Colorblind) - Enemies Orange - Allies but Danger Zone / War Zone Improved Accuracy of HP Bars Secondly, we perfected the accuracy of the HP Bars. Previously, the HP Bars wouldn't show accurately the first and last 5% of Health of the Target. You must have noticed that even when the bar was empty, the target still survived for a good while. Now, the moment the bar is empty, the target should be very dead. Colorblind Mode This is currently for red/green color blindness. This was requested a minute after we launched the new HP Bar reworks. We should aim to make Nin Online accessible and fair for everyone after all. Death Animations / Sounds We added the ability for the game to play an animation and sound effects when another player character dies and when your own character dies. Fixed Charging Chakra being interrupted by Traps Traps like Fire Wall Technique no longer interrupt the trap owner's chakra charging.
    2 points
  2. “The Balance Team accepts that some mistakes have been made in the last patches and in our rush to push out a patch following the buff/debuff stack bugfix. A few things have been overlooked and this patch aims to fix those. This will be the last major adjustment patch for Wind/Med until we’re ready to discuss Water/Bubble and Earth masteries and push those changes later this month/early June. Thank you for your patience during these rapid changes.” Wind (Str) Mastery Slashing Tornado Technique cooldown time increased from 16/15/14s to 17/16/15s Slashing Tornadoes Technique cooldown time increase from 16/16/14s to 17/17/15s Wind Mask Technique cooldown time increased from 15/13/13s to 18/18/16s Wind Cyclone Technique cooldown time increased from 23/22/22s to 24/23/23s Crystal Fan Level Requirement decreased from level 55 to 50 Crystal Fan Melee 500ms Stun effect changed to 300ms Snare Blood iron Fan Level Requirement increased from level 50 to 55 Blood Iron Fan Melee 500ms Stun effect changed to 500ms Snare “After making the Fan Mastery all shiny and new, we wanted to see how the current cooldowns played out with the kit being able to use these jutsus very successfully together at relatively low cooldowns, so we’re making small adjustments to give Fan some downtime and counter attack opportunities after its very fluid snare flowchart, which it’s high level fan melees are now apart of, which forces opponents to save a well timed flicker for escapes.”(with a clear CC increase from Crystal fan to Blood Iron Fan) Medic (Int) Mastery Antibodies Activation Intellect Requirement increased from 15 to 35 Rank IV Poison Debuff duration decreased from 12s to 8s Poison Cloud Technique cooldown time decreased from 22/22/21s to 18/18/17s “The change to poison cloud change was a question of ‘How much DoT damage is healthy to load onto the back of a single jutsu now that debuffs can’t stack?’ And the correct answer was definitely not 60 damage so it's going to tick one less time. After its buff/rework, Antibodies is now too strong to only require 15 Int to use.” Weapons & Ninja Tools Bubble Prison Technique (Poison) Snare Duration decreased from 2000ms to 1600ms Poison Kunai’s Snake Poison Debuff changed to 8s duration, 4s interval, Take 4 HP per tick “All poison debuffs now universally last for 8 seconds and tick twice, this separates their function from bleeds and burns. Seathorn pipe snare duration is currently too much value on a single melee when combined with the reworked poison debuff ticking for more damage sooner.”
    1 point
  3. Thanks for the wholesomeness!
    1 point
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