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Showing content with the highest reputation on 06/03/2022 in all areas

  1. So chakra scalpel has been an issue for years now because of the combo with tai and medic. Even now it seems chakra scalpel is getting a change every month and ends up nerfed every 2 or 3 patches. I am mainly wondering why the only offense chakra medic jutsu is balanced around a mastery combo (or around tai at all). Personnaly I feel like there are many solutions to this. Examples: -Make base dmg very low (or 0) and make the jutsu chk scaling higher. -Make it so chakra scalpel is like a completely seperate weapon that would not add dmg to melees. (would not add to agi basic atk dmg but insted be its own dmg) I feel like both solutions or any similar minded one would insanely reduce the problem with the mastery combo and would allow chakra scalpel to be what it should be (a chk oriented offensive option). Just mainly want to read some discussion around the jutsu. If you are just here to cry please don't bother commenting. Btw, instant cast felt pretty good, now that it has a cast time again it feels weird has a chk med that if its canceled you have to spend an entire 60 seconds only using senbons. Now that cast time is reverted couldn't we get cd reverted back to 40-50 seconds instead of 60 seconds.
    4 points
  2. Definitly agree that one combo should not dictate the balancing for an entire mastery. Althought the combos will surely vary in strength, I believe any combo should be playable and valued. It is also probably the easiest to implement with how the game works at the moment. Chakra scalpel should be mainly used by higher chakra builds and spreading points should make it less potent in my opinion.
    2 points
  3. @Omnisia this the thing about Nin balance...they always nerf/buff from what i see according to how it plays with other masteries and not the mastery alone. These kinds of changes be nerfing 1 mastery players or players that want to play pure and IMO it shouldn't be that way. The best suggestion is to have chakra scalpels not work with blood tonfas, tonfas, demon claws, as well as making the base damage very to low to non existent for tai meds
    2 points
  4. End of May 2022 Balance Patch: Water (Int+Str) and Earth Greetings from the player balance team. Here is the balance patch for the next two masteries we reviewed. This patch caused even more debate than the Wind and Med patch. We want to continue to help flesh out strengths of weaker masteries like Bubble, which has been perceived as underpowered since it was added to the game. We continued the theme of nerfing instant cheese damage and cheap CC, even if it may remove some of the fun on some masteries. The balance of the game as a whole will benefit from nerfing these “S-Tier” jutsu. Also a bit of clean up to revert chakra scalpels after the failed instant cast + self stun experimental change. Water (Bubble) Mastery Soap Bubble Technique Cast Time increased from 0s to 1s across all ranks Great Soap Bubble Technique Cast Time increased from 0s to 1s across all ranks Great Soap Bubble Technique CP cost increased from 18/18/16 to 32/32/30 Great Soap Bubble Technique Projectile Range decreased from 10 to 8 tiles Great Soap Bubble Technique Cooldown Time increase from 13/13/13s to 16/16/16s Great Soap Bubble Technique Projectile size changed from 1x1 to 3x3 tile Bubble Spray Technique Area of Effect changed from 3x4 tiles to 5x2 tiles (to match art) Bubble Spray Technique Cooldown Time increased from 16/16/16s to 18/18/18s Bubble Clone Technique Cast Time decreased from 2s to 1s stand cast across all ranks Bubble Clone Technique Cooldown Time decreased from 60/60/60s to 30/30/30s Bubble Clone Technique Casts to level decreased from 2000/2500 to 1000/1250 Bubble Clone NPC Duration decreased from 20/20/20s to 10/10/10s Bubble Clone NPC Melee decreased from 252 to 30 (total damage) per attack at all ranks Bubble Clone NPC Attack Speed increased from 5000/5000/2415ms to 2000/2000/2000ms Bubble Clone NPC Health increased from 50/70/80 to 80/90/100 Bubble Clone NPC can now run (from mob AI fix) Bubble Clone NPC can no longer use Body Flicker Technique Great Bubble Shark Technique Cast Time decreased from 3s to 2s across all ranks Great Bubble Shark Technique range decreased from 15/15/15 tiles to 12/12/12 tiles Great Bubble Shark Technique no longer pierces Great Bubble Shark Technique is now an exploding projectile Great Bubble Shark Technique Chakra cost 30/30/30 -> 45/45/45 Great Bubble Shark Technique Base Damage (impact hit) decreased from 38/38/39 to 25/25/26 (NEW) Great Bubble Shark Explosion: 5x5 tile AoE hits for 40/40/41 base damage Reverted Pipe Melee damage back to correct damage values Seathorn Pipe now inflicts Poison I instead of Poison II Water (Int) Mastery Water Prison Technique range decreased from 8/8/9 tiles to 8/8/8 tiles Great Water Shark Technique Cast Time changed from 1s stand cast to 1s walk cast Great Water Shark Technique Base Damage 30/32/32 -> 38/40/40 Earth Mastery Earth Pillar Technique Cooldown Time increased from 16/16/15s to 18/18/17s Great Earth Prison Technique Radius Range decreased from 8 to 7 across all ranks Great Earth Prison Technique Snare Duration reduced from 4.5/4.5/5 to 3.5/3.5/4 Great Earth Prison Technique CP Cost reduced from 50/50/50 to 48/48/48 Great Earth Prison Technique Cooldown time increased from 18/18/18s to 20/20/20s Mud River Technique CP Cost reduced from 30/30/28 to 28/28/28 Earth Wall Technique CP Cost changed from 30/27/24 to 28/28/28 Earth Wall technique Cast Time increased from 0s to 1s run cast Earth Wall technique Self-stun reduced from 1000ms to 0ms Leftovers and clean-up from Previous Patch Cycle Chakra Scalpel Technique Cast time changed from instant cast to 1s stand cast Chakra Scalpel Technique 1000ms self stun removed from the end of its cast
    2 points
  5. Moved more of database to Cloud (MongoDB) We've done more Cloud-ification! Over the past 2 years, we've gradually moved our game over to use more a modern technology stack. We've taken more steps today by moving the storage of the following data types to Cloud: Titles, Animations, Villages, Ranks, Emoticons, Missions, Npcs, Shops. This means the potential for APIs for these data. Being in MongoDB also allows us to expand our data structures more easily as they are much more flexible in NoSQL. Cloning Technique 79f76fbc311c0790876f5f7ba7742eb9.mp4 I'm listing this as a new feature, instead of a bug fix, because we basically rewrote the entire system. Clones were initially implemented in Nin Online in 2013, but broke around 2018 and after years of trying to occasionally patch it up, we decided to finally just redo most of the code. On top of what it used to do, it now supports up to 2000 clones per player. It's an arbitrary number, it could be more. Of course, we won't do that. But we could... but we won't. These clones are illusion clones, so not Kage Bushin/Shadow Clones, but just clones to distract your enemy and make an escape or to make some time. Clones used to move in 4 directions randomly each step. Now it will follow your direction, until you turn, then it will pick a new random direction. If it face plants a wall, it will change directions as well. There's a lot more that was done in the background, but its too much to explain. (Experimental) Jutsu that can destroy projectiles Any projectile or AoE jutsu can now be made to destroy projectiles in it's way. There is also a setting for making it so the projectile only gets destroyed when it is weaker (less damage) than the other. In the past, this was suggested and considered many times, but due to the performance of the server in the past, it would've been impossible. The GIF above is taken at around 5ms ping on localhost. In a perfect world scenario, this would be what it looks like for everyone. Sadly, with latency, it's bound to look very different in real world scenario. Hence, this is marked as experimental for the time being. 08PeCWE.mp4 (Experimental) Revolving Heavens Technique can now destroy projectiles (Experimental) Wind Barrage Technique can now destroy projectiles (Experimental) Combusting Vortex Technique can now destroy WEAKER projectiles Improved server load times Previously, server took about 25-30s to boot up. Got it down to 14s with MongoDB + Threading. Improved server-side threading of AI Pathfinding Reverted adding shadows to Player sprites on Login and Eye Changer screen as it was buggy, may return in the future Fixed Tournament UI remaining on screen after tournament has ended Fixed Currency Item Type being usable to play animations Fixed collapsed UI sizing Fixed Revive Animation being played at wrong location Fixed Nuibari Description & removed unnecessary silence Fixed using puppet summoning removing concealment Fixed regression below Fixed the following Visual Bugs
    2 points
  6. Greetings people of the Leaf village, The Twelve Guardians are here to offer their services to the village. Guardians will assign themselves requested by Leaf villagers to guard them on missions, and escort them to reach their destinations safely. The services can be requested either through the Aviary or the Leaf discord by pinging @12Guardians. Guardians can also utilize the Aviary to notify that they are available for assignments as well or the Leaf discord. We will usually work in pairs of two, but could potentially assign more numbers depending on which difficulty tier the missions are ranked, such as: D, C, B, A and S-Ranked missions. The ryo that we receive will be split 50/50. One half goes to our bank for sashes/tools and the other half for those Guardians who did the missions. For every mission the guardians MUST wear their sash. 12 Guardians Service Pricing List (List will be updated in the future) S-Rank Missions Revenge on Kuraken - 1000 ryo Bandit questline (100 ryo per boss. The last boss is 500 ryo) Land of Iron (Guard the Barricades missions 1000 - 2000 Ryo) A-Rank Missions Bandit side quests (wolves and alpha wolves are 500 ryo) B-Rank Missions C-Rank Missions Land of Waves (Bosses only) - 200 ryo D-Rank Missions Other services (Spy, Docs, WW, Escort for seals) are not included in the pricing list, but can be requested. The price of this may differ depending on the status of the DZ's. Please do not harass Guardians who decline a mission or are not available to fulfill a request. This idea was inspired by @Emiya post regarding the Guard Missions in 2021. I’d like to thank @Tsuuyoi for his feedback to improve certain ideas as well.
    1 point
  7. I am certain if you ask someone why the cast time was reverted, they would come up with how it being cancelable when you face a tai/med is important. But it being cancelable makes pure chk med really bad for any kind of PvP unless they just standing around throwing heals on CD or get lucky that the cast isnt canceled. Once again, Mastery being balanced around 1 strong combo and nothing being done to fix this is a big issue. I am sure even tai caught nerfs because of that jutsu combination. Seperating the masteries would benefit every mastery in the end.
    1 point
  8. Own clones are now translucent so you don't get confused yourself The clones were sometimes too convincing, tricking yourself. Quick login character will be removed if "Unauthorized" message appears Receiving this message means that the token has for some reason become invalid. This can happen due to changing passwords or getting banned and unbanned. The quick login character remaining in the UI would confuse some people. Server time will now be consistent when it is restarted Ninja Time will now respect real world time and be synced to the server's time zone. Ninja Time passes 4x quicker than real world time. So within the span of 1 real world day, it will pass 4 Ninja Days. Fixed bug where Damage Over Time (Debuff) would set the target for the Attacker back to the Victim constantly Fixed Damage Over Times not playing the right animation on Players Fixed clones causing server to hang due to rare threading issue Fixed clones not being destroyed by Jutsu Fixed bug where character sprites would bake in the wrong direction occasionally Fixed bug where some map names were cut of by one alphabet in the Minimap (eg. Leaf Villag) (GMs/Admins) Fixed bug that stopped Buffs (eg. Substitution Technique) from being cast on self when Invincibility Buff is active
    1 point
  9. Any of these changes would be great, 175 Chakra gives 59 damage right now which feels pretty low given the huge stat investment
    1 point
  10. b2thvp.mp4 Camera Button Available on the screen all the time, you now have quick access to a button that will snap a screenshot in two styles instantly. You'll get a normal screenshot, and a Nin Online watermarked screenshot with the user interface hidden. If you like what you took, you also have quick access to the screenshot's save location with the... New "More" Menu This new "More" menu will bring you to our ever increasing number of features in the future. Things you don't need instant access to all the time, such as your Cash Shop stash and links to social media. New links include Discord, Twitter, News and opening your screenshot folder quickly. Sadly, this update will only go live in a day or two because we've ran out of data with our patching software provider.
    1 point
  11. You don't need discord to access the support tickets. It's actually here, on the site you just posted this post. Here is some instructional help for you via the forums.
    1 point
  12. Reworked Fortitude Stat Buffs including Antibodies Activation Jutsu that buff both just fortitude and jutsu that buff all stats have always increased the Max HP of the player. However, in the past, when your Max HP went from 100 to 200, your health would remain at the old amount eg. 50/100 -> 50/200. It will now additionally "heal" for that amount of health instantly. However, once the buff ends or is cancelled, the HP will lost again, down to the minimum of 1 health point ie. You cannot die to these buffs ending. This makes Antibodies and similar buffs an instant alternative to healing over time jutsu, but the effects are only borrowed and useful if able to end a fight quickly. Eg 1. Antar has 50/100 HP. I use Anti-bodies Activation on Antar. He now has 150/200 HP. He loses 10 HP and now only has 140/200 HP. His buff ends, returning his HP to 40/100 HP. (He borrowed 100 HP, and returned 100HP) Eg 2. Antar has 50/100 HP. I use Anti-bodies Activation on Antar. He now has 150/200 HP. He loses 130 HP and now only has 20/200 HP. His buff ends, returning his HP to 1/100 HP. (He had 180 HP lost out of 200 HP, so when his buff ended, he still had 180 lost of out 100. But ending buff cannot kill you right away) Status/Debuff Cleansing Items & Jutsu We've added the ability for items and jutsu to clear specific or all debuffs or buffs. We'll be using this soon for a new Medical Ninjutsu as well as items such as Anti-burn, Antidotes & more! For the time being we've introduced an event reward item called "Cure" that we've sent a tester to every player through their mail! Use it when you have Battle Injuries to clear it once. Warning: We have yet to add a warning to it, so if you accidentally use it when you have no Battle Injuries, it will still be used up. Edit: We've pushed another client update that adds a warning now! Rebranded Login Pages Login & Registration pages are now branded as Hitspark ID instead of just Nin Online account! "Reach Level 10" Mission now gives 3 Cure items as an additional reward All "Reach Level X" Missions now give 5 Event Coupons instead of 3. Replaced the famous "Don't fucking touch my balance, Seth." Buff Descriptions Just leaving this bit of history here. What happened was that our old programmer, played Nin Online circa 2017 for a day and then started changing content balance without telling anyone. I had to find out through the players. This description was first placed on the Taijutsu buffs and then copy and pasted to various other buffs as they were being created. Before 2022, buff descriptions were not displayed anywhere, so we never bothered to change them.
    1 point
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