Seifer

Gold Ninja
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Everything posted by Seifer

  1. Uzu clothes, cat hoodie and blind monk robe don't have color variations yet. Might make a great addition.
  2. While it's likely true the old organization system through forums no longer works as that's consistent with the many website issues we have been having such as the video player; they can still use the official org template that's in-game and give it to people that submit a roster until they make the updated player org system. If it's not given to us, it's because someone said no -- don't be fooled.
  3. Seifer

    Puppets

    wym, you did learn. That's the sum of it.
  4. Not really because any jutsu they added recently like the chakra medic ones is just to catch up to the 6 jutsu per mastery amount they created. This means 2 masteries = 12 jutsu + basic jutsus. Anything they add (if they add at all) for advance, is going to be one jutsu per pure mastery and then per combo. This is because the totality of them all adds quite a bit of jutsu for them to have worked on. This means when/if level 70 hits you will have the slot for it and an extra. Basically, there is enough slots for you if you keep leveling. I do agree though that unlimited jutsu would not hurt the game, and you should never lose the levels of any jutsu that you toss out for another. The unlimited jutsu has been locked down because of hybrids, but if hybrids are consistently over-powered than they should make you choose a sub-path where you can only have jutsu for that whole path at a time based on the most stat of path. (Example: You were water and pick WM and have 70 str 40 int; the game sets you to str wm and can only use sword techniques yet you can use all your water techniques still) If this was done in the first place we would not have gotten wonky hybrid nerfs that ruined the masteries as a whole because of hybrids.
  5. We used to have unlimited jutsu slots, but then they got locked along with the ability of using the same level jutsu of two different sub-path (example: poison fist and chakra scalpels can't be used at the same time). Now you will have to wait until lv 70 () to be released to have 2 new jutsu slots (1 per every 5 levels).
  6. I want more jutsus, but not a raised level cap
  7. I don't know if this is a bug or meant to be this way, but during spars when I use projectiles I find myself going into or through other players or them doing the same to me. This causes the projectiles to not land because the character does not stop in contact with another character. This does not make sense and should be fixed for a better pvp experience.
  8. Still dealing with this typing problem in game has me #frustrated

    Missing the old client /oof  👻

  9. Seifer

    Earth Spikes Jutsu bug

    It's known, but yeah the hitbox does not align to animation which should never happen in a game imo.
  10. Goddam. 1) Don't pay for spots 2) Don't have tourney's with op weapons that everyone doesn't have access to
  11. This thread looks to be sourced at two primary issues: A balance one, and a PvE one ----- Balance - I think Kona meant that the pills being capable of 150+ heals and what not makes playing a medic feel obsolete since that is their one job. I think there is truth in this, that pills should not out perform medics. - Medics should have 6 jutsus. I think a replenishing chakra to allies ability or an ability that temporarily remaps enemies movement keys is a great addition. - At this point, I have seen the manipulation of hybrid classes (str/int wm, int/chak med, str/agi tai etc) always being the cause of balance issues and at this point Nin should really consider locking sub paths down completely (ex: only all chak or all int medic at a time). ----- PvE - I won't go too deep because I made the same suggestions a bunch in other posts, but: level parameters, story quests, repeatable quests (hunting/grinding for xp again), rotating events - Rory's crafting system which will help a BUNCH once it's finally released for side hobbies and unique items
  12. Hello all, Just as the title says. I often chat in Nin, but the buttons I pressed have not been registering. Initially, I had thought it was a keyboard problem, but it still persists. I have been told by others that this is actually a bug on Nin's side of things, but I don't know. Most of my sentences do not make sense when I type. I often find myself having to backspace and repeatedly mash the key for the letter to appear. If anyone has found a solution, please let me know. Otherwise, if this is indeed a bug @Ueda I would appreciate the assist. This is crippling my game play.
  13. I have always said this, but lower levels should have missions around the village and the more they progress the further the missions will take them towards another faction's village. A simple solution to this is a main story quest-line for each village, but regular dailies that take place using these sectioned parameters per level can work too. Another thing is having multiple entry points into a village. Yes, a village may have one exit/entrance however enemies will never use this when invading or infiltrating the enemy base. They may 1) blow a hole in the wall, 2) dig a tunnel underneath, 3) fly over into the village, 4) rock climb into the village, 5) sneak through a caravan. The game should reflect this realism when it comes to the games missions so they cannot ever be in-completable through camping. People are bored and will jump at the opportunity to attack anything they see. When others are able to play the game to attack something, no one wants to sit there doing nothing. So, my point is again -- let's not focus on discouraging players from playing the game, but let's make better mechanics and maps that gets lowbies a chance to complete their missions. I agree with this. I am not trying to make excuses for Rory, however it is true that everything has been tweaked a lot making descriptions hard to keep up to date. I think it wouldn't hurt if Rory added on a few people onto his team purely for descriptions, dialogue and lore purposes. This could help with missions, NPC's and bring a dutiful purpose to those playing.
  14. What a champion. Don't give up, I heard Leaf has the best Ramen.
  15. That sucks, but... Thank you for the honest reply.
  16. I know this has been discussed before, but many things have been relooked at and implemented even though the idea was once turned down. I think Nin would benefit a lot from people being able to switch village’s with Kage approval. When one village is at large with numbers, another one is suffering. With citizenship change, there is a greater chance for balance between the villages. This is because those rejected by the village are stuck to be rogues. Now what if these players follow the rules, but are still subjected to banishment? With citizenship change, people can still play with the mechanics they enjoy instead of leaving the game for extended periods of time. tldr; Larger villages are more likely to banish > rogues may not like rogue life > rogues join smaller villages I know Rory does not want hidden masteries in other villages so: Suggestion: 1) Allow Citizenship change between villages with Kage approval 2) Village lock Hidden Masteries making them unusable when switching villages. @Ueda What do you think? Still a no?
  17. Definitely, and this needs to be fixed before making changes to str fan. 1) Remove kb/snare from fan/pipe and/or 2) Add a function to stat reset that makes you have to pick a sub-category for masteries. (i.e. you cannot use fan/fan jutsus because you do not specialize in Fanjutsu wind mastery!) ----- Key thing to note is that Fan should make up the difference of being solo mastery if Rory chooses this route OR Fan should be compatible with another mastery (preferably str stat) HOWEVER Fan wind should not benefit from 3 masteries which is what the community is currently arguing about.
  18. From a 2017 player myself, all of this was in the works. There are endless files buried in the game of jutsus and items worked for all of these things. Cursed mark and reaper death seal were already discussed for forbidden jutsus. These were going to be super rare scrolls you had to find from drops. Rory has made constant jutsus for advance (giant waves, twin lion, wm hybrid eles, etc) and was going to bring back pre-2017 jutsus (32/64 palms, Rasengan, Chidori) that were once in the game or sitting in it for a longer while for advance in addition to it. These jutsus were going to be a % chance to obtain scrolls like harder T3s/summons. Jinchiriki was WAY further down the timeline, however Kyuubi's were being made for WB towards that section of thought. Sharingan is in the game, but that was a pre-2017 animation (reused for GM jailing). Clan jutsus were not worked on yet because the ideas for each clan was not planned out as it's a new addition. Sage mode plans were at most, rumoured to come with toad arc/snake bosses. Genjutsu has been worked on slightly with toad boss racoon jutsu's teasing it. In fact, the ??? mastery bubble on the 'N' tab was supposedly for Genjutsu. So, in conclusion: Rory is aware of all of these things, but canceled production for it.
  19. I can agree to this. Maybe a longer two way immunity that can be broken with your first hit, but definitely not full hp/chak. That's dead broken. Both Naruto vs Sasuke are Leaf ninja so how does this even apply? I think the concept behind Leaf being the default village and getting doodoo everything should change. I ain't with Leaf anymore, but that doesn't mean I am going to switch up on the truth. The other two villages have better passives. Although with their village masteries getting weapon locked, the overall gameplay has improved. There still needs balance changes however like early fan/pipes losing kb/snare and GF getting PP buff and rework of cheap MC/AP combo.
  20. Majority of people -> Never touched or fought against these swords so can't comment on them. I am sure they need re-balancing though like all the other swords. 5k sword -> slow, expensive, low damage, no effects Twin Blades -> 50% kb chance 10k sword -> slow, expensive, low damage, no effects Muramasa -> too slow Bat -> lv 20 with 70 str req etc etc All levels, requirements, speed and base damage are simply messed up. Level 60 swords doing 100 dmg looks broken at face value right now, not looking at speed. But, my point is what it was in the other post; I hope dev's just sit down and fix all the swords at once so they are scaled in proportion to one another until they reach a level where swords are tiered horizontally. Ex: Lv 20 + 20 base, Lv 30 + 30 base, Lv 40 + 40 base + 1 int, Lv 40 + 40 base + 1 chak, Lv 40 + 40 base + 1 fort
  21. I among many others have made so many sword suggestions. Really devs should just sit down and redo the stats of them all at once. There's like 2 useful swords and that's it. Your opinion may differ and say blah blah is alright and so on, however that's still that many out of 10+. So yeah.