Imhotep

Silver Ninja
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Everything posted by Imhotep

  1. Imhotep

    New swords

    Only OP on Bubble/Fan/GF + WM. These will be balanced against Advanced so we'll have to wait and see. In the mean time the drops are rare, so unless they drop ~10 of them before Advanced it shouldn't really swing the balance of the game. This game isn't just about 1v1's. Snake gives a really cool suggestion. Almost everyone agrees instant disable on Autos from tools/weapons is too strong, more so when the stat investment is small. Having a Stack system for applying Status Effects from tools/swords will reward consistency and good gameplay. Instead of a Fan knocking back on hit, each hit applies a stack, 3 stacks applies a knockback. Stronger fans/pipes might have a 25% chance of applying their effect instantly. Obviously it's easier to apply stacks with a triple-hit fan, but a good fan user can't cancel every single cast-time jutsu like they can now. This way the Claymore can have a strong effect and damage but a slow attack speed, making it harder to build stacks. Meanwhile Twin Fangs has a weaker effect and lower damage, but faster attack speed to apply the effect. Claymore is still stronger, but not in such a bland/vertical way.
  2. Having a list to choose from would be ideal but I have a feeling that getting stuck with what you get is part of the intended game design. Otherwise, I would have suggested the same. With re-rolls the game can keep the RNG Rory loves so much. And RP wise we can already 'Abandon' missions. I'm pretty sure accepting a mission then ditching it immediately is worse than asking for a different mission, in terms of RP.
  3. 3 dailies, 2 re-rolls. Or better yet: 5 dailies, 3 re-rolls. Expand the list of missions and/or reduce/remove the chance for the low EXP missions after level 50+ There's plenty of incentive to get to 50 so players will grind through the BS daily grind, but as much as I want to get to 60, who the hell wants to be 50+ sneaking into other villages for 75k? It's no longer thrilling, nor is it particularly rewarding. In the long term, Seifer's suggestions sound good
  4. It's pretty clear that the masteries are meant to serve specific roles. The fact that certain masteries lose 1v1's is by design; they make up for it in other ways. Looking at the game's design philosophy, the purpose is to re-enforce the idea that choice matters. So when we talk about balance in Nin, as much as we want to talk about 1v1's, we really have to ask whether there was a meaningful choice to be made. Anything that's blatantly better across the board is not a choice as far as players are concerned. I agree that access to instant CC is one of those things. Tai users arguably sacrifice most of their team-fight usefulness to dominate 1v1's with instant CC and interrupts. The same is not true for 20 Str Fan or Pipe users, nor the new triple-stun Fans. It's also not true for Medics, which combo well with any mastery with little-to-no investment purely because of P Scalpel. The answer isn't to remove all instant CC, or homogenize the Masteries by giving it to everyone. Instead we should be more cautious about doling out access to the mechanic. Interrupts are part of what helps to set the hectic pace of combat in Nin. Without it, especially in this Tank Meta, it would slow down to a crawl of exchanging 1-2 cast-times. Interrupts serve a purpose without being overpowering by setting up unavoidable combos. Silences and soft CC are the way forward. 20 Str Fans should interrupt, but not knock-back, higher Str fans can do a more powerful knock-back instead of stun. 20 Str Pipes should slow instead of snare, higher strength pipes can do what they do now. P Scalpel can silence and poison, which together is more than enough utility. The specifics are less relevant, but the point is no one should have access to such strong mechanics with no real trade-off.
  5. Nerfing Wind Claw would've killed Wind, nerfing Vacuum Spheres balanced it. I don't think there was a better solution without hard-locking Fans and Pipes, which is not going to happen. The problem is now Vacuum Spheres is out of place among the Wind jutsus, and you have to shoe-horn it in to any rotation. In any situation where you have time to cast Vacuum Spheres, i.e. Off a 2-sec stun like Cutter, you'd much rather just line up triple-bullets for more damage and no self stun. You end up only using it when everything else is on CD in a team-fight and someone just got EP'd, or similar. But like I said, there was no better solution. Spheres are just going to have to join the list of jutsus that are waiting to be re-worked to fit the current state of the Mastery, alongside Vortex, Feast and the unholy abomination that is Antibodies. In the mean time, Wind is still strong. So I'm sure its at the bottom of the balance changes, that are at the bottom of all the other planned updates.