Elegy
Gold Ninja-
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Everything posted by Elegy
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I don't think risky should be buffed. The skill gives too easy outplay potential if it cancels, and if it doesn't self stun, it is very hard to punish in a lot of scenarios (e.g. sub -> risky). On top of this, if it doesn't have a self-stun, it allows for too easy of a sub punish through risky -> auto. As for blade piercing, I don't think removing the self stun is a wise idea as the base damage is very high on this move (incredibly high for a str scaling move, especially with the base damage power creep on new swords). The move is a high risk high reward and to justify removal of a self stun, you would have to reduce the base damage significantly (I'm talking at least 50% damage reduction).
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Nah Jun, Erox is on another level from you.
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I like this idea. Maybe like 300k xp per raid point as well as any existing buffs you get for killing raidpoints.
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Are you people silly to believe twins are stronger than SHIBUKI?
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Here is a list of all the jargon you may see players mention and their definitions. This will make it easier to understand what they are talking about when you see it as a new player. WW kills = Waging War kills - This refers to a mission where players must get kills in danger zone DZ = Danger zone SZ = Safe Zone WZ = War Zone GD = Guard duty - This usually refers to the guard duty map of each village. Referenced as "sand GD", "leaf GD", "mist GD" or simply "GD" Lowbie = A low-level player WM = Weaponmaster B1, B2, B3, B4 = These refer to different danger zone maps. B stands for "bears" so each corresponds to different Bear maps in the DZ BH = Bounty house - This usually refers to the bounty house map north of takumi GF = Gentle fist mastery PB = Puppet brigade - an organisation in sand Toads = Refers to the land of toad map; south arena for spars, and default toad map for trades
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Idea's to include in the news: Players being exiled / leaving the village Tournaments and their winners News in Takumi, Sand, Leaf, Mist "Genin of the month" Intel scores of each village and how they change Big fight results in DZ
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You quote the word "inactive" but that is not what's stated. There's been a decline in activity in danger zones, they are by no means inactive. Previously (by previously I mean around 4+ months ago) 2-3 pages on the bounty book were enough to liven up the DZ with high activity, now 6+ pages and the danger zones are relatively empty. Since this is a constructive thread, please share the reasons why you DO think the DZ's are "inactive", I'd be very happy to hear them, and I think it would be valuable discussion for the community Furthermore, this isn't some blame game, mapswap camping exists because it is a viable strategy, which although IMO is unethical, works with more efficiency than any other tactic.
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I've listed all corridors that need to be changed in the "full list of corridors section" which includes mist foxes. I purposefully labelled the list as "Narrow corridors" as wide maps like Big desert are not camped effectively.
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Considering the danger zones as their own content (just as RP and Events would be considered a content category), it feels like there has been some neglect to what the zone offers, which can be seen in the recent decline of activity, specifically varied activity in the danger zones. By design, the danger zone accounts for all different forms of PvP, however as the game has evolved and the players' understanding with it, it feels like there is only one way to play inside these zones effectively, which at the moment is to bring as many numbers as possible (or not go out at all if you don't need to) and camp map swaps (which is by far the most effective strategy for winning fights). Personally I've played Nin for ~8 months actively, and during that time, played all kinds of content in the DZ (Solo hunting buffed/unbuffed, outnumbered fights, village raids, PvE, and missions to name a few). The problem: Gameplay is frustrating as it rewards clumped high numbers and mapswap camping, leaving other forms of DZ content neglected Current danger zones have very little incentive (I want to emphasise this, as it is different from the point below and will expand on it later) to go into There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) I will expand on each of these points, and offer a glossary of suggestions. Please note, this is not a criticism of dangers zones, it is more of a forum to suggest improvements to bring life to them. Please keep discussions on topic and take an objective viewpoint rather than a personal one so we can get points across Problem 1: High numbers (Clumped) + Mapswap camping Part 1: High numbers (Clumped) High numbers on their own are not an issue, infact they bring a more interesting outlook on the game. The problem is when large numbers are clumped. There are many reasons for this, but the main one is the 60 second death timer. The timer feels way too long considering the DZ maps are so small. A player can run from Dark spiders to South Tigers (a very significant coverage of the whole danger zone) in under 60 seconds. This becomes even more of a problem while fighting groups as once you are outnumbered, it does not matter how many people you kill as your kills can be revived with relative ease. Focusing medics is a viable strategy, however the punishment for running high medics in groups has no drawback since all groups are encouraged to have as many numbers as possible. Proposed solution: Reduce respawn timer in Danger zones from 60 seconds to 30 seconds. Safezone timers can stay 60 seconds. Part 2: Mapswap camping Mapswap camping is by far the most efficient strategy to kill any sized groups. For clarity, mapswap camping is when you are waiting on the edge of a narrow map, ready to unload all your jutsus when the enemy swaps into the map. The reason this works is because the enemy coming in cannot react while they swap in and many jutsus have no AoE limit. This inherently is not a problem, as it means with proper flanking, you can also corner the people camping the mapswap, if pushed from the other side, as shown below: The problem develops when you consider how dangers zones are layed out - there is a presence of corridors. A corridor is a map where once you have passed it, you cannot get back into any map above or below it until you pass it again. These are absolutely terrible for the danger zones and what facilitate mapswap camping as a viable strategy. The diagram below shows how corridors work: Each square represents a map in the danger zone. The red squares indicate corridors, and as shown, once you are holding one of these corridors, you cannot be flanked, and can effectively mapswap camp indefinitely, which leads to frustration and a stalemate from both sides. Proposed solution: Remove all corridors from DZ with the introduction of new maps. This would not only allow for outplay opportunity with big factions flanking one another, it would also allow for smaller hunting parties to use creative use of maps to evade opponents and bigger groups. IMO this is the single biggest change DZ's currently NEED. The diagram below shows an example of how new maps can be introduced to remove corridors: The full list of narrow corridors (these are the ones especially viable to be camped): Tanzaku Valley Leaf Tigers Mini Bottom CF Dark bridge Mist Bears 3 Mist Bears 4 Mist Foxes Mist Dragonflies Bears 2 Bandit Caves Bounty House (mainland) KB North Coyotes South Coyotes Takumi Tigers Takumi danger zone Problem 2: Current danger zones have very little incentive to go into Outside of missions (which become basically irrelevant once a player hits max level), bounty and the pure enjoyment for fighting, there is no incentive for the average player to enter a danger zone. This one I think can be fixed relatively quickly by offering more ryo incentives of going into danger zones without the requirement of players being in there. Proposed solution 1: @Ichika has already made a great post about this, I will link it here Proposed solution 2: Introduce a new mob map (suggestion would be the map left of snow wolves, but any new map equidistant from villages can suffice) where a relatively easy mob to kill (compare difficulty to between bears and hosts level). This mob drops an item exclusively used to sell to the shop for ryo (between 20-40 ryo) and commonly drops it (same way as hosts drop DNA). This would encourage players to actively leave the safezones to get consistent ryo rewards, at a higher risk - I use the word consistent because drops like DNA are not consistent, they must be sold to another player to make money. Problem 3: There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) There is no urgency at all to push danger zones. Compare this with for example raid points located at GD entrances, there is a sense of urgency where you must push, or lose something as a village. This applies to absolutely nothing inside the DZ (except gaining ground so they are not mapswap camped by another village :rofl:). Proposed solution: Honestly, I'm not sure. I would suggest something like raidpoints, but I'd like the community help on this suggestion. Conclusion The points mentioned above are in order of priority. I want to emphasise that these changes are very important to keep danger zones as enjoyable content. Many players enjoy nin specifically for content in danger zones and it's pretty much a part of every players gameplay. I hope you can give feedback on this forum post objectively and that relevant people like Rory and Erox as well as the other admin team not only see this, but give feedback on their thoughts about this, as well as the rest of the community. This post took a lot of effort to create, so please give me the same respect by keeping discussions on topic.
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https://www.ninonline.org/forum/forums/index/topic/30263-sword-health-regeneration/
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primal do you really feel like you are constructively contributing to any of these forum threads ? XD They are for discussion, not therapy.
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Balance Update: Bubble Pipe - No Longer Mist Approved
Elegy replied to question's Jiro in Suggestions (Old)
lmao you know what's funny, I'm always down to help misties improve, even if my methods may be aggressive and stern. You however, have taken my screenshots out of context on a public forum. If I was for nerfing pipe, you have singlehandidly lost my support because of this scheming rat-like behaviour. I'm on the side of mist, it affects me the the least if pipe doesn't get nerfed. -
This is an amazing suggestion and thought out very well. Even thought about keeping general DZ activity DAMN man please get this implemented
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I agree, I think a full revamp on the wiki is in order, and someone needs to make basic guides on youtube for nin But, again, there is no incentive for players to do this.
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I agree it would be nice, but without proper incentives to do this, it will fizzle out in the long run. Having one burst of advertisement instead of regular content would not be as effective imo. For building up the share base: Collect current youtube videos of nin and content creators Categorise them so specific parts of nin can be targetted (e.g. RP, Fights, Hype videos) Have these targeted videos shared in the right places For building up incentives to create content: Community spotlight video competition (works just like best dressed, but once every 2 months, best submission is picked to be on the community homepage, and a small reward is given, could be nin creds, could be an exclusive item) Actively reward long term content creators (@Rumaki for one)
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Some pros mentioned for this buff, I have some disagreements however You are looking at purely the regen on the sword: The swords that give regen (Bonesword and Blood katana) are not taken because of their regen. They are taken for their high DPS (while you could argue blood katana needs a buff because of powercreep, maybe faster attack speed, w/e). The regen should not be the defining factor for these strong swords as they already offer so much else. You are looking at it from a pure wm perspective: Hybrid builds benefit from extra chakra, and although most pure wm's can run low chakra, most wm's are not pure. Tanks in this game already benefit from best scaling of stat points, offering a buff like this would give even more of an advantage Medic hybrids gain heals from the increased chakra On a side note, the regen is not just taken for in fight regen. Having constant regen while running around (incase of mobs damaging you, or some lowbie) and not having to stop to heal is a pretty nice luxury.
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I agree 100%. 20 str weapons are way overtuned at the moment for how little investment they require. Compare them to pkunai and it makes no sense why they have more power than most 70str weapons.
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Sure, make a post about poison scalpel we can discuss it there. Also what is this weird hijacking of trying to spread another thread
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Personally, I disagree with you. I've fought a lot of people in a lot of scenarios, and I mean a LOT. I do not think a GF player is easy to kill in the slightest after their combo, unless you have very good lockdown, which you would kill any player anyway. But thanks for your input.
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No, this thread is about the discussion for my suggestion. Nothing to do with wm med. Also GF combo you cannot punish, this is simply untrue. What you say about it having low damage after the combo may be true, but there are hardly any players who play pure GF (infact I can't even name any). The second mastery just fills the short 15 second downtime (not to mention since GF scales with strength, pretty much every GF player uses a sword when not combo'ing) and the combo is ready again. I want to emphasise again that this suggestion will still leave the high damage and undodgeable combo, but only if you time it properly and use it correctly, otherwise the combo will simply do 1 jutsu less of damage, adding a skillcap and some counterplay for people fighting this.
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I disagree, and here's why. All flicker combos do not posses both the characteristics of being undodgeable and unpunishable. Only one of the two. This is the only combo that has both those characteristics with an insanely high damage burst with better scaling than others.
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Please please please stay on topic. If you want to make a suggestion about wm med and discuss it, do it in a separate thread. This thread is for GF and the suggestion I proposed.