Indra

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Indra last won the day on July 4 2024

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  1. Shinobi No Rory An indie game created years ago by 1 man then stolen by people who thinks they know better. What is Shinobi No Rory? Its a 2D Naruto based MMO that used to be called by another less transparent and less original name. Its the same game but with more content even tho its rushed, bugged and looks like it was made by a 11 year old kis who loves One Piece better. Features : The game mechanic is the same from the previous game. Without Rory, only low quality art was added in. But do not worry, were still working on advanced! It will be out after my little cousin finishes his drawings on paint. There will be entirely new reskins of what the jutsus can already do! Were really excited about this! Changes ----- On a more serious note. : The game hokage elections. Voting system in the leaf village is flawed because of some players who have 78 accounts each. This needs to change into a more fair system where maybe more people have a say in the making of the kage. Leaf villagers would keep electing 3 council members but they wouldnt be the only ones to vote for the kage. I believe that clan leaders, org leaders and (maybe) previous kage should have a say in the leaf politics. This implies a larger pool of candidate, more debates and more chances for everyone to become kage without having the elections completly rigged. This also adds more importances to clans and orgs. The PVE aspect in general. To be honnest, the PVE is just...no fun... Mobs have too much HP, hit too strong, have clunky jutsus, FLICKERS and more BS stuff. Of course we all want new jutsus (pew pew!) , BUT i THINK the game needs to have other sides of the game worked on because the pvp side is already working well. The PVE should be the other half of Nin's Shinobi no Rory fighting gameplay. Right now it feels like a chore. There are surely ways to make it more engaging...no? My idea? Bosses being more than just mobs with bigger numbers. Add mechanics to fighting bosses like them casting a jutsu and you see the zone to avoid. Have them run faster with stamina so they feel more alive. reduce their dmg but have them do more attacks. Teams xp, teaming with other ninjas Teaming was for me one of the best part of nin. It brings such a strong feeling of partner ship and friendship to the game..yet nobody REALLY makes team to grind. Making a group and farming is not as boring as doing it alone...i would even say its very fun. I would boost the xp gain when grouped to have everyone just have close of 100% (if not 100%) of the xp gains. With this, i dont think nobody would complain about the grind anymore...and the journey would be more fun. Secondly, teaming with enemies can always be fun AFFFFF when vs a boss. The enemy was so strong that ninja's from different village had to team up to survive. sounds like a cool story no? Lets spice things up! The loots / rewards : The looting in this game have some flaws. Doing things is not rewarding enough! Doing all the land of iron arc and not obtaining anything more than a cape is mehhh...you save the toads, have them call you the hero of toads and they dont reward you anything? Bruhhhh. You kill a boss a hundred times but you have 780 more times to kill it before you drop tonfas? Bruhhhhhhhhhhhhhhh. There are loots in nin that should be easier to gain. or maybe have weaker/uglier version of the items with bigger frop rates. Nin needs more rewards!
  2. I think that we are used to the older Nin so much that we dont see change as good. But someone who joins the game will probably enjoy it much more with these change. Does the current nin needs jump? Not REALLY.... Does the future nin needs jump? Absolutely. Jump mechanic can be added to future jutsus and make the pvp much more fun than it is right now (and its already mad fun)
  3. Its a good idea but the way its implented is just not fun. It makes everything slower and basically doesnt fit a ninja world. Ninja's in naruto just run infinitely...right now you cant run for 10 seconds...An irl fat asthmatic nerd with a neck beard and very weak knees can out run a 2k hp ingame ninja boosted with charms and the med buff. I think that stamina is important for the game but right now its just unfun. Everything has a cost, even moving.. I think that stamina should be only a thing when you are under 30% hp. That way you cant really outrun the winning oppenent
  4. Indra

    Warp melee bug

    In August 2023 i did a bug report on warps being bugged and it was ignored so here I am at a second attempt. Warps like flicker are the center of the pvp balance but the people with a good ping cant use it properly. When someone with a good ping warps himself using any sort of warps like : flicker, substitution, danse of the crescent moon, lightning cutter, shadow shuriken and flash flicker, melees are just not gonna work.
  5. I think that theres a limit of items nin can have. So maybe a dye system like the hair color system? Some items could have that and it would make everyone more unique without filling the game space with recolors
  6. While jinchurikies would indeed be cool, thats only 9 players at max being lucky enough to behold new content. Special abilities does sound promising and fair for everyone. I voted for that. Know that every ideas you mentionned would greatly improve nin. A lvl 5-15 arc could make new players stick to the game. That would be my vote if i wasnt biased by my own needs. PS : med corp will only make the game worst. Have faith in those wise words
  7. met you in 2017 you were using lighting and sword, had sick 1v1's back then bro glad you still around

     

  8. Indra

    warp melee are bugged.

    Hello. I did not have any feed back on the matter. Can I get informed if this problem is on the ''to fix'' list? ty
  9. Indra

    Hybrid rework

    Thanks for your reply! Now do you mind reading the post?
  10. Indra

    Hybrid rework

    Hybrids have been in a zone where it never was worth the stat loss and cost. Masteries dont really blend together unless they share the same stat requirement/damage scaling stat. For those reasons, hybrid masteries pay an unrealistic price for wanting to mix (lets say) Weapon master Kenjutsu path and Fire. For my part, I always wanted to be that cool Samurai-ish ninja who swings a fire sword. To be more clear, I dont want to be a STR/Int, but a STR WM fire. See it more as how demon slayers from Demon Slayer work. They are kenjutsu specialists who uses their talents and training into making fire/water/lighting/beast mode/ etc from their breathing/movements. Its not them throwing justus. A bit like Morning Peackock from Gai where the punches friction makes fire. Its a kenjutsu path. (I will use my masteries as an exemple a lot on this thread because thats the one i experienced.) As I experienced many WM Fire builds over the years, I have come to the conclusion that being hybrid is mathematically incorrect. You have to to add more stats into damage stats because you have 2 different stat requirements to fill. This is leading to a major Health point loss and chakra problems. You lose the access to the good swords and you cant deal an acceptable DPS with both masteries. They just dont blend together at all. A solo WM or solo Tai will do far more better in 1V1s than an hybrid elee would and the hybrid wont do MUCH better in a team fight anyways. There are players like Yamikami and korva who brags on how being hybrid is broken but both wont play their Str light WM and are currently playing whats meta. I dislike the fact that going for more than 1 mastery as a Specialist like WM or Tai can just make your build worst. Youre supposed to become significantly stronger at lvl 50. In the leaf village, if you want to go for a second mastery as a tai or WM, you should go WM/GF and Tai chakra medic. Thats it, Others wont blend. Doing all this sounds like lots of work/art and it may even sound like advanced. So here is MY ''simple'' and doable idea. Note that the best idea cannot come from 1 individual. This is why I am asking you guys to listen to my idea and then comment on why it would work or how it would not work. Give your point of view! Add your own idea to mine. Modify my idea into something that you think is better etc etc. To potential disclamers, I am fully aware that this would buff highly specialist masteries. Doing that would indirectly nerf Int masteries. I already know that this is a big con to my vision. Those change would need new rebalancing but i think the game could become more healthy. My idea to make specialist masteries blend with int masteries is to simply give them something to blend. To have their second mastery identity accessible through their initial stat requ while trying to respect the fact they are not int users. Each elemental masteries would have 3 jutsus that blend with each 3 specialist masteries. (1 for each) What that mean is that those jutsus would require to have either their int requirement or its counter part stat requ to be fulfilled in order to gain access to it. Heres what i mean. Water. - Kenjutsu deep sea path. Water shark = Int requ or Str requ. (100 str) scales with STR if STR requ obtained. This gives a fancy teamfihgt attack to WMs aswell as a ''zabuza/kisame'' kind of WM attack. Since its not instant, It wont buff WM 1v1 capacity but will greatly buff their teamfight kit. The aim here is to make WM Water better in large scale fights. - Taijutsu Water body path. Water sub = Int requ or Agi requ. (120 agi) This was an ''easy'' one. Tai cannot use subs for cheesy hight damage outputs after a warp. Giving them an extra sub as full tai isnt as game breaking as another mastery would capitalize on. Also, giving them that extra sub would give them a fitting Tai Water move. - Medic Water threatement path. Water prison = Int requ or chakra requ. (120 chak) My aim for chakra medics is to give them the supportive jutsu version of the elemental masteries. Water prison isnt as much of a dps move while it can achieve great supportive ends with the snare. It also makes a flashy water style for a medic. (Damage does not scale with chakra) Earth. - Kenjutsu flowing earth path. Mud river = Int requ or Str requ. (100 str) I think that Mud river represent a good earth move and its slowing effect can give a huge advantage to someone who is based on melees. Its simple but worth it. I like it. - Taijutsu hardening stone path. Earthwall = Int requ or Agi requ (60 Agi) When i think about an earth user, I think about a badass jauggernaut that would tank a fire dragon without flinching. Earthwall is a very unique and cool ability. It is not a sub but it can stop any projectiles. This could help tai's kit in a way no other jutsus/masteries could and it fits MY vision of what a Tai Earth should be. - Medical jail Therapist. Earth prison = Int requ or chakra requ. (150 chak) Doesnt scale with chakra. This would significantly change the meta because this is the best teamfight move in game. I think that chakra pool matches the traps Earth prison makes. The best supportive move for the support mastery. Lightning. -Kenjutsu thunder clap path. Lightning feast = Int requ or Str requ. (80/85 str) . It was hard to find a good fitting jutsu for WM lightning because no matter the choice of the jutsu, if its not Cutter, Wms will invest in the int to obtain it. I did not feel like a free cutter was a ''sain'' option for weapon masters either. So giving Weapon masters the jutsu after cutter gives them a another homing concidering they will go for cutter. A mix of risky, crescent, cutter and feast. Sounds like a Homing festival. -Taijutsu static flash path. Lightning cutter = Int requ or agi requ. (100 agi) I think that tai being able to cutter sounds ''epic''. Its not as strong as let say WM spaming crescent and cutter or 2 element into vomiting every jutsus they have. Them having this move will force players to keep their sub for this particular action. It would give them the coolest way to utilise their agi cast time reduction and give them a lightning release move that rely on extreme speed. Its a perfect match. -Medic defibrillator path. Lightning current = As I follow my idea that chakra medics should have supportive moves, current seemed to fit that role the best. Its a good cancel cast and RP wise it should require lots of chakra to envelop yourself into lightning chakra nature. I hesitated with Lightning pilars but the jutsu is so flashy that my choice stopped at current Fire. - Kenjutsu raging flame path. = Fire Dragon = int requ or Str requ. (110/120 str) Scale with Str if Str requ is obtained. Fire is mostly about damage and cast times. So its harder to find the good jutsu for the good specialisation. I hesitated in giving WM fire the great fire ball but it would look very similar to my WM water idea (shark) without it being as flashy. Fire dragon is a very stylish move and most importantly, is different from that 3 tile long range pierce move. Dragon could boost up WMs crescent combos in such a fancy way that it might be me being BIASED. Dont be scared to call me out and ill do the walk of shame. - Taijutsu burning sun path. = Great fireball. = Int requ or Agi requ. (100 agi) Scale with Agi if agi requ is obtained. Taijutsu could have been given a agi scaling fire bullets. Flicker CC into phoenix fire bullets would have been very strong, but I felt like it wasnt flashy enough. Also, this jutsu int requ and lvl make it very accessible anyways. I chosed to go for a path Taijutsu hybrids never explored before... teamfight oriented Taijutsu hybrid. Cast time reduction into an agi scaling great fireball would be deadly in large scale fights but not so much in 1V1 where they are shining at. - Medical cauterization by fire path. = Fire wall. Int requ or Chakra requ. (80 chakra) scales with chakra. Firewall is a very defensive damage type of jutsu. It fits the support role and the Fire type nature very well. Medics could use firewall to zone out enemies, making their job easier. Reviving allies easier by controling access, bloking small areas etc. Wind. Kenjutsu piercing winds path. = Hurricane blade. Int requ or Str requ. (100 str) Scales with Str if Str requ is obtained. Its a very ''Yasuo'' type of move but i feel that its very fitting. Its a fancy wind move, Its good, its not useless and represent well what a WM wind should be, Yasuo. - Taijutsu wind beast path. Wind claw Int requ or agi requ. (100 to120 agi) Scale with agi if agi requ obtained. Im mean..the name sounds like what a monk would say after a spacial move. Its a good Tai wind move that fits the purpose of hybrids. Its a good CC and tai could use the VERY LONG dot map lock it has. - Medical air breathing path. = Drilling air bullet. Int requ or chakra requ. Scales with chakra if chakra requ is obtained. Wind had no supportive moves so it was hard to find a good move. Vaccum cast time and range didnt fit the medic kit at all, claw and hurricane were taken, other jutsus were lower lvl jutsus. Drilling air bullets CC and it would make the only real offensive support med hybrid jutsu. Thank you for those who fully read this. I know it was a big essay so give me you opinion!
  11. When you have a very good ping, warps does not allow you to melee after you use them. Theres an exact 0.2 sec of self melee ''silent'' where you cannot press (Z). This means that good ping users cannot flicker melee, sub melee, shadow shuriken melee. If they want to crescent moon melee, then need to do the jutsu, wait 0.2 sec and then melee. (it cannot be instant). This means that 0.8 attack speed swords can only attack once on a 1 second stun. (should be 2 times) I am not sure if it was intended or not, but only good ping users have this ''debuff''
  12. There can be more than one reason to this. I will talk for me but it must be the same for others. As a leaf casual who doesnt fight sand of mist out of villages raids, we are not used to fight "special masteries". Ofc we have Gentle Fist but this mastery is as much toxic in 1v1 that it is useless in teamfights. Nobody wants to spar them and nobody wants to team with them. Since we dont know fan much, its harder to fight than other masteries we are used to. Personally, i voted for fan because sands passive + fan is too worth. Cloak + windmask is deadly. Theres a reason why you went for fan. It may be because its fun but something tells me that you are more pvp oriented than play for fun oriented. (Maybe both)
  13. While I agree with you that flicker and sub warp system is leading to unfair cheesy damage output, i dont think that the game depends on it. The bad players depends on it. They might be called good by the flicker spamers but deep down they know their pepe isnt voluminous. In the end we win.