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About Heartache

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  1. Hi hi, I made a post a while ago when fan was changed, and people would say "it's a new change it's gonna be balanced", but its been quite a while and nothing's changed.. mastery is as useless as it gets, everyone is resetting stats to go int wind. After the change tank build (and any other build) for fan became not viable at all, cause you do literally 0 damage, so I went 130 strength. This is the damage I deal with 130 str, Blue fan and maxed jutsus: In comparison, my 100 str Gentle fist does 90-100 damage on jutsus, that are insta cast and knockback.. I get that the change was made, so the mastery fits the anime more, Temari being ranged and all.. but the execution is questionable. Is it more important for the mastery to fit the anime than being actually used at all? I really don't see anyone who wants to be able to compete using it, ever. No damage, selfstun on 3 out of 5 jutsus, cast time on 4 out of 5 jutsus, slowest moving projectiles in the game (tornados, which stun, so its ok), offensive builds don't work, defensive builds don't work, you can't trade with elements, because your damage is non existent and you get selfstunned, you cant fight melee masteries, because you are literally defenseless close range.. what exactly is the purpose of the mastery? Only suggestion I have is, revert the changes.. Or, fix the scaling and give the fan melee hits (1 tile around the character) and nerf the projectile's range/damage. If it's currently neither melee or range, instead of lacking in both, just make it be both. I really hope @Ueda looks into this and finds a solution, so the mastery doesn't stay ruined.
  2. All jutsus should go on CD if you cancel the cast. Spamming stuff til you are sure its gonna hit is lame.
  3. toxic
  4. So.. instead of giving my opinion on the new fan change, I'll give my suggestions. 1) Tweak the scaling, 1 base damage on a level 40 fan doesn't make much sense, when all jutsus scale off weapon base damage. Either make jutsus scaling off strength alone or increase base damage on high strength requirement fans, so they aren't easily abusable by elements, and change the way melees scale instead, so they don't do as much as when they were close range. I reset my stats to 130 strength to test, and all of my jutsus do 70 damage and below, which is roughly half what elements do with same value of intellect. 2) Tweak melee speed. 2 seconds melee on fan mastery, which is a melee range mastery, whatever people may say, doesn't make much sense. It leaves it vulnerable to melee masteries. Increasing the delay between melees by .5 seconds instead of a full second would be a lot more appropriate, in my opinion. 3) Since fan as a mastery can't really be considered a melee mastery anymore, tank builds don't really fit anymore. If a rework of the mastery was really needed, may as well go all the way and make it behave as a ranged mastery. Lower the selfstuns, make the projectiles more scale better and be less CC based, i.e. make tornados do more damage and travel faster and remove the stun and selfstun, or make it a snare. I haven't given it much thought, but a total rework of the mastery would make more sense with this change. Tornados in their current version require you to go really close range to hit, they move extremely slow and can easily be outran. It worked when fan was melee oriented, but not anymore. Fan mastery was my favourite melee mastery, despite what many people think it was/is really fun to play, so I'm obviously upset that it has to be changed, but I'm hoping that the devs will see the flaws in its current state and the change will be for the better. @Ueda
  5. I've been getting selfstunned after throwing a kunai and try to cast after it, for the past 2 days, and it's literally unplayable! I can neither move or cast for half a second to a full second after throwing a kunai. I already have enough selfstuns as it is. I'm not laggy, or at least not laggier than usual and I've no idea what's causing it, it just randomly started happening yesterday and now it happens after every kunai I throw. @Seth @Ueda
  6. Lag

    I think it is. I've been laggy all day today.
  7. @Seth
  8. A thread like this probably already exists, or even multiple of them, but it's still not a thing, so.. let us reroll zodiac signs. It isn't a tremendous stat boost, obviously, but it's still lame that it's RNG and certain people get the right charms and others are stuck with something that they can't even use. 5 points in HP or damage stat can be the difference between winning and losing a fight. If you're gonna introduce stat boosts, let everyone benefit from them equally. Make it like 1k or 5k or whatever for reroll, or increasing cost with every reroll. Before someone says "it's not RP to change signs", there probably isn't even zodiac signs in Naruto and if there are, they would be completely different. And my RP character can change zodiac signs at will, how about that? Also, for the record, I've only gotten the sign on 1 account and I got % chakra, which is useful for every mastery. I'd just rather be able to have the option to decide what charm to get.