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Found 7 results

  1. Hear me out, I know early on in-game a lot of people complained about Gentle Fist due to majority of players having a tough time dealing with it, but I mean that was early game. I've seen this in a lot of games. Some things seem powerful in the right hands early on, but as you progress through the game, you find the potential of the other things you overlooked. Gentle Fist didn't need the nerf it received because now since a lot of players from my generation are reaching 50, people are obtaining two Masteries and a lot of those Masteries compliment each other very well, more so then Gentle Fist alone. Gentle Fist was nerfed due to the "combos" it could do and the stuns but, with dual masteries, Elements like Water or Lightning now have even more stuns than they already have that they could potentially land and combo off of. The Elements/Masteries which weren't as good as Gentle Fist early game seem to have grew into very formidable elements when put together that might be even better than Gentle Fist at its current state. Here's just a brief video of the combo potential dual Masteries give. (Standard Water combo combo'd into the Standard Poison Senbon Medical Ninja combo) (and yes, I was stunned the entire time and the damage was boosted by Curse Mark and even without it, it takes a 1k HP ninja down to around 20% HP) It saddens me because people would clown me for complaining about Gentle Fist's nerf yet maneuvers like these will soon arise in the near future. There's a lot more of these and usually the combos and follow ups from the dual Masteries can deal above +700 damage. It's no use nerfing a Mastery that was good early on only to make it bad against other Masteries late game. My Complaints about Gentle Fist: The Speed of Vaccum Palms didn't need to be slowed down (at all, people didn't even complain about Vaccum Palm) Palm Bottom could have kept the 2 second Stun (people only combo'd that into a Kunai anyway) Rotation could have kept the 2 second Stun (the 2 second was pretty much what we had after Palm Bottom was nerfed, but now even Rotation is kind of useless) Lowering these technique's stun time to "reduce combo potential" due to people complaining early game pretty much destroyed the Gentle Fist playstyle late game And if I recall, there are only a few "good" gentle fist users that were usually getting all the heat from other players. There are also bad Gentle Fist users out there that don't catch heat from others, which puzzles me as to why this phenomenon occurs. Because of course, if you're good at the game, you're going to play your Mastery good. If Gentle Fist was nerfed due to combo potential, then there should be no Jutsu that allows you to combo as smoothly as the video shown above. In my eyes, everyone complained about a Mastery which certain players made shine, but forgot the potential that their own mastery had. Gentle Fist is a Taijutsu sub Mastery, it is supposed to mainly consist of combos. I say; no Jutsu that has a 4 second long Stun should be easy to land (water prison maybe should get reworked), Poison Needle's stun is removed completely, Curse Seal needs rework, and Gentle Fist should revert back from the changes made.
  2. There is no reason for dragon fire to have it's combo removed in pvp when other masteries are to pull off way higher damage combos. As it is now, dragon fire is just a worse version of triple phoenix fireball when it comes to pvp. The combo only goes off at max range, making it extremely hard to pull off. This is because dragon fire technique is already a slow moving projectile and is very easy to dodge.
  3. I think that lightning is too powerful. 2-second self-stun on chidori gives a huge advantage to the user. And the ability to avoid this blow with the help of substitution makes lightning one of the strongest mastery in the world. Of course, you can not forget about a few other powerful Lightning jutsu such as Lightning Senbon. Incredibly fast, virtually invisible technique that can not be avoided. Lightning Spear. One of the most powerful Lightning jutsu. It hits several people at once, and the hit with this technique is too easy. My suggestions: Lightning Cutter - 10 seconds cast time, 2 base damage, 2 tiles. If you hit, heals your opponent and stun you for 2 hours. I am convinced that the hit of such a chidori will be easier than the current one! Lightning Senbon - 10 seconds cast time, If you hit this jutsu in the opponent - you crash the server. The number of crashes would definitely decrease. 1 base damage. Lightning Spear - Selfstun for 2 hours, 2 tile range, 5 base damage.
  4. Game

    Why was that even needed? I don't understand why you can't use Wind Jutsu while holding a fan anyway. I mean we can use every other Element Jutsu while holding fan so why was the restriction to Wind applied? A better fix was to add Strength point requirements to Hidden Jutsu like you see on Swords. Yes, I can be Wind and use a Fan, but I would need a certain amount of Strength to use Fan Jutsu. How it has affected players: I just tried training someone last night on how to use a fan but because of the new Fan mechanics, he has to constantly equip and uneuip his weapon, which takes at least a second for him. This makes it pretty much impossible for him to get a basic wind jutsu+shuriken combo off since he's pretty new to pvp. Not to mention he already invested all of his points in INT so without spending $10 for a stat reset, he wasted his time leveling with a Mastery he thought he'd enjoy. Now his build is unplayable and it's hard for him to pick a second Mastery. A lot of us who used the Fan put all of our stat points in INT and now all of our Jutsu are useless and our play style has gone completely downhill. If the goal was for only STR Fan users to use Wind Mask, ok, but our points are still all in INT so even if we did manage to get all the STR Fan Jutsu, we'd have to reset our stats.
  5. Game

    there really needs to be a higher stat requirements to use fan wind justu. same with gf jutsu. sand users can just freely use a move that was supposed to be used by a person with a lot of str and its pretty annoying. same with gf users but whatever
  6. Okay so i know this is one of many posts about nerfing medic, but it really needs to happen. Cell regen is stupidly op. People like lekarz can heal over half their health after one use of self heal. Its pretty ridiculous. Medic can go well with basically anything. With curse seal tai users can do over 200 damage with a single punch. Lightning users can do over 1k damage with their combo. Same with water users and fan users etc. I dont know why admins are ignoring medic and nerfing lightning cutters range of all the things.
  7. Today I jumped online and noticed something: the range for "lightning cutter" has been reduced from 13 tiles to 8 (though it says 9). I was wondering whose smart idea it was to nerf this jutsu. First of all, the jutsu was still quite difficult to land with 13 tiles, you had to pick the right moment to cast it. Now with the 8 tiles it's just impossible to land it. Lightning was already extremely nerfed after the "homing jutsu nerf" because almost all lightning jutsus are homing + have little range. So with this new nerf, lightning is just a joke. There isn't any usefull lightning jutsu anymore except the lightning senbon...yay? It makes me so mad that all the weak jutsu get nerfed even more to the point where they are useless, while there are other masteries with jutsus so strong that it's almost a guaranteed win if you pick that mastery. I hope nerf gets fixed pretty soon, because the game is so unbalanced atm.