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Showing content with the highest reputation on 09/12/2021 in all areas

  1. Good morning to all ninonline. I would like to put this post to ask that an organization be put in missing to be able to play in conditions. We have been about 1 month since it was removed, we do not know what to do, we are a very large organization of approximately 34 - 37 members of which more than 20 players are active daily. We are only looking for an organization to be able to play all together, you cannot imagine how complicated it has been to play this month for us, we have had to emigrate to the villages of which x players have gone to each village waiting for the organizations to arrive one day. . We only ask for an organization as if it is put in one of the houses that we have bought, we do not care, we just want to play together. I am going to leave you some images and videos of who we are. here I leave a video of what Diablo is, what represents us here i let some photos to us: This photo was from a few days ago we are many more but right now for not having org they are playing in the other villages until we have it: with only 4 members we were able to get to the mizukage office : this was from when we started together: we even made a name on the BR server : today we fight leaf this is the result: This organization comes from the Hispanic community although lately we have been letting in anyone we know is trustworthy. We are an organization that grows every day and I believe that we would have to have an organization in order not to lose what we have built with effort. please let us play together! I beg you! @Ueda@Erox
    53 points
  2. Event prizes (big events) 1) Rare cosmetics/skins (Zetsu great example) I don't know if rory has more but that's one thing. 2) With the addition of houses, event prizes could be "1st place TV, 2nd place Round table, 3rd place chair" (just an example, it would be better if it's a piece of furniture not available to the player base) 3) Reskins of weapons, with the addition of the reskin for kraken hammer that nefarious got, possible reskins of weapons that SHOULD be tradeable, sort of like a shiny alternative too for example (Shiny pipe, shiny iron scythe, black version of Yamazaru) re-colour u know? It would be cool and harmless (Pink fan already exists so precedent is set) 4) This one would be pretty cool prize for a big scale event like Corps vs Corps - Prize to the winner could be additional exclusive arena to their village with tools to buy in that area - The losers village is a DZ/WZ for x amount of time (a weekend should be good) - New cosmetics added for that village (sort of like war armor but something good) 5) Winner of the 1v1 tournament could get a 5% boost of drop rates for the day ps- Can I please...PLEASE GET SOME ABS WHAT IS THIS!?
    9 points
  3. My heart cries for you, no lie I sympathise with you and I hope another official corp is created to cater your needs...call yourselves "El Diablo" original right?!
    9 points
  4. The Puppet Brigade arguably has the most wacky/inconsistent org buff in Nin. There's a whole list of frustrations that players have regarding the Grand Puppets so I'll break them down into two categories: playing with the puppets, and playing against them. After which, I'll be giving suggestions driven by consensus of the current Puppet Brigade roster. Firstly, Playing with the Puppets: Pros: Spammable meat shields to block projectiles/cover revs or retreats Infinite spam can be used to break traps Can be used somewhat reliably to cancel Revs (mostly because medics get scared and run, thinking the puppet is stronger than it is) Hail Mary, completely RNG and unpredictable Water Wave casts Cons: Completely RNG based jutsus: Water wave - which was the only objectively strong jutsu - was recently nerfed (more on this later) Lightning current which would be alright if it wasn't inconsistent (read below) Fire dragon which is a completely and utterly useless, slow moving projectile that does an incredible 46 damage Finally, a Lightning Senbon attack. Does anyone know what the lightning senbon does or looks like? No? Exactly. Nearly immobile, barring a flicker which occurs rarely. Running away from a Puppet after flicker will remove it entirely from the fight due to its movement speed and long CD on flicker. It has next to no chasing ability, making it a defensive tool first and foremost. A defensive tool with zero ranged capability, as of right now. Unusable Fortitude buff on the Puppet. In order to re-summon the Puppet, the user needs to re-equip the Puppet, which removes the buff and leaves you needing to be healed to full. Considering the puppet has very little HP, it will need to be re-summoned constantly. The stat buff may as well not exist. To summarise the experience of using the puppet, it boils down to clicking on a target in the distance in the hopes the puppet will flicker there and cause havoc. We have no more control beyond this, besides returning the Puppet to us the same way anyone can with their summons. We cannot control what jutsus are used, we cannot guarantee when, if ever, the puppet will move to its target. There is very little room for skillful use, unlike the 7sm blades which are infinitely stronger when used by strong players, or even adjusted/buffed builds like the 12g and Akat. The Puppet behaves the same as any regular summon, with less health and less reliability (compare what I'm about to show you below to a Bear or Clam stun). The strength of the Puppet relies almost entirely on abusing what is certainly a bug to infinitely respawn the puppet. Even a broken clock is right twice a day, and even a mediocre summon will put in work if you respawn it 20 times a fight. Jutsu Discussion: At present, only two of the four jutsu are even worth addressing. Lightning Current: Its low base damage of 6 is acceptable due to having a stun, although again it is completely random and as such cannot be utilized reliably and skillfully like the Clam, for example. Note that not only is it not an AOE, which would actually make it strong, but it hits whoever it feels like. The targeted player was not hit in the image above, instead the medic was stunned. We assume this is a bug, which extends even further as the stun can sometimes hit a target 20+ tiles away from the puppet. Let alone being useless, it can actually hurt the Puppet user who thinks a stun just went off. Water Wave: For a very long time, this has been the only saving grace of the Grand Puppet, besides being an Earth Wall. Prior to the knockback changes, water wave was a long range piercing ability that multi-hit if the player ran with the wave. Situationally devastating, particularly in team-fights, but manageable if you had the presence of mind to run through it rather than with it. The recent knockback changes made all piercing knockbacks drag players along, leading to instant death if you were touched by a water wave. As a result, the wave distance was nerfed to what you see below. The Knockback still exists, meaning you can get up to a triple hit if you catch a player with the water wave while directly on top of them: I can personally attest that this can still be strong; catching two people in a full water wave is 738 combined damage. I cannot reasonably ask for more. However, it remains the only somewhat viable Grand Puppet jutsu, and it is no longer as ubiquitous as it once was. The water wave typically fires at a 4-5 tile distance, at which point you'll only take 1 tick of damage. It is no longer capable of impacting team fights like it used to. Its maximum potentially has been locked significantly lower than it's pre-knockback bug state. Additionally, it now relies on a rare flicker that can't be controlled on top of a random roll among the 4 jutsus. This was a net nerf to one of only 2 pillars keeping the puppet afloat. Water wave can no longer carry the Puppet. Playing against the Puppets: Killing the Puppets is a meaningless exercise, they will instantly respawn Particularly painful to trappers who have their preparations undone, for no gain Getting hit by a water wave full to zero completely at random feels like shit (less of an issue now) There is no sense of being outplayed by the PB member - if the puppet gets you, the user had nothing to do with it The two major complaints come down to infinite puppets and water wave, as they feel like BS mechanics to fight against. We can agree that these are broken mechanics (in the literal sense, not the OP sense), but they are the only things keeping the buff from being worthless. We can also agree that there is little room for skillful use, as outlined above. We will try to address these in the suggestions. Suggestions: The Puppet needs to be more aggressive and flicker about twice as much to targets. This will allow us to better influence the position of the puppet e.g. flicker to an enemy aggressively to throw out damage and pull it back to keep it alive/shield the front lines. Dragon needs +50-60 damage and needs to act like an actual dragon. Ie. It needs the dragon fire combo's second hit and AOE damage. The stun damage needs to increase by about 44 points and needs to effect the selected target, not at random. +600 HP but 30s cooldown rather than infinite spam. The lightning senbon it does needs +40-50 damage. Equipping Puppet grants Summoning Jutsu, similar to Jailing jutsu in that it uses Locked slots. Or any similar mechanic that is workable, that doesn't force us to re-equip the puppet and lose the buff constantly. Bonus: Improving the jutsu selection logic to favor senbon and dragon at range, water wave and current close up. At present, the puppet has no idea what to do when it's further than 6-9 tiles from the target except wait for another flicker. I can understand if there are limitations or this is overly hard to code, which is why it's a bonus. The specific numbers are up for debate of course, but the intent is 3-fold: make the org stat buff usable, give increased control over the puppet and reward good positioning with jutsus that are not useless, and finally add consequence to misuse of the puppets by putting them on CD when killed.
    5 points
  5. Man, my father told me about these honored warriors when he was part of them in 1997. They once chopped an akat arm and kept it as trophy. Absolutely stunning, Diablo no perdona.
    4 points
  6. Slug is the least used summon ? not sure what the statistics are but can you buff that thing a little by giving it a taunt mechanic so it's actually viable since the heal on it doesn't even work correctly? Taunt : put all jutsus on delay for like 1 - 2 seconds.. not even a big buff but then we might actually see people getting slugs
    3 points
  7. You guys want to nerf everything and cry to @Ueda because you can't win against anything so "everything" needs a nerf, but none of you in this community wants to talk about how int wms are tied down to 200 tools per session, yet everyone thinks they're so "genius and woke" that nobody wants to do the actual math. Let's talk about why int wm is the most **BROKEN** and no I don't mean OP. For an int wm you need 200 explosive tags 200 shuriken 200 kunai The only thing you don't use as an int wm is senbon unless you're a medic. HYPOTHETICALLY The average player that uses int wm is a miserable player, but let's say the average int wm player is in Takumi and uses all of his/her tools in a day per day for a straight 31 day month. In Takumi, tools are cheaper as they cost 260 per whole set of each tool. 260 for shuriken, 260 for paper bombs, 260 for kunai. In a 1v1, you spam shuriken and you can flicker > shadow shuriken for a cancel/easy combo so obviously the shuriken are going to go out fast. Exploding Ball uses a paper bomb and Triple Explosive Tag obviously uses 3, and Explosive Kunai levels up as a jutsu and takes forever so obviously you're going to be spamming that, especially since the sound is pretty much ASMR. 260 x 3 = 780 x 31 = 24,180 ryo spent per month on tools if you're a rogue. If you're in a village, it's a lot worse and then everyone wonders why nobody has trappers and if you piss the trapper off you done flapped up. 400 x 3 = 1200 x 31 = 37,200 ryo per month spent on tools. This needs to be changed. I REPEAT. THIS NEEDS TO BE CHANGED! NO MORE INT WM OPPRESSION NO MORE INT WM OPPRESSION NO MORE INT WM OPPRESSION NO MORE INT WM OPPRESSION NO MORE INT WM OPPRESSION
    2 points
  8. @UedaGive the people what they want!
    2 points
  9. Gentle Fist Balance Changes Palm Bottom Technique Knockback increased from 1 tile to 2 tiles. Palm Bottom Technique no longer stuns. Palm Bottom Technique now silences enemies for 0.5s. Palm Bottom Technique Cooldown Increased from 9/9/8 to 11/11/10. Palm Bottom Technique damage reduced from 20/24/28 to 22/23/23. Vacuum Palm Technique Base Damage increased from 24/24/26 to 28/28/29. Vacuum Palm Technique Speed Increased by 20% (150 to 125). Vacuum Palm Technique Range Increased from 5 tiles to 6 tiles. Mountain Crusher Technique Knockback Increased from 2 tiles to 4 tiles. Mountain Crusher Technique Range increased from 2 tiles to 3 tiles. Mountain Crusher Technique now silences enemy for 0.5s. Mountain Crusher Technique damage reduced from 35/37/37 to 32/33/33. Revolving Heavens Technique damage increased from 14/14/15 to 21/21/22. Weapon Master (Sword) Balance Changes Risky Blade Dance no longer interrupt casts. Risky Blade Dance Technique now has a 0.5s end cast time. Crescent Moon Beheading Technique cast time reduced from 2s to 1s. Crescent Moon Beheading Technique damage reduced from 41/41/42 to 29/29/30. Blade Piercing Technique damage reduced from 32/32/33 to 29/29/30. Risky Blade Dance Technique damage increased from 28/28/29 to 32/32/33. Wild Slashes Range increased from 3 tiles to 4 tiles. Shockwave Slash Technique Speed Increased 20% (100 to 80). Shockwave Slash Technique Cooldown reduced from 16/16/16 to 15/15/15. Medical Ninja Balance Changes Increased Poison Scalpel Technique Cooldown from 6/6/5 to 8/8/7. Reduced Poison Cloud Technique Cooldown from 20/20/18 to 16/16/15. Antibodies Activation End Cast reduced from 4/4/3s to 2/2/2s. Antibodies Activation Fortitude buff changed from 15/20/25 to 18/20/22. Antibodies Activation duration increased from 25/25/30 to 40/40/45. Taijutsu Balance Changes Seismic Dash Technique damage reduced from 18/18/20 to 18/18/19. Breaking Kick Technique damage reduced from 25/25/27 to 22/22/23. Youthful Spring Technique Agility Buff changed from 25/30/35% to 26/28/30%. Youthful Spring Technique Movement Bonus changed from 50/100/150 to 100/110/120. Youthful Spring Technique no longer boosts weapon speed. Morning Peacock Technique damage reduced from 44/44/45 to 40/40/41. Whirlwind Kick Technique reduced damage from 43/45/45 to 34/35/35.
    2 points
  10. Let me just mention that the puppet uses the Dragon jutsu that does 48 damage (+no burn, no follow up fireballs, nothing). Meaning, a level 1 fireball with the minimum int required (15) does more damage than a Grand Puppet's Dragon jutsu. According to meta nin anyways, level 1 fireball with 15 int is 36 + 35 burn.
    2 points
  11. Leaf village Council Elections RegistrationIf you want to be a candidate for the council, please reply to this post with the account you want to register with.The account has to contain atleast 10,000 ryo and will be deducted as payment for registration.Must be a Leaf ninja of atleast Chunin rank.The registration will end on 20th September 12PM EST. Voting will end on 22nd September 12PM EST. Do not attempt to register if you do not meet the requirements or you will be punished.
    1 point
  12. as promised for rory, I was told to revise and post this for feedback/consideration efforts. This encompasses all current masteries and their "pain points" to some degree, obviously with further details needing to be hashed out on the recent changes on the ones listed. I am curious to see how beheading gets worked into kits/combos in the coming days. earth - increase cd for pillar - reduce tile range by 1/2 on ep, or alternatively reduce the snare time by 1/2s. EP is definitely a weird pain point, since it's become the defacto group fight tool to the point where it is basically a necessity. Group fights unfortunately don't lend well to people being able to counter/cancel EPs without some form of risk. water - runcast shark, increase cast time, fix hit box (see: bubble shark) med - reduce scalpel base dmg, or increase chk cost light - make feast more rewarding for the short range, chakra-heavy standcast, like a soft 1s snare, or a significant boost in damage. the damage to chakra cost is low (wind homing outclasses with runcast and damage, while only suffering a few chakra cost overhead), especially considering it requires stationary cast. this can be softened with a slight increase to the cooldown, adding to the risk vs reward weights. fire - open to suggestion (it feels true to the nature of burst/dot, in my opinion) wm - remove the selfstun on risky, but no cancel. allow it to be their "homing" harass and gapcloser. - still in discovery process after recent changes tai - open to suggestion, this kit is still mechanically strong gf - still in discovery process after recent changes wind - revert / rework vacuum changes to allow vacuum to be more rewarding when hitting a single-tile wide range jutsu at range. some suggestions have been posted here that seem viable (stun on first bullet, reusable jutsu over time 3x, revert the previous changes, or flat out remove the selfstun in its current state) fan - remove selfstun on slicing wind, seems unnecessary behind a cast bar for a skillshot bubble - level 30 jutsu to round out the kit, tweak the scaling or base dmg a tad, bonus: apply equipped pipes snare logic to bubble jutsu (seathorn snare time+poison for hitting a bubble snare jutsu, currently has the default pipe 1 snare time)
    1 point
  13. I believe tools should be cheaper if you are int wm, along with some equipment. And int wm corps same as med corps would be good, they could make the utility pouch and utility vest only available to them and increase the max tool carry amount. They could also make it so they can purchase tools for super cheap at the int wm corps shop and make it so the tools they buy are untradeable to prevent exploitation. Maybe utility pouch give +100 capacity and vest give +200 capacity.
    1 point
  14. WE GONNA DIE HELP! #MAKE CHAKRA SCAPELS ON TAI MEDS NOT STACK #TAI JUTSU DMG IS FINE
    1 point
  15. thanks i hope your org take the name correctly i think Team Agression better name!
    1 point
  16. Few Balance changes I wanna point out. Risky Blade Dance no longer interrupt casts. Risky Blade Dance Technique now has a 0.5s end cast time. Now Strength WeaponMaster doesnt have a proper cancel and basically a jutsu that isnt worth casting because you will get punished for it very easily. End cast time or no interrupt cast, not both. Beheading is its only cancel right now which isnt even that great because of the selfstun and 25-26 cooldown at max level. Right now WM wont shine in 1v1s as much, and never shined in groupfights. Shockwave Slash Technique Speed Increased 20% (100 to 80). Shockwave Slash Technique Cooldown reduced from 16/16/16 to 15/15/15. The problem with Shockwave Slash isnt the speed, it is the cooldown. 1second change wont make this useable still. It requires 15chakra which is fine but the cooldown should be around 10 seconds. Poison Scalpel Technique Cooldown increased from 6/6/5 to 8/8/7. This is a nice change. Reduced Poison Cloud Technique Cooldown from 20/20/18 to 16/16/15. This is fine I guess, this is a great buff. Seismic Dash Technique damage reduced from 18/18/20 to 18/18/19. Breaking Kick Technique damage reduced from 25/25/27 to 22/22/23. Youthful Spring Technique agility buff changed from 25/30/35% to 26/28/30%. Youthful Spring Technique Movement Bonus changed from 50/100/150 to 100/110/120. Youthful Spring Technique no longer boosts weapon speed. Morning Peacock Technique damage reduced from 44/44/45 to 40/40/41. Whirlwind Kick Technique reduced damage from 43/45/45 to 34/35/35. Taijutsu has already the lowest base scaling so nerfing the damage isnt the right way of nerfing this in my opinion. The rest of the changes are small nerfs/buffs and not worth mentioning.
    1 point
  17. Thats soo true ^^ Please bring back the old Taijutsu DMG its literally no point lowering the jutsu DMG.
    1 point
  18. Come toads. I'll bring a puppet you bring any summon, snake/bear/weasel whatever. Let's see how many times I have to re-summon the puppet before it kills a regular summon. I promise you it's at least 4. We can even run some spars, 10x. Let's see how often you get hit by a single water wave tick, let alone 3. IF you do, it'll be because I re-summoned it right on top of you. A mechanic that shouldn't work the way it does, and that we're trying to get fixed. Snakes do 99 on an auto-attack and apply poison. If I stun a target I can guarantee you the snake out-performs the Puppet, every time. The only thing keeping the Puppet relevant is a respawn bug, but you can't look beyond a 2% probability scenario.
    1 point
  19. Good idea. I'd suggest a second accessory slot too. All the coolest items are accessories, sucks that we can only equip one at a time
    1 point
  20. This is not acceptable. The puppy was left abandoned behind a log for so long and then is killed. Why? What purpose does killing the only wholesome thing in this village of Neanderthals serve? The puppy should've been freed long ago, so it could live out its life with all of us, receiving pats and treats. Please, give us our puppy back Ueda. I'll do whatever it takes. I'll make a summon scroll. I'll do anything. He deserved better than this.
    0 points
  21. Hello! I'll keep it short, I do not play Nin or will further play as Mist even if I play again, I have retired and any official matters regarding Imperial Academy will be handled by @Zabuza Momochiand @Krem, so any new players who join Mist village can PM/DM them over the forums or on their official discords. Thank you and have a fun time playing the game! If someone wishes to join in on my gaming community or catch up, do give me a DM over discord!
    0 points
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