Mana

Members
  • Posts

    770
  • Joined

  • Last visited

  • Days Won

    11

Posts posted by Mana

  1. 23 minutes ago, Atrane said:

    I'm not exactly sure how else the quests could feel "immersive" if not forcing the player to use their head to come up with solutions on how to solve the problem. All the quests we have now have been the same, "collect x from mobs", "move from point a to b" etc. All of this leads to very little traffic in danger zones and less confrontations since the target of these quests are very easily found.

    Overall your message carries an aura that's both afraid of challenge and also trying to take a shot at the devs. If you have other ideas on how to make quests more interesting I am very happy to hear them 😄

    You were looking for some complex answer in my comment but the answer was already there and it was quite simple. If you get a feeling that you are following a storyline, then that is all you need for a immersive gameplay.

  2. Nobody wants to look for clues or spend a lot of time on a questline. As long as the actual storyline is immersive and the quests are not filled with kill 100 this and collect 100 this without any storyline progression as if you were stuck in a typical asian arcade that the lead developer seem to love, then people will actually enjoy going through it.

    There is 0 need to overcomplicate things but 100 need to make it look and seem more interesting.

  3. So let's omit the numbers and percentages for a second.

    If by killing tentacle which is far easier than to combat the Kuraken itself, you deal damage to Kuraken then would this not mean that you could omit fighting Kuraken entirely by simply hoarding or soloing the tentacle(s) since they always respawn?

     

  4. 48 minutes ago, Oneshot said:

    The concept of antibodies isn’t bad: Making a stronger frontlane/making your DPS a little bit tankier, but it isnt making as much impact on fights as how it should, the % buffed should scale with chakra instead of beeing a flat ammount (Just like how @Adarya said) and it should be a CHK jutsu, not INT required, if it lasts for longet (1m+), it’d enable way more plays around the buffed ninjas

    It will still remain as a one time use jutsu you would cast before mapswitching. It's incredibly boring no matter how you look at it. You can cast heals on top of the engager and it won't be much of a difference between that and antibodies.

    • Like 1
  5. Remove it all together. Useless jutsu no matter how you look at it because of how situational it is.

    Interesting idea for replacement:

    Barrier Jutsu - Barrier Tag's big brother that does a far better job and scales barrier's HP with chakra.

    This would already see far more use than antibodies and would be viable in all sorts of situations because it is a good jutsu for a chakra medic to have.

    • Like 3
  6. Completely agree with mostly everything said in this topic. I have never understood the desire from development team to create more "playstyles" when in fact what they are allowing to be created are simply overpowered combinations.

    People did not complain about this because the Advanced Mastery was supposed to be the "balance" solution to these problems in the eyes of the community. But since that has gone down the drain I completely support separating everything.

    You are not making more "possibilities" you are simply allowing people to take the best from every option to create an overpowered option.

    • Like 2
  7. 7 minutes ago, Enver said:

    To compare your logic:

    Fan, GF, intMed, Tai are better/stronger than strWM, but you ask for strWM nerfs. (Balance doesnt work that way)

    Imagine me wanting Water nerfs right now, makes no sense.

    If you are asking me if I am fine with how scalpel, GF, Fan or Tai are right now, then my answer would be no. Same answer would be with WM. What is your logic again?