Yamikami

Gold Ninja
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Everything posted by Yamikami

  1. It's the highest damage jutsu of it's type. One Fire Vortex does more damage than two Lightning Currents.
  2. 40 STR is still better than 20 STR, it's more than double the amount of stats you need to sacrifice.
  3. 20 STR Fan and Pipe The most problematic weapons elementals currently have access to are 20 STR Fan and Pipe. I think that they give too much of an advantage with their CC melee, the difference between a Wind user without Fan and a Wind user with a Fan is very large (same goes for Water and Pipe). Sacrificing 15 points is literally nothing when in return you get a 37 damage melee that knocks back or a 21 damage melee that snares for 1.2 seconds. The 20 STR weapons shouldn't have CC. They should just do damage. It wouldn't change much for people that are leveling as Fan and Bubble since they don't need CC on melee early on when they are killing mobs, but it would greatly nerf the people who just take the 20 STR weapons for their CC while using INT based jutsu. Another Pipe could be added with 50 STR and level 25 requirement that has the snare the current lvl 10 one has so the Bubble mastery can switch to and get snares on melee. Adamantine Staff This weapon gives elementals a 2 tile melee which is in my opinion a huge overkill. Masteries that literally depend on their melee to do damage don't have 2 tile melee but somehow elementals can get it for only 90 INT. The weapon hits 42 damage, a Taijutsu user needs 136 agility to hit that much and it will still struggle against this weapon even with it's fast melees due to the fact the weapon hits at double the range a fist melee does. Even WM with it's high damage melees will have issues against this weapon simply because of the range advantage it has. If the melee is to stay 2 tile range, the weapon should hit much slower than it currently does. I think the speed right now is around 1.2 seconds, it should be changed to 2-2.4 seconds cause having 2 tile range on a melee is rediculously strong. Poison Kunai In this current meta if someone is an elemental and they don't have a Fan or Pipe they will 100% have a Poison Kunai. It has become a mandatory thing to have as an elemental especially now with the new regeneration system. I think that the duration of the poison it has is simply too long for a melee attack, not to mention that being able to poison on a melee takes away the uniqueness of the masteries that actually have poison or bleed in their kit. What is the point of Wind or INT Med if even an Earth user can grab a posion kunai and poison their enemies for the same duration. I think a good way to change this weapon would be to increase the flat damage the kunai does while decreasing the duration of the poison it has. Currently it hits 24 flat and then poisons for 8 damage for a total of 32 damage. It should be changed to do 28 damage flat and then deal 4 damage with poison in 4-6 seconds.
  4. It's weird that swords have this kind of a difference in power. I think they should be balanced like the Fan weapons where the Blood Iron Fan isn't a monsterous upgrade over the Crystal Fan but it's still stronger and worth having.
  5. I think it is fine tho, it costs a shuriken to use but it is the lowest CP cost jutsu in the game.
  6. What do you think is the most balanced mastery? In the Discord survey there is no mention of this question so I am curious what people think about this.
  7. On that note, Lightning is the weakest mastery overall. Buff when?
  8. This justu has a really bad hitbox and I think it should get fixed. From the whole jutsu only the marked portion actually hits the enemy. An example of how bad the hitbox is, even though the enemy literally disappears into the jutsu, this actually doesn't hit them.
  9. Since INT Medic is meant to revolve around damage over time I think it should be rebalanced in a way that makes it more centered around that. Poison Senbon - keeps 4/6/8 DoT Poison Scalpel - replace 4/6/8 DoT with 6/8/10 DoT Poison Cloud - replace 4/6/8 DoT with 8/10/12 DoT This way you are able to stack the DoT from different jutsu which should lead to a higher damage output.
  10. This jutsu silences for 1 second, has low cooldown, low CP cost, high base damage, it's instant cast and it also teleports to enemy. You can cancel jutsu with it instantly, escape snares, use it to combo with the teleport (very easy to make macro combos). It is just too strong at the moment and needs to be nerfed. My suggestion is to give it a 1 second run cast.
  11. Well to get Snake you actually HAVE to go missing which can be a downside for some people especially with the pardon cooldown. You also need to have access to the Lab (which most people actually exploit to get into). I think Snake has more hp/damage than other summons due to the fact that it doesn't have any CC. Literally every other summon other than the Slug (whose purpose is to heal) has CC. Dog has stun, monkey has KB, weasel has KB, hawk has snare/slow, toad has stun, clam has stun, panda has stun. While the damage it has can be impactful, the CC that some of the other summons have can be much stronger in certain cases so I wouldn't change the snake summon too much.
  12. Why buff Dark Scythes when they are already stronger than the Bone Sword which is harder to drop?
  13. Currently Earth mastery is just too good at too many things. It's the best teamfight mastery while also being among the strongest 1v1 elements. It has a short CD single target homing, high base damage jutsu, the strongest snare jutsu in the game and a wall that counters a lot of combos. Earth Pillar - increase the CD to 19-20 seconds. I don't see why Earth which is known for being a slow mastery has the shortest cooldown homing in the game. Earth Prison - reduce the snare time to 2-2.5 seconds. The current duration of 4.5 seconds is simply too long when you take into account how many targets this jutsu can hit. Water Prison which hits only 1 enemy snares for 3.5 seconds so I don't see why Earth Prison snares for so long when it can hit 60+ enemies. Earth Spikes - give the jutsu 1-1.5 sec selfstun or make it a 1 second run cast. It's a triple tile piercing projectile that can multihit and hit for up to 20 tiles range. Every other piercing projectile in the game has a cast time and has nowhere near the range of this jutsu which is instant cast and deals 44 base damage. Another thing that could get looked at are the base damages of Earth jutsu which feel a bit too high compared to other masteries, considering the AoE and CC that Earth has.
  14. I always found it weird how AoE knockbacks knock into the direction that you are facing. I think that they should knock people in different directions based on their position in comparison to you. (Ignore the bad editing pls) Positioning of players: How it works now: How it should work:
  15. Medic in general needs a rebalance. I was not making posts about it cause the logic until now was that Medic+Element won't get advanced, but since advanced is out of the water something needs to be done for sure. It's currently the most omnipotent mastery, giving access to low CD stuns, high damage DoTs, heals and a revive jutsu. It is no wonder that medic is the most popular mastery in the game, especially combined with hidden mastery weapons due to the insane synergy with posion scalpel. If you ask me, poison scalpel should completely lose any sort of CC. It's base damage should increase to make up for that fact. It should just be an instant damage jutsu with low cooldown. To allow medic to still cancel important jutsu like Cutter and Crescent, Poison Cloud jutsu should silence opponents for 0.5 seconds. This way instead of a stun you can spam every 5 seconds, medic has a larger AoE silence on a longer cooldown that it can use to cancel casts and support teammates. The fact medics who specialize in poisons and damage can also heal and revive is also something that should get looked at.
  16. This would just further imbalance the game. There is no reason for elementals to be CCing on their melee. Even Adamantine Staff which is lvl 59 legendary elemental weapon does not have CC of any kind, so why would lvl 10 weapons that were not even made for elementals have CC. Hidden mastery weapons are not elementals. They are abused by elementals, but there are a lot of element users that don't even use them. These weapons should have never been used by them in the fist place. Saying that removing instant CC from melee is a bad thing just cause elementals get beat by masteries that are meant for 1v1 is just silly. I have seen plenty of players with no weapon do just fine against them.
  17. Hidden mastery weapons need to get nerfed. The fact that you can get a melee with CC for only 20 STR is silly and needs to be taken off the meta. What should be done: 20 STR Fans - remove the knockback 20 STR Pipe - remove the snare A new pipe should be added to the basic Pipe shop. It would require you to be lvl 25 and have 50 STR. This pipe would snare the opponent for 1.2 seconds. For people who are leveling this will not make a big difference, Fans attack with projectiles from distance and the Pipe places traps so even without the CC you can still level just fine.
  18. I think that a nerf on this jutsu has been long overdue since people focus too much on the 1v1 aspect of the game. It's single handledly the most broken group fight jutsu in the game. It is a huge AoE homing with 5 second snare time and for how strong and impactful the jutsu is, the cooldown it has is simply too low. I think that this jutsu needs to be toned down, either through a longer cooldown, lower snare time or lower range.
  19. Level cap is meant to be 100 at some point, so this is nowhere near being an end game weapon. There are ways to balance the weapons in which they are better but not broken.
  20. Bone Sword was the fastest sword in the game until more recently when other swords got added. What made Bone Sword managable to fight against was the fact that even though it had the fastest speed out of all the swords, it had the lowest ratio of base damage to STR requirement. Damage of the sword per STR required: Bone Sword: 0.33(lowest) Religious Katana: 0.37 Shirokata: 0.39 Bandit blade: 0.38 Crystal Sword: 0.35 Blood Katana: 0.41 Suddenly we are getting a sword like Yamazaru, which has the same attack speed as Bone Sword but the base damage of the sword per STR required is higher than any sword in the game until now. It has 55 base damage and 120 STR requirement which leads us 0.46 base damage per STR required which is astronomically high for a sword that is the same speed and rarity as Bone Sword. I understand that it needs to be stronger due to the higher level and STR requirement, but being this much stronger is simply an overkill. Jakuma is even worse since it needs only 100 STR and 40 chakra, chakra is an universal stat so that requirement basically doesn't hinder you in any way. I think these swords need to get rebalanced further since their balance is completely off charts compared to anything that was in the game so far. Swords with Bone Sword speed are having the same base damage like Asarihanma which has 2.5-3 second attack speed, it simply doesn't make much sense. @Ueda
  21. Can we get this eye color added to the eye color changer? Since we have Gentle Fist mastery it would be cool to have eyes that look like Byakugan.
  22. Currently there is a Toad Summoning Contract on the Toad map which makes it seem like it's intended that everyone is able to get a Toad summon but that isn't the case, only Leaf can get it. I think that Toad should be an universal summon that people can get at the Toad map and that Leaf should get something else for it's exclusive summon. Tortoise seems like a nice one since there are tortoises around the Leaf Village map and in the anime the only person we saw use a tortoise was Might Guy who was a Leaf ninja. Tortoise would be a very tanky summon with low damage.
  23. I always thought this NPC and the sword he has is pretty cool. It would be nice if it was turned into an actual boss that can be killed. It already walks around like a mob and can be targeted so it doesn't seem like it would be difficult to do. It would drop the sword that it carries, maybe even the jacket.
  24. You can't balance the sword around how hard it is to kill the boss, that would be silly. You have to balance it around other swords of similar speed/effect/rarity. It cannot become useless. If one sword is 110 STR and 36 base and the other sword is 120 STR and 46 base while both having the same attack speed it's obvious which is the better one to go for.