Strength

Silver Ninja
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Everything posted by Strength

  1. I've come up with an idea how to make the Land of Iron Tower bosses more grindable without touching the bosses themselves. Not many people bother unlocking Land of Iron Tower, let alone kill the bosses so it is very hard to find people to kill them with, for which reason I think that a change must be done to allow players to more efficiently kill the bosses solo. Currently the final boss Mitsuhide is unkillable since even if you try to solo it and it hits you, if you want to try and regen you have to run back to the room with the samurai and to do that you have to pass the Nobu boss which will more often than not just kill you on the spot. What I think a good change would be is to add another room in between the Nobu and Mitsuhide boss. In this room you would find Chief Uzan who would heal you when you talk to him (even role wise this could make sense since when you fight the final boss for the first time the rebels come to help you kill it). Since the bosses are very tanky and take a while to kill I think this would reduce the tediousness of needing to regen constantly due to how hard the bosses hit (2-3 hits from the bosses is enough to kill most players). If the NPC that heals is too much I think that a room in between the bosses would still be a really good addition that would greatly improve the ability to kill the bosses, especially the final one which is currently near impossible.
  2. This was supposed to happen with advanced coming. It was even said by Ueda that when specialized masteries come they will have higher scaling. I just thought it would be cool to add now since the meta is very stale and there is not much diversity in what people play.
  3. Currently the only way to get "stronger" in the game is to reach level 50 and pick a second mastery. The game does not really give you any reason to stay only one mastery which is in my opinion a big downside since if someone likes the Lightning mastery or the Taijutsu mastery and want to be only that, they will always be at a disadvantage against someone who has picked a second mastery. I think that there should be an option to "specialize" in a mastery once you reach lvl 50. The benefit of specializing in a mastery would be getting additional scaling. That way being single mastery=higher damage and being double mastery=higher amount of jutsu. Specialized masteries would have 50% higher scaling, for example: Elementals currently scale 60% of their Intellect into damage, if you specialize in a mastery you would scale 90% of your Intellect into damage (100 INT shuriken would do 90 damage rather than 60 damage). Taijutsu currently scales 30% of their agility into melee damage, if you specialize in it you would scale 45% of your Agility into damage (100 Agility melee would do 45 damage rather than 30 damage). In my opinion this would be a good way to add more diversity to the game and make people stay only one mastery. People could for example go specialized Fire and go really high Intellect in order to have very high AoE burst.
  4. If you are soloing it, it is in no way "cheese without any challenge". It takes me almost half an hour to kill and if I mess up even slightly I die and the boss resets. Most of the things you mentioned aren't in the game though. Mobs don't behave differently based on their health, there's no periodically spawning jutsu and there's no jutsu that stop once the mob took enough damage. If there's already work to be done on bosses/mobs, it would be more efficient if their behavior was reworked as a whole since it's not just LoI bosses that are not fun and challenging, it's all the bosses/mobs in the game.
  5. I wouldn't like it to be instanced. Currently you can kill General Nobu solo since you are able to walk out and regen when you take hits. Since not many people do the Land of Iron questline it is hard to find people to do it with so if it was made in a way where you are unable to solo at least one boss it would be a rather poor change. Mobs in general need a rework in how they behave. I don't think that there's a good way to increase the difficulty of doing bosses until their AI is improved. While your suggestion is cool it doesn't really improve what the boss itself does, it mostly adds some annoying gimmics to the encounter but it wouldn't be that much more mechanically challenging than it is currently, it would just require more people to kill the boss. Mobs/bosses need to stop hitting through subs, they should have dashes of some sort, they should have different move speed (currently all mobs move at the same speed), their jutsu should be more unique and not just OP versions of jutsu we currently have. I do agree that there should be a guaranteed drop of some sort to make your time more worthwhile. The best one would probably be for them to drop stacks of iron pieces when killed. There could even be some sort of shop in Land of Iron where you can buy stuff with iron pieces (tools, weapons or cosmetics).
  6. During the Land of Iron questline you have to kill a lot of Samurai which leaves you with a lot of Iron Pieces that in the end you don't really have any use for. Even the bosses drop those so it would be cool if there was some use for them. When you complete the whole Land of Iron questline there should be an option to craft some stuff with the Iron Pieces in the Iron City Armory. There is currently an NPC that just stands there and does nothing so it would be put to some good use. You'd be able to craft the Samurai armor and helmet here along with possibly some sword.
  7. Make it so that the higher your fortitude stat, the less damage you take from mobs. This would help with grinding high level content where bosses hit for very high amounts of damage.
  8. I heard a member of your own Org say that you all tried to do it and got clapped. And even if what you say is true, not everyone is able to gather a team of 5 people, I currently don't know of a single active person in the Mist village that has the bosses unlocked.
  9. After the changes that made the LoI bosses aggro, there is simply no way to finish the questline. The final boss in the tower is in an insanely small room and it melees for 1452 damage at very high speed. That's enough to one shot pretty much everyone and when you die the boss will just proceed to one shot everyone who tries to do anything about it. This questline is an insanely long grind so it is very discouraging that when you come to the end where the bosses are you are simply not able to kill them. This is mostly content for WM since the bosses drop a lot of swords but I don't see how a WM is supposed to try and kill these bosses even if they had a full team. The mobs before these bosses have very small aggro range so they are all doable alone even as a WM which is what I liked about the questline but once you come to the bosses you are helpless to do anything and can't finish the questline. There has been so much talk about WM being a mastery that is supposed to go around and hunt for weapons, but I don't see how you are supposed to hunt for a weapon when the boss that drops it is literally not possible for you to kill as a WM. Even for other masteries these bosses are rediculous to actually try and do even with a team, especially since hardly anyone other than WM has any reason to try and go kill the bosses so the number of people that have those bosses unlocked is very small making it hard to actually find people to do the bosses with you. I understand the fact it's in a small room since that makes it harder to move around and do the actual boss, but the bosses hitting for 929 and 1452 damage is simply rediculous. I hope these bosses will get rebalanced in a way that you can actually go and hunt for the weapons and finish the questline that you had to grind so much for beforehand. Cause right now, doing all the grinding for the questline that takes an insanely long amount of time and commitment only to come inside the boss room and die in one hit feels like a big slap to the face. @Ueda@Erox
  10. This is my idea for an improved version of the Village Entrance Guard Duty mission. It would be a high level mission that you get on lvl 50. Just like the previous version of the mission it would require you to guard a certain map, the difference being is that this one would require you to guard a Danger Zone. You'd need to guard it for 30 minutes without fainting just like in the previous version (could make it 45 minutes to make it harder). The maps that you would need to guard are these: Leaf (Water Crossing): Sand (Desert Road): Mist (By The River): The reward for these missions would be 1k ryo and a good amount of experience (100-150k). I think that by giving it a good ryo/exp reward would make people want to do it and it would also be a good way to make people go out in the DZ and stay there.
  11. It was already said at a previous point that Blood Katana and Blood Tonfa will get a unique passive. I am just giving my idea what it could be.
  12. Since a lot of swords are very similar atm and there is not many variations in passives, I thought of an interesting idea for the Blood Katana. It's description would be: "The sword feasts upon the blood of it's user, getting stronger and heavier the more wounded the user is." Basically the lower your health, the stronger and slower the sword gets. Since the sword also glows red it could be cool that it starts glowing brighter the lower your health is. Something like this could also be done for the Blood Tonfa weapon.
  13. I always found it weird that STR WM doesn't have a single instant CC jutsu when other melee masteries have 2 of them and there are even elemental jutsu which are instant cancels. Hybrid WMs get a really good and useful instant cancel which shares a jutsu slot with Blade Piercing, since they are both lvl 20 jutsu. This makes it so that Blade Piercing is a jutsu that is exclusively used by pure WM builds, yet it pales in comparison to how good of a cancel hybrid WMs get on it's INT counterpart Shadow Shuriken. My suggestion for this jutsu is to make it stun the opponent for 0.5 seconds. Since the jutsu stuns the user for 1 second you would still be stunned longer than your opponent, making it so that the jutsu is still risky. It also makes it so that even if this jutsu is changed in such a way it is still primarily only useful for a pure WM, cause hybrid WMs will still use Shadow Shuriken over Blade Piercing due to having better combo potential and no selfstun.
  14. Agility was made to reduce weapon attack speed but no follow up changes were made. I think that even without chakra scalpel these weapons are too strong right now. Blood Tonfa is better than most of the WM swords and Demon Claw is a tiny bit slower than a fist melee while having good base damage.
  15. Cause you lose out on a lot of damage by doing that and it is not even guaranteed you will knockback thus making it not worth trying, the only time I saw this worth doing was when someone is getting revived. I don't think you read the post. The Hammer is a lot harder to drop than Twin Blades, making it so that unless you put in months of grind there is no viable option for a knockback sword for a pure WM, since playing with Twin Blades is much better as hybrid.
  16. I find it weird that both of these weapons have the same base damage when Blood Tonfas have a high knockback chance and also have better attack speed due to agility scaling. Since the upgrade from Tonfas to Blood Tonfas does not increase the speed of Tonfas (1.1 swing for both of them), I think the same thing should happen for Wooden Katana into Blood Katana. Since the attack speed would be much lower than it is now the base damage of Blood Katana could go up slightly and it should get a 50% knockback chance. This way both Blood Tonfa and Blood Katana have the same effects which I think would be fair. There is currently no budget option for a knockback sword on higher STR, the ones that do are insanely hard to get. This is an issue since hybrid WM which plays lower STR swords has Twin Blades which are easy to get and have 50% knockback chance.
  17. It has come to my attention that lower REQ swords have better base damage per STR invested than most of the higher STR swords. Lower STR req swords Twin Blades (70 STR) = 0.357 base per STR Religious Katana (70 STR) = 0.371 base per STR Iron Scythe (75 STR) = 0.387 base per STR Muramasa (80 STR) = 0.375 base per STR Shirokata (85 STR) = 0.388 base per STR Higher STR req swords Bandit Blade (100 STR) = 0.35 base per STR Bone Sword (110 STR) = 0.327 base per STR Blood Katana (110 STR) = 0.409 base per STR Kyuketsuki (120 STR) = 0.35 base per STR. Pure WM builds are already a rarity, so it doesn't really help that hybrid sword options are seemingly better than those which you use when you are pure WM. Bone Sword has arguably the worst base damage per STR out of all the swords which the attack speed makes up for, but Religious Katana on 70 str has good base damage per STR while also having attack speed that is not much slower than the Bone Sword. Blood Katana in my opinion is the only higher req sword which is properly balanced in comparison to lower STR swords. There are some swords in the game which have really strong base damage for sure, but they are much harder to drop and have an insanely slow attack speed (and I don't know their stats to be able to compare them to currently known ones). It just feels kinda contradictory that hybrid swords have better base per STR when hybrids will rely more on their combos and use melees as a secondary way of dealing damage whereas when you are playing pure WM your only source of damage is your sword melee. Either the base damage of lower STR swords needs to go down or the base dmg of higher STR swords needs to go up slightly.
  18. Since the chakra regeneration of Shirokata got changed I think it would be fair if the health regeneration of swords that have it got the same treatment. +1 stat point in chakra equals the 5 CP which Shirokata regens every 10 seconds, it would be nice if the health regen followed the same logic and healed 10 hp (+1 stat point in fortitude) every 10 seconds.
  19. I am looking at the regen cause it is unique to the swords but does not really feel as useful to pure WM as it should be. Healing for 20-30 per 40 seconds is pretty much not noticable as most fights won't last long enough for 2-3 ticks to go off. The thing is 110+ STR swords are not really meant to be used when you are hybrid, the stat split becomes too high. You won't really see many if any hybrids use a Bone Sword or a Blood Katana unless they are some non advanced combo that doesn't have a high stat split like elemental hybrids.
  20. Currently the heal which swords give is scaled with your chakra, meaning that the higher your chakra the more the sword will heal per tick. This is very weird since WM as a mastery does not require a lot of chakra making it not beneficial to invest into higher chakra to get a higher heal, since at that point you are better off just keeping your points in Fortitude. For example: Player 1 has 1500 hp and 200 chakra. They heal 27 per tick with their sword. Player 2 has 1300 hp and 300 chakra. They heal 37 per tick with their sword. Since the sword ticks every 40 seconds it would take you 800 seconds to make up for the 200 hp that you gave up in order to have a better heal. That's 12-13 minutes and no fight in this game will ever last that long, not to mention that there is literally no need to go 300 chakra as a Weapon Master, most people play it with around 200 chakra. This makes it so that the passive which is unique to swords is really wonky and does not work good for a pure Weapon Master build that does not need chakra that much. Currently there is no reason to even bother with this passive, you are better off just ignoring the fact that going higher chakra will increase the heal. I think that the HP regeneration should scale with 30% of your Fortitude points, since Fortitude is the most important stat for a WM. So if a person has 1500 hp (145 Fortitude), they would heal for 44 hp per tick this way. This is not a drastic buff from what it heals now but I think that it makes a lot more sense scaling wise.