SDZ

Gold Ninja
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About SDZ

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    Junior

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    Male
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    Akatsuki Cave

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  1. SDZ

    agree
  2. SDZ

    Either it’s triple auto with no cc or it’s not triple auto with cc. The combination of both triple auto (easy to land) AND cc on such a short cooldown with virtually no cost (cp or self stun) is what makes it so frustrating to play against. it’s literally a super charged nuibari
  3. SDZ

    Good suggestions, prob worth trying although I’d be slightly concerned at solo winds ability to cancel jutsu
  4. QUOTING my post from the wind thread: I think the thing we have to remember is that each element has its own identity. Wind (by the nature of it's jutsus) is supposed to function like an oppressive 1v1 single target damage mastery as that is where it excels compared to other things like earth (aoe CC) or fire (aoe burst + DoT) or light (CC heavy). You want the mastery to have a distinct 'role' or feel to it otherwise we'd all just have different reskins of the same mastery. IMO the big wrench in the works is when you ADD a weapon to masteries to allow them to round off their weaknesses. For example a pipe to wind which means that landing skills that are supposed to be skillshots suddenly become target practise on a snared enemy for 2s.
  5. SDZ

    I think the thing we have to remember is that each element has its own identity. Wind (by the nature of it's jutsus) is supposed to function like an oppressive 1v1 single target damage mastery as that is where it excels compared to other things like earth (aoe CC) or fire (aoe burst + DoT) or light (CC heavy). You want the mastery to have a distinct 'role' or feel to it otherwise we'd all just have different reskins of the same mastery.
  6. SDZ

    Bumping this thread once again. Please if you could have another look at this weapon a lot of us would really appreciate it. The 3 tile auto is the problem; it is simply way too easy to cancel everything and that makes this weapon extremely irritating to play against @Ueda
  7. SDZ

    agree for the new fans.
  8. SDZ

    same, bumping yet again because as people get more used to this weapon they make the game more insufferable for the rest of us. I cant cast anything in spars, and it only gets worse the more people you add (2v2s+)
  9. SDZ

    very much in favour of either stacking BI debuff and/or increasing duration of bi for each consequent death. Either way tackling the issue of 'bi warrioring' would be a step in the right direction imo
  10. SDZ

    Ok so after sparring this weapon with a competent user (Lumy himself) I can confidently say this weapon is just ridiculous in terms of balance. It is very strong 1v1 but just begins to scale harder and harder the larger the group. It offers ridiculous zone control on a weapon auto and gives nuibari level power to the user. Gone are the days where you would have to manage cooldowns and skilfully time your cancels. I can no longer cast any high cast skills simply due to the ease of access of cancels this weapon offers. I think the main problem is that the auto attack is 3 tile. It is not that it stuns (because fan also knocks back which is similar-ish) but the fact that this weapon gives a very low cooldown, reliable CANCEL on demand is what makes this weapon overpowered and very unfun to play against. Suggestions: Remove 3 tile on auto attack, please. If you increase the cooldown between autos it needs to be either ridiculously high or it wont be effective enough as a nerf. Instead, maybe just make the cd of the auto lower and keep the stun (although I do think stuns should be on only the hardest to land jutsus as they were previously before these weapons were released). Add cast time to auto. I am personally against this option because it would just feel clunky and increase the discrepancy between high and low ping players. Tl;dr please remove 3 tile auto from crystal fan, it is basically nuibari with a stun instead of a snare with 3 hit capability
  11. SDZ

    nice idea, maybe swap ANBU and 7SM passives. Also the PB passive could be abused by farming the consumables beforehand, perhaps an internal cooldown on it? As for Akatsuki, being the most menacing org in the anime and usually fighting outnumbered in game as its the only rogue org, I also think some out numbered incentives would go far such as "every kill gives you a %/flat amount of HP"
  12. SDZ

    Before I say anything let me just be clear that I definitely believe this should be stronger than blue fan. Agree in general, weapons shouldn't stun but my issue is also that it is 3 tiles wide. Crystal fan and red fan are both 3 tiles wide on auto which I think is the main problem. Auto attacks in general are homing (via target system) and giving an auto attack with a relatively low cooldown and cancel ability on a 3 tile wide marker just makes the game so much easier to play. You dont need to manage cooldowns or save sub for skills like chidori, all you do is walk up and sloppily aim your 3 tile stunning auto now which just leads to easier and less skillful gameplay.
  13. SDZ

    I just think elemental combinations should be less reliant on weapons and more on their jutsu. Any step in making elemental user's builds more focused on jutsu rather than weapon makes for less frustrating gameplay for those who don't have, and fits thematically imo
  14. SDZ

    Absolutely agree with your suggestion and definitely believe that big zergs should have drawbacks. the fact that one of the main tactics of zerg gameplay is "stack earth users and spam EP" already shows you the state of large-scale group fights anyway...