Black Rain

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Black Rain last won the day on June 26 2023

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  1. Can you explain how reducing a swords attack speed is a buff?
  2. This post was made in collaboration with @Yamikami The suggestion is to rebalance end-game land of iron swords because they are currently too powerful, and provide a level of power-creep that is IMO too high. Previously, the Bone sword was the highest DPS sword in the game, so I will be using this sword as a comparison to analyse and put into numbers just how much the difference in DPS is between this and the new swords, leading them to be much stronger than what I would consider reasonable. I will be using Bone Sword as a baseline for comparison to other swords since I think that it's a pretty well balanced high STR weapon. Here is a key to show you what sword is being mentioned when numbers are used: Bonesword Yamazaru Jakuma Bone Sword ( 110 STR, 36 base damage, 0.8 sec speed, health regen, legendary, lvl 50) Yamazaru (120 STR, 55 base damage, 0.8 sec speed, +3 fortitude, health regen, legendary, lvl 59) Melee @120 str: 72 vs 91 Kunai @120 str: 60 vs 70 Adjusted for Damage Per Second: Melee: 90 vs 114 Kunai: 30 vs 35 Total: 120 vs 149 This is a 24.2% DPS increase. To put perspective on just how much of a difference this is, +5 points (for gaining a full level) invested into strength gives you a ~1.9% DPS increase. This is the equivalent of 64 str points difference (the equivalent of almost 13 levels). Jakuma (100 STR 40 CHA, 55 base damage, 0.8 sec speed, +3 chakra, chakra regen, legendary, lvl 59) Melee @100 str: 66 vs 85 Kunai @100 str: 55 vs 64 Adjusted for Damage Per Second: Melee: 82.5 vs 106.25 Kunai: 27.5 vs 32 Total: 110 vs 138.25 This is a 25.7% DPS increase. You can see this sword offers a similar level of power as yamazaru, with the equivalent of 67.6 str points difference (equivalent of 13.5 levels worth of points). Suggested change Obviously, fights are not people standing still hitting every melee on cooldown, but these calculations offer an indication of just how strong these swords really are. The swords offer an unparalleled DPS increase which is not matched even remotely closely by any other upgrade in the game. The minimum viable change in my opinion would be to reduce the attack speed of these swords to 1.2 seconds per swing from 0.8 seconds. This would reduce the monstrously high DPS increase the swords offer and still provide a great upgrade while keeping the integrity of the weapon as an end-game sword.
  3. We've finally finished working on our ranked queue system which offers repeatable content with progression for players. It is now open for all players to use. This is not NPL. The reason this was made was for competitive PvP for teamfight queues (since no one wants to 1v1 a pure wm or flicker demon GF) and since strong 1v1 builds or cheese strats matter much less in teamfights, it is not as frustrating. There is an option to queue with friends (i.e. if they are queuing at the same time as you, you will always be teamed), more information is inside the discord. Queuing alone is also completely fine. Team queues have 3 modes: Random teams, Team captains, and MMR balance. Currently default queue is Random teams, however this will be changed and adapted as the season progresses or for games upon request. Our promise to you : On a pvp game, there is naturally going to be trash talk and egos clashing, but we will make sure that beefs will never affect your ranked elo or your position in the discord. We have created this for nin community to enjoy content when there is nothing to do. Currently there are no prizes for reaching any elo apart from competition and bragging rights, however we do plan to actively implement rewards in game. Here is the link to the discord to join: https://discord.gg/hueAA6ed Here is a tutorial video on how to get started:
  4. This problem has been on my mind since pretty much the introduction of the snake summon and I've been voicing my opinion very clearly in the #silvergoldnitro channel in discord, but here's the forum post for the full breakdown, thinking and suggestions for change. The problem: Snake summon is way too strong compared to other summons. The power difference is very unbalanced, and considering summons are being changed and released as the game goes on, they should at least offer similar levels of power, regardless of the summon. Suggestion summary: Reduce Snake summon's base HP, or reduce it's auto damage. Analysis breakdown: Summons can basically be classed into 2 categories; Utility (their special jutsu is the sole reason for picking, and their auto damage is not relied on for pressure), DPS (Summons that have an offensive jutsu, but also have good auto damage). Utility summons (Mist clam, Leaf slug) all have very low base hp. Their base hp is 400 which means a single average full combo can kill them. I won't be comparing snake to the utility summons, since it's classed as a DPS summon. DPS summons (Fuuma dog, leaf toad, mist panda, snake). All of these summons have 500 hp, except the snake which has 600. While this may not seem like that big of a change, it means you have to invest on average 2 full combos to kill the snake. This means you are waiting an entire extra set of cooldowns to deal with this summon and this power difference when compared to every other summon in this category gives snake a very very strong edge. This problem gets even worse when you compare the auto damage. All DPS summons have an auto damage of 61, except snake which has 99 (Sidenote, I'm very curious as to how this was decided). It's important to note that while summon jutsu's can be very good, the main pressure of a summon comes from it's consistent pressure and the snake's pressure surpasses all of the other summons by far, it's not even remotely close. Tl;dr the snake has too much hp (20% higher) and too high auto attack damage (62% more DPS from autos) when comparing with every other summon. Suggestion for change: Nerf snake base hp to 500. I don't know the reasoning on why it had to be the only summon in the game with 600, but because of this requiring 2 full combos to kill instead of 1 on average, it gives the summon a monumental power difference. Nerf snake auto attack If the base HP is also reduced to 500, then reduce auto damage to ~80. This gives it a more reasonable increase in DPS compared to other summons rather than the 62% which it is on currently. If the base HP is not reduced to 500, then reduce auto damage to ~50. A single summon that is available to everyone should not overtake every other summon by such a margin. For diversity, there should be advantages and drawbacks for picking each summon, and right now snake has none.
  5. I have solo'd both bosses over 100 times each, which should provide background into my reply here: While I agree, the time to kill them is completely ridiculous, the skill required is very low. They do not 1 shot you anymore, and most players can tank 2 hits + a jutsu special attack before losing all of their HP. Because the room is so small, it is not very difficult to leave the room the moment you mess up once and just regen your HP and cooldowns. This is not challenging, it is rather just boring and repetitive as it does not require much skill at all - any average player can replicate this without much effort. They are not present in a single mob yes, but they do exist around the game (snake boss spawns mobs, spider boss is instanced, tiles that do damage are present). The exception to this is the DPS check (which is why I included the disclaimer in the top of the post). This along with the fact that the boss once killed in each phase can be replaced with the same icon, but a different boss to update the mechanics is the reason the post is presented in this way (Mentioned in the "Boss mechanics" part). Again the idea is something that can be implemented with minimal work.
  6. While I agree it's nice that you can kill it like this, the boss was never intended to be a hit and run out of room (which is why the changes were implemented by Sushi and Erox). This is also the main reason people can cheese the boss without any challenge. As an end game boss, you WANT challenge, you don't want everyone to be able to do it to keep the rewards that are insanely strong rare and an achievement for players who can actually finish difficult end-game content. While the other things you've mentioned make sense, they are not implemented anywhere in game currently, which is why they are not mentioned in this post. It was specifically to re-use already in-game mechanics to make for a more difficult, interesting and rewarding encounter (that can be added much more quickly than creating a whole new set of mechanics never used inside nin)
  7. I 100% agree, I have amended a section for this, thanks ! "Rewards:IMO the boss encounter should be finished by entering a sort of chest room. In this chest room, there are always guarenteed rewards inside chests (can be implemented like mailboxes) that can be looted, to reward a player party for finishing such a difficult encounter, and encouraging them to repeat it often. The drop table should be random and large, with items being rolled randomly at the end, such as:BlanksFlat Ryo (100-1000)Unique drops (Blood iron fan, Claymore)100x of a mob drop (e.g. snake venom, cocoons, iron pieces)"
  8. While I agree that should be the case if nothing happens to the bosses, I think adding high time requirement on bosses that every end-game player would want to do is good, because then more people spend time in land of iron, which is a danger zone so it adds more PVP content aswell.
  9. Disclaimer: While I have basic coding knowledge, I have never coded a game or any of it's mechanics. I am however suggesting mechanics that either already exist in nin online (spider boss, snake boss) along with some others that have been implemented in similar games. It is up to the game developers whether these mechanics are efficient/plausible to implement. While Land of iron (LOI) on release was very populated, the zone has been gradually declining to the point where, despite the high mission rewards and best in slot gear available from drops, it is rarely active. As someone who has done all the content this zone has to offer multiple times as well as killed both end game bosses (Nobu ~600 kills, Mitsuhide ~200 kills), I wanted to share my experience of the problem the zone has as well as some suggestions for improvement. The Problem with LOI: Some of the content is actually good; some missions like fill the bucket and haiku 575 offer a good change to normal missions and reward with good XP. While the kill missions IMO are bit overkill (due to very tanky mobs with a high kill requirement to complete), it is fine if you are grinding them for the build up to farm the end game bosses that have the best drops in the game. The main problem lies here, with the END GAME bosses (General Nobu + Admiral Mitsuhide). There are several reasons for this, listed here: Boss design: These bosses offer little mechanics that provide a challenge to the player. They are basically just walking cannons that have so much HP (With full DPS builds, 2 full INT players would efficiently kill Nobu in ~25 minutes, Mitsuhide in ~50 minutes). They can be kited, however they both have unavoidable damage moves due to the room being so small Cheese strats: Because there is no limit to entering and leaving the boss rooms, and the fights offer no reward for playing correctly, no one kills this boss as intended. I highlight this because there is no incentive to do so, and instead of a challenging, end-game boss, you're left with people going outside the room, waiting for CD's, going in, bursting and walking out to repeat about 60-70 times before they finally get a kill. This is because even while playing perfectly, you can easily be RNG'd with unavoidable damage, leading to death and a reset of a VERY tanky boss, with all your progress lost. No challenge: The bosses in all honestly, are not challenging. Yes, they are extremely difficult to kill properly, but that is because you cannot avoid damage, so it's not even a challenge, it's up to RNG. The small rooms add to this problem and the points mentioned above seal the coffin. Nobu is cheesed whenever it's killed nowadays and Mitsuhide has never been killed since the changes Erox implemented with Sushi. I could go on and list more reasons, but these 3 are the most important ones and cover the main reasons why this content is not used much. Suggestions: My suggestions are designed with the disclaimer in mind, and to make these bosses feel like challenging, end-game content with the highest difficulty, since they offer the best rewards in the game. Endgame PVE content at the highest level should be as challenging if not more than endgame PVP. Instance the boss room: The boss should only be able to be entered with a party of up to 4 (this is based on the mechanic that the snake boss and spider boss both have). The reasoning behind this is to keep integrity of the boss's difficulty, so that you cannot just zerg it down with many people; it is an actual difficult encounter that must be prepared for accordingly. This also addresses the cheese strats that are used by going outside of the room and re-entering for easy boss kills. Reduce boss HP dramatically: Bosses indeed should be stronger as the difficulty gets harder, but just increasing HP and damage is not an elegant solution. Right now encounters take so long even with a full DPS team, that it is one of the reasons they are hardly killed. Boss fights should get harder due to the difficult mechanics the boss offers, which leads me to the final and most important suggestion. Add difficult, challenging mechanics to the boss so that it is fun and rewarding to kill: This point is up to the staff to implement how they see fit, but I have some suggestions below in more detail. Boss Mechanic Suggestions: For these, I'm going to be using General Nobu as an example, but the same can be applied to Admiral Mitsuhide. These are just to show what kind of ideas I mean. To move between phases, if difficult to implement, can be replaced with a whole new coded boss that has the mechanics of that particular phase (with a cutscene or similar in between phase swaps). Boss has "Phases" at different HP thresholds (These can be changed, but my recommendation is 80%, 60%, 40% and 20%). 1. 100% - 80%: No change, it's just fighting the boss normally with his current skills and movement 2. 80% - 60%: The boss spawns 4 Golden Samurai/Penguins/Snow leopards periodically in all corners of the room until the end of the phase (marked by the blue crosses). 3. 60% - 40%: The boss periodically drops fire on the ground, where you will take consistent damage if you stay on those tiles (this mechanic is not yet implemented in game as is, but I got the idea from the auto-kill rooms e.g. when you fail the slot bot challenge). An example is spikes appearing in the tiles marked in pink: These tiles frequently change during the course of this phase 4. 40% - 20%: The boss occasionally does a charged up attack in an idle animation. The player party must do XXX amount of damage during this animation, or everyone will be killed (damage value can be modified, but I think 1000 damage in this time is reasonable). When doing this attack, he can have some sort of aura around him to signal the players, this is his DPS check. 5. 20% - 0%: The boss goes in rage mode, flickering more often, doing much higher damage and shooting jutsu out more frequently until the end of the kill. Rewards: IMO the boss encounter should be finished by entering a sort of chest room. In this chest room, there are always guarenteed rewards inside chests (can be implemented like mailboxes) that can be looted, to reward a player party for finishing such a difficult encounter, and encouraging them to repeat it often. The drop table should be random and large, with items being rolled randomly at the end, such as: - 10 Blanks - Flat Ryo (100-1000) - Unique drops (Blood iron fan, Claymore) - 100x of a mob drop (e.g. snake venom, cocoons, iron pieces) Conclusion: As always please keep comments on point to the topic. I believe the addition of difficulty and a fun challenge using game mechanics already implemented (mostly :D) could revive this end-game content and really make it an integral, difficult challenge for PvE, with great rewards. Editors note: One of the main reasons I'm making this post is because difficult and fun PvE content with great rewards is a repeatable activity, which does not rely on many other players for content. Land of iron has the opportunity to do that with these bosses.
  10. Instant cast beheading is on my mind.
  11. IMO there are pros and cons to changing this move, specifically increasing the cooldown. I will go onto them but the main frustration from this move is the undodgeable on diags version. Increasing the cooldown If you breakdown the average medic fight (1v1), scalpel is used mainly with flicker. Outside of this, it's used very situationally. For the majority of the population, the low cd is not utilised. Only the players who have taken real time to get good at using the move is the low CD utilised, which is what gives the move it's skillcap. It's great to see players who can really utilise this move from pure skill. tl;dr don't nerf the CD, nerf other parts, e.g. it's scaling, base damage, chakra cost, or risk making it more braindead of a move than it already is by removing the skillcap.
  12. I think having a separate "Anything allowed" tournament would be really fun to watch! And by "anything allowed" it really would be anything allowed. Including org buffs, summons, pills, oils, etc
  13. "There were 10 sandies in BB and we wanted them to push our group of 20...." ? ?
  14. You are making a hilarious mistake thinking that the toxicity stops when you choose. If you have tainted someone's opinion of you, are you really naïve enough to believe they will consider you a whole new person once you stop being toxic? No. You have to work on fixing your image with them.