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Kizo

Military Police Force
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About Kizo

  • Other groups Premium Ninja,
    Legendary Ninja
  • Rank
    Genin

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  • Location
    Village Hidden in the Mist
  • Characters
    Akari

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  1. This thread is going to be a breakdown of medical on a per-spell basis first, then there'll be an overall review of medic's status. Chakra Protection Chakra Protection does not scale (it only prevents 1k damage and never more than that), and here is its mana cost for absorbing that 1k damage: 1.8k chakra used to prevent 1k damage being taken. The 1.5chakra/damage cost is extremely high. If cast on another player, the medic that used it only expends the initial chakra cost and the receiving player is the one losing 1.8k chakra. Mystical Palm Technique Doesn't scale, doesn't crit, 3 seconds cast time becomes 4 seconds in an active PVP situation, actually costs about 1k chakra and not what the tooltip indicates. I don't see why this spell even has a cooldown. The chakra drain from spamming it is warning enough for people to not clown around with chakra dumping. Chakra Power Transfer Costing over 1k mana, CPT's usefulness is mitigated by a few factors: a 2 minute cooldown and a high chakra cost. Given medical's cooldowns, there's no way we can get the most out of using CPT on ourselves. If I use CPT on myself then dump every spell in my toolkit as fast as I can (kunai tech, paralysis, senbon, murder of crows, mystic palm, mirror of heaven/earth and poison hazy), I expend 1k chakra in order to 'save' 934 chakra, meaning I've actually still lost chakra by using it, never mind that I'd never actually spelldump like that in practice. The only mastery in the game with cast and mana costs high enough for it to be useful to is Fire Style. The use of the spell is simply too limited for its mana cost. Poison Hazy Mist As far as damage goes, poison hazy isn't very good. It's a targeted AOE in a game where bosses and players alike are ultra mobile, and its AOE radius is generally too small to catch moving entities. In PVP, 3 stacks of it can be cleansed by using antidote which drastically reduces its damage. In PVP, if my target stands in it for the entire duration of the ability, pops antidote at 3 stacks, they can re-use antidote at 5 stacks, meaning that the target only takes 2 stacks worth of its damage. 2 stack damage with my stats (26 jutsu power and 761 spell power), is 377 per tick on a player with 4 toughness. The spells biggest saving grace is that multiple medic users contribute to the same stack pool, meaning if I get poison hazy on a stagnant boss to 8 stacks, another medic user can add their 8 stacks, bringing the damage ramp up to 16, and this can be added onto indefinitely — and that's not an intended feature. It was reported a few months ago. Poison Senbon I actually like poison senbon for what it is; ultra low damage (idk if its just not scaling or what), slow ticking, ultra low chakra cost, long range. It's a good ability for snagging someone in combat, but that's it. If that's its purpose, then it does its job. If it's meant to be an early on DPS spell, then the spell tickrate is probably too low: auto attacks do more DPS than senbon so lowbies will probably only get a few ticks of senbon in before the mob is dead. Advanced Foodpill The fact its supposed to vanish 15min after logout is terrible. The fact that that function isn't working properly is most of the reason that people get use out of foodpills, seeing as you can only generate 12 per hour and people consume them like candy. They're a super valuable tool for new players as they are, and I hope that the bug with the logout is actually never fixed, and that foodpills simply become permanent. Nerve Cutter Technique Most abilities in the game don't require a weapon to be equipped in order for the abilities to be used, so by default it's useless against most masteries in PVP. It only affects kenjutsu and hyuuga (lolwut?), of the 11 masteries in the game, and it isn't usable at all in PVE. The damage on it doesn't make it more worthwhile to use against the other 9 masteries in the game, so it's an ultra niche ability. Resurrection Jutsu It costs a lot of chakra, has a very long cast time and cooldown, but it feels like a true endgame jutsu. Conclusions The only abilities in medical's kit that feel usable under most circumstances are: res, foodpill, mystic palm and poison hazy, and 2 of those have complaints. Chakra Power Transfer, Nerve Cutter, Poison Senbon are ultra niche to the point where we rarely ever use them, whereas Chakra Protection should be replaced altogether with something else, like a 2nd heal or even just a normal shield. An AOE heal of some kind (even if it's just ground targeted) would be especially nice, but understandably enough that depends on the healing values once it's scaling properly. It would also be nice to have an extra spell, seeing as foodpill is essentially a non-combat spell.
  2. Around 18gb of disk space. The recommended requirements are: • Operating System: Windows XP (Service Pack 3) or above. • Processor: Intel Core i3 5005U or above. • Memory: 4GB or more running 1600Mhz or above • Graphics Card/GPU: Geforce GTX 900 series equivalent or above. Though anecdotally I can tell you that many lower spec players play the game even without graphics cards at all.
  3. Titles People love the elusive and exclusive doctor title and are kinda jealous that it exists. It would be cool if other masteries got similar mastery-inspired title or cosmetic item. For Uchiha for instance, the terms 'Wicked Eye' and 'Heavenly Eye' are used a lot throughout the series, so a title could be Playername, of the Wicked/Heavenly Eye and the player chooses between the two or gets both. Hyuuga, the All-Seeing, Omniscient, etc. Sarutobi, Heart of Fire, etc. Kenjutsu could get swordmaster. Elemental masteries are a lil more difficult. Of the Limelight (reference to a lightning jutsu), Pyromaniac, but I'm sure that something could come up. Some religious titles relevant to how many bone donations someone has performed at the relevant shrines would also be nice to see. I'd love to see some more lore-themed groups and I'd definitely enjoy creating a Jashin Cult org with the homies. Minigames Definitely not some kind of development urgency, but it would be fun to see some. It's nice to just lounge around vibing sometimes, playing cards or whatever. In regards to AP/SP cards They could be available for koban? Just a random idea. Other random stuff Add 10 slot bags from somewhere ingame. Craftable, ryo, koban, whatever. That way there's a bag upgrade available for f2p players, but it keeps the biggest slot bag (16) on the store.
  4. I'm really not sure where you get the idea that I'm speaking for all rogue players: this is exactly the sort of suggestion that hardcore open world PVPers hate, so players like Okinawa and likely Hibro aren't interested in this sort of thing at all. On the other hand, I dabble in most aspects of the game, and I've always been more interested in rated instanced arenas and battlegrounds than world PVP. I'm generally uninterested in raiding and PVE, but I love teaching other players stuff. There are a couple of really enthusiastic SS players that I'd love to teach and can't because my presence is an active hazard to them. If I'm there, I can't teach new players: I'm setting them up for failure. Being rogue is already a huge enough impediment to everything else that I enjoy doing: I have to make alts to show them stuff, but those alts don't have my mains power level, so I have to hustle 3 times as hard and either level some secret alt that people won't kill, or play two characters intermittently. RPing in most locations is impossible because the guards are overpowered, and the overworld is, well, we saw how that went. That's 2 of the activities that I enjoy, smashed. Players who only want to PVE and not participate in PVP at all can't do anything in this game. If they won't fend off or participate in PVP situations, they simply won't be invited to raid, because they're teammates that can't be relied on when everyone is needed to be on the same page for raids to be successful. So there's another swath of the playerbase that doesn't feel like they can play the game the way they want, and if people can't do the things that they find fun, why would they play?
  5. How do you propose progressing quests for those who already did stuff would work? Removing the mastery token and the spells, passives included, don't actually remove one's ability to continue a questline they've technically started at some point in time. The questing system, unless I'm mistaken, can't be tuned to require something, otherwise the quests could just be set to require the passive of the respective mastery.
  6. Sarutobi is really, really cool. Out of every mastery in the game, it stands out and shines. It does however have two little hiccups that I can see amidst all of the things that people like. 1. Protect the King: This spell focuses a player in one's party and can't be used on someone in another party, even if they're in the same raid. This could probably be changed, just as a QOL thing. 2. The staff summon: The staff summon is, for better or worse, extremely durable. Extremely, durable. As in, it has 22k hp and even from the most hardhitting spells in the game, it seems to refuse to die. Maybe the HP could scale with the casters?
  7. sidenote: everyone is horny for sarutobi. just absolutely thirsty for sarutobi. completely starved for it. everyone saw the staff once and they've been going feral ever since. notes about sarutobi soontm since everyone is intent on hardcoring it
  8. The shinobi world is a dangerous one - but the shinobi world is one that is dangerous even without conflict between rival shinobi. If the game has any field which has been heavily contested, it is PVP enforcement. People have toyed around with the idea of removing forced PVP for those sub lvl 30 or 40, but I think the issue goes deeper than that. There are faction divides beyond rival shinobi groups that splinter an already small community further for their existence. PVE players who only want to do PVE content are measured up against PVPers because PVPers need everyone in their raid group to be down to fend off an attack at any time, which leads to frustration and quitting. Leaf players don't want to play with rogue players and vise versa. New players get drive by-ed. Roleplayers are stuck roleplaying in the handful of safezones which exists because the overworld is so furiously open PVP that they can't leave designated safe areas. The current main argument against flagged PVP, as we know, is contesting bosses - but as we've seen with MM being in a safezone for the last 2 months, while this causes player frustration, the frustration stems from the fact that the boss isn't meant to be safezoned and people are abusing proximity to Konoha to do so. If people could opt in/out of PVP, people might spit about how another player is cowardly for not wanting to do full PVP boss runs, but that would be the end of it. Recent overworld updates in relation to patrols have already increased the danger of the world. Leaf-based guards patrol roads near towns, while packs of wolves and giant snakes require vigilance while maneuvering around. The world, at an increasing rate, feels alive. Things are happening beyond just players moving around and doing their thing. I honestly think that if PVP flag was added and that its introduction patch was dedicated to improving the overworld, fixing the going rogue systems, the entire playerbase (regardless of affiliation and playstyle preferences) would be better for it. Implementation: I understand that implementing flagged PVP would take time and have its own system complications, but seeing as the game has managed to add open PVP, I'm hoping that it wouldn't be too complicated. My recommendation for implementation would be that turning War Mode on or off would mean that someone is flagged or not flagged for at least an hour or two. On another MMO that I played, flagging for PVP was something that had a daily cooldown that reset on daily reset time (on SS that would be 3am server, if I'm not mistaken). That would be brutal, but it could work too.
  9. As of patch 33, every A rank boss has been buffed. In a vacuum, this may not be a problem; it was perceived that every build might get a tiny immediate nerf for a long term buff with the new scaling patch. However, there are two problems with this; 1. The buffs have made already difficult bosses extremely inaccessible to the casual playerbase. 2. The boss buffs in tandem with PVP have made boss clears extremely difficult, even for the hardcore playerbase. The buff that bosses got where their casts can't be interrupted by knockback/knockup anymore, itself, is completely fine. It was very much needed: we could trivialize any boss mechanic that involved casting, but the damage & HP increase as well as the cast time reduction wound up being too much. 15-20man raid groups of 30+ level players struggle. Compound this with a PVP situation of constant boss warring, and A rank bosses cannot be completed on most days.
  10. A/N: This thread is a continuous work in progress until v34 and will be updated periodically as new things stand out. Fire Some spells shifted around, most notably that fire tornado used to be #1 on DPS chart and is now #8 but their damage has been largely maintained. Its biggest problem is chakra management. Firey havoc does funnily bad amounts of damage for the wind up time it requires (2.7k on average, when fireball is 2.2k average on our top fire DPS players). Some logs about what stood out to me: Firey Havoc Fireball Water Continues to have what feels like 0 dmg outside of pool eruption, while also having extremely heavy chakra costs and very long cast times. Earth Again, about the same damage as it used to, hard to see the mana cost on this mastery since its abilities are used more defensively by the players in our raid than anything else. Wind Its damage actually got nerfed by the scaling update, compared to prepatch. Woops. Cutting Tornado Jutsu and Slicing Whirlwind are the only ones doing close to alright, and Slicing Whirlwind still feels very weak. Genjutsu 6-7 seconds of uninterruptible fear is a very long time, and has a tendency to run people straight through SS' custom model buildings and props and get them stuck. The damage on genjutsu seems to be very undertuned. Lightning Has regained some of its former damage, and doesn't struggle as hard with chakra as other masteries, but some abilities like lightning fang seem a bit undertuned. Lightning fang Uchiha Now hard struggling with mana, joining many other masteries, scaling disproportionately with AP instead of SP and providing more AP than it does SP. What felt like a versatile mastery now feels heavily melee skewed thanks to it scaling far more with AP than weapon damage + sharingan only providing strength buff and nothing at all for casters. 35 per second is 1/6 of someones mana in a minute. Kunai dmg from highest physical attack on the server Average kunai dmg My dmg on paralysis which now ironically outdpses kunai Kenjutsu A genin continues to outdps half the raid, lol. Kenjutsu extremely high damage even without significant stats. And here's an active PVP situation: Medical In spite of wearing 747 worth of SP cards, damage on senbon is extremely low and healing values are almost the same as prepatch. Chakra Protection is still not worth casting (shielding 1k damage is nothing, and for its mana cost, its especially horrible, the spell needs a rework altogether). I heavily suspect that 'bonus healing' stat is still not working, given that the Slug weapons also don't do anything. Disarm still feels useless when used on anyone except a 2handing wielding kenjutsu user, since it only disarms the mainhand and weapon equip requirements are practically nonexistent otherwise. I'd consider replacing disarm altogether because it's a PVP spell (does not work in PVE at all) with such niche PVP use that it feels useless. The mana cost on it is also pretty substantial. It could be replaced with a single target root named Body Pathway Derangement. Mana cost on Chakra Power Transfer is so high that using it on anyone except fire feels utterly pointless. Medical doesn't have enough active abilities to make up for the initial mana cost if the player uses it on themself. Senbon miss rate remains like 90% lmao We gained about 40 HPS with patch because the range of the heal was changed. Hyuuga These fellows have no mana. Byakugan is a hefty cost. Can't comment on the damage because we have 1 hyuuga player and he's fire, so hyuuga damage gets completely buried. Primary takeaways Most players feel like they do less damage, with the tuning patch. It feels as though damage was shifted away from jutsu, and lands instead on stats, but we don't have stats okay enough for damage to be at prepatch values. None of the masteries got a buff, most of them are struggling with mana. Dojutsu users are so pressed for mana that they aren't activating what their builds are supposed to revolve around. Possible solutions: reduce the CD on Chakra Recharge to a minute. The buff is needed to be huge, seeing as several masteries struggle to have mana within 40 seconds into an encounter. Chakra Recharge has counterplay in PVP, so it shouldn't affect PVP balance much, as chakra recharge only restores 30% chakra to someone taking damage and the spell can be interrupted altogether. Remove chakra per second costs on dojutsu. Ain't nobody playing Uchiha or Hyuuga to not use the primary cool and unique thing about their mastery. A CC breaker of some kind is also very much needed.
  11. I can update it if you'd like! When I had asked Alther about it when creating the list, he had specifically said that was for the best since Alther and Moody are Chunin and don't claim to be village leadership, is all. What should I update it to?
  12. Crocodiles, apes in FOD, any variety of cobra (malicious, wicked grey, etc), tigers, goats, Raido, Onni, Kama, probably Dagahara, mammoth shark, Jashin cultists, black wolves, every variety of scorpion, are all the mobs that I can think of atm.
  13. And top photo taken before disaster (v30 genin Dagahara attempt)
  14. Preliminary observations: The inconsistent range of targeted spells is somewhat awkward. It's probably best to streamline ranged focused spells on a mastery basis rather than have some be 15, 20, 25, 30, 35, 40 or even 60. While I understand the appeal of ultra long or more middle-ranged caster abilities, the differences in different ability ranges within the same mastery can disrupt the natural flow of combat. From an outside perspective, this allows for the use of different spells depending on situation, but in practice it winds up being a bit fumbly and awkward as there aren't enough abilities for those extra long range fights even should you have 3 masteries, as your rotation is ultimately ruled by the minimum and median range of all of your abilities. For instance, medical has abilities at 15 (heal), 45 (dmg), 40 (dmg) and 20 (heal) yard ranges. In a vacuum, that suggests a specific sort of positioning meta for healers in relation to their dps because you'll want them in range of your heals while simultaneously having the enemy in the range of your occasional contributing dmg and CC. However, that positioning meta exists in standard wow and other arena games where such ranged distances don't exist (all ranged is simply the same range), so it would be easier to just streamline all the abilities to 30 or 40 yards. The best way I can express that positioning meta is through an admittedly shitty paint graph: In this sort of 3v3 arena situation, the healers are unable to damage eachother. If I had to put a number on the exact yard distance between the pillars in the Tol'viron Arena (the arena this graph is inspired from), I'd say there's about 70 or 80 yards between the pillars opposite to eachother, and about 50 yards to the pillar on the right hand side. In this instance, the healers are already set up to heal their melee (who typically stand right at the edges of their range, at 40 yards) and have enough range to put pressure on enemy melee or ranged. Nevertheless, they still have to play carefully, because if the enemy melee withdraws and starts traveling towards the pillar so that the healer can save them, healer #2 can be caught out and killed. Snazzy. In SS, however, there are some funky factors to all of this. For one, a lot of ranged aren't really ranged, but rather some close quarters caster who in this graph's situation actually can't kill their fellow ranged at all, because their spells don't have the sufficient range to allow for any sort proper positioning gameplay. The reason that this is annoying is because those ranged, such as genjutsu, have none of the advantages that ranged masteries like fire do in terms of distance, and exactly all of the disadvantages: when they're struck, their casts are slowed, and there's nothing to do about it. Which, to illustrate what chakra jump is like, here's a frame of reference of how far it goes.: https://gyazo.com/f94fd4c9ba0b079b77f70c212b1a9b6f. Chakra jump is actually so long that it completely ranges genjutsu and other mid-ranged casters in 1 click. And if you range them, they have to recast. If you jump back and start hitting them, their cast times of 4 seconds are increased by 0.5s for the first and second hits (this is called pushback interrupt, also affects Chakra Recharge because it's a channeled ability). Hopefully, you can now see what I mean when I say that mid range (10-25y ish) casting is awkward. More specific observations: - Lightning seems overnerfed when measured up to other masteries. A 15-20% buff might bring them back into range with others. - Earth shield is really overpowered. It probably needs less stacks on it. - In light of how short Kenjutsu's cooldowns are, the chakra cost of their abilities should probably be lowered by about 20%. It's very, very easy for them to run out of chakra. - The range of healing is something I've brought to staffs attention already because of the recent Kama attempts, but I'd like to iterate that something around 30y is probably more sensible. From a PVP perspective, 30y is about the range of a chakra jump, so PVP healing is a bit complex (and by that I mean, annoying asf) in an open world setting where people are crazily repositioning, but that's fine: people should have to be careful of where they stand in relation to their healers. 30y in PVE is also big enough for healers to have a bit of wiggle room in larger boss areas like Vaga, MM, Kama and Raido while not being so completely braindead that all you need to do is stare at healbot nameplate and click names. - Medical Chakra Protection, while interesting in concept, is actually a lure for wasting assloads of chakra. Sure, damage not taken is damage that you don't have to heal, but damage not taken does still need to be within 20 or 30% of straight up healing, or people will avoid shields like the plague. Currently, if you use Chakra Protection on a Raido Lightning strike, which does 3.5k damage on average, you stand to lose 5200 chakra from the shielding, as well as an added 252 chakra base cost for the spell. That's at least 50% of your chakra spent on counteracting 30% of the average chunin's baseline health pool, if my understanding of the spell based on the tooltip is correct. We heal about 1400 instant + 2600 HoT for a cost of 800 chakra. Relatively speaking, Chakra Prot accounts for 50% of my chakra, and 1 Mystic Palm accounts for 7% of it. I can do around 27k healing using Mystic Palm for the same cost as I can use Chakra Protection for. Suffice to say: nobody casts Chakra Protection anymore. We've already learned our lesson. - It would be nice to get some kind of tank stance or aura that increases aggro generated. It doesn't need to reduce damage taken or anything like that, just increase aggro. The current tank meta of just switching things around limits fun mechanics to juggle, like bosses putting debuff stacks on tanks that need to be managed. Adding some sort of tank support that goes beyond reducing damage taken would open up more PVE diversity. - If you add a group training dummy where we can wail on it for a few minutes (no rewards ofc) so that we can see how masteries align with eachother. It'll make it easier to compare damage throughput side by side. This won't be perfectly accurate, of course: while submitting feedback we'll still have to keep the design philosophy of the mastery in mind along with the things that aren't represented in recount like the amount of CC they have, but it will help a lot.
  15. And here's how to use and set up TotalRP 2, for those that have never used it before. Here's the basic interface you get to when you click the little seal face icon. Click the two boxes to edit them. As for the other two things, you can set your RP status to In Character or Out of Character, and set your level of roleplay experience under 'roleplay training'. . Next up is the 'directory', the silhouette on the left hand side: The way you fill this in is by clicking on the parchment and ink at the bottom right. After clicking the scroll and ink again to save any changes to that menu, other people will see your character's page like this: The second left hand menu, the muscular green arm, is for character descriptions. The head, personality. The scroll, background (I recommend using this for information that would be readily known about your character). The 'states' section is tricky to summarize, but in essence it can be chalked up to things which people can notice about your character at a glance. You can pick a few from a premade list, or create your own through the creations function in the top right menu, but I recommend just using the premade ones unless you really feel like finagling for a while. Here's an example of a set of completed and filled in parts of an RP profile: When other players mouseover Akiriguy, here's the first thing they see in the tooltip on the right hand side: And here's how you see other players' profiles: When you select another player, you'll see this handshake icon appear between your two unit frames. To access their RP profile, click the handshake, select 'add profile'. From there, you'll be able to select 'sheet' from the same handshake icon. That will bring their RP profile up. Once you've clicked that, their RP profile will appear, and you can peruse it at your leisure! As for this other interface that TRP gives you, I recommend that you just X out of it, really.
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