Dot Uptime/Damage and EFS from Medical
Currently majority of DoT spells/abilities are dealing damage per second, for some I believe this makes sense given their cooldowns such as murder of crows, however the ability Envenomed Fang Strike has a 25 sec duration with a 25 sec cd which is overtuned due to the high uptime and damage pressure, although it is melee range, getting close isn’t too much of an issue with build combinations and the movement abilities provided.
DoTs in the traditional sense work as dealing damage per 2-5 seconds with X duration depending on how often they tick. I believe damage per second dots are completely fine overall due to the cooldowns tied to them but the damage can be toned down slightly as with current dot damage outputs, it feels like something else is constantly hitting you and is sometimes difficult to track other abilities/spells.
The dot cast times are in a good state for the majority of them.
Medical Healing
The scaling is very little, current damage numbers and this healing is not suitable. If the chakra shield didn’t drain chakra and had better absorption than 1000 damage, the current healing would be somewhat decent and able to combat the high damage in some scenarios.
Medical Disarm:
Currently only gets rid of the main hand weapon for a short duration, a suggestion is to make it disarm both main hand and off hand weapons. It would be more impactful this way because you can alleviate the pressure physical users can do as they will lose their weapon damage, additional stats and pressure for a small duration, perhaps halving the duration as 10 seconds is quite a lot for a melee focused user.
CC abilities and Damage tied to them:
Currently for PVE, any ability or jutsu with CC and damage will be immune by a boss, have the damage still go through but cc immune still as it can make builds feel lackluster or incomplete in pve without their damage.
Items with “increases damage done by spells and effects” or “increases healing done by spells and effects”
This can be substituted for Spell Power. This helps with itemization and keeps things easier to track, the damage/healing done by spells is itemization from vanilla/tbc and spell power was made for casters towards both roles.
Medical Technique: Chakra Protection
Currently the Chakra shield does more harm than good as it drastically drains more of your chakra resource than mitigating damage as it can drain past the 1000 (2000 chakra) absorption limit leading to spikes of chakra lost. A suggestion is to either increase the cooldown or you can implement the weakened soul idea from priest shield in wow, however making the debuff last longer while removing the chakra drain aspect. A buff to the damage absorption by a small amount as well.
Current Over-tuned Abilities
Envenomed Fang Strike
25 second duration DoT with damage per second on a 25 second cooldown - this should have a higher cooldown and less duration as the pressure from the ability can lower someone’s health drastically without a lot of commitment except being in melee range. Damage is too high with current cooldown and duration of the ability.
Striking Shadow Snakes
Lower to melee range as the cast time and range is too lenient to land for the damage and duration this does. Damage is too high for the duration and ease of applying it.
Murder of Crows
Damage is too high because it ticks at half a second.
Susanoo
The duration is too high and the ability has zero drawbacks currently. This leads to people having free reign for 12 seconds and not paying attention in PVP as they can get uptime on you without worrying. If the duration was shorter and had a stat loss or make the user take more damage after the end of the ability, this would make the user think more carefully about when to use the immune aspect. Cooldown increase to 10 min would be in line with Tsukuyomi. People tend to wait around the 5 min and not bother engaging unless they have it up, a longer CD will make decision making better and not waiting around as much.
Amaterasu
The damage dealt is very high even with small stacks. Scaling might be too high on the ability or a bug.
Sharingan Technique: Paralysis Jutsu.
The ability is currently over performing only due to the very short cooldown, currently the shortest interrupt/stun ability. A suggestion is to increase the cooldown slightly but to compensate by making the stun duration 1.5 seconds.
Sharingan Technique: Tsukuyomi
Damage from Tsukuyomi if it lands guarantees a kill, around 150 skill level it can hit for 6-7k per attack with war mode on. Absurdly high. Cooldown time is justified but damage tuning is needed.
Lightning Style: Static Cutter Technique
The damage is too high (15-17k hits) for the small cooldown especially that it is the first ability in lightning, this paired with a weapon like the cosmetic Kunai Blade which majority of people are doing. Damage tuning towards this can resolve the issue.
Heavenly Vitality
75 to all resistances with 50% chakra regen while casting and duration of all chakra effects reduced by 20%. This is a bloated buff ability and seems to fit better with being a short duration cooldown (perhaps 15-20 second defensive) rather than a buff, an hour duration grants too much for the user and leads to excessive tankiness and resistance with no hit rating or spell pen in the game currently. Senju is already tanky with it’s current passives.
Deep Forest Emergence (visual)
The visual cludders up a lot of the screen and makes it more difficult to pay attention to what is going on.
Flash Pillar
Disorient doesn’t break on damage I believe due to a different spell type disorient or a bug. This benefits people not paying attention to CC’d targets and can spam damage onto a main or secondary target in fights for pvp.
Sword: Heavenly Strike of Autumn
This drains too much mana as melee have an easy time connecting with players with movement/charges/jumps. Currently drains more than the Chakra Destruction Jutsu from Genjutsu which has a cast time and longer cooldown. Tuning down the mana drain aspect to make it weaker than its Genjutsu counterpart.
Sword Final Glimmer of Evening Light
Damage is too high and the health % requirement is too high, perhaps lowering it to 20% from 35% and damage tuning.
Senju Clan Bloodline
10% Health on top of the 10% Nin Power is providing a lot of tankiness with their other passives and abilities still being strong, being in line with the Uchiha with 10% Nin Power can be a good compromise or providing a small amount of physical dmg reduction as it would make sense with their wood.
Genjutsu: Demonic Flute Chains
Currently the yard range is too large and easy to land on multiple people, with additional cc from other masteries or teammates, it is too effective when landed due to its range. At one minute of a cooldown it is also too short as the CC is very strong, a very slight cd increase would be appropriate and a slight cast time increase.
Eight Gates:
The scaling on this ability and the benefits it provides is very strong and difficult to fight against, the concept of it is great however it is unfun to manage your eight gates constantly running around and eating every few seconds. A cooldown is what I can suggest but it does deter from it’s opening of each gate concept. Tuning the scaling/benefits.
Overall, the game is fun, the masteries are well done with the abilities/jutsus, the world is a very good size with not obnoxious travel times. The bosses you can do lead to good content for control with PVP and farming. The world pvp is active due to this which is a massive positive. All in all, it comes down to tuning for combat, other aspects of the game are done well, the grinding is better with the recent group change.