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Zoogie

Premium Ninja
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Posts posted by Zoogie


  1. 7 minutes ago, Lify said:

    kno im doin tday?

    playing a 20 year old card game called yugioh which i havent played since with the kids on the block when i used to exocsize exodia obelisk with my own hands in case the game wasnt played right now after all these years comming into a new meta with 10000 cards no real sorting cards into pairs or we and basiclaly ur thrown i the deep im now climbing diamond to maste rranks with costum deck 2600 + rating nearing 2700 so its not just wow games oyo soy el meta get it atem meta as in the pharaoh name reverse a well ill post when i hit top 100 player this game i guess 

     Yo dude you gunna play this upcoming SS patch? gunna be a good one, hope to see you in game soon !!


  2. I talked a little about this the other day in discord... The identity of Wind Mastery. I just dont understand its role or purpose at the moment. Apparently it is supposed to be a "battlefield control" mastery but I really dont see that being the case. The tornadoes are too random and dont do enough damage while the knockbacks and slows are either too short of range or just not effective enough. I think the mastery does underwhelming damage and only provides a moderate amount of utility. The best things about the mastery, in my opinion, are the interrupts. Which it only does so well. If I had to narrow down an identity or playstyle for wind at the moment it would be one that is focused around mobility and using abilities on the run. However it doesnt even do this very well. I would like to see either a massive increase in damage and go that route, an increase in utility, or an increase in movement abilities because at the moment it does all 3 of those things very poorly. If all 3 of those things got slightly buffed that would be okay too, then it could be another "jack of all trades" mastery but at the moment it fails and feels bad. 


  3. I think that an anti-safespotting mechanic is needed for obvious reasons but the current version of the charge/stun mechanic called "Super Jump" is just too punishing. Players will say that it isnt a big deal, you just gotta work around it, but that is problematic in itself. It is a flawed mechanic. A punishing mechanic like this 7 second stun serves no purpose other than to prevent safespotting, however if you are not safespotting there is still a high chance it gets used on you. This is why it is punishing while at the same time providing a negative gameplay feature that, in my opinion, is unintended. I suggest a complete rework of the mechanic or at the very least reduce the stun duration to a few seconds. Im not sure if I understand the proposed cast feature and how that would fix the problem? My biggest problem is that I am hit with "Super Jump" when I am playing the game normally and not safespotting. However it gets fixed im okay with, but this mechanic is probably my least favorite thing about the alpha right now.  


  4. First, i think that there should be a way to avoid CC. With everyone getting Chunin and access to more abilities CC has become a very crucial aspect of pvp and being able to survive or not. Damage seems to be really high right now so being locked in chain, or even just 1 CC can feel hopeless. However, I am not a big fan of a "CC break" button. I think it is way over done in mmos and in particular World of Warcraft. In WoW arenas, for example, having a "pvp trinket" is such an important part of the game that I feel like if Shinobi Story added something along the same lines this game would feel way too similar. I understand that this is a wow engine and not everything is doable but I do want to suggest something that would be considered a "pvp ability" but not a true "CC Break." This is what I suggest: a complete rework of the substitution justsu. It will instead be an ability that you can preemptively use to try and predict an incoming spell and negate its CC as well as damage. It will act as a CC break but instead of using it during the CC you have to use it before. Not only will it require more skill, it also makes more sense. Im not claiming to know a whole lot about the show but from my understanding the substitution justsu has to be completed before they are struck by an attack. they replace themselves with wood or a water clone or something like that. They dont use it after they have already been hit. It may be reactive to a point, but the ability is always used BEFORE the incoming attack. Im not much for lore or anything but this just feels more right to me, other than using or doing something AFTER you have been struck by something. If the engine can allow it, this is what I suggest: Substitution Jutsu will provide a buff lasting just a few seconds and within the window if you are struck by an ability it will negate it. CC or not. Afterwards you go invisible for a few seconds like it is now. I really dont care how it works tbh, I just dont want a "pvp trinket." In my opinion it is extremely overdone in MMOs and it doesnt even make any sense in the shinobi world imo. THanks for reading, sorry if i rambled a bit. THoughtS??


  5. Having a CC break has been a topic for a long time in discord so I thought it was about time we took it to the forums... Should there even be an item or ability that can break CC? Should it act the same way as the PVP trinket in WoW does? Are there any other ways, within the limits of the engine, to break CC? to How long should cooldowns be? Available to everyone and at what level? There are many questions to be asked, as well as answered. Please, if you have any suggestions or input to this topic please comment something 🙂 

    For anyone who isnt familiar with the term CC, it is short for Crowd Control. It is something that makes you lose control of your character. For example, stuns, roots, disorients, mind controls, slows, etc are all forms of CC. 


  6. Yeah making a major, permanent decision after days of playtime feels bad... Especially when there is little insight to your options. If i had all the knowledge that i do now at the start of my character I would have gone a different route. I really dont wanna reroll and put in another 6 days play time at this point.


  7. 14 hours ago, poopeater said:
    Quote

    The passive works, it was probably changed from guaranteed to a % chance (like Sword Specialization is) and the tooltip wasn't updated. (Listen for the distinct slashing sound effect) If it was guaranteed this ability would be way too overpowered, I like how it is now - It's a great damaging ability especially seeing as everyone (except medical's) best damage is auto attacks. I don't know about the hit rate, that could be bugged for all I know, it is harder to test after all.

    I have been hitting a training dummy for 10 minutes with both a 2hander and a single 1hander. I have yet to see an extra hit. Didnt try dual wielding because the numbers go by too fast to see them. Have you tried the passive with a 2 handed weapon? I am pretty sure it is bugged, at least for me it is. 

     

     


  8. Opening Statement

    I'd like to start by saying that the long awaited buff/rework to kenjutsu has improved the masteries playability by a lot. I still feel however a lack of identity with the mastery. There are a few abilities that I really like that add a unique playstyle but the biggest problem I see arent the abilities but the auto attacks and the lack of 2handed viability. These are just a few things that I would like to see changed/tuned. In no way is this me complaining. I think Vlad and the rest of the team have done an amazing job! These are just my opinions on the mastery having played it for many many hours.

     

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    Way of the Blade

    The additional melee swings just dont work or theres no way to see them. I have tested with 2handed and 1 handed weapons and I have yet to see any additional attacks. The 5% chance to hit is also suspect, when looking at my extended character stats my hit rating is unaffected. If this passive worked properly I could see it being really effective in creating that "swordsmanship identity" that I feel the mastery is lacking. Also not trying to be woke but the tooltip should be changed to "his/her swords" not "his swords".

     

     

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    Tendon Slash

    I think this is a great idea for a utility ability but it just the duration and cooldown doesnt make any sense for a skill shot ability. The hit box is extremely short and narrow making it awkward and incredibly difficult to land. The damage is actually pretty balanced imo but it needs a longer duration and/or its hitboxed modified. All in all I really like this ability but it needs love.  

     

     

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    Dance of the Flocking Birds

    I have just a few little problems with this ability. First, the animation is bugged. Either you shouldnt be able to turn your attacks or the animation stays in 1 spot only. Similar to that fire mastery ability. Unsure what its called... Second I think that the damage is a little undertuned... I know that this is an aoe ability but it is still a skill shot. With how much movement there is in the game it is near impossible to land its entire channel unless the targeted is immobilized. 

     

     

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    Swordsmanship Slash

    Not much to say about this ability, I think that it is in a really good spot and works well. Similar to Tendon Slash in terms of its hitbox but it is much better because of its high damage and low cooldown. I think that it preforms very well. In the future I could see this ability needing tuned down but atm I think it is fine.

     

     

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    Final Glimmer of Evening Light

    I love this ability! Having an execute just makes sense and creates a lot of opportunities in PVP. The Only thing that I would change is possibly adjusting the chakra and cooldown numbers in the future. PS the animations on this ability are amazing!

     

     

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    Early Morning Wind.

    I think this ability along with the previous execute are Kenjutsu's bread and butter. I think the stun duration, ability range, and cooldown are all appropriate. The only thing I would like to see is maybe a damage increase but it really isnt needed. All together it is an awesome ability that helps the mastery in many ways. Also, using it in certain terrain has made me fall through the map however. I remember this happening a few times when killing goats. 

    Conclusion

    I think a few of these abilities really dont need much tuning. However I still feel like the damage is a little underwhelming. Once the first passive is fixed maybe that will help bring the mastery to life but at the moment it is a little underwhelming. It isnt the worst mastery but it is still far from where id like to see it. I know everyone wants their mastery to be the strongest but I think Swordsmanship SHOULD be strong. "When the master of the blade draws his/her blade, the outcome is death." This is the description of the mastery in the first tooltip. This statement feels far from reality. Thanks for reading 🙂

     

    PLEASE ADD YOUR THOUGHTS TO THE COMMENTS


  9. I understand how you can be very frustrated with the game but you gotta realize that this is an early alpha... I too am very frustrated at times but what do I do? I make posts on the forums and the discord and I just stop playing. Most of the things that you are complaining about are just results of this not being a completed game yet. things are always changing with every update. If this was a completed game that you had to purchase then yeah, you'd have every right to be pissed off but those 350 hours you played you were essentially beta testing, no one forced you to put in that much time into an early development game. 


  10. I really only have 2 major complaints/things that I would really like to be fixed. First is the ninja rank -> skill point board. There are players that have gotten to C rank while others who cant even get past E when they have the required points to do so. Feels bad. Second is the anti-safespotting / super charge. I understand the reasoning for the mechanic but it is not only buggy but it can be extremely punishing for those who arent trying to safespot. In its current state players are almost forced to just attack one mob and stand still. Using Aggressive Bees, for example, if you want to gather up multiple mobs that are spaced apart you risk getting charged and dying. I know that there are ways around the mechanic like using shuriken, standing still or running a certain way but the mechanic at the moment is a total fun killer in my opinion. I dont think its outrageous to ask to be able to run around freely when attacking NPCs.


  11. I have found that killing brown bears and grizzled brown bears do not give credit for my side quest Brown Bear (19). I hear some people have been able to complete it but i seem to not be able to. Yes, i am attacking brown bears not gray or black or something different 🙂 


  12. 10 hours ago, Skidrow said:

    I dont know, it could add a bit of flavor if there are rivalries or bounties out for someone, the map is huge and is only going to get bigger, I could see an argument for both sides here. on one hand it would be impossible to find someone you are looking for, but on the other its kind of realistic and my spur player interaction, maybe once there are more zones (earth, water etc..) it would be good to do /who and see what land a person is in at the time. I pretty much agree 100% it shouldn't show the exact town name that you are in, or at least cant think of a counter point to it

    I agree, if it only showed what land they were in then it wouldnt be a problem for me. I just brought this up because right now you can see who is in the forest of death and you can assume what they are doing. its kind of annoying and not very immersive imo. If more places are named in the future then it would be too easy to find people. If there is a manhunt, for example, you can just sit and refresh /who until they walk into a place that you recognize. 


  13. Foremost I think community problems should be solved by the community. This is a mmorpg that focuses on pvp. There are players and organizations currently and in the future that will try to protect friendly players who just want to play. Community resolutions are the way to go imo. An idea could be to add "friendly" zones. Just like in WoW. Certain roads could be patrolled by NPCs that can offer some level of protection but stray too far and you are on your own. Not saying i support this but it is an idea besides having protection based on levels.


  14. I think being able to see individuals player's locations is a potential problem. For example /who "player's name." Since some areas are very specifically named I think this can lead to targeting and harassment from both sides. I would like to be clear though, I dont think targeting and hunting down players is wrong. This is a pvp game. However, being able to know exactly where players are is not immersive or realistic. Most pvp games where you have opposing factions there is not this issue (I.E. WoW, etc.)  I know not many places are named yet but in the future there may be more named places. Im not sure what could be done about this or if it even should, i just want to share my opinion on the matter. 


  15. Im not able to log into the website or in game using my original, premium account. I have no problem logging into the forums but thats all i can do at the moment. All it says is 'password doesnt match.' I created it such a long time ago that maybe I fudged up or something I dont know. However, I made a new account and its working fine but I would like to access my premium account at some point. thanks. 


  16. Hello all. About time I did one of the these. I've been following this game on the discord for a couple months now and I'm very excited for launch! Ima Naruto fan (obviously) and an active RPer via D&D and other games. The RPG / MMORPG genre is very enticing to me and I look forward to making new friends in-game! I'm very impressed by the dedication and the work thus far that the devs and the rest of the team have done. Well done. The community has been great too and I just wanna say thanks to everyone. I'll see yall round ? 

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