Shinobi


#14

I just meant the fastest katana class (ninja has base 60) :smile: (but yes, what ninja is ever not speedy I know I know)

Good chance i come back and edit my review when you get the chance to update/clarify :smiley:


#15

I’m working on it.


#16

The debuffs effect is fine. A bit iffy about the lifetime tho. DECA might just spam the immunity on every single boss, similar to paralyze and stun, which already ruin boss patterns anyways.


#17

So when I get access to my computer again I’ll edit my previous and cross out addressed things. Thank you for changing mp :grin:.

So as it stands the ability is definitely a bit overpowered. I would either lean into damage or the cripple. Right now the bleed/latch damage is pretty nuts and the mp cost definitely doesn’t scale appropriately right now (t2 and 3 both 70 mp?). I get that poisons/ assassin need a rework/buff, but I feel like this passive damage that can be kept up ad infinitum (and I assume is immune to quiet and silence since no mp cost?) should not outdo the damage poisons do over time. I think it’s fair for it to be a little lower (like t0 was) if keeping up the latch requires skill on the player’s part (have to stay within a certain distance-something like 6 squares- or you lose the latch without lingering bleed/cripple). If latch is going to be this big at the very least the initial cost needs to be much larger (more like +15 or 20 in cost every tier).


#18

:face_with_raised_eyebrow:
No offense, but what makes you think that everyone is going to listen obediently, let alone the fact that not all runs are held by RLs? Also, public running still exists.

On a separate note, I’ve read ideas that similarly wanted to mess with amplitude of enemy shots, but it’s always made slightly uncomfortable, even excluding major boss fights that could theoretically have immunities to such abuse. I’m thinking of enemies where slipping through shots that have had some time to spread out is important, especially those shotguns that tend to be narrow.

Don’t get me wrong! I like most of the rest of the idea. It’s just that that particular effect has always been a can of worms to me, so it’s not targeted at you, specifically.


#19

Wouldn’t this only be an issue if you messed with projectile speed? (That is what bard changes and why that messes with shot patterns). Wouldn’t projectile lifetime make shots just not travel as far, at the same speed? (I admit I don’t understand how this affects boomerang shots).


#20

It depends on the context. It still affects how the enemy shots travel. Even if all that was happening was shots traveling at lower distances, as you put it, it may be more difficult to get through a condensed shotgun.

Amplitude would be a little different. As an idea for how it affects shots, the reason that Staffs have an amplitude in their stats on Realmeye is to show how wide of a pattern they deviate from the invisible meridian line. They make “waves,” which would wobble farther, the higher the amplitude. If you increased the amplitude of a common Ghost God, for instance, its shots may more resemble (not strictly copy) something like the Sprite Wand per shot. It would probably be uncomfortable to deal with a sudden change like that, especially as a newer player!


#21

T2 and T3 both 70 MP because i didnt finish doing T3.

I might have to come up with an equation to keep only the range decreased while affecting amp and freq as little as possible. Unfortunately, I failed pre calc, so… no promises.

EDIT1: By testing on Haizor’s weapon editor, I think you can just decrease the frequency by 20% as well, so the shot pattern remains the same (only range is changed). Posted some examples on OP.


#22

The fact that the forum home page doesn’t show you there has been any activity when the OP edits their post is very annoying. A lot was changed, and all for the better Imo. Great class with a thought out ability.


#23

Man this has also bothered me for quite a while, although I guess putting in a comment for update gives a bit of leniency towards edits, as some edits may just be some typos or small updates. (could possibly be abusable maybe to keep a topic constantly up too? but this is mostly speculation).

Edit: Also I would recommend the changelog could be put in the “hide details” but that’s mainly just personal preference. Additionally:

I appreciate the solution towards this, I made a similar post trying to make something like Drowsy (Much like crippled range debuff) or an “Uninspired” debuff but this solution never really occurred to me! Big props for that.


#24

Oh shit it does’t? I guess ill put changelogs in OP as well as in a new reply then.


#25

Nice, dud. The reasoning I had when I decided to come up with that, was just testing and seeing how lieftime affected shot pattern. Since the amplitude remained the same, all I had to do was change the frequency. Because the frequency had to be retained in the new smaller range, decreasing the frequency meant that the shot pattern oscillated less often, and it just worked.


#26

Reading this I assumed this was a bait post in the first place, but let’s do the Ben Shapiro and just assume it isn’t for a hypothetical. The easiest comparison is to ninja -which is close to the same thing as this class already., but more balanced. This class as it stands is way overpowered. Not only does it have a hold space dps mechanic, but the same mechanic changes the shots of an enemy. This is the sort of gameplay mechanic that’s way strong to the point where if this was a tiered ability you’d see it in the same place as stun - anything endgame would be immune to this cripple. Not to mention the range of the ability is longer than your range for a tiered katana meaning you’re always in range to use it if you are doing dps. This really negates your range mechanic.

That’s just from a balancing the class perspective. Why should the class exist? What niche should it fill? Whenever we brainstorm a new class, we need to look at it from that angle. To me, this is a class that doesn’t need to exist, at least not in its above iteration. You may disagree, and that’s perfectly ok, but in my view I don’t see it working in the current game.

Apologies for coming across rough, I genuinely thought that the post was bait and trying to get people to be angry in the replies.


#27

If you read the post w/out looking at the detail tabs he had that would make sense.

I personally feel this class fills far more of a niche than summoner did. Gives katanas a 3rd class (like summoner), with a different emphasis on offensively maxed stats (like bard and summoner), which has a genuinely useful ability that if nothing else, is pretty reliable dps (like summoner). Just because some endgame bosses might get immunity to the status doesn’t mean it won’t contribute to the game :sweat_smile:.


#29

I started to respond to your post content and then read all of this.

Hmm.


#30

I understand your viewpoint, but in my view I don’t think the game should be designed with abilities that are broken from day one - yes things are stun immune now, but they didn’t use to be in the past. An ability made in today’s game should work everywhere. My 2c.


#31

Now thats funny.

edit: i just read that Platformz already adressed this, and frankly i posted his whitout reading anything else here, so yeah ill go commit harakiri to regain honor myself


#32

Proceeds to commit harakiri to regain honor


#33

:notes:Here’s my 10c,

is free…:musical_note:


#34

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