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Cellar Door

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Everything posted by Cellar Door

  1. There is some big differences between Yokai Focus skills and a combinatorial element. The big, important difference is a matter of horizontal versus vertical growth. A ninja with Magnet Release, will by and large be the same level of strength as a ninja with Earth Release. The element itself does not change the dynamic of battle a whole lot. It is a horizontal growth. Yokai Focus will increase a ninja's aptitude for using their Yokai beyond their counterpart without it to a degree that is noticeable. The scaling benefit and the endgame payoff is also quite strong. In-fact, I think the 25% word reduction for regenerating yokai chakra is a very steep discount. Now, I'm a little rusty, so feel free to seek other opinions, but I would feel more comfortable with this if it cost about 750, and reduced by 15% as a maximum.
  2. First line of the "single target" effect, in parenthesis. Essentially, if you're in the post-sennin game, you can simply choose to throw it instead of push it.
  3. Denied. - Players cannot currently possess Kama or the Nine Tails. - On NA you must be a member of a single clan. You can be descended from multiple, but for balance purposes, you are only a member of a single clan. - You do not currently have permission to be a member of the Uzumaki or Otsutsuki clans. To obtain permission you must speak to Azure or myself, him being the head of the Otsutsuki and me being the head of the Uzumaki. - There are also a number of issues with the backstory and lack of mechanical stuff. Other staff can assist with that.
  4. Dark Red: The very first line of this skill states clearly that it allows the user to perform "Taijutsu techniques" with the Kawazu Kumite descriptor, the implication being that all of them will be taijutsu techniques because it is a taijutsu style. I would prefer not to add it to every single instance of the word 'technique', that seems unnecessary. I understand that you're trying to be thorough, but there is agency at work in two ways when it comes to ensuring that a Taijutsu style is not being applied in ways that would break the game. The first being at the root, with the wording of the taijutsu style itself, and the second being the techniques that are made bearing it's tag. Just as you would look and if a pure ninjutsu said "Lotus" on it, (which is a scenario that seems far more likely if you read the wording on the Lotus style skill) you would tell that member that their creation is currently impossible, because Lotus is a taijutsu style and is not applicable to ninjutsu, I would do the same. I don't want to be combative over what is essentially just adding more words, because you're not wrong, I more so pointed out that I covered it in the first sentence, and then kind of went on a bit of a lecture because it seemed like a philosophy worth sharing with a new moderator. Light Red 1 (Gaining 2 Charges): Under normal circumstances, I am inclined to mostly agree. A taijutsu style should gain charges from taijutsu techniques. However, that means that a Setup Phase taijutsu where you sit and meditate for a moment and gain some charges would be an acceptable, but limited thing. It would probably be something you could only access once or twice per battle, but it would guarantee charges. That sort of thing is acceptable on a regular taijutsu style, which is essentially a passive benefit to the player. Frog Kata is unique in that it exists on the field for 6 total turns (if you're a Sennin, much less before that), and it only becomes accessible after you've spent a full turn activating Sage Mode. Frog Kata is not an ability that a player has the luxury of waiting all battle to get their charges up, nor do they have the luxury of just sitting on accumulated charges for the whole fight. So, I urge you to look beyond what is acceptable for a passive style, and consider how trying to gain 5 charges over 2, 4, and 6 turns would feel if you were using this. I would also go on to set a precedent for unique cases by bringing up Crane Style (which starts a player with 2 charges), and Wild Beast Style (which grants a player a charge when they take damage). Light Red 2 (Activated Effect): So, I hope this never gets read by anyone that I might ever battle in the future, but this effect is fucking terrible. The only reason I would even consider putting it in is because it was what this did in canon and the only thing that makes it even a little okay is that it deals unmodified damage. Like, let's think about how this plays out if you use it. - On your turn, you spend your charges and make it clear to the enemy that if they dodge it, another strike will happen that they also have to dodge. - On the targets turn, they now have the luxury of deciding what to do. The spent charges have absolutely no impact on the cost of the jutsu, so negation is an option. Putting up a barrier absorbs the regular attack and does not trigger the secondary attack, same with a shield. They could just choose not to dodge it, if the second attack is worse than the initial thing. In the event that they're feeling brave and still roll the dice and they dodge it... they still get a whole other chance to dodge the secondary attack. When you consider the fact that many styles tack on similar amounts of Bleed or Poison damage without the need for them to perform one very specific action and also don't give them a second dodge roll to avoid it, do you really find it that absurd? This effect is really only at its best when you're using it as negative reinforcement to get them to burn an RPJ that you don't want to show up when you do your big haymaker, or if you want to try and get them to waste a main phase. Light Red 3 (Passive Effect): This whole style is not passive. Even if I milk the tits off those 2 charges... Frog Kata goes away with Sage Mode.
  5. Designer's Notes: This is a canon thing. It's 100% by the books. 15 JP because it's basically three jutsu in one.
  6. Magen; Jubaku Satsu | Demonic Illusion; Tree Binding Death | 魔幻・樹縛殺 - - - - • Magen; Jubaku Satsu | Demonic Illusion; Tree Binding Death | 魔幻・樹縛殺 Type: Genjutsu [Hijutsu; Konohagakure] Rank: Jōnin Cost: 100x Chakra Effect: When determining the cost of this technique 'x' is equivalent to a value chosen by the user when this technique is performed. The value of 'x' may not be greater than 3. The target of this technique is afflicted with x turns of the status effects 'Bound; Paired Arms' and 'Shackled; Paired Legs'. Description: Magen; Jubaku Satsu was created shortly after the creation of the Village Hidden in the Leaves. Because of the infamy of Konoha's first Hokage and his notorious wood release jutsu, this technique became a tactic among the village's ninja to confuse opponents and trick them into believing that they were facing Hashirama in combat. Since that time the jutsu has seen steady use, being passed down from generation to generation among the shinobi of the Leaf. The technique itself is a potent illusion that causes foes affected by it to believe that a tree has burst up from the ground to snare them, with the trunk wrapping around their body and immobilizing them. Demonic Illusion; Tree Binding Death has few down-sides for the user and is most often used to capture fleeing enemies, but once captured, those foes can be easily interrogated or even executed while helpless. In the last few generations this jutsu has seen common use amongst members of the Sarutobi clan. Points: 15
  7. I'mma rework this more. No need to argue about what won't be.
  8. The second one should require you to have the Light element.
  9. Changed this up to make it more playable. So, this only benefits the user now, it doesn't have any interplay with teammates, and now the damage and effects of any attacks are removed and replaced by an affect that deals 25% of the user's total health in ghost damage. So essentially, you can use this to negate up to 3 jutsu if you're at full ghost health, or 4 if you're feeling lucky.
  10. Sorry for the late response on this. I have just recently went and put Chakra Scalpel back up to code. I'm going to move this to dead, but you are free to take Chakra Scalpel when you meet the requirements for it, as it is a pretty eponymous ability for medical ninja. Sorry for shmootzing up your effort here, but you can always repurpose these jutsu toward something else.
  11. Yes hello. This was invalidated with the removal of Combat Medic, but I revamped it. There are only two significant changes made: 1: You choose which kind of special blade you want. If you're leaning more support, you go surgical. If you're fighting hard, you go dissection. 2: To reflect the added versatility, the JP was upped from 8 to 16.
  12. Approved. Should this become an issue later it can always be pulled back and re-tooled.
  13. Also, how does this interact with effects like Affliction or the attribute that causes bleed or poison? Can this allow those to triple-stack, since those are balanced on a per weapon basis and this can combine the effects of up to 3 weapons into a single one.
  14. This skill feels like it's really pushing the limits of what is acceptable, from a vertical power standpoint. Your clones dying is bad, but part of what makes clones good is that you are capable of forcing a clone to intercept. This ensures that some enemy somewhere is going to start racking up an all-battle long debuff on themselves that nets you 400 stat points. The only real balancing factor I see is the ramp. It could take awhile or no time at all to ramp up to a full stack of this, but after that you just get this forever (as far as the battle is concerned), and something about that feels bad to me. That is not to say that I don't want this. It would be insane on Kazuto. I want it bad. I might suggest approaching this from a standpoint that doesn't give a permanent bonus, but gives a growing bonus based on the number of clones popped. So like, on a turn after a clone gets boofed, you can activate this skill, and it gives you a 1 turn boost to acc and eva based on how many clones have been boofed by the enemy that boofed that clone. It's not as strong, but it accomplishes the same flavor and does not feel quite so oppressive.
  15. So I know these are grandfather skills, but I feel like they're kind of cheap for what they do. While there is counter-play and the cost is larger than just the sum of the points on this page, because you also have to buy the weapons to get benefit from this, but that cost is also paying for the weapon itself, and that means the cost of the weapon can't really be factored in that much. +25% to hit/crit is amazing, but the fact that this is basically passive is really, really strong. +40% for both at a low cost of -2 SP is really, really ridiculously efficient. I know this also limits your jutsu options, but for anyone who specializes in weapons, they'll get around this. I think that either the price needs to go up, or there needs to be a limit on the number of times you can use the effect. (The second being my preferred choice actually, as this would even be a no-brainer at +4 for the first one. It's nearly as good as paying money for bonus advanced system.)
  16. The reason I really wanted to dig into the meat of your desires here is because this is like the... 8th-ish time somebody has attempted to make Nimbus. If it gets approved he'll be the third or fourth character to use a nimbus-like thing in the game. Some have been called Kinto'un, some have just been called Nimbus. Cho Hakkai in Oto floats around on one. He's an NPC now, but it was a thing from his old player. Sun Wukong has been a big inspiration for a lot of characters in the lore of NA, and the flying cloud is a one that is usually ripped directly from DBZ, since Wukong's magic shoes were quite a lot different than a golden cloud poof. I'm not really going to try and stop you, just give counsel in that ideas that even minorly involve DBZ elements usually go over bad with reviewers and they usually don't feel very special in-game.
  17. So, I just wanted to pop in and discuss the lore you're creating here with your description. It's very back and forth. Summoning in the name makes it feel like a standard space/time summoning jutsu. Cloud element makes it feel like a jutsu where you create a cloud. The description feels like both at the same time since you channel chakra through your boots to condense a cloud but it's got a seal and the cloud has a name. This is just my opinion, but I think the idea of using boots as a conduit through which you channel cloud release ninjutsu is way cooler than summoning nimbus in the tradtional DBZ sense, and you should treat it more as a jutsu and less as an entity with a personality. (A thing to note, in most translastions, Kinto'un is read as "Golden Fighting Cloud"). I think it fits the lore of Naruto better, since most summons are animals and not things created strictly by ninja magic. It's also kind of a neat personal move, where you can just skate on clouds. Lemme know your thoughts though... I mostly just wanted to discuss your creative direction and see if you were open to other ideas.
  18. The inherent problem with the aging is that it's more un-fun for the target than just killing them. Aging is one of the most crippling effects that never happens on NA. Your stats permanently get halved as you get older, and as Pere stated, afflictions that do things of this nature are usually applied in some way that while they're permanent, the effect can still be undone. There is no way to undo aging in this game... short of making a way... specifically to deal with this jutsu. While I think it is a neat avenue to try and manipulate, I think it is simply too strong of an ability... mostly because death in this game is something that a player can appeal to staff, and circumvent. Even if staff doesn't agree, they can just make a new character. But being 65 isn't something you can appeal, and it also doesn't mean you get to roll a new character. You just get to be old and shitty.
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