Question One: So the question is where does Kai Release fall into at?
Attribute Nine for Spirit and Mind say,
- Bypasses half of the target’s Spiritual Durability
- Lingering Damage - Damage done by techs the user Specializes causes lingering effects
Question Two: Is "Spiritual Durability" and "Lingering Damage" something new that's coming and will be explained more?
Question Three: How does one gain more AP? Would it be something you gain during missions right along with Kumi and Ryo?
Question Four: One last thing, Bukijutsu and Kenjutsu would they gain the bonuses for Body at the right Attribute Points that gain additional damage?
1. Kai should be considered a Ninjutsu technique and will likely be moved to the Ninjutsu jutsu list. Currently, it will be dictated by the Mind stat though if this changes, it’ll be updated.
2. Yes, both will be new concepts. There will be more explaining this over time so that it is easier to understand this and other newer concepts.
3. AP will be gained via missions and events and battles. Because the intention is to allow natural progression of characters, AP can’t be given out freely after every mission or battle or one could potentially cap out early. AP will likely only be issues via A rank missions and higher on some form of scale that doesn’t award more than 2 or 3 AP a month from the missions alone. Events, battles and tournaments can offer greater chances at leveling up but AP gains shouldn’t be at the rate of, for example, 1-2 a week.
4. Body governs all body arts and physical fields. This includes Taijutsu, Kenjutsu, Bukijutsu, Yang, etc. Spirit governs all spiritual fields. This includes Genjutsu, Spiritual Kenjutsu, Sharingan Genjutsu, Yin techniques, etc. Mind governs the remaining Ninjutsu fields. It houses the most but this enhanced damage will work in conjunction with the updated Specialty system and will not enable every field of yours to have, for example, +30 damage.
I like but also dislike this kind of stat system that has a ceiling cap. I understand that we have a ranking system already and its probably important that we have some limitations, although I think having a hard cap on things will eventually bring us back to the point we are at now in regards to hitting a ceiling.
I think there are some alternatives that could be considered as well, such as 'levelling up' specialties. Along a similar line to the bijuu/relic/masteries system, specialties (ie single handseal, apex handseal, summonings, clones etc) could be improved/advanced with missions. Say for example if someone picks a ninjutsu specialty, then after 3 missions they gain single handseal, then after 3 more missions they gain apex handseal, after 3 more they gain +20 damage etc.
-While I like the idea of a stat system, I think having it more open ended to allow people to rank up at their own progression is better than having a static system that has hard caps.
I think having a stat/attribute system is good to allow you to specialize or choose what to min/max and to pick a particular fighting style. Although its not mentioned, Im not sure if it will get to the point where everyone will eventually have 8/9/10 in every stat bringing it back to what it is now, or such meta's as canon bio's get more bonus AP overall.
-My other concern is 'cookie cutter' stat blocks. Where it becomes necessary to have x amount of stats in an attribute because of a meta forming where certain fields are better off to put a point in than others.
Examples include 'Mind' where having a bonus 30 to your ninjutsu when you can use canon techniques with base 120 damage compared to say genjutsu or taijutsu that have a lower starting point and no canon higher level base techniques. Obviously this comes down to customs and creativity but as the original point, Mind benefits much more (affecting potentially up to 5/6/7 fields) compared to Spirit and Body which specifically affect only one field.
Another example is the AGI vs the DEX stats. I think that its slightly skewed towards DEX being overall better, gaining more from less.
Other concerns would be certain Bio's such as Samurai, Ronin, Merchant etc that would have no use for certain Attributes.
-Is there a way that extra health or Chakra can be added, potentially maybe to the durability stat? like +10 health and +50 chakra per rank? ranging from +10/+50 to +100/+500?
-Other question I have is, would fields such as Fuinjutsu/Medjutsu fall under Mind as well and benefit from the boost, such as the +10/20 damage which would translate to extra healing or extra chakra/threshold?
Overall Im excited to see how this develops and I hope or look forward to the feedback and communities input about it
Caps are needed in almost any stat based game. A limitless ceiling just isn’t feasible or possible at the start of any stat system. Even if it were set at 20, eventually we would still near the cap. We can’t have an infinite list of attributes and their descriptions written as well.
In addition to this system is an update to the current specialty system. A large part of the current system will change, such as all of the specialties that currently grant a statistical increase such as the various Speed/Tracking specialties, the Combat specialties and many Apex ones. In addition to this, a new system called Nindos will be introduced that have both narrative weight and story impact. The only way a leveling specialty system works is by inherently starting lower than what we currently have (either in overall number or power) and allow them to raise to above where they already are and that’s the opposite of what we hope to achieve in terms of expansion. Some of the perks you suggested are already specialties and with this, would be removing and gating them behind mission costs that offer little real growth.
As for cookie cutter, if you say the same general system can be done with specialties, what makes that less cookie cutter than this? Having things standardized only works to remove the ambiguity in the game and lessen arguments of uncertainty in regards to numbers, distances, speeds and more in ways specialties simply cannot by design.
There will be a vitality statistic added that revolves around health and chakra increases. It’ll likely be similar in some ways to Durability where it would be possible to raise the stat and have it focus on your chakra or your health.
I second @
-Jester-'s concerns and would also prefer a more robust mastery and specialty system instead of an attribute system.
The mind attribute is clearly the stat most people will care about and basically have to focus on to compete. A blanket boost to all ninjutsu is too good to pass up. People rarely if ever use taijutsu and it isnt really needed to defend or go against ninjutsu. There isnt any reason for the average person to put 5 attribute points into Spirit because forbidden rank genjutsu isnt passable unless its a custom mangekyo technique or possible to use without a mangekyo sharingan or higher. And the Mangekyo already boosts Sharingan genjutsu damage to the point that it is possible to one shot. So even a genjutsu/taijutsu focused build would still want to max out their Mind stat.
Durability would probably be the least used stat since if you get hit by a technique, you're probably already losing and dying.
A base meta build assuming 24 points would be a slight variation of the following:
Mind: 8
Spirit: 4
Agility: 8
Dexterity: 4
Durability: 0
Body: 0
And the only reason most people would bother putting any into Spirit would be so they can use kai. Nowadays people can easily raise their tracking and speed to high levels. So there isnt any reason to not focus on maxing out mind. This system in my opinion discourages variation and creativity and further encourages a hard meta. Ability Missions aren't given out like candy, so people would assume for the long run that most of their abilities will remained capped and they will prioritize the missions they do get on Mind.
Focusing on Mastery and Specialities would encourage more variation and creativity amongst the RP. And the missions/battles don't have to be given out by mods. We battle each other or create our own missions to be checked. Using Masteries for example, AJ made the Inzuka a feared clan to specialize in because he put in the time and work. And its balanced because it isnt a blanket boost over all of his abilities, just specifically Inuzuka related stuff. In theory the same could be said for other lesser used clans and abilities like the Akimichi, Nara, etc if their specialties were finished.
Most of your post is based on misconceptions; Body isn’t solely Tai but Body Arts related fields and similar with Spirit. While you believe Mind is the stat everyone will lean to, the current RP is very slanted towards Ninjutsu already because its the most encompassing field. If it’s not inherently spiritual or physical body arts, it almost always counts as a Ninjutsu. Even the reasoning you give for why Durability needs 0 is the exact reason why points
should be in that stat - to mitigate the chances of being hit and dying. As for your stat crunching, I strongly disagree with what common builds will look like.
Most people in the current RP has either Yin or Yang and have incorporated them into their builds. In order to use them, you would need to have at least 4 points in either Body and Mind to use at least S ranks. Most people will want to be able to at least track what’s considered Jounin speed so that’s another 5. Jounin level tracking would put one around 4-5 points, I’ll go with 4 to make a point. Then you’re left with Durability and Speed and only 7 points left. Sure, you can pour all 7 into Speed but you can’t properly track your own movement as you’re too fast for your speed unless you use a mode or boost. You are capped at S rank for spiritual and physical techs with only Ninjutsu being above S rank at the start. No durability and you suffer full damage from techs if they hit.
Mind: 6
Body: 4
Spirit: 4
Agility: 5
Durability: 0
Dexterity: 5
The above is closer to what I believe most builds will look like at the start with one of the 3 damage based stats being higher than the other two.
AJ’s Inuzuka isn’t the result of Masteries; it’s the result of literal years of customs and ability updates that allowed it to be a strong bio and even then, he acknowledged it’s nowhere near as strong as it could be. Masteries aren’t the answer to allowing the RP scaling to be higher or allow more things to happen nor do I think it’s the solution for creativity within the RP. The creative aspect should come primarily from the member, not the staff. We should create systems that offer little difficulty and work to clarify rules and mechanics in better, more efficient ways. We have each of these stats in the game already in different metrics, ones that seem easy because you’ve dealt with them and learned them over several years, but make less sense when you actually analyze them so the complaints that this will be more complicated than what we have now doesn’t seem true to me.
As I mentioned in the previous thread I made where I spoke about this at length with the community, Specialties are changing completely. All of the “this gives me + x boost” or “this subtracts x amount from the opponent” type of specialties will all be removed as to make this system work better without offering redundant boosts.
Will the specialties relating to speed/dmg/tracking be removed? Same for the base tracking increase we get of +4
Can we build customs that sacrifice one stat for another? Not full on 'moves based on strength type of stuff', but more feasible.
Will the system regarding ability missions be changing? Maybe following a more formulaic approach rather than a curated one for each character.
Would ability missions be bio exclusive?
In regards to Nindo, I guess we will be getting a glimpse of that or something similar with the title in the tourney, so not much to say on that yet. Same for new specialty system.
Kai could potentially just be universally accessible tbf, but can't say for sure.
Q2: Spiritual durability and shaving already exist, such as through the Yin spec. Lingering damage is new.
Q4: They would yeah
Not a big fan of adding more stuff under the lengthy progression system of leveling up. If you have more than one of those abilities it becomes annoyingly time consuming to level all of them up.
For bios such as Samurai & Ronin, that works exceptionally well, since they can dedicate more points to their specific stats to have a more competitive edge. Such as a Samurai benefitting and going for a stronger build, 8 Body, 6 Durability, 5 Dex, and 6 Agil. They might have bonus as well since they already do, allowing for a better build. **** Merchants.
The RP has always been skewed to ninjutsu abilities, so it would be natural some favour that, but I don't believe it's a huge issue. These things would balance out and the meta would not be constant I believe, mainly due to each bio's inherent advantages and abilities. In the build you suggested, you're basically a twig ! No hands and no durability? Shameful. But going with that build for instance, I believe that should lock you out from Yang for instance. Since you are basically foregoing any bodily attributes it would be weird to gain access to the field that is the pinnacle of that.
A soft lock on some abilities where you need a few points in some stats would be viable imo, promoting a more balanced build with some shortcomings. Let's say only by having 4/5 points in body would you be able to access the same ranked or a rank lower for Yang.
But also yes, make a Nara Mastery specialty
1. Yes those specialties will be removed. With actual attributes taking the place for boosts, it becomes redundant to keep the specialties that would essentially do the same thing.
2. Currently, no on the customs idea. It hasn’t been discussed much but it’s not likely from how it looks.
3. Yes, more ability missions will become possible and they won’t all be as advanced as they currently have been. There will still be a degree of difficulty but attempting to raise one cap by 1 vs attempting to gain a strong ability will have differing set ups in terms of complexity.
4. Ability Missions in the sense of Attribute caps, I may simply call these Attribute Missions, will be treated on a bio by bio case - same as attribute point gains in general. Dropping a bio will likely cause a partial loss of gained AP as everything doesn’t typically transfer over.