RP Power Creep Suggestions

Which of the following Power Creep suggestions do you best like? Pick up to 2

  • Apply Higher Base Damage to YY Specs only ( CE based on Alignment too )

    Votes: 3 20.0%
  • Specialty Tier Scaling Damage Boosts ( Tier 1 with highest base damage boosts, Tier 4/5 with lowest)

    Votes: 5 33.3%
  • Reduce YY Damage & Add Tier Scaling

    Votes: 6 40.0%
  • Additional Attribute Effects and Levels

    Votes: 6 40.0%
  • None ( Post Alternative for Tier 4/5 Skills with Higher Base Damage )

    Votes: 3 20.0%

  • Total voters
    15
  • Poll closed .

Lord of Kaos

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One of the changes I wanted to make to help address power creep was to lower the high base damage that techniques started to gain which made them become significantly harder to defend against without having anything on the same caliber. Things like Y/Y, Atavistic Flame’s Grandmaster State, skills or characters in the Tier 5 group. This made me rethink the current AP thread set up to address how the attributes would allow you to get stronger and add this extra damage to your skills directly.

Yin/Yang

I suggest lowering Yin-Yang techniques to base damage and changing their S/W to be strong to everything that isn’t Y/Y based or Senjutsu based. However, if you specialize in either Yin or Yang, your techniques will then have the damage techniques now have. This would effectively mean only one of the two that you have would be capable of the increased damage and power that they currently have. This change probably immediately lowers the power of many bios right now. An immediate issue of CE that use one of the field and what happens to them arises.

I think a change similar to this should be applied to other skills within the Tier 5 category like Atavistic Flame and Shinkaigan ( similar with it’s Mastery already ) and maybe some Doujutsu skills. This could possibly also apply to one’s CE to allow the CE that utilize Yin or Yang to maintain their high damage and force one to really specialize into those skills on their bios and not have a possible arsenal of 4 CE with 120 damage before boosts. However, I don’t want for YY and other similarly powered skills to immediately feel wasted and useless now as this would likely apply to many CE and CJ that used it. Masteries are one way to allow the lower ranked skills to be updated and stronger, but most take some time to complete and I’d like for power balancing to be something more universal/sooner. Perhaps leaving the damage of YY the same but implementing a system that allows for base damage to be increased differently based on Tier ( “Specializing in Tier 1 Skills increase their base damage by 30; Specializing in Tier 2 Skills increase their base damage by 25; etc)? This helps weaker skills immediately but doesn’t do much to help things like Ink Ninjutsu against Yin based CE.

Attribute System Change

While this seems like a massive debuff for most bios with those skills, I would couple this with an Attribute System update that allows for Attributes to go up to 15 and allow for more damage than currently to be applied to techniques. Currently, one can start to gain +5 damage eventually. I suggest first updating the damage one gains while specializing in skills and second, updating the scaling effects for Mind, Body, and Spirit Attributes to allow for newer effects outside of speed increases and custom Specs.

This would be as simple as adjusting the numbers and allowing for new effects to be added so it would be a more immediate update compared to some of the others. However, I think this should only be applied alongside other updates and not just randomly thrown in to allow for higher damage as it doesn’t fix power creep alone.

Damage and Chakra System

I’m typing an update to the Damage system but an issue that I and others noticed that would possibly come up is fights lasting longer than before. Because technique clashes would produce lower damage techniques, it becomes significantly easier to counter attacks and take longer for fights to end. Because of this, a possible solution I present accompanied with this is a reduction to chakra pools. This increase would probably be between 25% to 50%, depending on how tests go. It seems to be a hefty loss but it makes fights more manageable and one actually becomes capable of chakra exhaustion. In the NW, it would help emphasize chakra regeneration/recovery. In battles, it means thinking more often on using that super chakra taxing attack.

Both this Damage System change and Chakra System Reduction would be combined universally to allow for quicker flowing battles, though I can anticipate members saying it robs a bit of strategy from the game based on current math so I’ll be monitoring things. If all fails, we retain the current system and leave the newer system to the newer RP. After we discuss this and come to a general consensus on things, we can move onto other discussions like some of the ideas for custom standards and why some custom threads may need to go.

I have a poll for some options here not for a definitive vote but to get a gist of what people like and dislike. Any and all comments on topic welcomed!
 
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Sinthorus

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  • Apply Higher Base Damage to YY Specs only ( CE based on Alignment too )
    I think they should all have a higher base damage to represent that they are the top tier of skills. I think the numbers need to scale down though. I think if S ranks sit at 80 for standard techniques, YY and tier 5 abilities should sit at 100. This shows they stand out above the others.
  • Specialty Tier Scaling Damage Boosts ( Tier 1 with highest base damage boosts, Tier 4/5 with lowest)
    I like this idea in theory, but balancing it feels like it would be a nightmare too. I like the idea of things like Modes/HA/KG potentially having a mastery route over time, to allow them to scale up. Things like AE could have a spec that adds a damage boost to that singular element. It would allow those who really focus on that one element to not feel left behind.
  • Additional Attribute Effects and Levels
    I think attributes should be more impactful and scale more. The one that feels like it scales the most is probably speed. If you focus 8 points into agil, you gain that 16 base speed and a mid range ff dodge. That actually feels brilliant on a melee type bio and reminds me of one of the best fights in the series, Lee vs Gaara. I think if attitributes were to scale up, it would be worth making it so the buffs only apply to either: 1. What you spec into. 2. The element or skill that you list in your bio. This would make those choices matter even more.

If you reign in damage boosts, infusions and constant passives, the game will become more balanced and limit the power creep. The highest tier of abilities should have an edge and it should matter. Though, it shouldn't force everyone to chase those skills just to compete.
 
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Joon

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They problem with the system is not enough penalties. Once you change the chakra and health system, all the other areas will come together perfectly.

1. Reduce the chakra and health pool
2. Increase the charkra needed for higher Jutsu/Specialties
3. Make it so that freeform and substitution movement causes a huge health and chakra decreased for dodging Jutsu.
 
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Yin-Yang Changes: I think the proposal for lower base damage unless specialized is apt. Having them be strong to all other chakra types would place them at the pinnacle of power by default and allow all of their respective techniques to have a place in combat, even without high base damage. Though I can already see some inconsistencies when it comes to damage calculations and clashes. The YY Specialties could be changed to reflect this and it would be somewhat immediate, instead of going the Mastery route of specializing in tiers. For example, Yang Specialist could say, "The user's Yang techniques are empowered by +20 chakra and +20 damage due to years of training" and that alone would allow for most CE and CJ now that are Yang-based to retain their damage values.

The most pushback you'll get is from players who've built up a significant arsenal of both Yin and Yang who are now being forced to choose one as their heavy hitter. Well that's why we have 3 bio slots, and if you think about it, that's how it should have been to begin with. Yin and Yang are the embodiments of Mind and Might, and typically people fall under one or the other--rarely both at the same time. In fact, we've only ever seen two people use Yin and Yang at the same time (Hagaromo and Naruto). The game should reflect this as well, I think, with a separate Yin-Yang Spec or Mastery that allows for both Yin and Yang techniques to have higher base damage, as if specialized at the same time. It's one step closer to limiting the god-like capabilities everyone hates so much.

Chakra System Changes: The reduction in chakra pools would definitely change how people fight, and that may be for the better. Spamming S-ranked techniques in 'jutsu tennis' is not it. A smaller health and/or chakra pool would make fights more complex and strategic, both things we would like to see more of rather than what we have now where every turn is a Y/Y technique boosting some other advanced element or ability for like 160 damage a pop. Chakra? What's that? I have enough chakra to sustain an entire city, why would I care about dropping three high-cost techniques back-to-back?

Though, with less chakra to work with, fights may go even longer as people become more cautious and ration their reserves... :stone:
 
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El Alucard

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Yo, I have an idea, just hear me out, it's similar to the chakra being less, but I think it works better: Put a damage cap on all jutsu depending on their rank.
Example:
  • D-rank → 30 damage max
  • C-rank → 60
  • B-rank → 80
  • A-rank → 100
  • S-rank → 120
Now, if someone wants to go above their cap, they can, but it should cost them something or significantly debuff them, like losing a shit ton of chakra or leaving them helpless for like 3 turns or some shit. HEAR ME OUT. I'M NOT DONE

So essentially they would, idk say, lose enough chakra that if you throw out a 150-damage move and it misses or is negated, you’re basically in a bad spot for the rest of the fight. It makes those “super nukes” into risky, all-in plays instead of being spammed every turn. This way, people keep all their powerful techniques, but they become high-risk tools instead of the default let me just throw out meteors every turn, coz a 3 turn cooldown period is useless if you have 70 other nukes that can do the same thing, 20 of which can do worse. The amount of punishment will depend on how much you've exceeded the cap.

The problem with this is that if someone exceeds their cap offensively, the defender might also need to exceed their cap just to block it. That ends up punishing the weaker player even more, which defeats the point. So I came up with some possible fixes:
  1. Offense Only Cap
    • Caps apply to offense only. Defenders don’t need to break their cap to defend; they just respond with what they normally can.
  2. Attacker Pays, Defender Doesn’t
    • If you go over the cap, the extra damage doesn’t count against the defender’s cap. You pay the chakra tax, not them.
  3. Partial Piercing
    • We already have this now, but it really does very little now. Whereby clashes only partly bypass defenses. Example: If you have 30 more damage, only 15 of that actually gets through. The only difference is, it doesn't punish the stronger player. So they can throw out like 3 of those in one turn. The **** is anyone meant to do if you don't have spacetime or your own nukes?
  4. Defense Not Bound
    • Attacks are capped, but defenses can scale as needed (at the appropriate chakra cost). Keeps survival options open
Why I think this works:
  • Gives newer/weaker players a fair chance to at least participate in fights.
  • Keeps strong builds strong, but forces them to think before going nuclear.
  • Adds strategy: “Do I burn half my chakra on one move or keep it safe?”
  • It kinda matches Naruto’s theme of trump cards having huge drawbacks.
  • Also makes fights between two overpowered players not last 72 pages, coz everyone is just throwing out big numbers at each other. Now you actually have to think about whether to do it.
  • And you don't have to do massive changes to the chakra and attribute system, which makes the transition easier and smoother.
 
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Lucidus

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Yin/Yang

A mixture of these is necessary and would help scale the RP a lot better. I think the strengths of yin/yang lie in its additional effects, with a more minor power boost rather than ramping up damage numbers too high. In fact, with the addition of Yin/Yang getting strength to everything but themselves and Natural energy-based techniques, there wouldn't even be a need to increase damage.

Masteries

I personally think masteries were a great addition, and we could expand on them more to help manage the power creep while rewarding players for dedicating themselves to their chosen fields. We could expand the masteries to be a bit longer but include more benefits on the mastery pathways, such as increased damage to the field and increased speed of the field compared to regular standards, among other possible options. This would still allow all fields to have the same highest cap, limiting the power creep but it wouldn't force a person to use specific abilities to compete with Yin/Yang like before. I feel the mastery system is a hidden gem, it could be used to decongest a lot of the RP. A lot of the specialities we currently have could actually be added to most masteries instead. Allowing fields to benefit. But limit people to only have 2, maybe 3 masteries each. I will stop here for now as expanding on this further is a different conversation and perhaps this type of system is better suited to a newer RP where things can begin anew.

Damage and Chakra

I do think Chakra needs to be reduced a bit. 1600 is a lot of chakra for the techniques we use, which are only a maximum of 50 standard or 70 for certain fields. Limiting chakra would make people more wary about using their big-scale techniques, but not too a point where it becomes too taxing like a part 1 sasuke potentially dying after 2-3 uses of chidori. Fields like SM, which are reliant on a high chakra pool also become indirectly nerfed. Raising the conversion of SM to help compensate for the reduction of overall chakra might be needed or stick with the nerf.

I do not think health is too dire, it could possible be reduced a bit but otherwise I would say 2 S ranks to kill a Jonin isn't bad. Especially when that Jonin is paying attention. We could incorporate a Critical strike system for Jutsu that go unnoticed to help replicate the show a bit more but even this has its clear flaws. This would also be an indirect nerf to AF as well I believe since there mode relies on the health pool.

Attributes

I agree with Sinthorus here. Attributes need to feel like they matter if that is the route we are going, Agi scales really well, we might feel this way due to the impact speed has on this RP.

Overall I agree a lot with what Sinthorus said in each section, but I think as far as power creep goes, either bringing Yin Yang and other related fields with high damage outputs down to a similar level to other skills would fix a lot, or bringing all the other skills to a point where they can contend with Yin Yang would help a lot of issues. Both of these methods put the overall fields on an even playing field, not forcing people to choose certain abilities just to compete. While those special and higher tiered abilities will shine more due to their inherent properties that are not normally available to lower tiers.
 
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Kooljay

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I support the expansion of masteries and speciality tier scaling although I think they should also be made for tier 0 abilities too and not stop at tier 1.

I think the changes to chakra would be a fair balancing aspect. Perhaps even adding fatigue effects once the bio gets to 50% and every 10% lower, the effects get stronger. This could add pressure to people to allocate attributes to Vitality instead of ignoring it as well a possibly making chakraless taijutsu and bukijutsu more viable.

In addition to that, jutsu that have more than 40 chakra should be treated as forbidden. No mor S ranked 80 chakra jutsu. And forbidden jutsu should actually have significant drawbacks. I know "forbidden" isnt an official rank in the manga, but forbidden jutsu tend to have some kind of significant backlash. -10 Damage is negligible. Jutsu could get their own fatigue effects in addition to that for every 10 chakra they are above 40.

Im indifferent on Health. People rarely tank attacks. Getting hit with one attack typically means an entire move goes through which means death.
 

Zatanna

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Id like to see immunities removed, concepts such (only using them because theyre the first that come to mind) surgebinders immune to genjutsu/foreign chakra isnt great for balance. Being immune to everything shouldnt be flat across the board, even Hozuki hydrofication technique has weaknesses/a limit.

I think having Yin/Yang having an advantage to everything will still force people to use that as a meta, combining it with everything or making custom techniques that just infuse the smallest bit of chakra so the technique is considered a 'yin/yang' based tech. Having natural advantage over another element that doesnt count towards boosts, effectively just acts like a third boost. I would say if you want to keep it having strength to everything, then make strength/weaknesses count towards boosts. It becomes a bonus that you dont have to do 2 boosts to get that advantage. Alternatively, you could consider something like, at least half or more of the chakra in a technique has to be yin/yang to be considered a yin or yang technique that way people arent just infusing 10 chakra into a 40 chakra s rank technique, making it 50 chakra total with only 10 of it being Yin/Yang level.

I dont know whether the right idea is to make it so that every ability is on par evenly, so that everything could be used in any situation, or whether the tiers represent power, thats for mods to decide.
 

Vayne

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Id like to see immunities removed, concepts such (only using them because theyre the first that come to mind) surgebinders immune to genjutsu/foreign chakra isnt great for balance. Being immune to everything shouldnt be flat across the board, even Hozuki hydrofication technique has weaknesses/a limit.

I think having Yin/Yang having an advantage to everything will still force people to use that as a meta, combining it with everything or making custom techniques that just infuse the smallest bit of chakra so the technique is considered a 'yin/yang' based tech. Having natural advantage over another element that doesnt count towards boosts, effectively just acts like a third boost. I would say if you want to keep it having strength to everything, then make strength/weaknesses count towards boosts. It becomes a bonus that you dont have to do 2 boosts to get that advantage. Alternatively, you could consider something like, at least half or more of the chakra in a technique has to be yin/yang to be considered a yin or yang technique that way people arent just infusing 10 chakra into a 40 chakra s rank technique, making it 50 chakra total with only 10 of it being Yin/Yang level.

I dont know whether the right idea is to make it so that every ability is on par evenly, so that everything could be used in any situation, or whether the tiers represent power, thats for mods to decide.
On your first point, Jinchu, Nekura, Gelel, Rinnegan users to a certain extent, all have that form of immunity in addition to others achieved via customs. The weakness for all of those is simply Yin infused gen.
 

Lord of Kaos

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Be sure to keep posts and suggestions directly related to the poll options. Too many side talks about too many topics will cause too much hold up on the main issues.

So far, it seems like reducing the base damage for YY techniques as well as allowing for base damage to increase for lower/weaker skills is one of the main things that may happen soon. The YY changes will likely be a reduction in damage for the two base fields from a max of 120 to 100 and the main YY field may be reduced to 120 base max but customs for Yin-Yang will likely be barred moving forward ( the third field, not the component fields of Yin and/or Yang ). The attribute changes are two part - the first part is editing the bonus damage you may gain while the second part is adding new effects to the attributes as well. The first will be in a few days while the second is done over time, mostly because the first is more important right now. I'll probably handle the attribute changes as well as some Specialty changes myself as most of the numbers chosen are done based on reviewing and cross referencing multiple threads to make sure even 1 additional AP doesn't create a broken combo potential.

In addition to this ( I'll make an Update post regarding it, though I've already scratched it off my to do list ), I've updated the Banned/On Hold list for some abilities at the time, mostly some of the custom skills we added. Some are being shelved completely while others may be reduced in scale/damage. I'm debating whether some skills will stay in this game or added to a potential newer version/new game completely.

Masteries are still going to be a thing, though as I pointed out they take more time as each skill gets 3 different skill trees with roughly 10 abilities each, which means creating 30 skills or abilities for one field + the tedious work of power balancing when compared to it's tier, other skills and potential power combinations. It's a reason why Drackos and I used to take time crafting them because it takes a bit of time, similar to the Tailed Beasts. I have to double check the existing ones to address high damage boosts as well as the number of passive skills they gain. Ideally, Masteries bring skills to higher levels without the over reliance on high damage/high chakra cost but instead, varied effects and skills that enhance a technique instead of just stat dumping.

Outside of these, I plan to implement Bio rule changes. I've already altered parts of the Template to remove SNT and Nindos but these bio changes will come with limits on passive techniques/effects that can be applied to your person or a technique at any time. I will need to review a few abilities before I definitively set a limit because some Masteries and Bijuu Paths applied a few effects that intentionally combine and would prevent additional custom passive skills to be added. Ideally, this will be combined with the Damage Boosts that you apply to jutsu as well, making a max of like 3 of these combined ( 2 damage boosts or 2 passive effects max[?]) so if something has a damage boost passive, it'll count towards your damage boosts andyour passives. Still working out the kinks as I mentioned but this is just an additional thing I'm working on that helps to regulate wild fights and make things easy to handle.

I noticed a few people voted for the last option, which meant they would rather suggest a system of their own to deal with Y/Y, Damage Scaling and/or Damage and Chakra changes. Now's the time to present those suggestions but again, let's try to stay on topic regarding these. I'm not looking for your ideas on the NW or Customs for example - that can come in a separate thread or time. For now, let's come to a better agreeance on some Damage based things so those rules can all be changed and other parts can be worked on.
 

Sinthorus

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Be sure to keep posts and suggestions directly related to the poll options. Too many side talks about too many topics will cause too much hold up on the main issues.

So far, it seems like reducing the base damage for YY techniques as well as allowing for base damage to increase for lower/weaker skills is one of the main things that may happen soon. The YY changes will likely be a reduction in damage for the two base fields from a max of 120 to 100 and the main YY field may be reduced to 120 base max but customs for Yin-Yang will likely be barred moving forward ( the third field, not the component fields of Yin and/or Yang ). The attribute changes are two part - the first part is editing the bonus damage you may gain while the second part is adding new effects to the attributes as well. The first will be in a few days while the second is done over time, mostly because the first is more important right now. I'll probably handle the attribute changes as well as some Specialty changes myself as most of the numbers chosen are done based on reviewing and cross referencing multiple threads to make sure even 1 additional AP doesn't create a broken combo potential.

In addition to this ( I'll make an Update post regarding it, though I've already scratched it off my to do list ), I've updated the Banned/On Hold list for some abilities at the time, mostly some of the custom skills we added. Some are being shelved completely while others may be reduced in scale/damage. I'm debating whether some skills will stay in this game or added to a potential newer version/new game completely.

Masteries are still going to be a thing, though as I pointed out they take more time as each skill gets 3 different skill trees with roughly 10 abilities each, which means creating 30 skills or abilities for one field + the tedious work of power balancing when compared to it's tier, other skills and potential power combinations. It's a reason why Drackos and I used to take time crafting them because it takes a bit of time, similar to the Tailed Beasts. I have to double check the existing ones to address high damage boosts as well as the number of passive skills they gain. Ideally, Masteries bring skills to higher levels without the over reliance on high damage/high chakra cost but instead, varied effects and skills that enhance a technique instead of just stat dumping.

Outside of these, I plan to implement Bio rule changes. I've already altered parts of the Template to remove SNT and Nindos but these bio changes will come with limits on passive techniques/effects that can be applied to your person or a technique at any time. I will need to review a few abilities before I definitively set a limit because some Masteries and Bijuu Paths applied a few effects that intentionally combine and would prevent additional custom passive skills to be added. Ideally, this will be combined with the Damage Boosts that you apply to jutsu as well, making a max of like 3 of these combined ( 2 damage boosts or 2 passive effects max[?]) so if something has a damage boost passive, it'll count towards your damage boosts andyour passives. Still working out the kinks as I mentioned but this is just an additional thing I'm working on that helps to regulate wild fights and make things easy to handle.

I noticed a few people voted for the last option, which meant they would rather suggest a system of their own to deal with Y/Y, Damage Scaling and/or Damage and Chakra changes. Now's the time to present those suggestions but again, let's try to stay on topic regarding these. I'm not looking for your ideas on the NW or Customs for example - that can come in a separate thread or time. For now, let's come to a better agreeance on some Damage based things so those rules can all be changed and other parts can be worked on.
I like the idea of attributes meaning more and yeah just looking over the masteries more in the last few days highlighted a lot for me.

As for the yin+yang discussion. Why not a Yin and yang mastery that allows them to unlock the true potential of these abilties. Scale the damage back even more, say 90, and have the true power unlocked through a mastery of one or the other. You wouldn't be able to do both as you can only have yin or yang on the bio.

Innately they can be the slightly higher damage. Their effects are still strong. Make them neutral to all then part of the mastery can be making them strong to abilities that aren't senjutsu.

I know this would be an initial set back for many (including myself), but it would make the decision of which side you lean into more important.

Edit: I know bios currently have 1 mastery per bio but this could be the exception to not hinder creativity.
 
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Zatanna

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"I'm debating whether some skills will stay in this game or added to a potential newer version/new game completely."


I see that Anutu was moved into 'on-hold', I think a good way to balance Yin/Yang/YY would be making Anutu more accessible, or turning it into a proper rock-paper-scissors scenario. You can reduce the effects or abilities of YY, but still keep it strong if Anutu is the viable counter maybe? Ofcourse, I would assume that the damage/scaling of Y/Y would be applied to Anutu as well.

My only concern at the moment is if Y/Y's only weakness at the moment is natural energy, it would mean the only options to include that in your bio would be through a mode, taking up a slot with CM or SM. Id much rather advocate for a circular weakness system to keep it consistent like the base 5 elements.

Out of curiosity, are you looking at Yin/Yang/YY in a game mechanic sense as (1) an actual core skill to use or more as (2) a skill to enhance a bio?
Eg the difference being something like:
(1) unlocking the strongest weapons in end game and only using them
(2) haki in One piece where it helps enhance attacks, increase durability etc
(These might not be the best representations but I hope the point comes across)
 

System001

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One of the changes I wanted to make to help address power creep was to lower the high base damage that techniques started to gain which made them become significantly harder to defend against without having anything on the same caliber. Things like Y/Y, Atavistic Flame’s Grandmaster State, skills or characters in the Tier 5 group. This made me rethink the current AP thread set up to address how the attributes would allow you to get stronger and add this extra damage to your skills directly.

Yin/Yang

I suggest lowering Yin-Yang techniques to base damage and changing their S/W to be strong to everything that isn’t Y/Y based or Senjutsu based. However, if you specialize in either Yin or Yang, your techniques will then have the damage techniques now have. This would effectively mean only one of the two that you have would be capable of the increased damage and power that they currently have. This change probably immediately lowers the power of many bios right now. An immediate issue of CE that use one of the field and what happens to them arises.

I think a change similar to this should be applied to other skills within the Tier 5 category like Atavistic Flame and Shinkaigan ( similar with it’s Mastery already ) and maybe some Doujutsu skills. This could possibly also apply to one’s CE to allow the CE that utilize Yin or Yang to maintain their high damage and force one to really specialize into those skills on their bios and not have a possible arsenal of 4 CE with 120 damage before boosts. However, I don’t want for YY and other similarly powered skills to immediately feel wasted and useless now as this would likely apply to many CE and CJ that used it. Masteries are one way to allow the lower ranked skills to be updated and stronger, but most take some time to complete and I’d like for power balancing to be something more universal/sooner. Perhaps leaving the damage of YY the same but implementing a system that allows for base damage to be increased differently based on Tier ( “Specializing in Tier 1 Skills increase their base damage by 30; Specializing in Tier 2 Skills increase their base damage by 25; etc)? This helps weaker skills immediately but doesn’t do much to help things like Ink Ninjutsu against Yin based CE.

Attribute System Change

While this seems like a massive debuff for most bios with those skills, I would couple this with an Attribute System update that allows for Attributes to go up to 15 and allow for more damage than currently to be applied to techniques. Currently, one can start to gain +5 damage eventually. I suggest first updating the damage one gains while specializing in skills and second, updating the scaling effects for Mind, Body, and Spirit Attributes to allow for newer effects outside of speed increases and custom Specs.

This would be as simple as adjusting the numbers and allowing for new effects to be added so it would be a more immediate update compared to some of the others. However, I think this should only be applied alongside other updates and not just randomly thrown in to allow for higher damage as it doesn’t fix power creep alone.

Damage and Chakra System

I’m typing an update to the Damage system but an issue that I and others noticed that would possibly come up is fights lasting longer than before. Because technique clashes would produce lower damage techniques, it becomes significantly easier to counter attacks and take longer for fights to end. Because of this, a possible solution I present accompanied with this is a reduction to chakra pools. This increase would probably be between 25% to 50%, depending on how tests go. It seems to be a hefty loss but it makes fights more manageable and one actually becomes capable of chakra exhaustion. In the NW, it would help emphasize chakra regeneration/recovery. In battles, it means thinking more often on using that super chakra taxing attack.

Both this Damage System change and Chakra System Reduction would be combined universally to allow for quicker flowing battles, though I can anticipate members saying it robs a bit of strategy from the game based on current math so I’ll be monitoring things. If all fails, we retain the current system and leave the newer system to the newer RP. After we discuss this and come to a general consensus on things, we can move onto other discussions like some of the ideas for custom standards and why some custom threads may need to go.

I have a poll for some options here not for a definitive vote but to get a gist of what people like and dislike. Any and all comments on topic welcomed!

No one asked for that.
Not even trying to be a dick but what made the RP addictive is that it was driven by the imaginations of it's community. Yes, it was directed by mods at times, but for several years it was pretty much the players themselves who decided the meta of the game. At a certain point that became the opposite. That's when you lost people for good.

Actually, I should expand on this, but the issue is I half can't remember, and I half can't be bothered.

So instead, I'll just fanboy for a bit.

KeotsuEclipse vs ZK. That fight, where Keotsu made himself essentially impervious to every attack using Kenjutsu and mods hads to step in and nerf him. Iconic.

Scorps & Lili. They were the driving force behind attacks that were complex, and worded in such a way that it allowed you to basically have an extremely versatile singularly powerful attack in your pocket at all times, because you'd create it in such a way where the restrictions weren't really restrictions. I think they called it elemental mayhem at the time. But that was the meta for a while for sure.

Negative Knight. That was guy saw what Keotsu did and he wanted that for himself. EVERYONE active at the time remembers him walking around as a walking tank. The way he created a bunch of customs that individually, weren't that powerful, but stacked together to create an OP combination was beautiful, and basically set off an entire metagame of people trying to stack boosts and durability to try and counter.

Fuuinjutsu race. How many seals did Broly have on his bio before Scorps came in and told us we'd gone too far?

Nekura Clan...and how quickly they disappeared when a rumor spread that someone had a seal that completely countered their portals.

And there's so many other examples. But the point was, one meta led to the next organically because people were always trying to come up with counters, and also push towards the ridiculous strength level that had been set by oldies basically just getting anything approved.

That's what kept people in MSN, Skype, Discord chats, kept people thinking about NB, kept people in google docs, collaborating, whatever.

And don't get me wrong, it wasn't perfect. In some ways the RP was probably too restrictive back then, and there was a lot of stuff that eventually made it's way into the RP that ended being really cool and healthy, but just wasn't really allowed at earlier times for whatever arbitrary reason.

But compared to now, where essentially what happened is the RP was flooded with a bunch of extremely strong abilities, some canon -- and by canon I mean created by Kishomoto -- but others customs that were made canon and sort of came from nowhere? And all of this was done without regard for how it would shift the current meta of the RP, or even what people really wanted to see introduced? That was kind of the nail in the coffin.

But not to sound overly critical, because ultimately, I think the idea behind it was more of a send-off anyway? It was more of a let's just do everything because it's quarantine and NB will probably be gone soon...but after that initial point, it sort of became...how do I put it...it sort of became like the entire RP turned got trapped in one persons custom thread? Because in the end, the community was given little say anyway. So who was it really for?

Saying that, I'm not sure why I'm talking because I'm long gone. It upsets me that I can't look back on everything that's happened because social groups have been removed, and a lot of a content has been moved or hidden. But I think that's the extent of my interactions with AB from now on -- nostalgia. Probably why I have such a knee-jerk reaction to this post -- in my mind you're ruining the nostalgia of it.
 
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