Hey guys,
Since there are so many complaints about ignition and poison doing so much damage at the end of a round allowing cancer squads to be very effective, i think adding a poison and ignition resistance bonus on the ninja tools could possibly balance things out. Just like there are bonus to give us resistance to lightning, fire, water, etc... i think it would be a good idea to make a possibility for people to defend themselves against these types of teams. i'm not asking for much, like stacking poison and ignition resistances would get you like 35% resis or 40%, not completely eliminate the poison and ignition effects... Just allow people to have the option to defend themselves against that type of ba
it exists, is called 'resistance'. jokes apart, i think too there's an issue with ignition. I consider poison fine as is now for how hard is to stack it 4 times and keep it a 4 times.
well my resistance is huge and sometimes i eat too much damage from it...ignition always eats 2k life from you, i think ppl should be able to defend themselves against that at least
well my resistance is huge and sometimes i eat too much damage from it...ignition always eats 2k life from you, i think ppl should be able to defend themselves against that at least
the main problem with ignition is not much the damage itself that lands, but the way it denies healings. Imho ignition, unless the difference between the attacking ninjutsu and the enemy resistance is huge, should deny only a part of healings depending on the ratio between them.
the main problem with ignition is not much the damage itself that lands, but the way it denies healings. Imho ignition, unless the difference between the attacking ninjutsu and the enemy resistance is huge, should deny only a part of healings depending on the ratio between them.
Now thats bs considering water main before skilling procs hear healing up to 2 ppl and then again when its her time to do the normal atks she heals again. Poison is and will be cansur just like the ppl who play that sh1t. At the end of round 2 unless u playing a full immunity team you take roughly 32k dmg from poison alone.
Now thats bs considering water main before skilling procs hear healing up to 2 ppl and then again when its her time to do the normal atks she heals again. Poison is and will be cansur just like the ppl who play that sh1t. At the end of round 2 unless u playing a full immunity team you take roughly 32k dmg from poison alone.
yea it can be very annoying lol who doesn't have immune teams can have a really hard time dealing with these types of teams, that's why i'm suggesting this, i think it would be fair enough to be able to build a defense against those teams without having to use full immune squads...
Yep, that is good idea, mostly it will help vs cancer teams. I beat most of cancers ( Can't only vs kushina version, not enought blitz team :/) but this is still annoying. When it's with roshi/fugiki it's easy to beat them, but if there is han you can't miss that poison.
+1
Now thats bs considering water main before skilling procs hear healing up to 2 ppl and then again when its her time to do the normal atks she heals again. Poison is and will be cansur just like the ppl who play that sh1t. At the end of round 2 unless u playing a full immunity team you take roughly 32k dmg from poison alone.
So lets see if i understood correctly.
You want a full damage dealing team wholly unbalanced towards the damaging side with 0 passives about debuff cleaning that has no side effects even if is not full immune to debuffs.
Balanced, indeed.
That said...
The max damage possible if you get poisoned 4 times is 7996 per round.
So, not even in 4 rounds you are going to endure 32k damage from poison, and beware that multiple poison chases attach it only once (so, for example, if you use utakata, kabuto snake cloak, king of hell, and you hit the 30 combos, your whole 30 combo streak, composed of 3/4 poisoning effects, attached ONLY 1 STACK OF POISON per target).
The only way to attach it more than once per round is by using different standard attacks/mysteries and it's enough 1 single debuff removing effect/healing to clear all the stacks in a row.
yea it can be very annoying lol who doesn't have immune teams can have a really hard time dealing with these types of teams, that's why i'm suggesting this, i think it would be fair enough to be able to build a defense against those teams without having to use full immune squads...
and who doesn't run heavy shielding teams have issues in enduring angel god konan or edo hiruzen teams
and who runs heavy buffed teams have issues in facing han + kisame samehada/roshi teams
and who runs heavy cc teams have issues facing evading ninjas.
the counters to heavy poison+ignition teams are full immune teams and/or heavy removing debuffs teams (for example teams ba
So lets see if i understood correctly.
You want a full damage dealing team wholly unbalanced towards the damaging side with 0 passives about debuff cleaning that has no side effects even if is not full immune to debuffs.
Balanced, indeed.
That said...
The max damage possible if you get poisoned 4 times is 7996 per round.
So, not even in 4 rounds you are going to endure 32k damage from poison, and beware that multiple poison chases attach it only once (so, for example, if you use utakata, kabuto snake cloak, king of hell, and you hit the 30 combos, your whole 30 combo streak, composed of 3/4 poisoning effects, attached ONLY 1 STACK OF POISON per target).
The only way to attach it more than once per round is by using different standard attacks/mysteries and it's enough 1 single debuff removing effect/healing to clear all the stacks in a row.
So what you saying is no poison wont do 32k to whole team but pos 1 and 2 are as much as dead from round 1 poison and round 2 combo+poison ? A normal person like me might not know it but one smart as you should know it that if those 2 die its basically over right? Why am i even bothering tho you prolly play water main ofc you will go and defend the BS that is poison stacking and overlaping.
i just went on arena against a poison ignition squad with my created angel konan squad. I hit the guy with 100 chakra on round 2 he ate a ton of damage but didn't die. I used the fire main's shield so he didn't do any dmg on round 1... But on round 2? he wiped out half of my field with a deidara mystery and poison-ignition stack including my konan that couldn't survive 1 round of poison ignition lol. There's a clear problem with the ignitions at least. Ridiculous that my team couldn't survive 1 round, and it's arena folks there's nothing you can do to defend yourself lol
Currently, there's no plans to change how Debuffs work
As for "so many complaints"
That's entirely inaccurate.
Ignition is a capped debuff that becomes a argumentative small source of damage to help against status healing.
While poisoning has been left in the dust in terms of effectiveness to other sources. King of Hell is and will most likely be the only source of reliable poison.
(Water Main Poison+Stacking isn't reliable and at this stage of the game, it's extremely lackluster)
Thank you for your opinion, however once again, There's no plans to change them.
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