LOL. You don't have the slightest clue how to play this game OP. Your post just reeks of someone who just started playing. I suggest you just play the game more, and once you get more of the late game ninjas, you'll see why these changes you propose are so ridiculous. To me, it's pretty clear that you are trying to make water stronger so you can compete with people who already have stronger ninja than you have currently.
I don't even have the time or energy to go through all of the reasons why they are bad but I'll point out some of them.
Standard:
1. Knife attack (little improvements)
Tai
Attack a unit in front of the row. This skill is always a critical hit.
2. Healing jutsu (little improvements)
Nin
Heals 2 units (10% of lifepoints of the healed unit) with the lowest health from your lineup and remove all debuff.
3. Water Whip (little improvements)
Water - Nin-Tai
Attack a unit in front of the row with a high chance (70%) of causing 3 combos, acupunture (3 rounds), and knockdown.
4. Monster Strength (medium improvements)
Tai
Attack a unit in the front row with a very high chance (90%) of causing high float. This skill will cause double damage to clones and will never misses.
Every single one of these is a terrible, broken change. No main has guaranteed crit for standard. Why would she get it? You want a guaranteed removal of 2 characters for heal and debuff? So essentially you can keep your entire team from getting hurt at all, esp. if you run a 2nd healer? You want a 70% chance of causing acupuncture with a standard attack? You want 90% chance to start chase and have it never miss and do double damage to clones? Every single one of these would make water easily not only the strongest support, but also an incredibly strong attacker.
2. Neurotoxin (little improvements)
All units in your field that cause critical will also cause chaos (for 1 turn)
Seriously? You want her to be able to cause cause with her entire team? You have people like Sus Itachi, EGF Kakuzu and Madara, who have never miss attacks and have high crit rates already. Madara's chase is 100% crit rate if it hits a non-dodge. Your team could literally just chaos the entire field for the entire battle without much effort.
4. Senjutsu Mode (NEW)
Before the first action of each round, recover 40 chakra points for your team, and Azure Fang will recieve Senjutsu status. Becomes immune to all debuff.
Are you serious? You really want her to automatically gain chakra and become immune every round? She already has the ability to clear herself out. Her skill now already tags her as senjustu, letting you take advantage of any skills from other characters like Edo Hashi's healing. Now you want her to pretty much be unstoppable since her heals would always work if she isn't ignited, for example?
3. Healing tips (medium improvements)
Increase the healing effect of all unit in your field by 40% (can be overlapped). Also, all healing effects in your field will *e ignition (it means you can treat ignition just like poision, lifepoints will be recovered although under ignition status)
You want them to remove the way ignition works solely for a single character? Do you realize how dumb and impractical that sounds? It literally breaks a core mechanic of the game. The point of igniting water main is to keep her from already healing herself even more, and prolonging the battle.
Passive 2
1. Water Clone Jutsu (medium improvements)
At the beginning of battle, summons a fire resistant clone ba
There isn't a single main that has a clone with 100% life. I don't even think there is a ninja period, that creates 100% life clone. So why would this be a thing? And why would it be with 60 chakra? Most clones when they die, give 20 chakra per clone max. Her already 60% life and 30 chakra is more than generous, and stronger than every other main's clones.
I'm gonna leave one of my teams up here for you, and you think about the changes you suggested and see how they would affect this team.
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