Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Especially with their short duration.
You would think that the starting ultimate, Seven Heavenly Breaths would be weaker than the mentor specific 8 Gates, but that doesn't appear to be the case.
Both ultimates include a stat boost, but Seven Heavenly Breaths also includes a regeneration effect that rapidly heals the user in battle. So why the heck would you switch out to the 8 Gates over the ultimate that has a better chance of keeping you alive?
and wanna talk about how 50% of the matches are vs 4 sand shield guys, only like 2 jutsu can bypass the trash shield and not even most ultimate jutsu can. and why is totsuka blade completely useless and for ranged class while kamui is basically for close range chars?
and why is it that you can hit an enemy with 4 full aerial attack type melee strings and deal away less damage to the enemy ranged type than he does to you with a single mashed reversal ninjutsu?
and while we are on chibaku tensei, while it is one of the best abilities in the game, why does it require your character to dash and hit an enemy in melee rage to work? it can be avoided completely with e.g. the first dash ninjutsu you had and doesn't work at all on the trashy PvE bosses. not like anyone should be the ♥♥♥♥♥♥♥ useless capcom-style mormon PvE missions.
any why is defense>>>>>>>>>>>>attack>>>>>>>>>>>>>>>>>>>>>>>>>>>>>ranged?
why can enemies you use bansho tennin on attack your first?
why do all fire style jutsus in this game deal roughly the exact same amount of damage, hit the same area and have about the same cooldown? the only notable ones are gokakyou which deals actual AoE damage and itachi's which flies much faster than the others.
why are all healer melee movesets retarded?
why is air recovery time either random or bugged?
why are jutsu hidden behind RNG drops?
although nobody is asking for answers for these questions because lag hyper armor>any ability anyway.
It seems like you're using autism in place of the term "retarded."
You might wanna look up the definition. Autism doesn't mean you're stupid, it means you perceive the world around you differently from normal people. It's not just a learning disability, the stuff that people consider to be perfectly normal comes across as alien concepts to somebody with autism. That's why they seem to have difficulty understanding things, because they have a different perspective from the rest of society.
-------------------------
But to answer your question about classes not being balanced, that's because THEY AREN'T SUPPOSED TO BE!
Shinobi Strikers is a game that focuses on the use of team work, and the game explicitly tells you that each of the different classes has a specific roll to fill. Healer types have a crappy melee attack set? Maybe that's because they aren't supposed to be fighting in melee to begin with?
Out of all the classes, Healers have the lowest HP. Their job isn't to engage the enemy, their job is to sit back and keep the rest of the team alive. Did you all forget Tsunade's advice on the #1 skill a medical ninja should have: EVASION?
Ranged types do tremendous damage, because their job is to spam. In other games of this style, they would be referred to as "Nukes" or "Glass Cannons." They can deal out huge amounts of damage, but they can't take it.
If you see somebody using a ranged type, you sick a defense type on them. They're tanky enough to survive their attacks, and they deal enough damage to bring them down quickly before they can spam the rest of your team.
Conversely, attack types are speedy and have lengthy combos, which makes them well suited to fighting defense types who are slow and rely more on raw power to overwhelm the enemy.
If you try to join this game, expecting every class to be equally viable in melee, then you have not been paying attention to the game AT ALL.
The game is about teamwork. So start friggin using it, people!
it's exactly what I was implying but always nice to have this one stiff semantics wiki guy around.
You mistakenly assume that this was a well designed game. Just because I know how it's supposed to be played, doesn't mean I'm supporting it.
lmao "tremendous damage" my ass, I laugh everytime I use a jutsu on a defense type and take 10% of his HP, while his jutsu/attacks take almost half my HP, on top of all his other perks like zone control and hyper armor, while an attack type can kill me in 1-2 combos even though I would have to hit him with like 10 of my ninjutsu to do the same (due to the BS fact that every attack type basically has 2 subs)
Please, if you acknowledge how poorly this game is designed, stop defending it everytime someone points out how ♥♥♥♥ it really is!
They must have changed that from beta, then. Because I remember the ranged types taking out half an attack type's HP with a direct hit from just one fireball jutsu.
Also, have you tried checking out your costumes? They have special skills attributed to them which can improve your performance in battle.
And I'm not defending the game when people point out its poor design. I'm correcting people who clearly don't know what they're doing wrong, and then blaming the game because of it.
Defense type need a big nerf to their attack power and HP
Nerfing their attack is understandable. Nerfing their HP negates the entire purpose of being DEFENSE type.