#Introduction to Advanced masteries

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scarlet moat
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With the game’s evolution over the years, there’s a path many of us have discussed countless times but always seemed to reach a dead end, Advanced Masteries.
It’s a concept deeply rooted in Naruto’s lore, one that naturally fits the world of Nin Online, yet has never found a balanced way to exist in game play. ( or maybe its just to much work/ no clear path on how to implement)

This post is mostly for a discussion on a proposition of a feasible, lore-accurate, and balanced way to bring advanced elements, such as Sand, Wood, Lava, and Storm Releases, etc, into Nin Online, without breaking PvP balance or invalidating the current mastery system.
The goal isn’t to add a full third mastery, but rather to evolve a small portion of a player’s existing jutsus into hybrid forms that reflect true elemental progression.

Currently, once a player reaches lvl 50, they can unlock a second elemental mastery, even tho the 2 elements can combo with each other their function is completely separately.
This works well mechanically, but it limits creative combinations and advanced nature potential.

This system introduces Advanced Elemental Fusions, where a ninja can refine their control over both elements to create new techniques that merge their properties, unlocking deeper mastery and identity for endgame players, it could be part of the game progression, like something you can unlock at lvl 70 or lvl 80.

Core Idea

  • When a player reaches lvl 70/80 with the two elements they picked, they can choose to evolve up to 3–4 (or more, up for discussion) compatible jutsus from their current pool.
  • These “evolutions” replace the chosen jutsus with hybrid versions that combine effects, visuals, and gameplay aspects from both elements.
  • No full third mastery is added, only a few evolved skills that keep balance while adding variety and progression.

Example Fusions
These are not refined or have balance in thought just something i came up with to give a example of how it might work.

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Wind + Earth = Sand Release

  • Wind Shuriken evolves to Sand Shuriken ( apply slow, or when landed reduces cd by half )
  • Earth Wall evolves to Sand Dome ( traps or obscures vision temporarily )

Fire + Earth = Lava Release

  • Great Fireball evolves to Lava Burst ( Heavy burn+ molten ground effect )
  • Earth Spikes evolves to Magma Spikes ( additional burn damage )

Water + Earth = Wood Release

  • Earth Pillar evolves to Tree Growth ( Still applies damage and leaves a tree on the place it was casted for cover etc )
  • bubble variant- Bubble clone evolves to wood clone ( tankier and small root on "explosion" )

Lightning + Water = Storm Release

  • Lightning Spear evolves to Storm Lance ( idk )
  • Water wave evolves to Storm Wave ( idk )

Fire + Water = Boil Release

  • Water Bullet evolves to Acid Jet ( idk )

ETC.... again these evolution's are just to showcase the idea and have no balance in thought.

Other requirements for these advanced aside from the level, could be:

  • Rank of the ninja, implementing another good use for people to want to achieve chunin or jonin ( for example genin might be able to unlock 2 advanced jutsus, but for the 3-4 you need to be a Chunin or a Jonin)
  • Craftable Advanced Elemental Scrolls
  • Some sort of questline you might need to do

Good points of this system over creating new jutsus to add

  • We have a limited Hotkey Bar, so if any new jutsus were to be added they would be replacing other jutsus you have
  • Adds build diversity without creating unbalanced pvp ( this depends on the type of evolutions we talking of course, but those evolutions will always have the base jutsu as the foundation, kinda like how ep becomes great ep, etc)
  • Integrates better with the already existing fighting style and jutsus
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One of the issues with this, is that there's a lot of work involved to create several variations of the same jutsu for different releases, but the end result i think it might be worth it, since again it adds a lot of creativity and diversity for builds, provides new content, late-game growth and has balance in mind, also it provides a clear path on how to implement advanced masteries to the game, something that the community has desired for years.
If i remember anything more, i'll add to the post.
edit: Could also be slowly implemented, working on 1-2 jutsus per time for each release

native hatch
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Advanced is def a cool idea only problem I always found is most of the combos you can do have no lore accurate advanced. For example if you are medic+any mastery pretty much what would your advanced be.

eternal hornet
native hatch
hybrid quail
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I love this idea!

I would add the following mastery combos, if they don't make sense be free to correct me:

  • Wind + Light = Sound release
  • Wind + Water = Ice release
  • Fire + Light = Plasma release
  • Earth + Light = Magnetic release
  • Fire + Wind = Heat release

Also I have some ideas to combo non elemental masteries, but I called them "styles" instead:

  • WM + Tai = Fighter style
  • Tai + Medic = Monk style
  • WM + Medic = Doctor style
eternal tiger
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wont make more sens for wm + medic to be call paladin style?

hybrid quail
eternal tiger
worthy hornet
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first i would like to say I love the idea of this thread it is the most logical way of advancing jutsu and gives players something to work towards post second mastery.
I believe that a jutsu specific skill tree could be unlocked based on what two masteries a ninja has, for example:

I have Medical and Taijutsu masteries there is some synergy between certain jutsu such as chakra scalpel and youthful spring. but what if i were able to augment my skills with new bonuses!

the following example is for a Jutsu that would replace Youthful spring but could only be unlocked by a ninja with medical mastery:
the path of unlocking Chakra gates: Could provide a considerable boost to fortitude, agility, and chakra stats . while imposing a draining effect of the users chakra pool

OR

The path of the poison fist would add a stat dampening effect and poison dot to the users melee strikes for a short time without providing any stat buff to the user. or a leech life effect would be really interesting.

celest anchorBOT
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GG @worthy hornet, you just advanced to level 3!

ember pecan
# native hatch Advanced is def a cool idea only problem I always found is most of the combos yo...

So to backpack off of D3, I think that's the magic of the whole idea. Yes there are canon combinations we can and should use. With examples of jutsu and flavor. They're elemental combinations. With wm/tai/med combos, we need to make original ideas for OR tie in other things from the source material. So you can use an original idea like Obsidian Release, tie it to like wm/earth or something. However we can adapt things from sm to nin also. Sm has yin and Yang chakra, which nin has no equivalent of. So something like Sound jutsu, which uses yin/Yang and wind release, could be adapted to like med/wind or something. There's a lot of references we can sort of twist to make fit and source ideas. But then we also have room for completely original ones.

The real issue is there's a LOT of combinations. And so this would be a massive patch that would take an incredibly long time and a lot of attention and resources. So I'm not sure how feasible or likely it is. But I love the potential of the idea.

lunar stream
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real cool idea. 🔥
I would love to have these as Tier 4 Scrolls with Jutsus unlockable at 70, 75 and 80 for ninjas of at least Chunin rank. Can only be learned if the pre requisite elements are chosen and shares the same cooldown as their lesser forms.