#Weapon Master Cost Issues

1 messages · Page 1 of 1 (latest)

desert hollow
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Im a new player and I chose weapon master because I really enjoyed the idea of ninja tools and traditional ninja-esq playstyles.

It seems like no matter what I do I am spending more money than I am making. I feel like there should be some sort of jutsu that creates weapon ammo or thematically removes the need for spending actual currency on your main ability to deal damage.

Effectively - if you go INT weapon master without another character or established income apart from combat, it's not really playable from everything ive tried so far. (Granted I am new and don't know too much)

Can anyone help me understand why it's so expensive or if there's another way to reasonably get explosives / kunai? I feel like the abilities do the same amount of damage as the similarly leveled fire users

Thanks!

thorny plank
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Sadly that's just the state of the mastery. I've avoided that mastery, even with a few 50+, simply because I don't want to deal with the cost and hassle. But the mastery LOOKS fun. So It's a shame.

I'm a big advocate of removing materials costs from Jutsu all together. Rebalance them as accordingly ofc.

desert hollow
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Yeah im pretty sure in the source material they had jutsu that instantiated weapons and nin tools. I think theres an angle for that

proper quiver
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I mean there will realistically never be a way to get free tools for int wm jutsu because it’s one of the main ryo dumps in nin. There should be a warning for int wm though so new players know it’s not a beginner friendly class.

unkempt pendant
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Wish it was like lightning senbons that it doesn’t take up any tools. In my opinion, int wm jutsus shouldn’t require any tools at all. That’s why only veterans play the mastery

proper quiver
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I mean light senbon is a i senbon made of lightning though lol, int wm, wind and int medic use actual tools

unkempt pendant
proper quiver
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No lol it’s an actual shuriken that uses wind to increase its speed

median dew
desert hollow
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I think since it's one of the initial class selections but is effectively not playable tbh as a first character, it should probably be a proficiency instead of a jutsu specializaton or make the tools more accessible via jutsu spawning them for use or some sort of time based ammo system

unkempt pendant
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I agree, anything to help the mastery honestly. its in a bad place for newbies

celest crow
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we been having this argument on this game for the longest and sadly it has not and probably wont change

balmy plank
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Our melees are super strong tho...no?

celest crow
balmy plank
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I see. So a damage boost like we got didnt change the problem Wm had

naive wharf
# desert hollow I think since it's one of the initial class selections but is effectively not pl...

I really like the idea and have thought it would be interesting to see WM as it stands being like the introduction mastery that everyone would have access to. It feels like the shadow kunai and multi shuri should be included in WM and it would be cool to see Weapon master behave more like the way Tenten uses big scrolls to summon big weapons and tools like spears or chain weapons that only could be used by Weapon masters, maybe include some more ancient items or tools at later levels that could have a variety of effects and ways of combat.
In terms of use in-game, it would have to be a timer, but I'm envisioning 2 or 3 Jutsu that summon a large weapon that you can use for a time, much like chak scalpel but with a different set of hotboxes and attack CDs

desert hollow
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I think that would be great too. Honestly it's just going to cause friction for anyone whom selects the class unwittingly regarding the econ cost of playing it
Tbh at that point just go full str or int kunai/shuriken lol it's basically the same dmg from what I can tell

tepid kernel
naive wharf
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I've only started to dabble in Strength WM but the new improvements made to it make me excited to try to build it out rather than trying to find something to pair it with it feels more like a full kit now.

Despite the issue being the tools cost on the WM Jutsu, I've had a lot of fun and have had some success running mono INT WM as it's my Second highest level build so far and if it felt like the cost was equivalent to the damage done with its techniques it would feel a bit more like a full kit like Sword has now. The issue is the traps the more i think about it.

I think the traps should be removed from WM and instated as a later stage neutral jutsu like shadow kunai and multi shuriken or the sensory and chak seal.

WM should have more explosive instant (or near)cast techniques like kunai and exploding spike ball, and maybe a weapon summon like I mentioned above. I would love a chak scalpel like ability but it swung slower but had a really long range like a kusarigama (sickle and chain featured in a lot of early Naruto art) or a spear or naginata like was mentioned in player ideas. INT WM should stand out a bit more as a mastery aside from just being the trapper class IMO

balmy plank
# tepid kernel They are talking about the cost of tools

Hello Dylan. I see that you are trying to pull out some smart puss shii to probably sound and look cool.
The people i talked with did not talk about tools.

You are not cool, you are not smart and you are probably a smelly tenant looking for attention.
My best and most sincere regards,
The man who will do anything you do but 10x better.

tepid kernel
civic osprey
balmy plank
rustic smelt
#

To be fair Int WM is overpowered in terms of what it can do in terms of its damage output. The snare from bear trap is way longer than it should be. It's burst damage due to high scaling instant casts is out of control.

I get that it is supposed to be offset by tool cost but there shouldn't be a mastery that is Ryo gated where established players have a stark advantage over others because they can afford to burn the tools.

The current meta is abuse a CC mastery like light or Earth and pair it with the broken damage from WM.

I would say take away the actual tool cost and lower the damage of Int WM.

While we are at it nerf lightning ffs

naive wharf
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I want it to be clear that while My Int WM is an Alt it is my SECOND alt, I'm a fairly new player and have had almost no issue keeping up with the costs of tools and my fee gripes with tools cost is that I don't want to put everything on my hotbar, I have shuri of course so that one has always been easy but what throws it off is kunai, I run out of kunai and I am stuck out in the field without a whole Jutsu, the main ranged one imo.

I think high damage output should definitely be the perk of having to deal with inventory management and wallet costs.
I would say too that amongst the Elemental classes the only ones that focuses as CC would be Earth and maybe a little of water especially with bubble pipe.

lightning really doesn't have anything to do with CC except pillars, so not any more so then fire or tai really.

rustic smelt
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If you can say that lightning doesn't have a lot to do with CC when it's entire kit stuns, I don't think we should listen to your opinion

tepid kernel
rustic smelt
twin quartz
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An idea for a future perk would be to have a % chance to refund tools/chance to not consume tools if they're a requirement for jutsu. That way it's not free tools, you're paying for them in a different way

naive wharf