You are reading Patch B1.2.2, a discussion on the TheNinja-RPG community forums. Players use these boards to share builds, ask questions and follow announcements. Create a free account to reply, or start with the getting-started guide.
The biggest changes here occur in Jutsu, so let’s talk a bit and explain my thought process here.
Sustain vs Damage is a tricky thing to balance. I pride myself on creating a combat system that allows for skill, allows for skill expression, and allows for counterplay. I might not always hit the correct marks, but this core's premise was that the better player wins. Combat has been designed in a way that allows even low-level 80s to take down fully capped players. In previous Cores, this was never possible, as you just got stat checked.
The introduction of armors has increased damage, and I have made changes to lower sustain. So I am bringing some new stuff to the table to increase how effective sustain is with buffs to healing, reduction of heal decreases, and adding options for damage resistances.
Life steal has always been the black sheep of the healing tags, as it depends on your damage. Changes have been made to Lifesteal to allow for it to be used with people who want to do high damage but need a way to sustain themselves through fights while waiting on cooldown.
These buffs are also to ensure that Lifesteal can be an effective counter to play against residual builds.
@5/12/2025, 10:53:19 PM
Terms of Service - Privacy Policy - Cookie Policy - Cookie Consent - Guide - Rules - Staff
TheNinja-RPG © by Studie-Tech ApS - 2005-2026
Rådhusstræde 15 - 1466 København K - Denmark - Contact