- 建議"闇影踐踏"連接"闇影分裂"增加新的輸入方法如↓+空白鍵, 讓角色往後瞬移(無碰撞判定)並施放闇影分裂, 免卻需要180度旋轉視角所帶來的操作不便
- 分離"瞄準心臟"和"煙幕"的輸入方法, 目前二者在"影斬"接空白鍵時使用方法重疊, 單純靠輸入時間差決定施放哪一招, 操作不便
- 建議隱身在角色沒有移動時不會受到攻擊, 目前大部分職業都有大範圍技能, 單純施放隱身需時太長, 移動距離也短, 很容易受到攻擊失去效果
- 降低技能"黑暗月光"的冷卻時間, 相對新職業高輸出技能落在12-15秒左右的設定, 20秒明顯過長
- 降低深化技能"忍術:斷筋","刺客的痕跡","忍術:月光之心","束縛目標"的冷卻時間, 30秒過長
- 建議重製深化技能"忍術:斷踝", 其冷卻時間22秒過長, 效果不佳, 幾乎沒人選擇
- 假設不移除角色攻擊傷害系數補正, 則建議上調女忍對其他角色傷害系數與男忍同步
- 建議大幅提升技能PVE傷害, 目前覺醒女忍在高階獵場的PVE能力屬於最差的職業之一, 因為技能施展時間過長, 倍率不佳, 與當前PVE能力優異的職業相比可以少了近30%的雜物收入, 導致幾乎沒人會選擇覺醒女忍來PVE
- 降低技能"亂擊:圓月輪"的冷卻時間, 作為連技的起手技能, 15秒明顯過長, 同時建議改善攻擊判定
- 降低技能"月輪飛擊"的冷卻時間, 相對新職業中等輸出或引怪技能落在8-10秒左右的設定, 12秒明顯過長
- 重製技能"蘇蘭圓月舞", 該技能沒保護, 傷害低, 速度太慢, 玩家幾乎都沒學那招
- 由於覺醒大部分輸出來自流派, 相對來說技能數量不足, 需要頻繁切換成主武進行攻擊, 主武作為傷害的技能也幾乎只會使用"斷筋","致命一擊","闇影踐踏","瞬間擊殺", 導致整體傷害低下, 攻擊範圍不佳, 建議將覺醒各個流派技能整合至原有技能中並補上新技能, 解決傷害不足的問題
- 建議增益效果"鬼", "魂", "靈" 即使在施放技能時沒有命中任何目標也能套用, 同時延長有效時間, 和玩家對戰時能3個效果都全上的機會實在微乎其微, 增益目前的設定有等於無
- 建議大幅增加技能範圍並適度提升PVE傷害, 目前繼承女忍在高階獵場的PVE能力同樣屬於最差的職業之一, 因為技能範圍過小, 冷卻時間過長, 3個增益獲取間隔過久, 導致攻擊常有漏網之魚和傷害不佳. 此職業目前慘況是即使玩家每分鐘輸入指令速度(APM)高達300, 雜物獲取量也比APM需求只要70的守護者少30%, 付出努力和成本效益完全不成比例, 導致幾乎沒人會選擇繼承女忍來PVE, 高APM需求也間接造成部分玩家選擇使用巨集, 影響遊戲公平性
- 增加新的引怪技能, 目前只有"苦無投擲", 引怪效率非常低下
- 降低技能"強:闇影爆發"的冷卻時間, 16秒過長, 導致全上鬼魂靈3個增益間隔過久
- 降低技能"強:闇影分裂"的冷卻時間, 13秒過長, 導致全上鬼魂靈3個增益間隔過久
- 降低技能"強:束縛的陷阱"的冷卻時間, 相對新職業高輸出技能落在12-15秒左右的設定, 20秒明顯過長
- "強:闇影爆發" 更改為在地面使用技能時全程有保護而不限制於攻擊前, 目前因為沒有全程保護, 玩家只會選擇打出第一擊後以其他技能取消後續打擊, 同時建議移除攻擊複數玩家時傷害會分散的設定
- 建議"強:展開忍術" 使用後允許使用"鬼影微步"連接"強:闇影踐踏", 刪除"鬼影微步移動距離增加"效果, 改為"鬼影微步"不消耗耐力
- 假設以上各種技能冷卻時間縮短方案落實, 因應PVP平衡需要, 可同時調整PVP傷害倍率
- Suggest adding new input for casting "Shadow Clone" after "Shadow Stomp", such as ↓+space, so that the character will move backward (with no collision) and use "Shadow Clone". This can eliminate the need of turning camera by 180 degrees, which causes inconvenience for control.
- Separate input command for "Heart Aiming" from "Smokescreen" after using "Crescent Slash". Both skills currently use the same input command, which skill will be used depends on the timing, which causes inconvenience for control.
- Suggest changing the stealth mechanics so that if the character does not move while in stealth, she will not take any damage. Currently most classes have skills with huge area of effect. Stealth takes long time to cast if used directly and only moves for a short distance. It is too easy to take hit while in stealth and got the stealth status removed.
- Reduce the cooldown of "Black Moonlight". New classes' high damage skills usually have cooldown around 12-15 seconds. 20 seconds is too long.
- Reduce the cooldown of rabam skills "Ninjutsu: Sinew Out", "Assassin's Trail", "Ninjutsu: Heart Snatch", "Shackle Target". 30 seconds is too long.
- In case class vs class damage ratio is not removed from the game, increase the damage ratio of kuno to align with ninja's.
- Suggest greatly increase PVE damage of all awakening skills. Awakening kuno is currently one of the worst classes for high end PVE zone. Due to long skill animation and bad damage multipliers, grinding with kuno will result in 30% less trash loot income than other top tier classes. Very few players would choose to grind with awakening kuno.
- Reduce the cooldown of "Chain Crash: Sah Chakram". This skill is often used as start of a combo. 15 seconds is too long. Also suggest improving the attack hitbox of the skill.
- Reduce the cooldown of "Lunatic Discus". New classes' moderate damage skills or pulling skills usually have cooldown around 8-10 seconds. 12 seconds is too long.
- Revamp the skill "Sah Spree of Sonan", this skill is not protected, has low damage and long animation. Nobody learn this skill.
- Change the skill "Danse Macabre" so that it is casted in the direction according to the camera instead of which direction the character is facing.
- Due to the fact that most damage comes from flow skills in the awakening kit, player need to frequently switch to the main weapon, and only filler skills "Tendon Cutter", "Fatal Blow", "Shadow Stomp" and "Flash Slash" are used, result in low total damage output and small attack area. Suggest combining those flow skills into main skills, and add new skills to the kit to fix the low damage issue.
- Suggest casting skill without hitting any targets will still apply the 3 ninjutsu effects "Ghost", "Soul" and "Spirit" to the player character. Increase the effective duration of these 3 ninjutsu effects. Currently it is nearly impossible to put all 3 effects on when fighting other players, making the ninjutsu effect system somehow pointless.
- Suggest greatly increase the area of effect of succession skills and moderately increase PVE damage. Succession kuno is also one of the worst classes for high end PVE zone. Due to small attack area, long skill cooldown, long time gap to apply 3 ninjutsu effects, attacks often fail to hit all monsters in a single pack and have low total damage output. What's even worst is that if a player is capable of doing 300 actions per minutes (APM) and grind with succession kuno, that player would still get 30% less trash loot income than another player who grind with guardian, which only need 70 APM. High efforts with little gain make people stay away from playing kuno. Some players even choose to play succession kuno using macro, which brings up an unfair gaming environment.
- Suggest adding new skill for pulling monster packs. Currently only "Kunai Throw" is available and is very ineffective.
- Reduce the cooldown of "Prime: Shadow Explosion". 16 seconds is too long, which introduce large time gap to apply all 3 ninjutsu effects.
- Reduce the cooldown of "Prime: Shadow Clone". 13 seconds is too long, which introduce large time gap to apply all 3 ninjutsu effects.
- Reduce the cooldown of "Prime: Shackles". New classes' high damage skills usually have cooldown around 12-15 seconds. 20 seconds is too long.
- "Prime: Shadow Explosion" should be fully protected for the whole skill when casted on ground directly. Currently player will only cast the skill for the first hit and cancel remaining hits with other skills. Also recommend removing damage split when hitting multiple players for this skill.
- When "Prime: Ninjutsu Commence" is in effect, please allow the use of "Ghost Step" to connect with "Prime: Shadow Clone". Consider removal of "Range increases for Ghost Step" for "Prime: Ninjutsu Commence", and add new effect "Do not consume stamina when using Ghost Step" to the skill instead.
- In case the above skill cooldown changes are applied, adjustment to skills' PVP damage modifiers should also be considered to ensure proper PVP class balance.
2BUFF暗影踐踏傷害比3BUFF神人奮擊高 而且還好打得多 但真要改的話乾脆就把神人奮擊 暗影爆發 暗影分裂 狂舞飛殺的強化技能都刪了 只留暗影踐踏的 並且改成不用疊印記就打得出 這樣混戰中或是打怪就沒有疊印記的爛問題 單挑連招選擇性也高多了 因為不用考慮怎接才確保能疊印記 就像有了雙龍登空一樣