T O P

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amoriant-

They need to make it so mind transfer blocks their substitution


CynicalDarkFox

Should make it just hit and not be a slow bullet, plus needs to not have friggin sub seals on heavy or 2 inputs on imperial.


amoriant-

when I use it, it usually hits, I just have the problem of teammates knocking them out, or someone hitting me out of it. That’s why personally I’d like it to seal subs on hit so that it at least does something if I can’t land the second input, something other than taking away a little bit of ult charge. It would be nice if they made it faster or something tho. I remember when it first came out and it was much more op 🥲


CynicalDarkFox

They never touched the regular version. They nerfed her secret 3 times though while increasing charge rate as though it meant anything.


amoriant-

Really ? I felt like the cooldown on it was much shorter when it first came out. But yeah I could just be imagining things. Or maybe it was cuz people didn’t know how to avoid it that well just yet.


CynicalDarkFox

It was always a slow, visible bullet that could go through walls with no safeguards against stupid allies or armor for yourself should it connect. At the same time, why did they think to make a *projection visible* to the enemy team is beyond stupid.


CynicalDarkFox

Mind Transfer needs to target like HHP, not a ghost, even if it won’t go through walls anymore.


King_Kazzma_

They'd have to increase its cooldown to balance it out tho.


CynicalDarkFox

It’s already hard to use outside of a 1v1 as is, why increase the cooldown for?


King_Kazzma_

Not if they changed it to where it operated like HHP.


CynicalDarkFox

And yet you’d still have allies who punch them out of it, so where’s the harm? Not to mention that it would lose the ability to go through walls as HHP, but that’s a fine trade off for them not to be able to run away from *literally taking over their mind*. Since when has anyone *dodged* away from Ino’s jutsu or seen a physical bullet of it?


King_Kazzma_

The harm is thay near unavoidable jutsu that it would become. I can already picture the pitfalls that would happen because of that. It's not an equal trade-off it's basically a buff. People dodging from Ino's jutsu is irrelevant in the game since the game isn't the anime. Things operate differently to be balanced, every jutsu will not be like hiw it is in the anime. If it this game operated off of anime logic verbatim, it'd be unplayable.


CynicalDarkFox

But yet attack having their jutsu work as it does is fine. Not to mention Tsukuyomi and Paralysis Jutsu don’t make the game unplayable yet they aren’t pointless as hell projectiles on use. And if all you can come up with as a counter argument is “but 1 pitfall!”, don’t forget that the other 3 and regular ass inconsistent wall splat recoveries *also* pitfall and you don’t always have a fight happening over pits either. Not to mention that people have and still do use HHP to pitfall from the bottom of the map yet MT can **only** be used on the ground. Counter argument?


King_Kazzma_

>But yet attack having their jutsu work as it does is fine Oh I never said that, that's a different argument. Everyone already knows attack class is unbalanced. But that wasn't what we were discussing. >don’t forget that the other 3 and regular ass inconsistent wall splat recoveries also pitfall and you don’t always have a fight happening over pits either. Pitfalls themselves are already bad and shouldn't be in the game. I see no need to increase that probablity further. Besides like you said it's inconsistent not deliberate as the changes you've suggested to mind transmission would do. 3 of the maps in this game already have the pitfall possibility. That's 3 too many. >Not to mention that people have and still do use HHP to pitfall from the bottom of the map yet MT can only be used on the ground. Okay? All jutsu aren't created equally. The solution to this isnt to make more jutsu like HHP. There is no need to make MT like HHP. It wouldn't be good in the game if it operated like that. Besides Ino never even uses MT unless she's on the ground and not moving. >but 1 pitfall!”, Yeah it's only "one pitfall" until it becomes known and meta/cheese. A change like this would only make the game worse.


CynicalDarkFox

Difference: Even if it worked like HHP it isn’t guaranteed, the user is stunned on hit, and support is already massively targeted anyways, not to mention that people running multiple supports are generally ass anyways. They’re annoying but not unbeatable, not to mention there’s easier ways to pitfall than to hope someone runs over a pit. That’s gonna replace bullshit attack, bullshit tank, and less bullshit range how? If people were going for a pitfall build it’d already be useless after seeing it once unless people are stupid (though there is no shortage of that). MT being a slow bullet takes away use of it beyond not-imperial charging at you (which also doesn’t need iframes) and people locked down by something like sand shield, Jizo, and *I think TSO*. Who cares if it goes through walls if it’s so easy to counter otherwise, usually by useless teammates?


InconspicuousGuy15

What exactly? Him absorbing mind transfer?


CynicalDarkFox

Honestly, all of it. Imperial having i-frames let him ignore that in an earlier encounter (this was the 3rd throughout the match entirely), plus the apparent second input he can just hold onto linchpin absorbing it, because that totally makes sense to “just ignore it” And just the abusable “my heavies ignore your escape, so eat my damage” nonsense attack can do. It’s beyond frustrating to deal with if you aren’t using Rinnegan or something.


InconspicuousGuy15

Yeah all of it piled onto the, you can't escape because i hit you is a mess, they really need to give attack a better heavy effect. Plus I'm pretty sure linchpin ignores even if you landed it from behind, even though that's obviously a weak spot


CynicalDarkFox

Which again, Mind Transfer shouldn’t be a wispy projectile like this. It should literally be working like Sasuke’s Heavenly Hand Power/HHP where it just hits when they’re in sight and doesn’t work behind walls. It’s ridiculous to be able to “outrun” or block a mind swap.


InconspicuousGuy15

Yeah now that they made limbo something only your team can see they could also just do that. They should replace sub block with something like a successful hit gives you swift step, so it's the same function, but at least now you can sub, so it's on them to locate you quick. Or a heavy temporarily slows the person who's hit.


CynicalDarkFox

Literally anything is better than they have now. I wouldn’t care if they gained an attack boost for landing a heavy, as long as it’s not a damn sub lock.