Topic: Sleeping Powder
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Posted on January 23, 2011 1:05 AM
3 thumbs up
#1
Is it me or is sleeping powder UP? I mean it can really help out against certain character, but it can only be used once per match, while metsubishi can do the same aginst ranged skills with no cooldown. What are your thoughts? I think the cooldown shoul be 4 or maybe even 3.
Posted on January 23, 2011 1:18 AM
1 thumbs up
#2
I think it's only useful for region 1 for characters like Akira or Amaya, that's about it. Niwa can do just as good repeatedly. So yeah... I think it's UP.
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Posted on January 23, 2011 4:39 AM
#3
Zelkyrie__, The Radiant Blossom of the Winter

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Contribution: 1,056 (931 + 125)
Joined: January 11, 2011
It needs a rework. Like, either giving it a cooldown, or making it AoE for 1 turn. Something like that.

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Posted on January 23, 2011 7:02 AM
#4
infernokhoas, The Joyful Lieutenant of the Military

Contribution: 19 (18 + 1)
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Contribution: 19 (18 + 1)
Joined: March 12, 2010
Some items are really good and some items are really bad, which doesn't make much sense to me.
Sleeping powder isn't too bad, but when compared to other items, I get confused. Metsubishi is the best example. Why is it so much better than sleeping powder? Are mental skills inherently more threatening than ranged skills or something? If not, then Sleeping powder really shouldn't be worse than metsubishi.
Sleeping powder is one-use only and ends early if a skill is used on the affected target. Metsubishi has a three turn cooldown and no other catches to it. Either Metsubishi is too good or Sleeping powder is too weak, one of them needs to change.
Sleeping powder isn't too bad, but when compared to other items, I get confused. Metsubishi is the best example. Why is it so much better than sleeping powder? Are mental skills inherently more threatening than ranged skills or something? If not, then Sleeping powder really shouldn't be worse than metsubishi.
Sleeping powder is one-use only and ends early if a skill is used on the affected target. Metsubishi has a three turn cooldown and no other catches to it. Either Metsubishi is too good or Sleeping powder is too weak, one of them needs to change.
Posted on January 23, 2011 4:15 PM
4 thumbs up
#5
There's already a topic about this here. I also brought it up before when the game was still in BETA. Still good that it's brought up again, because I fully agree Sleeping Powder should be boosted. It's ridiculous how it can be cancelled simply by the character using its invulnerability skill. I also don't understand why it can only be used once per game.
My suggestion is to give it any cooldown other than infinity. I would also like to see it get cancelled by skills used by the characters allies only, and not by skills used by the character itself.
My suggestion is to give it any cooldown other than infinity. I would also like to see it get cancelled by skills used by the characters allies only, and not by skills used by the character itself.
Posted on January 27, 2011 7:44 AM
#6
My suggestion is to give it any cooldown other than infinity. I would also like to see it get cancelled by skills used by the characters allies only, and not by skills used by the character itself.
My thoughts exactly. It is just ridiculous how they unstun themselves by Reading a Book of mentality, or smoking a pipe...
Posted on January 27, 2011 8:15 AM
#7
Sasori_banned_1, The Old Rose of the Ancestors

Contribution: 337 (315 + 22)
Joined: January 11, 2011
Contribution: 337 (315 + 22)
Joined: January 11, 2011
Lol that thing needs to go to cannot be removed and same cooldown as metsubishi , I think there are more ranged skill than mental :s
Posted on January 28, 2011 8:21 AM
#8
Kusa Niwa makes it even more obsolete.
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Posted on January 28, 2011 6:05 PM
1 thumbs up
#9
I;m thinking its coz usually mental ppl have all/most of their skills mentl, where as most ranged ppl arent only ranged.. Even though, it isnt a good enough reason to make it that weak, and expenive:confused
Posted on January 28, 2011 6:08 PM
#10
It needs a rework. Like, either giving it a cooldown, or making it AoE for 1 turn. Something like that.
im agree!
Posted on January 29, 2011 7:55 AM
#11
It indeed needs a rework.
The other day the opponent used Sleeping Powder on my Yume who had Metsubishi, on the next turn I just used Metsubishi and the Sleeping Powder effect wore off, how effective is that?
Works with any useable item like Kunai.
The other day the opponent used Sleeping Powder on my Yume who had Metsubishi, on the next turn I just used Metsubishi and the Sleeping Powder effect wore off, how effective is that?
Works with any useable item like Kunai.
Posted on January 29, 2011 3:02 PM
#12
I personally find sleeping powder much more crippling to a team. I'd say ranged moves tend to be more damage focused, while mental moves are more tactical. If I have my damage stunned, that's one thing. But if I can't defend against my opponent's strategy because I can't stun, that sucks, even if it's only for one important turn.
That being said, even if it's a bit underpowered (which I don't think it is), I don't think all items have to be "equally" powered, because they all have uses in different situations. Sleeping powder cripples akira, for example.

That being said, even if it's a bit underpowered (which I don't think it is), I don't think all items have to be "equally" powered, because they all have uses in different situations. Sleeping powder cripples akira, for example.

Posted on January 29, 2011 3:16 PM
#13
How exactly it creeps Akira? You can just do her replecment and the powder is off. It is like one turn mental stun with infinite cooldown.
Posted on January 30, 2011 5:26 AM
#14
I got an idea. How about changing the item so that it simply stuns an enemy for 1 turn. Give it 1 random cost and a cd of 2-3.
I'm saying this because a lot of items are actually a substitute to character skills like damage reduction, invul, heal etc... so why not make an item for stun? It would not be OP cosidering the Kozan chars, warbanner of resistance and sake.
Another idea I had was to make an item like flashbang, after used the opponent character has his melee, mental and ranged skills stunned for 3 turns, and has 3 stacks of flashbang on him. Every turn 1 stack is taken off allowing the character to use mental skills the following turn, ranged skills the next one and melee in the last (order can be changed). But if the character uses a tactic skill the stacks are removed. cost-? cd-?
I'm saying this because a lot of items are actually a substitute to character skills like damage reduction, invul, heal etc... so why not make an item for stun? It would not be OP cosidering the Kozan chars, warbanner of resistance and sake.
Another idea I had was to make an item like flashbang, after used the opponent character has his melee, mental and ranged skills stunned for 3 turns, and has 3 stacks of flashbang on him. Every turn 1 stack is taken off allowing the character to use mental skills the following turn, ranged skills the next one and melee in the last (order can be changed). But if the character uses a tactic skill the stacks are removed. cost-? cd-?
Posted on January 30, 2011 8:51 PM
#15
needs a rework, but good effect on certain chars



