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 Endgame Missions (Implemented)

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>Tevin<
Kamaitachi Demulidor
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Eternal2
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Dante
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PostSubject: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeFri Dec 25, 2015 1:09 am

As of right now, the current level cap is 100 after 2 Rebirths. The endgame missions listed below are something to work for after you've hit level 100.


Mission 1

Objective:
Defeat another level 100 player in a non-arena fight

Reward:
Increases your level cap from 100 to 104
Increases your stat cap from 40 to 41
20 Senryo
2,000 Experience



Mission 2

Objective:
Obtain 100 kills against enemies above 20 levels below you

Reward:
Increases your level cap from 104 to 108
Increases your stat cap from 41 to 42
30 Senryo
4,000 Experience



Mission 3

Objective:
Complete 20 S-Ranked Missions from your mission billboard

Reward:
Increases your level cap from 108 to 112
Increases your stat cap from 42 to 43
40 Senryo
6,000 Experience



Mission 4

Objective:
Earn 300% Village Influence Contribution

Reward:
Increases your level cap from 112 to 116
Increases your stat cap from 43 to 44
50 Senryo
8,000 Experience



Mission 5

Objective:
Defeat the Hokage, Kazekage, and Sound Leaders at least 3 times each in non-arena fights.

Reward:
Clan Diamond Passive
Increases your level cap from 116 to 120
Increases your stat cap from 44 to 45
60 Senryo
10,000 Experience




Clan Diamond Passives

Kaguya
Dance of the Pines now lasts 10 seconds longer

Hyuuga
Learns Eight Trigram: Vacuum Palm. This jutsu is a powered version of air palm, knocking enemies back and stunning them briefly.

Uchiha
You learn Peregrine Falcon Drop.

Wind
Gains an empowered permanent Wind Shield. Retains all the stats of normal wind shield, but with no chakra drain and the damage and range of the winds has increased.

Sand
Grants Living Gold Sand. Living Gold Sand has a 20% chance to block an attack, reducing damage taken by 50%.

Iron
Obtains the passive Iron Skin. You gain 10% defense and regenerate 6% of your maximum hp every 12 seconds.

Senju
Grants mastery of Sage Mode. Can now keep it up permanently.

Copy Ninja
Obtains a 6th blank jutsu with 4 jutsus to choose form
Option 1 - Black Panther Hunting: You Fire 3 Black Panthers dealing high damage and briefly stunning those hit. Enemies can only be stunned by the Panthers once.
Option 2 - Lightning Release Lightning Cloud: Creates 4 large clouds made of black lightning that will wander randomly unless an enemy is nearby, in which case the clouds will slowly chase the enemy.
Option 3 - Water Style Water Tornado: Creates 2 huge Tornadoes made of water around the user. The tornadoes slowly drag people in, and deal damage in a 2x2 area. The tornadoes last 7 seconds.
Option 4 - Chakra Draining Rain: Creates a rectangular field of chakra draining rain. You drain the enemies' chakra at a rate of 7% of their maximum chakra per second. If the enemy has no chakra, they lose 7% of their maximum health instead.

Clay
Gain 400 maximum health.

Taijutsu Specialist
Learn the jutsu Hirudora. The user creates an extraordinary amount of air pressure that he launches at enemies in the shape of a tiger, dealing high damage and knocking back enemies. The air pressure towards the center of the tiger is much higher, increasing the damage and knock back.

Nara
Gain 400 maximum chakra.

Yuki
While inside your Hidden Mist, you gain 25% increased damage.

Medic
You learn Creation Rebirth. Activating the jutsu makes you begin storing up chakra, up to a maximum of 300. Your Healing Jutsu will heal for 75% of the amount stored up, but will drain all the stored chakra. Alternatively, if you have 300 chakra stored up, you can activate Creation Rebirth again to deal a dashing punch, dealing 400 damage to enemies you collide with! The punch drains 75% of the chakra stored up.

Snake
Shed Skin now has a 15 second cooldown. Additionally, Edo Tensei now remains stored, even after death.

Spider
When taking damage that puts you below 50% HP, you have a 30% chance to enter Curse Seal Stage 1 for 20 seconds. Entering Curse Seal restores 20% of your maximum HP, drains 20% of your maximum HP over the duration, grants 20% cooldown reduction, and grants 20 attack and ninjutsu power. When taking damage that puts you below 30% HP and if Curse Seal Stage 1 has not activated, you have a 20% chance to enter Curse Seal Stage 2. Entering Curse Seal Stage 2 restores 30% of your maximum HP, drains 30% of your maximum HP over the duration, grants 30% attack speed, grants 20% cooldown reduction, and grants 20 attack and ninjutsu power. Curse Seal has a 300 second cooldown.


Last edited by Dante on Mon Aug 29, 2016 12:35 am; edited 25 times in total
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Guy

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeFri Dec 25, 2015 2:01 am

Mission 4: Win a tournament containing at least x amount of players. (I can't think of a good number)

Also, I would suggest making the S rank missions to kill kages that akat has available to all villages, in order to make it a bit more fair to people who are not in akat. (I'm pretty sure those are S ranks, but it's been a long time since I've been in akat)
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>Tevin<




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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Dec 26, 2015 5:16 pm

Mission 4 earn 300% village influence
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Dante
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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSun Dec 27, 2015 5:12 am

Good idea Tevin
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Prototype

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PostSubject: 3rd RB is a much safer idea for end game.   Endgame Missions (Implemented) I_icon_minitimeSun Dec 27, 2015 12:02 pm

Considering how often the game goes down and the fact that any one player is going to have to be playing the game for at least 1 month to get anything like 300 kills, I suggest you just re-introduce 3rd RB, I even took the initiative to come up with some 3rd RB passives that can be tweaked easily and I already started with some icons.
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Eternal2

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSun Dec 27, 2015 8:45 pm

Eventually, the crashing should be fixed, if not completely, at least to an extent. And it only takes 3-5 days to get 300 kills what are you talking about lmao. Lrn2raid. All that aside, this is a brilliant idea, and it will work nicely. The only thing we'll need is a pwipe and the training sped reduced by 1/5 of what it is now. Right now I can cap in about 2-3 hours. It should take 1 day for 60, 2 days for 80 and 3 days for 100. No one should complain if it takes a week to cap it should make the game more interesting.
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Prototype

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeMon Dec 28, 2015 1:46 am

We will see Eternal, we will see. Games been up at least 1 week and only clans like Kag have high kill counts.
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Dante
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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeMon Dec 28, 2015 7:42 am

The game crashes because one of two reasons, my comp crashes and restarts while im away which obviously takes the game down, or the hosting program itself crashes. The game has been down the past day because I factory reset my comp, which should fix both of these issues. We should be able to have 24/7 uptime now. Should.
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Prototype

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeMon Dec 28, 2015 11:49 am

Alright, ill support you and stop bitching about it but keep my suggestion in mind, anyway, I made some interesting passives to make the 120 cap a lot more attractive for each clan individually, when you come online we shall talk.
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Eternal2

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeMon Dec 28, 2015 1:25 pm

I don't actually hate the idea of a 120 cap, I love more RB passives. Having a 3rd RB that takes us to 120 then having this idea get us to 150 would actually be really cool. However, if we did this, the stat caps are going to have to be higher for more diversity and as a result starting health would need a serious buff because we're already dying fast. I'd love to see this happen but is it worth the work?
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Prototype

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeMon Dec 28, 2015 3:00 pm

Well, either way works for me, I am just interested in making the 120 cap more attractive for each clan thus my idea of 120 cap passives. However if the 3rd RB passives came into play it would give a lot more diversity to each build. The 120 cap passive idea is once you reach 120 after completing all those tough missions aside from stat and lvl cap increase you also gain clan specific "buffs". These buffs could be a jutsu, a jutsu adjustment or a permanent passive. However it will be obtained by talking to an NPC.
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Dante
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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeTue Dec 29, 2015 3:10 am

I encourage you to pose all your passive ideas in this thread so we can all discuss them before I move forward with this. Adding clan unique boosts for completing these missions is a fantastic idea.
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Eternal2

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeTue Dec 29, 2015 11:35 am

For real, you should of said it like that the first time. I'd love to see something like that.
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Eternal2

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeTue Dec 29, 2015 1:47 pm

I'll post a few ideas myself, for the sake of diversity every clan is probably gonna get like 3 passives so just to name a few. Let's say for Uchiha:

Unrivaled Reflexes: Would be a dodging master, something like Itachi, where the user could gain a 20% chance to evade 80% of a jutsus damage. Berlin used to have this in early 2.0. Also, it should like decrease the cooldown on backdash by like 80%.

For Kaguya:

Juggernaut: Gain the ability to keep Dance of the Pines up for an infinite amount of time, however every time you are hit you lose 4% defense. The counter resets upon being hit for the 10th time. (Something like this would be cool, but we'd have to nerf the Sustain of Kaguya like I said in my other post for it to not be op.)

Relentless: Increase the range of camelia by 2 tiles, every normal punch dashes you towards the nearest opponent, and decrease the cooldown of your dances by an additional 10%.

Taijutsu Specailist:

Speed Demon: While in gates you move at insane speeds and punch 200% faster. For this to work, this speed needs to be faster then rank 1 and should only be attainable by tai specialist.

Combo Adept: Any attack directly following another one in the span of 0.5-1.0 seconds will do 30% more damage; if you land a 3rd attack in a row, the damage is also increased by 30% (No, that doesn't mean it stacks to 60%). However, all of your attacks go on cooldown after the third attack and you go into that debuff mode.)

Just to start us off. Idk, I tend to make things op, but bear with it. These ideas aren't bad.
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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeWed Dec 30, 2015 9:53 am

Why not replace that idea up there with an ultimate perk/jutsu for each clan once they hit lvl120.
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Guy

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeWed Dec 30, 2015 12:37 pm

Chidori wrote:
Why not replace that idea up there with an ultimate perk/jutsu for each clan once they hit lvl120.

I like the idea of clans receiving an extra jutsu at lvl 120.
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Prototype

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeThu Dec 31, 2015 2:54 am

Yall can rest easy, Dante has the passives he needs as far as I know, the icons are also completed. Medic however needs their rework for the 120 cap to even be possible so I can see every clan except medic getting their 120 cap passive.
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Kamaitachi Demulidor

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeThu Dec 31, 2015 8:23 pm

Just giving my two cents here.

Overall i loved the passives, but some of them looks kinda overwhelming there are two underwhelming ones too (IMO).

Quote :
Overwhelming: Senju - Sage mode is a quite strong buff, seriously. Even though i like to see senju buffs, Infinite sage mode feels like going overboard.

Copy Ninja - Okay, okay. Copy are some damn versatile DERPS, i like that! But cmon, another ultimate? They already got DS and Raiden (Which does a little bit TOO MUCH damage at the moment). Just today i saw KA Burst Two shooting ShirouX (ELP) with one Raiden and a Raikiri. Aaaaaaand let's not forget the Bullshit-almost-infinite-stun-assassinate-combo that easily kill any squishy (Other than yuki).

Quote :
Underwhelming: Kaguya - Kaguya is going to get nerfed (YAAAAAAAY), but nerfs aside this last passive feels kinda meh. We already have enough def/regen. I really feel like we should get an utility buff instead of straight damage or defense. (Like eternal idea of extra range on camelia, or some new perk on the first dances)


Clay - I dunno about this one. I mean 500 health is a PRETTY BIG DEAL. It's almost more 10% damage on their passive. Since i never made a clay (as last RB), i can't talk much.

The others seems fine Very Happy . I'm keeping an eye on Iron/Sand passives tho. I don't know, but they can be troublesome.
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Guy

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeThu Dec 31, 2015 8:42 pm

Shed skin on a 15 second cd is scary as fuck (or maybe not, tbh I haven't felt threatened by snakes so far so this might not matter). I'm definitely interested in seeing how this works out. I like how sand is finally getting some tankiness back with their passive.
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>Tevin<




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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 1:23 am

I don't really think the Nara and clay are fair so here is my suggestion

Clay Diamond Passive - Explosive Remnants - when ever a clay move hits someone and explode , remnants from the move are left on the enemy exploding after 5 seconds dealing 10% of the targets HP 30 sec CD

Nara-, Shadow profiency , imitation now can trap up to 2(or even 3) person
Along with 250 chakra
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>Tevin<




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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 1:27 am

BTW slap an iron sand world on magnet
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>Tevin<




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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 1:32 am

Also for sand you should give them
Partial Shukaku Transformation- For 45 sec increased nin pow ,damage , defense
lower cd and fast handseal speed(thats right insta coffin and insta tsunami )
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>Tevin<




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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 1:34 am

Also let wind shield have a chance to re direct projectiles and hirudara trigger 7th gate -,Advance movement speed and increased damage on tai jutsu
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Guy

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 1:47 am

Holy fuck tevin, lrn2edit.

Anyway, iron already has iron sand world, unleash is iron sand world without the cool beginning, but the same end result (iron spikes scattered in an area randomly).
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Eternal2

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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitimeSat Jan 02, 2016 3:30 am

The wind clan could really really use a Damage over time passive like bleed effect thing because against tai clans they will regenerate so fast that the windy's chakra will run out before they can even think about killing them, but the combination of Dante's and Tevin's ideas are pretty damn sexy too. Tbh, I love all of Tevin's ideas, though the Shakaku one is a bit op because 45 seconds is lol too long. But 10 seconds probably wouldn't be that bad. The clay's +500 hp will probably be as good as the others but I don't think people want something like that, it seems boring. Same with the longer pines and nara chakra boost, people wanna see some beautiful noticeable changes.

As for copy, I agree they can already one combo kill nin clans in a second, so another skill would probably just allow them to one hit combo Kaguyas lmao. Some of the stronger jutsus for copy like DS need to be weaker than their respective counterparts and raiden needs a nerf. After that, they will probably be perfect after getting these new skills. Btw, copy's were supposed to be successful with strength but a str copy is absolutely unplayable.
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PostSubject: Re: Endgame Missions (Implemented)   Endgame Missions (Implemented) I_icon_minitime

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» Rebirth Update (Implemented)
» Senju Clan (Implemented)
» Taijutsu Specialist(Implemented)
» Spider Clan (Implemented 1/12/2016)
» Nara Clan(Implemented 11/23/2014)

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