Not really much to discuss here. For a damage class, Shinobi is quite lacking in that aspect. For its utility, the duration of things is quite chained down. And for its Mage-Melee hybrid deal, the magic part leaves some room for improvement.
Kenpo skills don't have enough scaling for its damage to keep things interesting with Combination Fighter of Kenpo Master. And Shinobi lacks a basic hitting skill to let it extend Combination Fighter within its own class. (This is only relevant, because Combination Strike exists. There is no synergy between Kenpo Master and Combination Strike.)
Ninjutsu spells have very shortened range and a weird scaling of Elemental ATK that influences said range, which limits you to your stat distribution. And the cooldowns are quite boring to tack on.
Genpo skills don't last long enough to make an impact, being only 2 rounds at worst for its debuffs. And the numbers being very tame too. (10% is the most powerful debuff I've observed, for something that either lasts 1 effective round, or 'until your next round'.)
Furinkazan has numbers of SWA reduced to as little as 50%, god damn. The coolest thing about the class, deals absolutely no damage and once again, its effects last as long as an "until next round" or "2 rounds".
The obvious aside,
I don't want to overwork or complicate my observations about what hopefully a few of everyone have noticed, so I'll try to be brief about what may need to be changed. At least scaling-wise or a small change in its effects, so behold:
Kenpo skills don't have enough scaling for its damage to keep things interesting with Combination Fighter of Kenpo Master. And Shinobi lacks a basic hitting skill to let it extend Combination Fighter within its own class. (This is only relevant, because Combination Strike exists. There is no synergy between Kenpo Master and Combination Strike.)
Ninjutsu spells have very shortened range and a weird scaling of Elemental ATK that influences said range, which limits you to your stat distribution. And the cooldowns are quite boring to tack on.
Genpo skills don't last long enough to make an impact, being only 2 rounds at worst for its debuffs. And the numbers being very tame too. (10% is the most powerful debuff I've observed, for something that either lasts 1 effective round, or 'until your next round'.)
Furinkazan has numbers of SWA reduced to as little as 50%, god damn. The coolest thing about the class, deals absolutely no damage and once again, its effects last as long as an "until next round" or "2 rounds".
The obvious aside,
I don't want to overwork or complicate my observations about what hopefully a few of everyone have noticed, so I'll try to be brief about what may need to be changed. At least scaling-wise or a small change in its effects, so behold:
Quote:- Slash Moon
It should be changed into a Basic Attack in an AoE around you. As is, this is just a worse and noisy Heaven Kick.
- Habari Tori
+2 Range for Shukuchi. 110-130% SWA.
- Hyakuhachi Rengeki
Can crit by default.
Animation should repeat twice, given it ends before the attack concludes. Just a nitpick.
- Ryusei Ryugeki
120-140% SWA.
- Bone Breaker
Damage should also ignore protection. The LV should be much higher given this only lasts for 1 effective round. So tentatively, LV15/20/25.
- Ryumai Suikan
Spell's cooldown should be 2 rounds.
The "Recover FP equal to LV when you successfully evade an attack (once per action)." should be LV*2. As is, it barely refunds its own cost.
- Kan Saiganki
The Rock Pillars should last 3 rounds.
- Kokuhaku Kagedan
Spell's cooldown should be 2 rounds.
The Fire ATK should be 110-130%. LV should be 5/10/15.
- Akihono Tobitoro
Lingering (Fire) should be 3 rounds.
Burn should be 4 rounds. (It's a critical hit, so.)
The Fire ATK should be 110-130%. LV should be 5/10/15.
Total Shuriken for bonus effects should be 2/2/2. I don't see anyone running a full Shuriken build for this alone, unless they stop being Tool-tags.
- Arashi Sanseiken
Spell's cooldown should be 2 rounds.
where crit, boss man? coolest skill ever and doesn't crit
The Wind ATK should be 100-130%. LV should be 5/10/15.
- Kagebunshin
Is this really necessary to be a 3 Rank skill when all it does is reduce FP costs?
If so, Sneak and Kage Bunshin duration should both scale from Rank like, 1+Rank LV.
Or get a new effect, that additively increases the chance of Parry happening by 5/10/15% until your next round.
- Usuake
Confusion should be 4 rounds. (It's a critical hit, so.)
- Kiomite Moriomizu
To activate this with the Shinobi class alone, you'd need to Invoke a certain Elemental Art that summons a Nest, which is a lot of momentum investment. By the point you obtain this buff, it'll likely be way too many dodges you missed, and you'd be at low HP by then. And even then! It only lasts 3 rounds at worst.
The LV could easily be 4/8/10. Base Duration should be 5, and amped by Earth ATK.
- Mahi no Miwaku
At least Ultra Instinct/Tsukuyomi was done right. I got no real feedback about this, as it is one skill that may not need to be changed. It does deserve being 2 rounds for its effect, given how significant that is. THIS, is a great example of what a 2-round duration should be like.
- Kaicho Kaisu
(Rank * 25) + (Rank* 2 * Tiles Absorbed) = Which is a maximum of 147 HP healed. Compared to the current 111 HP. Just slightly below the damage from your average critical hit from a duelist's basic attack.
- Swift Grab
Seems good enough. I don't personally use it, though.
Wonder if you could make it so this can critically hit (once every 5 rounds) and refund 1M for the purposes of a full Combination Fighter Bone Breaker combo. Not necessary, but would be funny.
- Shinobi Step
Why does this exist when we have Shukuchi, Kagebunshin, Crane Hop and many other better options? Give something more to it.
Like for example, after a Shinobi Step, you activate Riposte until your next round.
- Invoke Elemental Art
Eh, seems fine. Sadly as is, it feels like a mandatory usage of a White Spirit. Wish it was not so, but no way to retroactively fix this problem, and this might also be an unpopular opinion. So leave it the way it is.
- Sensui Shippu
Seems fine too. The duration is short but it's intentional. The only change worth considering is lowering the momentum costs from 3M to either 2M or 1M (but a higher cooldown on this, if so). That way it's more a safety net than a guard-tier investment.
- Furinkazan
Love the aesthetics. But anything that spells 'damage' coming out of its effects is a hillarious tickle on enemies. You do all of the cool handsigns, charge up, and release this powerful myriad of elemental power-- only to deal a crippled 50% of your SWA, and some Elemental ATK that barely compensates it.
Don't forget that damage reduction is not only the %, but also Armor/Magic Armor. The receiving end of damage will always take at least half of any intended damage. So basically, only 25% of your true attack potential will be the damage caused by this, roughly speaking.
- Hand Signs
Pretty cool, no changes needed.
- Assassination Art
Wish it had a better animation, like throwing black shurikens towards the enemies (the ones from Akihono Tobitoro, but black).
The damage's a tad lackluster. If it could be a base of 5% of their Maximum HP + whatever else and its bonuses, it'd probably be a bit more significant for Back Attacks.
- False Target
PEAK. THIS IS PEAK.
- Kenpo Master
PEAK. THIS IS PEAK.
- Concealed Weapon
Eh. Quite insignificant, but it's only 1 point so it's whatever. Would be nice if it was +10 instead.
- Formless Form
PEAK-- Okay, not so much fanfare, but you don't know how significant it is to have -10% FP costs to movement skills has been amounting to letting me dash another time, or not get shafted so harshly by Repeat Action's penalties.
- Gear Mastery
I still don't understand how this works, so I just assume it makes item belt skills and abilities deal more damage.
- Shuriken Wrap
That's a kunai. >:c
![[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]](https://s.abcnews.com/images/Lifestyle/ht_pudding_the_fox_04_mt_140821_16x9_384.jpg)