Topic: Official Balance Altair V1
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  Posted on March 31, 2026 22:19
Savant
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#1
Welcome to the official balance discussion topic.

This is a space for members to analyze the current meta and propose adjustments for future updates.
Balance oversight is currently managed by Dark, Nise, Shar, Ygor, Ichi404.

1. Guidelines

While this is a more relaxed environment, all forum rules remain in effect. Flaming, insulting, spamming, and double-posting are strictly prohibited.

To ensure a productive discussion, please adhere to the following standards:

Provide Substantiated Arguments: Avoid "buff/nerf" posts that lack context. Instead of simply stating a character "sucks," explain why. Compare them to others in the same role or highlight specific mechanical shortcomings (e.g., excessive chakra costs or lack of utility).

Bad Use of thread

- Tobi is OP, Fix him please !

Good Use of Thread

- I think Tobi is a little to strong with Kamui being able to force a character to be invulnerable on his own. It allows him to be able to perform massive spikes of 50 for one genjutsu.

Perhaps we should dial back the damage bost he receives hile using Mangekyou Sharingan to 15, resulting in a max of 35 damage and remove the ability to make someone go invulnerable with Kamui Snare. This would make him still able to perform at a high level while also making him less likely to perform big spikes by himself for 1 chakra with a set-up.

2. Maintain Objectivity: Base your feedback on character stats and game health rather than personal team preference.

3. Respect Data: High play rates combined with disproportionately high win rates (e.g., the recent Inoichi, Tobi, Fu meta) indicate a need for adjustment regardless of personal attachment to the character.
Haus Of Requiem
There's only one end and one beginning.
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  Posted on April 1, 2026 16:01
CuteBoy
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#2
I have some thoughts on one of my favorite characters - Kankuro (S).

I think his identity is a mid-low chakra usage disruptor that is a strong counter to affliction teams.

However, I think the extent to which he counters affliction teams is too extreme - if you have an affliction team and your opponent has Kankuro (S), you are nearly certain to lose.

While I think he is otherwise mostly balanced, I would propose the following changes so that he is healthier to play against in these scenarios and also better against non-affliction teams:

Shanshouo Shield

Cost: 2 Random -> 1 Random
Cooldown: 3 -> 2 Turns

Effect: For 1 turn, Kankuro grants his team 5 points of damage reduction, 5 points of destructible defense, and immunity to affliction damage. While this skill is on cooldown, it will be replaced by Salamander Puppet.

Salamander Puppet

Effect: Unpierceable damage reduction 20 -> 15. NEW: If used on an ally, will also grant immunity to affliction damage.

This allows him to wall AoE of any damage type for 1 turn and then provide free defense to himself or allies. I would decrease the unpierceable damage reduction since the cost to get Salamander Puppet is cheaper but depending on how strong he currently is in terms of data, this might not be necessary. This would make Sanshouo shield a better skill against non-affliction teams and make it less extreme against affliction teams, while still maintaining identity as an anti-affliction character.
  Posted on April 2, 2026 01:14
Savant
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#3
CuteBoy wrote:
I have some thoughts on one of my favorite characters - Kankuro (S).

I think his identity is a mid-low chakra usage disruptor that is a strong counter to affliction teams.

However, I think the extent to which he counters affliction teams is too extreme - if you have an affliction team and your opponent has Kankuro (S), you are nearly certain to lose.

While I think he is otherwise mostly balanced, I would propose the following changes so that he is healthier to play against in these scenarios and also better against non-affliction teams:

Shanshouo Shield

Cost: 2 Random -> 1 Random
Cooldown: 3 -> 2 Turns

Effect: For 1 turn, Kankuro grants his team 5 points of damage reduction, 5 points of destructible defense, and immunity to affliction damage. While this skill is on cooldown, it will be replaced by Salamander Puppet.

Salamander Puppet

Effect: Unpierceable damage reduction 20 -> 15. NEW: If used on an ally, will also grant immunity to affliction damage.

This allows him to wall AoE of any damage type for 1 turn and then provide free defense to himself or allies. I would decrease the unpierceable damage reduction since the cost to get Salamander Puppet is cheaper but depending on how strong he currently is in terms of data, this might not be necessary. This would make Sanshouo shield a better skill against non-affliction teams and make it less extreme against affliction teams, while still maintaining identity as an anti-affliction character.

The issue i have is he's the only true counter play to afflictions especially permanent afflictions.
Besides healing, i think that may cause afflictions to be more dominate..

Salamander i could see being invul and if you attack its reduced and take 10 afflct
Haus Of Requiem
There's only one end and one beginning.
- Sav
  Posted on April 2, 2026 06:45
SharinganTrunks
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#4
I just feel the need to protest the latest, Samehada Fusion Kisame popular trend. It's not game breaking, it is not insanely overpowered, but it drags the game on unnecesairly. Every single game lasts way more than it used to, as people have limited movepool and think a lot about what move to use due to increased chakra costs, plus as less skills are used, the game takes longer to complete. It's not bad, it's just not fun and slows down ladder progression severely.
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