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YMMV / Naruto to Boruto: Shinobi Striker

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  • Awesomeness Withdrawal: The best way to put the biggest issue of this game. It's good, there are some fun ideas, and it works really well when it works, but the game will quickly bear all its faults in a short amount of time, and after a little while you're missing the small snippets of enjoyable gameplay that show up, instead fighting lag, a lack of any real content, and repetitive solo missions or repeatedly having your fun derailed by broken moves abused for all they're worth or the game itself making it hard to find actual fights that feel rewarding and satisfying. The fact that it's so enjoyable when it works makes the almost broken nature of the game all the more painful.
    • after updates the game is much better now, being more stable and move balancing is better so that straight up combat is now more varied and interesting, but sometimes you still have this issue when dealing with modes that can be exploited.
  • Broken Base: A lot of people agree the game is good, but it has a lot of shortcomings as well. The break is basically between people who feel the game is still fairly young and feels enough like an MMO that in time it might make a name for itself with improvements or that the creators don't appear to be showing the care it needs and that while the first group would be right this side doesn't think the creators will put enough work into to give it polish it really needs, such as more battle customization, dedicated servers, and more content in general.
  • Complacent Gaming Syndrome: Before a massive wave of applying Balance Buff to everything that wasn't considered part of this trope it was very noticeable.
    • Attack types had the most varied usage of normal moves, but their secret technique was always Planetary Devastation, see Game-Breaker for notes on that, with very little incentive to use anything else before its charge time go so nerfed that you'll only see it roughly once a normal match. As far as normal moves go universal pull and flying raijin level 2 were the most preferred, as both brought the user and the enemy together one just pulled the enemy and the other was a short ranged teleport towards them.
    • Ranged types would always use high damaging attacks, as skills with less damage tended to be a waste of time when you could pump out more DPS with a similar move. C4 birds, all the ranged fire skills, and the ultimate was often one of the Sussanos, due to giving the user near invincibility while in use and still having strong attacks.
    • Defenders had sand shield and subterranean voyage, sand shield having very few attacks that would break through and almost none of them were common while voyage would heal them while in use and let them move around.
    • Healers could be discounted simply because almost nobody played them enough to make a pattern, but cellular regeneration tended to be the heal of choice since it was a burst heal that cured ailments while air palm was the most used offensive due to being a ranged attack that has quick recharge and temporarily disables enemy jutsu, making it the perfect support attack.
  • Game-Breaker: Planetary Destruction goes on the top of the list. It's a hidden jutsu so it needs to be charged by fighting, but once it's out it does enough damage to one hit kill weaker classes and does it all without any warning to its victims, unlike Kirin which lets you know you're in a killzone before it strikes.
    • With changes to how fast capture works spamming defensive moves, such as needle Jizo or sand barrier, went from merely "strong" to "an assured capture/defend", meaning all you need is one good defender to force a point capture to go your way.
  • in capture the flag angelic advant gives a capturer great movement while holding the the flag, normally the flag slows you down to make it easier to catch up, making it easy to clear 2/3rds of any map while holding the flag.
  • Scrappy Mechanic: The lack of dedicated servers and questionable lag handling is disturbingly intrusive to the gaming experience, leading to many cheep kills, unexpected changes in situations, and sometimes even undoing things like jutsus connecting.
    • The harder missions in mission mode are just earlier ones just with beefed up enemies, making it hard to justify playing them when even the rewards are the exact same.
    • The PVP boss battles are annoying in that the advantage is stacked in favor of the attackers. It's very easy to remove the shield on the boss, defenders can't manually put it back up so they have to wait for a timer to finish, the entire time it's vulnerable, and the boss can be hit by any attack so getting a strong assult or ranged and just unloading on it can quickly make progress for the attackers. Defending it is still doable, but it requires more coordination from the defenders than the attackers and really then it just boils down to not letting the shield go down in the first place.
      • one simple change helped in that any attacker dying takes off 5 seconds, removing the issue of Attack! Attack! Attack! not having any drawbacks.
  • Obvious Beta: The game lacks polish in a lot of areas, has balance issues, and doesn't have much to do outside of PVP. It's pretty obvious to a lot of people this is what's going on.
    • there have been a lot of improvements, but the game still lacks an overall sence if polish.
  • That One Boss: The winner for this title is a close call, but the perfect Susano-o can definitely be considered top contender, even if only for highlighting all aspects that make other bosses so annoying. It spams ranged attacks with reckless abandon, can randomly fly up which isn't bad on its own but it's a warning that at some point it's going to land with a massive AoE that knocks everybody away, think the boss fight from futaba's palace but it can still attack and be attacked and you never get an indication of when it's going to come back down, can randomly use a smaller AoE to knock you away without any kind of warning, and once it gets damaged it moves and gains a clone that has to be killed or else it will spam you with AOE the entire time.
    • The close second is Shkaku. His normal moves aren't so bad, but he has a unique ability that he can use any time will start to abuse to no end once his health drops. He will create a shell around himself that needs to be broken or else it will explode after a set amount of time. The shell takes a lot of damage to break, never changes how much damage it takes, and at low health he can speed up the countdown to explosion. In addition if he gets it off he will use again and again until you break it, turning fights with high level Shkaku a Luck-Based Mission based on how often he uses this attack and how fast he makes it. It's supposed to be a trade off where breaking it immediately knocks him over, but when he can make it count down fast enough you have no hope of breaking it in time you have no option but to waste precious time letting it explode and hope it goes slower on the next one.
  • That One Level: Defend the gate is a very difficult mission. The objective here is to stop large groups of monster type enemies from attacking a wooden gate, however with the tools the game gives you there are limited ways to ensure it won't take too much damage. In addition to not being able to be healed the gate is fairly wide meaning the only recourse is to either deal with the enemies fast enough or use one of the limited number of jutsu that will actually prevent them from moving in on the location, snake summon and the DLC earth dragon bullet currently as the walls will eventually fall and let the enemy close enough to attack without pushing them back at all, plus other distractions such as White Zetsu going of their way to attack the players or getting too close making you take splash damage.

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