We've all see the rants, the complaining, the upset... we've all seen the suggestions. so here is a thread to pull them all together...
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Crafting... Choose set, choose main stat (hands/body), receive gold + materials + ore when selling items.
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Dungeon drops... double drops entire season. Combined with #1 above, this means more efficiency to achieve gear sets to allow players to complete content and compete, less frustration and less feeling of pointless slog of a grind. This also includes xp pots and fragments from elemental domains - just double everything. Period.
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Arena... we all know it is trash content at this point. With server mergers between seasons, it is now virtually impossible for a player who did not get Playing Cards artifact to get it after season 2... A couple suggestions would be:
-Add elemental disadvantages/advantages in arena... this allows for more strategic gameplay and not just 1 team fits all. However, a lot of players don't feel like swapping gear and units because it does not feel fun and is not sufficiently rewarding gameplay...
-Add manual play to attackers... this way a player can influence the outcome of the battle based on timing and skill rather than just choosing a good team and having good gear/artifacts... a lot of games do this, I don't understand why DH just makes it AI vs AI autoplay in arena. Feels like a waste of time when you aren't actually PLAYING the game.
-Currency rewarded for losses... Team Arena does this, why doesn't standard arena? Makes no sense. -
Clepsydra ranking tiers... Desperately need to be adjusted with every server merge between seasons... Top 50 of season 1 needs to be the same reward for top100 in Season 2, top 200 season 3, and so on. The rewards are so mediocre anyway that for anyone not just spending thousands to rank top20 feels like you are being punished. Certainly does not make the lowspenders happy...