#d-and-d-suggestions
1 messages · Page 17 of 1
I think we all had "funny moments" with the mimic, to be real, i still take a little spooks time from time when i get distracted, so i was thinking, why don't we have some doors as mimics too? Like if it had a % of chance of the mimic "waking up" when you interact with it, so it could activate when the last person closes the door, not only with the first person opening it. It would give the game a whole lot of caution and fun.
Suggestion ID: 1672819 | Submitted at
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[Make game not 100% about gear meaning make skillful things such as reposting with a parry a thing, last post got shit on. if the game has no mechanical skill ceiling i will not be playing. gear farm sim]
Votes
Opinion: -96
Upvotes: 32 20%
Downvotes: 128 80%
Suggestion ID: 1672825 | Submitted at
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Please don't do this.
Alot of games lately have had a tendency of "we know better" mentality when it comes to overhauls and balance patches etc. Please do polls on bigger changes before you roll them out. Ive seen plenty games take massive player losses over changes they did only to roll it back to try and remedy it. If you have an idea that is gonna impact the game alot, please poll it before you start making it.
Also if you do balance patches like many games do, please have a way to roll it back quickly rather than other games letting unbalance ruin the game for weeks as lots of other games do.
Votes
Opinion: -24
Upvotes: 40 38.46%
Downvotes: 64 61.53%
Suggestion ID: 1672944 | Submitted at
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i saw someone suggest wipes every month or so, and i think the idea is pretty good,
but instead of wiping everything (including stash, caracter, etc.),
only the leaderboard should reset, as if it was the start of a new "season" like in many other games
Votes
Opinion: -150
Upvotes: 7 4.26%
Downvotes: 157 95.73%
Suggestion ID: 1673068 | Submitted at
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[ A new item that maybe has stats (or a cosmetic change) for Wizard and cleric. A new cloak with a head piece attached or cloak hood simular in appearance to the rogue cowl to allow you to look like a dark wizard or fallen cleric. ]
Votes
Opinion: +129
Upvotes: 138 93.87%
Downvotes: 9 6.12%
Suggestion ID: 1673173 | Submitted at
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[I've seen a lot of people posting about wipes, but most seem to be taken negatively. I'd like to see what people actually think about a realistic idea of wipe. So here's my suggestion.
Wipes every 6 months.
Wipe:
-stash and loot
-character level
Don't wipe:
-personal statistics
-some leaderboards, there could be a separate "All time" and "current wipe" leaderboards
-characters, so that you can still have the same name reserved but just starting at level 1 again]
Votes
Opinion: -43
Upvotes: 150 43.73%
Downvotes: 193 56.26%
Suggestion ID: 1673208 | Submitted at
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there should a be a wipe.. 100%, and maybe some seperate game instances to appease players, such as a weekly, monthly, or bi monthly wipe max. this game does not need long wipes, as i can get full sets of purple stuff in a day. the focus of the game in my opinion is the pvp which is why i suggest shorter wipes to help the more casual players. the longer the wipe is the more the games gonna die
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1673289 | Submitted at
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Include a Dark and Darker Edgelord: Darkest Edging edition the way Tarkov has, but make it cost $1 more and include the option for a character to have dark eyeshadow or a pinky skull ring or something otherwise unnoticeable ingame
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1673297 | Submitted at
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[Add some more stuff for soul hearts like a shelf to put them on to commemorate all of your kills, or a trader that will buy them or even give you special goods in exchange for soul hearts]
Votes
Opinion: +253
Upvotes: 265 95.66%
Downvotes: 12 4.33%
Suggestion ID: 1673318 | Submitted at
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No need for wipes. Seasonal leagues like in Path of Exile are better. They satisfy those who want everyone to start from scratch time to time, and those who don't want to come back months later and lose everything.
Don't let wipe-lovers dictate what they want to everyone when there's an option that can satisfy both groups.
Votes
Opinion: -134
Upvotes: 80 27.21%
Downvotes: 214 72.78%
Suggestion ID: 1673455 | Submitted at
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Wizard fix.
Im a Wizard main and i personally dont see a reason why wizards should be able to run an ignite dagger build. Feels out of touch and a bit unbalanced as they are doing as much if not more damage than a rogue while still having devastating ranged damage from remaining 2 spells.
Votes
Opinion: +108
Upvotes: 184 70.76%
Downvotes: 76 29.23%
Suggestion ID: 1673539 | Submitted at
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Suggested Perks for the Barbarian:
Swift: Reduces the base movement speed penalty from equipped armor by -20%. Not applicable to additional modifiers.
Dual Wield: Equipping weapons in both hands increases attack speed by 15%.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1673680 | Submitted at
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Change to buckler blocking
Usually back in the day a buckler would be held far away from the body when blocking
The reason for this is pretty easy to see. Stand in front of a mirror with a paper plate close to your body, then extend the paper plate away from you. You’ll notice in the mirror the plate “covers” a lot more of your body when it’s further away
I think this would make the bucklers actually useful in melee combat, considering how clean the hit boxes are in DaD. To defend against ranged the round and heater shield would still be your better option
Votes
Opinion: +254
Upvotes: 257 98.84%
Downvotes: 3 1.15%
Suggestion ID: 1673699 | Submitted at
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[Do not allow wizards to use non-wizard headwear. It removes the wizard's iconic silhouette and makes them less recognizable and less cool. Add more wizard headwear, bigger, cooler hats. Alchemist hats for example and big hoods for the alternate wizard look.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1673811 | Submitted at
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[currently the dark swarm doesnt pose much of a threat and is quite neglible. on top of that at the end when everything is covered by the dark swarm the game just instantly kills anyone still around which makes for an anticlimactic ending and a dissapointing death.
Therefore i suggest removing the instantkill and adding a stacking debuff to the dark swarm that increases the dmg a player takes from the dark swarm / stack.
Could also add other things to the stacks. Thematically a slow or even speed buff might make sense maybe -armor is also an option.]
Votes
Opinion: +225
Upvotes: 266 86.64%
Downvotes: 41 13.35%
Suggestion ID: 1673956 | Submitted at
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[heyoo, i couldnt message in the dev_qna... but I wanted to throw an idea by you because i like your game and i'm a programmer, but not in the area of which i am about to speak. I know there are cheaters in Dark and Darker which is prevalent on YouTube. I believe i heard rumors of yall hiring an expert in this area to address this issue. Some crazy ideas are good ones, VPNs are your main concern because they can mask an ip and you cant outright ban an IP... However, just like stupid dating sites, there's a picture verification option. I would propose, forcing your consumer to register a static ip that they can play on. I would imagine, i would have to login to the game, have it register my IP address in the background and then have me restart my computer... forcing a VPN user to restart the vpn. This is where my knowledge falls short, I'm not sure if you can choose the same IP address when reconnecting to a VPN or not.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1674113 | Submitted at
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whenever you get around to adding character customization options, make sure to make body tattoos available, especially for barbarians. Bonus points for Celtic triskele patterns.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1674116 | Submitted at
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[Sell items that have multiple purposes. For example: a keg of alcohol. You could sell it to the tavern for some drinks. Or sell it to the woodsman for a couple of firebombs. Or sell it to the Surgeon for some (presumably better)bandages.]
Votes
Opinion: +222
Upvotes: 236 94.39%
Downvotes: 14 5.60%
Suggestion ID: 1674171 | Submitted at
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highly suggesting reworking of nerfing haste + inv combo on a wizard. haste already gives a very good speed, why have it stack with the inv speed boost and having a superspeeds that is too fast for this game combat system. you can deadass escape any situation with that combo and be a better rogue than a rogue + imagin this combo on a barb. im not saying to nerf the individual spells, but nerf the combo somehow (ex. haste canceled off when going inv).
Votes
Opinion: -30
Upvotes: 79 42.02%
Downvotes: 109 57.97%
Suggestion ID: 1674215 | Submitted at
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[Suggestion is for the Discord channel #1048762118255673428 . Include a few sentences that explain how to search the #d-and-d-suggestions channel for suggestions containing certain keywords.
Why? To help users who are unfamiliar with the search feature determine if their specific (or generalized) suggestions has already been made. This may help reduce the amount of repeated suggestions that are not unique and encourage people to present new ideas.]
Votes
Opinion: +71
Upvotes: 75 94.93%
Downvotes: 4 5.06%
Suggestion ID: 1674233 | Submitted at
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[ Currently the pvp in the game is very little mechanical skill, maybe add something / mechanics that make it less of a spam every cooldown and run type of game and add actually sword fighting rather than swing and run? In the last playtest gear was 10x more important than knowing what your doing / using your abilities properly. Ive made like 5 suggestions now recommending improved combat so its not a gear farm sim. seems like players want less skillful combat and more of a casual farm sim.]
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1674289 | Submitted at
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what about "releasing" the game into (maybe paid) Early Acess and wiping it every time when a major patch is ready to roll out? It would be basically exactly like with the playtest but people could also play in between those. Seeing as the game would still be in heavy development and many important changes would be made until the actual release, wipes during early access would make sense.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1674625 | Submitted at
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If Cleric remains the only class with access to heal spells/abilities, then he will be almost mandatory in a group build. Give some access (maybe less) to group heals to some other classes. Perhaps the future classes, not the current. It will also give variety to those who prefer to play healers.
Votes
Opinion: +561
Upvotes: 612 92.30%
Downvotes: 51 7.69%
Suggestion ID: 1674855 | Submitted at
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[Improve the underwater areas and add swimming. Right now you can just walk on the bottom of the water as if it's normal ground. There's no breathe either so you can be under there forever.]
Votes
Opinion: -169
Upvotes: 130 30.30%
Downvotes: 299 69.69%
Suggestion ID: 1674869 | Submitted at
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have a look at implementing anybrain anticheat https://www.youtube.com/watch?v=LkmIItTrQP4 it looks cool in this video
Votes
Opinion: +236
Upvotes: 245 96.45%
Downvotes: 9 3.54%
Suggestion ID: 1674964 | Submitted at
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[A fix to kiting:
Equiping a weapon should take longer than it is now. At the moment, playing solo barb/fighter with any sort of armor against a swifter class just feels obnoxious. I understand these classes rely on their speed to survive so the time to unequip items should be left unchanged.]
Votes
Opinion: -264
Upvotes: 17 5.70%
Downvotes: 281 94.29%
Suggestion ID: 1675003 | Submitted at
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Implement 'Anybrain' anti-cheat into the game. Anybrain anti-cheat is based on player behavior analysis. With a developed HCI (Human Computer Interaction) approach based on machine learning algorithms capable of learning from the game and player, understanding gameplay and detecting frauds by interpreting abnormal behaviors.
It is also non-intrusive and only collect data needed to interpret player interactions. The data collected is related to the game window only. If you leave the game, Anybrain won’t be recording anything.
Votes
Opinion: +405
Upvotes: 422 96.12%
Downvotes: 17 3.87%
Suggestion ID: 1675058 | Submitted at
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Reanimate Slain Enemies In The Swarm
When The Swarm finishes each timed 'growth' and comes to a stop, all dead enemies inside The Swarm are re-animated where they died (As in the location of their death, not where their body is). This would not include 'environmental' enemies like Spider Mummies and Mimics.
Enemies reanimated in this manner are treated as Undead, in addition to any other categories.
Currently, The Swarm does not pose an immediate threat, especially for well-prepared players, instead acting as a position of disadvantage and a resource drain. This is good, as it lends itself well to the game's focus on maneuvering through and mastering the dungeon; however it does lead to time spent in The Swarm being safe and uneventful.
This change would allow players to continue to utilize space that is inhabited by The Swarm while making it more of an obstacle and active experience that rewards more careful attention to the timing and movements of The Swarm, especially when moving through areas that other adventurers have explored.
Votes
Opinion: -247
Upvotes: 84 20.24%
Downvotes: 331 79.75%
Suggestion ID: 1675275 | Submitted at
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can we have chatgbt implemented instead of live chat to make chatgbt send messages instead of players? this will help police all behavior as chatgbt will not conduct hate. thx
Votes
Opinion: -626
Upvotes: 33 4.76%
Downvotes: 659 95.23%
Suggestion ID: 1675387 | Submitted at
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[remove the extremely short animation when you activate Quick Fire, True Shot, Second Wind and any other abilities with these. Maybe, big maybe let us activate them while the bow is drawn or your mid swing animation.
The animation just makes the abilities feel clunky.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1675451 | Submitted at
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i have some suggest for the game ! maybe iron mace can working on this ? while game its have legality problem
1- give better ui... the current ui its missing a lot it dont have hp, mob lvl (this will help newbie player to dont fight dangerous mobs and die), dps, hps, threat bar, so for team play can know when to attack and when to running
2- have pet to collect the loot and send to stash while in dungeon becos its frustrating to die with a lot of loot
3- add softcore mode where u keep ur loot when u die becos its annoying to loose it all when u die
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1675516 | Submitted at
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Please make the input for a longsword riposte "mouse 1" instead of "mouse 2". It is counterintuitive to press the block key again to counterattack after successfully blocking with the longsword,and it would streamline the gameplay to put the attacking component onto the left mouse button.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1675869 | Submitted at
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Hammer and Nails.
An item for the toolbelt purchased from woodsman for 40g. Allows for the barricading of doors. Add about as much health as a crate, so 2 hits for most, 1 for barb. And the wood needed to barricade a door is gathered from breaking 3 barrels or wooden crates. The wood automatically gets collected if you have the hammer and nail items, and is capped at 1 barricade per hammer and nails so that you cannot stack your inventory with wood.
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1676101 | Submitted at
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hello everyone. I have a great suggestion today I thought of while taking a shower.
A water based map where you go as pirates so instead of barbarian u have scrimisher and instead of ranger u have gunboy and the same for the rest.
You roam the seas in a boat hunting for the treasures of the king of the pirates and if u are not careful, his crew may get you. The final treasure is in the king of the pirates chamber and you need to collect powers of devil fruits to be able to defeat him and take his loot.
What do you guys think? 👍
Votes
Opinion: -2616
Upvotes: 145 4.98%
Downvotes: 2761 95.01%
Suggestion ID: 1677040 | Submitted at
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been while since suggestion are back and it feels good. for the suggestion i recommend adding quiver for arrows that hold between 24-30 arrows. this keeps both the limited arrows in place so people from spamming and is not annoying that you have to deal with arrows taking inventory space. this could be both exclusive to ranger or could also include any class that uses ranged weapons
Votes
Opinion: +67
Upvotes: 73 92.40%
Downvotes: 6 7.59%
Suggestion ID: 1728571 | Submitted at
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Change "double jump" to instead be "wall jump" functioning pretty much the same but requires a nearby wall to activate in order to make designing maps around the ability easier and making it less spammable in combat
Votes
Opinion: +45
Upvotes: 63 77.77%
Downvotes: 18 22.22%
Suggestion ID: 1728578 | Submitted at
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[Potion making. Would love that to be in the skill tree and herbs you need to collect only in the ruins map. That would like be the only incentive of going there for me right now]
Votes
Opinion: +38
Upvotes: 45 86.53%
Downvotes: 7 13.46%
Suggestion ID: 1728579 | Submitted at
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[Have all of the torches off by default! That way, we have to relight the ancient torches, and light up the dungeon ourselves. But for areas that absolutely need light, there could be a type of magic light source that doesn't turn off. A glowing crystal, blue/green/red torches, etc. I hate Rogues, but I still think it would give a cooler (and scarier) feel to the dungeon crawl experience.]
Suggestion ID: 1728580 | Submitted at
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Add additional % magic power bonus to magic staffs
Also add visible cast speed modifier(base stat) on all magic weapons
This should make make staffs usable if you want to sacrifice some cast speed for better power output
Votes
Opinion: +88
Upvotes: 91 96.80%
Downvotes: 3 3.19%
Suggestion ID: 1728581 | Submitted at
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Add some form of "perch stamina".
Right now, you can easily safespot monsters by standing on small inclines or wall affixes such as torches - which while fun - makes PVE too trivial. There are also some unintuitive spots you could stand where nobody would look.
Perch stamina could be a stat tied to agility, where standing on too small surfaces for X amount of time, would cause the character to slip off, in a similar fashion to when standing on monster' heads.
(Monster safespotting may be fixed in another way than my suggestion, in which case perch stamina might be redundant.)
Votes
Opinion: -52
Upvotes: 8 11.76%
Downvotes: 60 88.23%
Suggestion ID: 1728586 | Submitted at
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[Ranger : Add some skills specific to Crossbow.
Currently :
- 3 bow/crossbow skills : Forceful, Penetrating and True Shot usable with Crossbow but very difficult to make profitable given the duration of use and the slow rate of fire of Crossbow ;
- 3 skills specific to Bows : Quick Fire, Quick Shot, Multishot ;
- 0 specific to crossbows.]
Suggestion ID: 1728589 | Submitted at
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Have the troll drop more one more piece of loot on average, and have one piece of the loot guaranteed to be equippable by the class that dealt the final blow. Fighting him geared risks losing all your gear to a single misstep and fighting him ungeared risks you getting ganked once you win by a geared player. Adding another drop and making sure at least one drop is immediately usable helps offset both of those risks.
Suggestion ID: 1728591 | Submitted at
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[New Bard song: Enticing Balad (Could be changed to whatever name suits).
Effect: Grants all players in the range of the song +1 to All Stats and +10 Maximum Health. This effect lasts for 90 seconds or until the player attacks the Bard.
Most players are already somewhat hesitant to attack a bard cause they're likeable. To me it seems cool that they could have a song that makes attacking them somewhat of a negative by allowing them to play a song for others that will benefit them as long as they don't attack the Bard. In that way a solo Bard becomes a sort of mini shrine. In general this is also a strong buff for a party bringing him closer to the power of the Cleric as a support.]
Suggestion ID: 1728610 | Submitted at
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[i like the new HUD, but i suggest to put an icon over or under 3 and 4 to check what potion or item we got equipped.
For exemple if you have a potion it can be some kind of circle with the colo of the potion, a stylized axe, a stylized bandage and so on.
Right now we need to remember what is the last utility thing we equipped, that's not a big deal but i like quality of life things]
Suggestion ID: 1728611 | Submitted at
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[Make a way to send gear to your other character and if needed add a fee. Currently to transfer gear you have to trade gear to an different person and then trade it to your other character. costing both a 30 gold each, in total of 60 gold. Maybe just make it like 50 gold to send to send gear to alt if it is too good if it free/cheap. Or just give us shared stash]
.shortinfo [Give us a way to send gears to our other characters]
Suggestion ID: 1728673 | Submitted at
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[Idk if its already been sugested. Road Map in the current Alpha state. Let us see your current state in dnd, so we can see whats going on and whats upcoming. Also release dates for new test phase or something like that, so the community is updated. merci]
Suggestion ID: 1728676 | Submitted at
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[downloading EA a week before, to allow servers to breathe, then sell game keys to the game day off. Payment services may lag or go down but you wont worry about downloads or torrenting day of
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1728723 | Submitted at
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An ability for wizard or possibly warlock that steals an ability of a player and uses it once, if they steal lets say rupture from a rogue or the spell a wizard is holding (the spell that he has elected or last used).
Votes
Opinion: -60
Upvotes: 5 7.14%
Downvotes: 65 92.85%
Suggestion ID: 1728755 | Submitted at
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When the final (and I do mean final) circle starts closing, mark any remaining escape/down portals as waypoints you can see through walls. Basically just something to give anyone still alive a fighting chance before the game abruptly ends.
Votes
Opinion: -60
Upvotes: 8 10.52%
Downvotes: 68 89.47%
Suggestion ID: 1728866 | Submitted at
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[Ad some area where you can join and open your stash and try your equipment on some training objects, see how much dmg you do with different weapons and eventually practice fighting with your friends without loosing items. That would be super useful especially at the start of playing new class]
Votes
Opinion: +98
Upvotes: 100 98.03%
Downvotes: 2 1.96%
Suggestion ID: 1728882 | Submitted at
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BARD SONGS - In my opinion, the current way song casting works is not great, or at least there should be different ways you can play a song. Playing a tune for 4 seconds and then being action-locked for another 4 seconds while the effects last is okay for some songs, but there should be other ways to cast. I would like to see 2 additional ways songs are played:
- Initiators/pre-fight buffs. They would cast the same way as current songs, but the effects would last for a longer period of time and wouldn’t require the song to auto-play while effects last. These would be alright as somewhat weaker buffs.
- Continuous songs (Lute Hero all day!) songs whose effects last for as long as they’re being played, potentially getting stronger over time based on performance. When I imagine how a Bard would function in a game like this, this is what I think of. A guy playing heroic songs for his party for the duration of the battle to aid their spirit. There is significant skill ceiling potential to playing the song well while also perhaps dodging arrows/ fireballs. Taking enough or any damage could also interrupt these, as well as messing up too many notes.
Suggestion ID: 1728889 | Submitted at
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Rework Magic Item Generation & Rarity-Based Scaling
Currently, high-rarity bases are exceptionally powerful for weapons and Fighter armors, while almost all other armor pieces are only valued for their additional bonus rolls.
This is leading to the same problem each playtest as players buy high-rarity weapons and low-rarity armors with damage bonuses, allowing them to create monstrously powerful kits at minimal cost.
To fix this, three steps need to be taken:
1 ) Rarity needs to give diminishing growths to base stats for each Rarity step, not linear as it is now, even if they start larger.
2 ) The lowest Rarity (T0/1) needs to be improved by at least 30%.
3 ) All item bonuses other than Armor Rating, +Attribute, and +Health must be limited to two specific item slots/categories and jewelry. These bonuses can be increased to accommodate for their reduced ability to stack.
These changes will address the uselessness of low-rarity armor, reign in out-of-control damage scaling, create more depth for looting/trading, and make the behavior of most armor and weapons much more consistent.
Nerd Stuff:
Rarity improves linearly from T0 (Brown/Junk, 85% Stats) to T7 (Gold/Unique, 170% Stats).
This leads to Armor being borderline useless until T4+ due to non-linear AR scaling, while it makes Weapons hyper-efficient at scaling damage boosts.
A Felling Axe swung with +30% Phys Power and a headshot goes from 81~ damage to over 120 at T4+. From JUST Rarity alone, the damage of a single good attack is increased by half of most class's health bars.
The same is also true of stacking damage bonuses and % resists. A Fighter in all T3/Green all-class gear with % Physical Resist will have higher PDR than a Fighter in all T4/Blue plate. Gear is just a placeholder for bonuses, which is both frustrating to learn and boring to abuse.
Votes
Opinion: +7
Upvotes: 15 65.21%
Downvotes: 8 34.78%
Suggestion ID: 1728923 | Submitted at
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[Please add the ability to change the enchantments of things. Like it's done in Teraria, but making the system more complex. It will be possible to change enchantments at the Alchemist (does not really matter) for a certain amount of gold, with each use the price will increase and, depending on the rarity of the item, there will be a greater chance that the item will be destroyed. That is, green items will make sense to reroll, but epic and the legendary ones are very likely to break down forever (so you will also lose a decent part of the finances). This will add excitement, a place to spend gold, and a desire for players to take out items that are weak in enchantments to try and make them playable.]
Votes
Opinion: -36
Upvotes: 11 18.96%
Downvotes: 47 81.03%
Suggestion ID: 1728941 | Submitted at
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There are a few weapons in the game that are very lacking performance wise comapred to others like, the Viking Sword vs the Arming sword. The Viking sword has a pretty bad moveset and damage alongside its slow speed and could use some tweaking I believe.
Suggestion ID: 1728943 | Submitted at
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[rework trademark system so you wont spend 2 hours to gear up. Maybe add auction house mode, but offers only last for 2 hours, also pay a fee for set up an offer. So you can use 2 different systems to trade with people, slow and normal one or fast and bit more expensive one.]
Votes
Opinion: +25
Upvotes: 38 74.50%
Downvotes: 13 25.49%
Suggestion ID: 1729015 | Submitted at
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[An interesting feature to add would be some sort of armor mannequin / closet / armory to store gear sets. This would allow the player to store up to 1-3 gear sets which they can automatically swap to be their current load out with the click of a button. This would allow players to better store their gear in terms such as “god kit”, “solo kit”, etc. Furthermore it would decrease the time in between raids.]
Suggestion ID: 1729023 | Submitted at
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The Horseman's axe (HMA) and the Hatchet (HT) need some kind of change. At the moment, the HMA is pretty good on Barbarian (though less so than last PT), but the HT is still relagated to the status of "Stat stick" (a 1h weapon equipped soley because it has good extra stats rolled on it and will almost never actually be swung). HMA and HT are not worth using on Fighter at all if you have ANY other 1h main weapon to choose from. HMA damage is a rarity tier behind arming swords, three tiers behind falch, a tier behind the Viking sword, and three tiers behind the flanged mace. All of those weapons have more favorable move speed penalties, and many of them have longer hitboxes. The HT deals damage on par with a shortsword but has far more of a movement speed penalty, and deals a bit less by tier than a castillion dagger which also beats it out in move speed. While the HT does beat out these offhands in length, that's cold comfort when you have to sacrifice so much more move speed. These 1h axes desperately need a reason to be used by fighters. Their moveset does help with getting pve headshots, but any player with the ability to block is going to give you a very hard time.
Suggestion ID: 1729041 | Submitted at
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howdy yall i had a new class idea while i was at work.. the class is called Shadow Ninja
The shadow Ninja class have lot of abilities but i will only list 4 as a demo and if ironmace like it i can give them the rest..
Ability 1: Poison Blade : This ability u can use it to add Poison on ur weapon that u can collect from NPCs from the dungeon.. like u can collect bone poison from skeleton and when u hit people it make them slowed becos it eats their bones.. Also u can get bat poison that put Damage Over Time (DOT) on the enemy that can stack 5 time..
Ability 2 (passive) : Steps toward freedom : this ability (passive) can make ur Shadow Ninja jump 4 times
Ability 3 : Clone : this ability is making a clone of urself and u can teleporting to ur clone.. ur clone also make copy of ur movements like jump and walk and attack but do 10% less dmg
Ability 4 : Shadow Shuriken : u can throwing shuriken and can adding Ability 1 to it.. and also Ability 3 can make copy of this one so u can throw 2 and both have poison on it.. (u have 4 times using this ability then it go on CoolDown (CD) for 3 second..
Thx guys for read my new class and what yall think of it ? If ironmace likes it i can give u the rest of the abilities and details thx
Suggestion ID: 1729064 | Submitted at
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[i want to add something to the quiver suggestion.
Don't make any lootable quiver, it should be part of the bow, i think the right number of arrows it can contain should be 2 or maximum 3 stacks of arrows, yoo can then drag your arrows from inventory onto the bow and reload the quiver.
Do the same with crossbow and bolts with]
Votes
Opinion: -14
Upvotes: 13 32.5%
Downvotes: 27 67.5%
Suggestion ID: 1729067 | Submitted at
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[Please revert the Stat nerfs for Wizard. -5 Will equaled out to a flat -15% damage to every single spells and -5 AGI made them feel slower than ever. Additionally these stats were shuffled all to Resourcefulness, which thematically for Wizard makes 0 sense. Resourcefulness will eventually determine carry weight and inventory size, so somehow the scrawny base Wizard will be able to carry more than Fighters, Barbarians, Clerics, Rogues? Wizards performed poorly across the board this PT, Even in HR the only one preventing Wizards from have the second worst kill count was Kenkenobi. If he didn't play, the next Wizard had about half his kills, so Wizards would be the worst performing class on the roster that isn't Bard.]
Suggestion ID: 1729110 | Submitted at
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[So what if the ranger had a quiver that was like 1x3 or 2x3 instead of 30 arrows to start with, and it was an unlimited source of basic ammo just like we had before but dealing considerably less damage. They could still keep the arrow scavenging stuff in by adding ammo types like fire arrows or iron arrows that do more base damage but are limited in supply (and probably rebalance bow damage across the board). Cuz right now 30 arrows is pretty much infinite except for when you fight a boss in high roller, in which you have to buy more or switch to a sword to finish up dps.]
Suggestion ID: 1729158 | Submitted at
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i have an idea for a new class a Samurai together with the class you could add new weapons for Exampel : a katana, Nagakami, wakazashi/tanto, tetsubo and throwing stars or kunais and new Armour (maybe new maps and enemys japan style) i also thought about a mask system like the capes but masks like the ones from ghost of Tsushima for example. i do have 2 ideas for perks or skills and they are : 1. Passive Katana mastery 2. unsheath or diffrent attack styles/techniques (but i dont know how well this class would fit into DaD)
Suggestion ID: 1729159 | Submitted at
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[Add little IMPs to Hell level] .shortinfo [IMPs would be height of a Goblin (or bit smaller), not using same attack pattern or behavior. They could use a Devils spear as their weapon or just their own claws. Maybe add some variation there too, some could have wings and fly but have same weapon of choice. (Maybe bit annoying, but could work). The ones who has wings, their special behavior could be their ability to regroup with other IMPs after receiving enough damage from players who triggered them, getting high up to ceiling of the room and laughing at the players for not able to reach and kill them, but the players who are equipped with ranged weapons their laugh would be short (a cry of long joy). But Adventurers beware, while they are up there, they would start generate small chunk of their base health, (not enough for them to be full health again), after the healing process is over (or interrupted) they would come back down and attack the player (Every IMP could do this ONLY once)]
Suggestion ID: 1729166 | Submitted at
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[A big problem with the last playtest was how much armor and physical damage reduction was accessible compared to offensive stats which made geared fighters almost impossible to kill with an equal stuff and even harder if paired with a cleric therefore i think nerfing armor/physical damage reduction is a good idea. Or give classes access to more armor penetration
]
Suggestion ID: 1729233 | Submitted at
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remove silver coins or create a shop that is specifically designed to only use them as currency. atm they are just a useless item that 99% of the time would be dropped for something else
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1729234 | Submitted at
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Here is my suggestion for a possible wipe system.
Dear Dark and Darker community,
I would like to propose an idea for the game that I believe could add an exciting new dimension to the gameplay while also helping to level the playing field for all players.
Personally I hate wipe systems. I played The Cycle a good bit and some of Tarkov and every time there was a wipe I felt demoralized and horrified that all the LOOT was gone. (I am a hoarder)
Here is my Idea:
In the lore of our game, as adventurers, we've seen some of the greatest wealth in the kingdom. However, the royal family's greed is endless, and they wish to see this wealth in their own hands. As a result, the royal family has decreed that all adventurers shall pay the price in both wealth and experience...
My proposal is to introduce a tax-based system that would apply to all players based on the overall worth of their inventory. The system would work like this: players with a higher net worth would be subject to a higher tax rate, ranging from 50% for the lowest bracket to 80-90% for the highest bracket.
This would allow “God Items” (Named Items/Amazing Rolls) to be strategically saved and passed on at the cost of the rest of the inventory.
To make the system work, we would need to introduce a "tax day" feature, where players would have the opportunity to select the items they wish to keep for the next session while also managing their tax liabilities by staying within their tax bracket limit.
Thank you for your time and attention.
Sincerely,
Lanky
Suggestion ID: 1729249 | Submitted at
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[Add an exit portal stone consumable with single use as a rare drop from mini bosses like skeletal champion more rare than golden key drop. also make it glow on your belt if u have one on u]
Votes
Opinion: -9
Upvotes: 34 44.15%
Downvotes: 43 55.84%
Suggestion ID: 1729287 | Submitted at
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please make the rest of the wizard spells feel as reactive as ice bolt was this playtest #5. Ice bolt needed skill to land hits at mid to far range but was not so quick as to be undodgeable. One of the main reasons why wizard was the worst class this playtest was because of the nerf to damage and more specifically the only damage spell that wizards can rely on, zap. The increased spell cast to zap and decreased damage overall made wizard tool kit unplayable as we could all tell from being in the dungeon. I suggest that you make the other spells like ice bolt was in playtest #5, that are projectile based so we could land spells reliably like it was intended. As for the damage nerf, it was too severe as it literally took 4 direct fireballs and 3 zaps to kill a naked barb this playtest, insane. it was better to play melee than being a wizard. Please make wizard great again...
Suggestion ID: 1729446 | Submitted at
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[Better uitilty switching and UI]
by holding whatever utility switch keybind 3/4 access you into a UI wheel that shows potions or other already equipped uitilties and player can aim with mouse to the one he/she wants to switch to.
by doing this i don't think it will make the game easier to play its just for better game quality for example current uitilty switching method: click the button more than 1 time to switch to the one you want is kinda frustrating especially if you playing with high ping
Suggestion ID: 1729448 | Submitted at
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last playtest there were some newly added enemies and versions of skeletons. However some of these get way to strong and absurd. The crossbow skeleton had very fast arrow speed, more aim bot then skeleton archers and there headshots almost one hit. It really was rough to deal with. Next the spear skeleton was completely absurd. Insane range making it almost impossible to dodge along with good damage. The felling axe skeleton was also pretty absurd since it would run at you and do a large overhead swing. Personally I think these skeleton need nerfs. They are harder than mini bosses to dodge.
Suggestion ID: 1729450 | Submitted at
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[region lock china.] -Region Lock China, Do not make the same Mistake like other gamedev made. Do it AS SOON AS POSSIBLE.
Chinese Gaming Culture is soaked in cheating. While there are obviously other hackers from other regions of the world, the hacks they use come from China. When it comes to Cheaters in online games (especially battle-royales), China is a problem.
Don't make the same Mistakes other game companies made, and just isolate the problem ASAP. While Region Locking, or Pinglocking or blocking VPN's or whatnot is not going to catch all of them, it'll catch a lot of them, and when Other dev finally did it i noticed a dramatic reduction in cheaters.
Votes
Opinion: +85
Upvotes: 86 98.85%
Downvotes: 1 1.14%
Suggestion ID: 1729452 | Submitted at
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[Set up something to differentiate the quality of the potions.
Example: a potion filled to 1/3 for the smallest, 2/3 for the medium, and the big potions are completely filled.
In order to increase the speed of loot selection
Translated with Deepl]
Suggestion ID: 1729456 | Submitted at
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[New Bard Skill
After activating, the next song you play has bonus effect upon playing it "Give all of your party members X% Buff Duration bonus for the duration of the song"
This means that after activating this skill the next song bard plays will last longer on his teammates and on him for additional X% amount of time. This buff last until the buff of the song that this is skill was used with runs out. Also any additional songs that bard plays while this buff is still active will get that bonus. ]
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1729508 | Submitted at
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New weapon:
Saber (early medieval style) - alternative weapon to rapier, which swings from side to side a little bit like arming sword, but faster and without that third hit stab, doing less dmg and with smaller movement penalty. It would be rarer like viking sword. Wielded by rangers/bards, eventually by rogues too.
I think it would be pretty cool light weapon, (for cheap, incomplete gear runs) very useful in PVE against slow mobs, giving those classes acces to hit more than one mob at once in melee combat without loosing too much movement speed. Probably would be used from time to time in PVP.
Votes
Opinion: +49
Upvotes: 51 96.22%
Downvotes: 2 3.77%
Suggestion ID: 1729525 | Submitted at
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[Add a form of training map, or practice area that is populated by training dummies. Currently, the only form of theorycrafting and/or number crunching that can be done is in the 3-5 second window in the Ruins waiting room. Optionally, add risk-free pvp. Respawns enabled, but obviously with no risk, there is no ability to gain new gear from this place. It exists solely for practice]
Suggestion ID: 1729531 | Submitted at
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Change the way attributes are applied to items.
Instead of selecting a random number/percentage value and a random stat to stick onto a weapon, why not choose a pre-made bonus from a table? That way all the hot garbage rolls and the insanely op rolls can be more easily dealt with since you can control all the possible stat bonuses.
Suggestion ID: 1729535 | Submitted at
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Hot Take: Unlike the other spellcasters, Warlock should not have spell memory.
Hear me out: One of the most iconic modern examples of a warlock is in Dungeons and Dragons 5th edition. Here the warlock is very different from the other spell casters by having only a couple spell slots but with the ability to regain those casts extremely quickly compared to the other casters. Additionally, some of the warlock's most iconic spells are designed to be very high potential value to compensate for their very few number of casts. Regaining your spells in Dark and Darker is much quicker compared to Dungeons and Dragons so I propose we take it a different direction. Warlocks, instead of a radial menu of spells, should have high impact cooldowns that behave similar to spells, much like Cleric’s Judgment but with many more options.
Suggestion ID: 1729537 | Submitted at
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Can we make the matches like 1-2 minutes longer? I know you want the game to be very fast paced and always on edge. In its current state though i feel it is just a little too rushed. I would like to see some more experimentation with the match lengths. To give a little more time for fighting and looting while still be pressured to get out quick.
Suggestion ID: 1729658 | Submitted at
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A HARDCORE/Max Level Labyrinthian style dungeon made out of interlocking and ever shifting cubes. Would have a roughly 20min-30 min timer. Cubes would have different enemies and different environmental layouts for each "cube". Every few minutes the cubes would shuffle and interlock, locking players out of loot they hadn't picked from adjacent cubes and pushing players closer together. Could add an inferno mode for the last few minutes where players would be locked into an 8-10 cube smaller maze in which several boss/mini-boss enemies would spawn. This would ensure either cooperation due to the difficulty of the dungeon being formed, or mass chaos as the most kitted out players fight it out in a small death arena surrounded by boss enemies. These cubes can be multi platformed with jumping puzzles, traps + difficult to reach rare chest locations to ensure that players that memorize cube layouts can maximize profit. - Thanks for reading! Let me know what you think.
Suggestion ID: 1729774 | Submitted at
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A Jeweler NPC! The idea is to be able to use "collectables" you find in the dungeon, and turn them into amulets and rings. There are already collectables (treasure) called gem rings and necklaces, pearls, and gems that can be picked up and sold. I strongly believe being able to use those things (i.e combine a gem ring, and a gem will create a certain type of ring) will be a nice addition to the game and a more complex way to create jewelry with randomized stats (and rarity relating to the rarity of items used in the process)
Suggestion ID: 1729781 | Submitted at
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[Disable player-player trading and replace the trading post with something like an Auction House or Player Shops.]
If you have an AH, you could limit the amount of items players can list for sale (so it can't be abused as infinite storage). Alternatively, players could unlock a shop (eg. by paying 3k gold), which would give them the ability to list items for sale directly from their stash (similar to Path of Exile trading).
Removing player-player trading has two advantages:
- It makes it much harder for RMT to occur. (RMT traders would need to transact in game or through the AH, both of which are considerably riskier).
- It would make it much more difficult for streamers with large audiences to gain an unfair advantage over other players by accepting free donations from their fans.
Suggestion ID: 1729788 | Submitted at
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[I think everyone will agree that rogues were a little problematic this playtest but i think removing double jump entirely is the wrong move. Making rogue the agile class makes sense so if replaced it should be with a wall jump or some other movement ability to allow similar gameplay opportunities. Hopping across the "Thieves Highway" in ruins was a genuine blast.]
Suggestion ID: 1729819 | Submitted at
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New barbarian skill
So rn the barbarian isn't as powerful as alot of other classes and I think this new skill could make him more viable.
Add a charging skill that makes you shoulder charge forward for 5 seconds with limited movement. If hit by this skill you'll receive little damage but will be knocked back and stunned for a short time. This working on AI and players. This would add a more viable way for barbs to charge players running away but make going around the Map a little easier. Make it a 30-45 second cooldown. This wouldn't be overpowered if balanced right and would add a new level of playstyle and balance to the barbarian.
Suggestion ID: 1729870 | Submitted at
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[Replace trading with an auction system, at least for high rarity items. You would put your item on display with some minimal price, players then will then anonimously enter the auction for the item submitting a price they are willing to pay for the item with possibility of adjusting it during the auction (possibly a limited amount of times), after say 15 minutes entering the auction closes to prevent people submitting gorillion gold at the last picosecond and after let's say 15 more minutes the item is sold to the highest bidder (time could be adjusted by the seller). Someone pointed out that streamers get gifted tons of gear so that could hopefully remedy this issue while making it actually possible to buy any purple even without lightning reaction time, as in the current trading chat purples and above are usually sold before you finish reading what are the stats on it.]
Suggestion ID: 1729872 | Submitted at
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A lot of perks feel like they could be merged. For example, Reactive Shield and Ice Shield on Wizard. Neither is very good, definitely not worth a perk slot on their own, but if they were combined into 1 perk, they might be good enough to use. Similarly, perks like Shadow Runner and Ambush (both Hide-centered perks), or Enhanced Hearing and Tracking on Ranger (both footstep-related perks).
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1729889 | Submitted at
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Quick way to get rid of items and gear you can't put in your stash like default gear, potions, bandages, etc. So you don't have to go to the merchants and sell them for 0 gold. Like a little trash bin icon in your stash you can drag the stuff you don't want into there.
Suggestion ID: 1729919 | Submitted at
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Give Magic Staff/Crystal Sword Flourishes A Purpose
Crystal Sword and Magic Staff are both maligned due to their lack of innate stats and their slow, clanking flourishes. In addition to giving these weapons much-needed innate stats like their peers (Magic Damage, Cast Speed), their iconic flourishes should be made a part of their gameplay.
When casting an offensive spell, the Crystal Sword and Magic Staff should perform a more aggressive animation that acts as an attack in addition to casting the spell. Striking a creature with this flourish would no longer interrupt the spell, but striking a surface of block would.
This would help mitigate early PvE problems for spellcasters, give these weapons a unique niche, address these options being clunky and frustrating to use, and support alternative playstyles.
Votes
Opinion: +62
Upvotes: 64 96.96%
Downvotes: 2 3.03%
Suggestion ID: 1729923 | Submitted at
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[Add the choice to preform diffrent attacks with melee weapons instead of going through a cycle, i mean the combo cycle can still exist but i think it should be possible to poke more when using swords and similar poky weapons to improve the hitrate when fighting in tight spaces]
Suggestion ID: 1729973 | Submitted at
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Mordhau-esque weapon mechanics is perhaps not the way to go for this game (although I would like to see a Mordhau with magic and stuff)
However, I think having multiple combo patters for melee weapons that you can change before going into raid would be a happy medium.
Suggestion ID: 1730038 | Submitted at
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make collecting player souls a more competitive feature in the game by making it sell for money perhaps or keeping them as trophies, perhaps the heart souls of leaderboard players are worth more
Votes
Opinion: +64
Upvotes: 78 84.78%
Downvotes: 14 15.21%
Suggestion ID: 1730149 | Submitted at
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Have high end stat rolls like +3 all attributes and +4 to one attribute only roll on legendary and unique items, that way they rightfully feel much stronger than lower tier gear. As it was on playtest 5 the rolls on every item tier felt mostly the same.
Votes
Opinion: +14
Upvotes: 36 62.06%
Downvotes: 22 37.93%
Suggestion ID: 1730201 | Submitted at
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[Bard gear is pretty bad. E.g., the unique leggings have the same speed penalties (-5) but worse defensive stats compared to leather.
Buff some aspect of it-- armor, speed penalty or give it a stat boost (similar to new rogue headgear stat buffs)]
Suggestion ID: 1730244 | Submitted at
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I came up with some ideas for some more Bard Instruments and how they could be different from the Lute, the goal was to add more build variety to the aspect of playing your Instrument itself. I picked only instruments that existed during Medieval times and were seen frequent enough to not be considered odd for them to exist.
Do keep in mind the current Lute is -10 Movement Speed, 15 Damage, -17% Slowdown on Hit.
- Flute; Smaller AoE, Quieter, -5 Movement Speed, 5 Damage, 0% Slowdown on Hit, Dagger Swing Speed.
- Hurdy-Gurdy; 1/4th notes to hit in Minigame, Longer Minigame (So longer startup), Larger AoE, Louder, -20 Movement Speed, -20% Slowdown on Hit, Much Slower Swing Speed.
- Vielle (A Medieval Violin); Quicker Minigame (So faster startup but harder Minigame), -10 Movement Speed, 12 Damage, -15% Slowdown on Hit, Faster Swing Speed.
- Bagpipe; Significantly Larger AoE, Double notes to hit in Minigame, Significantly Louder, -15 Movement Speed, 9 Damage, -20% Slowdown on Hit.
- Psaltery; 50% more notes to hit, +2-3 seconds to Duration of Songs effects after Song is finished (The song rings out at the end)(Duration bonus rolled), -25 Movement Speed, 15 Damage, Slower Swing Speed.
- Lyre; Smaller AoE, Much Quieter, Can be played while resting, 25% More Notes if not Resting, -5 Movement Speed, 12 Damage, -15% Slowdown on Hit, Faster Swing Speed.
Votes
Opinion: +73
Upvotes: 73 100%
Downvotes: 0 0%
Suggestion ID: 1730252 | Submitted at
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[Sleep dart] 1 time** usage** with small hitbox
not sure if it should be exclussive for rouges or all classes can use. 1 time use per run or can be reseted at campfire
to make pickpocket passive works/good for rouges maybe? 3 or 4 seconds duration of sleep or could even be something even different like a shot that disarm oppenent (player can move but no weapons wielded) duration. while sleeping/disarmed take x%(even 90% less damage take would work its all about item that cc for amount reduce damage taken prevent 1 shot from mobs or other players.
Click on thinking emoji if you think its good idea but needs a rethink
Suggestion ID: 1730320 | Submitted at
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armor feels like it needs some sort of change. For classes like ranger, wizard, rogue, bard the armor does borderline nothing when it comes to armor rating. It really needs attributes and it’s a very low chance of good ones and is one of the reason gets a full set of armor is very annoying. However classes like fighter and cleric can get very very high dr and be almost unkillable with 95 percent. Ranger I have only rlly gotten 25 percent dr at best with. It really doesn’t make sense. Tbh I think more attributes should be built in to armor and improve with high rarity being. This would also speed up trading. Extra Attributes should be a secondary thing
Suggestion ID: 1730330 | Submitted at
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New weapon:
Flail mace (mace with its head on a chain) Slow one-hand blunt type weapon that can be wielded by cleric and maybe also fighter. Giving some possibility for cleric to hit in a little bit longer distance without loosing shield.
This would be like 30% slower than the flanged mace but dealing 1-3 dmg more and attacking from 30% longer distance (exact statistics are negotiable and require testing)
Argument:
cleric is suffering from very poor weapons variety if you want to maintain a tank. If he is going to have his offensive abilities nerfed a bit or changed, that new weapon would fulfill this void a bit and give him some more possibilities to play. This would be very nice weapon to deal with mobs in dungeon, as you usually hit them once or twice and step back (especially on low/medium gear).
Also just looks very cool (probably one of the coolest looking medieval weapon)
Votes
Opinion: +43
Upvotes: 48 90.56%
Downvotes: 5 9.43%
Suggestion ID: 1730357 | Submitted at
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--Deleting the mage's meditation and adding cooldown time for spells or charges to come back, this will help a lot to make solo mage gameplay viable and also useful for making bosses. -Today it is very difficult to make mage bosses because only very specific biulds can be used, such as dagger and crystal ball. -The ability to meditate, in addition to exposing the mage to many dangers, it makes you waste a lot of time... while you meditate, the other classes are looting much more than you, that's why you won't stop to meditate in the middle of a battle with the boss right because you will die 100%. -Another thing is that 99% of players always use meditation and skill slot skills... making class skills not flexible at all. # In short, if these changes happen with the mage class, it will become much more fun and encompass more flexibility to assemble biulds and enjoy all the game's content
Suggestion ID: 1730393 | Submitted at
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[Re-implement the transition between F1 and B-2, But rather than shoving you into b-2 by yourself or with the 1 other guy who decided to join you, implement a sort of matchmaking system, where you're to wait 1-2 minutes in the transition room while the server looks for other people also waiting, and matches you together. allowing you to both have that transition as intended, but also not causing empty pve b-2 lobbies.]
Suggestion ID: 1730426 | Submitted at
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Give Barbarians a perk where they can lift containers like a chest or box to throw at people. When hit they are put into a coma of nightmares which is infuled by shouting barbarians and after the person wakes up he finds himself on a cart with a man that says: "You are finaly awake."
Suggestion ID: 1730472 | Submitted at
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Add an option with a checkbox to save username/password on the login screen
Allow entering with the character by pressing ENTER on the login screen
Fix the bug of shortcut key change (push-to-talk keybinds)
Fix or improve the functioning of super sampling technologies such as DLSS, which currently does not work as it should
Add an option in the video settings to completely remove motion blur, depth of field, and bloom
Add the tavern again to vary the waiting rooms before a game starts
Add invisible walls or make complete parkour impossible on the Ruinas map (e.g., rogues with double jump climbing up to the sky)
Remove Ghost King's hitkill when missing the jump, instead of giving 90% damage or something similar
Create a patch/launcher window so that we don't have to download updates via torrent like in other MMOs
Add a friends list in the lobby
Improve the bard to make it more interesting but equally versatile
Suggestion ID: 1730507 | Submitted at
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[Add a Title System to give players who completed certain achievement a corresponding title. Such as getting the title "Team killer" when you kill ten teammate in total or getting the title "Butcher" when you killed 100 players in the dungeon.]
Suggestion ID: 1730513 | Submitted at
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Don't remove or nerf Double Jump like some people have said, instead make sure maps like Ruins are made with it in mind. To me it seems like the TF2 Sniper argument; Technically it IS overpowered but that's only due to exploitable map design. Making sure that double jumping rogues cant reach any unintended spots would fix alot of the problems people have with it.
Suggestion ID: 1730530 | Submitted at
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this will not affect gameplay whatsoever, but make it where you can lvl up your character up to lvl 50-100 and make it where each level is significantly harder to reach since its very easy to reach level 20 rn. the reason is when im trying to pair up with random people in the gathering hall, its very hard to know how much experince they have or how good they are at the game (pvp or pve wise). there has been so many times where i played with level 20 people and they barely had any pvp knowledge/experince and even pve in that matter since some even died to the most basic enemies. showing stats of players would also be nice such as kd/escapes/mobs killed, ect......
Suggestion ID: 1730591 | Submitted at
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A fix for the (quite annoying) glitch that happens when you cycle through "toolbelt" too quickly. You know the glitch when your character suddenly forgets the difference between a health potion and a protection potion. But in seriousness: It is kinda unfortunate to have this happen as you need to quickly pull out a specific item and your character holds a health pot which changes to a prot pot as you try to consume it.
Suggestion ID: 1730618 | Submitted at
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my reddit post got a lot of traction and I think its worth looking into https://www.reddit.com/r/DarkAndDarker/comments/12xi4h7/streamers_dont_play_the_same_game/
Suggestion ID: 1730622 | Submitted at
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When selling to merchants, make it so that the gold doesn't go in characters inventory and instead it directly goes into stash.
Reason: Sometimes just before a match, a player will decide to sell some items to merchant and forget to move the gold from inventory to stash resulting in a situation where he accidently brings gold into the match.
Suggestion ID: 1730665 | Submitted at
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[So it is really fun idea for me that on Bard i want to have a tune keyboard which one we can play it. Basicly having a keyboard for a lute and while searching around we can play a song. For me i want to play a Doom music ingame and i think it is going to be so much fun.]
Suggestion ID: 1730671 | Submitted at
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Balance move speed modifiers on weapons no way a dagger should have the same move speed as a war hammer, maybe have light weapons/spell books have a base of -5 with heavy weapons having a max of -15 base
Votes
Opinion: +48
Upvotes: 53 91.37%
Downvotes: 5 8.62%
Suggestion ID: 1730708 | Submitted at
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Pls keep the Bosses on B3 for Normal mode aswell since it wasnt there when B1 opened i think u guys will remove it in further playtests but i realy dont like it its a good way to get some gear as a non Highroller player or just to get started good.
Suggestion ID: 1730715 | Submitted at
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Change Meditate to a perk that modifies Rest to restore spells faster. This would free up a skill on the Wizard, allowing for more build options, and solve the issue of whether both rest and meditate should restore skills.
Votes
Opinion: +96
Upvotes: 100 96.15%
Downvotes: 4 3.84%
Suggestion ID: 1730721 | Submitted at
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in this playtest (5) i notice something annoying happening with the quickitens (3 e 4), if i have a empty slot in one of the two the game would pick up the first item in my inventory and place there (because it's empty), but i'm playing ROGUE in a dark corner, i don't want my potions to bright like a LAMP and give away my position, and in the playtest (4) didn't have this system, can you guys remove this feature ?
Suggestion ID: 1730742 | Submitted at
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[This is for sure a longshot, but it'd be very interesting to see. An active ability for ranger that allows you to turn health into blood arrows, like Bloodborne Quicksilver Bullets. With the way the quiver system is now, it'd be really cool to have that in emergencies. Since they take health, have them deal maybe 1.2-1.5x damage as well.]
Votes
Opinion: -60
Upvotes: 2 3.12%
Downvotes: 62 96.87%
Suggestion ID: 1730799 | Submitted at
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when balancing Classes please do not balance one at a time. balance them as a hole. So they arnt uneven Thank you . Alot of devs make this mistake and it takes forever for them to balance if they do this
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1730819 | Submitted at
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[Add presets for players to customize and save different perks, skills and spells for {Wizard, Cleric and potentially Warlock}. This addition would be especially beneficial for classes that are versatile and can be played in many different ways. (For Example Fighter could have preset ready for playing as a tank with shield, dual wielder, or weapon master with long bow)]
Suggestion ID: 1730869 | Submitted at
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[How about if cleric had a censer for casting, something unique like wizard having crystal ball
like in left hand a censer whilst right had a mace, or the other way arround, right censer and left shield
then the casting would be done by left click though
or a flail and censer.]
Suggestion ID: 1730888 | Submitted at
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Add a 'recently played with' feature for inviting friends where you can see who you played in a match with and send them invites. Sometimes when you get a friendly in a dungeon you team up with it'd be nice to be able to more easily group with them later instead of having to remember their username. As a bit of a pipe dream, maybe make it so you can invite a player to your party mid match too if you run into them and decide to work together?
Suggestion ID: 1730942 | Submitted at
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[Please add Freshwater Dungeon Fishing as an unique mechanic for Floor 1 and only Floor 1. If you get fish, you could eat them raw for a tiny bit of instant health, or cook them at a campfire for a greater health instaheal (after the eating animation is over, instead of healing over time like potions). Having this on Floor 1 would encourage people to take the risk of fishing and bringing in a fishing pole, as it will help them later on in the dungeon for Floor 2 or fighting bosses on Floor 3. This new mechanic may of started as a meme in gen chat while waiting for playtest 5, but I have tricked myself into believing it could be an amazing thing for this game.]
Suggestion ID: 1730972 | Submitted at
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add a quiver item to the game that goes into your inventory or maybe equips on the cape slot that allows you to fill specific amounts of arrows depending on the tier of quiver.
Green - 30
Blue - 40
Purple - 50
Legendary - 60
Unique - 75
Amounts stored can vary based on balancing or active patch’s and how strong or weak the ranger class is at any given time.
Suggestion ID: 1730975 | Submitted at
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More potions! What we have is nice but I also feel like there could be more. For starters, there could be physical/magical power potions for buffing up before fights. I don't think this would be too overpowered but a Barbarian build that used his new potion perk and physical power potions would be really cool to see.
I also think there could be a haste effect, but it should apply the same buff the Wizard uses. That way if you try to use both the haste spell and a haste potion at the same time it just refreshes the duration and they don't end up stacking to make you go sonic speed.
Any kind of new potion would be nice, I just wanna see more done with the funny glowing liquids. Also the physical power potion is orange, the magical power potion is purple, and the haste potion is yellow. This is important.
Suggestion ID: 1731002 | Submitted at
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[Reduce the slow on the Bard while they play songs, or turn this into a Bard perk. Bards are performers and moving around while playing is normal. It is too much of a detriment to bring out the lute and play music during a fight.
Could potentially be added through higher rarity tiers of Lute]
Suggestion ID: 1731026 | Submitted at
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Add target-dependent SFX
Currently, all successful hits use the same visual and sound effects, which leads to frustration as seemingly successful attacks give no feedback if they have been diverted or nullified.
Add unique visual and sounds (even if just recolors and pitch changes) to provide feedback in these situations:
-Ineffective damage (50% or more resisted)
-Highly ineffective damage (75% or more resisted)
-Shielded damage (Damage that is absorbed by Protection or Arcane Shielding)
-Shield-breaking damage (Damage that exhausts at least one shield the target is affected by)
-Lethal damage
Votes
Opinion: +70
Upvotes: 74 94.87%
Downvotes: 4 5.12%
Suggestion ID: 1731054 | Submitted at
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I think bards songs should have a longer duration so they can swap to a weapon an actually do something in a fight or team fight remove the passive song and confusion song and replace it with MS buffs or attack buffs or switch it to a state buff but only one bard per buff and make them last as long as a cleric buff so like 30 seconds
Suggestion ID: 1731102 | Submitted at
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Implement Trader Reputation. Given that we already have Red names and Blue names to identify where individuals stand within the community and their actions, introducing a Trader Rep system would allow people to become easily identifiable in Trade chat as experienced, good-engagement traders. Their name could be yellow, or pink, any colour, obviously up for debate on what colour it can be.
However, the addendum is that Trader Rep can only be -positive-. You cannot "thumbs down" someone just because they didn't give you free stuff, or accept a terrible deal. This means that Trader Rep can only be gained through consistent, good interactions, allows you to show the community you are clearly a Trader that's been around a while and happy to haggle/ bargain with, but also prevents people from mass spamming to create a "Bad Rep" for you.
Suggestion ID: 1731167 | Submitted at
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Mess around with entity collision with some enemies. Especially spiders, You will bounce around on spiders heads and sometimes boost forwards, backwards, or get stuck hovering over there head. They are extremely inconsistent and can get you killed a lot cause of it. Personally I have died a ton to spiders from getting locked on top during pvp or just in general. It needs some tweaking
Votes
Opinion: +68
Upvotes: 70 97.22%
Downvotes: 2 2.77%
Suggestion ID: 1731179 | Submitted at
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looting a Treasure Hoard should open a temporary chest UI instead of putting items directly into your inventory. Each time you loot the Treasure Hoard it generates a new "chest"
Votes
Opinion: +41
Upvotes: 51 83.60%
Downvotes: 10 16.39%
Suggestion ID: 1731230 | Submitted at
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[Make axe specialization on barb only for 2h, reduce base health by 10. remove DoT effect from achilles and make consistent with the armor piercing ability on barb so that its removed on shield block. lower armor pierce passive on rogue by 5%. remove spell recovery on cleric from resting since clarity potions were added and campfires still recover]
Votes
Opinion: -39
Upvotes: 6 11.76%
Downvotes: 45 88.23%
Suggestion ID: 1731246 | Submitted at
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[Maybe make a different tab for every class in your discord. I've seen this for other discords. People can ask for gear, ask for build helps, questions about the classes they are playing or want to play.]
Votes
Opinion: +16
Upvotes: 17 94.44%
Downvotes: 1 5.55%
Suggestion ID: 1731275 | Submitted at
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[Have bard performances complete immediately upon executing the first 3 notes. This removes the need to miss the last 2 notes in order to force the song to finish sooner without reducing the already underwhelming effect of songs that are punished for improper performances. Besides, no real bard wants to hear themselves play a song incorrectly.]
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1731290 | Submitted at
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[Add a rare enchantment that is either found only in hell or costs a large amount of gold, that when applied to a weapon, converts half the weapon damage into magical damage, at the cost of one random perk on the weapon. This adds more magical damage into the game, making it more of a thought process if players want to go purely into heavy physical reduction armor. This also opens up classes like Fighters and Barbarians to benefit from +magical damage, and will on gear, making more items viable for more classes.]
Votes
Opinion: -35
Upvotes: 5 11.11%
Downvotes: 40 88.88%
Suggestion ID: 1731309 | Submitted at
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Shrine of Re-enchantment.
A reusable shrine in the infernal / hell level. High roller exclusive. Its a shrine that can reroll the stats of an item.
It should take alot of time. So much time that you probably only have time to do it 2 times before its out of zone. To that effect the shrine should be in a side and not the middle.
Since it is in Highroller level 2 it is not gonna be "op". Since you not only would need to bring items from your stash, which is risky, or you would only be able to re-roll items acquired in the dungeon on that run. In any case no one would be roll spamming good items for free, there is risk, and a limited time slot to do it in.
Votes
Opinion: -19
Upvotes: 15 30.61%
Downvotes: 34 69.38%
Suggestion ID: 1731327 | Submitted at
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These suggestions comes from our community from many players feedback:
Please add a option, with a checkbox, to let us save our username/password in the login screen
Allow, by pressing the ENTER, us to join the game in the login screen
Fix the shortcut keys reset bug when changing push-to-talk keybinds in the options
Fix/make it better the functionality of the current super sampling technologies (DLSS for example) in the video options, which currently does not work as intended
Add an option in the video settings to completely remove motion blur, depth of field, and bloom please
Add the tavern again and maybe other maps, to vary a little more the waiting rooms before a game starts
Make invisible walls or remove somehow the parkour in the forest/ruins map so rogues with double jump will not climb to the heavens
Change the Ghost King's hitkill mechanics when players do miss the jump, instead, a 90% damage or something similar would make much more people try this boss
Create a patch/launcher window so we don't need to download the game and the updates via torrent
Add a friends list in the lobby, that is a must!
Improve the bard to make it more interesting but equally versatile, for now it is just a fun class to play with, but not competitive (unless you make three bards group to spam songs and break the game)
Suggestion ID: 1731347 | Submitted at
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[1. Mage classes should have an additional spell slot and a magic book should definitely be available as a start item. He will no longer be able to do melee combat
2. When a magician is holding a spellbook, they should be able to trigger a unique effect. Wiziard shoots a small fireball whose damage is knowledge based, Warlock a small shadow orb and Cleric a beam of light that connects to the target and must be sustained to heal or deal damage. Number of knowledge per 5 sec maintenance]
The Cleric should still get a staff initially. So that a magician's book is something special for him
So he could heal later even if he didn't have any healing spells with him and beginners are prevented from omitting healing spells with the thought "Oh, a book is enough if I want to heal".
The book would allow magicians to survive without charges, which would give the player a much better sense of being a magician
Votes
Opinion: -22
Upvotes: 9 22.5%
Downvotes: 31 77.5%
Suggestion ID: 1731356 | Submitted at
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[Rework how the rolls on items of different rarities are decided. For example, why do both "+2 All Attributes" and "+0.9% Regular Interaction Speed" have the same chance of being rolled on my purple horseman's axe? Either remove some of the current ones that exist or rebalance them to something more useful if they wanted to keep the good rolls rare.]
Suggestion ID: 1731371 | Submitted at
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Arrows should always drop from monsters that fire arrows (some random amount). Bolts should always drops from monsters that fire bolts. Increase the rate them being found in boxes and barrels because it makes sense for them to be stored there. Also, make it so they vendor for a few gold a stack so that other classes who can't use them don't feel so stiffed when they drop but aren't incentivized to steal them from Ranger squad mates purely for the gold.
Suggestion ID: 1731388 | Submitted at
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Add a teleport spell for the Mage:
- Cast: 2 to 3 seconds
- Spell ability: X? (2)
- Range: 10m
- Landing zone visible to players
- Possibility to cancel
(In an effort to replace the current gameplay of cloaked mage assassin with haste + invisibility)
Votes
Opinion: -17
Upvotes: 21 35.59%
Downvotes: 38 64.40%
Suggestion ID: 1731393 | Submitted at
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[Put the skeleton champion on the top middle bottom floor of goblin caves back behind his hidden door and add the lever back. It was a fun mechanic to “unleash” the skeleton champion on unsuspecting players. But now he’s just always spawned there and basically just making a blocked path now.]
Suggestion ID: 1731415 | Submitted at
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Give default starting items a Brown color to differentiate from Grey items. Right now I think they’re Dark Grey. It can get confusing when someone just says Grey when they mean Dark Grey or Light Grey.
Also, allow stat bonuses for Grey tier and up, but remove them for Brown tier items. I can tell that you don’t want any stat bonuses in starter gear, but I don’t like that it effectively ruins that type of item even at higher tiers. This way you have more options for deciding a class’s starter kit, but poorer players that can still afford Grey/White items from merchants, can still get a stat bonus.
The biggest offenders of this issue are class specific items that are included in their starter kit like Wizard Hat, Rogue Cowl, etc. It’d be nice if these items had some kind of stat bonus incentive at Grey+ tiers so you can keep wearing iconic class items without them feeling sub-optimal.
Votes
Opinion: +51
Upvotes: 62 84.93%
Downvotes: 11 15.06%
Suggestion ID: 1731462 | Submitted at
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[Add a small in-game Town Square themed in the Dark and Darker style. For: As an alternative to the group sitting at tavern table before launching match. Essentially a pre-game lobby for region players used for re-gearing, banking, merchants(gear stalls / shops / blacksmith), trade hub. Finding a group, gear / account show-off (social aspect), Leaderboard trophy items. Current version is fine as its quirky and efficient, but could be more immersive. Suggestion is similar to The Cycle which has a basic lobby. idk just an idea.]
Votes
Opinion: +29
Upvotes: 33 89.18%
Downvotes: 4 10.81%
Suggestion ID: 1731493 | Submitted at
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[Have an option to customize how your starting gear is arranged/remove items by default. For example when I play rogue I don't use the castillon dagger and the rondel at the same time and I just drop one or sell it for 0 gold before the match starts. Having an option to customize how your starting gear is laid out would save time after you die.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1731526 | Submitted at
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Change how aditional magic damage is added to Damage Over Time spell.
Right now +20 aditional magic damage is added to each tic of every spell that does damage over time , making any spell that last on the target way way more dangerous that spell which expire faster. But instead there should be a base aditional magic damage that is added regardless of how many tics the spell has. Its easier to balance and easier to understand.
example1: +20 aditional magic damage on a spell of 3 tics will always do +20 aditional magic damage divided by 3.
Votes
Opinion: +12
Upvotes: 19 73.07%
Downvotes: 7 26.92%
Suggestion ID: 1731529 | Submitted at
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Add in-air sfx for all projectiles.
Just the firing sound is not enough for things like Arrows and Francisca Axes and Throwing Knives and especially the goblin mage's energy ball. There needs to be an ambient 'swooshing' noise that the projectiles play as they whiz past to give proper feedback on near misses and prevent 'killed by nothing' scenarios. This is done properly on the Wizard's Fireball and Magic Missile spells as an example of what I'm talking about.
Suggestion ID: 1731534 | Submitted at
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[Give bards a perk which makes it so their music cannot be heard more than x number of meters from them. You can hear a bard from a mile away and it makes it really easy to track and kill them/their team.]
Votes
Opinion: -36
Upvotes: 5 10.86%
Downvotes: 41 89.13%
Suggestion ID: 1731544 | Submitted at
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5 second cooldown for double jump. removing it is too extreme and being able to climb is fine the main issue is when people can spam it in fights to repeatedly escape or dodge endlessly a simply cooldown will fix this.
Votes
Opinion: +24
Upvotes: 46 67.64%
Downvotes: 22 32.35%
Suggestion ID: 1731553 | Submitted at
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hello, I think it would be pretty cool if we could have horses in the game. Since its a medieval game, having horses should be a nobrainer. We could also buy cosmetics for our horses to look cool!!
Votes
Opinion: -85
Upvotes: 3 3.29%
Downvotes: 88 96.70%
Suggestion ID: 1731558 | Submitted at
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Create A Gold Stash For Fees & Shop Purchases.
Allow players to find, craft, or earn a gold stash that is utilized solely for paying fees and non-player purchases.
All gold committed to the stash cannot be removed or traded, creating a passive gold sink and relieving the epidemic of empty coin bags gradually filling all trader/high roller stashes.
Suggestion ID: 1731559 | Submitted at
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[A way to counter rogues dropping from 200 feet in the air into instantly swinging, besides adding fall damage which the devs seem to be against, make a landing animation of the character breaking their fall above a certain height. This would allow the rogues to jump down freely but doesnt allow them to hit the ground swinging]
Suggestion ID: 1731573 | Submitted at
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Find a way to limit double jump spam. A 5-10 second cooldown, a 3 charge system, etc. Current double jump allows you to jump over Wizard spells and float above melee opponents avoiding headshots. I felt half way into the test that I had no choice but to swap to rogue, and trying to play without the double jump after having it was awful. It is much more of an advantage than I think the devs realized. Can also be used to cheese mobs by double jump backward poking, and you can effortlessly escape squads by fleeing to areas they simply cannot reach. Creates unhealthy gameplay IMO.
Suggestion ID: 1731615 | Submitted at
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War Song's duration should be affected by how well you played the song and apply not just to allies but yourself as well; the effect of it isn't super strong so allowing you to apply it to yourself I think is acceptable.
Votes
Opinion: +46
Upvotes: 46 100%
Downvotes: 0 0%
Suggestion ID: 1731641 | Submitted at
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[Add a rare creature able to drop rare items. The creature will be able to run away by hiding in a crevice and travel to a different room if it is not killed in a certain amount of time. The creature should be fast and have as much or similar hp to a wraith it will not try to attack you but it may throw spiky objects like the rogue does—smoke bombs and other evasive maneuvers it will also be able to outrun players easily and will be slowed for a few seconds when hit by a projectile, the players will have up to 1 minute until it hides away in a crevice or “hidey hole” and travel to a different room. The rewards can be green, blue, purple, and if exceedingly lucky a unique. Green (50%), Blue (30%), purple (10%), legendary (5%), unique (1%), it will drop 2 - 3 items. As for what the creature may be, it can be in correspondence to the actual map, goblin caves can be a loot goblin one with a bag over its shoulder or carrying a chest over its back although imo a loot goblin would be fine on any map. On high roller you don’t get greens and you are more likely to receive rarer items like purples, legendaries, and possibly uniques. The chance of it spawning however would be a 5%. What do you guys think?]
Suggestion ID: 1731643 | Submitted at
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[Have monthly temporary game modes so we can try out bad ideas I.E. High Roller goblin caves, 5 man high roller ruins, crypt for solos, 1v1 and 3v3 deathmatches with betting(you would still lose your gear). Pretty much anything that seems worth trying and maybe only do it towards the end of a wipe in order to not fuck the economy. this gives a time for the worst ideas to be tried while also making them very clearly temporary and if one or 2 of them are beloved enough maybe add them to the game with time.
Suggestion ID: 1731690 | Submitted at
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[Quiver might be a good item it should take up the same slot as the cape. Make arrows 10stack again and give the quiver either 3 stacks or 4 stacks capacity. That way there is still a trade off for playing the class with range supremacy.]
Suggestion ID: 1731705 | Submitted at
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[ an issue I had in one of my games was when I asked my friend to drop a purple pendant for me and what he did he dropped it into the rib cage of the skeleton where I wasn't able to pick it up because the skeleton hitbox was blocking it, I would like to propose a way to get rid of corpses or pick up items that might be underneath them ]
Suggestion ID: 1731708 | Submitted at
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[Add new instruments, give each instrument a unique song that can be played even without the spell memory ability, but having spell memory will allow you to access a list of generic songs that are available on any instrument as well as the instrument's unique song.]
Suggestion ID: 1731712 | Submitted at
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[add different sounds to closed(quiet) and opened(loud) portals in certain distance so you could find them. When the last circle closes you see remaining portals on minimap and have last chance to escape when player struggle to find any or determine what floor are they ]
Suggestion ID: 1731757 | Submitted at
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Allow spell casters like Wizard and Cleric (Warlock?) to have a default Spell Memory of 2 spells. This would allow for better build variation such as a melee wizard, since you are not forced to take spell memory.
Votes
Opinion: +58
Upvotes: 65 90.27%
Downvotes: 7 9.72%
Suggestion ID: 1731760 | Submitted at
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As a dedicated Rogue main since the previous playtests, I must admit that I am thrilled with how much the class has improved in Playtest #5. It's no secret that Rogue is one of the strongest classes in the game, and the addition of double jump has completely changed the way I play the class. The Ruin map is an excellent playground for the Rogue, with many hidden spots and small ledges that can be accessed with double jump.
However, I have some concerns about how broken the combination of double jump, Rapier, and Hand Crossbows is. While the Rapier is already a strong weapon on its own, its range and agility become even more powerful when paired with hand crossbows and double jump. The Rogue can now engage in face-to-face melee combat with other classes and still have a huge advantage because of the long reach of the Rapier, the range option of the crossbow, and the mobility to escape of double jump. This combination seems to be too overpowered in the current state of Playtest #5.
Therefore, I suggest that you take some action to balance the gameplay. One option could be to take the Rapier availability off the Rogue, making them only capable of using daggers or, lower DPS on rapier/crossbow. Alternatively, you could change double jump to wall climb or add cooldown on its use.
I urge you to consider my suggestions, as I believe it would make the gameplay more balanced and fair to all classes. I love playing Rogue, but I also want to be fair to other players.
As for some that dont think that Rogue is not powerful enough on playtest# 5, I would suggest checking out MattGonzGod on twitch (#1 Rogue).
Thank you for your hard work and dedication to making this game better.
Sincerely,
Stiletto/xbow main (used to be Rapier main)
Suggestion ID: 1731785 | Submitted at
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Barb's new Leech skill gives two charges per rest, or remove the charge system.
It already has a built-in 30 second cooldown, and -25% hp debuff. Resting over a minute for one charge makes it an unviable noob trap compared to Rage, Achilles or fear, especially as healing becomes abundant.
Suggestion ID: 1731787 | Submitted at
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[Add new talent or could be bonus to existing ones that restore % spells like clarity potion upon kill blow pvp or pve can help a great deal for solo/early Wizard experience and not fall behind in fast 3v3v3 fights if we do well.For example let's say fire master now restores 50% of fire spells if we kill stuff with fireball/ignite, this means that if i use my ignite and kill 2 goblins or 2 skeletons it will restore the charge i used and reward me for doing well numbers can be tweaked ofc just an example of what i'm going for.Right now wizard before level 10-15-20 has by far the slowest solo clear, and in team you much rather have cleric who is resting then cleric AND mage both resting you slow down a lot, if you do highroller with non max gear even medium gear yo can feel the speed slowing you down, often we had to not attempt bosses simple becasue unless i bring tons of clartiy potions my dmg/speed wasnt the same as it was with my rogue/archer/fighter etc i think that is a big issue.]
Suggestion ID: 1731810 | Submitted at
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would love to see some more ranger and rogues unique armour pieces (not rarity but armour exclusive for that class) since ranger only has 3 exclusive pieces ,being the 2 ranged hoods and warden outfit) and only 4 for rogues (the 3 rogue hoods and maurader outfit). i was thinking with starting off with adding ranger/rogue gloves that could contribute to 2-3 res or 2-3 agility. more ideas i was thinking about was chainmail armour for ranger (chainmail head and ches piece) for heavier ranger builds and dark/black colored leather/cloth armour for the rogue for even more hidder rogues. these were just ideas but the main point is having more exclusive armour for these 2 classes.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1731866 | Submitted at
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[I think it could be awesome if not all torches in the dungeon would be lit by default, Example a room with 6 torches in total could only have like 4 lit, and in should not always be the same torches who are lit
also things like vases and crates could spawn a bit more (Random).]
Suggestion ID: 1731883 | Submitted at
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[Spell Scrolls! It would be awesome having a spell scrolls with rarities. (example: holy light scroll) Of course these scrolls needs to be rare and they need to be sold for a really good price and the attribute which one magical interaction speed can gain a meaning with these scrolls!]
Suggestion ID: 1731911 | Submitted at
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[Make bard scale with resourcefulness. It could be either how fast we play songs or maybe just increase the effect of the songs. The stat isn't really utilized by any class yet and it makes sense as we are "interacting" with our instruments when we play.]
Suggestion ID: 1731927 | Submitted at
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Make servers hostable. This would be epic for tournaments. Privately hosted servers would provide an endless amount of content generation. Streamers/Communities/Tournaments can host a separate instance of the game, with loot closed into the specific server. People would not burn out as much, that aspect you have not seen in these weeklong playtests. These features will make this game stand the test of time. Hurry up. - time traveler 333
Suggestion ID: 1731937 | Submitted at
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personally I think a ranger quiver is pretty needed for the future. However I want to know the opinion of people on 2 ways to do it. First way, quiver that you can wear on your back that can hold a certain amount of arrows vote 🤔 for this. Second way would be built into a bow and each bow would have a specific max amount of Ammo. Vote 👍 for this. For no quiver vote 👎
Suggestion ID: 1731960 | Submitted at
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When Sorcerer is implemented, to make it feel like a Dungeons & Dragons Sorcerer could the spells instead of having charges all be on individual cooldowns that can be sped up by resting, sitting at campfires and drinking clarity potions? I think it'd be interesting having each class that does magic or magic like things having their own way they do magic like how Bard has infinite casts but has spells that require the minigame and hinders you alot while playing them where as Sorcerer would have infinite casts but their larger spells would be equivalent to only having 1 cast until you can rest for abit or get a campfire due to how long their cooldown is be it long enough that it's not reasonable to do more than once a fight or so unreasonable that if you ever want to use it again this match you need to rest (an interesting synergy could be that Bard's tranquility could also speed up the cooldowns for Sorcerer's Spells).
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1731963 | Submitted at
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Please don't make the game ,,Pay to win,, in the future. It basically change a 10/10 game to 5/10 max. All the world (except maybe Asia) hate it. Also i wouldn't like neon colours skins (for example fighter with pink shield) and science fiction like custom haircuts etc (but i wouldn't be mad at some stylistic items if they dont ruin the clima of the game). We love DaD for being raw, dark and brutal, requiring skill from players.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1731974 | Submitted at
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guys here is how to make the game better that I learned from last play test:
-
add pvp toggle to prevent pve'rs from being backstabbed while looting
-
nerf mobs because they can 1 shot u at full hp make them do half dmg
-
mobs cant attack u while looting or casting so u dont have to panic cancel and can cast ur spell
-
Improve ui by putting hotkey for 4 spells only and 1 if them is ultimate ability
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1731976 | Submitted at
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[Add more crafting items, new trades specific to each class.Alchemist/blacksmith/fletcher/runecrafting/medic (relative to all classes that give bonuses). Have areas in maps where you can work on or upgrade weapons or skills for these specific trades but have limits and would require balancing. ]
Suggestion ID: 1731988 | Submitted at
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It may be a horrible idea but how about implementing a perk for babarians that allows them to use 2 2hand weapon in each hand. If you are fimiliar with it like Titansgrip in World of Warcraft. So for example 2 felling axes or 2 bardiches can be equiped at the same time. Obviously this perk has to have major dmg, range and attackspeed adjustments dou to the basic designs of 2 handers to not make it absurdly broken.
Suggestion ID: 1732055 | Submitted at
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An easy QoL change would be to switch the inventory fill priority to top-down first instead of left-right. This way smaller items would automatically fill available gaps instead of taking up their own rows and making you unable to loot larger items such as spears and armor without first having to play tetris and move stuff around. Also, please make it so you can drop an item onto another in your stash/inventory and so long as there is room available, switch the items on your cursor. Both of these would help so much with basic inventory management.
Suggestion ID: 1732121 | Submitted at
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Add parry to all classes, parry should be something that all classes can use, without parry pvp is extremely easy and boring, you walk forward and attack because you know your enemy won't be able to defend against your attack , currently the game's combat is based on walking forward and attacking, the most you can do is jump and run around your enemy to always stay on his back, but the game lacks combat mechanics, we don't have parry, we have no scroll, game combat is below simple.
Suggestion ID: 1732136 | Submitted at
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Add a post-round breakdown of all the damage dealt and received by the player so that it is easier to figure out what happened during fights. Stuff like if the damage was to a limb or the head, what weapon, etc. Can also help ppl figure out how to improve if they better understand what happened
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1732206 | Submitted at
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[when practice mode is added players can have the option to set up certain scenarios such as spawn a ranger and dodge arrows from a bot that shoots like a real player or spawn a fighter with any weapon to practice blocking and dodging]
Suggestion ID: 1732257 | Submitted at
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Balance wizard weapons. Make all weapons have the same cast time and magic damage. Move speed will still vary. Why should magic staff have weak damage and the heaviest weight? If anyone doesn't know, magic staff and crystal sword's cast times are so slow they are almost not even viable.
Suggestion ID: 1732279 | Submitted at
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Meditation should heal grey health. It's already on a cooldown and makes you more vulnerable while channeling (can't freelook to see enemies oncoming). And it's also more of a quality of life change than a balance one. You could absolutely be stuck sitting still for 30 seconds resting to heal up and another 30 to meditate all your spells back.
Suggestion ID: 1732292 | Submitted at
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[Give the wizard an illusion spell that when casted on players they will see several versions of the caster running in different directions, draw back is that the illusions will not copy your movements or change equipped objects on your hands. OR give it to the bard and call it (here are some names) song of the devil, hysteria, maddening melody, with the same conditions given to the wizard although, all bard illusions will remain playing the song on the lute, and anyone within the radius of the song will experience the debuff including teammates, the debuff will remain for a few seconds after leaving the range of the song (and to add to the theme of the name—the illusions made by the bard will be mockingly laughing and will be heard whilst being in range of the song.) there will be a up to 6 clones depending on how well the song is played, and wizard will too have up to 6]
Suggestion ID: 1732319 | Submitted at
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Add/Expand General Mobility
Rogue's Double Jump is highly contentious subject at the moment, but is generally regarded as fun to use and a good fit for large and vertical maps like F1 and Goblin Caves.
To balance out the exclusive vertical dominance of Double Jump (and future mobility options) all classes should be able to do the following:
Climb: Specific surfaces and objects should allow players to freely climb up and down them. (ex: Ladders, ropes, vines, rocky outcroppings.)
Ledge Grab/Mantle: While holding Jump, players should be able to pull themselves on top of objects or grab the edges of ledges, windows and other standable surfaces to then pull themselves up.
These animations would, obviously, leave players exposed to attack and limit them from attacking, using items or abilities, or pretty much anything except cancelling out of the animation to drop or jump.
These additional options would help balance future movement tools by improving the baseline movement, and would better equip players for the growing verticality and complexity of dungeons.
Votes
Opinion: +18
Upvotes: 41 64.06%
Downvotes: 23 35.93%
Suggestion ID: 1732350 | Submitted at
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Make higher tiers of gear look more flashy and different from lower tiers. This is sorta done well on the shields but having to compare the shininess of armor or weapons just seems like too much work when most of the time you can only get a quick glance. Things like epics and legendries having some sort of gold or purple accent or uniques having custom designs like the Cinder Halberd. You should be able to tell at a glance if a player is totally decked out, you shouldn't rely on people inspecting everyone in the pre-game lobby.
Suggestion ID: 1732405 | Submitted at
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The magic staff is really bad for so many reasons the animation/ the hitbox for casting all its good for is bonking and its not even good at that anymore. I love staffs though.. I saw the suggestion that the magic staff should have more spell dmg then the book. I think this should be implemented honestly, but what about the other direction? its a BONK stick and the BONK should be buffed. Give a skill that can be used to make the staff do extra damage on its next swing, like how Gandalf lights up his staff and BONKS people with it. You could also let the spell ignite burn the staff doing extra bonus fire damage. Or simply a perk that increases staff damage. Every one currently just ditches the staff as soon as they can get 10g for a spellbook and never look back. Id love some early kit staff game play that can also scale with gear..
Suggestion ID: 1732476 | Submitted at
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[Hi guys, from my own adventurer experience and after looking at many streamers stashes, it feels like necklaces have been overwhelmingly stackable as we're limited to using 1 every game.
I was wondering about a perk that would allow us to use 2 necklaces and not just 1 (could be** class related** as I think wizards and cleric benefit from it the most with spell capa buff). This way necklaces would be less stackable and offer more spell build possibilities (I've been able to test a double spell memory cleric last playtest but it was with full spell capa build that was quite rare and I had a load of fun !)
Let me know what are your thoughts about it adventurers and have a nice day !]
Suggestion ID: 1732481 | Submitted at
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[Add a damage reduction penalty when you're in the air - i.e. if you're off the ground you take more damage when hit. This would mitigate the double-jump imbalance issue without having to remove a cool feature entirely. It would also put a damper on the annoying jump-spam meta in general. Jumping would still be a viable tactic when used strategically (jumping over a low swing) without being a cheap way to avoid headshots with indiscriminate spamming. It also makes sense thematically - being up in the air exposes you and greatly reduces your ability to defend.]
Votes
Opinion: -33
Upvotes: 8 16.32%
Downvotes: 41 83.67%
Suggestion ID: 1732498 | Submitted at
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[Song for Bard
Buff: All of your party members gain additional 1 weapon dmg for each successful "skillcheck" you perform while playing this song. Stacks up to 10 times (+10 weapon dmg). Each time you make a mistake remove 1 stack from the buff.
This is a song you can play forever. ]
Suggestion ID: 1732542 | Submitted at
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Colosseum Map
A special map where you could practice your pvp skills without either having to deal with going in naked and not seeing a single enemy player.
You would spawn into a sort of Roman colosseum, it would essentially just keep putting you in 1v1s with others. You could choose any white gear sets from armor stands and weapon racks in the waiting room, and then you would be put into a 1v1/2v2/3v3 with randos or your party when ready.
I think practicing pvp in this game is a bit of a hassle when you have to keep buying low tier gear, and even when you get in a battle theyre often so short and spontaneous that newer players struggle to ever actually learn how to do better due to either just getting oneshot or not having an active role in the fight.
Suggestion ID: 1732549 | Submitted at
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[Quick sell for the treasures. I know that sometimes we are not selling every treasure we have but in general we do so on the selling section on the Treasure Collector there can be a button that allows to put all of your treasures to the selling page and sell them much easier much faster. Small but good change.]
Suggestion ID: 1732562 | Submitted at
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Wizard/Cleric/Bard with no spells make no sense - Make 'spell memory' a default skill under some hotkey. Make spell capacity 100% or just some % of current value for balance purposes (this is depending on Knowledge scaling).
It should be optional to expand your spell memory for more spells with perk/skill (geared players may skip that due to stats; it opens new strategies).
- There is low variety in Wizard builds due to necessity to waste 1 skill on Spell Memory . 9/10 cases second skill is Meditation.
- Bard is absolute joke rn (long casting, weak effects, no solo potential, lute as a weapon instead of misc slot), but it's in development so it's one way to improve it.
- Cleric need fixes to his numbers before he get another buff, but i think he should be included in this change for consistency.
Suggestion ID: 1732584 | Submitted at
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Simple Bard Buff
Have Bards gain the benefit of playing the song at Poor quality while they are playing the song. Obviously shouldn't work for songs that have a static effect and variable durations, such as Peacemaking.
It just felt like it was more beneficial to rush the song by failing some of the QTEs to get the effect earlier than it was to play the whole song perfectly.
Suggestion ID: 1732660 | Submitted at
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Remove double jump or give it a sizeable cooldown, its a goofy ahhh ability that gives an unfair mobility advantage and anyone who defends it probably abuses three man rogue in high roller and uses it to jump to unfair advantages and positions. I rather itd be removed entirely but just my opinion.
Suggestion ID: 1732688 | Submitted at
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Add the following ability to bard: "Perfect song!" 30s cooldown
After using this ability your next song, if all notes were sucessfully hit, will be anhanced with special effects.
Accelerando : Allys gain addtional % amount of interaction speed. (Maybe just attackspeed)
Chaotic discord : The enemys you charmed will attack the person you are aiming at, for the duration of the song.
Peacemaking : Enemys will be effected by this effect 2 s longer then enemys.
Tranquility: The song will also heal the depleted grey health
Suggestion ID: 1732690 | Submitted at
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[Rebalance rolls for items. Why can strictly physical damage weapons get rolls with +% or flat magic damage? Why do rolls like "+0.3% Item Equip Speed" even exist if the value is so low? I know that there are builds for weapons like Cinder and Kuma's Claw/Fang (on things like armor with flat magic dmg), but most of the time its just an annoyance when 3/4 rolls on a legendary item are completely worthless to its damage type/are just terrible.]
Suggestion ID: 1732738 | Submitted at
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Make a special discord channel, where you ask community some general questions about game, classes, maps (something like "Are you satisfied with current bard's power\rogue's power\ruins map design, etc), and so community can answer with emotes (YES/NO, maybe more if you provide info description for chosen emotes). I think this really could help to see community's opinions on updates or current situation of any topic.
Suggestion ID: 1732780 | Submitted at
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[guild system 15-50 members (acc bound)
Rank 1-5, you are offered a rank increase, you have to accept it, otherwise the invitation will be canceled after 2 days of inactivity and if you are inactive for 15 days, your rank will drop by 1 point. At rank 6 you are kicked out of the guild
If a guild leader is inactive for 15 days, the rank will be lowered and if there is no guild leader left, all players at rank 2 will be invited to become a guild leader.
Rank 1 (3Member max crate access, Logo)
Rank 2 (3Member max crate access,Logo)
Rank 3 (5Member max crate access, Logo)
Rank 4 (no limit crate access, logo)
Rank 5 (no limit)
Guild logos are displayed on capes and shields where these guilds can be examined in the lobby (guild list). Are you peaceful and help newcomers or kill everyone you meet.
A guild chest where the last 50-100 deposited/withdrawn items can be tracked,
"Item" "Date" "In or Out" "Name Player"]
Votes
Opinion: -52
Upvotes: 1 1.85%
Downvotes: 53 98.14%
Suggestion ID: 1732795 | Submitted at
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with the recent ranger bear trap change allow the ranger default bear trap to be picked up? Or bear traps in general. It would not be infinite but maybe high tier ones could be picked up more before they break. Feels like it would fit the game
Suggestion ID: 1732806 | Submitted at
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[Replace the trading section with a public marketplace and a public auction house, in doing so you will be able to combat players who attempt to sell items for real money, It would also benefit newer players who find the current trading channel intimidating.]
Suggestion ID: 1732851 | Submitted at
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make some "dark" unique weapons where they are super strong just like uniques but also have downsides towards them which makes them more risk/reward for their use. cool aspect which would fit in with the hell design which is very gory with a lot of teeth and bone and flesh. like a corrupt version of uniques
Suggestion ID: 1732879 | Submitted at
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[A Ranger skill that could allow you to scavenge the ground for arrows, this would allow players if they want to sacrifice other useful skills that could help with damage output for convenience allowing for people of varying skill levels enjoy the class in different ways.
It could maybe even have a chance to fail or a skill check like lockpicking or maybe even spice it up more and allow it to find secret treasures very rarely.]
Suggestion ID: 1732906 | Submitted at
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Take gray/white items off the loot table entirely for B3 only. You should be semi-consistently rewarded for making it that far, not potentially punished by RNG giving you items way below your tier. Maybe even remove greens in High Roller, getting nothing but exquisite jewelry might be a bit OP but I mean its HR B3 so shrug
I'd also suggest removing gray items from B2 when B1 is finally in the sequence but it's a bit early to be suggesting that I think.
Suggestion ID: 1732933 | Submitted at
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Fall damage is a bad idea for balancing the ninja rogue issue, instead there should just be a loud noise you'll make if you fall from a large height. The main problem was they could land on top of you and you wouldn't know they were coming until they already got the first stab.
Suggestion ID: 1732958 | Submitted at
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[ A Crap Merchant:
This would be a merchant that sells all weapon types available and always has all of them up for sale. However it will be brown quality gear costing a mere 5 Gold a piece.
What is this for? To allow for people to bring their prefered starter gear into each dungeon without being forced to buy green Gear cause the weaponsmith decides not to sell your prefered weapon this rotation. And all weapons means everything included, even crystal ball and highly sought after tome.]
Suggestion ID: 1732976 | Submitted at
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[Add backpacks for sale (cost gold) from merchants that can expand storage capacity at the cost of reduced movespeed. Backpacks will take the cape slot (therefore you cannot wear both cape and bag). add a medium one (-15 ms, 50% more slots) and a big rucksack (-35ms, 100% more inventory slots). split the inventory boxes between default and the bag so that if players take the bag off and puts on ground, all the loot stays in the bag.]
Votes
Opinion: +13
Upvotes: 30 63.82%
Downvotes: 17 36.17%
Suggestion ID: 1733005 | Submitted at
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Create a perk that lets you 'fletch' arrows while resting as a Ranger similar to how a caster regens spells. Early on rangers can be hard pressed to find enough ammo and are not given an offhand to defend themselves with if they run out. This would give an emergency option, at the cost of a perk slot and time, to 'create' arrows.
Suggestion ID: 1733012 | Submitted at
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Remove light orb as a spell entirely and contain it in a bottle that can be thrown and broken, giving a way for all classes to create light in an elevated area. Hiding rogues can still counter this through the use of hide or an invisibility potion. This creates a counter to the playstyle of rogues hiding up in elevated areas while still maintaining ways to remain hidden, and makes the light orb a usable tool that doesn't remove the identity of other classes and creates ways to play around and counter each others playstyles. As it currently stands, light orb is usually never picked by wizards as any other spell will provide more a greater benefit than light orb, and the same will be true when giving it to other mage classes as any other spell they have will be more beneficial than light orb.
Votes
Opinion: -25
Upvotes: 10 22.22%
Downvotes: 35 77.77%
Suggestion ID: 1733093 | Submitted at
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For new wizards with the Sage perk (+10% knowledge), the magic staff takes 3 seconds to cast a magic missile, whereas the spell book takes 1.95 seconds. Magic staff is TOO GOSH DANG SLOW!!!
Votes
Opinion: +61
Upvotes: 61 100%
Downvotes: 0 0%
Suggestion ID: 1733101 | Submitted at
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[Trading needs to be limited in some way. In a game that’s all about taking risks (such as going deeper, pvp, etc) and a bit of RNG, the trading system as of now rewards people for playing safe to gain gold and just buying god-tier kits. This pushes people away from ever going deeper in dungeons, since they can just buy the gear instead of experiencing the other half of the game.]
Suggestion ID: 1733122 | Submitted at
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Change double jump to wall jump. Can only be used once before touching the ground again. Can only jump in a direction away from the wall so you can't use it to scale straight up. I think this would make rogues movement less spammable and universally good, while still retaining fun movement and outplay potential.
Suggestion ID: 1733124 | Submitted at
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i feel like a system to reward earlier game players like per game quests would be extremely helpful aswell as add content to the game example to have a certain amount of mob kills or loot a certain amount of chests would reward you will a randomized loot pool drop to your inventory as a reward. avg green items would make these worth doing every raid and not something to shy away from it would also encourage teams to maybe play it safe to loot more of the map and spread out the gameplay, i often find when playing the first couple minutes are where all of the action is from base kit players and if they dont get a kill they just go next. overall ty for creating this game
Suggestion ID: 1733184 | Submitted at
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[Here are some suggestions for the Ruins map, assuming it is used as the first floor of a three floor dungeon run:
- Make at least four consistent exits to the next floor, spread out around the map. These exits should open at the same time every run, preferably starting with the closing of the second circle, and can be used by multiple people. Having too few exits available could lead to a meta with people camping the exits to prevent people from proceeding, and consequently dying to the time limit.
- Make two or three non-consistent exit portals that can be used by one player each, just like normal red portals from previous playtests. This will allow some solo players to advance without forcing their way through teams who might be camping the consistent exits.
- Keep the number of escape portals small, six at maximum. This will encourage more players to risk entering the next floor, creating more PvP opportunities, encouraging the use of better gear overall, and making the general gameplay experience of lower floors feel more fulfilling.
- Make certain elevated areas "slippery" or use invisible walls to avoid abuse from classes with advanced mobility options (looking at the Rogue specifically). People should still be allowed to find creative ways to use the terrain, but running across the very top of the map uncontested is too much.
I'll be following this post with a list of suggestions for the next floor as well.]
Suggestion ID: 1733266 | Submitted at
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[Perks:
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Rapier Expert (old Rapier Mastery): (Rapier damage boosted to 5, Action Speed boosted to 10%).
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Rapier Mastery: While holding a Rapier with no weapon in offhand, using the "Block" key makes you do a short lunge in your current movement direction. Cooldown = 3 seconds.
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Melodic Protection: (Movespeed increased by 10% while playing).
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Larger Pockets: Equip one small ranged weapon in your first tool slot (Survival Bow or Hand Crossbow).
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Survival Expert: While attacking with a Survival Bow, gain +5 weapon damage.
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Hunter: You can reload bows and crossbows 25% faster, and the movement penalty is reduced by 25%.
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Wanderer's Luck: (Add a sound effect when the perk triggers).
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Complete Chaos: Monsters affected by Chaotic Discord will target players (including allies) over other monsters, when applicable. Incompatible with Controlled Chaos.
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Controlled Chaos: Chaotic Discord randomly forces enemy players to attack. Incompatible with Complete Chaos.
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All's Fair: The duration of Peacemaking is halved, but enemies remain charmed for two seconds after the song's duration is over. Missed notes void this perk.
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War Song: (Duration increased to ten seconds, and affect weapon damage instead of Phys Power).
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Harmony: When played while resting, Tranquility can restore permanent HP to resting allies at half the speed of recoverable HP.
Skills:
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Encore: Plays your currently selected song instantly..
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Dissonance: (Increase the duration to 5 seconds).
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Call To Heroism: For the next 7 seconds, all physical damage taken by the party is recoverable.
Other:
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Chaotic Discord prevents your allies from being targeted. "Complete Chaos" removes this.
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Accelerando's duration increased to 8 seconds.
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Less forgiveness for missed notes with Chaotic Discord and Peacemaking.
-
Bards can now play while resting.]
Suggestion ID: 1733287 | Submitted at
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change Barbarian "Lifesteal" ability. Currently you can only use the ability 1 time per game. This is not a fun ability to take for that reason. Allow clarity potions (not resting) to refresh the ability. If it's too strong to have multiple uses, then tone it down. Having a single use ability is just not a fun design.
Suggestion ID: 1733295 | Submitted at
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[Add a neutral monster, like Dwarves. These Dwarves would randomly generate once per dungeon w/ a 25% chance inside a module, replacing all enemies and loot inside said module, they spawn in a pack of 5, 4 guards, one merchant. This module now becomes a "safe" zone, in which if any players engage in an act of violence inside the safe zone, the dwarves would become aggressive towards the players group attacking them up to one module adjacent to their current module. I.E if they spawn in librarery they would attack in each room adjecent to the library if players were violent INSIDE the library. They would be equivilent to a centaur each, making them powerful foes, but not unkillable. If players choose to kill them, they drop purples. However, if players choose not to kill them, they would be able to purchase items from the dwarves of high value, Purple+ with a very rare chance of a legendary item being on the merchant. This adds a zone where players can potentially rest up/trade, and add some interaction, while also adding an incentive to bring valuable gold into the dungeon. Each item should cost at min. 500+ gold, making it a risky endeavor that can be rewarding. This gives players the chance to either attack the dwarves and kill players that brought gold in to purchase the items, in which case success is not guaranteed due to the powerful nature of the dwarves and combined threat of the players. while not guaranteeing a huge influe of purple tier items due to the rarity of the dwarves, and the risk of dying with your hard earned gold.]
Votes
Opinion: -25
Upvotes: 4 12.12%
Downvotes: 29 87.87%
Suggestion ID: 1733301 | Submitted at
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Give the bard some single-target abilities please. As someone who primarily plays in a duo, rather than a trio, it would be nice to have some decent abilities to use to fit that case. As it currently is (Was?) the Bard was only somewhat playable when you're in a full group. Otherwise, those songs are effectively 50% less powerful (if your song buffs 2 people instead of 1, then it's just better.)
Something like:
Targeted, or maybe closest ally receives X Y Z buff. This could just be a single-target focused version of the AOE heal that Bards have, as example. Or it could be somethin original, such as the targeted ally getting damage mitigation for the duration of the buff.
There are a million effects the Bard's songs can have. Just please, give us some that are balanced for duos, rather than trios. Otherwise the Bard is always a last pick character, in a best case scenario. There would be no reason to play the Bard, unless you're in a full stack, as there are just better options.
Suggestion ID: 1733304 | Submitted at
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Add a witch or witch-like npc who gives challenging and dangerous quests in which yields special and great rewards, however, if you are unable to complete them within a timeframe or to the satisfaction of the npc then you will get some kind of curse which lasts for a set time for that character or a number of dungeon runs
Suggestion ID: 1733414 | Submitted at
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Introduce a carefully designed premium in-game currency system for Dark and Darker that allows players to purchase exclusive items, such as unique cosmetics, limited-time boosts, and access to special events. This system should maintain a balance between paying and non-paying users by ensuring that any in-game advantages acquired do not compromise the overall gameplay experience, keeping the game fair and enjoyable for everyone. Additionally, consider incorporating a mechanism that rewards dedicated players with the opportunity to earn premium currency through consistent engagement, encouraging long-term player retention and promoting a thriving community.
Suggestion ID: 1733420 | Submitted at
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make wizard meditation a perk instead of an ability (but decrease its speed), which will increase the speed of gaining spells when resting. This will allow for more diversity for wizard abilities. Resting in it's current state slows down the gameplay far too much when compared to all other classes
Suggestion ID: 1733428 | Submitted at
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Add a separate PvE only mode with a completely different inventory that does not intertwine with with the normal mode inventory. And, possibly, an “Arena” mode for those looking to only fight other players and not the dungeon, however, in the arena mode you must bring your items from the dungeon and fight to the death against another, the victor takes the other’s loot and a fee must be placed in order to add balancing since there may be default players entering with nothing, in order to combat this that will be the “high-roller” mode of the “Arena”. The normal mode of the arena will cost 0 gold and you can only pick the weapons and you will receive designated armor pieces based on your character available within the arena or in the main menu, it will solemnly be based on practice but you will be able to gain renown on the leaderboards with a special title or name color (applies to both modes with different color(s) and title(s)). This can expand to much more, tournaments, a victor’s pot for whomever wins the most duels, or even a special design to the cloak (something like that). I enjoy the combat in dark and darker but sometimes I feel like I’m killing more monsters than players, adding a mode like this will attract players who are more invested in PvP but regardless you can still bring gear in the paid battles (there might be restrictions however the more rare your gear, the higher the fee, you will be matched against players with similar fees, this ONLY applies to the “high-roller” version of “Arena”, the normal mode for Arena will be equally matched and be simply based on your character’s level and your own skill. It will be 5 rounds for both modes.
Suggestion ID: 1733451 | Submitted at
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[For some heavy weapons such as the war maul, double axe or battle axe, allow the player to move somewhat close to normal speed during the wind up of an attack, but have an increased recovery time if you do not hit anything. Currently it is too easy to avoid attacks from these weapons. This change would reward people who can assess the right time to be aggressive, and no longer be outspaced and punished for attacking first.]
Suggestion ID: 1733474 | Submitted at
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[ new crafting system, you can craft weapons armor and so on the each weapon rarity to craft should depend on how many materials go to the weapon and the rarity for the material so if you want to craft a legendary item the materials for it should be like 8 and getting it most of them would be in high roller, and the rest you can get it from the concept, it's a cool idea that gives people more reason to search for loot and play the game]
Suggestion ID: 1733550 | Submitted at
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[increase time till every zones collapse, right now you don't have enough time, for example, in hell level to clean mobs, loot them/chests and fighting other party. It's almost always when fight is over and there is no time to loot, you have to heal yourself and run for portals]
Suggestion ID: 1733580 | Submitted at
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[For all the people asking for offline/practice options, I think a "Training Grounds" type map could be a useful, in-concept way to help the early stages of the learning curve. Keep it online with full PvPvE (basic mobs, nothing more) and have strict loot restrictions: No collector loot & no equipment loot above white name. The entire takeaway would be learning mechanics of the game, testing abilities and fighting with a (more or less) level playing field for equipment, and it would present an engaging way to gather/test out other base-level equipment.
Suggestion ID: 1733590 | Submitted at
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Bard Suggestions
Buckler baseline for bard. The classes that currently have access to it have better choices for shields so giving bards only bucklers gives a use for all those unused bucklers that go to waste. It also goes well with the rapier because historically they went hand in hand(double check me on that).
A perk that allows Bards to use longswords. Whether the perk is like ranger's spear proficiency and has a buff along with it or fighter's weapon mastery perk and has a nerf along with it is up to you.
A song that is similar in structure to peacemaking and chaotic discord but pulses damage on the second portion of the song, after you have finished the quick time events.
A skill that is a knockback in a cone in front of the bard.
A skill that targets like clerics judgement but applies a physical/magical power debuff to the target for a duration. Damage optional.
Suggestion ID: 1733610 | Submitted at
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Remove rupture procs from hand cross-bow.
It's fair to have it coming from throwing knifes and other weaponry but adding it to the bolts is so unfair with the previous meta with rogue basically untouchable, spamming this from a distance and just ending you with additionnal magical damage builds.
Suggestion ID: 1733611 | Submitted at
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[Add wizard spells from the school of Illusion: Deceit with some minor crowd control.
Some ideas:
Disguise self: Assume the form of target creature for a short duration (visually), losing creature agro and mimicking your target.Lasts 30 seconds and cancels on any interaction (Attacking, Looting, opening doors,etc).
Mirror Image: Create 3 illusionary clones of yourself that surround you and follow your movements, making opponents guess who the real caster is. Lasts 25 seconds and every illusion can only take two direct hits before being dispelled.
Minor Illusion: Create a temporary illusionary object or sound at cast point (Imagine hiding a bear trap under a helmet,for example, or a fake exit portal. Faking a barbarian scream to scare off rogues) for 20 seconds.
Major Illusion: Create an illusionary monster at cast point. It's movements,sounds and animations mimick a normal monster perfectly,but are clearly an illusion, are incorporeal (weapons and players pass through) . Lasts for 45 seconds.
Shadow Blade : Conjures a temporary illusory sword in your second equip slot that deals magic damage on hit.Lasts for 30 seconds.
Suggestion ID: 1733616 | Submitted at
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hello how are you hi
Can we have next playtest on steam agane? Torrent apparently links ur ip with the dark web and may make fbi investigate u for illegal action. Its also have hackers. So steam is to avoid that, ok? 👍
Thanks ya'll LETS MAKE THIS HAPPEN!!
Suggestion ID: 1733643 | Submitted at
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"Bardic inspiration" cooldown 10s passive perk
Every 10 seconds the next instance of dmg via any kind of offensive attack will benefit of an x amount of flat dmg. (The type of the dmg is decided by the original source of the action... fireball -> magic dmg bow -> physical etc. )
Suggestion ID: 1733646 | Submitted at
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Achilles strike needs to change in some way. I imagine the only reason there haven't been more complaints about this skill is that there were fewer barbarians this PT and thus fewer people to exploit its full potential. Effectively, JUST by using the axe spec passive, you can oneshot an ungeared fighter with a single achilles strike francisca headshot if they then proceed to walk for the duration of the debuff. That's 100+ damage from a single thrown weapon with a cooldown used.
Going about fixing Achilles strike is a complicated matter. Any effect that forces you to choose between standing still (and letting the barb gain ground on you) or taking damage (while slowed, potentially making it easier for a followup francisca) is going to disproportionally effect the classes that don't have easy access to a parry or block feature. A ranger hit with this, for instance, has little choice but to eat the damage and run unless they have a spear on them to block the barbarian's melees. I don't have a solution, but the skill needs to change in some manner to make it less of a death sentence.
Votes
Opinion: +47
Upvotes: 51 92.72%
Downvotes: 4 7.27%
Suggestion ID: 1733727 | Submitted at
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more weapons for clerics, they currently have by far the least amount of usable weapons (2 one hand and 2 two hand). Maybe add flails, which later could also be used by paladins, if released.
Votes
Opinion: +85
Upvotes: 89 95.69%
Downvotes: 4 4.30%
Suggestion ID: 1733736 | Submitted at
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[I know that merchants are not in a final state at all, but I have an idea around goblin merchant. I think the gambling concept is always fun and engaging for getting some Nice gear, but in this state, It’s not worth it at all. I would add new currency just for goblin trader. It could be something like shards, or in my opinion better trophies from monsters, each monster would drop it’s unique trophy, that you could trade for a random item at goblin merchant (It could be something like skull bat’s wing etc.). This way people would like to loot even low tier mobs for a chance of getting better gear later on at trader. It could be even something like a candy mechanic you already have, but It would be live all the time. There is a plenty of options ho to handle this and make goblin a great mechanic, that everyone would enjoy 🙂 ]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1733792 | Submitted at
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[Implement chance for animal/humanoid creature including players to split some blood to the ground/walls when being hit with melee weapon (perhaps excluding blunt). This is not about bleeding effect that also should be implemented to track wounded creatures but just regular visual effect to make game setting darker.]
Votes
Opinion: +52
Upvotes: 54 96.42%
Downvotes: 2 3.57%
Suggestion ID: 1733829 | Submitted at
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Improve Spawn Safety & Variety
Spawns arent a hot topic anymore, but they are still complained about routinely for the duration of every playtest.
The previous spawn system was easily abused, and let to immediate PvP that was difficult to avoid; while this new system clearly isn't designed for the maps and is exposed to the dungeon in frustrating fashion.
A middle-ground between the two, where enclosed spawn rooms return but with a one-way secret passage deeper into the current floor could give us the best of both worlds while promoting player-directed gameplay while maximizing utilization of (and firsthand discovery of) each floor and its myriad of secrets and seldom-seen locations.
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1733839 | Submitted at
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Give us the option to skip to certain dungeon floors for a small gold fee after clearing them for the first time on a wipe. No one wants to have to spend 20 minutes fighting off players and waiting for portals to spawn just to get an attempt at one of the two bosses and/or get the high tier loot that spawns. This would also be another way to populate further floors with more geared players without merging lobbies.
Disable it in high roller, tho, you should be forced to start from B1 there.
Votes
Opinion: -98
Upvotes: 2 1.96%
Downvotes: 100 98.03%
Suggestion ID: 1733848 | Submitted at
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Monthly sub for devs!! 60 Dolla a month!!! Only 60 Dolla!!!!
Monthly subs will let devs to develop the game faster! It will pay off the costs of running servers and also!! It will help speed up the release process!!!
Not only that! It could pay off any legal fees and compensation to Nexon! It could save ironmace and the game!!
Don't forget that it could also save Otto and his family!!!
Bring monthly subs now! Let us open up our wallets!
Suggestion ID: 1733920 | Submitted at
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I found it odd that the Alchemist didn't sell the new potions (Clarity), unless it's for balancing reasons, how about he sells these potions? They're a pretty uncommon drop and hard to stock up on, it would help out especially with another spellcaster, Warlock, who will likely need them too.
Votes
Opinion: +68
Upvotes: 78 88.63%
Downvotes: 10 11.36%
Suggestion ID: 1734019 | Submitted at
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[Add 2 upgrades systems, one allow us to upgrade gear rarity and the other allow us to randomly reroll mods. They require a magic dust from the dungeon.
When leaving dungeon we can interact with a merchant window where we can add the gear to customize, the amount of dust needed and a gold fee(Explained bellow).
Upgrade system: Interacting with the window allows us to upgrade gear rarity spending this magic dust, when upgrading our gear we get X random mods and an increase to the item stats depending on the upgrade rarity, for example upgrades to green rarity adds 1 mod, blue 2, purple 2 with a small % chance of getting a 3rd one. Gear CANNOT be upgraded to legendary and you cannot downgrade an item rarity. The amount of mods is just an example and the item stats something like what we already have.
Mod reroll system: Players can interact with the merchant to randomly reroll an item mods, the amount of mods depends on the rarity of the item, green items 1 mod, blue 2 and purple items will reroll 2 mods with the same % chance as upgrades of rerolling the 3rd one (or losing it if you get unlucky and were rerolling from a previous 3 mod purple item). Legendary items mods CANNOT be rerolled. To balance players from spamming rerolls to get perfect item mods, these rerolls will cost a gold fee, this gold fee increases each time the same item mods and/or the same item TYPE mods are rerolled, it resets after escaping a dungeon with THAT item, so players looking to perfect their mods can lose the item in the process (RISK/REWARD).
Make this magic dust NOT an endgame item but rather increase its cost based on the rarity of the item it is being applied to, this way low geared players will have a better gear progression and well geared players can try to maximize their gear by spending magic dust & gold.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1734101 | Submitted at
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[Suggestion from Bttsx#8861
Asked"Monster: Portal Stealer : A Imp that steals blue Portals"
NOO
But the idea isn't that bad. Opens a red portal (whether it can be used by players is a developer thing) and collects items lying around (not from corpses) and goes back when there are none left. If you skin him, he drops gold and disappears back into the portal after a certain amount of damage/hits. So weak weapons would be better.]
Suggestion ID: 1734140 | Submitted at
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Random merchant encounters
When ruins comes back to the floor system we'll have 3 floors to accumulate loot. A random merchant spawn would give you a chance to offload trinkets at the very least. Alchemist or surgeon spawn would be helpful as well. I think restricting random encounters to floor 2 or 3 would make sense.
Whether it should be rare for one to spawn or be guaranteed is another thing to consider, idk
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1734161 | Submitted at
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[Rogue: double-jump] The perk adds some much needed vertical possibilities to the game. However, it is overpowered on 1 map: (B1) Ruins. My suggestion would be as follows: 1. Change double-jump from a passive perk to an active ability with a cooldown time between uses, but let it have unlimited uses. 2. Make it so double-jump can only be used while the player does not currently have their weapon out (this would still allow for consumables and throwables to be equipped while double-jumping, making it much less effective as an offensive option). 3. Add exponentially rising fall damage to the game based on the height of the fall. (Rogues will have to trade off some health if they decide to jump down on an unaware opponent). Any combination of Option 1 and either 2 or 3 would sufficiently balance the skill while still making it an interesting and viable choice. Thank you for your consideration.
Suggestion ID: 1734219 | Submitted at
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Instead of physical arrows, you should add another slot (like a quiver slot) that the higher the quality, the more arrows you can hold max, (white could be like 25 arrows, blue could be like 35 arrows, etc), and instead of having to pickup all of your arrows after each kill or miss, you could "craft" your arrows as a rest or something like that. Like how wizards get their spells back
Suggestion ID: 1734294 | Submitted at
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Here are some suggestions for the Crypt/Catacombs map, assuming it is used as the second floor of a three floor dungeon run:
[1. Keep the time limit high. The second floor should be designed as the "main floor" of the three floor dungeon, and people should be given plenty of time to properly explore given the size of the map.]
[2. Enemy AI should be a 40/60 split between normal enemies and elite enemies (20/40/40 for high roller with 20% being normal enemies). Having all the enemies on the floor be elite level is too much of a difficulty spike for most players to feel comfortable attempting, both from a skill and gear perspective. These numbers can be adjusted if required.]
(3. Different styles/colors of lighting should be used sparingly. Blue torches could be used to add ambience in certain rooms (blue torches in rooms with wraiths would look cool), but the majority of areas should use the normal colored torches.)
[4. Do not implement fog. Fog shouldn't be used in this floor at all because darkness already fulfills the role of obscuring vision, and can create performance issues for lower end PCs.]
(5. Reduce the amount of low quality (grey) items, or remove the entirely. Players should find a higher percentage of uncommon (green) and rare (blue) quality items on average, and almost never find anything lower than normal quality (white) items. Epic (purple) items should be still be fewer until reaching the third floor.)
I'll be following this post with another list of suggestions for the Inferno floor, so stay tuned.
For information on my previous post regarding the Ruins map see suggestion id 1733266
Votes
Opinion: -7
Upvotes: 13 39.39%
Downvotes: 20 60.60%
Suggestion ID: 1734332 | Submitted at
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[Have one character per account promoting the trade system of buying/ selling items to further the coffer funding more high roller player count. This would also progress the honor system as well as making each character owner feel more unique]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1734340 | Submitted at
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[In-game Guild System] (A Social or Gameplay based group for you and like minded adventurers) (Costs a lump sum of gold for a guild license) (Main feature would include a private guild chat for trading and finding groups) (Possible shared bank between members of the guild) (Guild specific clan tags i.e. MLG JohnDoe) (Introduce a level limit and character limit for balancing reasons) (Could be a way for new players to find solid footing)
Suggestion ID: 1734342 | Submitted at
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Trade offers you can link in the trading halls. Allows you to create a custom trade offer link that shows an item and a price in gold, seasonal candy, or both. When clicked, automatically brings up a trade window with the requested items pre-slotted. Before the trade is finalized, both parties would still have a chance to change items on either side.
Suggestion ID: 1734359 | Submitted at
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[Instead of forcing people through the Ruins to reach the Crypt, you could keep the queues separated but allow players in the Ruins to take the stairs down into a smaller, new Crypt tile set map with a boss.
This new map could be called the "Crypt Antechamber", it could use the blue lighting to distinguish it from the original Crypt.
So it thee queues are:
Ruins (F1) -> Crypt Antechamber (B1)
Crypt (B2) -> Inferno (B3)
My reasoning for this is as follows:
-
Many people love the Crypts. Having the majority of the game and PVP take place there works well, so keeping it as a starting option makes sense.
-
Having two large maps in sequence is somewhat problematic because one of the two will need to either be rushed through or unrewarding in order to make sure everyone's inventory isn't already full by the time they reach the second map. In PT5 pre-changes Ruins felt rushed and unrewarding. With a smaller second map Ruins can still have decent loot.
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The "Crypts Antechamber" would keep the intended descending progression of Ruins -> Crypts -> Inferno mostly intact by adding a minor step in between Ruins and Crypts that still makes sense.
-
If you don't do this, lobbies will need to be merged which will take away from the somewhat connected feel of each game, where you get to see your opponents in camp before you go in. Mergers mean that non partied people who are in the same game on one floor might not be on the next floor.
-
If you absolutely want the possibility for people to progress all the way down, you could still have a merger with people taking a red portal in the Crypt Antechamber and have them end up in a "fresh" lobby with
people who queued for Crypts. Their progression would then be Ruins-> Crypt Antechamber -> Crypts -> Hell/Inferno.
Completing such a run could be a quest.]
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1734370 | Submitted at
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[more weapons! as of right now I only have a handful of ideas but devs can definitely come up with more.
- some sort of flail for cleric with less predictable attack patterns +a lil more range compared to the mace/morning star at the cost of it being less-effective at closer ranges/clanking w walls]
- the bill (look it up) for fighter/barb a polearm weapon that can hook an enemy closer (maybe 3rd hit of the combo or rightclick)
- sword breaker for rogue second-hand weapon with the ability to parry/nullify a sword swing with a well-timed attack (feeds to more defensive/counter style rogue play)
- fiddle for bard (idk what it should be unique for)
Suggestion ID: 1734440 | Submitted at
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[rebalance crossbow skeletons to no longer one hit kill with a headshot if you are one of those people who say skill issue your brain is seeping out of your earlobes you legit were dropped as a child even mini bosses like the skeleton champion don’t one hit so why should a normal enemy type one hit on the first level of the map. Anyways either lower the spawn rate and give him higher health and make him a mini boss or just not have him in the first floor of the dungeon.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1734461 | Submitted at
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[Rework Double Jump into Footwork. Jumping immediately following an attack while backpedaling or strafing will instead cause the player to perform a short dash in that direction.
This preserves the slippery nature of rogue, and gives them more direct combat capabilities rather than overall movement options no other class has.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1734466 | Submitted at
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I suggest Ironmace add different in-game armor models for the different qualities of loot. This will help with visual clarity and aid in player decision making, as it is currently difficult to differentiate between a completely kitted up player running full epics and a player running a full set of grey vendor gear. Information such as this would have a massive impact on players in game decision making in regards to when to engage/disengage in pvp.
Suggestion ID: 1734513 | Submitted at
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I lined the ruins level. My only realty complaint was being forced to wait so long in raid toget down the stairs which led to extract camping and a lot of down time. However my solution is as such. Have keys on mini bosses (IE wraith) that can open the stairs early. Another would be to have some puzzels to get the doors to open early. An example could be holding down 4 pressure plates with either torches or preferably loot so there is a cost to it.
Suggestion ID: 1734566 | Submitted at
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[Introduce a realistic weight system in Dark and Darker, where characters have a carrying capacity based on their strength and stamina attributes. This system would add an extra layer of strategy, as players must carefully manage their inventory and choose the most suitable items for their playstyle. Balancing the weight of equipment, consumables, and resources would create a more immersive experience, encouraging players to thoughtfully plan their actions and optimize their characters' capabilities.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1734601 | Submitted at
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Here are some suggestions for the Inferno map, assuming it is used as the third floor of a three floor dungeon run:
[1. Increase the timer by a few minutes. It probably doesn't need more than another three to five minutes, but most players would benefit from an increased timer to clear rooms, kill the boss, or fight other groups.]
[2. Fix the spawn locations. A few Inferno spawn locations can put you in nearly impossible situations depending on your character's class and equipment (the one behind the golden chest in the "cage" room comes to mind). All spawn rooms should lead to two different rooms to provide flexibility to move around the map.]
(3. Adjust some enemy aggro and behaviours. Some enemies like Demon Bats can be unbearably difficult to deal with, especially if they chase you into an enclosed space. With some areas requiring multiple doors to be opened to reach the next room, and some classes not having the tools or mobility to deal with certain monsters, it can put players in impossible situations no matter how well they play.)
(4. Ghost King's initial aggro behaviour should be changed. The Ghost King has a tendancy to start a fight with his teleport ability which knocks players away from it, interrupting players trying to open doors or escape portals. In contrast the Lich boss opens with a necromancy ritual to revive skeletons, giving players plenty of time to open a nearby door or portal. Giving the Ghost King fight a wind-up starting animation or forcing a particular opening attack would allow players to more easily disengage the boss if they don't intend to fight.)
Suggestion ID: 1735317 | Submitted at
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[hear me out. With the new floor coming and being able to move from ground level down to the basement gave me a idea of how great this game could become. What if you started in the tavern to get a quest. Say there’s a troll in the dark forest that is attacking villagers. So you grab that quest kit up and go to the ruins. From the ruins you fight till the portal to the dark forest opens up. You and your boys jump in there and start the next match on dark forest. From there same thing right ppl and mobs till you get to the center where there are a number of cave holes that open up at last circle go down there and it’s like goblin cave where you gotta go down and kill the troll then get a blue portal back to tavern for quest reward. Idk if this is there plan but it seems like we could get dungeons and dragons the video game version with this. Am I only one thinking this ?]
Suggestion ID: 1735321 | Submitted at
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Once Warlock comes out, Wizard's Rondel proficiency should be swapped for a ritual dagger shared between them and Warlock.
Makes more thematic for a wizard to use a knife more associated with the use of magic. Also allows for the weapon's damage and attack speed to be adjusted (important for balancing ignite) without interfering with balance of the rogue daggers.
Votes
Opinion: +53
Upvotes: 56 94.91%
Downvotes: 3 5.08%
Suggestion ID: 1735370 | Submitted at
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[Recoverable Health Suggestions and Balancing
-
Make the amount of recoverable health pool a user gets after taking damage be inversely proportional to their damage reduction.
For example if a Fighter has 90% damage reduction and takes 10 points of damage only 1hp would be recoverable, round down so it will be 0 recoverable hit points if the damage reduction is more. If a Wizard takes 50 points of damage and only has 10% damage reduction, they will get 45 recoverable hp after that damage is taken.
This should ease the leveling process for low gear players a bit and encourage Bards to play in caster groups where they will shine (with another caster on the way I expect even more caster group meta). -
Make Cleric's Lesser Heal only heal recoverable health when cast on others. Higher armor people will generally have less recoverable hit points than low armor people making healing them slightly more difficult but not completely negating the use of lesser heal particularly after taking damage from damage they don't counter with their type of damage reduction. However Clerics can still rely on Lesser Heal to recover their hit points normally. Then keep the level of lesser heal low as i suspect high tier players will rely on it less with this minor update.
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Warlock's thematically are dark magic wielders, pacts with demons and blood sacrifice magic. Give them a Blood Sacrifice ability that restores spell slots (or their equivalent) by damaging themselves with recoverable damage followed by a +3-5% magic damage buff for a short duration. Thematically they can still rest like other casters but it will be to restore their hit points rather than spell slots. They deserve a very niche ability to recover spells. ]
Votes
Opinion: -35
Upvotes: 9 16.98%
Downvotes: 44 83.01%
Suggestion ID: 1735459 | Submitted at
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[I suggest Ironmace develop their own website for distribution and sales of the early access. This would allow them to be mostly immune to any ongoing dmca trolling. Also Ironmace would not have to pay out 30% of the early access sales to steam.
Then once the game is ready for full release or even the dmca trolling has been stopped Ironmace and release the game on Steam. The game can continue to be developed with the end goal of Steam integration while also having a reliable company controlled sales and distribution platform.
This would also allow Ironmace to structure the corp. entities involved in the sale and distribution to be close to immune to further litigation trolling.
There Is definitely a cost to going this route but saving almost 30% from the initial early access should pay for itself 10x over.]
Suggestion ID: 1735505 | Submitted at
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I feel like bard songs should take into effect while they play it (example: pacify song should pacify while playing), should be cancelable, and if it completes… it should make a “Finale”: a temporary buff (depleting after X seconds).
Then bards should get perks with as “Fast Song”, “Long Song” “Lasting Song”, etc to do things like quicken the cast, lengthen the cast with increased aoe and effects, or make it so the finale effects lasts longer.
Suggestion ID: 1735543 | Submitted at
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You really need to do something about 95% DR fighters. Having 20x the health vs physical damage is not a good thing for game balance. If you're not running one of the few skills that reduce or ignore armor you are literally never going to win that fight as a physical attacker. And no, I don't think that "just have a wizard on your team" is a good solution, it's a cop-out so that you can sidestep the fact that every class should have a chance of beating every other class using any skill setup if played smartly, and forcing the armor pen actives and/or making wizard obligatory in high roller is not good for the game.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1735563 | Submitted at
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[Add a parrying dagger for Rogue. It is an off-hand dagger that does not have an attack, rather it has a block that, if successful, allows the Rogue to riposte with their mainhand weapon similar to Longsword. It fits thematically with the Rogue and allows for a more direct combat playstyle, but due to being a dagger with the hitbox of a dagger, is harder than even the longsword to successfully parry with.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1735574 | Submitted at
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Stash only way of storing money/candies. The gold pouches are fine for raid storage of gold, but having only 50 gold pouches means you can only get so much gold till you're stash is full of it. Searching trade windows for gear you want takes quite a long time and stash should be for gear/equipment.
Give a pouch to store large amounts of each gold and candy that cannot be put in your inventory but only in your stash for holding your well earned gold/candy.
Votes
Opinion: +22
Upvotes: 28 82.35%
Downvotes: 6 17.64%
Suggestion ID: 1735624 | Submitted at
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the option of a random starter kit would be cool similar to scavs and pmc mechanic from tarkov but rather when you die you get a random kit meaning weapons and maybe armor, i mean not anything super op but instead of always getting a regular bow maybe a survival bow, crossbow or a fighter gets a longsword instead of a sword and shield something in that manner to make combat more interesting and random whilst also giving players more of a reason to experiment with different weapons and playstyles?
Suggestion ID: 1735665 | Submitted at
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Remove double jump from the game, it is immersion breaking to have Rogues flying through the sky on maps and the ability allows them to easily exploit areas in maps and reach places (unintended locales like the skybox on Ruins or on top of walls) no other class can get to.
Votes
Opinion: +24
Upvotes: 54 64.28%
Downvotes: 30 35.71%
Suggestion ID: 1735685 | Submitted at
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swap double jump for a wall jump or palatable equivalent. Keeps in line with class identity, allows for increased mobility and puts a tighter focus on environmental awareness.
Votes
Opinion: +30
Upvotes: 41 78.84%
Downvotes: 11 21.15%
Suggestion ID: 1735729 | Submitted at
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Perk that greatly increases casting speed for bard but it is harder to hit the skillchecks. skillchecks are also more similir to lock picking and there is now a sweat spot in the skill check that makes casting faster when hit also changing the rythm of the song
Votes
Opinion: -22
Upvotes: 4 13.33%
Downvotes: 26 86.66%
Suggestion ID: 1735861 | Submitted at
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[I think changing the ruins map back to 1F, but make it so that it's more in theme with the crypts (tight gameplay where torches matter), remove the stairs; abundant red portals and blue portals, and make every floor a requeue that prioritizes players from the previous lobby, would encourage the type of gameplay you are looking for. Add the blue dungeon map back as a 3B (below the lava map) but make it themed around wraiths and the ghost king. Maybe a 4B that's covered in vines and decaying monsters. Hope you are all doing well.]
Suggestion ID: 1735885 | Submitted at
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I think that they could add a new trading system maybe like an auction house (but still keep the normal trades too), it would make things a lot easier, currently its very tedious if you are wanting to sell a lot or buy a lot, having a market where you could put your item up and get back in the dungeon would be awesome.
Suggestion ID: 1735899 | Submitted at
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Some form of avoiding the mule transferring between other accounts/a friend and back to yourself on another class would be great. Whether you find a great item that you want to use on your other class, or just happen to buy gear for your other classes on a different class, there's no simple way to transfer said gear to your alt class. Wouldn't mind paying the trade fee still, but having to load the game up twice or have a friend help you out is just extra steps for no real reason. Alternatively, a shared bank between all your classes could work, but I prefer just being able to transfer items to the correct classes.
Suggestion ID: 1735997 | Submitted at
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[make starting armour more relevant to avoid people stripping down and running naked in the dungeon. This can be made in a couple of ways.
EITHER:
-
Take some of the base stats for some classes and add it to gear, so that stripping naked results in lower base agi/str/etc but overall stats remain unchanged;
-
Make armour work as a reverse curve, where the first 10 armour give you 20% phy dmg reduction, and the following 100 armour give you only 10% (this is an exaggerated example to make it easily understandable, I don't know what the curve should look like). This option would require Fighter and Cleric armour MS to be rebalanced;
-
Reduce the overall MS penalties for armour, so that the MS bonus for stripping naked makes little difference;
-
Simply give a heavy debuff for every armour slot that has no item in it. This would require all classes to have a nearly-useless item in every single slot as starter kit to avoid being penalized from ground 0.
There may be more possible ways of tackling this issue, but these are the ones I could think of at the moment.]
Suggestion ID: 1736008 | Submitted at
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A weapon for the clerics to dual wield. EX: A flail or a medieval club.
A wishing well in the pre-lobby. You bring coins into a insertion and before the game starts there is a well. The more coins you put into it the better your looting luck/resourcefulness will be in that one dungeon run.
A damnation ability from a cleric that gives (FOR EXAMPLE) whoever the spell is casted on -3 weapon damage for like 7 seconds. Can be accidentally casted on teammates.
Suggestion ID: 1736036 | Submitted at
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make pick locks more common or allow players to buy them from Merchants. The varied range of the loot quality in the big chests often makes it hard to justify the need for a lockpick, especially when you consider that a gold/lion head chest is often protected by a minor challenge. To conclude this particular segment, lockpicks are too rare in comparison to the amount of chest locations avaible.
Rogues can completely overstep the need for lockpicks with a perk. For one I do not think that the perk is unfair, but that alternatives for other classes should not be as uncommon as they currently are.
Votes
Opinion: +64
Upvotes: 68 94.44%
Downvotes: 4 5.55%
Suggestion ID: 1736037 | Submitted at
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reset spells for all casters upon entering the game.
I.e. spells used in the loading lobby effect spell count in the real game. If I use all 5 spells in the lobby, I'll have 0/5 spells in game.
Possible bug?
Votes
Opinion: +88
Upvotes: 91 96.80%
Downvotes: 3 3.19%
Suggestion ID: 1736058 | Submitted at
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When you put Ruins back as F1, don't increase the amount of elites spawning in B1 Crypts. Or at least make it significantly lower than what it was.
It felt like every single enemy was elite with the occasional nightmare, like it was B2 or HR (before Ruins was separated). Which compounded with having to learn F1 and the new mobs to make the experience extremely painful. And elite/nightmare crossbow skeletons should not be 100% outside of HR.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1736065 | Submitted at
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PAY TO PLAY MODEL. YOU GOTTA PAY TO PLAY! PER HOUR. 60 DOLLA PER HOUR!!!!
Why I think this is great idea? Well this pay model will benefit your personal health, it will help you to become productive with your time, it will let you have more time for your personal life, it will also cure your depression. This pay model will not only IMPROVE YOUR LIFE but also let you save more money and earn more money! YOUR ADDICTIONS WILL BE CURED!
The pay model will make you work harder and longer! YOU WILL BE EARNING MORE MONEY TO SPEND ON DARK AND DARKER!
THIS PAY MODEL NOT ONLY BENEFITS YOU PEROSNALLY BUT ALSO BENEFITS DEVELOPERS!!! ITS A BEST PAY MODEL!
BRING $60 PER HOUR PAY TO PLAY!!!!
Votes
Opinion: -70
Upvotes: 8 9.30%
Downvotes: 78 90.69%
Suggestion ID: 1736091 | Submitted at
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[make make mining worth.
Mining should still require a pickaxe, but i want to get rubysilver and cobalt as any other loot, right now ores takes a lot of space in inventory, takes ages to mine and you need a lot of ores to craft a single piece.
Not to mention that if you get the wrong spawn you don't even have the chance to mine.
I know it can't be fast cause those armors are strong but reducing the amount of mining needed by making mining faster or either reducing the amount of ores we need to craft armors, feels bad to put hours in the game when to craft when you can just look a better armor piece]
Suggestion ID: 1736105 | Submitted at
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Dedicated kick ability for fighter, fighters can Spartan kick people, it knocks them back with a minor slow, little to no damage. If they kick a shield it acts similar to a heavy weapon strike, if they are against a wall the fighter can follow up with melee attacks. Perhaps a 10 - 30 second cooldown depending on the power of the kick knockback/slow.
Votes
Opinion: -20
Upvotes: 17 31.48%
Downvotes: 37 68.51%
Suggestion ID: 1736106 | Submitted at
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Ability for Barbarian invoking the “Throw Anything” Feat from Dungeons and Dragons
A high risk high reward ability that allows the barbarian to make a potentially highly potent ranged attack by yeeting their held weapon at the enemy. This suggestion might sound like a joke but hear me out. The idea of someone straight up throwing their possibly valuable weapon at you is already funny but this ability would also act as a supplement to Francisca Axes. In addition to that, the ability could be made to prioritize off hand weapons, allowing dual wield barbarian to throw their hatchet which would produce some interesting strategies. Overall, I feel like such an ability would be a hilarious addition to the game while still fitting within the general vibe of an RPG dungeon crawler.
Votes
Opinion: +55
Upvotes: 65 86.66%
Downvotes: 10 13.33%
Suggestion ID: 1736130 | Submitted at
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[give ranger a perk (or make it base kit) that when they sit down they fletch arrows. I think it would help make them difrent to fighter when in long range fights cod it feels a bit unfair that a fighter will often win in range and up close this would give ranger the ability to be less conscious about using arrows. And give em a quiver. BTW I'm a cleric main so this isn't me wanting my life to be easier 🙃]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1736229 | Submitted at
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no battle passes. marketing and selling a product that technically doesn't exist is about as bad as suing for copyright infringement for a product that technically doesn't exist
Votes
Opinion: +27
Upvotes: 34 82.92%
Downvotes: 7 17.07%
Suggestion ID: 1736264 | Submitted at
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no battle passes. If your going to add skins make them still fit the feel and not be too absurd. If you do make something a bit more absurd make it either client side or have the ability to toggle it off so you can’t see it
Votes
Opinion: +70
Upvotes: 72 97.29%
Downvotes: 2 2.70%
Suggestion ID: 1736285 | Submitted at
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Bandages Should Heal Injuries
Allow bandages to heal an equivalent amount of 'injury' (aka restable HP) when used.
This would help reduce the medical gold-tax for STR classes and further define Bandages from other, more specialized and useful forms of healing.
Votes
Opinion: +40
Upvotes: 46 88.46%
Downvotes: 6 11.53%
Suggestion ID: 1736316 | Submitted at
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Bard perks and a skill.
[Perks]
- Wandering Minstrel; No movement speed reduction while playing songs.
- Flamboyancy; +15% Movement Speed while Jumping with an Instrument out.
- Patronage; Players sitting at a campfire or resting affected by your songs gain twice the benefit from them.
[Skills]
- Double Time; Next time you play a Song the minigame is twice as fast. 15 second cooldown.
[Explanations/Justifications]
Wandering Minstrel fixes the mobility issue during songs but a better player can offset that downside and not need it (Justifies this not being a mandatory perk making it a choice). With the more perks it will slowly become a choice between Wandering Minstrel or Flamboyancy making it less be about which is better and more what fits your playstyle. In smaller areas jumping around for Flamboyancy will be hard but Wandering Minstrel you wouldn't need to worry about that.
Flamboyancy fulfils the class fantasy of a Bard prancing with their Lute. It's silly but not out of character, it'd be a funny and useful perk. This pairs well with Wandering Minstrel for consistent boosted movement speed, but can also be used instead of it in exchange for losing speed consistency. With both perks you are capable in both large areas and small areas.
Patronage fulfils the class fantasy of being a Bard with people sitting around them and listening to their music.
Double Time speeds up the song minigame allowing you to get to the song's effect quicker but also making it harder due to the speed. Due to the cooldown you'll be able to do this for every almost song with the occasional trip up, allowing this to scale in usefulness with player skill. This skill scales with player skill making it a divisive choice between it and Dissonance allowing both of those skills to exist and not invalidate the other.
Votes
Opinion: +36
Upvotes: 39 92.85%
Downvotes: 3 7.14%
Suggestion ID: 1736368 | Submitted at
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[Add a moving floor trap, it would activate by stepping on a brick on the floor, player would make the floor collapse or shift into a wall. You can avoid the trap, by walking around or jump over the trap brick, and you can jump over the hole with jump-grouch-combo if you are quick enough. Pit could lead to a room where the torches are lit out so you should throw your torches/lanterns to the ground to see what lurks in the shadows. There would be either mobs, spike traps or a spider spawners, or something new, a snake pit, or bit of everything. But don't worry Adventurer there is a way out, you can ignore everything down there, either find a lever which opens up secret stairs back to the hallway before you dropped down, and keep doing whatever you were doing. Or get across the room through the dangers and monsters who are guarding the treasure haul, but it's not easy task, you can be sure of it.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1736393 | Submitted at
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[Now as some of you might know im a fan of verticality being in the game, but if the Devs would prefer to keep the rogue grounded and remove double jump I recommend making the Tumbling skill omnidirectional by incorporating WASD input.
Now i think it shouldn't work like dark souls rolling where it has invulnerability frames but would allow the rogue to maintain a dexterous playstyle by being flighty without the currently broken disengage double jump allows. It would also help balance this new movement by making it a skill like the current Tumbling ability, forcing you to sacrifice damage or invisibility to take it]
Votes
Opinion: -14
Upvotes: 9 28.12%
Downvotes: 23 71.87%
Suggestion ID: 1736439 | Submitted at
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I know region-locking China so they can only play on their own server has been suggested before, but it's so important that this happens that I'm adding my voice to those suggesting it. Chinese culture has a concept that basically boils down to "If you cheat and win, it doesn't matter that you cheated, as long as you don't get caught." This is the reason that Chinese schools deal with a cheating epidemic and why it's difficult to do business with Chinese companies that aren't well-established as China has very little consumer protections, so a shady company can just declare bankruptcy when caught cheating their customers and open up again under a new name. Cheating in online games is such a big problem in China that they had to make it illegal to produce hacks (and not just a copyright infringement like it is in the US) but this doesn't stop people from buying them. And Chinese hackers will often go to other regional servers so they have fewer hackers to challenge them.
There will be enough hackers and exploiters in DaD without having to deal with the portion of Chinese gamers who care more about winning than fair play. Make the smart decision for the rest of us.
Votes
Opinion: +72
Upvotes: 76 95%
Downvotes: 4 5%
Suggestion ID: 1736527 | Submitted at
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Look, we all agree on this at least. Ironmace, please buff Bards. Their current state is horrible in terms of solo play and support role. They need more songs, perks and skills for both solo and support roles.
For instance, have a song that enhances the potency of consumables (potions, bandages, ales) for both Bard and his/her teammates. This will make Bards more desirable in group play and solo scenarios. And duration needs to be longer than 10 seconds. Let's call this song "Bottoms up!"
Next song, "Misdirection" plays random songs to a targeted location. Basically Bard plays this particular "silent" song to confuse monsters and enemy players. Bard song are LOUD and that's a problem, especially for solo Bard players. I don't know what is wrong with these bloodthirsty adventurers, but Bards need an exit strategy.
I really don't like Rogues getting the perk "Jokester", giving all group members +2 attribute increase. This should be more like Bard perk and call it "Troubadour".
Wanderer's Luck on the other hand should be more like Rogue perk. This perk "Increases the chances of finding high-quality items when opening treasure chests." Let's call it "Nimble Fingers".
Votes
Opinion: +37
Upvotes: 39 95.12%
Downvotes: 2 4.87%
Suggestion ID: 1736686 | Submitted at
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[How about if cleric had a censer for casting, something unique like wizard having crystal ball
like in left hand a censer whilst right had a mace, or the other way arround, right censer and left shield
then the casting would be done by left click though
or a flail and censer. Ofcourse a fighter could also use a flail.
Basically suggesting introduction of Censer and Flail.]
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1736743 | Submitted at
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Give us more skeletons with different weapons! I loved learning the new patterns of the Zweihander footman and the Spear/Axe/Crossbowman. Give us more variety in the skeleton arsenal!
Votes
Opinion: +60
Upvotes: 62 96.87%
Downvotes: 2 3.12%
Suggestion ID: 1736768 | Submitted at
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[In-game Guild System!
- A social or gameplay based group for you and like minded adventurers
- Costs a lump sum of gold for a guild license
- Main feature would include a private guild chat for trading and finding groups
- Possible shared bank between members of the guild
- Possible guild specific clan tags i.e. -MLG- JohnDoe
- Level requirement and a roster limit for balancing reasons
- Players can only be in one guild at a time
- Guilds could offer a lore friendly way for new players to find solid footing]
Votes
Opinion: +35
Upvotes: 38 92.68%
Downvotes: 3 7.31%
Suggestion ID: 1736817 | Submitted at
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[(sent part of this yesterday but I pressed enter before I could finish) I was thinking about the possibility of like a live auction type system. Basically when you trade with someone rather than just being a 1 on 1 trade it would bring you to a separate trading room, that way if multiple people trade you can talk to all of them at once. Then you can negotiate a price without having to cancel the trade a bunch of times if you think you are underpricing the item or something which I think would make it a lot easier on the sellers. It would also be easier for buyers because you don't need to have breakneck speeds of accepting a trade as soon as it gets sent or just have luck of the draw when they are getting spammed. Then in the separate trade room whenever the seller is ready to sell the item to whoever offered the most they can initiate a regular 1 on 1 trade from there. If everyone doesn't want this maybe there can be like an option to open the chat room to more than 1 person when the trade is sent.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1736824 | Submitted at
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Warlock spell/active ability suggestions:
Counterspell: If a cleric, for example, is attempting to use judgement on you but then you activate counter spell, the judgement will fail but still be used. If a wizard is loading up a fireball but the warlock uses counterspell then the load up will stop. If a bard is playing a song such as tranquility and the warlock uses counter spell on them, the song will stop allowing your teammates to them attack them. Works on skeleton mages or goblin mages. Can be used like 3 times and is VERY situational. takes skill to time correctly.
Damnation: Gives targeted player a drunk effect for 3 seconds or so, distorting their vision.
These both fit the theme of dark and darker and the theme of warlocks in general as warlock is a character who utilizes dark magic typically demonic or evil in order to gain power or an upper edge over an enemy.
Votes
Opinion: +19
Upvotes: 21 91.30%
Downvotes: 2 8.69%
Suggestion ID: 1736827 | Submitted at
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Idea:
The idea is to let ranger get (collect/create) some arrows passively when he rests (maybe some new perk) so he won't be forced to invest tones of money every time just to use his class weapon. Or maybe even go back to system from playtest 4 but add some limits or slower reloading.
Problem:
Ranger needs to be something between PT4 and PT5. Infinity ammo was too overpowered, you are right but now ranger is the only class that has to invest pretty much money even in cheap runs. I mean it is at the moment the least profitting class, especially for solo players and a little bit less advanced. He didn't get his power or damage nerfed but economically changes from PT5 were devastating.
Argument:
Ranger loose a lot of space in bag when he want's to actually fight with ranged weapons. People say that he will get a quiver and probably that's true, but still arrows are expensive as something you are forced to buy by the game every round. 10 gold for 10 arrows is too much. Also you can't store them in your stash which is lame. You can't save them from succesful run and store for some bad times. So everytime you die you have to buy them cuz basic arrows are too few. When i played fighter and wanted to collect some money from cheap runs i bought a small potion (Did like this with cleric, rogue and barb aswell) and let's go for an adventure, while ranger requires from me buying atleast 30-50 arrows too.
Suggestion ID: 1736938 | Submitted at
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Make Silver Coins A Budget Currency
Add an additional merchant which sells low-rarity medical supplies, resting supplies, and all of the items your class is proficient in at Junk rarity.
It could also have high-rarity armor bases with no additional bonus rolls, to help classes like Fighter that require higher rarity items to function.
Suggestion ID: 1737091 | Submitted at
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Each class should be able to build for at least two distinct roles.
Between the classic Damage/Tank/Support dichotomy, each class should have options to specialize in at least two of these roles. Fighter's "Slayer" perk is a step in the direction I'm talking about, letting fighter sacrifice tankiness for more damage potential. I don't want every rogue to be assassins or every cleric to be in the backline. We need verity not just with what tools we have but also what job we can get done with those tools.
Suggestion ID: 1737117 | Submitted at
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Give all classes that can wield a bow or crossbow access to 1 stack of free arrows or bolts (or both) they can claim form the merchants after every run. This allows all classes these weapons more freedom to fire without fear of losing their ammo and thus their money while still maintaining a semi limited pool of ammo. The fact that you are forced to pay for shots that you cannot retrieve puts a major cost upon the use of all of the physical ranged weapons that makes their use less viable especially for fighter who needs more arrows to do the work of ranger while getting none for free making it much harder to use arrows without at least minor investment into the weapon before hand.
Votes
Opinion: -44
Upvotes: 3 6%
Downvotes: 47 94%
Suggestion ID: 1737305 | Submitted at
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[Proposed change for classes that use arrows(not bolts as they are smaller): Quiver item that goes in the cape slot, not sure what a balanced level of arrow storage is but I don't think it should be rarity-dependent. Quiver probably should not have an innate stat like capes, just regular rarity-based affixes. Unsure if the quiver providing some Armor Rating like capes would be balanced, but I'd lean towards no AR. ]
Votes
Opinion: +12
Upvotes: 16 80%
Downvotes: 4 20%
Suggestion ID: 1737377 | Submitted at
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clean up the spawns please. Some of the spawns are awful and almost lead to an instant death. For example there is a spawn inside quad room with 4 special skeletons(spear axe zweihander) that you have to kill in a small space, is really hard to dodge and you get 3rd partied instantly.
Suggestion ID: 1737395 | Submitted at
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[Bring back the three layer dungeon, but change it a little. 1. Make it much easier to exfil or go deeper in the Ruins. 2. Random chances of daytime/night games in Ruins. - Reason 1 . Before the change, It was too hard to get to the the blue Crypts or exfil. People would kill you before reaching the stairs, and there were too few blue portals. 2. night time Ruins with more stairs/down portals would likely experience less pvp in the Ruins, but more in the blue Crypts. Day time Ruins would be more centered on pvp as it's easier to see, making blue crypts more pve centered. ]
Suggestion ID: 1737413 | Submitted at
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Dismantle/smelt option for gear. You could get cloth or iron in return, and craft items with the materials you get with random stats. Play around with the amount of materials you get to prevent abusing this. Additionally you could add extra crafting materials to be found in the dungeon, and better the material quality, better the item you craft. This would add more crafting options than just minerals.
Suggestion ID: 1737422 | Submitted at
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[Remove the pentagram from the cleric's spellbook and put something that makes sense. It would actually be cool if they flipped to pages of spell art for all spells and classes for the spell being cast, but that's work. If the wizards like pentagrams, whatever, it makes no sense for the cleric.]
Suggestion ID: 1737443 | Submitted at
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[Add tower shield; wooden and reinforced with hide. significant movespeed penalty but has very large blocking area (larger than heater shield), occupies offhand so that main can still hold a one handed weapon. Can be used by fighters and perhaps barbs.
Suggestion ID: 1737451 | Submitted at
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Rogue is very underpowered this playtest. I think to help bring rogue into the meta we need double jump to be automatically on rogue and not a perk! With this we could add a perk to have triple or quadruple jump! Maybe even an octuple jump! I think the game also needs an ability to have rogue go invisible when he crouches. And he could throw sand out if a bag and into peoples eyes to blind them permanently. He could also do a magic trick and swallow a fighters or barbarians sword! Please upvote to get these suggestions added and help fight against republican propaganda! <3
Votes
Opinion: -56
Upvotes: 12 15%
Downvotes: 68 85%
Suggestion ID: 1737468 | Submitted at
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[Better uitilty switching and UI]
by holding whatever utility switch keybind 3/4 access you into a UI wheel that shows potions or other already equipped uitilties and player can aim with mouse to the one he/she wants to switch to.
by doing this i don't think it will make the game easier to play its just for better game quality for example current uitilty switching method: click the button more than 1 time to switch to the one you want is kinda frustrating especially if you playing with high ping
Suggestion ID: 1737489 | Submitted at
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Bag of Holding item you can buy from the Alchemist or find randomly in the dungeon. Basically acts as a storage space you can put items in, allowing you to save inventory space both in-game and in-stash. Might be a bit hard to balance but would fit the DnD aesthetic and the extraction genre quite well.
Suggestion ID: 1737534 | Submitted at
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Add a platinum coin as a meta currency. Crafted with 1100 gold coins(10% loss) at the treasurer and sold for 1000g at any merchant, we need a reliable way to trade move and store gold in large quantities ,if the wipes are gonna be 3 months time span either this or a separate currency tab will help.
Votes
Opinion: +44
Upvotes: 52 86.66%
Downvotes: 8 13.33%
Suggestion ID: 1737577 | Submitted at
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Chaotic Casting perk for Wizard. Wizard spell wheel gains two additional spell slots however whenever opening the wheel in game the position of spells is randomized. This on top of the spell wheel being slightly overcrowded would balance it out since you could not muscle memory cast your spells.
Suggestion ID: 1737808 | Submitted at
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Bard Upgrades
[Perks]
- Heavy Handed; Grants bonus damage when wielding a Falchion
- Celerity; Grants a boon to the Accelerando song, and adds action time bonus
- Songs Up; Increase magic and physical resistance while tranquility song is active
- Light Feet; Reduce movement speed penalties on all equipment
- Song Singer; If two songs are active at once, then both get a small bonus while active
[Skills]
- Double Tap; Hit your drum twice and send a percussive hammer straight at your foe!
[Root Causes]
While playing the Bard throughout the playtest, I noticed two major issues. Lack of damage, and lack of situational support.
-
Lack of damage
Solution: Double Tap & Heavy Handed
Reasoning: The combination of the Heavy Handed perk and Double Tap skill would make it so that if a Bard wanted to be combat focused they have the ability to engage/chase, and trade blows. -
Lack of situational support
Solution: Celerity, Light Feet, Songs Up, Song Singer
Reasoning: As a support class it is important to be able to rotate between songs that best fit your parties needs. As it stands, rotating between songs has minimal impact during combat. It is also important to make the Bard choose whether they want to continue rotating songs to gain max support potential, or if they want to put away their lute and engage in combat themselves.
Suggestion ID: 1737923 | Submitted at
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[Adding Safe Gate system to restoring 3 level dungeons diving
1.Players are back to lobby after entering stair/Red portal which act as a safe gate
2.Players have to decide by ready themselves to continue diving the dungeon or return to surface in X minutes.
3.During their stay at safe gate, player can not access their stash/trade/merchant
4.During their stay at safe gate, player access certain random service by paying gold(sending item to stash, healing, buy campfire)
5.After every player in their team ready, match make them with any other player who are also in safe gate state.(full lobby)
6.Repeat until hell.
This suggest aims to restore Dungun diving experience with enough player in each level.
It should also encourage player to dive deeper by lowering loot quality at ruin with high risk high reward diving system,
extending gameplay loop at the same time.]
Suggestion ID: 1737946 | Submitted at
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[keep Ruins a different map from Crypt or maybe make a map Ruin+Crypt and another map Crypt+Hell, sometimes players want to play straight into Crypts and i think 3 floors are too much for the number of players, 2 floor is the sweetspot to keep the game fun]
Suggestion ID: 1737953 | Submitted at
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[ to make mining more interesting and more viable add in a mechanic where your strength stat gives a chance to gain 2 ore instead of 1 each time you mine. this would make sense as if you are stronger you could potentially chip off more ore. could be directly proportional to strength so 5 strength = 5% chance or balanced differently so that there is a curve to the increases, but this would make mining more interesting and slightly faster to get more ore's. it would also allow players who want to get ore's to have another attribute to focus one not just resourcefulness.
Votes
Opinion: -1
Upvotes: 9 47.36%
Downvotes: 10 52.63%
Suggestion ID: 1737989 | Submitted at
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[This suggestion comes from those of us who are from countries that are not as developed as mine: Could you please optimize Ruins (F1) a bit better? I play Dark and Darker with a not-so-good PC and all the other maps run super smoothly for me, Crypt (B2) and Inferno (B3) run really well. But in Ruins (F1) my performance is very, very poor.
I am concerned, because this will be the main map to access the others. I would be very grateful if you could take into consideration for people like me, who do not have the means to buy more decent PCs and still want to enjoy the game]
Suggestion ID: 1738019 | Submitted at
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Increase the max stack size of silver coins to 60, and increase their stack density to about 15-40 per pickup depending on the layer. Just to make the inventory slot they take up a bit more worthwhile.
Votes
Opinion: +47
Upvotes: 51 92.72%
Downvotes: 4 7.27%
Suggestion ID: 1738095 | Submitted at
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Make Slows Stop Mobility Ability Activation
Part of what makes Double Jump so unfair and oppressive is that lack of interaction with it, leaving other classes unable to engage in any counterplay. While other forms of mobility are sure to be added, those not utilizing them should still be able to interact with their mobile peers like they can in grounded combat.
If a player is under any form of Slowing Debuff then they cannot activate mobility abilities.
This would include, but is not limited to, hitstun/pain, Judgement's slow, Bind (spell), Slow (spell), Rogue's Caltrops, and Ranger's Crippling Shot.
In addition, many of these abilities and future additions should also inflict extended debuffs which nullify speed boosts and restrict Mobility activations.
Votes
Opinion: +42
Upvotes: 52 83.87%
Downvotes: 10 16.12%
Suggestion ID: 1738115 | Submitted at
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[We should be able to transfer loots across characters maybe at a cost of some golds, so for example if you get a spear but you're currently a Rouge, you can just transfer it to your Fighter/Ranger character afterwards]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1738294 | Submitted at
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a better Discord voice chat. The last playtest, it was very hard to find a room on the server. you had to join either private calls or random servers to form a party in a voice chat. could it be possible maybe spilt the party rooms into regions so we can have 1-99 EU. 1-99 USA and so on. is rare to play outside your region and it will make it easy to from a party. Thx!
Suggestion ID: 1738417 | Submitted at
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[New armor type to feet, Sandals. Not sure should they be available for every class, but at least for Cleric, Barbarian and Bard. The sandals could be little better than Old Shoes. Where Old Shoes (Poor tier) give +3 armor rating and increase move speed by +3, Sandals (Poor tier) could give player +1 strength, +3 move speed and +7 armor rating (I am not sure about what stats to give to Sandals, just wanted to give you some idea what they could be)]
Suggestion ID: 1738428 | Submitted at
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Classic Bard spells for the second song list or skills, most of these would need few charges to be balanced
(X is undetermined but most likely tied to Will) (Song lengths and cooldown times also undetermined)
Hideous Laughter - Target Player emotes and laughs for X seconds or until hit
Bardic Inspiration - Target Player(s) gets +X to all stats for X seconds
Bigby's Clenched Fist - Strikes target Player from above dealing X force damage
Bigby's Interposing Hand - Creates a magical hand-shaped barrier when targeting a floor or wall within range
Major Image - Randomly selects a miniboss from the map and creates the image of it, which patrols the immediate area (or: If targeting a player, creates a clone of them that will rest where they are standing)
Song of Heal - Heals target or self if no target X Hit Points (like 5-8)
Suggestion ID: 1738461 | Submitted at
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Make the player's head in the team hud at the bottom left work like the player head from Doom 1 and 2 where the more damaged you are the more bloody and ragged they look, they blink, when hit they flinch or if it's an extremely high damaging attack they do something like a screaming face, if they are taking damage over time they do a gritted teeth face until it's over (can be interrupted by other faces), when they find uncommon or higher loot they smile slightly for a moment but if it's legendary or higher loot they do a toothy grin and an idle of looking left and right rarely (rarely like once every 3-5 minutes).
Suggestion ID: 1738507 | Submitted at
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[ some form of trade system which allows you to list a couple of items that show whilst your online(to prevent it from becoming too crowded) sitting in trade screen for hours to sell an item can get a little frustrating when u wanna play but are low of cass]
Suggestion ID: 1738554 | Submitted at
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[Add another goblin caves with changed mob spawns or similar new map but for 2 players party this time]
I liked the style od goblin caves, but playing alone in games like this is not that much fun as playing with friends, so i wasn't diving there too often. We got solo map, 3 people party map so it's time for duets. Also would love to see some new dungeon.
Suggestion ID: 1738556 | Submitted at
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Add more supply spawns on the ruins map
I think ruins should provide more support and healing items than equipment
If crypt is going to be easily accessible from ruins then most of people are just going to skip ruins
but by making ruins provide more support items its going to have some meaning to actually explore the ruins and gathering extra supplies before proceeding into the crypt.
Suggestion ID: 1738640 | Submitted at
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Aside from the obvious out-of-reach problems in the Ruins map, I think the main problem with Double jump is how spammable it is. You don't really need to think that hard about when or where to use it. It becomes a omnitool for various situations. Fighting a pve enemy that does low attacks? Double jump inbetween hitting it. Kiting an enemy over a floor trap? Just double jump over the trap for optimal damage to the enemy as it walks through pathing directly behind you. Need to kill a flying enemy that is taking its sweet time to path down to you? Double jump.
Adding a 3-5s cooldown to the Double jump would force rogues to actually think about when they're using it, without making the cooldown so long as to spoil the fun. It should also help smooth over frustrations other classes experienced when trying to pvp a rogue that's just bouncing all over the place.
Votes
Opinion: +43
Upvotes: 50 87.71%
Downvotes: 7 12.28%
Suggestion ID: 1738654 | Submitted at
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Add QOL improvements for spells that can be used on friendly players. For example when using Cleric's heal and aiming at your teammate, make the player glow/have an outline (on client-side) when it is guaranteed to hit. At the moment it is really hard to tell if you are in range and many times players end up self-casting the spell
Suggestion ID: 1738667 | Submitted at
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As I Fighter, I'm disappointed to see other classes getting sweet new skills, perks and buffs while we Fighters get nothing to replace Sprint, Second Wind, Adrenaline Rush or Victory Strike. Those skills have been in DaD since playtest 1.
Here are two suggestions to Ironmace:
Remove damage penalty from Weapon Mastery perk. Fighters are the masters of arms and we are supposed to wield anything to further our survival. I don't see any reason why this is impossible or game breaking decision. Physical weapons and armour are the bread and butter for Fighters, let them have their full potential.
Second, Shield Slam skill. sigh Here's the description: "Using the skill inflicts 25 physical damage on the player and reduces the movement speed of the hit target by 10% for 2 seconds (20% with the hotfix). 16 second cooldown. Firstly, Shield Slam skill really needs to do significantly more damage to have any usefulness and have Fighter perks improve the skill further (Counterattack perk). Secondly, the 20% movement speed reduction for 2 seconds is just nonsense. Every player's attacks give a movement slowing debuff to an enemy player for a short duration. Shield Slam in DnD universe has this dazing effect on enemies. Allow Shield Slam to have two effect options, either daze the target say some sort of stun for couple seconds or if the enemy is resistant or immune to daze like say mini bosses, have their movement speed reduced by 50% for 3 seconds.
Suggestion ID: 1738741 | Submitted at
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Change the sound or at least lower the volume of footsteps when you just have plate boots and no other plate armor on. I don't wanna alert every rogue in the dungeon with my dummy thicc fighter going CLOMP CLOMP CLOMP on the ground whenever he walks, for full plate I understand but for just boots the volume should be lowered.
Votes
Opinion: -48
Upvotes: 3 5.55%
Downvotes: 51 94.44%
Suggestion ID: 1738781 | Submitted at
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Make Adding Resourcefulness & Knowledge Substats A Priority
With the changes to Wizard and the addition of the ammo system in PT5, the game is becoming complex enough that certain classes are being disproportionately held back by the missing parts of their main attributes.
This is especially noticeable for classes like Wizard, Ranger, and Fighter who are directly nerfed by having part or even the majority of their attribute budget allocated to these unfinished attributes.
Please focus on including the missing substats for Resourcefulness (Equip slots, inventory space, Utility Effectiveness) and Knowledge (Spell Capacity, Item Identification) alongside their associated mechanics (Unidentified items, Containers/Bags, etc) for the next playtest.
Votes
Opinion: +28
Upvotes: 31 91.17%
Downvotes: 3 8.82%
Suggestion ID: 1738819 | Submitted at
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[New weapon and helmets for Cleric, Fighter and Barbarian.
-New weapon for Cleric, Barbarian and Fighter. A Wooden Club (with spikes sticking out of it or not) is Primary weapon, you could use it with a shield or with another secondary.
It would be good addition to their arsenal. Especially for Cleric class, there are not many weapons for them to use atm.
-New helmets for Barb and Fighter. First, knight helmet with horns and second helmet with red feathers (or other color, but no rainbow) would look badass on Fighter. And for Barbarian, a smaller Viking helmet with horns, classic helmet what Vikings wore.]
Votes
Opinion: -9
Upvotes: 3 20%
Downvotes: 12 80%
Suggestion ID: 1738858 | Submitted at
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If Bard were to trigger the "Poor", "Good", and "Perfect" bonuses from songs as the requirements were met instead of at the end of the song, it would allow Bard much more flexibility and skill expression in both team and solo while allowing Bard to keep up in spell casting speed with Cleric/Wizard. Especially if you consider the -30%ms penalty Bard gets while performing, it means performing for 6s straight is currently near impossible in combat unless a Bard is built for speed, which limits build diversity. Compared to the 1-2s a Wizard/Cleric takes to cast and can use jump momentum to preserve their full speed for often half of the spellcasting time or more. This change would mean that a Bard could start to give weaker effects of a song after 1-2s and have the full effects after 5-6s. Canceling a song performance before completion would still give some buff quality without it sounding like a garbled mess from spamming the rest of the song since the buff would already be active. Peacemaking and Chaotic Discord would need different performance quality bonuses in the first place (perhaps start with a smaller radius for example) for this to make sense, but isn’t necessary.
In general, the idea of getting 3 buff pulses throughout a song's performance that slowly build up in intensity instead of just 1 chime at the end sounds a lot more fun while staying close to how Bard already works in terms of song performance. Getting effects like Accelerando after 1 or 2 seconds and still having the option to build up the potency of the effect is a buff to the class, but Accelerando could already be performed quickly in 1-2 seconds via "quickcasting". This change would not give, for example, the ms buff that much sooner, but on a continued performance, would allow the ms bonuses to start building up earlier than at the end of the song, which seems reasonable to me.
Votes
Opinion: +35
Upvotes: 35 100%
Downvotes: 0 0%
Suggestion ID: 1738867 | Submitted at
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[Ok so hear me out the nerf of the locust swarm was way to harsh since before it kinda one shotted you but then it dealt like half of the enemies health with no gear over the full spell casting time. I mean like c'mon it costs 8 spell cap you get one and it deals no dmg what so ever. Can it deal at least 2x or 4x as much dmg as now. ]
Suggestion ID: 1738888 | Submitted at
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adding a quiver that holds 25 to 30 arrows at a time or more depending on the rarity for the ranger the item would be equipable in the cape slot the reason i suggest this would be to equal out the rangers now limited arrows that takes up more space that could be used to loot it would gain no stats other then the amount of arrows it can hold this would also help rangers bring enough arrows for the bosses as it sometimes takes 90 to 100 arrows to take one down solo
Votes
Opinion: +41
Upvotes: 43 95.55%
Downvotes: 2 4.44%
Suggestion ID: 1738988 | Submitted at
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Buff the armor rating of the bard armor. Currently putting any armor piece of the bard on is trolling because the armor is just a worse version of the armor for all clases. The LEGENDERY breast plate is much worse than some of the grey ones which should never be the case.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1738990 | Submitted at
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some ranger changes.
1-the best thing they could do in my opnion is add a quiver slot to the side with 24 arrows that replenishes everytime you escape/die, if you wanna add more arrow it will be at the expense of your inventory and money. this way us ranger dont have to rely on merchants and gold to get out kit started and would resolve the infinite arrows problem. plus it would allow us to wear capes just like everyother class, having a stat-less quiver instead of the cape is a huge downgrade.
2-make the penerating shot ability do 25% armour peneration for the first shot hit on target in the next 8 sec (only the 1 arrow will do the armour pen), other wise it will worn out and has a cooldown of 30 sec. for anyone unfamiliar the current skill only affects the projectile reduction for a duration of 8 sec, this means that if armour has a projectile reduction of 6% like 90% of armour, it will penerate 3% which if you do the math is awful as it only adds 1-2 dmg at most.
Suggestion ID: 1739022 | Submitted at
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hello can we add ruins?
Like ruins of the firelands and in it u have to defeat ragnaros the fire lord but u need water armor because he is all fire and to befriend another group of 3 so ur a group of 6 that needs to help each other without fighting to defeat him
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1739101 | Submitted at
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[Use torches and lanterns to create explotions
When a zombie creates the green gas, if a torch is thrown at the gas or if the gas floats over a torch laying on the ground then it explodes same as a wizards fireball
If a lantern is left laying on ground there is no explotion but if a lantern is thrown at the ground under a gas as that second it dose create an explotion
The lantern and torches are destroyed in the creation of the explotion
Would be a cool way to strategies the green gas and also make it more deadly as you need to be careful where it is heading and nothing left to trigger a bang on the floor]
Votes
Opinion: +33
Upvotes: 42 82.35%
Downvotes: 9 17.64%
Suggestion ID: 1739117 | Submitted at
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Theres no reason not to play as a team, solo players are always in a disadvantage even when it come down to loot potential. I just find it lame that each playtest seems to target solos and this playtest did it as well by making loot harder to obtain and the stats on loot less impactful, which leads to longer drawn out fights and even if you have significantly better gear than you still loose because more players = W regardless if you out play them. If you think this is untrue then how about you give us a statistic of how many players initially played as a solo then were forced to playing as a team when realizing how pointless their attempts where
Suggestion ID: 1739185 | Submitted at
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Why not make a 1 floor map (Ruins), a 2 floor map (Ruins + Crypt) and a 3 floor map (Ruins + Crypt + Hell) all different game modes? That would further promote self selection of geared players to the HR variant of the 3 floor map. This is just a possible solution to an upcoming problem of maintaining a very healthy population of both very good players and new players. Thoughts?
Votes
Opinion: -51
Upvotes: 2 3.63%
Downvotes: 53 96.36%
Suggestion ID: 1739254 | Submitted at
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[five level dungeon!
- Deep forest!
- Ruins!
- Roots veins filled dungeon floor
- Crypt
- Hell
-Each floor increase difficulty
-spells and HP regenerate each floor
-new player lobby for each floor!
-players can join the floor of there choice!
-New players joins at each level except hell!
]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1739342 | Submitted at
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Get rid of player to player trading all together. Expand trader inventories through quests and trading a la EFT. Have item stat rolls more pertinent to the item no magic stats on a halberd, no physical power on a spellbook, etc. Expand ways to craft gear via materials found in dungeon and rewards through quests. This will also help combat RMT and slow down player progression. P2P trading makes it easy to acquire gear of substantial power and funneling a lvl 1 character with tons of gold. Perhaps add a shared stash mechanic through quests for means of transferring items and gold between your characters.
Suggestion ID: 1739367 | Submitted at
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This game is early in development, I know, but the new map gui when selecting a dungeon makes me think there's going to be a huge variety of dungeons other than the Crypts for us to explore. When that finally becomes the case, instead of making a separate High Roller queue for each of them, why not make the regular High Roller queue cycle between them daily? Make it explained by an in-game lore thing, too, like the dungeon has been enchanted by pure dark energies or something
Suggestion ID: 1739383 | Submitted at
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[Paladin as its own class could be redundant since it gets access to some Cleric spells and has a somewhat similar role to the current Cleric. Therefore, after the skill tree system in implemented, add different Oaths as a part of the tree Cleric can take to add Passive Auras that could have different effects depending on the skill tree paths (non-stackable).
This would effectively allow Cleric to subclass into Paladin by taking an Oath. Could balance Auras by making them take up part of your spell slot pool and could allow the Cleric to fill a Off-support front line role better as a viable replacement for Barb or Fighter in a party.
Some examples of Auras could be:
Oath of Protection (Aura of Protection) - receive a flat bonus to physical damage reduction
Oath of Conquest (Aura of Conquest) - receive a flat bonus to Damage dealt
Oath of Devotion (Aura of Devotion) - receive a percentile reduction of time effected by Crowd Control (Slows, Roots, etc)
Oath of Glory (Aura of the Alacrity) - receive a flat bonus to movement/interaction speed
Oath of Redemption (Aura of The Guardian) - Take a percentile of incoming damage to party members onto yourself instead
Oath of The Ancients (Aura of Warding) - receive a flat bonus to magical damage reduction
Oath of The Watchers (Aura of the Sentinel) - Paladin moves faster facing toward party members, party members move faster facing towards paladin
Oath-breaker (Oath of Hate) - Flat damage reduction and damage bonus when fighting undead
Going this route could also allow some Paladin specific skills to be added to Cleric like Lay on Hands, a 1 time heal that can be self applied or used on a party member but has a 1 time use effect similar to fighters Second Wind]
Votes
Opinion: +19
Upvotes: 26 78.78%
Downvotes: 7 21.21%
Suggestion ID: 1739736 | Submitted at
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[ I think Ironmace should allow us to pay more for the Early Access if we want. They can make the base price 30 or 40$ or whatever, but allows us to pay more. Ironmace could also have like a B.S. edition called fan appreciation edition that is like 150$ and we get like a digital wallpaper. I think Ironmace will lose out on A LOT OF MONEY if they just sell the early access for a set low price.]
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1739937 | Submitted at
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[add a paladin class, could free up some of the overpowered spells the cleric has into some more agressive style attacks from the paladin, would probably be slightly tankier than fighter and weaker than barb, can do increased damage to undead but also take increased damage from them as well.]
Suggestion ID: 1739941 | Submitted at
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[since all the ranger players want a quiver so bad I think its fair for them to add different quality quivers but it goes somewhere it actually matters like your cape slot so they can't just unfairly stack their inventory with 10 quivers and bring in 1000 arrows. Everyone wins, rangers get to bring in more arrows but they actually have to make some sort of sacrifice and are unable to bring in more than 1 quiver at a time which wouldn't make sense]
Suggestion ID: 1740000 | Submitted at
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High Roller section of the trading halls where players can only link legendaries, uniques, and rare items such as golden and skull keys. Trading windows would be double the size for all players, and trading fees would be increased to 50 gold per trade.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1740007 | Submitted at
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[Currently, very few people survive the dungeon, and fewer still delve deeper. Even though the spirit of the game is a very DnD sort of dungeon crawling about going deeper and getting richer, very few people go all the way down, instead trying to survive with whatever loot they got and then extract. My solution to encourage more dungeon-delving while keeping some sweet pvp is the following division of the maps:
Ruins: No initial death-circle-that-encourages-battle-royale-pvp. Has several stairs and portals for delving lower into the dungeon, and only a handful of extraction ones. Stairs and portals open up after, say, 8 minutes, and after another.. 4 minutes, the death-circle appears and closes the map extremely fast (I don’t actually know the times, but I think 8-4 sounds reasonable). This encourages most people to go lower into the dungeon, while not forcing freshies to fight. Some loot can still be found, meaning freshies can go in and loot a bit, while pvp is still possible.
Crypt: the pvp area. It basically stays the same, with the battle-royale circle pushing people close together and forcing fights among groups. The loot is also better than Ruins’. The extraction portals and delving portals should be in balanced amounts.
Hell: Controversially, I’d say this is a sort of PVE area. Your reward for surviving the delving: dangerous mobs that drop high tier loot. There is a circle, though it’s slower than the one in Crypt. This means pvp is still possible, and it’s more likely to happen the longer you stay, but you have more time to loot than in Crypt, and get better loot.
I believe that this implementation would encourage dungeon-crawling in the way that the devs want, while still maintaining a healthy amount of PVP and rewarding those who survive]
Suggestion ID: 1740029 | Submitted at
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[Could there be a small monetary reward for killing players? Sometimes you can kill 2-3 players and there is nothing of value on their corpse, so it just feels like an empty victory. I wondered if making something like a lootable token each player could carry with the primary function of rewarding the killer?
It could function like this:
Each player would spawn in with an 'Adventurer Token' in their head slot (under their head gear, similar to the soul token under chest pieces that are used to resurrect). This would not be visible to teammates (to avoid TK-ing) or the player themselves, but to enemies looting the corpse the head armor could be removed to take the token. Ideally this token would be worth 10-50g and take up a single slot and could be sold to the NPC merchants after games. The value could even scale with gear value of the player. So a base kit player would be worth 10g, but a decked out player in blue gear would be worth 50-100g? This is just an idea to make killing players slightly more rewarding, but it could also be a way to determine the relative strength of a downed player? e.g. "Oh this guy's adventurer token was worth 87g, that's the highest I've seen in a while! He was so geared!"
**Perhaps possessing significantly higher gear values/(player levels?) as the killer could reduce the reward **as well to discourage player farming by high-geared players (which I'm pretty sure happens anyway) and help the bonus target newer players having less success themselves. Thank you, love your work devs!]
Suggestion ID: 1740089 | Submitted at
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[Add an orc themed map to the game!
And a orc class
and a orc look
and new orc weapons
and new orc emotes
and new orc cloth!
Also a orc map lobby!
And let the orc map have jungle and flying mountains with a special lore for crafting! ]
Suggestion ID: 1740178 | Submitted at
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Make B1 or earlier stage a brighter/sunnier (not necessarily full blown sun and blue sky, but a contrast between each level of the stage. From more of less dark B1 - Darker B2 - hellish B3. This would also help to motivate lighting inside the dungeon if there’s a future new map that takes place between B1 and B2 crypt where you can still see some sunlight slash thru small cracks of the walls/ceilings etc.
Votes
Opinion: +62
Upvotes: 64 96.96%
Downvotes: 2 3.03%
Suggestion ID: 1740324 | Submitted at
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Male Barbarian should get jiggle physics. When he roars his chest goes bouncy. But only the Male counter part. And strictly exclusive to Barbarian. No other class or character gets access to this technology.
Votes
Opinion: +11
Upvotes: 34 59.64%
Downvotes: 23 40.35%
Suggestion ID: 1740406 | Submitted at
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[don’t understand the need ppl have for putting the quiver on the cloak item slot for ranger. I like cloaks I want to wear them as a ranger. But you need a quiver or ur inventory is full of arrows. Idk why I gotta choose between my inventory and a cloak. This is a needless nerf. Quiver does no stats and just goes on some belt slot in your inventory. Let the rangers use cloaks and also get full use of their inventory like every other damn class.]
Votes
Opinion: -36
Upvotes: 14 21.87%
Downvotes: 50 78.12%
Suggestion ID: 1740422 | Submitted at
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[Let bards use buckler
No one uses that shield and it would make sense for bard to use it with a rapier.
Because you are blocking with a buckler that has 4 impact power resistance it means that only morning star, war maul, bardiche, halberd, double axe would stager you when blocking with buckler (This is already in the game, it's not a suggestion.). It is worth using if you know how to block attacks with it, but other shields are just better for other classes. ]
Suggestion ID: 1740591 | Submitted at
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Make a new store system, the current system is terrible, it takes 1-2 hours to sell the item, it would be better to do it like in albion, you put the item there and let it sell.
Votes
Opinion: +19
Upvotes: 43 64.17%
Downvotes: 24 35.82%
Suggestion ID: 1740607 | Submitted at
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[ Replace the Ruin map with a Old Forest map!
Fog and darkness ! But also a hill above the darkness where we can see the stars! giant trees Ents and ancient nature spirits and underground crypt or caves.
Easy access to camp fire and arrows!
Also with dark red eye Ravens that kills anyone that dubble jump to high]
Suggestion ID: 1740649 | Submitted at
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Change the Wizard Haste effect to only show copies of your character's legs while running, and arms while swinging a weapon. This would make it less of an eyesore in close combat but still visible to the point where callouts can be made.
Votes
Opinion: +61
Upvotes: 72 86.74%
Downvotes: 11 13.25%
Suggestion ID: 1740757 | Submitted at
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[Maybe some close range wizard spells. I was thinking low, but consistant damage over a channel period to help with creatures. Something like burning hands (from D&D) or a stream of acid or poison. Depending on its strength, the spell could lock u in place or let you move but at a much slower pace.]
Suggestion ID: 1741001 | Submitted at
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Improve Starting Kits
The disparity between starting kits is becoming a small issue, to the point that it is a significant factor in class choice in playtests this short.
To remedy this, the default kits should be improved in the following ways:
Fighters should start with Old Shoes and a Kettle Helm.
Clerics, Wizards, and Rangers should start with a Campfire.
Fighters and Barbarians should start with a healing potion.
Rogues should start with an invisibility potion.
In addition, Wizard Shoes should be increased to the standard +5 MS to mitigate the impact of their further reduced Agility as of Playtest 5.
Finally, classes with no default hand/foot slot item should start with Handwraps and Footwraps that offer a small amount of move speed, armor rating, and interaction speed.
Votes
Opinion: -54
Upvotes: 5 7.81%
Downvotes: 59 92.18%
Suggestion ID: 1741079 | Submitted at
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With the addition of Clarity potions in playtest 5 as well as the rest mechanic, it became hard to argument the use of the forementioned potion in any meaningful manner other than saving yourself time from restoring spells in the orthodox manner, and while that may very well decide on your survival or demise, I think that it should fit in with the rest of potions in having it's use in PvP. My idea on how to make it so is to focus the regeneration on a single spell instead of all(With a base of 80 per second for a single spell, as opossed to the 20 per sec to all it currently does). This could either be implemented by changing the potion to restoring the currently selected spell, however a much more versitile method would be to make it so that while you are hovering above a certain spell in the select circle, it focuses on it specifically and in the other case it restores the old way of 20 per sec to all.
Suggestion ID: 1741123 | Submitted at
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turn Collector into a magic item/gem seller that sells gems that can be put into unique slot weapons that add buffs that you want but cant find. appears visually on weapons that you keep, also unique effects that are locked behind him so you have to work for them via quests or such. letting you choose affects you want or can work for, or have a fee for removing perks for an open slot in a weapon you like before adding a new one
Votes
Opinion: -44
Upvotes: 1 2.17%
Downvotes: 45 97.82%
Suggestion ID: 1741131 | Submitted at
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[Make the boss for the high roller red portal level the dragon. Maybe make the 100 gold enter fee per pwerson for high roller go to the dragon’s hoard and whoever slays it can keep everyone's entry fee in addition to whatever loot it drops.]
Votes
Opinion: -24
Upvotes: 6 16.66%
Downvotes: 30 83.33%
Suggestion ID: 1741221 | Submitted at
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Unique Item Suggestion: Invisibility Cloak
Slot: Cloak
Grants Invisibility to the wearer when they crouch. Effect cancels on movement like the potion, and has a short cooldown before it can be activated again, however otherwise it lasts indefinitely.
Suggestion ID: 1741509 | Submitted at
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Double jump is hella fun, but also hella strong, I'd love double jump to stay on the game. option : 1 Make double jump a skill instead of perk like the current back flip, therefore players must sacrifice damage output from not being able to have both rupture + weak point while having the survivability of double jump, or hide + weak point/rupture with double jump. Option 2 : You can't stack both rupture and weak point on a single hit, this combination is too deadly even more with double jump mobility.
Votes
Opinion: -19
Upvotes: 10 25.64%
Downvotes: 29 74.35%
Suggestion ID: 1741746 | Submitted at
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buff the battle axe. I think its the worst weapon you could have in the last playtest, low attack speed, not that much damage (as much as the felling axe) and compare to the bardiche, the battle axe dont have that much range. In every category, the battle axe is like the last.
Suggestion ID: 1741801 | Submitted at
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Polish Animation Cancels & Make Them Explicit
When wielding two melee weapons, a weapon and shield, or a two-handed weapon, allow attacks with that weapon to be cancelled during their windup (before active frames) and during their recovery (after active frames) into the relevant attack from their second weapon/alternate combo/block.
T
Votes
Opinion: -36
Upvotes: 5 10.86%
Downvotes: 41 89.13%
Suggestion ID: 1741865 | Submitted at
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[DaD suggestions
The craftable cobalt and rubysilver gear is good, but I think it needs more availability between classes so that players, regardless of class will have insentive to mine and craft gear for their own use.
I believe that rogues and rangers should be able to craft and wear a cobalt or rubysilver set of warden armour, and that the ranger able to wear the cobalt chapel-de-fer and crafted plate gauntlets. Similar to the cleric being able to wear a rubysilver cuirass, this is to give the ranger a reason to wear the gear for its high armour with the enchantments not being the main factor in wearing them.
I also think that the cobalt Templar armour, costing 10 cobalt ingots, should be replaced with a cobalt northern tunic worth 8 or 9 ingots (to make up for the lower armour rating) and be available for the Barbarian, Cleric and Fighter to equip.
Lastly, I think that players should have the ability to craft weapons with cobalt and rubysilver. These weapons will work similarly to armour, where the crafted variants of weapons can be equipped by classes that wouldn’t normally be able to use those weapons. For example, a regular arming sword cannot be used by a cleric or wizard, but perhaps a cobalt or rubysilver arming sword can. Or allow a ranger to use a cobalt buckler and a barbarian to use a rubysilver roundshield. Adding craftable weapons into the game will significantly change the playstyle of players who currently enjoy crafting with cobalt or rubysilver such as myself. And with these ores being challenging to mine and extract, seems fair for the effort players put it.]
Votes
Opinion: -2
Upvotes: 8 44.44%
Downvotes: 10 55.55%
Suggestion ID: 1741894 | Submitted at
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Prestige characters. If your character reaches max level offer an option to prestige, prestiging gives you a currency similar to the adventure currency in previous playtest except this one can unlock new rarer unique cosmetics. Perhaps for one currency you can unlock something like the nightmare skeleton model, or a green fire torch. The downside of prestiging would be you start over from level 1 and your stash wiped.
Votes
Opinion: +72
Upvotes: 82 89.13%
Downvotes: 10 10.86%
Suggestion ID: 1741930 | Submitted at
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it would be nice if there was something like a lobby tavern where you could sit with randoms, drink ale, make fun. Although we have a Gathering hall (or how you spell it) , but consider it just a chat for Lfg and nothing more.
Votes
Opinion: +49
Upvotes: 55 90.16%
Downvotes: 6 9.83%
Suggestion ID: 1741986 | Submitted at
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[Considering the lack of purpose the Wizard Staff has in the game (my opinion of course) I was thinking of a trait to give to it so that people have a reason to run it with a certain playstyle. What do you guys think about having staffs that boost a specific damage type? There could be a random trait on a staff that could boost, say fire damage by a marginal amount. Of course, having a melee attack and a bonus to magical damage would be strong, so consider this. A staff of fire gives a 5% increase to fire damage, but a -2.5% to ice damage. Another alternative to a damage type would be specific spells. +5% magic missile damage but -2.5% fireball damage.]
Suggestion ID: 1741989 | Submitted at
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Add a Goldbag item which is a 2x2 and can hold 500 gold (Opposed to Goldpouches being 200 in 4 slots), the item itself is purchasable the same way Goldpouches are but probably should cost ~30 gold.
Being a 2x2 also makes it not viable for taking into a dungeon and is only useful for storing money more tightly.
Votes
Opinion: +69
Upvotes: 76 91.56%
Downvotes: 7 8.43%
Suggestion ID: 1742114 | Submitted at
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[Lower the gap between gear (blue and white as an example), currently someone with starter or even white will lose a fight 90% of the time no matter how skilled you are, if one compairs this to say rust, hunt showdown, or league, its going be harder to win for sure but you still have a good chance to win when using revo against ak in rust as long as you play it correctly and they play stupidly so instead of armor giving more then twice the amount of armor maybe 50% more (brown - legendary) and the same for weapons
Suggestion ID: 1742139 | Submitted at
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For bard (or any character that can hold an instrument) there should be the ability to customize special keybinds in the options menu that when pressed simply play a given note, this doesn't cast a spell or have any effect on combat, you can simply play notes. It could be as simple as the basic A B C D E F G notes or they could include other things such as other buttons that adjust for flat or sharp that's really up to the devs, idk it just sounds like a silly idea to me :b
Suggestion ID: 1742161 | Submitted at
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[For F1, have a map designed in the deep forest. Have some castle ruins here and there, to get verticality. The vegetation acts as the walls and the branches and leaves of the trees as the roof. (Maybe you could see through some parts of the walls to other room, idk)
-New shining Mushrooms for creating light in parts of the forest and old torches in campsites and ruins. Let moon shine through the leaves to get some natural light there as well.
-New enemy, Tree Ents, they disguise themselves as normal trees (these Ents are not as tall as in LOTR). When the player approaches them, they reveal themselves and attack or better maybe, when players accidentally/purposely hit them while fighting other mobs, they attack. And same goes if other mob attacks them, Ents will attack that mob. After they have won the fight, they will change their appearance back to the normal looking tree. (I am not sure about this mob, just thought it could work in DaD)]
Suggestion ID: 1742184 | Submitted at
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In the future, have "Regions" on the map where we select which Dungeon to go to; Each region will have a global loot table for what kinds of items can be in chests or dropped by enemies. This will allow in the future when we get more Dungeons to get more items without flooding the existing item pool to such an extent that it becomes too hard to get anything (An example is attempting to get a Mace is fairly hard, and adding more items to the loot tables will make it harder; this is true for other items as well).
This would allow for unlimited new items to be introduced without hurting the game as I feel like in the most recent test we saw a little bit of growing pains of having more items than before and what that's done to seeing specific items. So with this we won't need to worry about what happens with the addition of new items and we don't need to have the old drop tables get modified for the existing dungeons. This will also preserve the feeling of older dungeons as more come out (This doesn't mean we cant get new items added to regions in the future but that should be done very carefully).
Suggestion ID: 1742250 | Submitted at
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Dual wielding as a rogue is damn near useless.
I am suggesting a Skill called “Dual Strike”. This ability would thrust both weapons. Upon a successful hit you would deal 100% damage with your main hand weapon plus 50% of your off hand weapons damage.
This would apply 2 of any on hit STACKABLE effects (such as poison, but not the debuff from weapoint attack or rupture).
This Skill would deal more base damage than Weapoint Attack with only 1 weapon (I did the math). So, yes, it is a valid Skill to use.
This skill would open up another archetype for rogue (dual wielder) and give a benefit for the reduced movement speed that you incur when dual wielding.
As of right now, there is no reason to dual wield, as the bonus enchantment(s) from the secondary do not outweigh the movement speed debuff AND the “two weapon combo attack” does less damage than just attacking with one weapon during the same time period.
Suggestion ID: 1742476 | Submitted at
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Enemy AI Should Respect Line-of-Sight/Visibility
Currently, PvE attacks (especially those with ranged weapons) happen continuously, with perfect accuracy, regardless of Line of Sight. This results in scenarios where enemies shoot endlessly into walls, attack players from positions they cannot be seen from, adjust their aim to hit invisible players, and shoot through foliage, geometry, and props relentlessly.
To fix this, enemies should check as to whether or not they can see their target before initiating an attack. This check will respect not just hard line-of-sight, but also obscurement like foliage and smoke bombs which are currently completely ignored by PvE elements.
If the enemy cannot see the target, or a significant portion of the target is obscured, they should instead engage in alternative behaviors instead of only attacking in a pointless or unfair manner. These behaviors can include retreating, approaching, randomly repositioning, regrouping, holding a readied attack, waiting, or making an inaccurate 'blind' shot in that direction.
In addition, enemies in the windup of an attack against should not continue tracking the target if it becomes invisible.
Votes
Opinion: +93
Upvotes: 97 96.03%
Downvotes: 4 3.96%
Suggestion ID: 1742489 | Submitted at
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two rarities of arrows. Junk arrows you get in the free kit which cannot be stashed (preventing people from stashing their arrows and then going into a run with the intent of dying for more from the free kit) and grey/white arrows you purchase from venders or find in raid. Bolts should also all be grey/white rarity due to the fact you dont spawn with them only find them or purchase them or should just be allowed to be stored in the stash anyways. If there is a quiver item added then this likely is solved anyways since you can just place that into storage.
Votes
Opinion: +57
Upvotes: 60 95.23%
Downvotes: 3 4.76%
Suggestion ID: 1742493 | Submitted at
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Add a quiver similar to the gold pouch and put it in the cloak slot. Having 4+ stacks of arrows is more of an inconvenience than a nerf. At least add a quiver system to mitigate that inconvenience. I wouldn’t even care if it’s a rare drop as long as it exists.
Votes
Opinion: +54
Upvotes: 58 93.54%
Downvotes: 4 6.45%
Suggestion ID: 1742648 | Submitted at
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[the blue lighting really made b1 look different. I saw details I didn't know existed in that map. was really cool seeing it in that perspective. maybe they can do both variations at some point?]
Votes
Opinion: +70
Upvotes: 74 94.87%
Downvotes: 4 5.12%
Suggestion ID: 1742693 | Submitted at
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treasure bags, gives you more space to store more treasure found in the dungeon but takes up x amount of slots in inventory. Example: 2x2 bag that holds 4x4 slots of treasures.
Also make items rotatable in inventory/stash
Votes
Opinion: -48
Upvotes: 3 5.55%
Downvotes: 51 94.44%
Suggestion ID: 1742731 | Submitted at
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[A high rarity item that I think would be fun is a magical object that has its own reservoir of spells. Each time you take it into the dungeon, it only has so many charges of a singular spell but when you cast it, no spell charges from the spell memory skill are consumed. Once depleted, it cannot be used again until the next excursion into the dungeon. They could be random artifacts or something more streamlined like wands, either way, they would take a weapon slot.]
Votes
Opinion: -26
Upvotes: 2 6.66%
Downvotes: 28 93.33%
Suggestion ID: 1742782 | Submitted at
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[Add a quiver for the back slot where the player can store X stacks of arrows dependent on rarity, ditto a bolt case, and give a basic one to the ranger as starting gear. Lets arrows and bolts still be a part of the game, but makes it not take up inventory space by default for the ranger.]
Suggestion ID: 1742806 | Submitted at
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Use Lighting To Denote Dungeon Variations
Players enjoy both the orange and blue variants of Crypt (B1), and both can be satisfied while making the game easier to learn.
Different versions of the same dungeon floor should be denoted by different color/light palettes. This would allow players to encounter their preferred coloring while making the maps easier to learn and differentiate for new players, who often miss this gameplay concept completely.
Suggestion ID: 1743139 | Submitted at
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[a roadmap/player polling to help see what people feel on certain things as well as gauging interest on different nerfs or buffs including what people want first. polls being run that the top ranked get done first then the rest after it (and not pulling a minecraft and dismissing the other ideas) ]
Suggestion ID: 1743234 | Submitted at
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[The Ranger's "Trap Expert" perk should also allow them to disengage a un-triggered Hunter's trap, their own or a trap from another Ranger, which in turn makes it a lootable item. Where disarming a trap destroys it, disengaging the trap will allow them to pick it up afterwards.]
Votes
Opinion: +75
Upvotes: 76 98.70%
Downvotes: 1 1.29%
Suggestion ID: 1743480 | Submitted at
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[Guilds!
- A social or gameplay based group for you and like minded adventurers
- Costs a lump sum of gold for a guild license
- Main feature would include a private guild chat for trading and finding groups
- Potential for a shared bank between members of the guild
- Potential for guild specific clan tags i.e. -MLG- JohnDoe
- Level requirement and a roster limit for balancing reasons
- Players can only be in one guild at a time
Guilds could offer a lore friendly way for new players to find solid footing or for returning players to meet new friends!]
Suggestion ID: 1743492 | Submitted at
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.suggest
Trinket Slot: Another equipment slot for characters with the caveat each trinket is class specific that is worn atop the character model. Ex: Fighters get shoulderpads, Rogues get a bandolier, of knives Barbarian a belt of skulls etc.
This extra slot could allow for more unique ways of character customization such as adding class specific stats only trinkets may roll. Ex: Increased ranger max ammo, Make bard songs easier to play, Let cleric spells effect non-undead
At the very top end this could even give access to very unique things like giving a free class perk. Ex: Trinket that gives rogues lockpicking perk without taking a slot
Their are two reasons behind this suggestion:
1.High End Gear is boring : Obviously in the context of 1-2 week wipes this seems like a silly thing to say however having played 4 of the 5 wipes even in the two weeks given most High end gear revolves around getting as much raw stats on gear as possible. Especially in the case of All Attributes for making any character overall better at everything. Obviously in the context of 1-2 week wipes this is fine but will this gear be exciting 3 months 2 months 1 month into a wipe we're the best geared players are just walking stat sticks? I don't think so.
2.An easier way to identify geared groups: With all due respect the game does a terrible job at the moment of making it clear to identify a low geared player vs a high geared one although rarity does slightly change appearance very few players will actually notice this in a very dark game where seconds could mean death. This especially hurts when looting as seemingly visually low gear can be of higher rarities
Ex: Loose Trousers, Cleric Chaperon, Tunics
Capes did an amazing job at helping identify a geared person but every class can wear a cape and doesn't really reveal what class you are fighting besides weaponry.
Votes
Opinion: -1
Upvotes: 14 48.27%
Downvotes: 15 51.72%
Suggestion ID: 1743620 | Submitted at
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[the visuals base on rarity is a good feature, but the difference between bad and good gear needs to be much more noticeable https://www.reddit.com/r/DarkAndDarker/comments/134tn0p/did_you_know_that_weapons_have_different/jigrdmf?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button ]
Votes
Opinion: +78
Upvotes: 79 98.75%
Downvotes: 1 1.25%
Suggestion ID: 1743624 | Submitted at
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"Wizard" why invis walking is a wizard thingy while ** rogue** can walk 10 steps only Remove invis walk from wizards and give them blink (balanced not broken one ofc) it would make alot of sense + a better way for wizard to mind the gap between other classes that can one hit him. Maybe make it 2x or 3x dashes and can rest on meditation not really sure but i know ironmace can balance these thing
Suggestion ID: 1743711 | Submitted at
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[interaction speed speeding up songs at half rate (like 50% interaction speed means 25% faster songs) would not only be useful, it would also be roleplay and it would make that 25% interaction speed perk really useful, all the while providing a much needed Bard buff]
Suggestion ID: 1743752 | Submitted at
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[Make bards healing song a little bit stronger but with cooldown cuz in last playtest it was only like ,,better resting,,]
(Bard was fun to play in 3 ppl party, he could troll enemies and make funny plays but to be honest if you really wanted to escape, cleric was just better in combat and more useful with his buffs and tones of heal. So there is an idea to improve bards healing ability by 5 and let it also heal like 5 of damage that can't be healed by resting (10 more heal in total) and add some limit of using it, maybe 15-20 sec cooldown. After this change Cleric still would have the best heal how it should be, but bard would be also able to heal his teammates to full hp but much slower with little portions of it {very useful while clearing room after room, weaker than clerics heals during the PVP, balanced})
Suggestion ID: 1743779 | Submitted at
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[Staff currently feels inferior to spellbook across the board for spell casting. There is no real reason to take a white(common) staff over a white(common) spellbook.
Currently, people would often rather use a grey(junk) spellbook over even a blue(rare) staff, unless the staff possessed very good rolls, purely because of the 25% faster cast speed built in to spellbooks.
So, is there a way to tweak casting items to give each one it's own identity? Possibly an identity consistent with the theme of the item.
Ideas come to mind, such as:
- A spellbook being a literal book containing written incantations, so perhaps granting spell capacity or an additional usage of each spell when utilised.
- A staff being a more typical magical conduit, so perhaps it could increase spell range or have more base magic damage built in.
Additionally, perhaps adding a cross as an exclusive option for clerics (similar to the wizard crystal ball), which could perhaps add healing or buff duration.
Just ideas, thank you Devs!]
Suggestion ID: 1743793 | Submitted at
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[ Buff crafting so it is actualy worth it and not a total casino, considering its a pretty high timeinvestment. Maybe let people garantee a specific stat on the armor. For example blue gear you could garantee 1 stat with red gear you can garantee 2 ]
Suggestion ID: 1743800 | Submitted at
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add audio/visual ques of how hurt an enemy is, for example, the enemy making different types of grunts every 25% hp lost, i think the advanteges of this are a lot, but to state some :
-We would know if we are damaging an enemy or if it's a 95% def fighter
-We could know if enemy is at -25% so we have to push
-We could know if enemy is low to use skills like victory strike
Suggestion ID: 1743840 | Submitted at
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[This is a second part of my F1 suggestion, hopefully you like it.
-New enemy, Dark Elf. There is an Elf skin for our characters, so it would make sense to have a darker version of them as hostile mobs as well. Just like with skeletons. These Dark Elfs would work as a replacement for Skeletons in F1 (there could spawn Skeletons too but in specific areas of the map, like in campsites and Ruins.) ]
Votes
Opinion: +4
Upvotes: 13 59.09%
Downvotes: 9 40.90%
Suggestion ID: 1743926 | Submitted at
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[Buff to Potion Chugger:
Effect power increased from 20% to 40%
Potion chugger is healing less than without it.
Lets say we have green HP potion
It heals 23hp over 20s
So 1,15hp every Second
With potion chugger it will be
1,38hp every Second but potion will last only 16s so it will heal only 22hp
With buffed version it would heal 25hp]
Suggestion ID: 1743933 | Submitted at
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ideas for more weapons for the cleric
A chained flail with quick speeds but only medium damage.
A Thurible for casting miracles!
Maybe a slow swinging holy scepter that would deal 75%phys/25%magic but would allow you to cast spells (like the crystal sword but for clerics)
Suggestion ID: 1743992 | Submitted at
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[Offline game mode.
When you start the game select a button to gamble offline, then a folder will be created on the PC. When registering online, the server is accessed and the offline folder is ignored or, if necessary, deleted to prevent cheats or item bugs.
When you start you get the information: In offline mode there are no dealers and so on. You can only use what you find in the dungeon. Character choice for special offline heroes that cannot be used online!! Found items can only be used offline and are specially marked.
Character Selection Offline Heroes, Dungoen Selection, Stash, Skills and Perk List are only available!
Items could have SHA256 values (offline mode is a different value) to detect if someone tries to apply item bugs or cheats and then remove them. When the items are loaded, this is checked (if that were possible)
It would be nice if we could visit the dungeons, if the servers weren't attacking especially because of the ddos, also to find bugs in the game and report them to make the game better.
We love DaD, keep it up ❤️ ]
Suggestion ID: 1744036 | Submitted at
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[add a giant two handed sword like the dragonslayer in berserk, which has a lot of damage but a big movement speed penalty, plus it could be a boss exclusive drop and have a charged attack that is unblockable by shields as a special attribute]
Votes
Opinion: -57
Upvotes: 6 8.69%
Downvotes: 63 91.30%
Suggestion ID: 1744053 | Submitted at
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[Make Quality of a gear piece be represented visually.
I know it would be a big time investment so don't focus on it right now. It's a good thing to add in the future, when you have a bigger studio.
It would add more immersion and would be cool to see. The differences don't have to be huge, just a little thing here and there.
Padded Tunic for example:
Junk - could be ripped and dirty
Poor - some stains or holes
Common - worn, but not damaged
Uncommon - brand new
Rare - A little embellishment
Epic - New colors under the embellished collar and sleeve
Legendary - Over the top embellishment
Unique - Something cool enough to be unique quality, could be a new model like with unique weapons
These are just some ideas and it doesn't have to be that every single quality has a new model.
]
Votes
Opinion: +102
Upvotes: 102 100%
Downvotes: 0 0%
Suggestion ID: 1744071 | Submitted at
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Make Equipment/Ability Tags Explicit
Currently, it is difficult to tell which abilities apply to which items. This is especially confusing with certain abilities and item categories, like Rogue's "Poisoned Weapons" perk, and is creating knowledge checks and trap options which punish and frustrate players.
To clarify this, you should list all tags an item has and reference these tags explicitly in abilities.
Example: Axe Specialization grants an effect to Axes. To clarify which weapons and utility items this applies to, you could simply reference if a piece of equipment had the 'Axe' tag.
You should also make explicit non-categorical tags, like 'bow-type*', 'defensive stance', 'alternate combo', and other clear indications of an item's features and how they will be referenced by class abilities.
This could also reference non-mechanical item features, like if it is made of certain materials (metal) or does certain types of damage (blunt).
When an item is selected, you should be able to hover over these tags to understand them.
Example: The 'defensive stance' tag explains that the weapon can be used to block, and a brief summary of blocking and its effects.
In addition, you could expand tags on existing items to appropriately cover more than one current category.
Example: A Bardiche could be tagged as both a Polearm and an Axe, fulfilling requirements for both or either.
Suggestion ID: 1744105 | Submitted at
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[Currently when casting an area-of-effect spell on the ground that goes beyond max range, the spell just does nothing. Instead, the spell should just cast successfully at it's max range. This is how aoe spells work in other games, World of Warcraft for example.]
Suggestion ID: 1744109 | Submitted at
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[the wizard stuff need to be removed or rework there is absolutely no way a wiz can use it
here the change i suggest
1- since the casting speed on staff is quite high the dmg should be also higher then book/orb ,and the secondly effect should last more like for example zap burn should last 2 second .
or add anything just to tweak because in all pt the staff is quite useless .]
Votes
Opinion: +6
Upvotes: 14 63.63%
Downvotes: 8 36.36%
Suggestion ID: 1744192 | Submitted at
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I think that when you swing through a barrel and break it, your weapon swing should continue to allow you to cleave another barrel/destroyable/player. Essentially, recycling the final swing of a destroyable into the first hit of the next target, could make barrel breaking a way more enjoyable experience without having to change the number of hits needed to destroy the barrels. Also it would be so cool to cleave through boxes or barrels to kill an player or even PVE! I'm pretty sure PVE does cleave through boxes, so we should be able to as well. This would just add a much more interesting dynamic to the breakables. This would be so dope. This change would make breaking shit wayyyyyy more satisfying.
I'd leave everything else about the breakable system the way it is. The maul being able to 1 shot cleave through multiple barrels, its fine, thats kinda cool. Perhaps it adds another element to Smash perk as well.
Votes
Opinion: -9
Upvotes: 17 39.53%
Downvotes: 26 60.46%
Suggestion ID: 1744213 | Submitted at
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Nobody likes wizard staff as it is at this point. Wizards and clerics will drop blue wizard staff for white spell book. Also it doesn't look quite right in holy mans (clerics) hands.
There are many possible solutions- buffing it, making it better for certain spells, adding new alternative casting options, etc.
Here is one idea. Make wizard staff wizard exclusive and give it quarterstaff move set. Or combine quarterstaff and wizard staff into one item for cleric and wizard use only. Just a simple staff with some runes or symbols carved on it, but good for bonking on head. mby some magic damage on it too. It shouldn't be best melee option but still viable.
Votes
Opinion: +77
Upvotes: 78 98.73%
Downvotes: 1 1.26%
Suggestion ID: 1744280 | Submitted at
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[Wizard spell book should either become an accesory slot that increases spell damage and/or spell casting speed, or should become a secondary weapon that when combined with a magic staff will giver higher magic damage and/or higher spell casting speed. It would also add some variation in the crystal ball dagger build, as the crystal ball is the fastest casting speed, but the book could have higher magic damage.]
Suggestion ID: 1744332 | Submitted at
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New type of trap that replaces some of the existing floor spike traps and add it into some other new areas, especially on Ruins; tar pits. No damage when you step in them, but you are significantly slowed based on how long you were in the pit and the slow tapers off over the course of say 5-10 seconds. Has the benefit of being less punishing than current floor traps for newer players since they aren't inherently damaging but in certain situations such as fleeing enemy teams they could be very deadly and also be useful chokepoints to make plays around
Votes
Opinion: +91
Upvotes: 94 96.90%
Downvotes: 3 3.09%
Suggestion ID: 1744358 | Submitted at
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We need more mobility in the game... Rogue got double jump so here are some idea for other classes:
Wizard: Flying carpet
Ranger: Climbing ability, climb on trees
Bard: Move at the speed of sound
Cleric: Move at the speed of (holy) light
Fighter: Horse mount
Barbarian: No need, already OP
Votes
Opinion: -97
Upvotes: 14 11.20%
Downvotes: 111 88.8%
Suggestion ID: 1744581 | Submitted at
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[Increase zweihander Impact power from 4 to 5
Right now zweihander has as much impact power as longsword, querterstaff, mace, battle axe, felling axe and spear.
I feel like zweihander should belong to impact power 5 like weapons:
Morning star, bardiche, halberd and double axe.
Double axe is heavy version of axes
Morning star is heavier version of mace
So zwei should also as heavier version of swords]
Votes
Opinion: +103
Upvotes: 109 94.78%
Downvotes: 6 5.21%
Suggestion ID: 1744637 | Submitted at
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I want these unique maps that actually puts "high risk, high reward" to a whole new level. First of all, these maps need requirements like you need certain things (rings, maps, attunements, level, particular training) to enter. For example, there's this boss in Dark Souls called Four Kings and only way to defeat this interesting boss is to fall into the abyss. Now you can go through the fog gate anytime you want, but without the ring "Covenant of Artorias" equipped, the Abyss just swallows you.
Second, the map is literally a nightmare, playing with your mind, a psychological horror to truly test your focus under a lot of stress. No minimap, no timer (no Death Swarm progress bar), one shot traps (you fall into a lava) and monsters are unique, relentless, can open doors AND can see you through invisibility meaning they can hunt you down. In these unique maps there could be random events like puzzle solving, riddles, starting an epic quest that might help you in defeating the monsters and bosses.
As for the boss, what if we don't go to the boss lair, but instead the boss will come to us? A food for thought.
Votes
Opinion: -55
Upvotes: 1 1.75%
Downvotes: 56 98.24%
Suggestion ID: 1744784 | Submitted at
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[Remove the bug that allows for intentionally missing the last 3 notes of a bard song in order to play the song faster. No one playing a proper bard wants to play songs incorrectly to min/max efficiency.
The song should auto complete when perfectly executing the first three notes. Anything less than perfect execution requires you to play the whole song.
That is real barding.]
Votes
Opinion: +110
Upvotes: 113 97.41%
Downvotes: 3 2.58%
Suggestion ID: 1744819 | Submitted at
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[for rogues and rangers, I think a craftable cobalt or rubysilver warden outfit will be good as it gives an exclusive outfit they can craft. With either variant having a lower armour rating than the existing cobalt gambeson, but substituting the 10 mag resistance with 1 agility.
Suggestion ID: 1744844 | Submitted at
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[New talent for Barbarians:
Reduces the base movement speed penalty from equipped weapons by -30%. Not applicable to additional modifiers.
Weapon's version of fighter's Swift talent.
Such talent would make Barbarians better with heavier weapons than clerics and Fighters. This would be an answer to problematic duelist rogues poking from safe fistances with rapier as Barbarians are so slowed.
Swift talent is 20% but it works across all armor, this only works for max 2 weapons]
Votes
Opinion: -46
Upvotes: 14 18.91%
Downvotes: 60 81.08%
Suggestion ID: 1745291 | Submitted at
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Overhaul Debuff Duration & Buff Duration.
Debuff Duration and Buff Duration are poorly implemented in their current iteration.
In the current system, DD reduces the duration of 'debuff' effects on you and BD increases the duration of 'buff' effects on yourself, regardless of source.
This is very unintuitive, inconsistent in a very opaque way, and adversely handles short durations to the point that some effects may not activate at all. It also provides no means to scale up the duration of many abilities and effects, resulting in some of them becoming deprecated at higher gear levels.
To fix this, we will make the following changes:
🔵 Debuff Duration is renamed Recovery Rate, its tooltip now clearly states it is 'how quickly you recover from negative status effects' and its value scales from 100% instead of 0% (this is a purely cosmetic change, for readability).
Additionally, effects that 'increased' Debuff Duration should reduce, not extend those effects.
🟡 Buff Duration is changed Effect Duration, and it now scales with Knowledge instead of Will. (The second change is to stop Will from having two potentially damage-boosting characteristics.)
Effect Duration scales the duration of effects and statuses you create, excluding debuffs applied directly to yourself (These will continue to have a static duration, for obvious reasons.)
This includes buffs, debuffs, and consumables, but also channeled or continuous effects that are not applied directly to players or monsters, such as Sanctuary's channeling period and Exploding Bottle's lingering flames.
These changes would make these stats much simpler to understand, more consistent, and will lend them to more varied and interesting character building.
It would also provide a use for Knowledge on non-spellcasters, something sorely needed in the game right now.
Suggestion ID: 1745598 | Submitted at
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[Wizard was kind of weak in PT5 after the nerfs, particularly in base gear. The stats also show this. Here's some suggestions for small improvements.
Items:
- Magic Staves grant +5% Magic Damage per rarity tier baseline to make it a viable alternative to a spellbook and better starter weapon.
- Wizard Hat movement speed penalty reduced to -3 (from -5) and grants +1 Knowledge baseline at rarity tiers above starter gear.
- Cloth pants movement speed penalty reduced to -3 (from -5). These last two changes are to make wearing starter/white gear better vs being naked.
- Improve the attack speed of the crystal sword by ~5% and reduce its movement penalty by 5.
Spells:
5. Increase base damage of Ice Bolt by 5 and slow to 20% (from 15%, still lasts 1 second).
6. Increase base damage of Fireball splash by 5 (Direct damage unchanged, so 30 direct damage 15 splash).
Perks
7. Reactive Shield perk now reduces damage from the attack that triggered it, any remaining absorb lasts for 3 seconds. (was: grants 10 absorb shield for 3 seconds only AFTER being hit).
8. Increase Ice Armor +armor rating to 30 and Frostbite lasts for 0.75 seconds (was 20 armor rating and 0.5 seconds).]
Votes
Opinion: +53
Upvotes: 61 88.40%
Downvotes: 8 11.59%
Suggestion ID: 1745613 | Submitted at
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Turn item hotkeys (3/4) into a wheel if you hold down the key. Pretty much like the most recent "emote" selection, you can select which item you want to be used, with descriptions above the item (rarity of the healing/protection potion).
Votes
Opinion: +57
Upvotes: 66 88%
Downvotes: 9 12%
Suggestion ID: 1745656 | Submitted at
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Make playtest 6 exist behind a paywall. 5-20 USD for a key based on how long you expect it to run. generate some dosh for you guys while finally allowing us to support Iron Mace a little bit. A6 LETS GOOO!!!!
Votes
Opinion: -56
Upvotes: 16 18.18%
Downvotes: 72 81.81%
Suggestion ID: 1745682 | Submitted at
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My suggestion is to implement a random LFG (Looking For Group) system that promotes the use of proximity chat. This system would be separate from the pre-made LFG feature, and it would encourage players to interact more organically and form new connections in-game.
Votes
Opinion: +57
Upvotes: 68 86.07%
Downvotes: 11 13.92%
Suggestion ID: 1745688 | Submitted at
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Buff wizard, its been the worst class (excluding Bard which is unfinished) for 2 playtests now.
Base wizard needs to be as strong as other base classes, simply increase base damage / casting speed of spells and reduce scaling to keep the numbers the same with BIS gear.
Votes
Opinion: +54
Upvotes: 76 77.55%
Downvotes: 22 22.44%
Suggestion ID: 1745716 | Submitted at
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[ Sync Dungeon Lobbies: As players go deeper from ruins or go deeper into the dungeon, place players in a new lobby and pool them together. As players exit the Ruins deeper, pool those players into a new lobby such as individual stairways for each team (so teams do not see each other) similar to the Inferno waiting room, filling the Crypt lobby once there are enough players. Then spawn players into the Crypt with a full or mostly full lobby, hiding the true number of players from teams. As players go deeper from Crypt to Inferno, have the same thing happen. Pool players into a hidden lobby, and enter into Inferno with more players on the map.
Hiding the information regarding any timers or numbers of players going deeper will add a lot of tension. The addition of other players in deeper maps will ensure there is always risk. The extra deaths and loss of high value gear for those going deeper will keep the market active. The combat of Crypt and Inferno will be more dynamic without having any idea how many other players you might encounter.
Side suggestion which is related: Allow players to immediately go deeper from Ruins to Crypt by the use of stairways, allowing for a) more players to be entered into the Ruins map as a whole, b) allows a more dynamic Ruins-only playstyle for solos, and c) allows for experienced players to advance deeper more quickly if they wish. ]
Votes
Opinion: -20
Upvotes: 23 34.84%
Downvotes: 43 65.15%
Suggestion ID: 1745720 | Submitted at
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A crafting system for Jewellry using Gem rings/amulets + gems.
For example:
Uncommon (green) Gem Ring/Gem Amulet + uncommon Ruby + small fee (100g?) could be traded to a vendor for a random uncommon Ring of Courage/Ox Pendant
Rare (blue) Gem Ring/Gem Amulet + rare Ruby + 200g = rare Ring of Courage/Ox Pendant
Epic (purple) Gem Ring/Gem Amulet + epic Ruby + 300g = epic Ring of Courage/Ox Pendant
Legendary (orange) Gem Ring/Gem Amulet + legendary Ruby + 500g = legendary Ring of Courage/Ox Pendant
This system would require adding a fifth Gemstone type (Pearls?) & Knowledge Rings.
Ruby = Ring of Courage/Ox Pendant
Diamond = Ring of Survival/Rat Pendant
Emerald = Ring of Quickness/Fox Pendant
Sapphire = New Knowledge Ring/Necklace of Peace
Pearls = Ring of Resolve/Badger Pendant
Votes
Opinion: +126
Upvotes: 134 94.36%
Downvotes: 8 5.63%
Suggestion ID: 1745730 | Submitted at
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enter player username into an engine that will do the playtest data report, but only for that user. So each individual can see how good/bad they are at certain classes and what monsters they die to most etc.
Votes
Opinion: +365
Upvotes: 377 96.91%
Downvotes: 12 3.08%
Suggestion ID: 1745748 | Submitted at
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Add a dead ringer equivalent for rogue stealth to make the ability more combat oriented, that if the rogue inputs stealth, they will not go invisible until the next damage they take, in which case the rogue will go invisible BUT will drop a dummy dead body that disappears either when tried to be looted, or after a couple of seconds. Rogue can move at full speed for the same short duration that the dummy corpse is there
Votes
Opinion: -291
Upvotes: 20 6.04%
Downvotes: 311 93.95%
Suggestion ID: 1745759 | Submitted on
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[This playtest, Wizard got heavily nerfed in an effort to deal with it being too powerful in the last few PTs at the upper levels of play. This had a knock-on effect of making them extremely weak this PT and the statistics now seem to confirm that. Even now however, the scaling of the wizard is fundamentally a bit broken, and I think the way their damage scales is the real problem.
At the moment, most classes get a big percentage bonus to their damage between jumps in weapon tier, but wizard does not. Wizard damage scaling works based on flat +1 bonuses to their magic that has a big effect on their burn damage over time and the strength of their individual magic missiles. Because wizard has these bonuses, they have better damage scaling than other classes and they've been nerfed into the ground to reduce their core damage too much to compensate.
I would suggest that instead of these flat damage bonuses magic damage bonuses being a part of their magical weapons, they should grant a large percentage bonus that's roughly equivalent to the damage increases that other classes get. Instead of a tome giving +2/3 extra damage between tiers it should give something like 50% roughly for instance, to match the kinds of jumps other weapons receive as they jump tiers. Additionally, since percentages do not affect tick-damage well, I would suggest all tick damage should be calculated as a total final number which can then be modified. This would also have the knock on effect that if +1 magic damage effects stay in the system as enchantments, but not as a core part of the magical weapons, then they will no longer break wizard progression by being dipped into multiple times by the same spell. At the same time, wizard needs to go back to its core power level as it was, probably around PT4 with this scaling nerf in place otherwise they will have nothing.]
Votes
Opinion: +218
Upvotes: 233 93.95%
Downvotes: 15 6.04%
Suggestion ID: 1745769 | Submitted at
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[A rogue-like gamemode in which the dungeon, traps, player/enemy spawns and loot locations are procedurally generated. It could be a PvE-only dungeon with no enemy players, in which you can go as far and deep as you want. Only after (for example) 15 rooms will an escape portal spawn, so you have to make the choice every time to go deeper for more loot or get out with what you have. Ofcourse the longer you play, the better the loot and the more difficult the enemies will be.]
Votes
Opinion: -198
Upvotes: 68 20.35%
Downvotes: 266 79.64%
Suggestion ID: 1745786 | Submitted at
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add spells for wizard that won't affect the high skill ceiling meta but allow it to be more accessible. Example: magic missile that does extremely low damage but still viable and will seek out enemies rather far away allowing the player to hide. Drawbacks are that it can be dodged fairly easily by players and can also be easily blocked.
Votes
Opinion: -191
Upvotes: 12 5.58%
Downvotes: 203 94.41%
Suggestion ID: 1745808 | Submitted at
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[a perk for fighter/cleric maybe like parrying at the last second causes the enemy to drop or unequip their weapon. Might be overpowered and hard to balance but i think it’ll be fun to mess around with.]
Votes
Opinion: -339
Upvotes: 1 0.29%
Downvotes: 340 99.70%
Suggestion ID: 1745832 | Submitted at
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1)Berserk perk for barbarian, the lower hp you have, the stronger your attacks.
2)smoke grenades or spells for more tactical gameplay,
3)rework smoke pot and caltrops to shake up the weakpoint meta, maybe add invis effect to the pot to synergise with ambush, make more options for caltrops placing?
4)add parrying option for daggers for more interesting combat and skill development potential
5)Maybe make combat system more complex? mordhau and for honor as examples
Votes
Opinion: -261
Upvotes: 9 3.22%
Downvotes: 270 96.77%
Suggestion ID: 1745837 | Submitted at
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Improve the high roll, you pay 100 gold to enter and you barely notice the difference in spawn items from normal to high roll, the difference is so little that it does not cover the costs for entering it, in this last playtest I found much more rewarding normal mode than high roll.
In High Roll you need to get 100 gold just to pay the entrance and that would be an inventory full of gold items to sell, or a purple gold item, which is hardly found, and the weapons and armor you find are all low level, you don't sell them even for free.
The high roll should receive a buff of about 30-40% to be worth it, not to mention that the high roll barely has a player to close the lobby and most go naked, so even killing an entire team and keeping all the loot for if you still don't make a profit, if you play as a team then you will be in debt.
Votes
Opinion: -4
Upvotes: 58 48.33%
Downvotes: 62 51.66%
Suggestion ID: 1745850 | Submitted at
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An Orange potion, a Yellow potion, and a Purple potion so we can have the full spectrum of glowstick juice to slurp on. Doesn't matter what their effects are, I just need more flavors of the forbidden nectar.
Votes
Opinion: +369
Upvotes: 387 95.55%
Downvotes: 18 4.44%
Suggestion ID: 1745858 | Submitted at
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reduce the movement penalty on quarterstaff. It was hit with the nerf bat a bit too hard. Original value of -10 was too low, but current level of -30 is way too high. I think a nice -20 middle ground would make it used, but not overpowered
Votes
Opinion: +285
Upvotes: 307 93.31%
Downvotes: 22 6.68%
Suggestion ID: 1745866 | Submitted on
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[add a system where at the beginning of every game, instead of a plain loading screen every player sees the same d20 being rolled, and based on what number is rolled is how many champions will spawn (champions being wraith, skele champ etc.) as well as elites, then it would fade away and you would load in, probably hard to program but would be cool]
Votes
Opinion: -154
Upvotes: 26 12.62%
Downvotes: 180 87.37%
Suggestion ID: 1745870 | Submitted at
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[35% of players were on the goblin cave. With this in mind there are enough people that we should get highroller solos and/or a way to go down a floor in the goblin caves to expand current gameplay.]
Votes
Opinion: +295
Upvotes: 323 92.02%
Downvotes: 28 7.97%
Suggestion ID: 1745872 | Submitted on
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[About the ranger and the arrows. How about we find a middle ground for all of it. Since cleric and Wizard do have options to regain spells. How about if Ranger when takes a knee, takes out a stick and a knife with feathers and crafts arrows. Like making one arrow per seccond, and capped at like 30 arrows. Just a suggestion for the middle ground. ]
Votes
Opinion: +332
Upvotes: 367 91.29%
Downvotes: 35 8.70%
Suggestion ID: 1745954 | Submitted at
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Remove trading with other players. It allows streamers to receive full kit worth 3k+ instantly after dying. It also allows for stuff like RMT-websites to earn money selling gold.
Votes
Opinion: -248
Upvotes: 74 18.68%
Downvotes: 322 81.31%
Suggestion ID: 1745980 | Submitted on
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[Instead of the Cobalt Templar armor, maybe it can be a Cobalt Full Northern Tunic that can be worn by Barbarian, Fighter and Cleric. to make up for the Lower armor rating, it could perhaps be 8 or 9 Ingots Instead of the Templars 10. this way, Barbarians have an exclusive chestpiece they can wear and and allows both fighter and cleric to wear the armor as a substitute to Templar Armor... and look good doing it.]
Votes
Opinion: -28
Upvotes: 16 26.66%
Downvotes: 44 73.33%
Suggestion ID: 1746069 | Submitted at
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I know we have "mica, vista, yulien" voice for Clerics, but what if we kick it up a notch? Have Cleric spells their own "spell words" in Latin. Here are some examples using Google Translate:
Lesser Heal: "Sana vulnera parva"
Holy Light: "Lux salvet te"
Bind: "Malum carcerem"
Bless: "Lux det tibi fortitudinem"
Votes
Opinion: +407
Upvotes: 420 96.99%
Downvotes: 13 3.00%
Suggestion ID: 1746100 | Submitted on
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more class stats for High Roller games. Don't know why we don't have play/kill/down count for each class in High Roller just like normal games. Would give perspective into what classes do better with rarer gear.
Votes
Opinion: +158
Upvotes: 165 95.93%
Downvotes: 7 4.06%
Suggestion ID: 1746105 | Submitted at
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[Weapons attacks can collide with eachother.
Weapon with less impact power will have it's attack stopped where weapon with more impact power will continue it's attack.
Weapons with the same amount of impact power will have both their attacks stopped during collision.
This would introduce new skill expression to the game.
Imagine halberd swimg coming at you.
With War Maul secondary attack you would be able to stop oponent's swing with Maul's handle and Bonk him with overhead.
This is one scenario, there would be many more if it was introduced. ]
Votes
Opinion: -202
Upvotes: 88 23.28%
Downvotes: 290 76.71%
Suggestion ID: 1746128 | Submitted at
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Make double jump be a single bigger jump that becomes available after crouching still for a short time(0.5-1 second). So you would charge a super jump. This would eliminate it working as a pseudo fly ability in combat, and turn it into a strictly mobility tool, and eliminate it as a combat tool, since standing still crouched mid combat is somewhat of a death sentence.
Votes
Opinion: +203
Upvotes: 385 67.90%
Downvotes: 182 32.09%
Suggestion ID: 1746156 | Submitted on
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Give Longsword's Tip A Sourspot Block
Currently, half of the Longsword's defensive stance is nonexistent, causing attacks to harmlessly pass through it. To my knowledge, this is the only block in the game that does not consider the full model as a colliding entity.
While I understand this may be done for balancing reasons, it would be more reasonable to make this currently-ethereal part of the weapon a 'sour spot' block with a lower 'block stamina' value, causing it to take longer to recover before one could attack, block again, or initiate a Riposte.
Votes
Opinion: +393
Upvotes: 407 96.67%
Downvotes: 14 3.32%
Suggestion ID: 1746165 | Submitted on
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[Hello Devs, could you make a leaderboard for Cave Troll kills?
I know it's not high-roller and asking for high-roller Goblin Caves is another suggestion entirely, but I think with the difficulty required to kill Cave Troll, I wouldn't mind seeing a leaderboard tally of the people who have managed to do it?
That said, I suppose making a HR variant of Goblin Caves would force people to pay 100g to have a leaderboard attempt at Cave Troll would be an alternative suggestion? That way any attempt would cost more than default gear on a free run.
Thanks Ironmace, love your work!]
Votes
Opinion: +244
Upvotes: 271 90.93%
Downvotes: 27 9.06%
Suggestion ID: 1746192 | Submitted at
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[ Combat-Triggered Monster Spawns: A cleared room is very safe and a highly-geared team can engage freely upon others without any pressure. This suggestion is to have monster spawns that trigger upon player combat. These spawns wouldn't be everywhere in the game, but would have a good chance to trigger when a player from one team damages a player from another team. For example, skeletons embedded into walls that activate when PvP combat occurs in their range; the skeletons come out of the walls and (maybe) begin initial aggro on the person who dealt damage to another player.
The purpose of this is to make player combat more dynamic towards the end of the map when everything is cleared, to apply more pressure to those camping in a room or holding off someone from coming in from the dark swarm, to give some opportunity for melee characters to close in on ranged characters, and mostly to keep everyone on their toes in the middle of a big brawl. ]
Votes
Opinion: -269
Upvotes: 64 16.12%
Downvotes: 333 83.87%
Suggestion ID: 1746199 | Submitted on
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the color of the text in the kill log should match the rarity of the weapon, so if you get a kill with purple felling axe the words "felling axe" would be purple in the kill log
Votes
Opinion: +737
Upvotes: 808 91.92%
Downvotes: 71 8.07%
Suggestion ID: 1746300 | Submitted on
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would be nice to be able to add arrow and bolts to the stash so players can build a surplus for future runs. i rarely went in with Bolt weapons because i rarely had any in my bags at the end of a run and didnt wanna drop 20-30g each run i wanted to use one.
Votes
Opinion: +499
Upvotes: 526 95.11%
Downvotes: 27 4.88%
Suggestion ID: 1746313 | Submitted at
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Bard: [Songs that can reveal invisible enemies in a circle around him, and a protection buff for the entire party. Possibly, make the length of the bard's dissonance longer, since it requires him to have an instrument out, and by the time you switch to your main weapon it is too late.]
Votes
Opinion: +208
Upvotes: 302 76.26%
Downvotes: 94 23.73%
Suggestion ID: 1746321 | Submitted at
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[Bard: 1. A song that can reveal enemies in a circle around him/her to counter invisible extract campers. 2. A song that gives party members a protection or armor buff. 3. Buff the dissonance spell by increasing the duration, since you have to use it with your instrument out. 4. Add the effective range of dissonance to the spell description in order to know a good time to effectively utilize it. 5. Add a perk to play a silent song as to not give away your parties location.]
Votes
Opinion: -75
Upvotes: 99 36.26%
Downvotes: 174 63.73%
Suggestion ID: 1746412 | Submitted at
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[ Clerics should be able to cast their spells with anything in their hand including mace and shield. This is how it is in Dungeons & Dragons and it would be the slight buff clerics need, it also makes more sense as they don't use magic staves, or books it is divine magic granted from their deity and praying ]
Votes
Opinion: -343
Upvotes: 161 24.21%
Downvotes: 504 75.78%
Suggestion ID: 1746447 | Submitted at
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[wizard has no unique item at the moment. Unique spellbook or crystal ball extending wizard range of attacks by 25% would be sick. I also liked the double fireball idea but thats kinda OP ]
Votes
Opinion: +469
Upvotes: 509 92.71%
Downvotes: 40 7.28%
Suggestion ID: 1746455 | Submitted on
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[With the addition of Rogues double jump and the Ruins map, it seems the devs aren't against adding verticality to the game. To help compensate the advantage that rogue currently has over the other classes, a vaulting/climbing system combined with map adjustments to compensate would allow other classes to access the same parts of the map, although not as easily. Would allow teams to position correctly, cutting off Rogue escape paths by putting themselves onto one of the "jump puzzle platforms" to body block the Rogues attempts as well as many other emergent gameplay opportunities.
Whether its the surprise Barbarian dropping onto an unexpecting team or the Ranger who just got a perfect sightline on the team in the next room, verticality quite literally adds a whole other dimension to gameplay and can make things more interesting if done right. This wouldn't fix all the Rogues problems but I feel would be a step in the right direction in adjusting the current power dynamic double jump adds to the game.]
Votes
Opinion: -140
Upvotes: 85 27.41%
Downvotes: 225 72.58%
Suggestion ID: 1746561 | Submitted on
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[Adding in both Cobalt and Rubysilver heavy boots will provide a much needed increase in variety.
The rubysilver Heavy boots can also replace the adventurers boots as their stats are the same, except for the armour rating. Which is a nice bonus for any adventurer that wants an armoured and highly enchanted pair of boots they can craft.]
Votes
Opinion: +245
Upvotes: 249 98.41%
Downvotes: 4 1.58%
Suggestion ID: 1746611 | Submitted at
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Make Highlighted Items Show Weight
When hovering over an item in the inventory UI, highlight the end of the Weight bar to show how much the item is currently affecting/will affect your total Weight.
This will save players from having to repeatedly drop/stow items to judge their impact on their carrying capacity, and will help players manage their Weight more efficiently.
Votes
Opinion: +377
Upvotes: 411 92.35%
Downvotes: 34 7.64%
Suggestion ID: 1746613 | Submitted at
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[ Randomize Monster Spawns: The current placement of monsters is easy to memorize and bypass. You know what a room will bring in terms of difficulty before you enter. This suggestion is to randomize which monsters spawn in the rooms; dynamic locations within the room and monster types as appropriate. This will keep each run fresh and add more tension encountering difficult monsters when you least expect it. ]
Votes
Opinion: +855
Upvotes: 980 88.68%
Downvotes: 125 11.31%
Suggestion ID: 1746618 | Submitted on
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Trinket Slot: Another equipment slot for characters with the caveat each trinket is class specific that is worn atop the character model. Ex: Fighters get shoulder pads, Rogues get a bandolier, of knives Barbarian a belt of skulls etc.
This extra slot could allow for more unique ways of character customization such as adding class specific stats only trinkets may roll. Ex: Increased ranger max ammo, Make bard songs easier to play, Let cleric spells effect non-undead
At the very top end this could even give access to very unique things like giving a free class perk. Ex: Trinket that gives rogues lockpicking perk without taking a slot
Their are two reasons behind this suggestion:
1.High End Gear is boring : Obviously in the context of 1-2 week wipes this seems like a silly thing to say however having played 4 of the 5 wipes even in the two weeks given most High end gear revolves around getting as much raw stats on gear as possible. Especially in the case of All Attributes for making any character overall better at everything. Obviously in the context of 1-2 week wipes this is fine but will this gear be exciting 3 months 2 months 1 month into a wipe we're the best geared players are just walking stat sticks? I don't think so.
2.An easier way to identify geared groups: With all due respect the game does a terrible job at the moment of making it clear to identify a low geared player vs a high geared one although rarity does slightly change appearance very few players will actually notice this in a very dark game where seconds could mean death. This especially hurts when looting as seemingly visually low gear can be of higher rarities
Ex: Loose Trousers, Cleric Chaperon, Tunics
Capes did an amazing job at helping identify a geared person but every class can wear a cape and doesn't really reveal what class you are fighting besides weaponry.
Votes
Opinion: +247
Upvotes: 407 71.78%
Downvotes: 160 28.21%
Suggestion ID: 1746641 | Submitted on
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[make zweihander balanced make it a usable weapon maybe it could be a bit more feesable if it did a bleed or like mini rupture when u land a hit on someone cause of the spikes on it]
Votes
Opinion: -492
Upvotes: 64 10.32%
Downvotes: 556 89.67%
Suggestion ID: 1746705 | Submitted at
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It has been made pretty obvious that double jump needs some sort of change. While I think its best to cut losses and remove the perk, there are ways to balance it which I will list.
The first way to balance it would be to add a cooldown, this would stop the complete spam of it when running or during combat.
Next would be to remove the airstrafe and air movement after the second jump. It is way more than any other class or any other jump.
Another thing would be to add a noise to it. some sort of woosh this would allow players to hear a rogue double jumping in or to a hiding spot above them.
Lastly could be to make it a skill instead of perk, however I dont think this is as good of an idea.
Overall I think some combination of this could make double jump a fun and decent perk to use while not being as amazing and annoying as it is currently.
Votes
Opinion: -143
Upvotes: 310 40.62%
Downvotes: 453 59.37%
Suggestion ID: 1746742 | Submitted at
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As a Warlock you kill an enemy player, take their Soul Heart and consume it to summon the entity you're worshiping to aid you in combat OR become an avatar of that entity yourself with new skills, spells and abilities at your disposal.
Votes
Opinion: -614
Upvotes: 123 14.30%
Downvotes: 737 85.69%
Suggestion ID: 1746753 | Submitted on
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[Expanded Stash Space: The addition of more stash space is a highly desirable improvement. Implementing additional storage solutions akin to those found in Tarkov, such as purchasable chests for gear and items, or upgrades to stash size, could greatly enhance gameplay. Furthermore, considering a global increase in stash size or enabling persistent stashes across different characters would mitigate challenges associated with gear management across various classes.]
Votes
Opinion: +1019
Upvotes: 1165 88.86%
Downvotes: 146 11.13%
Suggestion ID: 1900835 | Submitted on
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they're only 5 gold and it makes him happy.
]
We should be able to find tasty treats on our adventures.
🛡️ HOLD THE LINE 🛡️
]