#d-and-d-suggestions
1 messages · Page 1 of 1 (latest)
Allow for slow movement when casting magic missile rather than movement cancelation. Can also be done as a perk for the sake of implementing a different playstyle surrounding the spell.
Votes
Opinion: +64
Upvotes: 76 86.36%
Downvotes: 12 13.63%
Suggestion ID: 1453149 | Submitted at
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An Offline mode for new adventurers to get used to the combat and mechanics. No XP or loot is gained or lost in this mode. With and option to load in with your party.
Votes
Opinion: +55
Upvotes: 71 81.60%
Downvotes: 16 18.39%
Suggestion ID: 1453177 | Submitted at
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There is CURRENTLY plans for carry weight so the backpack system isn't just an upgrade. I propose an alternative: Instead of scaling movement speed with weight or anything like that, remove carry weight and have bags provide a movement speed modifier with the default bag not changing your movement speed, bigger bags slowing you down, smaller bags speeding you up and any extra bags held slowing you down based on their size.
Votes
Opinion: -27
Upvotes: 12 23.52%
Downvotes: 39 76.47%
Suggestion ID: 1453453 | Submitted at
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Swimming + Water
Fully implement swimming so that bodies of water (and possibly the occasional underwater tunnel, lake, or river) can occasionally change things up for more map tiles (or more specific to future map sets).
-> TBD: physical vs magic projectile behavior when fired into a body of water?
-> TBD: can spells be cast underwater?
-> TBD: can bows or crossbows be fired underwater?
Votes
Opinion: +7
Upvotes: 25 58.13%
Downvotes: 18 41.86%
Suggestion ID: 1453481 | Submitted at
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The pavise is very underused by the general populis because it doesn't provide the same value a extra sword or shield brings. It would be good if they gave the pavise an ability/a class an ability to use the pavise(or any other heavy shields they might add) to bash enemies. When they eventually add new races to the game I was thinking about paladins or dwarves could wield heavy shields and they could have an ability such as bash. Bash itself would have a short 1 meter range and when it hits, cancels animations such as doors closing, enemies mid attack animation, etc..
Suggestion ID: 1453485 | Submitted at
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MORE IN-GAME STATISTICS
Examples:
Bow charge up time (Timing of when you fully pull back the arrow on the bow.)
Arrow/Projectile speed (The velocity and speed of your arrows or wizard's magic projectiles.)
Melee weapon swing speed time (Time it takes to swing your weapon OR Speed that you swing your weapon)
Melee Weapon piercing (Can my weapon pierce/hit more than 1 target? if yes, how many?)
Arrows piercing (Can my arrows pierce/hit more than 1 target? if yes, how many?)
Different Armor types and what can it defend against? (D&D has leather, cloth and plate. What type of weapons counter it and gets countered by it?)
Spell Damage (During the playtest #2, I found out that even with gear that increases magical damage, the statistics still only show the base damage.)
Suggestion ID: 1453601 | Submitted at
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Rogues with an offhand dagger or a rapier having a very small parry window on R click so they have some actual defensive measures instead of being a left click spamming dps race. Since theres already directional blocking it'd use the same mechanic just much smaller and more precise.
Votes
Opinion: +4
Upvotes: 20 55.55%
Downvotes: 16 44.44%
Suggestion ID: 1453826 | Submitted at
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Wizard Perk (Feedback): You recharge a small % of all your spell charges when you suffer magical damage.
You also recharge a small % of all your spell charges upon killing an enemy.
Less for monsters, more for Players.
Suggestion ID: 1454973 | Submitted at
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Cleric Perk (Communion): You can use any altar (that bestows something like a speed bonus or shield) to restore 30% of all your spells instead of getting that shrine’s blessing.
Alternatively, if you choose to take the shrine’s blessing instead, you will receive a bonus effect on top of the default shrine buff it bestows upon you.
Example; Health Shrines give a regeneration effect that slowly heals you over time for a minute or two.
Shrines that give you a shield also boost your damage vs. undead monsters.
Speed Shrines last twice as long.
Suggestion ID: 1455250 | Submitted at
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Cleric Perk (Cleansing Flame): Anytime you throw an Explosive Bottle at an area, it will deal 50 - 100% (whatever is more balanced) more damage against undead monsters.
Votes
Opinion: +19
Upvotes: 33 70.21%
Downvotes: 14 29.78%
Suggestion ID: 1455298 | Submitted at
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Wizard Perk (Insight): Increase spell casting speed when holding a Spell Book by 15%.
Also, whenever you pickup a Spell Book (only applies the first time you pick it up) you will replenish a % of all your spell’s charges.
Rarer Spell Books grant more spell recharge.
Additionally, you will deal 5% more damage with your spells while casting using a spell book and buff/debuff effects will last 15% longer.
Votes
Opinion: -30
Upvotes: 7 15.90%
Downvotes: 37 84.09%
Suggestion ID: 1455354 | Submitted at
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[Affix Changes/Additions]
Affixes are the rollable effects on gear, I propose the following;
- More affixes in general.
- Affixes being colored based on their rarity.
- Unique affixes that are guaranteed to exist on specific items and not elsewhere. Such as a Helmet that has an affix that makes Ale's buff last 1-10% longer (again only that specific helmet would beable to have that affix and it couldn't roll on anything else).
- Item type based affixes such as affixes that can only be found on Shields.
- One time use materials (item use as in the material is consumed upon right clicking it onto an item) which can provide the following (If a material adds an Affix, you cannot add another; there is always a maximum of 1 additional affix);
-Reroll affixes.
-Reroll affixes numerical values.
-Add 1 random affix.
-Add 1 random niche affix (niche affixes would be hyper specific affixes that never roll on natural loot).
-Reroll amount of sockets (for when sockets are added).
-Increase Rarity of <Item Type> from <Rarity> to <Rarity 1 level higher than it>.
-Remove 1 random non-additional affix and increase 1 random affixes numerical value by a random amount from 1 to 1/2nd the affixes max roll (Example: I have an item with 2 blue affixes, it removes 1 of them and the other lets say it can roll 1-5% and lets say it's a perfect 5%; It then rolls 1-2.5% and then adds that onto it even though that breaks the limit (So it could max out at 7.5%).
-Remove 1 additional affix.
-Remove 1 random non-inherent affix (inherent being the white stats).
Suggestion ID: 1455644 | Submitted at
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[Glowing Rarity Affixes]
Affixes are the rollable effects on items. Glowing Rarity is something affixes have a 0.5% chance of having. When an item drops and it has an affix on it, it rolls a 0.5% chance on each affix to be Glowing Rarity. Glowing Rarity versions of effects have a higher cap than normal when being rolled with the minimum roll being the max of the non-star versions max roll. The text itself also oscillates rainbow coloring.
Suggestion ID: 1455670 | Submitted at
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[Additional Affixes]
Affixes are rollable effects on gear, I propose the following Affixes (In brackets are what the affix can only be found on):
-(Armor) Regenerates 0.25-1 Life per second.
-(Helmets/Spellbooks) Regenerate 1 cast of your last casted Spell every 300-120 seconds.
-(Non-Ranged Weapons) Recover 1-5% HP on Kill.
-(Gloves) Increase Thrown Projectile Speed by 1-50% (Weighted to avg. 1-20%).
-(Gloves) Increase Thrown Projectile Damage by 1-20% (Weighted to avg. 1-10%).
-(Helmet) Increase Thrown Projectile Distance by 1-100% (Weighted to avg. 1-20%).
-(Shield) 1-75% chance (Weighted to avg. 1-15%) to not be afflicted by a Debuff that was Blocked.
-(Body Armor) Decreases Debuff Durations by 1-15% (Weighted to avg. 1-5%).
-(Legs/Boots) Increase Movement Speed while Debuffed by 1-10% (Weighted to avg. 1-2.5%).
-(Weapons) Deals 1-25% extra damage to Undead.
-(Weapons) Deal an additional 1-25% damage to enemies of your own Class.
-(Gloves/Jewelry) Increases Unnarmed Damage by 1-30% (Weighted to avg. 1-15%).
-(Rings/Amulets) Lower Cooldown duration of Skills by 1-2.5% (Weighted to avg. 1-1.5%).
-(Amulets/Rings/Spellbooks) Spells have a 1-2% chance (Weighted to avg. 1-1.5%) to not use up a cast when casting a spell.
-Deal +1-10% additional damage while at full health.
-(Bows) Increase Movement Speed by 1-30% (Weight to Avg. 1-10%) while an Arrow is Drawn.
-(Amulets) Taken Debuff Duration -1%-20% (Weighted to Avg. 1-8%).
-(Melee Weapons) Melee Damage vs Enemy with <Debuff Name> +1-10%.
-(Amulets/Rings/Helmets) Increase Enemy Agro Priority by X-Y%.
-Increase Experience Gained by 1-5%.
-(Jewelry) Increase Rarity of Items Found by 1-5%.
-Increase effect of socketed gems by 1-2% (Cannot be rolled on something with another gem affecting affix).
-Increase effect of this item's socketed gem by 1-10% (Cannot be rolled on something with another gem affecting affix).
Suggestion ID: 1455684 | Submitted at
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Bounty system – tabards, signets. You buy this with gold that is held as a bounty. These items can only be clamed by other players who have opted into the bounty system.
So long as you have your tabards, signets you may claim them from other players and collect the bounty.
Side not perhaps allow players to put bounty’s on other players streamers and the like If a player has a bounty on their head allow the hear or ear to be claimed and turned in.
Votes
Opinion: +44
Upvotes: 50 89.28%
Downvotes: 6 10.71%
Suggestion ID: 1455686 | Submitted at
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Nodular encroaching circle
Instead of (or in addition to) a standard circle, nodes are applied to the map (probably outside rooms) that start growing their own circles (doesn't necessarily have to be a circle, could fill in room by room without being able to jump through walls).
The end effect would/should reach the next safe zone at the same rate, but changes player decision making since areas ahead could already be filled in or forces player movement from outside rooms earlier.
Suggestion ID: 1455909 | Submitted at
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Different encroaching circle themes
Changes could just be cosmetic and tied to different dungeons and levels, but could also have different effects.
Corruption - the current vanilla "circle bad, makes ouchies" theme with beetles/plague/pustules/whatever
Flooding - any liquid; obviously harder to explain a wall of water moving slow so maybe stats moving later, but faster finish, deals more damage to anyone crossing the threshold during encroachment
Fire - slow moving, heavy damage, also gives off lighting effects; some damage may persist after coming into contact (you're literally on fire)
Darkness - literal darkness, turns off all nonmagical sources of light, covers the affected area of the minimap in black; same as current or even less damage
Would add variety and change player decision making based on circle type.
Suggestion ID: 1455920 | Submitted at
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Stronger current dungeon-only items (vanishes upon death or blue portal, carries through red)
Variants / options:
--> Generates 1-2 affixes drawn from a dungeon-item only pool (+x-y elemental damage, +x% elemental resist, etc.)
--> Obvious character model visual cue if equipped
--> Soul-bound (vanishes if unequipped, cannot be taken by others once equipped)
--> Low durability (capped usage depending on item, i.e. prevent one-trick pony spam)
Suggestion ID: 1456278 | Submitted at
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Guild System
Make a guild system where you can create and others can join your guild. Small things such as shared storage, communal area like the current bar/loading area, and ability to group with other guild members would be a benefit to joining. This would make it easier to find new groups, socialize with other players, and share loot with lower tier or fresh members.
Suggestion ID: 1456944 | Submitted at
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[Arrows & Quiver Overhaul]
Introduce the Quiver, something that goes into the 2nd slot with your Bow. The Quiver depicts the amount of arrows held at the start, not having a Quiver should have a starting amount. You do not have to find arrows, instead when you run out of arrows you have to Fletch arrows which is functionally a reloading action where you get more arrows. The amount of time it takes to replace your arrows is based on how many arrows the Quiver can hold and your Resourcefulness. Fletching Arrows uses a progress bar similar to opening a door or setting a trap. While fletching you can move BUT your movement speed is halved. With this, this also allows for there to be Special Arrows as apart of the Quiver and give debuff stats to it that can balance said arrows such as lower Ammo count, increased fletching time, etc.
Suggestion ID: 1456945 | Submitted at
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Cleric Perk (Absolution): When an ally dies, you are granted a shield which blocks 10 physical damage.
Also, when you pickup an ally’s soul for the first time, it heals you for 50% your total max health over 12 seconds.
Additionally, all Resurrection Altars are marked on your map and can be seen through the map.
Suggestion ID: 1457166 | Submitted at
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Wizard Perk (Planeswalker): When you use a down portal, restore all your spells to maximum and restore your health to full.
Also, gain a shield once you speak enter into the next level which lasts for 2 minutes or until you take 10 physical damage.
Additionally, all down and escape portals are revealed to you through walls at any distance.
Suggestion ID: 1457183 | Submitted at
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I think there should be a way of expanding your inventory. This can be done in many ways like through the leveling process or quests (when they add them). I feel that for now there should be a way to spend coin on expanding your inventory by adding more inventory tabs. I would say a good starting amount for this would be 2000 - 3000 coin, and should get progressively more expensive.
I also feel there should be a bigger coin purse that should be able to be purchased. For example a gold chest, this can hold up to 500 coin and would be a 2 x 2 slot in the inventory. This would honestly be one of the biggest quality of life upgrades, as from both play tests, I have ran into a storage issue.
Suggestion ID: 1457553 | Submitted at
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Staff Rebalance
Currently the Staff is next to useless as it loses it's ability to cast by hitting walls occasionally, the Spellbook doesn't have that issue and it's much less of an Issue with the Sword. I suggest that Staves add an additional built in Spell to your castable Spells that can ONLY be found on Staves and are not selectable otherwise, this allows for more Spell variety while also allowing to not have to balance Staff only Spells against eachother as you can only have 1 Staff only spell at a time. This change would make Staves much better while also not removing their current downsides or identity and adding an upside to them as the Sword has the ability of being a good melee weapon and a casting utility and the spellbook cant hit walls at all giving it the inability to fail due to positioning where the current Staff has bad melee damage and the worst punishment for positioning with it, adding built in spells makes them a good side-grade to the Sword and Spellbook compared to how it's just worse than the Sword and Spellbook right now.
Suggestion ID: 1457710 | Submitted at
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Spellbook Rebalance
Currently as a weapon the Spellbook although it has the upside of not caring about positioning that is mostly all it has going for it, now that's a very good ability but the Sword has 2 things going for it. I propose that the Spellbook has built in Spell Memory so you can free up 1 Skill Slot by using a Spellbook, this would allow for more varied builds and more Skills to be made with the intent of being used together. This with my Staff Rebalance would make it so you choose between Built in Spells (Staffs), No Spell Failure & Built in Spell Memory (Spellbooks), Base Damage & Magic Weapon Damage (Sword) or 1 Handed (Crystal Ball).
Suggestion ID: 1457720 | Submitted at
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Crystal Dagger
Introduce a Wizard Only Crystal Dagger. It would essentially be a weaker 1 handed Crystal Sword however it would NOT be capable of casting, only having the Magic Weapon Damage addition. This would be designed to be paired with the Crystal Ball to make the Crystal Ball more worth your time.
Votes
Opinion: -15
Upvotes: 8 25.80%
Downvotes: 23 74.19%
Suggestion ID: 1457733 | Submitted at
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Alter Basic Treasure Chest loot types and quantities - Many/most chests are currently of no value to the player who opens them due to class restrictions and quality of drops. Some players have learned to ignore small chests on their runs, per various VODS. Suggest either 1. adding more cash or consumable loot; gold, trinkets, campfires, heals, pots, etc to incentivize checking them; or 2. increasing the quantity of class-specific items in each chest (2-3 weapon/armor types per chest instead of 1 or 2); or 3. A small rarity buff to basic chests, as there's no point or value to an item in a chest that's worse than or equal to the starter gear.
Votes
Opinion: -12
Upvotes: 8 28.57%
Downvotes: 20 71.42%
Suggestion ID: 1458215 | Submitted at
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solo queue lobby, for when your friends are offline but you don't want to load into a game knowing that you're fucked if you run into a group
on the reverse, 4-player group size (I know it's planned for testing, but pls test sooner rather than later)
Votes
Opinion: -32
Upvotes: 11 20.37%
Downvotes: 43 79.62%
Suggestion ID: 1458261 | Submitted at
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Wizard Perk (Overcharge): When you kill a monster or player, they combust and send out a medium sized AOE explosion for small damage.
This also recharges a random spell by 1 charge after every 3 kills monster kills.
A player kill recharges 1 spell charge instantly.
Additionally, spells you cast that have an AOE effect (such as fireball) deal 5% more damage.
Votes
Opinion: -56
Upvotes: 1 1.72%
Downvotes: 57 98.27%
Suggestion ID: 1458595 | Submitted at
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I like the idea of hybrid classes, in particular i am waiting for a retribution paladin vanilla wow style: slow, capable of healing himself and allies and capable of critical blows
Votes
Opinion: 0
Upvotes: 14 50%
Downvotes: 14 50%
Suggestion ID: 1458830 | Submitted at
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Barbarian skill Leap. Barbarian jumps forward 10-15 feet and swings their weapon when landing. cooldown 60 seconds or longer. Could have a very small area aoe slow/debuff. Distance and speed of leap would of course require balance testing. Intended as a skillshot not easy to connect with.
Votes
Opinion: +20
Upvotes: 38 67.85%
Downvotes: 18 32.14%
Suggestion ID: 1458891 | Submitted at
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Fighter is still a little broken because of his versatility. Fighter is meant to be versatile because it says that in his description, but he doesn't take any debuffs in gear or stats. He can wield the same equipment a ranger can while a ranger can only wield certain melee weapons.
I love playing fighter and having the ability to basically switch classes is fun, but at times it feels broken that I can morph into other classes with only having the perks be unavailable.
An example would be how I can bring high level damage bows with no debuff and basically become a ranger while still having great melee options. A nerf I would suggest would only allow recurve bows to be allowed by fighters. This way fighters can still use the bows and are versatile without bringing the current state of overpowered bows into runs.
I would also suggest that the fighter should not have access to some of the best melee options for barbarian. The bardiche is incredibly powerful which almost makes other options obsolete when choosing the best damage and attack patterns.
Hopefully restricting or nerfing the quality of higher level gear from other classes that the fighter has access to makes for more of a variety for playstyles.
TDLR; The fighter should receive restrictions or debuffs on the best equipment from other classes.
Votes
Opinion: -9
Upvotes: 17 39.53%
Downvotes: 26 60.46%
Suggestion ID: 1459017 | Submitted at
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Suggesting the following as per @lunar stone advice.
Title: Add A Different Color For Unique Gear
Description: Unique gear isn’t super differentiated currently and too similar to white gear.
It would be nice if it was bright red or another defining color to help it stand out a bit more.
Although you probably won’t mistake a unique for a white piece of gear, it still might happen occasionally.
And it’s a little confusing nonetheless when it could be simply changed for greater clarity.
Votes
Opinion: +47
Upvotes: 49 96.07%
Downvotes: 2 3.92%
Suggestion ID: 1459070 | Submitted at
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Increase the amount of gold that vendors buy gear for. In the last play test it was normal for even blues to sell for 40ish gold a piece on the market but vendors would only buy it for 5/10 gold which could massively slow down the game play loop for people who didn't care about getting the maximum amount of gold but didn't want to sell it for barely any gold.
Votes
Opinion: -19
Upvotes: 11 26.82%
Downvotes: 30 73.17%
Suggestion ID: 1459071 | Submitted at
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Some easier way to trash gear rather than having to place it in ur inventory and go into a match to drop each one of them one by one, i found my stash always getting filled up with the default gear🗿
Votes
Opinion: +54
Upvotes: 54 100%
Downvotes: 0 0%
Suggestion ID: 1459132 | Submitted at
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Remove the ability to "heal corpses". Unfortunately when casting the heal spells on cleric it's possible for the dead body of the skeleton on the floor to absorb the healing cast mean to the ally near it.
Votes
Opinion: +63
Upvotes: 66 95.65%
Downvotes: 3 4.34%
Suggestion ID: 1459140 | Submitted at
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Support Spells QOL Change Make heal/ barrier, and other non damaging, non CC inflicting spells meant primarily for allies have a slightly wider ally hitbox OR refund spell cost on completely missed cast. It is incredibly frustrating missing spells meant for friendly party members by a frame and losing the entire spell cost.
Votes
Opinion: +28
Upvotes: 37 80.43%
Downvotes: 9 19.56%
Suggestion ID: 1459148 | Submitted at
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I think they might want to look at adding a cooldown to crouching, nothing too crazy just something that makes it so people cant crouch spam super rapidly to avoid getting head shot by range.
Votes
Opinion: -34
Upvotes: 12 20.68%
Downvotes: 46 79.31%
Suggestion ID: 1459351 | Submitted at
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Items that have affixes/modifiers that are unique to that specific item that only they can have that they're guaranteed to always have. Such as a Viking Helmet that always has an affix that increases Ale's buff duration by 1-10% (the helmet rolls the % on drop like any other affix).
Votes
Opinion: +16
Upvotes: 21 80.76%
Downvotes: 5 19.23%
Suggestion ID: 1459354 | Submitted at
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Create slots for gems (air / fire / poison,. .) for weapons to create unique stuff.
Examples: a fire rune on a weapon: 5 burn damage over 5 seconds. On armor: 25% fire resistance ... The higher the level items, the more gem slots you can have.
Votes
Opinion: +8
Upvotes: 22 61.11%
Downvotes: 14 38.88%
Suggestion ID: 1459865 | Submitted at
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Things I'd like to see in the future! (But are probably hell to code.)
-Tavern Brawler perk for Barbarian, raises the damage of your fists, and allows you to pick up pots/crates/barrels and throw them at the enemy... Other classes could do this too (so long as they have a high enough strength score [giving more uses to strength buffs like ale and the like] to pick up each item...) but do significantly less damage without the feat...
-Caltrops to be used as a throwable item for any class... they don't do damage if you walk or crouch through them, but running through them will hurt you slightly and slow you down a little.
-Ball Bearings, that function similarly to Caltrops, but rather than hurting you if you run through them, they instead invert your controls if you aren't walking, causing you to realistically slip on them as if the floor was actually covered with marbles.
-The ability to wield offhand weapons in either hand/ being able to put your shield in your right hand and your sword in your left... allowing you to have different angles of attack and and letting you roleplay as a left handed character... not really that important but it would be cool to see.
Votes
Opinion: +43
Upvotes: 47 92.15%
Downvotes: 4 7.84%
Suggestion ID: 1460081 | Submitted at
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Berserker talents
Brute force: Deal a small amount of damage when hitting enemy shield.
Hotswapping/Combo: When dealing damage empower your next attack after switching weapon (either damage or depending 1h/2h speed/damage) by a small amount, and make you switch weapons faster.
Votes
Opinion: +8
Upvotes: 14 70%
Downvotes: 6 30%
Suggestion ID: 1460284 | Submitted at
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Barbarian Player Drag/Pickup
This skill/ability would allow the barbarian (with a high enough STR stat) to move a dead teammate to a different location, which could allow the team to transport their body to a better location to be resurrected by the cleric or a better method for transporting their gear to an altar of sacrifice. To balance this the barbarian’s movement speed could be slowed and scaled with their STR stat.
Votes
Opinion: +42
Upvotes: 45 93.75%
Downvotes: 3 6.25%
Suggestion ID: 1460524 | Submitted at
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Depending on which boss is waiting on the bottom level, it will have some small effect on the upper levels. These could be small visual changes like changing the color of some of the torches in the dungeon. As for gameplay this could slightly change the spawns depending on the boss (more skeletons for lich boss)
Votes
Opinion: +61
Upvotes: 62 98.41%
Downvotes: 1 1.58%
Suggestion ID: 1460559 | Submitted at
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In response to the previous Suggestion ID: 1461185 "hip attachable lantern":
also give it a hit-box and make it attackable so that it blows up on you when you it takes damage
Votes
Opinion: +41
Upvotes: 46 90.19%
Downvotes: 5 9.80%
Suggestion ID: 1461564 | Submitted at
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A ranked arena game mode (1v1, 2v2, and or 3v3) where you bring in your gear and if you lose your gear gets converted to it's shop value of gold and then that gold is given to the winner. This way end game gear has a way to cycle out of the economy faster which gives us the ability to play forever without ending up with a full storage of end game gear and having no reason to return to the dungeons.
Votes
Opinion: +24
Upvotes: 41 70.68%
Downvotes: 17 29.31%
Suggestion ID: 1461892 | Submitted at
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Mercenary System
An alternative to discord lfg (but not a replacement) and random queue , you can hire other players to join your group for gold.
As someone wanting to hire a mercenary you can go to a new Mercenary menu where there is players offering their service as a merc, when you select someone it will show their gear as well as rating. When a merc kills a teammate it will damage their rating unless their rating is 0 or lower. When you finish a game with a merc you can vote if they are good or bad, this will affect their rating. If you decide you want that merc you selected, you can hire them; this will be similar to trading and do a popup.
As someone wanting to be a merc you go to the menu, set your price and list yourself. When someone wants to hire you on your side a pop up will ask if you want to accept and will show all of the players in the group and their rating. If a player team kills you this will damage that player's rating unless you have a rating of 0 or lower.
Rating is a range of -100 to +100 starting at +50. You gain rating by not doing things that cause you to lose rating.
This system would allow for the following:
- Make curated groups.
- Hire evil mercenaries to murder them.
- Decide to be evil and murder anyone as any role and let the rating system out you as evil.
Votes
Opinion: -18
Upvotes: 7 21.87%
Downvotes: 25 78.12%
Suggestion ID: 1462883 | Submitted at
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So I made this post #suggestion-discussion messageon #suggestion-discussion and I think it wasn't the right channel but I can't write it in one message only anyway so i'm just gonna make a TLDR here and if you want more details on what I say feel free to click the link.
The suggestion is simple : How to make fair skins
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You must make sure that the skinned item will not change in size or visibility.
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You must make sure the skinned item doesn't give advantage to the player using it while on its screen.
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You can only make disadvantageous skins for players who wear them (in my opinion not by using stats but visibility)
I use examples to explain my thoughts on #suggestion-discussion , I really wanna see if more people can add up to my thoughts so we can make kind of a perfect and complete : "How to" make fair skins because i'm sure I forgot some things.
Votes
Opinion: +22
Upvotes: 24 92.30%
Downvotes: 2 7.69%
Suggestion ID: 1462997 | Submitted at
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Directional attacks: Being able to do right swing, left swing , stabs etc separately rather than just holding left click down to attack, its really boring and feels cheap. Of course this would need balancing so people can't just stab from range constantly however it would increase the skill gap in sword combat by tons, I don't think it's cool that you can just stand and hold shield as long as u want, being able to stab means u could stab someones legs while they're trying to shield so for example they would also need to crouch to block that stab attack. Not to mention some of the longer swords and even normal swords can't even be used in some scenarios because of how tight the corridors are , meanwhile daggers can be used anywhere.
Votes
Opinion: -43
Upvotes: 7 12.28%
Downvotes: 50 87.71%
Suggestion ID: 1463796 | Submitted at
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A second set of dev reactions in the d-and-d-suggestions channel to see what the devs think of popular ideas or even a dev-suggestion-discussion where they can state the reasons they like or dont like an idea
Votes
Opinion: +46
Upvotes: 47 97.91%
Downvotes: 1 2.08%
Suggestion ID: 1463919 | Submitted at
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Instead of moving my starter gear to my stash when I equip a new/better item, cover it up. Have the starter gear there in my inventory if I decide to swap the new item into my stash, but dont make me go hunt down were the starter gear was placed in my stash to get rid of it. However, still give me the option to drag the starter gear off if I want to do a naked run or the like.
Votes
Opinion: +9
Upvotes: 13 76.47%
Downvotes: 4 23.52%
Suggestion ID: 1463948 | Submitted at
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The ability to "fracture" a dead enemies soul, to keep a piece that will display who killed them as a trophy, could tie into the bounty system someone else recommended. It should have no effect on the dead player if they get revived.
Votes
Opinion: +37
Upvotes: 42 89.36%
Downvotes: 5 10.63%
Suggestion ID: 1463963 | Submitted at
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Trade chat should only let you list one item and the gold per line, but also have filters based on cost, bonuses, slot, type, rarity, and/or class that will not even show any chats that do not have an item that matches your filters.
Votes
Opinion: +40
Upvotes: 42 95.45%
Downvotes: 2 4.54%
Suggestion ID: 1464123 | Submitted at
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literally any additional mechanisms (optional or otherwise) that leads to more destruction of end game gear, otherwise most players will get bored after 50 to 100 hours because they'll have crazy money in storage and multiple sets of end game / high end gear with no reason to go get more
Votes
Opinion: +46
Upvotes: 50 92.59%
Downvotes: 4 7.40%
Suggestion ID: 1464134 | Submitted at
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Rupture Tendors(Rogue) Your next attack will deal 125% of your bassic attack, aditionally, targeting different body parts will apply different effects.
Legs: Movement speed is slowed 20% for 10 seconds
Arms: Attack speed is slowed for 10% also decreases interaction speed greatly for 10 seconds.
If lands on torso or head will not apply any debuff.
An visual effect will be displayed around the affected extremity (red border around arms or legs)
Votes
Opinion: -27
Upvotes: 6 15.38%
Downvotes: 33 84.61%
Suggestion ID: 1464419 | Submitted at
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With the possible upcoming change to map progression having matchmaking between each round, have a guaranteed minimum amount of time in the space-whale box to actually rest and reset. Long enough for any class to reliably place and get full use from a campfire.
Votes
Opinion: +42
Upvotes: 45 93.75%
Downvotes: 3 6.25%
Suggestion ID: 1465779 | Submitted at
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Absolutely love the fact that I don't have to go through bunch of pointless menus and cinematic before dropping into a game, I die, I click start again, and it drops me into another match again very quickly. Its one of the main reasons why i hate warzone, having wait ages to find a game then wait 60 seconds, watch the same damn cinematic every time, gets on my nerves. So I hope that it will stay this way and there won't be any pointless menus in the future
Suggestion ID: 1465994 | Submitted at
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Throwables that are recoverable on misses like throwing axes and knifes, should be placed into the inventory of those hit with them, so long as there is space. Same with arrows if they end up being added as ammo and recoverable.
Votes
Opinion: -31
Upvotes: 10 19.60%
Downvotes: 41 80.39%
Suggestion ID: 1466152 | Submitted at
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Low Interaction speed shouldn't affect door opening/closing as strongly as it currently does. it shouldn't take more than ~3 seconds to open an unlocked door, regardless of class.
Votes
Opinion: -32
Upvotes: 8 16.66%
Downvotes: 40 83.33%
Suggestion ID: 1466185 | Submitted at
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Add prestige levels or mastery levels or some other named levels after you hit max level. These don't really do anything but are basically just a badge of honor to show how much someone has played with that character
Votes
Opinion: +62
Upvotes: 67 93.05%
Downvotes: 5 6.94%
Suggestion ID: 1466188 | Submitted at
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Invisible players should be able to see other invisible players as if you've both entered the same alternate dimension. An actively hidden rogue should be able to see an invisible wizard approaching, etc, but you lose that sight once your invisibility ends.
Votes
Opinion: -70
Upvotes: 6 7.31%
Downvotes: 76 92.68%
Suggestion ID: 1466214 | Submitted at
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Veteran Mode: Want to fight others for some serious gear? Finish the final level of the dungeon X times and gain a Veteran's Mark. Party with other veterans and take on opposing veterans in a special dungeon with a (random) legendary artifact on the line.
Votes
Opinion: -51
Upvotes: 2 3.63%
Downvotes: 53 96.36%
Suggestion ID: 1466837 | Submitted at
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Weapon Crafting: Reach the final level of the dungeon and potentially gain access to the Forge! (Not guaranteed.) Here you can smith your dream weapon with materials from previous runs. But beware, as others can steal your newly crafted wares. Best to have a friend watch your back.
Votes
Opinion: +33
Upvotes: 47 77.04%
Downvotes: 14 22.95%
Suggestion ID: 1466850 | Submitted at
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While I realize the idea of skins is to have sustainable income to a game in terms of microtransactions, I do think that skins for your armor and weapons overall would be a bad thing for the game. My reasoning behind it is that I believe that it would make gear you obtain, like legendary drops or unique drops, less special as well as making it quite boring in terms of looks.
I think making those skins you were thinking of to actual ingame weapons and armor on a high rarity, and adding skins (while not touching the gear) for character appearance (hair styles, dnd 5e races (at the very least same sized ones), and so on), emotes and possibly effects on for example the rogue bleed ability glow. Would make the game more enjoyable, and less of New Worlds case where everyone is wearing skins since most gear you can obtain looks bad
TL;DR: Don't add item skins, make gear look cool by default (with rarity in mind), add appearance skins, emotes and possibly weapon effects when using spells (for microtransactions)
Votes
Opinion: +42
Upvotes: 46 92%
Downvotes: 4 8%
Suggestion ID: 1467238 | Submitted at
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Acoustic magic. For the bard or any magic caster. It would work as placement traps.
One may be for baiting, like footsteps or fighting/dying sounds.
Another may be for map awareness, like when an enemy steps on it an alarm rings loudly.
Votes
Opinion: +46
Upvotes: 52 89.65%
Downvotes: 6 10.34%
Suggestion ID: 1467714 | Submitted at
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A Tarkov like injury system, where you can break bones (your swings are less effective), get concussed (a makes channeling spells slower, less accurate), get burns, have bleeds. Conversely, you’d have special potions to clear your head, splints to fix bones, leeches to heal your burns and suck out after effects of poison etc. - would be more immersive and there would be more specialized items to sink your gold into. Who doesn’t love a narrow escape where you limp a bloody mess to the finish line?
Suggestion ID: 1467722 | Submitted at
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Rangers: would be cool and fair if the rangers had a limited amount of arrows like 10 or so and then have to craft arrows similar to wizards meditate. That way you could actually push a ranger in a hall if you bait the arrows. # stop the arrow volleys
Votes
Opinion: +14
Upvotes: 42 60%
Downvotes: 28 40%
Suggestion ID: 1467886 | Submitted at
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Have it so that quivers take up a utility item slot such as throwables, bandages, and potions do.
This will allow for quivers to remain out of the way of our loot bags, maintain bows appearing to take up both hands in a weapon slot, make it so that reloading arrows is not a skill/perk, and persuade ranged users to make compromises on other utility items brought on runs.
Votes
Opinion: +23
Upvotes: 33 76.74%
Downvotes: 10 23.25%
Suggestion ID: 1467916 | Submitted at
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Potion Crafting/Variety:
I'm willing to bet this will be added in regardless but it would be great to have the ability to craft potions that not only improve the potions already available but also potions we have yet to see. Potions that could be added could be potions that mimic haste, add dexterity, or even increase interaction speed. The potions that we already have available could become more potent such as increased healing, damage mitigation, or increased time of invisibility but would be harder to craft as the effects become greater.
Votes
Opinion: +42
Upvotes: 43 97.72%
Downvotes: 1 2.27%
Suggestion ID: 1468412 | Submitted at
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Please don't remove purples,oranges and light blue's from normal dungeons completely, it's going to ruin solo playing even harder. People who aren't mega rich will get rolled even harder, this game needs less snowball effect not more..
Votes
Opinion: -13
Upvotes: 17 36.17%
Downvotes: 30 63.82%
Suggestion ID: 1468442 | Submitted at
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More utility spells.
Something akin to classic DnD dungeon crawling spells such as:
Ultravison: A short ward that can only be cast on self. Allows the caster to see in the dark. Counters magical darkness.
Light: Causes the target to glow brightly for a few seconds if hostile, or a few minutes if friendly.
Darkness: Creates a sphere of magical darkness that light cannot penetrate for a few seconds.
Votes
Opinion: +33
Upvotes: 43 81.13%
Downvotes: 10 18.86%
Suggestion ID: 1468737 | Submitted at
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Clearer "Ready" in a lobby
Simple suggestion , instead of just writing "Ready" above a player's head , when said player is ready his character would stand up from the stable so it's easy to see who is and who isn't.
Votes
Opinion: +71
Upvotes: 71 100%
Downvotes: 0 0%
Suggestion ID: 1468974 | Submitted at
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Reducing / Nerfing or even maybe removing ? Flipping trade mechanics
** feel like it's more rewarding to play a game where people gain gear / money mostly from fighting and not like some people do by just trading / buying /selling items for mass profit a ton of times because it's the actual fastest way to gain golds rn**
Doing so by restricting the amount of times an item can be sold/ traded in the fair
for example each item can be exchanged only 2 times trough trading in the guild , and the trading lefts are shown on said item description ,
__I would say the count definitely should reset if a player from a different party extract with said gear __, so you kill a barbarian with a legend axe 0/2 trades lefts , you still get to sell it if the guy isn't from your party because it gets back to 2/2 , and if he is your mate you could always bring it for your mate the next run but the charges won't reset since you're from his party.
(I feel like trading is a good mechanic but trading for profit might not have its place in this game or at least not at the scale it has right now , maybe i'm just a crybaby but I know I don't enjoy playing like that and these types of game-play belong more in MMO's usually.)
This part isn't really important but I feel it might be the case
It might also have an "unintended" perk of removing "party stealing" (which might happen when tagging with randoms) , there is not as much benefit of stealing and betraying your mate for a legend axe if you can only sell it for 15 golds to the merchant.
Votes
Opinion: -32
Upvotes: 6 13.63%
Downvotes: 38 86.36%
Suggestion ID: 1468979 | Submitted at
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I feel like the game needs more triple portals, for a game that is supposed to promote team play, it has a lot of mechanics that actively work on splitting a team up and ensuring they don't survive/leave together.
Votes
Opinion: -44
Upvotes: 5 9.25%
Downvotes: 49 90.74%
Suggestion ID: 1469256 | Submitted at
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-Give the barbarian/fighter (or all full martial classes) an ability that takes up either their Q or E slot where you can attempt to grapple someone if you have a hand free. At which point you and your opponent have to mash a button, with the challenge of the mashing being determined by the strength score of the grappler and grappled.
For example, a barbarian grapples a rogue, and they have to repeatedly spam the space bar/right click to keep them grappled with a little tug of war bar showing your progress. The rogue can also mash and fight back, but since their strength score is significantly lower, the barbarian is more likely to maintain their grapple unless the rogue mashes for their life.
- Along with grappling, maybe there can be a shove ability thay also replaced your Q or E, where you cause an enemy to get pushed back if theyre on the ground, but if they are jumping towards you, they enter a ragdoll state. This would be a counter to people jumping over shields to try and get around the hitbox, and could also lead to funny moments where you shove your friend/foe directly into a trap.
Votes
Opinion: -60
Upvotes: 3 4.54%
Downvotes: 63 95.45%
Suggestion ID: 1469548 | Submitted at
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I think being able to take off your good gear you just got and being able to have a fresh starter kit available would be nice between runs instead of having to go in and die just to get a starter kit. It could go along with the suggestion from earlier where you would just cover up the starter items with better gear, only using the better stats, but still having the option to take off the starter gear if you wanted. But I feel this would not only allow people to build up a small stash first before going out with a set, but also cut down on menu time dropping new gear every time you want to go in with a better kit after dying.
Votes
Opinion: -7
Upvotes: 19 42.22%
Downvotes: 26 57.77%
Suggestion ID: 1469864 | Submitted at
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In order to make the wheel room more viable, it could be a room that rotates every so often and can only spawn red portals. This would make it very high risk and high reward. If you risk going in, you might wind up trapped there and/or forced down to level 3.
Votes
Opinion: -26
Upvotes: 2 6.66%
Downvotes: 28 93.33%
Suggestion ID: 1470582 | Submitted at
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Thematic suggestion for clerics.
Rather than starting with a magic staff. Having clerics hold some sort of holy symbol makes more sense when using the powers of their god. Other items such as a stole, incense burner or even a holy mace that acts similar to a wizards crystal sword but for casting cleric spells and swinging for partial holy damage could also be good.
Votes
Opinion: +47
Upvotes: 50 94.33%
Downvotes: 3 5.66%
Suggestion ID: 1470930 | Submitted at
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can you pls remove the option to change the gamma of the game ? There are a lot of people playing the game with no shadows or dark places. Why do you let them remove a key factor that makes the game special. I dont want to hate on them but that kinda cheating.
Votes
Opinion: +7
Upvotes: 28 57.14%
Downvotes: 21 42.85%
Suggestion ID: 1471099 | Submitted at
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I seen a bit about selling skins in this game. I think that's fine. my suggestion is to have it similar to Hunt Showdown were you can very slowly earn a currency where you can spend on skins. Or use money to buy said currency to instant acquire the skin for sale.
Votes
Opinion: +32
Upvotes: 32 100%
Downvotes: 0 0%
Suggestion ID: 1471417 | Submitted at
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Perhaps add in a combine mechinism to allow potions, bandages and few other consumables to mix(let's say 3) a few of one type to get 1 of the next level higher. By the end of the last playthrough I had an inventory of lvl 1 9hp over time potions and 20shield pots I never planned on using. (maybe even a forge mechanism that could work similarly minus starting gear items)
Votes
Opinion: +6
Upvotes: 17 60.71%
Downvotes: 11 39.28%
Suggestion ID: 1471432 | Submitted at
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Cursed Gear that has a chance of making rare or higher gear have better stat rolls but you cant take it off once you equip. helps players get over their gear fear and wont mess up the economy as you wouldn't be able to sell them.
Votes
Opinion: +42
Upvotes: 45 93.75%
Downvotes: 3 6.25%
Suggestion ID: 1472264 | Submitted at
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Cursed Gear Alternative
I liked the idea of cursed gear from NoxGold but I felt like it being bound did abit too much, so I suggest instead Cursed Gear increases the max roll and minimum roll (so the minimum roll is higher) of all of the gear's affixes BUT it also adds 1 affix (If it has 3 or less Affixes, 2 if it has more) that instead of having positive effects it rolls them as negative effects; so for example If a negative affix would roll +2 Weapon Damage it instead is -2 Weapon Damage.
Votes
Opinion: -20
Upvotes: 6 18.75%
Downvotes: 26 81.25%
Suggestion ID: 1472306 | Submitted at
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Modifier Items
Introduce one time use items like in Path of Exile that can reroll/change affixes and items. Examples from Path of Exile could be (These don't need to be used, these are more to represent the idea by showing Path of Exile's modifier items):
- Chaos Orb, Re-randomizes affixes.
- Orb of Chance, Re-randomizes rarity.
- Exalted Orb, Adds 1 random affixes (cannot add more than 1).
- Divine Orb, Randomizes the values on affixes.
- Fossils, There as many fossils each providing an effect on an item making it so when it's rerolled it's more likely to get specific affixes and not able to get certain ones. For example "More Life Affixes, No Defense Affixes".
- Mirror of Kalandra, Makes a duplicate of the item.
Sources of these items could be only from bosses, glowing eye enemies, locked chests and loot piles (those piles you can continuously get loot from when you interact with it) with the chance for it being from most to least likely (bosses being most, loot piles being least).
Votes
Opinion: -16
Upvotes: 5 19.23%
Downvotes: 21 80.76%
Suggestion ID: 1472329 | Submitted at
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Alternative Untradable Currency
I was thinking it might be interesting if there was a currency that worked similar to Candy Corn from the Halloween event but wasn't tradable. It could be used in a shop that is around at random times of day but only buys thing for this special currency. The shop could be used to sell things that would be abit too useful to allow people to buy all the time.
Votes
Opinion: +18
Upvotes: 23 82.14%
Downvotes: 5 17.85%
Suggestion ID: 1472379 | Submitted at
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Hi devs and players, my suggestion is to make more variations to the way gloves work, an example would be to have certain gloves boost your interact speed a little instead of all gloves just being free armour with no drawbacks. You have a similar system with boots already giving a positive to movement speed, but I think this could be balanced a bit better as well, seeing how some boots are just miles better than others, thanks for reading!
Votes
Opinion: +51
Upvotes: 51 100%
Downvotes: 0 0%
Suggestion ID: 1472528 | Submitted at
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Show attack speed on weapons. Attack speed should be represented as how many attacks the weapon can do per second to the first decimal (So for example if you can do 2 stabs and half the stab animation of a 3rd stab it would show as "Attack Speed 2.5").
Votes
Opinion: +39
Upvotes: 42 93.33%
Downvotes: 3 6.66%
Suggestion ID: 1472751 | Submitted at
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we could have little pets like wolves 🐺 they will have little bar health and decent damage like 15 or something they cost about 1000 gold or something so they could die easily and a lot of people just waste there money on it they could be like spiders that hits low but the difference is that they are going to be our allies
Votes
Opinion: -38
Upvotes: 3 6.81%
Downvotes: 41 93.18%
Suggestion ID: 1472806 | Submitted at
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A Trap Crafting system for Rogues, and Rangers. The ability to use items mined/found in the dungeon to create traps that are able to be placed into the dungeon. Does less damage against players, and more against mobs. Think things like blinding powder traps, or caltrops that cause damage and lower speed.
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1472814 | Submitted at
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make different language channels appear with a relevant discord role. would serve to clean up the server appearance for users that have no use of channels in languages they dont speak
Votes
Opinion: +18
Upvotes: 18 100%
Downvotes: 0 0%
Suggestion ID: 1472833 | Submitted at
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Last playtest there was a lot of spam in the trader because only 1 channel was used, could we maybe change these channels so only the items in that channel's category can be posted? eg: Armor channel, players can only post Armor items
Votes
Opinion: +32
Upvotes: 33 97.05%
Downvotes: 1 2.94%
Suggestion ID: 1472895 | Submitted at
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Give the rogue back rapier privileges. Even if the daggers are better DPS now and there are new versions, The rapier was the rogues only reach option and the only weapon that he was likely going to find after killing another class, outside the extremely rare orb dagger wizard.
Votes
Opinion: -6
Upvotes: 20 43.47%
Downvotes: 26 56.52%
Suggestion ID: 1472936 | Submitted at
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Pavises should have more utility. They should be able to bash and should block arrows in the back while unequipped.
It's necessary to justify occupying an active slot + being so big in the inv.
Votes
Opinion: +25
Upvotes: 30 85.71%
Downvotes: 5 14.28%
Suggestion ID: 1472981 | Submitted at
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Make more maps with unique textures for each "LEVEL" I cant imagine how sick id get of playing in the dungeon over and over with no change of scenery. Be creative, make a mansion, make an open cemetery, a crypt with different colours. Just more than one Texture style!
Votes
Opinion: +32
Upvotes: 33 97.05%
Downvotes: 1 2.94%
Suggestion ID: 1472985 | Submitted at
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MImics should be both significantly more rare, and more difficult. Last playtest they were good for a jumpscare the first time, but were by far the easiest enemy and so common they quickly became a routine part of looting.
Votes
Opinion: +49
Upvotes: 49 100%
Downvotes: 0 0%
Suggestion ID: 1472987 | Submitted at
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Since people seem against the rapier on rogue, I would like them to have access to some form of non-dagger weapon for build variation. Like a Sap, a shortsword, a scimitar, a club, just, something that's not another dagger.
Votes
Opinion: +42
Upvotes: 45 93.75%
Downvotes: 3 6.25%
Suggestion ID: 1473011 | Submitted at
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Ranger's should start with a grey arming sword so they can do something offensively at the start of a game without arrows+without buying items. More or less just for PvE purposes. They are already the slowest movement speed class in the game, so I don't think the PvP aspect will matter all too much for just the grey arming sword.
Votes
Opinion: +10
Upvotes: 25 62.5%
Downvotes: 15 37.5%
Suggestion ID: 1473234 | Submitted at
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**Apothecary class. **
Starts with a "brewer's kit", Grey Dagger, 2 health potions and 1 shield potion.
Can equip: Daggers, Falchions, Shields
Can change items that have gold value into craftable material for potions:
-2 material = health potion
-6 material = shield potion
-9 material = invisibility potion
Votes
Opinion: -12
Upvotes: 5 22.72%
Downvotes: 17 77.27%
Suggestion ID: 1473256 | Submitted at
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add in a collectable from kills(like tarkov's dogtag or Diablo2's ears) Hand or a foot maybe? something like a trade of 20(or set amount maybe have tiers 2x for 10 3x for 15 5x for 25) for a Bag of Greed(made from the skin of the fallen that holds x amount more gold than a standard bag) foot/hand takes up a 2x2 in the stash and has name of killer and killed.
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1473349 | Submitted at
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A bit more nuanced version of the last one.
In the settings there should be an option that switches between disabling tavern VoIP, limiting tavern VoIP to your team (default), Open VoIP, Closed VoIP.
Votes
Opinion: +43
Upvotes: 44 97.77%
Downvotes: 1 2.22%
Suggestion ID: 1473820 | Submitted at
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I would like a training mode, where I can train my weapon and shield skills.
I literally just wanted to try and learn how to block with a shield but I had to enter a dungeon and die several times to at the end didn't even learn how to block. Pls change how the block mechanics function or make it more understandable.
Votes
Opinion: +37
Upvotes: 37 100%
Downvotes: 0 0%
Suggestion ID: 1473992 | Submitted at
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Having so little 3-man blue portals and going up to delete 3-man portals doesn't solve the problem you guys stated on the video, we have only 1 party per match if 1 survives to the end and going to the red portal.
Cry as much as you want players, but if the devs wants to make more ppl get to the red portal, it's not by taking away the blue portal spawn but solving the plague(circle) speed when it's closing in.
We don't have time to actually find a portal and gather 2 or 3 teams and go down. Bc when we decide if we are going down or leaving we are at the center and with the circle with 2m in diameter. We need more time and more portals. 5 more min should suffice. Instead of 15, give us 20.
Votes
Opinion: -28
Upvotes: 4 11.11%
Downvotes: 32 88.88%
Suggestion ID: 1474031 | Submitted at
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Small discord suggestion, there is local timezone timer for the start of playtests in the announcement channel, but I believe it can be embedded in the text channel name in another channel (Presumably in the Welcome section, playtest start timer and when playtest is about to end timer)
For example have seen timers like that and member counts and stuff in the Welcome section in many game discords. Will improve visibility, and the case where that announcement goes up due to new messages. Just QoL of DnD discord would increase
Votes
Opinion: -3
Upvotes: 2 28.57%
Downvotes: 5 71.42%
Suggestion ID: 1474110 | Submitted at
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Boss Kill Counter
In previous playtests the boss kill would only count to the one who landed the final blow on the boss. I would suggest that the entire party be included on the boss kill counter since roles that aren't actively doing dps won't be included on the boss kill but still manage to support or heal the team.
Suggestion ID: 1474246 | Submitted at
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i was wondering, i know you removed the rapier from the Rogue, to test it, cuz it was kind of OP. now i was thinking what if you implement a Small sword(not to be confused with a short sword), which is lighter and smaller than the rapier, but still a piercing only weapon. i think that might be a good thing :).
Votes
Opinion: -4
Upvotes: 3 30%
Downvotes: 7 70%
Suggestion ID: 1474259 | Submitted at
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Add a wizard perk that reduces or eliminates friendly fire and self-inflicted damage. Preferably higher reduction on yourself than friendlies. The chain lightning is fun but very situational with its current range and bounce limit, does more harm than good, and we've all had that moment where we've killed a friend with fireball! Having it take up a perk slot would be the tradeoff, additional balancing such as 1-2 knowledge reduction etc can be added as needed.
Suggestion ID: 1474339 | Submitted at
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I saw under services that there is a repair option coming soon. Please have it so if gear breaks it doesn't get deleted but instead it makes it look messed up and until repaired not provide any benefits while worn.
Votes
Opinion: +7
Upvotes: 7 100%
Downvotes: 0 0%
Suggestion ID: 1474352 | Submitted at
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Provide minor cosmetic changes to the same weapon dependent on it's rarity, so a grey battle axe would look as it is, but a blue battle axe (of the same type) would have slight cosmetic changes so you can tell at a glance if someone has a purple,blue,orange,green rarity of weapons
Suggestion ID: 1474412 | Submitted at
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It feels like the ore is too rare in this playtest, if you want players to commit to bringing a pickaxe then we need to see more ore on the map. So far it doesn't seem worth bringing the pickaxe for the one or two ore I have seen in the 5 extractions I've had on the first level. I'm not sure how much ore is available on the bottom level.
Suggestion ID: 1474474 | Submitted at
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Idk what you guys decided to do with Ranger but please either fix it or make it realistic, not only do i have to worry about hitting all my shoots before i get skull fucked, but you decide to taunt me with only giving me 5 arrows on a longbow and 6 on a recurve, are you out of your goddamn mind????? A NPC Skeleton takes 6 arrows in the HEAD to die sounds great right? but what happens when i have a rogue up my ass shanking me like im at an Astroworld Festival just asking to be shanked, and not only do you taunt with with the little ammunition you give us, you MAKE OUR GOD FORSAKEN RELOAD AN ANIMATION TO IN WHICH WHEN YOU CANCEL YOU DONT EVEN GET THE ARROWS YOU PUT IN YOURE FUCKING PANTS, if you’re gonna make drastic changes to a class DO IT RIGHT, i want to enjoy the class instead of getting SKULL FUCKED FOR FUCKS SAKE
Votes
Opinion: -14
Upvotes: 13 32.5%
Downvotes: 27 67.5%
Suggestion ID: 1474498 | Submitted at
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More Stash Tabs, PLEASE!! https://i.imgur.com/su2dNxl.png
Votes
Opinion: 0
Upvotes: 6 50%
Downvotes: 6 50%
Suggestion ID: 1474525 | Submitted at
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more emotes
for example being able to point at something.
crossing your arms to tell someone not to do something/not to go somewhere.
maybe even being able to say friendly via emote.
emotes are one of the best and easiest ways to communicate(especially as a solo player) until/if we get voip we just need more.
Votes
Opinion: +14
Upvotes: 15 93.75%
Downvotes: 1 6.25%
Suggestion ID: 1474544 | Submitted at
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Make a party request menu in game so ppl who are looking for a party can see who else is looking for a party. This allows parties to happen more easier and also ppl can write as a description for what they want in the party like specifically high roller or wanting a cleric or fighter in the party. If this works this could remove the ppl who request to join party as ppl now can join premade and easily found party lists.
Votes
Opinion: +8
Upvotes: 10 83.33%
Downvotes: 2 16.66%
Suggestion ID: 1474550 | Submitted at
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Balance rangers around having infinite arrows somehow. Limited is more realistic but I'm not playing a fun fantasy game for realism. It just felt more fun the first go around imo even if they have to do a lot less damage I don't really care. I just want to have fun as Ranger again and this doesn't feel fun at all to me.
Votes
Opinion: -3
Upvotes: 14 45.16%
Downvotes: 17 54.83%
Suggestion ID: 1474554 | Submitted at
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Blue scroll fragments, collect 3 and you can craft a single use blue portal
Can be found strewn across the dungeon floors/off of players/enemies with a lower percent chance
This could alleviate some group frustration relating to the removal of triple portals
Votes
Opinion: +15
Upvotes: 22 75.86%
Downvotes: 7 24.13%
Suggestion ID: 1474579 | Submitted at
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item attributes should always be relevant
With this i dont mean they have to be good but at the very least they should change something for your character.
For example spell casting speed on a rogue dagger changes nothing for your character you dont have spells.
Votes
Opinion: +1
Upvotes: 8 53.33%
Downvotes: 7 46.66%
Suggestion ID: 1474581 | Submitted at
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2 Handed melee weapons fell rather lack luster for the associated trade offs for it. Adding something to benefit beyond bonus damage for losing the ability to block at all and big hits to moving speed, like a small stager, or knockback or even guard breaking/chip.
Votes
Opinion: -6
Upvotes: 7 35%
Downvotes: 13 65%
Suggestion ID: 1474588 | Submitted at
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creating an actual parry system for all classes so you can feel like you have a skilled fight rather than missing once and dying for it. I understand its hardcore, but its more so tedious and frustrating rather than skillful and harcore
Votes
Opinion: +5
Upvotes: 19 57.57%
Downvotes: 14 42.42%
Suggestion ID: 1474593 | Submitted at
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For variety of mobs, add in skeleton/undead versions of the classes, so an undead rouge would use the dagger,undead berserker would use the two handed axe, undead cleric would use the mace etc. you could probably just reuse the animations for the players, since they'd effectively be the previous adventures that perished within the dungeon.
Votes
Opinion: +29
Upvotes: 30 96.77%
Downvotes: 1 3.22%
Suggestion ID: 1474661 | Submitted at
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Give The wizard cantrip like spells, weak spells like zap but you can use it infinitely, and those would be either the lowest cost spells to use or the highest ones so you cant equip a shit load of them
Votes
Opinion: +25
Upvotes: 26 96.29%
Downvotes: 1 3.70%
Suggestion ID: 1474684 | Submitted at
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Add in PVE and PVP power to spells, it would help mages not use 2 full spells on 1 zombie, or clear your entire spell pool for a moderate sized room, while also keeping damage to players the same or adjusted separately.
Votes
Opinion: +22
Upvotes: 25 89.28%
Downvotes: 3 10.71%
Suggestion ID: 1474686 | Submitted at
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WE REALLY WANNA BACK 3-man PORTAL this game now cant play party game. squad can get advantage, but cant get out any game. we killed all squad, duo,and solo users but we just died cuz there is no portal left
Votes
Opinion: +32
Upvotes: 43 79.62%
Downvotes: 11 20.37%
Suggestion ID: 1474731 | Submitted at
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Reduce the turncap on the skeleton wizard's fireball attack, somewhat. they should still be able to nail melee fighters coming too close, but give us a slightly bigger chance!
Votes
Opinion: +13
Upvotes: 15 88.23%
Downvotes: 2 11.76%
Suggestion ID: 1474742 | Submitted at
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Barbarian speed buff.
I have played barb last play test and this one. The heavy weapon speed nerf is felt hard and for a class that mains heavy weapons it could use a perk or 2 to reduce the slowdown. I understand if you build barb tanky then he should be fast, but even as a starter barb his catchup or his ability to catch people is terrible. Throwing axes and rage isn't good enough when every class outruns you without trying. Warrior a class designed to have heavy plate is still faster with his perks and ability. Nerf Barbs damage or hp, but playing a character that can only melee is not fun when you can't get to people. I don't wanna camp corners or wait in places when in reality I don't wanna play as a budget rogue.
Votes
Opinion: +5
Upvotes: 17 58.62%
Downvotes: 12 41.37%
Suggestion ID: 1474751 | Submitted at
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allow the training area that appears in the pre-game lobby to be accessed from the main menu, there are training dummies that allow you to test damage and get an idea of how powerful you are, especially useful for classes with different weapons/spells
Votes
Opinion: +43
Upvotes: 43 100%
Downvotes: 0 0%
Suggestion ID: 1474797 | Submitted at
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This playtests tileset feels a lot more congested where as last playtest had some tiles that were more open. Please bring back the tilesets that aren't just hallways with 3-4 enemies in them
Votes
Opinion: +17
Upvotes: 20 86.95%
Downvotes: 3 13.04%
Suggestion ID: 1474815 | Submitted at
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bring back 3 man extract portals. so u know. TEAMS CAN PLAY TOGETHER AND EXTRACT together. instead of this. 2 people extract 1 guys suicides and drops his gear for his friends to take out.
Votes
Opinion: +37
Upvotes: 44 86.27%
Downvotes: 7 13.72%
Suggestion ID: 1474870 | Submitted at
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I would love to see a specific ice spell or just any ice spell (devs can figure out balancing) that allows you to shoot the spell on to the floor and if any mobs or players step on it they slip and ragdoll like in the game Dark Messiah of Might and Magic. Helpful mostly for getting away and possible to jump over like Ranger's traps.
Votes
Opinion: +1
Upvotes: 8 53.33%
Downvotes: 7 46.66%
Suggestion ID: 1474900 | Submitted at
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QOL VOIP + report system for racist / harassments, A matchmaking system / Team voice chat. a seperate playlist that is maybe solo only or duo? that wouldnt be bad imo as there are alot of solos already. V-sync access, you can turn v sync on manually through your graphics card but game should have ability. i was having screen tearing issues until i well fullscreen exclusive.
Votes
Opinion: -2
Upvotes: 6 42.85%
Downvotes: 8 57.14%
Suggestion ID: 1474932 | Submitted at
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1.Quick transfer items to stash.
2. Being able to see who escaped. Or some way to see who im dealing with coz i ran into this friendly solo person ( like myself ) that met me and escaped together at the end. And i would love to play with them again but i have no way to do so.
3. Maybe more room variations. Not that the current ones arent enough. Maybe more is better? Idk.
Votes
Opinion: -14
Upvotes: 2 11.11%
Downvotes: 16 88.88%
Suggestion ID: 1474994 | Submitted at
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The Quiver system is decent for balancing, but it really makes the Survival Bow worthless (and even the Recurve, to some extent). Seven shots of a Survival Bow does considerably less damage than five shots of a Longbow. Recurve and Survival Bows just need more arrows than the Longbow. The Recurve isn't too bad , but it could use a slight boost, maybe to around eight arrows. Honestly, the Survival Bow has to have at least 10-12 arrows to be at all competitive with the high-damage bows.
Votes
Opinion: +25
Upvotes: 33 80.48%
Downvotes: 8 19.51%
Suggestion ID: 1475001 | Submitted at
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Seems like there are a LOT more red portals this test than blue, if you're going to force us to take red portals at least let us find more healing potions, 90% of the time i don't want to proceed further down because I'm low on health
Votes
Opinion: +26
Upvotes: 33 82.5%
Downvotes: 7 17.5%
Suggestion ID: 1475048 | Submitted at
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Mobs do not need to be harder in high roller dungeons. Atm the loot to difficulty ratio is not worth it and they are more of a threat in a fight than another player. The goal should be to ante to gold sink and seperate chads from noobs
Votes
Opinion: -16
Upvotes: 4 16.66%
Downvotes: 20 83.33%
Suggestion ID: 1475055 | Submitted at
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Remove the chests that need to be lock picked after killing the wither boss. Either make them already unlock-able or make withers drop a lockpick guaranteed, take out a whole boss for a chest you can't even open??
Votes
Opinion: -10
Upvotes: 7 29.16%
Downvotes: 17 70.83%
Suggestion ID: 1475087 | Submitted at
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somethign needs to be done with mage just tried it for the first time feels like you clear one room of mobs and then you have to meditate only to died to players because we dont have anything to fight with (solo player) maybe have zap as a infinite ability? (adjust the stats). also the dmg i do to a mob should be differant to a player as a mage
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1475091 | Submitted at
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if i do around 10 minute of run and i survive to player + survive to monster. i want to be quaranted to exit the run. ATM red and blue portal spawning is to much RNG, sometime only RED portal appear, its a big problem.
Votes
Opinion: +10
Upvotes: 18 69.23%
Downvotes: 8 30.76%
Suggestion ID: 1475098 | Submitted at
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i dont mean to be rude but i think the open and close interaction is awful, takes so bloody long like you trying to pick the lock on the door and then when you actually lockpick a chest you have to be faster the lighting McQueen to get it right. but i can tell you how many times ive died to a mob or player just standing then to do a something a simple as push the door at least make it 50-70% faster
Votes
Opinion: -16
Upvotes: 3 13.63%
Downvotes: 19 86.36%
Suggestion ID: 1475120 | Submitted at
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The portal situation needs to be adjusted, not having 3 mans essentially forces 1 person to not be able to escape. forcing one person to go down and lose their gear. One could say well just gear up but the problem with that if one is not geared and are just starting they are forced to the next level , 80 percent of the time they die resulting in no gear and a repeating cycle.
Votes
Opinion: +18
Upvotes: 28 73.68%
Downvotes: 10 26.31%
Suggestion ID: 1475136 | Submitted at
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3-man portals were fantastic content and created a focal point for teams to converge on and battle it out. Without the 3-man portals, people just exit or descend when they're able to which removes some of the best pvp content in the game. Previously you could prepare for a fight there and bring your A-game, but now it's a complete wash as to whether or not you'll even find enough escape portals if you wait that long.
Votes
Opinion: +34
Upvotes: 41 85.41%
Downvotes: 7 14.58%
Suggestion ID: 1475141 | Submitted at
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Solo players should get a move speed boost, not anything that would make them unreasonably fast but enough to be able to maneuver around and escape unfavorable encounters with groups.
Votes
Opinion: -53
Upvotes: 0 0%
Downvotes: 53 100%
Suggestion ID: 1475148 | Submitted at
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My previous statement about wanting 3-man portals back was a little wrong. A much more serious answer is that it encourages parties to play like dicks leaving each other behind which is contrary to what party play is about. I think that 3-man portals should come back.
Votes
Opinion: +25
Upvotes: 40 72.72%
Downvotes: 15 27.27%
Suggestion ID: 1475157 | Submitted at
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for the love of god don't make it so that when the swarm circle completely engulfs the map that you just die straight away just make it tick like 30-50% more on dmg. very frustrating when your just trying to clear mobs around the portal you just found only to die for no reason
Votes
Opinion: +95
Upvotes: 101 94.39%
Downvotes: 6 5.60%
Suggestion ID: 1475162 | Submitted at
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Remove added magical resistance and minus armor rating on skeleton skins and just keep it as skins, I dont feel like grinding out for a skin should penalize you if you want armor rating instead of the added magical resistance.
Votes
Opinion: +38
Upvotes: 45 86.53%
Downvotes: 7 13.46%
Suggestion ID: 1475169 | Submitted at
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keep high roller dungeons but make it so that the leaderboard takes from all modes not just high roller. It allows for everyone to have a chance of being on it without having to spend 75 gold for a chance.
Votes
Opinion: -23
Upvotes: 6 17.14%
Downvotes: 29 82.85%
Suggestion ID: 1475182 | Submitted at
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The ranger spear nerf is poop, it was the only viable melee option for Ranger to keep enemies from rushing you and do actual decent damage. Still wasn't even that good and was a challenge for anything more than a 1v1, now its gonna be terrible lol. ROLLBACK SPEAR NERF. U ALREADY NERFED RANGER ‼️
Votes
Opinion: +9
Upvotes: 26 60.46%
Downvotes: 17 39.53%
Suggestion ID: 1475205 | Submitted at
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Add VOIP in future obviously, but for the time being until that is added it would be very nice to have in-game team text chat like in the menu. It is ridiculous trying to coordinate when you find an enemy player or something and your team is over looting an area. Or when you wanna drop them gear. ADD IN-GAME TEXT CHAT FOR TEAMS ‼️
Votes
Opinion: +22
Upvotes: 25 89.28%
Downvotes: 3 10.71%
Suggestion ID: 1475224 | Submitted at
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Change Barb movement nerf
The Barb NEEDS to be able to move faster, it makes ZERO sense that a half naked man with an axe would move SLOWER than a full plate mail fighter. Fighter already has speed buffs with no drawbacks unlike the Barb's 15% movement speed buff that also gives you -15% defense. I propose maybe reducing the nerf by half so that way the barb isnt too fast but can avoid danger if caught, currently if you make a mistake of a get caught in a bad spot as a Barb you are dead unless you have a Cleric that isnt getting focused.
Votes
Opinion: +28
Upvotes: 35 83.33%
Downvotes: 7 16.66%
Suggestion ID: 1475227 | Submitted at
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As an average player, the changes to PvE mob health, combined with the expansion of the map without an extension of the time limit, is resulting in stale gameplay where it's a mad dash to get to portals and nobody has time for PvP, because the PvE takes so much time.
The fix: Mob health needs to be lowered slightly, and the the time limit needs to be extended.
I am not saying that PvE is too difficult. Just that it takes too long. I should not have to hit a basic skeleton nearly 20 times in the head with a starter weapon to kill it. Especially when there are 4 in a room. And the next room. And the one after that. This leaves no time to PvP. No time to even consider engaging, because by the time I clear a room, I'm having to take a mad dash to the next to stay inside the circle.
Votes
Opinion: +49
Upvotes: 54 91.52%
Downvotes: 5 8.47%
Suggestion ID: 1475237 | Submitted at
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Press X and put away your weapon and you will move faster, he has big ass axe and many abilities that can boost his damage already, it would be ridiculous if he would be able to stay in ur face constantly, barb is in a good spot IMO
Votes
Opinion: -10
Upvotes: 1 8.33%
Downvotes: 11 91.66%
Suggestion ID: 1475239 | Submitted at
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Passive Spell regeneration for Wizard spell Skill/Passive (one random spell per X amount of time passed). Help Solo wizard players have viability when they aren't able to get any meditation in on time, since Melee wizard is pretty bad?
Votes
Opinion: -4
Upvotes: 6 37.5%
Downvotes: 10 62.5%
Suggestion ID: 1475245 | Submitted at
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Making it to the end zone as a squad of 3 only to see red portals around you while you are trying to extract for your first time is really frustrating. I hope there will be more solo blue portals in the end zone otherwise players are forced to go down red with bad starter gear and die there anyway.
Votes
Opinion: +20
Upvotes: 26 81.25%
Downvotes: 6 18.75%
Suggestion ID: 1475247 | Submitted at
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Sorry if this has already been mentioned, but any chance of a cross account stash? Even if its unlocked at a certain level or in-game purchase. I don't think it needs to be large, just someway to transfer a couple pieces of gear.
Votes
Opinion: +24
Upvotes: 27 90%
Downvotes: 3 10%
Suggestion ID: 1475251 | Submitted at
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Bring in a Solo Queue and scale the monsters down for Solo Queue, dmg/hp. Right now the damage of the monsters (especially small tier ones) is way too strong for a Solo Player. For example, (with a rogue) clearing a room for chests or loot is almost impossible with starter gear. By the time you get 3 monsters down the circle is already closing on the room and you have to leave with no loot. Plus, it is virtually impossible to 1 vs 3 a group of players as a solo even if all you did was dodge/ignore monsters to hunt players so you have full HP. Please bring Solo Queue.
Votes
Opinion: +7
Upvotes: 20 60.60%
Downvotes: 13 39.39%
Suggestion ID: 1475255 | Submitted at
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Clerics desperately need a buff.
Either raise the base heals to make the heal spells useful OR give the cleric more HP + better starter armor (like Grey Templar or similar) to give the Cleric more survivability. If not those changes, then please consider buffing the base weapon damage of the cleric's starting mace.
Currently, playing a cleric feels like hitting mobs and enemies with a pillow combined with the feeling of trying to punch people in a nightmare. It feels like the cleric is swinging his weapon under water constantly with how slow it is, and at 95 health he gets 1-2 tapped constantly.
Also, why does it take the cleric so long to open a door (interaction speed needs to be buffed unless its cannon that the clerics have deficits when it comes to door nobs and opening latches on chests or portals).
TLDR: Cleric needs a buff or re-work otherwise the class is basically useless as is imo compared to other classes (especially fighters and archers)
Votes
Opinion: +15
Upvotes: 21 77.77%
Downvotes: 6 22.22%
Suggestion ID: 1475256 | Submitted at
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ranger is just too weak right now, I'm not 1 shotting everything when I deserve to because I picked the easy class. Also let ranger use falchion and shield and wear plate armor and use second wind thanks
Votes
Opinion: -21
Upvotes: 1 4.34%
Downvotes: 22 95.65%
Suggestion ID: 1475258 | Submitted at
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Bring back 3 man portals. Maybe only 2 per map but please bring them back. Having to figure out between 3 people who may/may not know each other as to who gets to extract and who gets left behind is not something most of us like to do while at the same time worrying about other players, a closing circle and npc's.
Votes
Opinion: +28
Upvotes: 31 91.17%
Downvotes: 3 8.82%
Suggestion ID: 1475261 | Submitted at
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I had an idea for mob spawning which seems like an issue but up to yall... what if when you enter a room and you clear the mobs have a 3 minute timer or something more or less where they won't continuously spawn on you or do something like Minecraft where the rooms could start off even DARKER and you can use your torch to light the area and prevent spawns momentarily not ideal6 spiders spawn in when you've cleared a room and a real player walks in just my thoughts though would love to be more involved if this idea reaches
Suggestion ID: 1475262 | Submitted at
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Make the Resurrect spell for the Cleric cost 6 Memory Slots. The current price of 9 effectively removes it from the game. At 6 points, you would need +3 Knowledge to run both of your (nerfed) heals AND resurrect, and nothing else. At 1 Memory Point per Knowledge its a bit rough.
Suggestion ID: 1475279 | Submitted at
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Make the ring slower or remove it completely, you have to fight groups of 1-3 player and fight 5+ mobs every room, loot 1 room and you have to move to middle because ring is already chasing in 1000km/h, makes pvp feel unrewarding, some Rooms have way to much mobs, not Being able to extract as a group is disaster, not Being able to go to stage 3 as a group even Bigger disaster, other than that, pretty good game
Votes
Opinion: +40
Upvotes: 44 91.66%
Downvotes: 4 8.33%
Suggestion ID: 1475311 | Submitted at
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maybe a possible option to be "looking for group" in the invite players menu. you would be able to it so you can appear there to be invited, instead of randomly inviting people hoping they accept
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1475334 | Submitted at
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As much as I understand that the game was designed with the mindset of parties. Having a solo gamemode would open up the game for a lot more people and offer a new kind of experience.
Votes
Opinion: 0
Upvotes: 23 50%
Downvotes: 23 50%
Suggestion ID: 1475336 | Submitted at
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Mobs are waaaayyy to over powered. I am more scared of mobs than actual players. This is going to turn a lot of new players away I am afraid. I am sure there is a balance but this is not it :/
Votes
Opinion: -36
Upvotes: 5 10.86%
Downvotes: 41 89.13%
Suggestion ID: 1475371 | Submitted at
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I don't think I said it well: Let everyone Ready Up and the lobby just enters matchmaking when everyone is readied up, as opposed to the lobby leader having to wait until his teammates are readied up in order to ready up.
Votes
Opinion: +23
Upvotes: 24 96%
Downvotes: 1 4%
Suggestion ID: 1475372 | Submitted at
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Please add some type of knockback melee to the game. Either a punch or a kick. Since you have "Body Clipping" in the game, it's annoying AF to get trapped against a wall or object and not be able to push monsters back.
Votes
Opinion: +34
Upvotes: 38 90.47%
Downvotes: 4 9.52%
Suggestion ID: 1475389 | Submitted at
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Please NERF the DAMAGE of the dragonflies. Why is 1 toxic shot doing half HP with the damage over time debuff?? That is ridiculous. These low tier monsters (Bats, Spiders, Dragonflies) should all be doing minimal damage and have minimal health.
Votes
Opinion: +33
Upvotes: 39 86.66%
Downvotes: 6 13.33%
Suggestion ID: 1475402 | Submitted at
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Hotfix Change Cleric Knowledge stat from 12 to 13 so that tthey can bring a full spell roster without having to have a +1 item. It's just silly/annoying while not really being a gear obstacle.
Votes
Opinion: +19
Upvotes: 26 78.78%
Downvotes: 7 21.21%
Suggestion ID: 1475413 | Submitted at
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"Slightly increased movement penalties when swinging your weapon. Heavy weapons will feel heavier." This mechanic is not doing as intended imo. The heavy weapons feel completely useless now as they are super easy to avoid and feels as if you are stuck in place after completing your swing, allowing for anyone to molly wop you. Barbs felt nice in prev playtest, very low tier this playtest. Rework should be done on 2h.
Suggestion ID: 1475417 | Submitted at
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It would be nice to have party matchmaking with randoms, to be able to queue and have the party filled out with other players. Not as the only option though, since there are people who like to solo or duo, and I think they should be allowed to do that if they like.
Suggestion ID: 1475428 | Submitted at
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For player's looking to group up with randoms: a filter for other solo players would be nice, and when you go to invite there is a message that pops up to double check if you would like to invite, another message to tell you invite was sent, and third message when they decline, all with necessary interactions. Perhaps just popups that tell you this information would help streamline finding other players to play with! Much love for the game and devs behind it!
Votes
Opinion: +3
Upvotes: 6 66.66%
Downvotes: 3 33.33%
Suggestion ID: 1475457 | Submitted at
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If you want to keep the lack of extraction portals. Create an idea, necklace or something that allows us to find portals on the minimap, or small red and blue dots on the edge of the screen within so many meters, being able to locate said lack of portals in other rooms. If we have to run through black to get to it, at least we know we can get to one. The lack of portals at the moment creates a point where you have to either leave your party early, leaving the vulnerable, or sacrifice people to the void. It's making team gameplay useless.
Suggestion ID: 1475468 | Submitted at
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so my gamer tag for the last 17 years has been spazbog, and I know modern times have changed the way people view every aspect of the English language but come on.. let me have my name
Votes
Opinion: -23
Upvotes: 4 12.90%
Downvotes: 27 87.09%
Suggestion ID: 1475539 | Submitted at
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Rework on Rogue Perks, Rogue deals almost no damage per atk and to actually win fights he needs effects like bleeding/venom and a good strategy to ambush to gain initiative to gain enough time to apply such effects (pause to breath) and with the map now being procedurally generated it got way way way more difficult to ambush forcing rogues to go face to face against a tank full of buffs that kills you in one hit.
Fix: Buffing atk speed along with the mobility should make rogue viable again, atk speed to apply effects faster and to melt enemy armor and mobility to facilitate ambushing(buffing Stealth perk duration along with adding some move speed to it(or adding move speed to it when it ends) should do the trick).
Votes
Opinion: -17
Upvotes: 5 18.51%
Downvotes: 22 81.48%
Suggestion ID: 1475558 | Submitted at
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The return vs time invested into mining is completely lopsided. Barely anyone is going to invest their time mining when they could actually play the game and have a shot at both loot and pvp. Not only are the nodes not that common, but you end up spending the majority of your round mining them all the while risking your gear, your pick, and what you've mined so far. In it's current state, it's 100% not worth the amount of time invested for an item that's random and can be lost in a round regardless of it's epic status.
Votes
Opinion: +22
Upvotes: 23 95.83%
Downvotes: 1 4.16%
Suggestion ID: 1475565 | Submitted at
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Currently resurrection is basically **not in the game ** . The cost for the spell is extremely high for seemingly no reason. You may argue that it's a powerful spell to that i'd say. 1) We already dealt with the Rez nerf via Campfires needed to replenish being raised to two. 2) You must stay still, cannot move/look around/interact with anything WHILE rezzing, so you're very vulnerable. 3) It's one of the key features that make clerics so clutch (they still are) but now one of it's major strengths has been put very much out of reach. Why??
Suggestion ID: 1475619 | Submitted at
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Force players to use appropriate Trade Posts. I feel this can be accomplished by making weapons unable to be sold anywhere but the Weapons Trade Post, armor unable to be sold elsewhere but Armor Trade Post, etc. It would also make sense to allow ALL items to be sold in the Misc. Trade Post. This would benefit the community greatly as it can be an eye sore trying to find specific items though it is not a pressing matter. Thanks in advance for your consideration.
Suggestion ID: 1475643 | Submitted at
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Castillon daggers can only be used by rogues and fighters, yet they keep dropping for me with +magic stats. This is useless for either of the classes that can use them, and they shouldn't have that as an option for affixes.
Votes
Opinion: +7
Upvotes: 14 66.66%
Downvotes: 7 33.33%
Suggestion ID: 1475661 | Submitted at
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My group is having less fun in this playtest because we love to stay and fight till the last circle and now with the portal change we can almost never successfuly escape even if we win the PvP. 1-2 of us die looking for blue portals
Votes
Opinion: +45
Upvotes: 51 89.47%
Downvotes: 6 10.52%
Suggestion ID: 1475666 | Submitted at
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I understand 3-man portals were removed for a reason, at least to see how it would go, but let me suggest a way of bringing them back without returning to what we previously had.
Have a single 3-man portal rise per dungeon that appears marked on all players maps when the find ring closes. This will encourage 3-man teams to stick around until the end and increase the probability not just of PVP, but of multi-party PVP.
Premades get their 3-man portals back, albeit one, and solos get an interesting opportunity to 3rd party groups or groups of groups and possibly snag some loot in the chaos.
Suggestion ID: 1475694 | Submitted at
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A delete item function needed to be here yesterday. We've gone through 3 playtests now without one, it really makes loading on new armor and weapons after dying very sluggish and all the more annoying. Just let us delete the equipment rather than sell it.
Suggestion ID: 1475714 | Submitted at
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Add a solo queue!!! PvE is fun so far, 1v1 is fun so far, 1v2 and 1v3 is not fun 😦 You just need to run away. If a group enters the room you are currently PvE-ing in you need to run or die! You simply can't fight 1v3...
Votes
Opinion: -20
Upvotes: 10 25%
Downvotes: 30 75%
Suggestion ID: 1475741 | Submitted at
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Small Barbarian "buff"
Barbarian description states that he is a master of 2h weapons yet he cant use a 2h spear? If he is truly a master of 2h weapons he should be able to use any 2h weapon in the game.
Votes
Opinion: +8
Upvotes: 14 70%
Downvotes: 6 30%
Suggestion ID: 1475759 | Submitted at
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Make protection potions and healing potions highlight only the amount of health they are interacting with. It would be nice to know, at a glance, just how much health is being replenished or protected.
Votes
Opinion: +32
Upvotes: 33 97.05%
Downvotes: 1 2.94%
Suggestion ID: 1475764 | Submitted at
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i get the reasoning behind not having triple blue portals at the end of the game, so you cant just have a whole team leave for free, and a fight gets forced at the end. However, its too easy to have 1 blue and 2 reds at the end even if your team is the last alive, so you can't keep playing with your group even if you want to in a team of 3.
A reasonable fix for this is probably, like others suggested, a single marked on map triple portal in the final ring so that if more than one team is alive, only one team can successfully get out. With this, once the game reaches the final ring, having the triple portal be the only available escape also forces more enjoyable fights in the endgame.
On top of this, the ante could be upped for high stakes matches, where the triple portal in normal games in final round is a triple blue, but the triple portal at the end of high stakes matches is a triple red only.
It is far too easy to beat every team in a map and still lose your players or need to split your squad between blue and red, which kind of kills the team vibe.
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1475781 | Submitted at
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give back 3 portals in one. Its so stupid when only 1 guy can leave from match bcs other ones are hidden in textures. And when we are going to lower level ALWAYS we are getting min 2. portals on boss. Its so annoying.
Votes
Opinion: +31
Upvotes: 33 94.28%
Downvotes: 2 5.71%
Suggestion ID: 1475788 | Submitted at
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Removing 3 person portals is one of the dumbest overall decisions you could make, if you're trying to appease solo's or "duos" -- then have the game mode solo/duo. All it's doing is actually giving people who loot/run the blue portals.
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1475827 | Submitted at
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The removal of 3-man portals removed a major focal point for team fights which were the main draw of the game, and on top of that, it simultaneously removed the group play aspect as you're not guaranteed to find 3 red or 3 blue towards the end of the round. My friends and I were so excited for this play test after having a ton of fun during the last two play tests and now barely anyone wants to play it in it's current form. You guys were so close to having an absolute hit of a game and now it feels terrible to play as a team.
Votes
Opinion: +47
Upvotes: 48 97.95%
Downvotes: 1 2.04%
Suggestion ID: 1475875 | Submitted at
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I think it would be nice to have the player arrow on the mini map in the lower right be a unique color that stands out more as compared to the colors of the surrounding map. This in my opinion would help determine direction, and would be easier to quickly glance at while playing.
Votes
Opinion: +14
Upvotes: 15 93.75%
Downvotes: 1 6.25%
Suggestion ID: 1475886 | Submitted at
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Ambushing rangers should not be the only way to win the fights with them, as it stands rangers if played at a mediocre level hold on the agency in fights and are near impossible to approach depending on circumstance. Give some sort of counter play other than praying and swinging your camera up and down like it some sort of black metal fanatic
Suggestion ID: 1475916 | Submitted at
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if this Game Will be this hard, needs to be implemented the solo mode and 2 vs 2 mode... It's almost imposible for a AVERAGE player to beat the dungeon... Even most of the players playing solo die in the start point...It's ridiculous lol... Pls consider it
Suggestion ID: 1475918 | Submitted at
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Change hunting traps so instead of rooting people, it instead applies an extremely strong snare effect that wears off over the course of 5 -10 seconds depending on trap quality. It could start at 90% or something around there and slowly wear off from there. Traps right now are essentially a free kill if the target is a melee class, and in most cases its the same for ranged classes as well.
Votes
Opinion: +5
Upvotes: 17 58.62%
Downvotes: 12 41.37%
Suggestion ID: 1475924 | Submitted at
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I think needing to time pressing the space key to get out of a hunting trap is too much, it basically makes hunting traps a guaranteed death sentence especially when its in a fight. Having to click F on the trap and waiting the allotted time is already dangerous enough and overall needing to time clicking space is unbalanced.
Suggestion ID: 1475928 | Submitted at
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since everyone hates barbarian so much obviously the penalty for existing and swinging your weapon is too small, I propose that if barbarian decides to swing their weapon they die instantly of a heart attack to save the poor defenseless rangers feelings from being hurt
Votes
Opinion: -3
Upvotes: 1 20%
Downvotes: 4 80%
Suggestion ID: 1475936 | Submitted at
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We need a larger storage method for gold. Currently limited to 50g per pouch. I'm currently sitting on just over 3k gold and it takes up half my stash space, there's no room for gear, meds, weapons etc. Can't we introduce a 'chest' from The Treasurer and it holds like 250g per chest or something? Also we need to be able to split the gold once placed inside pouches for trade transactions that aren't in increments of 50g pouches.
Votes
Opinion: +20
Upvotes: 21 95.45%
Downvotes: 1 4.54%
Suggestion ID: 1475984 | Submitted at
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Decrease spawn rate of Skeleton archers or half their damage.
Just think they are way to oppressive for parties without range. They will do a lot of damage on hit and with their double shot ability they can almost full kill most of the lighter classes in the game. To fight them as a melee your almost forced to sacrifice health in order to get close and hit them. Running isn't really a option as there are so many of them as well as there range being so long.
Votes
Opinion: +11
Upvotes: 14 82.35%
Downvotes: 3 17.64%
Suggestion ID: 1475990 | Submitted at
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Want a suggestion?? just implement solo Queues for the next test, u are afraid people will quit or leave because of split queues, which is what most squad games are afraid of, but why not try it out for just a play test and see if that's actually true?? imo there's alot of solo players out there, and alot of people just playing with randoms because they cant cope with squads, that would probably quit because they cant survive cause they arent hardcore players. an actual solo queue might actually keep those people on the game instead of chasing other people off... eventually those solo players that stay, might make friends and they will move on to squads. just try out a split queue in a test. cant hurt....
Votes
Opinion: +3
Upvotes: 16 55.17%
Downvotes: 13 44.82%
Suggestion ID: 1475995 | Submitted at
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The blue portal issue is even more attrocious in high roller, what is the point of goin in if everyone just grabs the first blue they see to survive? Win every encounter, die because you can't get out, theres no worse feeling than this. I love this game and I couldn't wait for the playtest, but this is just boring and unfun
Votes
Opinion: +41
Upvotes: 44 93.61%
Downvotes: 3 6.38%
Suggestion ID: 1476005 | Submitted at
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Please remove traps or nerf them. If I spend the 2-3 seconds to disarm the trap, there shouldn't be a second skill check to nail the rotating arm. Keep in mind, you have to do all this while taking damage over time AND getting hit by an archer and his buddies
Votes
Opinion: +6
Upvotes: 16 61.53%
Downvotes: 10 38.46%
Suggestion ID: 1476015 | Submitted at
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Choices have diminished for the Cleric, in-game. With the new memory system, maybe Make a Greater Bless, that includes the other attributes. What I'm trying to say, is that this new bless Feels Pointless. I'm not saying it is, completely, but before I had to weigh between healing, attacking, positioning, and buffing. At this time, the choice to buff is a no-brainer NO in "a lot of situations." If choosing between resurrect and either healing spell are the kind of questions I'm asking myself, I'm disappointed.
Suggestion ID: 1476016 | Submitted at
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Make barbarians viable... They should have passive HP regen, life leech from attacks, or have some other life recuperation skills/perks to make up for their lack of shield / range attacks
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1476025 | Submitted at
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Fix random buffs/stats for weapons and equipments, I'am always finding equipment for my class with stats that is not for my class like magic for Rogue or Physical damage for mage.
Limit weapons bonus stats to the weapon type example: 👍 Rondel Dagger (+ 1 true physical damage) 👎 Rondel Dagger (+1 Magic Healing)
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1476064 | Submitted at
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Seen a cool idea on reddit so I thought I’d leave it here too, “instead of having circle closing in that damages u over time, it’s just darkness thats closing in forcing you to use a torch, if you want to delve around, you still can it’ll be just harder”
Suggestion ID: 1476067 | Submitted at
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Dark and Darker felt like a very exciting yet dangerous experience that you would always run along with your mates if played as group. It now feels like a rush to loot and extract as soon as you see a blue portal, not only discouraging group play but also pushing players to leave asap to not die of suffocation in the last circle. Please bring 3 man portals back, please bring the 3v3v3 fights at the last circle to successfully escape. We dont wanna choose 1 person to escape first each game so everyones economy progresses... it kind of takes away the point of playing the game.
Suggestion ID: 1476073 | Submitted at
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Barbarians feel a bit lackluster currently, I think their damage out put at low health is great but their abilities seem to lack in some aspects. I'd like to she a shoulder charge that could push back enemies or even charge through closed doors.
Suggestion ID: 1476081 | Submitted at
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possible bolts/arrows that are found or purchased in game that are do different things like: Barbed causing bleed, poison doing damage over time, and broad that is more damage with armored enemies. These arrows could be or could not be retrieved from bodies/walls. These arrows could be bound to hotkeys similar to torches, bandages etc but for the quiver specifically. This could help balance the ranger a bit more by giving them items aside from their bow that makes their gear set a bit more buildable and set ammo counts for "high tier ammo". I feel the unlimited ammo that requires ammo could use some nerfing and if this where to be implemented it could make the standard arrows less powerful while making the ranger still powerful and viable.
Votes
Opinion: +3
Upvotes: 9 60%
Downvotes: 6 40%
Suggestion ID: 1476097 | Submitted at
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I'm good with Portals being 1 for Blues - but I think Reds need to be 3, it's silly to lose the team if the goal is to press further. As well, there needs to be a way to share spoils if we keep the 1 portal.
Votes
Opinion: +16
Upvotes: 19 86.36%
Downvotes: 3 13.63%
Suggestion ID: 1476099 | Submitted at
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Lockpicks sold at blacksmith for some small amount of gold (5-15g) with infinite supply. Would like to be able to get lockpick chests without bringing a rogue or stockpiling copious amounts of picks looted in game
Votes
Opinion: +13
Upvotes: 18 78.26%
Downvotes: 5 21.73%
Suggestion ID: 1476103 | Submitted at
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Please allow us to view normal dungeon leaderboard stats as well. I think it's still important to gauge how a majority of players are performing and with what classes. High roller has too many variables to skew data.
Votes
Opinion: +15
Upvotes: 18 85.71%
Downvotes: 3 14.28%
Suggestion ID: 1476112 | Submitted at
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DEV's. You're making it so no one actually 'wins' the BR. In the first level, the lack of guaranteed 3 person portals for escape appearing in the last circle. KILLS THE POSSIBILITY OF ENJOYMENT. Because you're forced to go DOWN, and then they barely spawn there. You're forcing us into one gameplay loop, instead of dynamic gameplay loops. Right now i've had one team extract in like 20 games. Even when we kill everyone on the map and are doing well. ADD a final TRIPLE ESCAPE portal to the LAST 30 seconds of the map!
Votes
Opinion: +36
Upvotes: 39 92.85%
Downvotes: 3 7.14%
Suggestion ID: 1476113 | Submitted at
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limited ammunition for rangers, in the same way that wizards spell slots are. you have a pool of arrows at the start of a match, up to some limit, like 40 or something (it could be whatever number). when youve spent those arrows you get them back when you rest at a campfire or move to the next level.
this restoration at a campfire could be gradual or instant, thats not super important.
The most important part is that right now rangers have probably some of the strongest versatility in melee with access to the range and thrust attacks of spears (which is good, by the way, do not remove this, it adds flavour and variety to the class), while also having the strongest consistent ranged damage. Wizards can do similar stuff, but they need to restore spell slots in order to keep doing that damage.
A restriction on how much crap you can fling at heads down a corridor will also prevent the de_dust2 style awp duels rangers end up in with other rangers just strafing in and out of doorways plinking at each other, which im sure every ranger has encountered, since your ammunition is a factor you'll actually need to consider when deciding how to take an engagement.
This change would probably also help ranger feel more well rounded, with players feeling the need to use the rest of the toolkit, like traps, in order to be effective.
This change probably wont affect the strength of the class that much, but will prevent a lot of the spam which occurs in most games where rangers plink at each other in any large area, and will by extension strengthen the melee classes in the game, since they know rangers can't just spam them in the face with arrows all day regardless of whether they hit their mark or not.
Suggestion ID: 1476115 | Submitted at
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you just have to add more blue portals and the triple blue back - you cant drop us undergeared on the second level of the game getting 2 shot by basic enemies and then not give us enough ways to leave.....
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1476133 | Submitted at
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Balancing escape portal/ down portal
- reward killing players
- allow player to convert dead player's heart(3 hearts) into an escape
portal
-summon a portal in a specific place(with player's hearts)
2.show where the portal at
many times players cant find where the portals are and die miserably. show where the portals at and let players fight over them.
- allow player to convert dead player's heart(3 hearts) into an escape
- show player who escaped
allow people to make alternative decision, like choose down portal instead
Suggestion ID: 1476141 | Submitted at
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Remove wall traps from the game completely, they are not even fun to deal with, Make floor traps able to be jumped over, the ones where there is a double floor trap in a single person hallway needs to be removed completely. Why force people to take unnecessary damage?
Votes
Opinion: -24
Upvotes: 3 10%
Downvotes: 27 90%
Suggestion ID: 1476185 | Submitted at
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Remove silver coins from the game. As it stands now it takes up a loot spot and is less valuable than a singular gold piece. Unless we later get Dungeons and Dragons type currency (bronze coins being worth less than silver coins being worth less than gold coins) I don't see any real point of them being in the game.
Votes
Opinion: +34
Upvotes: 38 90.47%
Downvotes: 4 9.52%
Suggestion ID: 1476186 | Submitted at
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so a few changes that 100% need to made. IMO
- solo players should never be able to que into groups of 3 players ever. Groups of 3s should only que into groups of 3 and 2s. it doesnt matter if the que time is longer. everyone I have talked to has said they would rather wait up to 10+ min per game then lose every run by running into a group of 3 as a solo. Its just blatently not fun to que into a group of 3 as a solo ever.
- back peddling in the game needs to be about half the speed it currently is to make it so that raiper and spear arent by default the kings of melee weapons.they have 1.5x the range of other melee weapons, and without a penatly to back peddling the melee game just devolves into poking or getting poked to death.
- when waiting at the end of the timer there should be a guarenteed blue and red portal that spawns, so when it comes to the end of the game. all players fight over that last portal. (ive had over 5 games tonight that after eliminating the last player with about 40 secs left no portal spawns other then reds).
Votes
Opinion: -19
Upvotes: 6 19.35%
Downvotes: 25 80.64%
Suggestion ID: 1476191 | Submitted at
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Here are a few changes that I think should be made. 1) There needs to be more blue portals spawned to take the whole group back not just one person. 2) Red portals should take the whole team not just one person. 3) At the end of the match there should be a guaranteed portal to fight over or if you're the last team standing automatic win like a BR
Votes
Opinion: +18
Upvotes: 23 82.14%
Downvotes: 5 17.85%
Suggestion ID: 1476200 | Submitted at
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Larger parties such as 4-5 with mandatory equal party size needed to enter that dungeon/server, and a gathering hub (such as the pre-game bar room.) where players can interact before partying and readying up for a dungeon.
Votes
Opinion: -16
Upvotes: 1 5.55%
Downvotes: 17 94.44%
Suggestion ID: 1476227 | Submitted at
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Wizards need a rework of some sort.
-add either passive regeneration of spells or just a cooldown after uses (eg cast fireball 5 times then have a 30sec-1min-2min (whatever is balanced) cooldown and do balance it for both cleric and wizard and all spells.
-Remove the meditation ability and keep spell costs (maybe if going with cooldown root you could decrease base spell cost allocation amount (eg 12-8(10) whatever) and increase with knowledge or levels.
Votes
Opinion: -26
Upvotes: 3 9.37%
Downvotes: 29 90.62%
Suggestion ID: 1476236 | Submitted at
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Nerf Archer skeletons again, when there is more than one in the same room is impossible not to losse 70% of you health, they shoot very fast making impossible for melees to aproach without taking damage, if you're in less than 4 meters is impossible to evade the arrow making them incredibly annoying and powerful with the pressure they apply, I just soled a trio and a duo as a solo Rogue when 2 skeleton archers destroyed the door, all the other doors were locked, the room was all open and half of the room was consumed by the circle I managed to kill 2 of them bot the 3º one got me, reducing the attack speed and spawn rate would be a blessing
Votes
Opinion: +21
Upvotes: 28 80%
Downvotes: 7 20%
Suggestion ID: 1476243 | Submitted at
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When you get resurrected I think you should have the stuff that you died with on your person, but lose what's in your inventory. It almost seems counter productive to get resurrected since you have almost no health and no gear to allow you to compete.
Votes
Opinion: -6
Upvotes: 13 40.62%
Downvotes: 19 59.37%
Suggestion ID: 1476244 | Submitted at
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After a day of playing, a couple things stand out that make this playtest worse than the previous IMO. The first obvious one being the severe lack of escape portals in the first zone makes it just plain unfun to try and stay late. Extraction should not be a question mark in my opinion, as dying because there simply wasn't enough escape portals is entirely out of your control sometimes and is far and away the most frustrating way to die. My second big complaint is the removal of the large open space in the first level. That was the hotspot I went to every single raid to get as much fighting as possible (I wasn't even a Ranger player). The fighting in the open space is FAR FAR superior to fighting in tight corridors where you and the enemy just stand looking at each other unwilling to push because there is literally no interactivity. I despise the idea of balancing the map around the Ranger being broken, instead of properly balancing the Ranger to not be as effective in those situations. The solution was as simple as reducing the arrow travel speed to match the movement speed of characters. On top of that, some obvious improvements were not made in the past two months that would have improved the game significantly, primarily the ability to purchase more than one item at a time (HOW is this not in the game?) and a complete overhaul of the Trading Post to make it actually functional. The revamping of the spell system seems like a side-grade that needlessly complicates casters, and that along with high-roller dungeons seem to be the only real changes that have been made other than balance changes. I still enjoy the game, but I am disappointed.
Suggestion ID: 1476267 | Submitted at
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make the games longer or the circle times less. With the amount of time to it takes currently to kill pve and random pvp it is very difficult to even loot. feels way to rushed currently
Votes
Opinion: +29
Upvotes: 29 100%
Downvotes: 0 0%
Suggestion ID: 1476271 | Submitted at
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Please for the love of god either slow down the line a lot or get rid of it all together... It makes the game feel so damn rushed and unenjoyable. Me and my squad get geared up and go into a high roller match go down a level and are literally getting bullied by the line shoving us to the boss. We don't have any time to PVE / Explore / Loot... Then we get to the boss after running through 20 red/nightmare mobs that just whittle us down hard, to get finished by the boss before any escapes have even spawned. It's crazy. Even in the normal mode if you have 1 or 2 PVP engagements in a big PVE room you wont have time to loot everything at the end of it. There should also be a lot more blue portals especially down in the hell level..
Votes
Opinion: +37
Upvotes: 40 93.02%
Downvotes: 3 6.97%
Suggestion ID: 1476277 | Submitted at
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The new traps are absolutely disgusting and naaasty.
We need the mini game to be slower or take it out completely. it's too fast, you miss 3 or 4 times before getting it right IN THE MIDDLE OF A FIGHT. Fix it
I have had several times I managed to get to the end of the circle and see no portals. More portals needed?
Maybe change Ranger quiver to 10/10?
Cleric range on the spells are very misleading, we need numbers on the description. We love more data
Votes
Opinion: +4
Upvotes: 11 61.11%
Downvotes: 7 38.88%
Suggestion ID: 1476285 | Submitted at
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the ranger needs more than 5-7 arrows especially when it takes more than 5-7 headshots with perks to kill zombie def double it please, and allow me to jump while reloading so i can some what reload in combat and try to avoid attacks.
Votes
Opinion: -33
Upvotes: 2 5.40%
Downvotes: 35 94.59%
Suggestion ID: 1476293 | Submitted at
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Add a way to divine the health bars of enemies as a spell. Putting 8 slams into a guy and him not going down is a bad thing. Seeing how pitiful your damage is might help you retreat faster.
Votes
Opinion: -10
Upvotes: 3 18.75%
Downvotes: 13 81.25%
Suggestion ID: 1476303 | Submitted at
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Change
15 min match -} 20min
Circle closes in slower (Could be slower in the beginning and faster in the end or faster in the beginning and slower in the end to make FIGHTS GREAT AGAIN lol)
Votes
Opinion: +28
Upvotes: 29 96.66%
Downvotes: 1 3.33%
Suggestion ID: 1476311 | Submitted at
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imo the problem with rangers wasnt the infinite arrows, but rather the fact that a longbow does more damage than a 2H AXE. Should give inf arrows back but nerf the damage, atleast a little.
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1476312 | Submitted at
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So for the spell casters rework I don't know how anybody else feels about it but in my opinion its missing pieces. so with spell system currently in the game the reason it doesn't work is because it makes the cleric and wizards abilities on the class reliant on items and gear in game. now classes can get benefits from gear and be better but an actual class skill losing pieces that make it viable because of a knowledge requirement is not okay. My recommendation is to have the wizard start at 16 knowledge and the cleric 14 knowledge. Then every 4 levels the classes (not just magic casters) can put a +1 into a stat and a +2 into another, that way nobody feels gipped and their classes feel more powerful for leveling up and classes can feel good without needing items in game that with the nature of this game tend to get lost easily.
Votes
Opinion: +16
Upvotes: 19 86.36%
Downvotes: 3 13.63%
Suggestion ID: 1476318 | Submitted at
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Introduce rez penalties/injuries, especially since there is no group/solo balance there is no penalty to members of your group dying. Reckless behavior as a group is rewarded, because as long as a single player survives there is no penalty to death.
Votes
Opinion: -23
Upvotes: 1 4%
Downvotes: 24 96%
Suggestion ID: 1476320 | Submitted at
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So for the spell casters rework I don't know how anybody else feels about it but in my opinion its missing pieces. so with spell system currently in the game the reason it doesn't work is because it makes the cleric and wizards abilities on the class reliant on items and gear in game. now classes can get benefits from gear and be better but an actual class skill losing pieces that make it viable because of a knowledge requirement is not okay. My recommendation is to have the wizard start at 16 knowledge and the cleric 14 knowledge. Then every 4 levels the classes (not just magic casters) can put a +1 into a stat and a +2 into another, that way nobody feels gipped and their classes feel more powerful for leveling up and classes can feel good without needing items in game that with the nature of this game tend to get lost easily. Have a cap at 40 in stats and your good to go!
Suggestion ID: 1476330 | Submitted at
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So for the spell casters rework I don't know how anybody else feels about it but in my opinion its missing pieces. so with spell system currently in the game the reason it doesn't work is because it makes the cleric and wizards abilities on the class reliant on items and gear in game. now classes can get benefits from gear and be better but an actual class skill losing pieces that make it viable because of a knowledge requirement is not okay. My recommendation is to have the wizard start at 16 knowledge and the cleric 14 knowledge. Then every 4 levels the classes (not just magic casters) can put a +1 into a stat and a +2 into another, that way nobody feels gipped and their classes feel more powerful for leveling up and classes can feel good without needing items in game that with the nature of this game tend to get lost easily. add a cap at 40 and I think it would have great results.
Suggestion ID: 1476336 | Submitted at
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I think a post game summary would be really nice to see, regardless of a win or loss. Show stat changes if you leveled during your run, maybe show the route you took, items gained/lost, damage dealt/taken/mitigated, etc….. just spitballing ideas. I feel like it would make individual runs just the slightest bit more meaningful, something to keep your hopes higher in the deepest dungeons.
Votes
Opinion: +33
Upvotes: 33 100%
Downvotes: 0 0%
Suggestion ID: 1476341 | Submitted at
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So for the spell casters rework I don't know how anybody else feels about it but in my opinion its missing pieces. so with spell system currently in the game the reason it doesn't work is because it makes the cleric and wizards abilities on the class reliant on items and gear in game. now classes can get benefits from gear and be better but an actual class skill losing pieces that make it viable because of a knowledge requirement is not okay. My recommendation is to have the wizard start at 16 knowledge and the cleric 14 knowledge. Then every 4 levels the classes (not just magic casters) can put a +1 into a stat and a +2 into another, that way nobody feels gipped and their classes feel more powerful for leveling up and classes can feel good without needing items in game that with the nature of this game tend to get lost easily. Add a cap at 40 and I think it would have great results.
Votes
Opinion: -14
Upvotes: 2 11.11%
Downvotes: 16 88.88%
Suggestion ID: 1476345 | Submitted at
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I think I speak for many people (not all, but many) when I say that the stash should be universal and not character specific. If I play one class for a while and amass a bunch of gold and loot and then realize I like playing another class more than that one, all my gold and other resources go to waste in the stash belonging to my old character. Plus it's just nice to have everything in one place, not having to hop between characters when doing trading for example would be a benefit.
Votes
Opinion: +15
Upvotes: 32 65.30%
Downvotes: 17 34.69%
Suggestion ID: 1476346 | Submitted at
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In-Game low-distance proximity chat would be amazing, the single player experience would be so much better if players had a way to interact outside of their original group. I believe it would add repeatability to the game loop by incentivizing working together to survive a particularly brutal scenario, and in a game very devoted to tactical fantasy combat, a majority of times I would prefer to work with another group and share the riches than I would immediately turn to violence.
Suggestion ID: 1476357 | Submitted at
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Rework on Rogue Perks, Rogue deals almost no damage per atk and to actually win fights he needs to ambush(not go face to face against a fighter or barbarian) and effects like bleeding/venom and a good strategy/brain to ambush to gain initiative to gain enough time to apply such effects (pause to breathe) and with the map now being procedurally generated it got way way way more difficult to ambush forcing rogues to go face to face against a tank full of buffs that kills you in one hit or to go through hordes of red skeletons.
Fix: Buffing atk speed along with the mobility should make rogue viable again, atk speed to apply effects faster and to melt enemy armor and mobility to facilitate ambushing and gapclosing(buffing Stealth perk duration(changing from steps to meters(14/15 meters)) along with adding some move speed to it(like for the first 1.5 or 2 seconds since you activate Hide you receive 35% move speed) should do the trick).
Votes
Opinion: -26
Upvotes: 1 3.57%
Downvotes: 27 96.42%
Suggestion ID: 1476363 | Submitted at
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This suggestion isn't for everyone however, I am starting to feel that the ring is becoming a hinderance. with Pvp and Pve you spend more time killing mobs and fighting players than you do getting to explore and loot. I do not think the ring should be removed however, it should be slowed down to allow for more looting.
Votes
Opinion: +53
Upvotes: 59 90.76%
Downvotes: 6 9.23%
Suggestion ID: 1476370 | Submitted at
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Change the final part of the animation on crystal swords when casting spells with them. As you thrust them forward to complete the cast they often bounce off of doorways and walls the same way regular melee attacks do when fighting in close quarters. It's the only casting tool that does this fairly frequently and since the casting action is not a melee attack it shouldn't be treated like one in terms of environment collision.
Votes
Opinion: +16
Upvotes: 17 94.44%
Downvotes: 1 5.55%
Suggestion ID: 1476384 | Submitted at
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Combat feels extremely sluggish. Maybe a global attack speed increase, and a minor movespeed increase to a higher baseline attack speed for most weapons, and then adjust balance after (IE adjust damage and interactions).
Votes
Opinion: -24
Upvotes: 4 12.5%
Downvotes: 28 87.5%
Suggestion ID: 1476458 | Submitted at
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Great work on the game, IronMace. I've played both betas and had some suggestions that I thought would be useful for D&D.
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Combat: Needs some kind of variation. The simple left click and move back is very basic. It ends up turning into a game of left click + W. Either the Rogue wins by sinking in more hits or the fighter/barbarian wins by tanking the hits and getting a big swing off. I suggest looking at some more skill based combat systems like Mordhau, Chivalry and For Honor.
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PVE Sponge: This ties into the first point where combat with Skeletons and Zombies always boils down to one repetitious dance of Swing, bait an attack animation, step back, move in, swing, repeat. Some variation or lower health on the PVE monsters would make this more fluid, I feel.
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Slow Pace: The animations for fighting and walking around are painfully slow. It feels like we're moving underwater the whole time. There would be nothing wrong with bumping it up a liberal amount.
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Health Regen and Healing: It seems like a huge task to get any kind of healing after you've taken any kind of damage. A simple regen might be a nice alternative. Nothing crazy, but at least it'd make PVP and PVE less scary and encourage at least engaging with the dungeon more.
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Portals: Strange to get to the end and have to split up, considering you've spent the whole time as a team. Especially when some games have literally ended with me not having an available portal to get out and just dying slowly.
Keen to see where this game goes closer to launch!
Votes
Opinion: -14
Upvotes: 9 28.12%
Downvotes: 23 71.87%
Suggestion ID: 1476468 | Submitted at
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crafting as it is right now is impossible, as you don't get nearly enough Rubysilver ore per node and per interaction to justify the end product. One interaction takes a Rogue (fastest interactions) 10 seconds and yields 1 ore, and each node can only yield 5 ore. Additionally, it's not even guaranteed that your dungeon has a room with ore in it. Couple this with the fact that, for example, a cuirass takes 15 ingots, otherwise, 150 ore, meaning 1500 seconds (for a rogue) of mining, it's a waste of time to even try the new crafting system. Mining should be buffed and the crafting requirements lowered or there will be no feedback on the rubysilver system because it's a waste of time.
Votes
Opinion: +49
Upvotes: 50 98.03%
Downvotes: 1 1.96%
Suggestion ID: 1476477 | Submitted at
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skelleton archers desperately need to be nerfed/reworked. Melee classes literally cannot kill them without getting a hit in unless you do a lot of preparation (throw all 3 axes into their head, then run in with a finisher). Their second shot ability ALWAYS hits in CQC
Votes
Opinion: +34
Upvotes: 42 84%
Downvotes: 8 16%
Suggestion ID: 1476478 | Submitted at
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Fix the suggestion bot. I've typed out suggestions several times and they get removed every time. And nothing breaks rules, so its impossible to know how to fix. How many people have tried to give feedback and just given up, I wonder? Meanwhile, I see some people who repeat thier same suggestion many times. The bot should recognize repeats and remove them.
Votes
Opinion: +2
Upvotes: 5 62.5%
Downvotes: 3 37.5%
Suggestion ID: 1476495 | Submitted at
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Slow the zone speed down. Kind of ridiculous that if your solo on the outskirts of the map the time it takes you to clear a room and loot it all the zone is already moving forward.
Votes
Opinion: +41
Upvotes: 44 93.61%
Downvotes: 3 6.38%
Suggestion ID: 1476516 | Submitted at
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We could use a shared Stash tab. Im not advocating for the current stash to be shared so much as a second stash tab to be made so I can make funds and equips available that I got while playing on my main/with my group, for my alts which I play when I can only solo queue and will likely lose.
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1476523 | Submitted at
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Fighting adds is taking away from the enjoyment of the game. Have to spend a minute clearing a room solo isn't difficult, it's just annoying and often times frustrating. The real fun happens when other players are involved. Sometimes having adds be part of that encounter can be a fun time, but not when the adds are constantly the main focus because of how much of a threat and snooze fest they are to deal with.
Votes
Opinion: 0
Upvotes: 16 50%
Downvotes: 16 50%
Suggestion ID: 1476525 | Submitted at
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The division into a normal and a high-roller game mode is a mistake.
The layer the player is on should be the significant factor in determining how good the loot is, not the choice of game mode.
Also, this separation allows for seal-clubbing in the future when teams with high-roll gear go back to normal mode for "fun".
The High-Roller mode is a total devaluation of the Normal mode.
In addition, the high-roller mode is also unnecessary because it solves a problem that is already solved by the four layers that you can go down in the future, deepest layer best loot.
Votes
Opinion: +36
Upvotes: 39 92.85%
Downvotes: 3 7.14%
Suggestion ID: 1476533 | Submitted at
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Instead of 75 gold being the entry fee for High roller lobby’s, maybe have the only way to get in is having a high gear score. Example to enter, all your gear must be blue rarity or higher. This way it eliminates people going naked into high roller (which defeats the purpose of high roller).
Votes
Opinion: +27
Upvotes: 34 82.92%
Downvotes: 7 17.07%
Suggestion ID: 1476536 | Submitted at
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The Wizard class needs a buff (like usually)
As of now the wizard is a Glass instead of a Glass Canon , slow spell cast, low spell dmg in early game (you can only clear a room solo if you use all your attack spells) so if an enemy player stars fighting you ,especial a rogue or an archer, you are fucked, the rouge can just run towards you and shank you before you can even finish casting a spell meanwhile the archer can snipe you with there infinite arrows while you use all your long ranged spells,
Solution: Catrip like spells might be the best solution ,
for example: ZAP casting time should be about 1 sec + - 0.1 sec, the range is fine as is, the dmg should be around the same as an arrow maybe a bit more and just remove the burning effect, oh and make it infantile usable, no meditation needed maybe mak it recharge by by deffault, +1 zap / 2 sec or something.
Votes
Opinion: -14
Upvotes: 8 26.66%
Downvotes: 22 73.33%
Suggestion ID: 1476538 | Submitted at
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Spell Suggestion: Heat Metal
At the moment, at least in my experience, shields feel like a hard counter to wizards. I don't feel like Dark and Darker should follow Runescapes combat triangle. A wizards trade off is powerful, but limited use spells.
Heat Metal gives wizards an effective way to deal with heavily armored threats. This would be a damage over time spell and it could either have a duration of concentration or however many seconds.
For concentration, run it that way you might in the other D&D. Once cast, the effect starts. If you cast another spell, take damage or break line of sight, the effect ends.
Suggestion ID: 1476588 | Submitted at
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Add triple portals back, but in a limited capacity to the final 1 - 2 zones. These scattered single portals add difficulty in the form of tedium. Need to give those who survive the last zones a chance to secure their loot and not punish them because rng spawns didn't favor them or decided to spawn somewhere under or above.
Votes
Opinion: +24
Upvotes: 29 85.29%
Downvotes: 5 14.70%
Suggestion ID: 1476604 | Submitted at
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About wizard:
I think that there should be passive spell regeneration, after 1-4 minutes of using spell (depends on spell cost) you get 1 stack back. It's quality of life for every wizard and it's not broken. Match lasts about 10 minutes so a small amount of offensive spells would refresh and a bit more of utility spells.
Votes
Opinion: -10
Upvotes: 9 32.14%
Downvotes: 19 67.85%
Suggestion ID: 1476628 | Submitted at
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Suggestion from reddit user V3ryL3git:
I think the circle should be just darkness, forcing you to use a torch and that's it. if you want to delve around you still can it'll just be harder.
Votes
Opinion: +23
Upvotes: 37 72.54%
Downvotes: 14 27.45%
Suggestion ID: 1476633 | Submitted at
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A way to know value of things in dungeon. It can be interesting that for the very first time you find and item your character doesnt know anything about it, but if you escape the dungeon with it, next time you find it you would be able to know the price u sold it last time.
Votes
Opinion: +15
Upvotes: 17 89.47%
Downvotes: 2 10.52%
Suggestion ID: 1476665 | Submitted at
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Scarcity of resources makes it unenticing to go to a deeper level, make it so at least your skills get refreshed when you go through the portal. Healing you to 50% hp if you're under it might be good as well.
Votes
Opinion: +23
Upvotes: 29 82.85%
Downvotes: 6 17.14%
Suggestion ID: 1476675 | Submitted at
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make the multi shot ability not deal full arrow dmg, i have seen archers kill people at max hp just by running up and pressing one button, its not fair to have a ranged unit have a power house close range attack that one taps with a decent longbow
Votes
Opinion: +24
Upvotes: 31 81.57%
Downvotes: 7 18.42%
Suggestion ID: 1476679 | Submitted at
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Please make Slimey a name that you can use for characters. As you can see I'm Slimey.. and I like to name my chars Slimey(identifying feature) for example Slimeybow. I don't know why I'm not allowed to be myself ☹️
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1476688 | Submitted at
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So what if the heals actually where healing a % isntead of a number. like instead of 15 health it does 15%, i mean cuz if let's say base health is a 100, u heal 15, but if u have 200 health u need double the healing items to fully heal. but if it was % u everyone needed the same amount of healing items. and maybe reduce the time it takes to heal with a potions and bandage?
Votes
Opinion: -11
Upvotes: 3 17.64%
Downvotes: 14 82.35%
Suggestion ID: 1476694 | Submitted at
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i dont mind honestly, but 3 of the dudes from my discord quit playing in a rage due to the lessened blue portals. again, i have no opinion, i like the game. but it is a thought.
Votes
Opinion: +42
Upvotes: 45 93.75%
Downvotes: 3 6.25%
Suggestion ID: 1476699 | Submitted at
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I would like to suggest a target highlight system for the cleric target heals/buff/debuffs.
Example - When you have a teammate/enemy target with a fully charged spell the targeted player shimmers in a subtle highlight to help acknowledge who will be targeted with the spell
Votes
Opinion: +32
Upvotes: 33 97.05%
Downvotes: 1 2.94%
Suggestion ID: 1476705 | Submitted at
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It would be nice if rogues could break crates and barrels with dagger too. Right now it seems like an additional disadvantage to play with rogue, since even the ranger can break crates with arrows.
Votes
Opinion: -7
Upvotes: 9 36%
Downvotes: 16 64%
Suggestion ID: 1476706 | Submitted at
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Storage could be shared among all characters in the same account. There are some classes easier to play with no equipment. So it would be nice if you could go and collect to other classes that have a harder time soloing.
Votes
Opinion: -7
Upvotes: 7 33.33%
Downvotes: 14 66.66%
Suggestion ID: 1476717 | Submitted at
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give us a way to share loot with other characters, maybe a 6x6 "chest" we could share, sometimes you get a really good piece of gear and just want another one of your characters to have it.
to balance it out you could limit the amount of gold you could share and put a cooldown on it and since we're on a tavern that could be the service from the tavern keeper, all for a cost ofc
Votes
Opinion: +12
Upvotes: 19 73.07%
Downvotes: 7 26.92%
Suggestion ID: 1476747 | Submitted at
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Change the lockpicking minigame.
QTE's are never fun. Go with more of a Elder Scrolls style of minigame.
Good lockpickers will be able to complete it faster, rogues could have easier difficulty to maintain an advantage. Whether you pick it fast or at your own pace, it allows more players to get through a lock, if at the cost of time.
It would also make dealing with Ranger traps more balanced.
Votes
Opinion: +23
Upvotes: 27 87.09%
Downvotes: 4 12.90%
Suggestion ID: 1476771 | Submitted at
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Any chance of bringing back the 3 man portals? Maybe not the earlier circles but the last 1-2 circles. That way a team can stick together and go down to the next floor or leave, its not the best finding 3 portals of the same color for everyone. Also, can we a solo que match
Votes
Opinion: +44
Upvotes: 47 94%
Downvotes: 3 6%
Suggestion ID: 1476776 | Submitted at
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please add a noise when we take dmg there was fire on the other side of these metal bars which i didnt think would hit me and then i just dropped dead with no noise's same with poison would love a noise like a gruntting noise to let me know that im hurting
Votes
Opinion: +9
Upvotes: 11 84.61%
Downvotes: 2 15.38%
Suggestion ID: 1476787 | Submitted at
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Another idea for Cleric. It’s wild that the Cleric only can regenerate spells with a campfire, Let them have a meditation but make it a Prayer you have to do at a revival alter to get your spells back.
Votes
Opinion: +30
Upvotes: 35 87.5%
Downvotes: 5 12.5%
Suggestion ID: 1476821 | Submitted at
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somethings came up to my mind by playing !
Quality of life :
- Auto sort the stash with bandage / potions on top for exemple then campfire, weapons and then armor.
- Filter stash by "category"
- Let purchase mutiple items at the same time at the vendors ( Multiple healing pot, bandange, for exemple ) And multiple silver coin exchange.
Combat :
- Nerf Archers -> make them do less damage and remove the triple arrow spell from them
Gameplay :
- Remove the "one shoot" from the shrinking circle, but instead make it hit harder
That's what i have in mind atm 🙂
Votes
Opinion: -20
Upvotes: 2 8.33%
Downvotes: 22 91.66%
Suggestion ID: 1476831 | Submitted at
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Make it so healing gives you exp
If you heal the amount of a monsters hp you should get the same exp as killing a monster would give you.
just make it so we have kill assists in the game and if you heal someone and they kill something you also get the same amount of exp from the kill.
Votes
Opinion: +21
Upvotes: 23 92%
Downvotes: 2 8%
Suggestion ID: 1476840 | Submitted at
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There should be no market fee. Trying to flip an item costing 40 gold, you will need to sell it bare minimum 55g, want to make somewhat decent profit you then can't sell it because its too much.
Votes
Opinion: -28
Upvotes: 1 3.33%
Downvotes: 29 96.66%
Suggestion ID: 1476882 | Submitted at
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You can have either portals spawning all around the map and no fog or fog and portals spawning inside its bounderies. otherwise it creates really frustrating situations where you make all the way down to the end of the match, and dies, cause all portals spawned inside fog.
Votes
Opinion: +24
Upvotes: 25 96.15%
Downvotes: 1 3.84%
Suggestion ID: 1476902 | Submitted at
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Maybe a system of you can rip up a piece of clothing to get either a rag or bandage that heals 5 hp just for a little more healing, desperate times calls for desperate measures
Votes
Opinion: +19
Upvotes: 25 80.64%
Downvotes: 6 19.35%
Suggestion ID: 1476909 | Submitted at
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Expanded on my last comment, the feeling of all extracting together in the 3 man portal with your teammates is so good. having to run all over and through the storm to find portals is not fun. Atleast have 3 blue portals in the last circle or please just bring back the 3 man portal.
Votes
Opinion: +23
Upvotes: 28 84.84%
Downvotes: 5 15.15%
Suggestion ID: 1476944 | Submitted at
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How about three charges on the blue portals, and they have to be activated again after each use? That way a full team can extract, but they still have to take a strategic risk (do you send your teammate with the best loot first to secure it, or send your weakest player first in case you get ambushed activating the portal again) that solos don’t need to think about. Plus if you came across one that had already been used once or twice you could occasionally have some fun scrambling for another one (as opposed to doing that every single time).
Votes
Opinion: +10
Upvotes: 16 72.72%
Downvotes: 6 27.27%
Suggestion ID: 1476949 | Submitted at
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Since I dont see a general feedback spot, I guess it goes in suggestions.
Played for the first time last night for about 4 hours with a couple friends (so a 3 man party). Did not play in the first playtests.
Overall, definitely had fun, but I definitely had some feedback suggestions that would take it from fun to amazing, in my eyes.
First off, the circle. The combat and movement gameplay seems very conducive to a slower, methodical style, but the circle is completely antithetical to that. It moves way too fast and is way too punishing.
Combined with the circle, the way the escape portals work was very frustrating for a 3-man group. There wasnt a single time all night all 3 of us escaped. Having them single use feels very odd, and there were multiple times a couple of us just died to the no-circle ending.
There's two sort of paths that I think I'd find a lot more engaging and fun.
- Remove the circle. Extraction royale games don't need them, there are "strong" areas where loot is, people naturally funnel there, and there are players who want to just rat it up and go for scraps. There's nothing wrong with this playstyle. To force players more towards the middle there could be a much higher concentration of 3-man portals.
or
- Keep the circle, but make extraction more consistent if you make it to the end. Id like to see the circle slowed down as well. But, the general idea being, once you make it to the "end" of the circle, in the very center of where the circle is closing an unlimited use escape portal spawns. This way everyone alive has a chance to escape instead of just dying with no recourse.
Votes
Opinion: +29
Upvotes: 34 87.17%
Downvotes: 5 12.82%
Suggestion ID: 1476961 | Submitted at
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I fully agree that the leaderboards are high-roller only but allow people to see their personal stats for normal dungeons too, i wanna have a feel of progression and compare stats with my friends, its fun and easy to do
Votes
Opinion: +33
Upvotes: 33 100%
Downvotes: 0 0%
Suggestion ID: 1476969 | Submitted at
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I would love to see proximity voice become a thing in this game. Not only to allow for communication among teams outside of discord, but to allow solo players to more easily link up / beg for their lives when faced with a fully geared squad.
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1476982 | Submitted at
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Don't give back the 3-man portal. It would be easy to let the whole party escape, it's much more exciting when we find 1 portal and we have to make a decision about either making one person leave and 2 people taking risk, continuing with a chance to find more portals and survive or going down with 3 red portals
Votes
Opinion: -21
Upvotes: 11 25.58%
Downvotes: 32 74.41%
Suggestion ID: 1476996 | Submitted at
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Looting feels rushed, More time in raids would help this, It feels like after you clear one room you already have to start moving because circle closes super early. Possibly extend the time in between until circle closes?
Votes
Opinion: +33
Upvotes: 38 88.37%
Downvotes: 5 11.62%
Suggestion ID: 1476998 | Submitted at
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I know you guys think that reducing blue portal quantities + 3 man portal is something that will help solos but speaking as a main solo rogue, this change effects everyone (solos or not) in a bad way, its more difficult to escape now and and the PvE on the second map wont help it either since its actually easier to die to an skeleton/skeleton archer than to actual players. Please nerf second dungeon Pve and increase blue portal rates and bring back 3 man portals <3
Votes
Opinion: +37
Upvotes: 40 93.02%
Downvotes: 3 6.97%
Suggestion ID: 1477004 | Submitted at
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Reduce meditation time for the mage from 10sec to 5sec. Or let meditation restores all spells, or any other options to make the gameplay on the magician not so sit5min-and-go.
Maybe it's balanced, but man, an archer just reloads his arrows in a couple of seconds and can kill anything alive again with two shots
I personally have the feeling that I sit playing as a mage more than anything else, and have to do it all the time to get two spells (or one for a fireball)
Almost always remain without magic, at all simply do not have enough and no time to wait that would restore all, and it takes 3 minutes! while fighter just kill everything on the path in 5 second
Votes
Opinion: +33
Upvotes: 37 90.24%
Downvotes: 4 9.75%
Suggestion ID: 1477012 | Submitted at
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From my experience I would like to see more maces/Morningstar/warmaul in the blacksmiths shop. Majority of the time throughout the 1st and 2nd playtest it would seem as if there wasnt too many compared to the amount of swords and other weapons in the shop after every reroll the blacksmith would have
Votes
Opinion: +20
Upvotes: 21 95.45%
Downvotes: 1 4.54%
Suggestion ID: 1477013 | Submitted at
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Bring previous play test map back, this new procedural generated one makes really difficult to be strategic and to ambush players, It feels like its a game of luck and not skill, all you need is to be a fighter with a cleric behind you buffing and healing. At least bring the last map as a pvp map or something :/
Votes
Opinion: -15
Upvotes: 6 22.22%
Downvotes: 21 77.77%
Suggestion ID: 1477014 | Submitted at
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Instead of having a circle that damages you over time, an interesting mechanic would be a circle of total darkness that slowly pushes you towards the center, and turns all living monsters into the harder version of themselves. So red skeletons, red zombies, etc. Also turn all the torches off in the rooms as the circle closes.
Votes
Opinion: +2
Upvotes: 15 53.57%
Downvotes: 13 46.42%
Suggestion ID: 1477031 | Submitted at
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Let us choose between junk rated weapons for our starting weapon each run. In order to add variability to the game and make it more interesting to fight other fresh characters since the difference between a fresh and max level is night and day. This would also allow you to try out weapons without RNG to find one or buying one for newer players.
Votes
Opinion: +11
Upvotes: 14 82.35%
Downvotes: 3 17.64%
Suggestion ID: 1477048 | Submitted at
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hi as a cleric main i feel like there is not enough weapons for him for anyone that wants to dps and not be stuck as a support. the 2 hander got nerfed hard so its useless and other then that you only have 2 1h maces that rarely drop and rarely even in the store pls add more good weapons for cleric
Votes
Opinion: +10
Upvotes: 15 75%
Downvotes: 5 25%
Suggestion ID: 1477067 | Submitted at
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lack of certain items with vendors i assume they are going to offer a more wider selection of goods after you do quests for them. cleric healing exp gain seems lacking. was lvl 14 friend lvl 8 barb got lvl 18-19 while i was 16-17 after 4-5 successful escapes after getting 1 kill every 3 people and my friend 2 kills
just something to look into.
Votes
Opinion: +5
Upvotes: 5 100%
Downvotes: 0 0%
Suggestion ID: 1477068 | Submitted at
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buff the initial damage of wizards chain lightning. very underwhelming for how much it costs and it already has the big downside of hurting yourself if you're relatively close to your target.
Votes
Opinion: +3
Upvotes: 8 61.53%
Downvotes: 5 38.46%
Suggestion ID: 1477099 | Submitted at
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Leaderboard kills only tracking when escaping is very likely the very worst thing you could do when not spawning enough blue portals in the last circle. Way to feel like you had a good run for nothing to count in the end. I may have been the last alive yet i can still die from the circle just cause PVE takes too long to clear as solo. If the last playtest was fun and rewarding this one feels unforgiving and frustrating. I still love the game but its nothing close to what it felt last time, i miss it.
Votes
Opinion: 0
Upvotes: 8 50%
Downvotes: 8 50%
Suggestion ID: 1477100 | Submitted at
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Pls make normal dungeon the only dungeon. Wasn't hell supposed to be highroller already ?
Also highroller just makes gear difference way more of a thing and expand matchmaking times.
Votes
Opinion: -4
Upvotes: 7 38.88%
Downvotes: 11 61.11%
Suggestion ID: 1477148 | Submitted at
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Add a solo queue ( solo vs solo , solo vs teams) so many people including me play solo and we just get ganked by duos / trios. A lot of others want it too so why not just add it. I feel like the main reason people are saying no is due to the fact its the people who arent solos and want easy loot so just add it and both sides will be happy either playing solos or not.
Votes
Opinion: +4
Upvotes: 15 57.69%
Downvotes: 11 42.30%
Suggestion ID: 1477163 | Submitted at
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QoL: Increase the size of the coin purses to 100 and add a button to quickly fill empty purses with coins. Cutting down on the amount of busywork between runs isnt exactly vital but it is a nice little feature that might help the flow stay consistent.
Votes
Opinion: +28
Upvotes: 28 100%
Downvotes: 0 0%
Suggestion ID: 1477171 | Submitted at
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I think that it would be good for people in the same party to escape all at once using the escape portal. Otherwise someone needs to be left alone and it is kinda non-cooperative this way.
Votes
Opinion: +4
Upvotes: 11 61.11%
Downvotes: 7 38.88%
Suggestion ID: 1477182 | Submitted at
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Add an altar to use Soul Hearts to open Escape Portals
The escape portal system is terrible with the current state its in. With the introduction of a guaranteed altar where we can take soul hearts to and open an escape portal with, it'll create a more natural PvP hotzone (unlike the artificial-feeling Fortnite storm) and alleviate some of the issues people have at the moment.
There's a lot you could do with it, either a long interact time, a zone to stand in to charge the portal, maybe skeletons come out of the ground and you defeat them to open the portal, etc.
Votes
Opinion: +11
Upvotes: 15 78.94%
Downvotes: 4 21.05%
Suggestion ID: 1477190 | Submitted at
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Shields and Spells need to be examined. Shields were nerfed as it relates to melee blocking. A similar thought process needs to go into spells, especially when considering how fragile a wizard actually is.
Votes
Opinion: -1
Upvotes: 3 42.85%
Downvotes: 4 57.14%
Suggestion ID: 1477192 | Submitted at
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Portals should become visible on the map once they are within the death swarm. This would still add some mystery to the safe zone, but one person could peel off to go take a portal in the fog. This would likely lead to more interesting 1v1 fights too because whole groups are less likely to run into the fog for a single exit.
Votes
Opinion: +32
Upvotes: 36 90%
Downvotes: 4 10%
Suggestion ID: 1477196 | Submitted at
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remove the circle or make it that it only extinguish the torches, keep the time limit and put the portals at the middle of the map, o and if you are the last person or team alive spawn spawn 3 of the escape and 3 of the down portals
Votes
Opinion: +12
Upvotes: 20 71.42%
Downvotes: 8 28.57%
Suggestion ID: 1477197 | Submitted at
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Current Portal rates encourage avoiding of engagements, one tries to loot all you it till the first exit portal spawns and then you just look for an early exit asap trying to avoid combat, circle speed feels a tad bit too fast for any exploration meaning it also result in less engagements with players or big rooms imo.
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1477204 | Submitted at
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PLEASE GIVE US BLUE PORTALS, OR AT LEAST 3 RED PORTALS. THIS IS JUST PURE MADNESS, 70% OF MY GAMES ENDS LIKE WE ALL HAVE TO THROW OUR ITEMS TO OUR LAST MATE BECAUSE WE ONLY HAVE ONE PORTAL LEFT. THIS IS NOT FUN
Votes
Opinion: +54
Upvotes: 57 95%
Downvotes: 3 5%
Suggestion ID: 1477211 | Submitted at
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Fix please Wizard's spells hitbox, i've died many many times from trying to cast fireball on ramp through doors, ranger's are able to "sneak shoot" on this situation, but wizards can't, wizard spell projectiles are also really really slow, maybe make a perk which increases slightly projectile speed from spells.
Suggestion ID: 1477221 | Submitted at
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Make it so being in the circle does not do damage but keep the darkness effect, portals still spawn in middle of circle area. This allows players to explore if they dare in the darkness but not make the circle so oppressive that you have to rush through the dungeon. Players will still fight for the portals in the end to get out.
Votes
Opinion: +11
Upvotes: 19 70.37%
Downvotes: 8 29.62%
Suggestion ID: 1477226 | Submitted at
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Most extraction looters have a safe pocket or safe inv so if you die you still get out with some stuff not great stuff. I'd like to see one in this, Maybe a coin purse that only allows you to pick up loose gold to a certain cap limit? or silver coins. Just a thought.
Votes
Opinion: -9
Upvotes: 12 36.36%
Downvotes: 21 63.63%
Suggestion ID: 1477231 | Submitted at
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Remove the magic staffs cast interaction with shields and surfaces at close range.
Currently, when a spell is being cast at close range it can fail due to the wand itself colliding with a wall or shield while casting. This happens with both players and AI and doesn't make much sense to cause a failed cast.
Votes
Opinion: +7
Upvotes: 12 70.58%
Downvotes: 5 29.41%
Suggestion ID: 1477239 | Submitted at
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Perhaps this will be included in the skill point system when it gets added, but some base stats should increase with level. It feels off to me that a level 20 wizard would have the same spell slot capacity as a level 1 wizard, same for Cleric.
Suggestion ID: 1477247 | Submitted at
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Make the portals spawners all have a red side and a blue side. So the player chooses which ones they want. Activating one Disables the other coluor(so its still only 1 portal per spawn).
Votes
Opinion: +31
Upvotes: 40 81.63%
Downvotes: 9 18.36%
Suggestion ID: 1477289 | Submitted at
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The ring moves just a tiny bit too quickly in my opinion. And by a tiny bit, I really do mean a tiny bit. If 'raid' times were increased by just, like...2 minutes, at most, I feel like I'd be able to enjoy PVP a lot more. I constantly feel rushed and don't often have time to loot kills on players as, for the most part, many fights tend to take a bit long. Especially if it's a ranger v ranger fight.
Also, finding portals with the current time we have is incredibly frustrating for groups now that we don't have the 3-man portals.
Votes
Opinion: +29
Upvotes: 31 93.93%
Downvotes: 2 6.06%
Suggestion ID: 1477322 | Submitted at
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Also different forms of storing gold. Like, a sack for 250 gold and a small chest for 500 gold. I can feel myself getting even worse carpal tunnel constantly going back and forth with tiny sacks and coins.
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1477334 | Submitted at
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bring back a little more blue portals and the tri portals from October play test. Was playing with various friends and we would survive till the end but never with enough portals to get out and we were not ready to go deeper. Have the harder dungeon selection have less blue portals, but the normal dungeon select have more and closer to what was shown in October play test.
Votes
Opinion: +14
Upvotes: 17 85%
Downvotes: 3 15%
Suggestion ID: 1477338 | Submitted at
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add backpacks? 1
add fog of war of some sorts so that we dont know what the next room is. 2
weapons mastery should allow more types of movement with ur weapons more types of swings instead of a percent increase in dmg. 3
if the lobby player count is increased to 35+ maybe remove shrinking pubg circle.4
react with respective number if u agree or 5 6 7 8 if u dont.
Suggestion ID: 1477396 | Submitted at
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Improve visibility and clarity when an enemy is "Elite". Give them a red eye glow effect or something, because there are too many instances where a skeleton mage in a hooded robe in the dark is suddenly elite, a dragonfly is elite but it's impossible to tell. Currently it's far too subtle compared to the impact elite mobs have during an encounter. Only the spider mummy elite is obvious, it needs to be more like that. It's not "difficulty" to get killed by an enemy you can't properly tell is a bad choice to fight, that is just cheap.
Suggestion ID: 1477436 | Submitted at
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More out of the way, but put in with detail how to invite players to a discord channel. I've seen a lot of people trying to LFG and invite people to play with them only for them to invite people to the discord itself and not the channel they are in
Suggestion ID: 1477440 | Submitted at
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Remove the circle! (or at least major changes to it)
The two genres of this game are dungeon crawler and extraction, but mainly extraction(the core mechanic). Neither of those genres benefit from having a closing circle. This is not a BR game. Especially after quests are implemented, the main point of the game isn't to kill players, but to get out with loot. Not to say PVP should not be a focus, it should be. PVP will happen no matter what even without the circle. Hunt and Tarkov are the two most successful extraction games out there and a circle would be hampering and out of place, just like it is in this game. You can force encounters just by having limited extraction points in the center along with high loot areas(like this game already has). The circle is redundant and not fun. I want more space/time to explore/loot/fight.
Right now the circle is so fast and limiting its taking away from the gameplay and fun. I made a similar post about this on reddit and it got a bit of attention. A couple good ideas from it included the circle just being darkness that a torch barely penetrates and makes the AI stronger. That idea fits with the theme pretty well. Another idea was to just stop the circle after the first two shrinking's. That way it'll reduce the space but won't limit the gameplay or rush you too much.
Votes
Opinion: +34
Upvotes: 39 88.63%
Downvotes: 5 11.36%
Suggestion ID: 1477445 | Submitted at
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Movement Penalties
- Slightly increased movement penalties when swinging your weapon. Heavy weapons will feel heavier.
^This needs to be dialed back just a bit when it comes to two handed weapons OR you need to give a perk to the Barbarian "The Master of 2H weapons" so that they can swing faster or move quicker while swinging, currently the Fighter feels like it has so much more to offer with armor drops, ability to use every weapon, A 2H SWING SPEED PERK, A SPEED BOOST PERK, AND the ability to heal themselves once per campfire... While the Barbarian has the dmg boost ability it is usually wasted since the swing is so slow you have enough time to either evade the attack or just block and get a free two hits while the Barbarian charges up another attack. Such a sad state to see the Barb in...
Suggestion ID: 1477513 | Submitted at
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Remove high-roller instance, replace w/ Ethereal Plane on current maps
The twist: go ham on the Ethereal Plane concept (shadow world map that overlaps the regular map)
--> Same instance, avoids splitting up the player base
--> Enter Ethereal Plane with special utility items (replacement ante-fee), or sometimes portal shrines that RNG onto the map
--> Dark-world overlay contains high-roller mechanics, penalties, mining nodes, and higher-end loot
--> Allows for significantly more mechanics, and visually not too difficult to digest
Random add-on mechanic ideas:
--> "Blink spell": momentarily step into Ethereal Plane for a map as a high-risk short/medium distance teleport (or go for a quick "dip" to scout an area on the other plane)
--> Wraith-type creatures exist on both sides of the Ethereal Plane, but are weaker/stronger on one side vs the other (Wraith weaker on the Ethereal Plane vs main map, etc.)
--> Eldritch horrors PvE mobs that reside only on the Ethereal Plane
Votes
Opinion: -14
Upvotes: 0 0%
Downvotes: 14 100%
Suggestion ID: 1477516 | Submitted at
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Fix the melee animation with the Rogue. I'm not sure why when I'm thrust stabbing straight ahead that my character is hook swinging their arm way out to the right side so that I'm colliding with objects or shields that I'm not aiming at. That doesn't make any sense to be hook swinging a thrust attack.
Votes
Opinion: +8
Upvotes: 11 78.57%
Downvotes: 3 21.42%
Suggestion ID: 1477603 | Submitted at
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Please remove the armor rating/magic resistance stats from the skeleton skin. The skins/cosmetics should not affect any stats at all. Maybe leave that to when/if races get added to the game
Votes
Opinion: +34
Upvotes: 39 88.63%
Downvotes: 5 11.36%
Suggestion ID: 1477608 | Submitted at
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What do you think about for the next play test, removing the death zone completely and instead having a map that generates randomly to avoid rushes in key places and add a time limit (20 minutes max) + portals that spawn at the end with an indication on the map 2 minutes before the portal appears? solo and group players would be happy
Votes
Opinion: -6
Upvotes: 6 33.33%
Downvotes: 12 66.66%
Suggestion ID: 1477620 | Submitted at
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a way to just queue into just the tavern with my party. No timer for it, no other players. Sometimes I just wanna test stuff, but the current lobbies are too fast to test my abilities.
Votes
Opinion: +39
Upvotes: 40 97.56%
Downvotes: 1 2.43%
Suggestion ID: 1477629 | Submitted at
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Haste potions would be nice! might be a little ridiculous with 3 different speed buffs but it would also allow for a "toolbelt solution" for players that find themselves without a method to buff their speed
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1477634 | Submitted at
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I'd really like some more in depth explanation or tool tips about what stats on gears actually affects. It's kinda hard to know whether or not 'True Magical Damage' is actually even worth holding onto for a Rouge or Fighter. Like, does it increase the damage of my Victory Strike or Poison? I'll never know.
Votes
Opinion: +24
Upvotes: 24 100%
Downvotes: 0 0%
Suggestion ID: 1477677 | Submitted at
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Put a colored border around consumables like potions and bandages that represent their quality. Having to hover over each one to see feels a little weird and having a colored border around the icon would just feel better.
Votes
Opinion: +38
Upvotes: 38 100%
Downvotes: 0 0%
Suggestion ID: 1477686 | Submitted at
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Turn down the vision obscuring effect from the death swarm. It is supposed to make it difficult for you but with the game already being so incredibly dark and stumbling around in the final circle desperately looking for a blue portal being a daunting task already there just isn't a need to obscure the player's vision to that degree. You could maybe increase the effect the further out someone is in the death swarm but if you are right in the eye of it, the effect should really not be that punishing.
Votes
Opinion: -14
Upvotes: 0 0%
Downvotes: 14 100%
Suggestion ID: 1477734 | Submitted at
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I find it particularly, slightly, very slightly annoying by the fact that if you use a spell on the lobby
You will have exhausted one charge of the spell, so my suggestion is that on lobby, usage of spell doesn't spend the charges when you arrive in the dungeon.
I want to spew lighting and fireballs at random people before I go into the dungeon
Votes
Opinion: +37
Upvotes: 38 97.43%
Downvotes: 1 2.56%
Suggestion ID: 1477735 | Submitted at
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Please make the new lighting spell that cost 4, it's ability to be not body blocked by you team.
That would make the spell more fun and engaging as you would be able to cast it in front of you allies.
It kinda sucks that it can be body blocked and be placed under you allie.
Tried making it work, but with such restriction, it's way too hard and situtional which at one point, you better of using fireball.
Votes
Opinion: +8
Upvotes: 12 75%
Downvotes: 4 25%
Suggestion ID: 1477750 | Submitted at
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Bro please bring back 3 man portals, theres been a solid 6-7 times yesterday that my buddies ragequit because we just couldnt find any escape portals at all and if we did find an escape portal it was a singular one in the middle of buttfuk nowhere
Votes
Opinion: +12
Upvotes: 19 73.07%
Downvotes: 7 26.92%
Suggestion ID: 1477758 | Submitted at
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Weapons and armor in general really need to sell for more. More often than not, it's worth it more to just abandon an Blue or Purple weapon/armor for a bunch of Cracked or Flawed jewelry. That don' add up.
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1477762 | Submitted at
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Increase the Wizard's rate of spell memorization from meditation - regaining a single offensive spell for an entire meditation which is then on a 40 second cooldown is simply untenable. Compare to your Ranger, which spends just a few moments to regain 6 arrows!
Suggestion ID: 1477764 | Submitted at
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Spells that buff such as Haste and Ignite should last longer than they currently do. If they'd be overpowered, reduce their effectiveness and stretch out the duration. Even reducing their max number of charges would be fine. I want to buff my party before we fight and have the buffs mean something throughout the battle. A spell like ignite is useless if it wears off from my rogue's dagger before we even start fighting.
Votes
Opinion: +14
Upvotes: 19 79.16%
Downvotes: 5 20.83%
Suggestion ID: 1477765 | Submitted at
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Bring back 3-man portal, but with a twist. Only one person needs to interact with it for a much longer time than with a single portal and when that person is done interacting, 3 portals will spawn instantly. 3-man portals were great, as it created a place to fight for for groups, as well as allowed all group to escape/descend at once without requiring to find 3 seperated portals before they all start to enter them.
Votes
Opinion: +20
Upvotes: 26 81.25%
Downvotes: 6 18.75%
Suggestion ID: 1477810 | Submitted at
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Build a feature that allows devs to send a brief in-game announcement when they are planning to apply a hotfix or patch. Something non-obstructive, definitely not a pop-up. Just some small, temporary text, maybe near the top of the screen by the compass or something, to make players aware and let them plan accordingly.
Votes
Opinion: +38
Upvotes: 39 97.5%
Downvotes: 1 2.5%
Suggestion ID: 1477813 | Submitted at
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extension of each map timer by a few more minutes allowing more time to be spent with looting and more time for fights to develop! either adding additional ring segments or extending the amount of time each zone is open by around 30 seconds each, i think this helps players feel less rushed and less time to worry about zone closing, several fights have been called off or ignored simply because time was too strict, and i think even 30 seconds(which i beleive is an extra 2 minutes for each match) would help!
Votes
Opinion: +12
Upvotes: 17 77.27%
Downvotes: 5 22.72%
Suggestion ID: 1477817 | Submitted at
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leave single portals as they are. Replace the original 3 man portal with a single big portal portal that takes 15 to 30 seconds to channel and allows 3 people to go through then it closes. so the team has to work together to open or clear the area together. It centers the game back to going in as a team and coming out as a team, time management, positioning, and pushes strategy for everyone to escape together.
Votes
Opinion: +21
Upvotes: 26 83.87%
Downvotes: 5 16.12%
Suggestion ID: 1477823 | Submitted at
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Nerf monsters health/damage in the first floor regular mode. Especially as a solo, it takes far too long to kill the mobs in a room and then be able to loot it before the circle closes in. If you made the FIRST FLOOR mobs weaker it would allow people to loot the map faster and then get into the pvp in the end. People would also be more inclined to pvp as they wouldn't have used all their healing and be low health before getting near the end of the circle from just the monsters. Sit in these lobbies and watch how many people die to the monsters. For the Normal mode FIRST FLOOR the mobs are far too strong HP/DMG wise.
Votes
Opinion: -10
Upvotes: 12 35.29%
Downvotes: 22 64.70%
Suggestion ID: 1477826 | Submitted at
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add a vendor which allows for out of games items and extensions e.g. Able to buy extra slots in your outofgame inventory as there isnt actually a lot of space also make it so you can purchase more then 1 items at a time
Votes
Opinion: +13
Upvotes: 17 80.95%
Downvotes: 4 19.04%
Suggestion ID: 1477836 | Submitted at
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Rogue normal damage in his attacks. Actually, Rogue is the worst class in the game, and he have a exccelente idea.
1- The Smoke Bomb need a little fix as well. It aint really good or worth by taking, and could be better if have something like this;
Covered an area of 10m; Make it less thick and make enemies inside it have a little blue glow so the rogue can spot it.
2- I'd believe that 50% plus damage in the back would be good. 30% is ok, but an buff on it would incorage rogue players in doing actually stealth.
3- You shoud'nt need to have a perk to not make noise while crouching. This would help making easir understanding what you should do as a Rogue. With this, the less noise bonus could be removed.
4- When being the last group in dungeon, everyone of the party should receive a portal, but only if the last party eleminated his last enemies in the dungeon.
5- Its currently hard to block, the angle yuou need to look in order to block the attack could be reviewed. For mobs only, in PVP its good.
This is it fellas! Great game. I'll come here with more suggestions soon.
I only have played the normal mode, though.
Votes
Opinion: -26
Upvotes: 1 3.57%
Downvotes: 27 96.42%
Suggestion ID: 1477846 | Submitted at
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A few things, Im an archer, refuse to play anyone else, because archer is obviously the more challenging one to play.
But is there any way we can increase the arrows in the quiver, due to an average quiver (IRL) holds 25-30. also possibly increase the quiver reload speed slightly, or increase the movement speed during reload.
That being said, not asking for that many, it just seems, playing as the archer is 10x harder now that reloading the quiver drastically slows down your speed, and by the time your quiver is reloaded, and you nock an arrow, and release, any melee character has now had the chance to swing 5-6 times on you, or catch up with you (depending your distant) and swing a couple of times on you.
Votes
Opinion: -26
Upvotes: 1 3.57%
Downvotes: 27 96.42%
Suggestion ID: 1477848 | Submitted at
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Allow players to loot/steal an enemy's soul heart, but make it a long interaction so their teammates have a chance to intervene. This could be a cool way to deny revives. Additionally allow the collection of enemy soul hearts as if they were dogtags, displaying the player's name, class, level, and how you killed them. Have a merchant sell a soul jar or something along those lines to store away all the souls you've collected (like how the coin pouch functions).
Votes
Opinion: +10
Upvotes: 20 66.66%
Downvotes: 10 33.33%
Suggestion ID: 1477853 | Submitted at
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Rework Barbarian - now he is just useless compared to fighter... Id suggest giving barb lifesteal on every hit (could be a perk or skill) + make him faster with higher hp/armor debuffs
Votes
Opinion: +23
Upvotes: 27 87.09%
Downvotes: 4 12.90%
Suggestion ID: 1477857 | Submitted at
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Can the dev team add an OFFICAL polls that they create that ping everyone in the discord to get a good idea of the playerbase's opinions on certain topics? It's hard to know what everyone wants but if there is something the team is swaying back and forth on at least you can quickly get a majority vote to help your decisions. Obviously it will always still be up to Iron Mace on final decisions but it could help the community be heard more efficiently.
Votes
Opinion: +16
Upvotes: 19 86.36%
Downvotes: 3 13.63%
Suggestion ID: 1477858 | Submitted at
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Fighter speed should be increased, or maybe add a dodge ability or something because as it stands, when you play the fighter you cant dodge enemy attacks as well as other players can + your shield doesnt always block attacks so you just end up dying very quickly because you also have no choice but to fight close quarters.
Votes
Opinion: -19
Upvotes: 3 12%
Downvotes: 22 88%
Suggestion ID: 1477859 | Submitted at
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need to balance ranger and rogues a bit because they seem to be the main classes I see people play, its very frustrating trying to hit them when they can almost backpedal with their bow drawn quicker than i can move forward and swing as a barbarian, really makes the class a bit underwhelming to play when almost everyones just using range or the quickness of their weapons. Maybe give the 2h weapons more reach? Just something to help the melee characters catch the ranged characters without taking 5 arrows or 2 fireballs etc
Votes
Opinion: +1
Upvotes: 12 52.17%
Downvotes: 11 47.82%
Suggestion ID: 1477866 | Submitted at
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A bard class! The Bard is akin to Fighter in mobility. It uses an instrument to cast spells. During casting, the instrument is played. The default instrument is a drum that you start beating on. This will inspire your comrades, but also scare the enemy players around you. Idk, sounds fun. The buffs/spells would be to the entire party instead of single target like Cleric, so they would be weaker.
Votes
Opinion: +21
Upvotes: 24 88.88%
Downvotes: 3 11.11%
Suggestion ID: 1477867 | Submitted at
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Bow Reloading - Reload animation only last as long as it takes to refill what is missing. When Clicking to attack while reloading stop reload animation and refill as much as you were able to complete (currently you get zero).
Votes
Opinion: +9
Upvotes: 13 76.47%
Downvotes: 4 23.52%
Suggestion ID: 1477870 | Submitted at
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Level Requirements for gear.
Right now, you can drop in as a level 1 ranger, find an epic bow, and then immediately be more viable in a fight than a level 20 who is coming in with fresh bow. Would give a reason to hold onto gear in stash more, stash is just for rock and gold mostly right now. Gives more things to look forward to when leveling up as well, like "HELL YEAH, level 12, i CAN FINALLY USE THAT EPIC BOW I FOUND"
Suggestion ID: 1477873 | Submitted at
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If the team isn't going to re-implement 3-person BLUE portals, at least show them as markers on that map that way players can strategically play around them. Aka, to both encourage pvp while reducing rng on the flow of the game at the ending.
Votes
Opinion: +43
Upvotes: 47 92.15%
Downvotes: 4 7.84%
Suggestion ID: 1477874 | Submitted at
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The current system for pulling gold out of pouches feels sluggish and too many clicks.
Two possible ideas for improvement:
*Add a menu option when right clicking the bag to empty it into the inventory it's currently in
*Make it an actual container in your inventory where it retains its current way of dumping gold into it, but when you want to remove gold, you can open the bag and remove stacks of gold like you would your inventory.
Votes
Opinion: +26
Upvotes: 27 96.42%
Downvotes: 1 3.57%
Suggestion ID: 1477876 | Submitted at
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this may get hate but ive found that I and the 3 other people i've played this game with would prefer it not to have the circle, because realistically- theres no reason for you to be in those areas anymore anyways and the typical player progresses through the dungeon without the circles pressure and its just a weird feature to have in this game.
Votes
Opinion: -14
Upvotes: 11 30.55%
Downvotes: 25 69.44%
Suggestion ID: 1477883 | Submitted at
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Add Back the Leaderboard for Normal Mode. High Roller Leaderboard is not that even active due to most of the tester is still choosing the Normal mode due to every Playtest has a new content and new players too. The twist is that let the casual testers see there rank/progress but the recognition will still be given on the High Roller Top Players. Or do separate Leaderboard for Normal Mode and High Roller Mode. Its kind of demoralizing to me due to we plan to grind this game until we become part of the top players but Hight Roller Mode only gets 6-7 players on our recent match
Votes
Opinion: +34
Upvotes: 39 88.63%
Downvotes: 5 11.36%
Suggestion ID: 1477891 | Submitted at
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I'd love it if we got a full fledged race system like the Skeleton race is working like; I do think races being unlocked through the Adventurer points system is fine as long as it's not buyable via money but if it ends up being like that I'd want it removed from that system as either the races become underpowered and the race system is a waste that no one uses, they're balanced and people complain about people skipping progression to get it or it's overpowered and people complain the game is pay to win.
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1477893 | Submitted at
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- Fighter's Second Wind : Tier 3 → 7 (spends more ticks recovering from campfires.) ---> Fighter's Second Wind : Tier 3 → Tier 5 (spends more ticks recovering from campfires.)
tier 5 = 50% slow Heal over time seem fair.
tier 7 one step down from the Resurrection spell, the Fighter's second wind has no bussiness being higher tier cost than all of the Wizard spells
Votes
Opinion: -4
Upvotes: 4 33.33%
Downvotes: 8 66.66%
Suggestion ID: 1477895 | Submitted at
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Dear Development team,
The Ring. It is at odds with the game you seem to be making, and advertising. It is not coherent with the game you seem to be wanting to make, and is added on because it is in popular games in the Battle Royale genre. I dont think it is needed. You can add other incentives to force extraction, such as time limits for being on the layer of the map. The ring currently damages your theming and limits what this game could be. Its removal and refocusing more on being a Loot and Extract style game will provide a much more stable community and longevity for your game. Dont let yourself be dissuaded from this path, by people acting as reactionaries. Most of their arguements are simply that it is already a part of the game, or due to a lack of understanding of the game they are actually playing. Please I beg you. Next Playtest, just try it, or make a seperate mode to let people try it. I think the reaction will be overall positive, and will bring in more players who are disinterested because of its presence.
Votes
Opinion: +13
Upvotes: 31 63.26%
Downvotes: 18 36.73%
Suggestion ID: 1477900 | Submitted at
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Barbarian short charge knockdown ability: increases speed over time and if lands charge on enemy, ramming them, and knocks them to the ground. I believe this would make the Barbarian feel more "reckless" as deserved from its title.
Votes
Opinion: -13
Upvotes: 5 21.73%
Downvotes: 18 78.26%
Suggestion ID: 1477938 | Submitted at
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Make skins in shop totally neutral so they don't change any statistics, -20 armor for a skeleton race is a ludicrous amount. or maybe make it to only give little buffs, noone is buying 5k skeleton race to get one shoted in a first pvp fight
Votes
Opinion: +19
Upvotes: 30 73.17%
Downvotes: 11 26.82%
Suggestion ID: 1477951 | Submitted at
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Some monsters have fixed animations that guarantee specific classes will always get hit, ie. Skeleton mages and archers vs rogue, please add balancing so that a skilled player with the right movement timing can dodge their projectiles
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1477955 | Submitted at
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(Horrible at formatting in discord, fair warning.)
Assuming in the future we’ll be spending more time inside the lobbies before entering the dungeon, the dart boards and whatnot gave me the impression of players having little mini games that would fit in the tavern to pass time.
Easy mini games like checkers, darts, horseshoes, and a variety of such tavern-esque games, maybe even something as complex as billiards. Wouldn’t even need rewards to feel fun if lobby times are extended.
Would give it a nice crisp casual feel, though this would likely be a very complex undertaking.
Votes
Opinion: +12
Upvotes: 15 83.33%
Downvotes: 3 16.66%
Suggestion ID: 1477958 | Submitted at
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It seems pretty clear the devs want us to go to the second map consistently instead of just extracting at floor 1. Perhaps adding a guaranteed 3 portal at the end of floor 2 would help with this. And perhaps scale down the PvE difficulty for the non - High roller floor 2 so its a realistic ask for players. My group was going floor 2 almost every round last beta, but we have avoided it in all situations where we had any other choice this time around. Also while the new look is cool, the jumping parts with the new terrain in the second dungeon are far worse than they were before.
Votes
Opinion: +23
Upvotes: 26 89.65%
Downvotes: 3 10.34%
Suggestion ID: 1477959 | Submitted at
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You need to fix the rogue stab. They should not be right hooking swings with a THRUST weapon. It makes 0 sense. It's causing misses and unintentional collision with object. Prime example of this here https://www.twitch.tv/alphapreachertv/clip/DirtyPoliteLasagnaHotPokket-YzIRut8AkyeRif_L
Suggestion ID: 1477961 | Submitted at
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I feel that the ring enclosing on this game is kind of not needed, i feel like this game should be more like adventuring or exploring rather than more pvp/ battle royal based. i know that battle royal is a popular mode but it doesn't need to be in every game. i saw a couple of suggestions already about this, but this is something the devs ned to see. give us anoter mode without the battle royal circle
Votes
Opinion: -1
Upvotes: 13 48.14%
Downvotes: 14 51.85%
Suggestion ID: 1477969 | Submitted at
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bring back map with that tower in the middle it was super fun and good for pvp and good for the pvers aswell miss it and dont know why its gone now. reduce map size it always seems theres alot less pvp than last playtest and add more time to floor 2.
Votes
Opinion: +7
Upvotes: 15 65.21%
Downvotes: 8 34.78%
Suggestion ID: 1477982 | Submitted at
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I would change it so that you don't lose your loot when you're at the lobby/warmup area, before the actual game begins. I've accidentally loaded into a lobby a few times when I clicked the button, and you don't have enough time to cancel since loading into a match is real quick.
Suggestion ID: 1477992 | Submitted at
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Right now the game rewards you for abandoning your team. And it feels like no one 'wins' the map even if you survive to the end. There needs to be a GUARANTEED 3 person portal at the CENTER of the circle as it closes, maybe right when the white circle disappears at 30s-60s.
Or, make the portals or triple portals some type of reward. Like, if you kill a 'hard' room, it spawns a triple escape. Make places that have a guarnateed triple down, like maybe the top corners of the map, NW, SW, SE, NE, or something. Give players a reason to fight toward a location, other than loot.
Votes
Opinion: +52
Upvotes: 58 90.62%
Downvotes: 6 9.37%
Suggestion ID: 1477997 | Submitted at
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Make the ring not move as fast as it does currently, its infuriating to be looting or fighting and suddenly im getting trapped by the ring, the game loop is a bit too slow for the ring speed
Votes
Opinion: +25
Upvotes: 31 83.78%
Downvotes: 6 16.21%
Suggestion ID: 1477999 | Submitted at
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I know this game is in early development but I would love to have gems that you can put onto weapons in the future. Allowing for common gems such as; +1 true physical damage, +5 max hp, etc. Then more rare gems that apply a slow for .x seconds, or life steal etc.
Votes
Opinion: +35
Upvotes: 39 90.69%
Downvotes: 4 9.30%
Suggestion ID: 1478004 | Submitted at
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I honestly think the best thing for ranger is to be able to have a quiver slot. Allowing for quicker reloads, or +1, +2 capacity to arrows. I wouldn't say rangers are lacking in PvP at all, but it would be a nice add when you're in a bad situation, aka in a corner getting rushed.
Votes
Opinion: +24
Upvotes: 33 78.57%
Downvotes: 9 21.42%
Suggestion ID: 1478049 | Submitted at
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buyable loadout drops with heal potions, bandages and such. would probably make alot of noise or otherwise be noticable to nerf. also more mechanics for friendly play (i think like in-game trading, dancing something like that)
Votes
Opinion: -22
Upvotes: 2 7.69%
Downvotes: 24 92.30%
Suggestion ID: 1478059 | Submitted at
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biased opinion but please go the EFT route and not make this game so easy. I agree portals need SOME type of rework, but having the zone is perfectly fine for a bigger map. In the future add smaller maps with no zone or slower zones. Great work.
Votes
Opinion: +28
Upvotes: 35 83.33%
Downvotes: 7 16.66%
Suggestion ID: 1478067 | Submitted at
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get rid of this single escape portal crap now my whole party leaves at different times and its like ok so the one person who took the first portal lucks out? it only helps solo people play the game and this is a dungeons and dragons inspired spin on a game, which is obviously meant for party play that doesnt seem right to me bring back 3 man portals or figure out your what your direction is solo or group play? also why are there like 100x more bugs this playtest?
Votes
Opinion: +17
Upvotes: 37 64.91%
Downvotes: 20 35.08%
Suggestion ID: 1478082 | Submitted at
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As a working man, I dont have a lot of time to play video games. Therefore, imagine my shock when I come home from a long day at the factory only to see that my favorite playtest is having issues. I am recently going through a divorce, and Dark and Darker has been my only solace in the recent days, but unfortunately its just starting to feel like the days are just getting darker and darker. I understand the Devs are trying their best and I dont want to be a downer, I just want to support the game as much as possible!Based on these assertions, I feel it's only fair that we extend the playtest an additional month, so that players like myself can have a fair shake at this one!
Votes
Opinion: -6
Upvotes: 22 44%
Downvotes: 28 56.00%
Suggestion ID: 1478090 | Submitted at
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** Remove the circle:**
Removing the circle is a touchy subject, but ultimately would benefit the gameplay loop.
Some of the common arguments against removing the zone is that a closing zone forces players to fight as well as move on. Another point that was brought up is that it forces players out of comfortable positions and into vulnerable positions however; these things can still exist without a circle to close off the map.
Removing the circle solves a handful of problems I have experienced with the game, I'll clarify that there should still be a time limit.
It would benefit the new player experience.
If you're anything like me it took at least 6 raids for me to make it out alive with a little bit of loot to sell. Having a non-restricted map would allow players to chose where they spend their time.
It would make progression more enjoyable
Allowing players to roam and choose where to loot, pvp and pve would allow the player to invest a lot more in the progression of your character and the gear as well as focus on the playstyle you want (Looting, bossing, pvp).
Increases team fighting experience
The fights in this game are fun, especially group vs group, there's definitely some depth to it. Some of the best parts are figuring out a good position, with flanks, where to set up traps, which lights to turn on or off etc... Interrupting the team fight and forcing players to relocate is counter-intuitive to the pace of combat and often times just robs you of any reward.
Addressing the "PvP Incentive"
There is still pvp incentive without a zone. There are high loot areas and bosses that most geared people will want to fight. Players that are looking for pvp or trying to progress will most certainly have to fight for them regardless of there being a zone or not.
Votes
Opinion: -12
Upvotes: 28 41.17%
Downvotes: 40 58.82%
Suggestion ID: 1478094 | Submitted at
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What if the Tavern had a 1:30 timer. no matter if its full or not.
This tavern timer would allow for the ability to do cool features like:
-solos to party up with other solos by way of in tavern party invites
-Both inner party and outer party trading pre-match
-Players with gold on their person pre-match could buy a beer or a meal to buff at the bar
-Maybe even have a spawn selection area where a group could pay 30 gold to spawn in a certain area
Proximity chat would help also
Votes
Opinion: +11
Upvotes: 29 61.70%
Downvotes: 18 38.29%
Suggestion ID: 1478096 | Submitted at
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Add the ability to cancel drinking a potion. I've accidentally wasted Protection pots before (the UI can't catch up fast enough if you switch through your items too fast), and letting the player cancel a potion by pressing "F" would be nice.
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1478100 | Submitted at
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proximity voice chat that is force enabled, lower volume being transmitted means the audio travels less far, so when you are trying to be sneaky you actually have to whisper etc. This would also help even out solo vs group play because groups would be more audible via coms than a solo
Votes
Opinion: -25
Upvotes: 16 28.07%
Downvotes: 41 71.92%
Suggestion ID: 1478106 | Submitted at
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Adventure Points paid for key to whole map PVE would help multiple complaints without harming core game.
What if There was a key you could buy for 500 adventure points that would give you access to the whole map free of any PVP, timers or zones just hardened PVE and lightened quantity but higher quality loot drop. The only way to get here is to play core game and earn adventure points this would just be a cool spin off mode to have a chance to get a full gear set for another few runs of regular raids until you can go back to PVE dungeon raid again.
Votes
Opinion: -33
Upvotes: 2 5.40%
Downvotes: 35 94.59%
Suggestion ID: 1478109 | Submitted at
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Currently when you hide as a rogue with the stealth perk skeleton mages, archers and wraiths can clearly still see and track you. And due to this as a solo rogue i simply have to turn around and leave on sight in most circumstances. I agree they should be difficult opponents but they're completely bypassing a mechanics intended function, which means i will always get hit atleast once everytime i have to fight one of these creatures. Pretty sure this is just a bug but just in case they should definitely aim at your last sighted location instead of laser targetting. If not forget about you entirely after a short duration
Votes
Opinion: +39
Upvotes: 44 89.79%
Downvotes: 5 10.20%
Suggestion ID: 1478117 | Submitted at
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timed portals. Info: https://www.reddit.com/r/DarkAndDarker/comments/zomuyv
Votes
Opinion: -5
Upvotes: 0 0%
Downvotes: 5 100%
Suggestion ID: 1478210 | Submitted at
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Remove circle and instead put stairs leading up(extract) or down (next level). Fighting all the mobs and players and then not being able to loot afterwards due to closing circle is painful
Votes
Opinion: +1
Upvotes: 7 53.84%
Downvotes: 6 46.15%
Suggestion ID: 1478211 | Submitted at
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mobs hit walls like PCs, instead of swinging through them. It's a nightmare getting stuck in a small crawl space being gatekept by longsword using skeleton on one side and a gas zombie on the other.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1478241 | Submitted at
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Character creation/appearance change. I'm talking about different hairstyles, eyes, mouth, etc. Followed by special things exclusive for your race, like option to add horns on skeleton, or to make ears longer on an elf. I believe it would improve the immersion to the game as well as create some kind of bond with your character. 
Votes
Opinion: +11
Upvotes: 11 100%
Downvotes: 0 0%
Suggestion ID: 1478244 | Submitted at
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- A chain heal would be fantastic
- Damage numbers
- Crouch should be toggleable
- The level tiers that give you perks, Should also give you skills
- Decrease the range on the chain lightning
- As you level you should get more spells - at increasingly more cost
- Keep the goblin merchant art as it pls lol
- Ability to add players as friends
- Make it so i can heal myself with holy light
- When your staff hits something, It shouldnt cancel the spell
- Let me use my shield as i attack with my weapon
Suggestion ID: 1478246 | Submitted at
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Triple red portals are great, I think it's important to NOT add triple blue portals back. Groups should be incentivized to take red portals anyways, making the blue portals scattered makes for way more interesting situations instead of constantly getting 3v1 clowned in the last circle if you're solo.
Votes
Opinion: -6
Upvotes: 6 33.33%
Downvotes: 12 66.66%
Suggestion ID: 1478254 | Submitted at
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Add a Private Coop mode without the shrinking Zone, so you can just Explore the Dungeon and Fight against Monsters. But make it Special Characters that can't be used in normal PVP, to avoid Exploitation of Equipment and High level Characters.
Votes
Opinion: -4
Upvotes: 6 37.5%
Downvotes: 10 62.5%
Suggestion ID: 1478266 | Submitted at
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I think a push/bullrush/knockback needs to be introduced for everyone. It makes no sense to get locked in place by enemies or being unable to pass a skeleton on a narrow ridge without some other form of interaction besides attacking them. (An average human skeleton weighs 15lbs...) But silly nitpicking aside, this is based on D&D and that's been a core mechanic since 3.0. For balance reasons, make it a strength contest so wizards can't push almost anything and barbarians can push most things.
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1478267 | Submitted at
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As seen with other posts the circle is a pain point for a lot of people, forcing people into conflict is a good idea and is definitely a point the devs are trying to push but in a game like this that isn't a true battle royal it isn't needed. I suggest a different approach in one of the latest Q&A videos it was stated that the map was pieced together as different rooms what if rooms would fill with the fog at random times during the life of the match instead of a shrinking circle, this would force players into hallways and out of certain rooms as the game moves forward, this would still accomplish the same effect as the circle but would stop the annoying circle positions and the feeling of being rushed that so many people hate.
Votes
Opinion: 0
Upvotes: 6 50%
Downvotes: 6 50%
Suggestion ID: 1478271 | Submitted at
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Instead of the constant pop-up of "Did you check your loadout" when pressing Start on matchmaking:
Show a tab of the character with the currently equipped inventory, perks, spells and the stash.
Quickest way IMO is to merge Play and Stash tabs.
Votes
Opinion: -6
Upvotes: 4 28.57%
Downvotes: 10 71.42%
Suggestion ID: 1478289 | Submitted at
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Melee enemies should not be able to damage you through walls or closed doors. Getting slashed and killed by a Skeleton Footman through a solid jail door that I'm in the middle of lockpicking open is just nonsense.
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1478302 | Submitted at
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Friend list that behaves like Blocked player list, but it shows our friends so that we can invite them to the game quickly with out having to type and search their name every time. Also, would be nice if hitting Enter key after typing a name started the search instead of having to click the search button.
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1478306 | Submitted at
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The duration of most buffs feels honestly way too short. I'd much rather the buffs granted to allies last 20-30 seconds with only small increases rather than 5-10 seconds of barely being able to utilize the buff. The only two spells that feel impactful for buffs really is Barrier and Haste. Everything else just...barely lasts.
Suggestion ID: 1478308 | Submitted at
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also nerf the range of the sword skeletons because as a rogue you can move around the back of them but they can straight 180 heat seeking missle hit you with their sword no matter how fast you dodge or move around them
Votes
Opinion: -9
Upvotes: 9 33.33%
Downvotes: 18 66.66%
Suggestion ID: 1478331 | Submitted at
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shields need a little bit of fine tuning sometimes you're blocking exactly where the enemy is swinging and it just clips through also the time between attack animation and holding the shield has to be sped up
Votes
Opinion: +25
Upvotes: 26 96.29%
Downvotes: 1 3.70%
Suggestion ID: 1478414 | Submitted at
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please make every weapon be able to block i cant tell you how annoying is it to be a freaking wizard who is getting slowed by my spell cast to then have my spell not even cast get hit and then not be able to block the dmg that going on me BECAUSE ONCE SOMEONE IS ON A WIZARD YOU ARE DEAD SO MAKE BLOCKINB A THING
Suggestion ID: 1478435 | Submitted at
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No spider should EVER take more than 1 hit to kill. It's not fun. It's a poorly designed enemy that infinitely spawns, gives no loot and breaks your feet when you try to jump over them. Just no. Please fix the spiders or completely remove them all together, if not removing the spiders all together then make killing them more rewarding
Suggestion ID: 1478437 | Submitted at
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Shared Loot - Add a shared loot inventory with all of your characters. Similar to Diablo, allow the players to keep gear for their other characters. I often find a good dagger or bow and it's never with the character that can use it. Maybe it requires an upgrade/purchase from a vendor to unlock.
Suggestion ID: 1478459 | Submitted at
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I would really love it if there were an option for private lobbies/games to explore the dungeons with friends alone. Don't get me wrong I enjoy the pvp and such but sometimes me and the boys just want to kick back and do some dungeon crawling.
Suggestion ID: 1478470 | Submitted at
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De-spawn gas clouds that belong to zombies once killed.
I think having the clouds de-spawn will make the game feel less oppressive while fighting in small to medium rooms as currently if you dont do enough DPS you can have 2-3 clouds from one zombie so the play area of the room shrinks considerably. But even after the zombie is killed you still have clouds following you while trying to open chests/fight players/heal up.
Suggestion ID: 1478523 | Submitted at
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Can we lower the cost of ingots and powders a little, while it makes sense them costing that much in full release - I don't see myself ever getting enough ruby silver this playtest to even try using the new service feature.
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1478526 | Submitted at
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it would be nice if monster attacks were also interupted by world collision like player attack do. its frustrating failing to land a killing blow only to be slain by an monsters swing that goes right through the same door frame that stopped yours
Suggestion ID: 1478539 | Submitted at
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I love this game. When played with friends, it is very intense, and it requires communication and execution. However, when playing alone, running into a group of 3 or even 2 is nearly hopeless, especially if you have default gear. For this reason, there should be separate lobbies for each party size.
Suggestion ID: 1478553 | Submitted at
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Some form of secondary healing class either a bard or a druid, having all the healing on one class makes it feel very bottle necked into playing a cleric if you want to do any form of healing support
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1478566 | Submitted at
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-
Team Extract (counterintuitive to play with friends only to not be able to leave with them, lessens fun)
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More hit feedback (hard to know when hit by an enemy, not satisfying enough feedback on hit for player- this is a desperate need to improve gamefeel. Melee PVP feels like shit at the present and Id imagine this is a factor.)
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Consider a dodge mechanic similar to Chivalry 2, would feel very in place for this game and make combat more fluid.
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Make sprint a passive option for fighter and move to shift, currently very unintuitive.
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Make shift for all other classes a jog. Shift being walk mode feels old, clunky.
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Slightly faster combat would do wonders, game overall moves too slowly to feel very good
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Scroll wheel weapon switch would be a massive QOL, esp for Cleric
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Desperate need of a dedicated cast button, Cleric needing to switch to staff feels clunky
Suggestion ID: 1478568 | Submitted at
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The amount of healing clerics can do mid-fight is downright absurd. Unless you're a rogue, catching them is practically impossible, so the meta of the game has just devolved into naked clerics and wizards pocketing a fighter/barbarian with buffs up the ass and endless healing.
Implement some form of 'wound' mechanic that reduces healing moments after taking a hit. Heals should be focused more on post combat or small breaks between fights.
Suggestion ID: 1478585 | Submitted at
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I'd like for armor to not be linkable in the weapon trade channels and the opposite to be true of weapons in armor channels. Trade channel 1 for weapons gets clogged with all selling items and it gets unreadable. A restricting how many messages you can post within a certain time would be nice to slow down spamming.
Suggestion ID: 1478610 | Submitted at
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I don't want solo queues, but there needs to be a way to balance classes for trios without hurting solo players. maybe apply nerfs to groups? as a solo fighter, i need to havve 50g worth of campfires every raid just to replace second wind after a fight
Votes
Opinion: -29
Upvotes: 0 0%
Downvotes: 29 100%
Suggestion ID: 1478619 | Submitted at
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as a rogue I have absolutely crapped on other players with just a decent dagger. even if they are geared. Rogue needs nerfed into the ground in PVP and rebuilt to better balance. They do struggle in PVE however. Most of the other characters are balanced. But a green dagger rogue shouldn't solo a purple fighter when the fighter didn't miss a swing. maybe drop armor reduction skill to -25% or slow dagger attack speed.
Suggestion ID: 1478668 | Submitted at
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Backpack in the headslot or something similar, which offers a way to get more inventory space at the cost of movement speed and a potential equipment slot? We loot madmen need space 😂
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1478670 | Submitted at
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rogues, barbarians, and wizards need better sustainability, not based on items they buy/find, but based on abilities/passives. Solo playing with these classes almost always have problems staying in matches for a long time because their health is so finite, unless they drop 30+ gold on Potions, bandages, and campfires.
Suggestion ID: 1478673 | Submitted at
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Allow Wizards to cast Magic Missile while moving, but with a movement speed penalty similar to holding a charged Recurve/Longbow. While MM does allow you to deal quite some damage, the fact that you're a sitting duck against Rangers or Fighters/Wizards with crossbows means it's nothing short of suicide.
Suggestion ID: 1478682 | Submitted at
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improve blue portal spawn rate or improve the AI which spawns them. Way too many solo games end dead in the end circle because I never got a blue portal and too many group games end with only 1 or 2 players escaping simply because the blue portals weren’t there. If you fight and loot your way through the dungeon to the end you shouldn’t lose cuz of RNG
Suggestion ID: 1478689 | Submitted at
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Limit trade rooms to 100-150 players. As of right now, everyone crowds into the first room. It typically has 200-300 players nonstop, while every other room is completely empty. Limiting size and allowing only items of that room type to be linked could be a good solution. And would help to reduce the insane spam that the first room experiences.
Suggestion ID: 1478690 | Submitted at
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could I recommend maybe tweaking the AI a bit? It's sorta annoying when they aggro me from another room over cause I entered their circle of detection. Maybe have it be a line of sight thing? If that's possible, of course.
For context, I have had zombies, skeleton archers and even that demonic centaur aggro me when they weren't even in view of me.
Suggestion ID: 1478695 | Submitted at
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Make the game more fair for solos. Although the game encourages solo outplaying, even if a solo plays the door, they still have to fight 3 consecutive 1v1s. I've had too many instances where I hear a teams footsteps and its already over at that point because any class other then a rogue cant run/hide. I would rather sit through a longer que time than get in a game instantly to just get run up on by a 3 stack and die after wasting my time looting for 5 minutes. Imo the best option would be adding different game modes, but adding a "stress system" for solos that increases their stats when more enemy players are nearby by a bit could be a nice improvement. Another possibility would be adding a "radar" system for solos that scans the map every 30 seconds for teams larger than them and solo escape/down portals.
Suggestion ID: 1478714 | Submitted at
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Solution to high roller/new player issues:
When reaching level 20, you can only enter high roller. High roller costs 0 gold, only requirement is level. Party host needs to be lvl 20 to bring in squad. Lvl 20 players cannot enter normal level dungeon Increase raid time allowed in high roller - Quality of life
**What this solves? **
- New players will face new players
- Higher tiered players will progress with access to better loot
Suggestion ID: 1478731 | Submitted at
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It is currently difficult to know exactly what your current target is when casting a spell during combat, and accidentally hasting skeletons is only funny the first few times. Some kind of indicator on the aiming reticle would be nice. Nothing fancy, just the name of who will be hit by the spell at that current moment, should suffice.
Suggestion ID: 1478732 | Submitted at
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I feel like the skeleton skins should have no effect on your player and be only cosmetic. It feels like you are being punished for spending adventure currency. -20 armor for +10 magic resistance and still get 1 shot by judgement and fireballs.
Votes
Opinion: +11
Upvotes: 20 68.96%
Downvotes: 9 31.03%
Suggestion ID: 1478746 | Submitted at
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PLZ buff wizard
As a solo wizard player I have been suffering for the past 3 hours constantly dying because my starting gear is garbage
the staff have bad melee damage and casting speed
It legit takes 10 staff wacks or 6 zaps to kill a single skeleton
The only saving grace is that it's good at wacking barrels
Why does the meditation have so long of CD? like 40 seconds CD with 20 seconds sitting is way too long for 2 more spells!
Wizard literally depend on the spell to do shit, at least make it so that it regen all the spells
Even after getting a spell book and dagger, pvp is still insanly difficult as a solo wizard player
The spells have really shit traveling speed(ice arrow and fireball) it's basically not possible to hit them unless they are grouped up in a tunnel
while zap and other fast spells are also hard to hit and have little effect on the enemy
I could spam a shit ton of lightning spell to hold them back slightly but after I used all my spells they are still alive and just rush me, and as a solo wizard, my poor body just gets ripped to pieces by fighters and barbarians cause I have nothing but a pathetic dagger I picked up off a skeleton
Buff staff by giving more casting speed and melee damage
Buff meditation
Buff spell traveling speed
Suggestion ID: 1478747 | Submitted at
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The game feels a lot better with the addition of 3man down portals and higher blue portal spawns. My group of friends is back to enjoying it so great job with this last patch. I still miss the big team fights for the 3 man portals but now at least escape portals are common enough that it's easy to find one towards the end of the round. Great job!
Suggestion ID: 1478762 | Submitted at
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Reworking wizard for more easy start as solo player. For example , instead of limited spells add like mana recourse only for wizard because at start you need to kill mobs somehow , and staff isn’t the way. And meditation will restore mana slowly at her duration of something like this .
Suggestion ID: 1478764 | Submitted at
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Maybe make the attack speed on the felling axe slower, barbarians main disadvantage is corridors but thats not a problem with the felling axe, it does great damage and has a good attack speed, add armor and the barbarian is nigh unstoppable. Saying this after having absolutely obliterated any person i came across.
Suggestion ID: 1478766 | Submitted at
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Add a lunge to attacks so people with faster move speed can't dodge every attack forever, ran into a wizard who ran no clothes so they had more movespeed and they just sprinted away cast a spell and ran away again could never catch him with a melee attack
Suggestion ID: 1478771 | Submitted at
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Make a crystal sword, or even just a rondel dagger, part of a wizard's starting kit. They really have no way to defend themselves against melee enemies and the few games I've played as wizard have been incredibly frustrating for that reason.
Suggestion ID: 1478776 | Submitted at
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I feel although solo play is very possible, it completely cuts off tactics (as well as entire classes) that I love in squad play due to being matched with squads when solo. This is my only problem with the game and I love it so much but HAVING to play with friends if I want to play barbarian kinda sucks. I think a solo queue game mode would be great. (but still let the sweaty lads have their fun is solo vs squads)
Votes
Opinion: -5
Upvotes: 5 33.33%
Downvotes: 10 66.66%
Suggestion ID: 1478786 | Submitted at
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We desperately need more weapon/armor variety for other classes. It's getting really tiring really quickly. Every damn chest, box, barrel, it's all Fighter/Barbarian gear. All the damn time. I get it, popular classes, but jesus does it make any other classes a huge hassle to play in terms of looting.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1478788 | Submitted at
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Either bring back a timer for when the circle closed that displays how long you have until instant death, or remove instant death from it and just double the tick rate / damage taken per tick.
Votes
Opinion: +19
Upvotes: 20 95.23%
Downvotes: 1 4.76%
Suggestion ID: 1478800 | Submitted at
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Remove the high roller system. There is no reason to separate the player base. The level of gear required to fight some of the enemies you encounter makes progression feel extremely slow and more punishing. Finding purples in previous tests and progressing was already quite the grind in the past. Elite creatures shouldn't be spawning on normal maps. The reduced quality of loot and the increased amount of time it takes to get the loot makes progression feel infinitely worse and extremely slow. Fighting nightmare level creatures even with blue and some purple gear feels like bashing your head against the wall. Take 2 minutes to kill anything in a map that lasts for 10. I fully understand testing and trying new things but this is not it.
Votes
Opinion: +28
Upvotes: 33 86.84%
Downvotes: 5 13.15%
Suggestion ID: 1478813 | Submitted at
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Queing solo spawns you near the other solo players
I think having solos que with trios should stay, however a lot of people seem to be complaining about it. I think having the solos spawn close to each other might help fix the problem. 9/10 times if the first party I run into is also a solo we do a little tea bag and are now a duo/trio (had a quad once today what was kind of cool). by having the first party seen be fellow solos it would allow for more opportunities for the solos to try team up instead of coming against a 3 man off rip
Votes
Opinion: -1
Upvotes: 7 46.66%
Downvotes: 8 53.33%
Suggestion ID: 1478823 | Submitted at
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Mobs need to be slightly more telegraphed. It's a bit frustrating to not be able to tell when agro changes and a mob swivels 180 degrees and slaps you with their sword before you even have time to realize you're the new target. Possibly could include an angle/time limit at which they're able to turn around before resuming their attack cycle.
Votes
Opinion: +44
Upvotes: 49 90.74%
Downvotes: 5 9.25%
Suggestion ID: 1478827 | Submitted at
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Queue time penalty for players quitting the game while they are still alive.
To prevent them from killing other Players with no other intention than reducing fun of said ones.
(Example 3 Player Rogue Squad killing, then leaving after one of them died)
Votes
Opinion: -18
Upvotes: 1 5%
Downvotes: 19 95%
Suggestion ID: 1478829 | Submitted at
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make it for spell classes if Im not on a team with someone I dont target them for healing spells or buffs. Its really wonderful that mid fight I can drop a shield on my opponent because it targets them not self
Votes
Opinion: -1
Upvotes: 11 47.82%
Downvotes: 12 52.17%
Suggestion ID: 1478840 | Submitted at
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Maybe adding crystal sword for wizard from the start. Because its really hard as solo player to even kill 3 zombies, i think with crystal sword it will be more easy and balanced.
Votes
Opinion: +6
Upvotes: 19 59.37%
Downvotes: 13 40.62%
Suggestion ID: 1478860 | Submitted at
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in playtest 2 there was this big open area with a tower in the middle which we really enjoyed fighting at. It was actually my favorite part of the map. My suggestion is that you bring that back
Votes
Opinion: +26
Upvotes: 29 90.62%
Downvotes: 3 9.37%
Suggestion ID: 1478873 | Submitted at
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