#d-and-d-suggestions
1 messages · Page 2 of 1
The rogue's 'Weakpoint Attack' ability and 'Ambush' perk benefit synergize well with strong attacks. What about making it a smaller bonus to a certain number of attacks or for a certain amount of time, instead? That would improve the synergy with the rogue's 'fast but weak attacks' design and make those abilities feel less awkward.
Votes
Opinion: -7
Upvotes: 1 11.11%
Downvotes: 8 88.88%
Suggestion ID: 1478917 | Submitted at
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For equipables/weapons, sometimes its unclear what a certain stat does, take the crystal sword, It does magical damage, and magical weapon damage, when you hit a enemy with the sword, magical weapon damage adds onto physical attacks, if they want the damage split in two, for certain "type" advantage /disadvantage, thats understandable, but nonetheless its confusing. it would clear things up if when you hovered over a stat it explained exactly what it did, sort of like a hyperlink. Also it would be helpful if weapons showed attack speed/cast speed, cast damage, and range of weapon.
Votes
Opinion: +12
Upvotes: 12 100%
Downvotes: 0 0%
Suggestion ID: 1478923 | Submitted at
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Consider combat system overhaul from animation sequences to directional swings/blocks based on mouse position similar to Mount and Blade. I think this presents more of a skill ceiling, allowing for greater mastery and allows for more dynamic fights. It also gives everyone a chance when fighting in melee combat regardless of class.
Many solo players are tired of getting ganked by 3 stacks. I think a more dynamic fighting system might help equalize fights. If I am a skilled player with an omnidirectional combat system, I have a better chance at fighting 1v2 or 1v3 against less skilled players. I don't feel the current iteration of the combat system allows for the kind of dynamic combat that a game like this feels like it is made for.
Votes
Opinion: +5
Upvotes: 18 58.06%
Downvotes: 13 41.93%
Suggestion ID: 1478938 | Submitted at
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whilst this isnt a big issue, please add a notification when all other teamates are readied, and I think it makes more sense if the leader has to ready too, instead of them just launching the game when other 2 are readied
Votes
Opinion: +7
Upvotes: 10 76.92%
Downvotes: 3 23.07%
Suggestion ID: 1478939 | Submitted at
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Large and Small maps should exist instead of just 1 or the other. Allow it to be variants like how we had a bunch of variants before. The lack of major variety in maps this test has made me get a little bit bored compared to the previous test.
Votes
Opinion: +27
Upvotes: 28 96.55%
Downvotes: 1 3.44%
Suggestion ID: 1478955 | Submitted at
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More unique character customization. Such as race and backstory. Maybe races have unique stat bonus like Orcs having +2 STR and Elves +2 DEX. We could even go with racial passives that could make for good class/race combos. Overall just more ways to create a character/build
Votes
Opinion: +19
Upvotes: 25 80.64%
Downvotes: 6 19.35%
Suggestion ID: 1478956 | Submitted at
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Right clicking on an Item allows you to open up a menu similar to the hover menu but it doesn't go away until you X it out. When you hover over a stat on it, it will tell you exactly what the stat does.
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1478972 | Submitted at
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It really sucks clearing the first dungeon of players, then moving down into Hell and killing the boss only to have no time to loot because the circle has already closed and you’re dying from Dark Swarm.
Plus you most likely will die trying to find the escape portal to get out after killing said boss because you had no time to clear out all the mobs in the room where the escape portal spawned since you had to rush to kill the boss in the first place.
This happens because if you DID take the time to kill all the mobs you would really have no time to kill the boss AND loot properly because the boss and dark swarm have already messed you up quite a bit.
Please give like a 3 minute grace period after killing the boss where the Dark Swarm doesn’t come and a 3 man escape portal spawns.
Or make the time limit an extra 10 minutes.
I don’t know exactly WHAT the change needs to be but it just feels rushed and the euphoria and excitement from working with your team to kill the boss even though one or two of you died is just destroyed because there’s dark swarm and no portals and no time to loot and celebrate and still tons of mobs left to try to fight your way through to MAYBE successfully escape.
There’s no time whatsoever to do anything and it feels like everything in this game is rushed lmao I hate it.
Please do something about this.
Votes
Opinion: +40
Upvotes: 41 97.61%
Downvotes: 1 2.38%
Suggestion ID: 1478978 | Submitted at
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Invisibility potion got too unbalaanced. Very hard to use it. You need 2-3 sec to select it on belt, then you make potion-noise and are visible for about 1.2 seconds while fading, and you even get BETTER spotted in this fading time. So you need first to get out of sight... total about 5-10 seconds to set up potion, u will be blinked so everyone see where is invisible man standing, and then get.... 20 seconds ? not worth it even if u give them free
Votes
Opinion: +10
Upvotes: 12 85.71%
Downvotes: 2 14.28%
Suggestion ID: 1479009 | Submitted at
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More Illusory spells would be fun, and I bet we're already getting plenty when Bard comes, but I'd like to offer some light concepts that borrow from dungeons & dragons
Illusory duplicate, cast on self or teammate and spawn a harmless Illusory copy which mimics inputs for a time before becoming motionless, distracts dumber enemies (basic skeletons, zombies, deathsskulls, dragonflies, spiders) for a short time
Color spray, basically a directed cone effect rainbow blast that acts as a more fun and balanceable flashbang
Illusory treasure, spawn an enticing fake item that poofs into smoke and makes a startling noise when someone tries to take it
Throw sound, make the sound of footsteps or weapons clanging from the targeted direction
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1479029 | Submitted at
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The final circle enclosure (where the map hones in on a single point) should spawn a 3-player portal, and that should be the only 3-player portal on the first level. This would encourage team play to remain team-focused for the whole round, instead of team play occasionally hindering the individual due to teammates splitting off and acting against the team just to secure items. It would also ensure that at least one team can make it out assuming all enemies were cleared.
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1479030 | Submitted at
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Introduce (at least limited) animation canceling for attacks - this would make the combat feel much more fluid, less clunky and allow players to recover from minor positioning errors or lag spikes.
Votes
Opinion: -9
Upvotes: 5 26.31%
Downvotes: 14 73.68%
Suggestion ID: 1479037 | Submitted at
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Loving the game , was going over a concept idea with some friends where maybe having some crazy end game events where say like floor 10 (or whatever just a number thrown there) there’s a floor where you have to wait for atleast 2 other teams and once all teams are filled you get pushed into a boss room or raid as some would call it where you have to team up with the enemy’s to defeat the boss and once said boss was defeated everyone would fight it out for the loot and eachothers loot , could even make it a optional floor . Just a idea 💡
Votes
Opinion: +6
Upvotes: 8 80%
Downvotes: 2 20%
Suggestion ID: 1479039 | Submitted at
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When trading allow players to be able to see a list of how much the said item has been sold for in the past, imo is hard to tell how much you should be selling something for , and whether other people will think the said price is fair
Votes
Opinion: -2
Upvotes: 7 43.75%
Downvotes: 9 56.25%
Suggestion ID: 1479051 | Submitted at
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remove nightmare creatures entirely, they provide no entertainment and simply serve to frustrate people. The only way to kill them is through bugs, they move and swing fast enough to the point barbarian fighter and cleric are fucked the moment a black skeleton shows up. Its just not fun and it should be removed. Oh and turn of colision with spiders and mosquitos its aids
Votes
Opinion: -3
Upvotes: 13 44.82%
Downvotes: 16 55.17%
Suggestion ID: 1479072 | Submitted at
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Swarm rework. The swarm extinguishes any lights inside the swarm. Players holding torches keep them alive and mainly safe from the swarm. When the timer runs out the map becomes darker and more mobs spawn from the darkness. : ✅ : You are in the final zone and your waiting on a blue portal. The zone finally closes on you and you must throw down what torches you have to keep the swarm away. There are now skeletons coming from all sides of you and you must either fight and by time or take your chances with a torch and run through the map again to find a portal.
Votes
Opinion: -5
Upvotes: 7 36.84%
Downvotes: 12 63.15%
Suggestion ID: 1479094 | Submitted at
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after the playtest put the game into early access throw a 20 euro early access fee and update as you go getting constant testing to get the best outcome you can to increase funding and propel the game further.
Votes
Opinion: +11
Upvotes: 18 72%
Downvotes: 7 28.00%
Suggestion ID: 1479106 | Submitted at
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Magic Missile Rework
At the moment, Magic Missile doesn't do what it tries to do. The projectiles move so slowly, as soon as a player sees them they can very easily step out of the way and the homing effect is so weak that it rarely has any effect on accuracy.
At the moment, Magic Missile is mostly for beaming people who are standing still looting, or for getting up close and machine gunning at point blank.
My suggestion to fix Magic Missile would be to make it more like its namesake.
While channeling, a small purple orb appears every 0.X seconds around the item used to cast. While channeling, each orb remembers if it has a target from directly mousing over a creature or not. No target, no orb. Magic Missile does not need a dumbfire option. At the end of channeling, the projectiles fire much more rapidly or possibly simultaneously. The projectile speed could remain the same but the homing effect should be increased a fair bit.
These changes would make Magic Missile more effective at range and less effective at point blank.
Votes
Opinion: -14
Upvotes: 1 6.25%
Downvotes: 15 93.75%
Suggestion ID: 1479107 | Submitted at
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I feel like the circle is closing too fast, i think the purpose of the circle is to force players into the center and pvp but the circle really shouldnt be a big factor in the game it should just be there so you cant camp a room until the game is over. I would make it slower or add more time before it closes
Votes
Opinion: +30
Upvotes: 34 89.47%
Downvotes: 4 10.52%
Suggestion ID: 1479110 | Submitted at
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Bring back 3 man escapes if you are going to have 3 man downs. too often the end game zone jumps from 2 minutes remaining to 10 seconds cause it drops to 1 party and that solo party has to scramble
Votes
Opinion: +29
Upvotes: 33 89.18%
Downvotes: 4 10.81%
Suggestion ID: 1479120 | Submitted at
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Please increase the headshot damage for bows. It is getting very unenjoyable to shoot players 2-3 times in the head and then they just rush you and melee you with multiple arrows sticking out of thier heads. Body shots doing low damage for balance is totally acceptable especially with Multishot as an option but headshots should be more rewarding. Thanks!
Votes
Opinion: -6
Upvotes: 14 41.17%
Downvotes: 20 58.82%
Suggestion ID: 1479121 | Submitted at
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Hi everyone, and Dev team
My suggestion is the removal of the "zone", I understand the fact that players must meet each others to create interaction but the zone feel like a forced system for old BR games. I suggest using different ways to encounter players without forcing them. First of all it could be an objective with better loot inside that is visible on the map, players will come for it, having a monster to fight with good reward (like hunt showdown game for example). I love the game, the only point for me is this annoying zone that force you, I think it will be better to encourage player to go to the center with rewards than force them with an old system.
Thank you for reading
Votes
Opinion: -6
Upvotes: 19 43.18%
Downvotes: 25 56.81%
Suggestion ID: 1479124 | Submitted at
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More Storage containers, unlockable by paying a set amount of Gold per one, e.g. 100/500/1000
More storage feels needed now items have more stats as there is a lot of items you want to keep
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1479138 | Submitted at
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Consolidate and Clarify item stats, specifically movement and spell stats, and ensure we can see their effect on stats.
I have seen a bewildering amount of stats on which make it extremely difficult to determine how strong their effect will be, and if it will be an upgrade or not.
Take movement and speed for example:
- Some items have +% Move Speed Bonus but some have +# Additional Move Speed. It's hard to know what that means. Is Additional Move Speed equivalent to +X% additional move speed?
Or Magic/Casting Stats:
- Some items have +# Magical Power. Some have +% Magic Damage Bonus. Some have +# Additional Magic Damage. +True Magical Damage, +# Physical Healing, etc.
Even with the expanded stat page, it's not possible to see the effects of a gear swap with some of these stats. We don't have clarification for their effects, and it's kinda rough to have to risk gear just to test it's effect in a live raid... Does "Magical Power" effect both damaging spells and healing spells? Is +Physical Healing the exact same stat as the +5 to Base Magical Heal invoked on the tooltip for Cleric Perk: Advanced Healer? What's the difference?
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1479140 | Submitted at
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I think ranger's default weapon should be a bit stronger. I've not been able to win a single one on one fight as ranger when i could with other classes and it makes me believe ranger's default bow is too weak
Votes
Opinion: -9
Upvotes: 12 36.36%
Downvotes: 21 63.63%
Suggestion ID: 1479153 | Submitted at
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LIMIT TRADE CHAT, it's impossible to buy or sell anything with 400 people in one chat at a time. It's honestly ridiculous. Either limit the amount of people or force limit what can be sold in specific channels.
Votes
Opinion: +11
Upvotes: 13 86.66%
Downvotes: 2 13.33%
Suggestion ID: 1479162 | Submitted at
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Let players select quantities when trading with merchants please. It's not that big a problem but with the amount of silver coins i find it takes more time than needed to convert to gold
Votes
Opinion: +29
Upvotes: 29 100%
Downvotes: 0 0%
Suggestion ID: 1479166 | Submitted at
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A way you could keep the content fresh and exciting for long-term play would be to have maps be randomized, and some maps would be like themed and unique, for example a lich's alchemy lab, a vampire's lair, or stuff like that, and there could even be rare, unique, themed, named class gear that you could get in some of those unique maps. So players could have a rare chance when they roll a certain map to get a piece of gear they really want. This gear would then have a super high sell value on trading channels. Could also have rare and themed cosmetics drop that way. Players would love this, and it would keep them trying to roll certain maps for many months to get the gear they want.
Votes
Opinion: -5
Upvotes: 5 33.33%
Downvotes: 10 66.66%
Suggestion ID: 1479194 | Submitted at
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Currently you need 468 ruby ores to make a full set of armor, mining 1 ore takes quite a while, either you increase the droprate or reduce the cost, in such a way that it is actually worth mining
Votes
Opinion: +35
Upvotes: 37 94.87%
Downvotes: 2 5.12%
Suggestion ID: 1479200 | Submitted at
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Please make the Ranger arrows do more damage at close range based on distance of hit. It does not make sense that Ranger has to shoot a player 6+ times to kill them when almost all melee hits take 3 hits average. At range doing less arrow damage is okay for balance but with the entire map being mostly small spaces and corridors the Archer can not win the majority of fights in a 1v1 close range situation. I know the other option is to use a melee weapon which I have but between the weapon switch time and the one hand swords damage being so low you are already at half HP before the Archer can even return melee attacks. After grinding to lvl 20 and getting the Skele skin the Archer definitely feels lack luster overall and is only good for a support class in a team.
Votes
Opinion: -44
Upvotes: 0 0%
Downvotes: 44 100%
Suggestion ID: 1479209 | Submitted at
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Make rogue and ranger starter gear more easily distinguishable. there is far to many times i push a guy in a green robe thinking he is a bow man and i need to get close only to get shanked by a colorful dagger boi in ranger clothes
Votes
Opinion: +22
Upvotes: 23 95.83%
Downvotes: 1 4.16%
Suggestion ID: 1479232 | Submitted at
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If account wide stash were to be a thing. items should have levels. if a lvl 20 character picks up an item, that item is level 20 and can only be used by another lvl 20 character
Votes
Opinion: -28
Upvotes: 3 8.82%
Downvotes: 31 91.17%
Suggestion ID: 1479244 | Submitted at
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revert map size change. walking around with no players is not fun. the pve is not that isnt fun or thought provoking. the pvp is just where the meat lies in my humble opinion. reduce dungeon floor size but hell can stay large. dungeon should be compact and confusing. keep the size for hell.
Votes
Opinion: -26
Upvotes: 6 15.78%
Downvotes: 32 84.21%
Suggestion ID: 1479260 | Submitted at
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make item types exclusive in the trade channel, what i mean by that is that only weapons can be sold in weapons channel, only armor in armor channel etc. so not everyone just spams weapons channel 1 with everything and all the other channels are dead
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1479275 | Submitted at
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Prevent spells from being able to be casted on corpses, it may be unintended but either way it can definitely mess you up by wasting your spells aiming at a corpse on accident.
Votes
Opinion: +30
Upvotes: 34 89.47%
Downvotes: 4 10.52%
Suggestion ID: 1479290 | Submitted at
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Please make it so that if you queue solo you're not constantly going up against 3-man teams. There should be a separate queue for squads + for solos, or make it an option to queue into squad games as a solo
Votes
Opinion: +3
Upvotes: 22 53.65%
Downvotes: 19 46.34%
Suggestion ID: 1479294 | Submitted at
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Honest suggestion there should be labeled areas for different classes in the trade section so all the class could buy stuff easier like a wizard area or a rouge area and so forth
Votes
Opinion: +8
Upvotes: 10 83.33%
Downvotes: 2 16.66%
Suggestion ID: 1479309 | Submitted at
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High Roller is useless at this point in time . Greens are incredibly powerful. And High roller is incredibly difficult to clear for little to no reward . Trying to use high roller as a fix for the lack of 3rd map isn't working as intended .
Votes
Opinion: +6
Upvotes: 7 87.5%
Downvotes: 1 12.5%
Suggestion ID: 1479325 | Submitted at
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high roller dungeon feels like a gimmick to me. I'd much rather you just give us 3 down portals earlier as to promote people going down, as oppose to a superficial segmentation of players. All it really does is separate players. The core game needs to have a mix of casual players and excellent players.
Votes
Opinion: -1
Upvotes: 8 47.05%
Downvotes: 9 52.94%
Suggestion ID: 1479327 | Submitted at
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make a more organized trade chat. the other chats other than weapon 1 are hardly used anyways. Maybe a class specific item trade chat instead of just "weapon 1 weapon 2 armor 2 armor 1 etc" instead a (Cleric Gear 1) (Barb) etc and so forth. too much spam in trade like its twitch chat.
Votes
Opinion: +14
Upvotes: 14 100%
Downvotes: 0 0%
Suggestion ID: 1479331 | Submitted at
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please make it so we can leave with teammates through a portal really sucks to have no circle left killed everyone left in the game but 1 portal(or sometimes no portals in the circle) so only 0-2 of the 3 get to leave
Votes
Opinion: +2
Upvotes: 17 53.12%
Downvotes: 15 46.87%
Suggestion ID: 1479336 | Submitted at
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Give wizard the gust spell as to pushback both enemies a small amount, or maybe a small stun (not sure) and as a way to deal with gas clouds (which is the more important line of thinking).
Votes
Opinion: +10
Upvotes: 17 70.83%
Downvotes: 7 29.16%
Suggestion ID: 1479358 | Submitted at
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Give us an elective prestige system for when we hit level 20. It would be nice to know who is a fresh 20 and who has had more experience. Gear does that in a way, but a prestige identifier is more effective. Just something to think about. Gives the player something to constantly grow, besides gear.
Votes
Opinion: +30
Upvotes: 36 85.71%
Downvotes: 6 14.28%
Suggestion ID: 1479366 | Submitted at
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Add a kick attack that does little or no damage but pushes the target back a few feet. There is currently no way to deal with getting cornered or stuck in a hallway with mobs around you.
Votes
Opinion: +48
Upvotes: 50 96.15%
Downvotes: 2 3.84%
Suggestion ID: 1479383 | Submitted at
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Every time we enter Hell, we usually just end up rushing everything to make it to the circle. I believe it closes very fast, doesn't give time to us to explore the beautiful map and take down the tougher enemies. It's the only deterrent right now for taking a red portal. Maybe increase the circle timer a bit so people can enjoy Hell
Votes
Opinion: +53
Upvotes: 53 100%
Downvotes: 0 0%
Suggestion ID: 1479385 | Submitted at
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Please change trading system, while I understand the appeal of an old fashioned system like this, nobody got time to look for something like this, even less read offers so fast before they disappear by the spam, I see it even less viable once the game has more players, it only worked in old mmos because it was also tied to a place or because people could play while spamming the chat, you can't even copy paste the offer here.
Votes
Opinion: +19
Upvotes: 20 95.23%
Downvotes: 1 4.76%
Suggestion ID: 1479394 | Submitted at
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Increase the amount of time we can be in the instance. We usually have to run and find escape portals after 2 pvp fights leaving barely anytime to do anything else. Have the circle be open for a very long time in the center so that everyone has to fight in one area and there is time to loot etc
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1479396 | Submitted at
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Make The Trading Place One Of The Following For Better Trading.. | Auction House : You can see items just randomly put on the auction house with filters to choose which items you want to appear, with the earliest being put there, after around an hour or 15-30 minutes the auction disapears if no-one bought it.. | = = = | Current trading place but there is a max amount of players in each post allowed so others are used more AND you dont have to read really fast (some people dont read faster than others).. | = | + | = | ty for reading.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1479411 | Submitted at
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Make purchasing items work the same as selling items, you click on them to add them to the buy-list and then purchase them all from the merchant in one go. Fill from storage > buy > repeat is clunky and unnecessary.
Votes
Opinion: +43
Upvotes: 43 100%
Downvotes: 0 0%
Suggestion ID: 1479423 | Submitted at
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remove battle royal circle system, leave the timer on the game but make it so that there are a number of exit on each map and only 1 or 2 of them get picked per lobby and these exits only get opened after a certain number of people die this will cause plays to naturally clump up nears these exits and fight. This also would fix the issues that I have with the current exit portal system
Votes
Opinion: -20
Upvotes: 13 28.26%
Downvotes: 33 71.73%
Suggestion ID: 1479434 | Submitted at
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Chest density feels way too low this playtest, too many completely empty hallways. I'm perfectly fine with how the quantity/quality of drops has been altered, though they still feel a bit more like what I'd expect to get on B1, but it doesn't feel like you run into enough chests to make half the runs worth anything depending where you spawn compared to last play test.
Votes
Opinion: -12
Upvotes: 4 20%
Downvotes: 16 80%
Suggestion ID: 1479439 | Submitted at
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Detailed Stat Values! Much of the community are Min/Maxers in playstyle. Being able to see all stats and actual number values would be great! Strength increases DMG by X and HP by X. Agility increases Movespeed by X and Action speed by X. Each spell having actual damage numbers. Being able to accurately create builds would allow players to make more calculated risks with their beloved gear, and be able to understand the damage values or ALL their spells/abilites.
Votes
Opinion: +36
Upvotes: 38 95%
Downvotes: 2 5%
Suggestion ID: 1479461 | Submitted at
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Plenty of playerbase interested in the game to let solo players who play solo not as a choice but its either play or dont play, to have the solo queue option. Other than the "dividing the community further" empty argument, there is no qualifying reason not to other than what I suspect is a decent amount of squads that like to bully solo players for easy exp and loot. It is not fun, it is a quit moment.
Votes
Opinion: +7
Upvotes: 18 62.06%
Downvotes: 11 37.93%
Suggestion ID: 1479469 | Submitted at
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I...really don't like the high-roller dungeon. I feels incredibly awkward and a split in the community, more or less. The base, normal dungeons are enjoyable but challenging. The 'High-Roller' dungeons feels like it's just filled with folks doing the sweatiest tactics possible. I'd much rather go through multiple levels of a dungeon rather than split them into two separate dungeons.
Perhaps make the High-Roller dungeon an area you can travel to from a Normal Dungeon, like the 3rd level?
Votes
Opinion: +4
Upvotes: 15 57.69%
Downvotes: 11 42.30%
Suggestion ID: 1479496 | Submitted at
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Ranger's Triple Shot needs to have a longer cooldown like Multishot does. Being able to use it multiple times, even in shorter engagements, is just blatantly unfair to melee classes, especially Barb. I think it should be saved for emergencies only.
Votes
Opinion: +15
Upvotes: 23 74.19%
Downvotes: 8 25.80%
Suggestion ID: 1479509 | Submitted at
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honestly take out single man portals and have all portals 3 man. It’s bad enough it’s up to chance that you escape it’s even worse if only 1 of your guys got that chance.
Votes
Opinion: -7
Upvotes: 11 37.93%
Downvotes: 18 62.06%
Suggestion ID: 1479542 | Submitted at
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nerf bear traps, or remove them, i dont think its a secret, when u get into 1, its a gamble, if u get out fast, or slow and die, like either, u should be stuck in the trap for like 7seconds or 10s, not being able to get out of it, even after like 20seconds, because u dont have reaction time of a god, is really anoyying, and ruins the gameplay
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1479554 | Submitted at
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friendly buffs/shields on priest afect only friend, not mobs, its so frustrating when some1 is kiting a mob and you want to help him, by ending up wasting a heal/buff/shield on a mob becouse how hard is the lock/target sistem is.
even after fights
casting on a dead skeleton....
Votes
Opinion: +2
Upvotes: 7 58.33%
Downvotes: 5 41.66%
Suggestion ID: 1479555 | Submitted at
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Change the way skill check for disarming traps is triggered.
If anything (e.g. a dead player body) is covering a trap and you're stuck in it it's impossible to disarm it as you cannot highlight it.
One idea could be that using the movement buttons you can force/wiggle your way out of it.
Votes
Opinion: +23
Upvotes: 24 96%
Downvotes: 1 4%
Suggestion ID: 1479568 | Submitted at
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1 guaranteed 3man portal out to fight over in last circle, spawns right in middle of last circle every time and takes twice as long to open and activate.
This way there's a guaranteed out and incentive to have one last fight at the end leading to more exciting Match endings
Votes
Opinion: +27
Upvotes: 32 86.48%
Downvotes: 5 13.51%
Suggestion ID: 1479570 | Submitted at
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We desperately need little tooltips to explain what some of these buffs even mean or do. What is 'Magical Healing'? Does it buff my Cleric's heal? Is it a slow heal over time? Do I get more healing from bandages or potions? Making builds is kind of a struggle because it's reeeeally difficult to figure out what is actually worth while for my class.
Votes
Opinion: +29
Upvotes: 31 93.93%
Downvotes: 2 6.06%
Suggestion ID: 1479592 | Submitted at
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The way that mobs drop weapons now leaves Barbarian with less chances to get a better weapon throughout the run. Either let them use more weapons (spear and a round shield is a viking staple), or have skeletons drop axes etc too - maybe the shield ones could have em?
Votes
Opinion: +14
Upvotes: 14 100%
Downvotes: 0 0%
Suggestion ID: 1479626 | Submitted at
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I have so many suggestions.. First maybe a small less health for some enemies AND PLEASE FOR THE LOVE OF GOD IF YOU DONT WANT LESS HEALTH FOR ENEMIES EITHER MAKE THE STORM CIRCLE REMOVED OR SLOWER ONG
Votes
Opinion: -9
Upvotes: 4 23.52%
Downvotes: 13 76.47%
Suggestion ID: 1479630 | Submitted at
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lower either the damage or hp of the centaur. at the moment its next to impossible to kill the darn thing without cheesing it. it basically makes melee characters useless on later levels and the spawn that has a centaur outside of it on lvl 2 is basically a death sentence. deaths should be because of mistakes, not rng with your spawn
Votes
Opinion: +26
Upvotes: 26 100%
Downvotes: 0 0%
Suggestion ID: 1479653 | Submitted at
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I think the circle should be removed when going down the portal to the next level, everything feels so rushed whilst you're in the harder zone. The mobs are really tough but without time to deal with the encounters you end up just running around and shutting mobs behind doors instead of fighting them!
Votes
Opinion: +6
Upvotes: 10 71.42%
Downvotes: 4 28.57%
Suggestion ID: 1479706 | Submitted at
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I will keep adding on to this as ideas come to mind. Lower circle speed as mobs are difficult to kill rapidly (excluding cleric/ranger/barb comp), add escape portal in strategic places forcing teams to fight it out for them. Lock pick mechanic needs a rework. Add solo queue with lower rewards. Cleric ability costs needs a rework. Mages needs a buff. Less mobs in boss areas as this is often times the place where parties meet and fight.
Votes
Opinion: +1
Upvotes: 6 54.54%
Downvotes: 5 45.45%
Suggestion ID: 1479712 | Submitted at
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Make disarming traps just a little more forgiving. You already need to specifically be playing a Rogue with the perk, and if you're older and don't have the best reflexes it can be easy to fail 3 or 4 times in a row when the circle appears, and the "disarrm zone" immediately happens.
Votes
Opinion: +9
Upvotes: 12 80%
Downvotes: 3 20%
Suggestion ID: 1479719 | Submitted at
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It says decorative items give no competitive advantage but the skeleton skin has a buff and debuff. It's kinda like "paid to win" to me, so to other player that kill with the skeleton skin. And You can definitely run the shop without additional attribute player will still gonna bought it anyway.
Votes
Opinion: +7
Upvotes: 17 62.96%
Downvotes: 10 37.03%
Suggestion ID: 1479732 | Submitted at
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Lower circle speed as mobs are difficult to kill rapidly (excluding cleric/ranger/barb comp) also it is counterproductive to mining/crafting element since very little time to mine resources. Add escape portal in strategic places forcing teams to fight it out for them. Lock pick mechanic needs a rework. Add solo queue with lower rewards. Cleric ability costs needs a rework. Mages needs a buff. Less mobs but more powerful mobs In boss areas as this is often times the place where parties meet and fight or ambush. Allow purchase of multiple vendor items at once (potions/bandages). Solution for silver coins (either make it higher amount per stack or remove all together). Allow higher gold storage (gold chest) and More stash space (1/3 of my stash is coin purses).
Votes
Opinion: +9
Upvotes: 13 76.47%
Downvotes: 4 23.52%
Suggestion ID: 1479745 | Submitted at
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Extend the Alpha Playtest #3 duration to 26 December end of the day. This way more players can test and try this wonderful game and we got to do something fun during day offs and xmass.
Votes
Opinion: +50
Upvotes: 52 96.29%
Downvotes: 2 3.70%
Suggestion ID: 1479753 | Submitted at
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I feel there should be a training room to try out the weapons in the game, and to be able to spar with the friend as with more skilled players it can be very difficult to block some attacks .
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1479770 | Submitted at
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Melee is a dangerous way to play this game when rangers can do everything you can but better, being able to block with all melee weapons or having increased swing speed even just a little would make it feel a lot better!
Votes
Opinion: +15
Upvotes: 18 85.71%
Downvotes: 3 14.28%
Suggestion ID: 1479782 | Submitted at
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- Have Ranger (and possibly rogue) have bandages in their default setup. Classes with high Resourcefulness are the fastest to use items.
- Remove Ranger's healing skill, it's the best heal in the game for the activation time and instant healing (not healing over time like potions). Give them additional campfires as compensation, then they provide more group support.
Votes
Opinion: -9
Upvotes: 4 23.52%
Downvotes: 13 76.47%
Suggestion ID: 1479785 | Submitted at
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Can we let naked barbarian move just ever so slightly faster than the people wearing full armor with their weapons out, kind of boring chasing rangers and rogues around the map at half their speed
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1479791 | Submitted at
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Adding a "Gold Coin Chest", which can hold "Gold Coin Purse" inside of it. Having a way to hold 50 coins instead of 10 is nice, but they still slowly fill up your limited storage space.
Votes
Opinion: +23
Upvotes: 23 100%
Downvotes: 0 0%
Suggestion ID: 1479793 | Submitted at
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You may have to re-tool the movement system in terms of power for the players. Right now players have realized they can run with no armor or certain gear witha good weapon and use the increased move speed to close gaps not intended by certain classes. This had made glass cannon classes that are squishy somewhat pointless as the "mail" armor type heavy tank classes have the same mobility now with double the defense/swing range.
Votes
Opinion: +5
Upvotes: 5 100%
Downvotes: 0 0%
Suggestion ID: 1479798 | Submitted at
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Lower the number of NPC's that spawn per room so Solo players can actually maneuver without screwing themselves. Escaping a group, flanking a group, or just trying to be sneaky is IMPOSSIBLE.
Votes
Opinion: -22
Upvotes: 2 7.69%
Downvotes: 24 92.30%
Suggestion ID: 1479801 | Submitted at
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Increase the effectiveness of the barbarian in pve, since he cannot kite the boss like an archer or horns or block with a shield as a warrior, he can only hit enemies from the back and take damage from bosses when he aggro on the barbarian. I suggest letting him block attacks with an ax or add a passive skill that increases his movement speed after an attack
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1479811 | Submitted at
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There needs to be some way to kick/knock back AI so that you do not get stuck on world objects and die. This is very frustrating and feels game breaking that small AI like spiders can pin you in areas and you have no choice but to get killed based on the terrain. You could also make a kick feature that lets players break pots without having to attack them with weapons.
Votes
Opinion: +25
Upvotes: 26 96.29%
Downvotes: 1 3.70%
Suggestion ID: 1479818 | Submitted at
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I feel that disconnecting is an issue. I've had several experiences where I disconnected in the middle of a match and lost all my stuff, sometimes only a couple minutes from escaping. I think that if you get disconnected, you should be able to rein habit your character- if you can, it doesn't seem to have worked for me.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1479821 | Submitted at
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Alright we get it devs, you hate melee. Just remove all the melee weapons and make ranger the only class. Also add guns so you can be exactly like tarkov, where your target audience is from
Votes
Opinion: -14
Upvotes: 10 29.41%
Downvotes: 24 70.58%
Suggestion ID: 1479845 | Submitted at
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Allow players to initiate trades with each other while in a party. The benefit of trading is if you would like to share items without risking them by bringing them into the next run and dropping them onto the floor, and you are willing to pay the trade fees. You can trade anyways by dropping party, so my suggestion would be to allow you to also do this while in a party.
Votes
Opinion: +9
Upvotes: 10 90.90%
Downvotes: 1 9.09%
Suggestion ID: 1479848 | Submitted at
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Remove collisions from Spiders - it doesn't make sense that a 30cm-tall spider can impede the passage of a grown adult decked out in full armor and equipment. Make them faster, to account for the lack of collisions, or give them some form of "I'll latch onto you and keep you still" aspect if you stay next to them for too long, but for Christ's sake remove collisions.
Votes
Opinion: +23
Upvotes: 27 87.09%
Downvotes: 4 12.90%
Suggestion ID: 1479849 | Submitted at
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Preset Store Button, at least for consumables. The vendors shop always change, this is ok, but since the consumeres (from alchemist and surgeon) never change, we could have a button to Auto Buy potions.
Would be cool if they have to sell always common itens, like books, simple daggers, simple maces and simple axes.
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1479858 | Submitted at
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Remove gray/grey armor/weapons from the Merchants, or at least for ones that are already default starter kit items. Perhaps I am missing the bigger picture here, but I think it would be good to have access to slightly more white quality armor/weapons from the Merchants in your early game, and I do not personally know anyone who is purchasing gray/grey armor/weapons at all, excluding utility items.
Votes
Opinion: +11
Upvotes: 14 82.35%
Downvotes: 3 17.64%
Suggestion ID: 1479859 | Submitted at
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We should have the ability to see escape or down portals on the map after a certain number of players left is achieved or gotten to a certain time threshold to facilitate end game fights and reduce the chance of wiping a map and dying to poor escape portal spawns.
Suggestion ID: 1479861 | Submitted at
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Add a separate/special role for pinging for patches/Hotfixes. You can add a "Pingers" role that people can choose in the #1026916693806686208 section, so that users who want to get every single ping, can. You can use the @ Pingers to announce hotfixes, small updates, patches, similar announcements. Save the @ Everyones for the start of a beta weekend, or major content updates. This will prevent users from having to mute the server to dodge pings, and those who want all pings can opt in to see them all. There have been 13 @ everyone pings in the last 2 days, which is a LOT.
Votes
Opinion: +3
Upvotes: 3 100%
Downvotes: 0 0%
Suggestion ID: 1479880 | Submitted at
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fix collision on barbarians weapon so it hits enemies the same way it hits the games enviornment instead of just passing thru players if the crosshairs dont touch the player the swing doesnt register a hit
Votes
Opinion: +10
Upvotes: 10 100%
Downvotes: 0 0%
Suggestion ID: 1479899 | Submitted at
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make the death swarm timer visible again, last playtest the timer counted down to 0 so you knew how much time you had left. Now the timer disappears at 3 minutes and you kinda have to use the tiny little bars to guess how much time you had left-
Seeing a minute and second timer countdown for most of the match, then looking back down and seeing that timer gone, then trying to figure out how much time is left by counting how many tiny bars are left in the bar is a bit confusing
Votes
Opinion: +27
Upvotes: 28 96.55%
Downvotes: 1 3.44%
Suggestion ID: 1479900 | Submitted at
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The current death swarm needs to be revamped into something new. While funneling people into a small area is great for tension and PVP, the current swarm just doesn't fit the gameplay loop or theme of the game. It feels like a tacked on mechanic fitting a flavor-of-the-month BR, instead of a novel dungeon-delving Tarkov-lite. Instead, I suggest a new dead zone mechanic that "attacks" the map, room by room, hallway by hallway. Less a defined circle, more a visible rot or infestation that spreads between touching rooms and makes the playable zone smaller. It would spread from room to room, slowly taking over each one and darkening it on the minimap.
Players would still be able to be funneled together, but can no longer be trapped in the corner of a single room with no way out but the swarm. Likewise, the playable area at the end of a run wouldn't just be a few corners of unconnected rooms. This could be a more organic way to push the playable area together.
Votes
Opinion: +56
Upvotes: 57 98.27%
Downvotes: 1 1.72%
Suggestion ID: 1479917 | Submitted at
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Remove all movement speed debuffs from default or close to default armor. Being naked as a rogue is without doubt the best choice for PvP as you can catch and run away from everyone without breaking a sweat. Its understandable that high grade armor should slow you down but trash tier armor should NOT be worse than being naked.
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1479938 | Submitted at
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A way to kick an enemy with your legs in a fight would be great and would encourage better footworking in future fights, if it could knock them away from you or slow them down it would a fantastic tool.
Votes
Opinion: -10
Upvotes: 6 27.27%
Downvotes: 16 72.72%
Suggestion ID: 1479940 | Submitted at
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A way to bring a corpse or a chest to your position, for example a teleport or a Telekinetic spell. You could get loot from a save distance, steal a chest where other players are, or (much more important) get your dead friend to your position for a revival.
Votes
Opinion: -24
Upvotes: 3 10%
Downvotes: 27 90%
Suggestion ID: 1479953 | Submitted at
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Adding an increase to barbarian movement speed as their health decreases may solve an issue regarding how slow their attack speed/movement speed is, currently barbarians are being kited super easily by most classes.
Votes
Opinion: +16
Upvotes: 19 86.36%
Downvotes: 3 13.63%
Suggestion ID: 1479967 | Submitted at
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last day of play test bring back loot tower clear it of mobs devs are the boss monsters they increse their HP get kitted with best items the rest of the lobby joins forces to fight them
enjoy the betrayal during the scramble for the loot
Votes
Opinion: -14
Upvotes: 0 0%
Downvotes: 14 100%
Suggestion ID: 1479968 | Submitted at
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When picking up items they should prioritize slots top to bottom first then left to right. Currently They go left o right first this creates issues with looting speed. Specifically with larger items found later in a run.
Votes
Opinion: +18
Upvotes: 18 100%
Downvotes: 0 0%
Suggestion ID: 1479983 | Submitted at
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Can we not have the final circle end in the maze room? It's an absolute nightmare to find a portal in the maze room, and presumably it's possible for portals to show up in the center room, which is virtually impossible to reach without a Rogue.
Votes
Opinion: -7
Upvotes: 7 33.33%
Downvotes: 14 66.66%
Suggestion ID: 1479985 | Submitted at
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EU Server
In a game where player placement is EXTREMELY VITAL
I find the biggest challenge in the game to be the rubber banding
I'm fighting lag more than PvE/PvP
My actual WiFi is suited for more demanding latency games and I really do love Dark and Darker but the biggest challenge is the lag
Where and IF you can please invest towards better servers, I dont see any complaints regarding them so far apart from exclusively EU
Votes
Opinion: +2
Upvotes: 3 75%
Downvotes: 1 25%
Suggestion ID: 1479994 | Submitted at
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bows are two handed and come with basic arrows right… What if the bow was one handed and the in the second slot could equip elemental arrows found in the dungeon? Some poison, slow slow, some burn, the works!
Votes
Opinion: +3
Upvotes: 17 54.83%
Downvotes: 14 45.16%
Suggestion ID: 1480000 | Submitted at
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Make barbarians able to wear any armor for the stat benefit, but not the armor benefit - that way they don't have wasted perks for the unarmored defense when they equip armor.
Votes
Opinion: -20
Upvotes: 3 11.53%
Downvotes: 23 88.46%
Suggestion ID: 1480014 | Submitted at
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I love the random bonus stat roles but i don't think every item should be able to roll every stat. For instance spell slot bonuses on plate armor for instance are just silly. I suggest removing some of these from the pool for items that would be impossible to actually be used by some classes. TLDR please stop giving me spell slot fighter weapons and armor.
Votes
Opinion: +27
Upvotes: 30 90.90%
Downvotes: 3 9.09%
Suggestion ID: 1480019 | Submitted at
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Speed up ghoul attacks, and in turn reduce their health. They're just damage sponges and for base kit clearing them is miserable. You can hardly get through a room befor its time to start leaving due to circle. Their attacks are incredibly easy to attack.
Votes
Opinion: +15
Upvotes: 20 80%
Downvotes: 5 20%
Suggestion ID: 1480025 | Submitted at
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The 'Swarm' (Circle AO) decreases too fast in the down level. Mobs have extra health but we have no time to even loot let alone keep up with the Swarm.
-Needs more time still for the harder map.
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1480031 | Submitted at
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a type of housing system in this game in the full release would be cool, you would be able to show off your legendarys and epics by turning the weapons and armor into cosmetic furniture (permanent) and will stay as a cosmetic through out wipes. you could also get woodboards from barrels and boxes to create furniture in your home, and we could have tiers of furniture to increase the value of your house, inside only no outside view of house to lower server costs
Votes
Opinion: -3
Upvotes: 7 41.17%
Downvotes: 10 58.82%
Suggestion ID: 1480033 | Submitted at
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inventory sorting is currently subpar. when picking up items, the inventory fills row by row, left to right. the issue is that there are items that are 3x2 or 4x2 and with 2 rows of single space items, you cannot pick them up unless you sort your inventory manually. my proposal is that the inventory pick up should work by column instead of rows, left to right. the result is that an inventory will have more vertical slots available than horizontal, and more items in this game take space vertically.
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1480051 | Submitted at
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Skeleton mages should be able to deal damage to themselves if they nuke themselves, even if it's only like 20-50% the damage they actually do. Would also be nice to see Rogue backstab damage perk reduced to 20-25% or so, I'm a Rogue main but I think 30% is a little excessive at the same time
Would also be nice to see group blue portals spawning, I've almost got 10 hours in the game and have only ever found individual (solo) blue portals. Not sure if they're just incredibly rare or something though
Votes
Opinion: +3
Upvotes: 4 80%
Downvotes: 1 20%
Suggestion ID: 1480052 | Submitted at
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Red/regular spiders are not difficult to kill, but they have problems.
They are notorious for body blocking doorways and escapes, but that is a minor issue. When you are body blocked on the rare occasion, you will be slowed and damaged into oblivion, particularly by red spiders.
My solution to this is to suggest that red spiders be reduced in damage by a factor of 2-5, or their body size be slightly decreased to allow hopping over them to not be so slippery or impossible to pass with multiple tall enemies working with them. This situation is further aggravated when you are in certain starter rooms next to spider/skeleton rooms with jail doors.
Votes
Opinion: +2
Upvotes: 5 62.5%
Downvotes: 3 37.5%
Suggestion ID: 1480085 | Submitted at
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fix collision on weapons so they hit enemies the same way they do the games enviornment instead of just passing thru players if the crosshairs dont touch the player and the swing doesnt register a hit.- (eg. if a player is hit before or after the weapon passes the crosshair it could deal a lesser % of normal damage do to a lack of momentum in the swing.
Votes
Opinion: -2
Upvotes: 2 33.33%
Downvotes: 4 66.66%
Suggestion ID: 1480087 | Submitted at
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The ending zone should not instantly collapse the dungeon and kill you, also your screen slowly going black doesn't help either when you are trying to escape, instead the zone should close and all players should take major damage from swarm instead of instant death, you should have a short time to escape even when full swarm.
Votes
Opinion: +13
Upvotes: 15 88.23%
Downvotes: 2 11.76%
Suggestion ID: 1480099 | Submitted at
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The black death skulls need to be removed. Not nerfed, removed. Three hits that do more damage than most attacks in the game, next to being incredibly tanky. Remove these abominations, replace them with something that actually feels challenging, not obnoxious.
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1480126 | Submitted at
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I would like to see on my profile how much dmg my items improve on my weapon, right now i only have the info that it improves but it doesnt say how much. Also, we need an armor status on the profile. We need more info, we are dungeons nerds
Votes
Opinion: +10
Upvotes: 10 100%
Downvotes: 0 0%
Suggestion ID: 1480127 | Submitted at
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instead of a different name for every character u create you instead choose 1 ingame name where u can just change character under that name. it doesn't make much sense for 1 player to take up 6 different names 🙂
Votes
Opinion: +26
Upvotes: 35 79.54%
Downvotes: 9 20.45%
Suggestion ID: 1480128 | Submitted at
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Increase stash size. Helps solve major issues.
Everyone sells everything they get because it takes up too much space
Noone brings in gear because it takes too much effort to buy gear and take it in every single match
Allowing people to actually store stuff helps with these issues.
Gold bags need to go from 50 -> 100
Votes
Opinion: +23
Upvotes: 25 92.59%
Downvotes: 2 7.40%
Suggestion ID: 1480151 | Submitted at
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Procedurally Generated Dungeons - Have dungeons randomly piece together different rooms, this would add more replay value. (By piece together I mean take rooms and put them together in a coherent way via ai trained by pre-made maps.
Votes
Opinion: +10
Upvotes: 18 69.23%
Downvotes: 8 30.76%
Suggestion ID: 1480166 | Submitted at
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Potions of Haste. Trying to catch any light weight class is basically impossible without a pocket wizard. Especially since the 'meta' is just naked wizards, rogues and clerics. It's a mess. I don't want to feel like I have to default to getting pocketed by my friends and shoehorned into a playstyle we don't really enjoy just to survive higher level stuff.
Votes
Opinion: -3
Upvotes: 7 41.17%
Downvotes: 10 58.82%
Suggestion ID: 1480197 | Submitted at
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it feels like you use a lot of complex collisions the spider spawn for example is hard to hit if you hit the Center. Also if you loot a chest and you stand on top of it you will be thrown away might be good if just the animation plays and only the lower part has collision.
Votes
Opinion: -1
Upvotes: 3 42.85%
Downvotes: 4 57.14%
Suggestion ID: 1480198 | Submitted at
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One of the spawn rooms on the west side of the map has an elite skeleton and a skeleton archer immediately outside of it. I suggest that the skeleton archer gets removed from that spot to make the first couple of minutes the opposite of a death trap.
Votes
Opinion: +4
Upvotes: 8 66.66%
Downvotes: 4 33.33%
Suggestion ID: 1480202 | Submitted at
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the map with a trap gauntlet in the middle seemingly has signifigantly less exists if the circle ends on the middle I propose to move some exits to the trap gauntlet or if they are there up their spawn rate.
Votes
Opinion: +6
Upvotes: 8 80%
Downvotes: 2 20%
Suggestion ID: 1480205 | Submitted at
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This pocketing meta has turned the game into a pokemon brawl game. It's everywhere. We need to have some sort of cooldown that comes up when players buffs run out to put a stop to the constant buff spam.
Votes
Opinion: -12
Upvotes: 2 12.5%
Downvotes: 14 87.5%
Suggestion ID: 1480236 | Submitted at
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Add Solo Queue, Duo Queue and then increase Groups from 3 to 4 players instead. 3/4 mans can queue together. Scale monsters down for Solo and Duo queue for the respectable dungeons.
Votes
Opinion: -13
Upvotes: 7 25.92%
Downvotes: 20 74.07%
Suggestion ID: 1480237 | Submitted at
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add some parts to the map that randomly generate (not completely more like a number of different map tiles that can be swapped out) for more variety also change the spawn of traps and loot for each round
Votes
Opinion: -2
Upvotes: 6 42.85%
Downvotes: 8 57.14%
Suggestion ID: 1480249 | Submitted at
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Not sure if already suggested, but it'd be nice if all 2h melee weapons could block or parry, and also if every melee weapon had a right-click ability/secondary attack pattern.
Votes
Opinion: +25
Upvotes: 27 93.10%
Downvotes: 2 6.89%
Suggestion ID: 1480275 | Submitted at
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Blocking against AI needs some tuning as it seems to be, buggy, inconsistent, flat out wrong or some combination of the three. I have tried every which way to make blocking an AI's attack consistent and it just never works aside from archers. Sometimes I both block a hit AND take damage even with high Armor rated shields. it needs some kind of tuning
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1480277 | Submitted at
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Bear Traps should NOT be placeable in the corpses of other enemies. I just got caught in one that was on top of a dead Skeleton Archer and there was legitimately nothing I could do.
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1480280 | Submitted at
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I believe that since Hardcore games usually have some way of getting something back for example tarkov has insurance. could there also be a wizard feature to unlock that you can pay gold and magically insure your gear.. . Just a thought since the good gear is really sparce.
Votes
Opinion: +23
Upvotes: 32 78.04%
Downvotes: 9 21.95%
Suggestion ID: 1480288 | Submitted at
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Making the spear for ranger do less damage(the perk), the rangers are taking over every lobby. I am not 100% sure on the fix but something needs to be tweaked alittle somewhere, they can 1 hit with spear or bows on most classes(barb and knight it a bit harder)
Votes
Opinion: -6
Upvotes: 7 35%
Downvotes: 13 65%
Suggestion ID: 1480291 | Submitted at
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They way spell casting and targeting works could use a rework. Casting spells on teammates should be a little easier. It's way too easy to miss a spell, and there's no indicator of how far away you can actually cast a spell. Having it highlight the target would be nice, with a small margin of error to still cast on your teammate if they're close enough to your cursor/line of sight.
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1480299 | Submitted at
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Since this game does not utilize rollback netcode, having so much dependence on headshots or limb damage modifiers in melee makes the exchanges too lopsided. Either someone gets detonated or limb hits drags out the engagement. Without rollback, inconsistency in client/server latencies make people feel like they are getting robbed by the melee system.
Recommend removing headshot bonus in melee (keep it for projectiles only), increasing the base damage of melee to even out the engagement durations and to make it so not dependent on hit registration/server latency and make landing the hit the important part, not where.
Votes
Opinion: -13
Upvotes: 2 11.76%
Downvotes: 15 88.23%
Suggestion ID: 1480302 | Submitted at
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It'd be nice if Red Portals and Blue Portals made different sounds when spawning. risking it all to check on a sound you heard only to find out it's not the one you want is disheartening
Votes
Opinion: -9
Upvotes: 6 28.57%
Downvotes: 15 71.42%
Suggestion ID: 1480309 | Submitted at
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When you sell to a vendor... It would be much better for the gold to go to your stash rather than a vendor. I've gone into so many dungeons now with 100+ gold on me without realising
Votes
Opinion: +27
Upvotes: 30 90.90%
Downvotes: 3 9.09%
Suggestion ID: 1480311 | Submitted at
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Single person exfil breaks one of the biggest unspoken rules in DnD: Don't split the party. It is also a far departure from exfiltration in other similar games like DMZ and EFT. Please allow us to exfil as a group so that we don't have to leave squadmates behind. Perhaps adding a challenge of sorts at the end i.e "find 3 blue portal fragments" in order to keep the artificial rarity of portals high or some other obstacle should be put in before being able to extract. But whatever the case, please allow us to extract three people again.
Votes
Opinion: +10
Upvotes: 19 67.85%
Downvotes: 9 32.14%
Suggestion ID: 1480314 | Submitted at
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As a medieval slasher verteran i have to tell you guys that the combat need to improve, as its not directional or semi directional, making blocking without a shield terrible hard due to lack of interactivity and strict hit boxes, the directional combat would improve melee combat experience a lot, you can take hints on "chivalry medieval warfare" or "mordhau".
Votes
Opinion: -8
Upvotes: 11 36.66%
Downvotes: 19 63.33%
Suggestion ID: 1480315 | Submitted at
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wraith boss needs a rework. currently feels more like a stat/equipment check than an actual fight given how tanky it is, it's high damage, high speed and it's seemingly unblockable, unkitable attack
Votes
Opinion: +27
Upvotes: 32 86.48%
Downvotes: 5 13.51%
Suggestion ID: 1480322 | Submitted at
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Dont Force Barbarian abilities to be an animation lock. Give them parity with fighter, sprint and second wind do not require any sort of cooldown or animation to cast.
Barbarian on the other hand has low radius shouts and a 6 second movement speed buff that 1 second is consumed by the shout animation itself. Leave the shout animation but don’t require it to be animation locked to gain the benefit. Barbs should be able to use skills mid combat. As it currently stands you have to stop your combo to cast and eat a hit to do a shout
Votes
Opinion: +38
Upvotes: 38 100%
Downvotes: 0 0%
Suggestion ID: 1480335 | Submitted at
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This game is amazing first off. But in my opinion we need more damage towards mobs or less of them. It is near impossible as a solo player to extract. Also we get into a fight with a squad and there is like 8 things after us and we cant even fight you just die. 1 zombie should not take 2 magic missle spell calls. A spider can eat a barbarian axe hit, that just seems a little excessive to me. Long story short, either more damage to mobs or turn the spawns down just a smidge. thank you for all your hard work!!!!
Votes
Opinion: -8
Upvotes: 8 33.33%
Downvotes: 16 66.66%
Suggestion ID: 1480336 | Submitted at
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characters hold bows wrong. It should be angled towards you, not away from you, just looks silly. If you do that irl, you're not going to be able to draw the bow because your face will be in the way
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1480348 | Submitted at
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You should be able to wear "loot" items such as the crowns and rings as a way to save inventory space and also because it would look really funny. They would serve no functionality as equipment other than bling.
Votes
Opinion: +39
Upvotes: 41 95.34%
Downvotes: 2 4.65%
Suggestion ID: 1480363 | Submitted at
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Instead of having the generic PUBG circle, you could have the furthest from center rooms floor start to crumble away over time. Doesn't sound like a big change but it goes a long way to distance the game from the battle royale zone theme
Votes
Opinion: -3
Upvotes: 7 41.17%
Downvotes: 10 58.82%
Suggestion ID: 1480371 | Submitted at
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As much as I appreciate you guys communicating updates via Discord, you guys REALLY need to implement ingame announcements to let your players know when the servers are going down. Some games take longer than intended and since the escape portals are largely RNG regarding where they spawn, ingame announcements at least help us decide if we want to risk going into a game/leave a current session early.
Votes
Opinion: +32
Upvotes: 33 97.05%
Downvotes: 1 2.94%
Suggestion ID: 1480375 | Submitted at
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I (and the stats) believe games that stay in play-tests for too long, die before the game even comes out. I think an effort should be made to at least release the game fully before Q4 2023
Votes
Opinion: -36
Upvotes: 0 0%
Downvotes: 36 100%
Suggestion ID: 1480377 | Submitted at
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Make wizard fireball hitbox smaller to reduce the amount of times you hit yourself with fireball against walls, doorways, and railings. A lot of times it gets caught on it even if you arent aiming anywhere close
Votes
Opinion: -1
Upvotes: 9 47.36%
Downvotes: 10 52.63%
Suggestion ID: 1480380 | Submitted at
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If the game launches with a pay to play model, I feel like it should be a monthly sub, that way, while there might be a slightly smaller overall playerbase, it would allow devs to get constant funds for the game without having to rely on monetized cosmetics, while (if game succeeds enuff) yielding more income, allowing there to be a continual support for the game which could increase update frequency and size, making a feedback loop that keeps the game interesting and alive
Votes
Opinion: -31
Upvotes: 0 0%
Downvotes: 31 100%
Suggestion ID: 1480396 | Submitted at
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Hi, I just want to clarify before making the suggestion that I am playing solo and enjoy the game, so this is not coming from a feeling of frustration.
As of right now, the dynamic between solos vs groups, are the solos are in general more stealthy and can act faster, while groups have more firepower and can cover a lot of ground.
So, the problems I feel there is is: solo players can work around groups often, however, groups almost don't have any reason to take a solo player with much seriousness.
1:groups can heal any damage done fairly easily if the teammate isn't dead.
2:
Votes
Opinion: -6
Upvotes: 0 0%
Downvotes: 6 100%
Suggestion ID: 1480404 | Submitted at
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Perhaps consider a darksouls esk health bar for the main bosses in hell. "Lich and ghost king" While it's fun not being sure how close you made it. I think it would encourage more people to at least try pushing for the final bosses rather than just everyone saying "it's impossible"
Votes
Opinion: +21
Upvotes: 23 92%
Downvotes: 2 8%
Suggestion ID: 1480410 | Submitted at
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increasing circle size in b3 so you dont spawn outside the circle, also maybe rethink map design a little on that floor so there are smaller rooms you spawn in, and different smaller less threatening routes to the boss. So if your team just wants to kill the boss they can not waste as much time on the trash mobs.
Votes
Opinion: +5
Upvotes: 6 85.71%
Downvotes: 1 14.28%
Suggestion ID: 1480416 | Submitted at
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Hi, i played like 24h Im an expert at balancing cause I play League of Legends.
Wizard Meditation needs buff (3x Meditate to regen all Spells is just too long) also it has big cooldown and you cant look around like in the campfire. Why does the campfire regen more than Meditate, doesnt make sense to me.
And overall an HP Bar over monster and enemys would be cool, maybe only a damage number like in the pre lobby dummys
Votes
Opinion: -38
Upvotes: 0 0%
Downvotes: 38 100%
Suggestion ID: 1480419 | Submitted at
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implement a dodge movement as blocking seems to be janky and basically 50% chance of counting as a block. i have had things swing overhead chop and i sidestep but still eat the hit. i feel a quick step or hop would be more useful
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1480423 | Submitted at
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Make torches more useful. When in the swarm storm holding a torch should slow down the damage effect. Bugs don't like fire. It has drawbacks since you can't wield a weapon and torch at the same time. Maybe a 2m radius around a player holding a torch or dropped torch. Finally torches should burn out after some time, and the swarm storm should make them burn quicker.
Votes
Opinion: +11
Upvotes: 17 73.91%
Downvotes: 6 26.08%
Suggestion ID: 1480435 | Submitted at
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Hi, I just want to clarify before making the suggestion that I am playing solo and enjoy the game, so this is not coming from a feeling of frustration.
As of right now, the dynamic between solos vs groups, are the solos are in general more stealthy and can act faster, while groups have more firepower and can cover a lot of ground.
So, the problems I feel there is is: solo players can work around groups often, however, groups almost don't have any reason to take a solo player with much seriousness.
1:groups can heal any damage done fairly easily if the teammate isn't dead.
2:they can REVIVE teammates. I know its not reliable, and can be hard and risky to do. But groups already have the advantage, more healing and possibility of reviving lessens the repurcutions possible.
So my suggestion:
I think that, by making groups' accessibility to healing and reviving, it would make the gameplay
more even for solo players,
and more interesting and engaging for groups.
Groups will have to think about their decisions more carefully, and solos will be able to be more threatful, even if they may not be able to kill the team.
PS: Solo queues will make it so that solo players will almost only go there, making "normal queue" way more populated by groups. This only reenforces itself with time btw.
Votes
Opinion: -6
Upvotes: 2 20%
Downvotes: 8 80%
Suggestion ID: 1480440 | Submitted at
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If this game is going to be following Dungeons and Dragons classes and tropes:
I think adding a Bloodhunter post launch would be really cool
Base mechanics would simply be: Sacrificing health for personal buffs while debuffing opponents, I think that would be cool especially for solo players
Votes
Opinion: -4
Upvotes: 4 33.33%
Downvotes: 8 66.66%
Suggestion ID: 1480441 | Submitted at
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Have certain traps be more noticeable, for example the axe ones just clip through and there is no one of knowing its their unless you saw it before. Also more traps in general would just up the threat level which the whole game revolves around the high level of threats and it is a dungeon after all.
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1480443 | Submitted at
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as someone else said, more traps (pitfalls, dart traps, spike walls ect.) but also more adventuring gear to help combat this, like in D&D; such as ropes/grapnel hooks to climb out of pits/holes, weights to hold down preasure plates, tools to disarm traps/set up tripwires/mines
Votes
Opinion: +9
Upvotes: 14 73.68%
Downvotes: 5 26.31%
Suggestion ID: 1480451 | Submitted at
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Stamina system for dodging and blocking. Currently classes without shields have no way of defending themselves in combat aside from keeping distance which defeats the purpose of a rogue getting quick hits in. Being able to roll out after attacking would help balance fighting a fighter/barbarian for weaker melee classes
Votes
Opinion: +11
Upvotes: 16 76.19%
Downvotes: 5 23.80%
Suggestion ID: 1480459 | Submitted at
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Currently it's hard to notice when I'm taking damage. Like, I see my health bar go down obviously. But the feedback I get when hit/hurt feels non existent. I'll realize I'm at low HP in the middle of a melee fight and it's too late. There should be more clarity
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1480470 | Submitted at
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spell interruption for casters (both pvp and pve), smacking a wizzard in the face with a sledge mid cast should knock the concentration required for spell casting right out of em
Votes
Opinion: -6
Upvotes: 7 35%
Downvotes: 13 65%
Suggestion ID: 1480477 | Submitted at
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Rework Barbarian, they are currently useless and the fact that gear on them is almost made useless by all of their abilities it doesn't make sense for them to actually exist in the game. Also they are outshined by every other class in both pve and pvp.
Votes
Opinion: -8
Upvotes: 3 21.42%
Downvotes: 11 78.57%
Suggestion ID: 1480479 | Submitted at
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Make a screen at the end of a game showing info and details such as number of players killed, number of monsters killed, damage taken, damage done, etc... Or at least it shows who survived and who extracted.
Votes
Opinion: +46
Upvotes: 46 100%
Downvotes: 0 0%
Suggestion ID: 1480481 | Submitted at
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Instead of the circle doing a negligible amount of damage, make it bring about absolute darkness. You cannot traverse within the circle without a torch out. In essence you can no longer defend yourself against ai or players who swing in the dark. I believe this would still be just as tense while still allowing semi traversal through the map at great risk. Rather than forcing ticks of damage and cutting off entire routes.
Votes
Opinion: -6
Upvotes: 9 37.5%
Downvotes: 15 62.5%
Suggestion ID: 1480492 | Submitted at
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Adding a kick as an alternate attack when you have your fists equipped could be neat for getting out of a pinch. Right now, if you get stuck between several mobs, your only hope is DPSing one of them before you die, and fists don't currently have a right-click attack.
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1480499 | Submitted at
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Some form of friends list or party system in the lobby menu. Not a huge thing but it would be nice to see all online friends under a special list. Typing in each name to add friends to party can be a pain. GG
Votes
Opinion: +28
Upvotes: 28 100%
Downvotes: 0 0%
Suggestion ID: 1480509 | Submitted at
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People mostly react to new suggestions.
It takes a while for the "thumbs down" option to be added
That obviously biases the results quite a bit
PS: people downvoting this are trolls
Since I said that, theres gonna be ALOT of downvote
If thats not the case, I fear trolls are getting smarter...
Votes
Opinion: +1
Upvotes: 7 53.84%
Downvotes: 6 46.15%
Suggestion ID: 1480520 | Submitted at
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Probably an unpopular opinion but I think the death swarm zone should just be removed from the game, but in turn also remove the minimap unless you find an uncommon/rare map utility item. Game feels too much like a battle royale currently.
Votes
Opinion: -3
Upvotes: 15 45.45%
Downvotes: 18 54.54%
Suggestion ID: 1480540 | Submitted at
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Add a new sound feedback to headshots, to make it sound more impactful, specially on kills, since sometimes, specially with daggers and spears, it's a little hard to tell if you're hitting the torso or the head.
Votes
Opinion: +40
Upvotes: 42 95.45%
Downvotes: 2 4.54%
Suggestion ID: 1480545 | Submitted at
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You need to give more forewarning for when patches are coming. 15 minutes is not even as long as a match goes for if you are going for the red portal area, and I don't know about other players, but I'm not reading Discord when I'm actively in a match.
Give us an announcement 30 minutes to an hour before you are going to patch the game, rather than 15 minutes before so we can actually finish our match and get out.
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1480550 | Submitted at
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Remove the death swarm zone and also remove the minimap to compliment the change. create an uncommon/rare map utility item that shows you the map. Have the raid just be time based like tarkov. once time runs out the swarm begins encroaching from the edges of the map working its way towards the center. blue extraction portals can remain sort of scarce this way and it allows people more of an oppotunity to go find one ANYWHERE on the map before time runs out and the swarm begins coming in.
Suggestion ID: 1480554 | Submitted at
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Make a trader that trades only in Silver Coins, like the event traders with their candy canes and candy corn. Could just be Green and Blue gear from all classes, doesn't need to be anything special, but makes Silver Coins feel less annoying to pick up.
Votes
Opinion: +38
Upvotes: 38 100%
Downvotes: 0 0%
Suggestion ID: 1480565 | Submitted at
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Following BucketKing's suggestion:
Yeah, make silver coins more interesting, but it made me think about something...
What about a completely human valued money? You can't sell it to merchants and can't buy from merchants with it. Purely for human trading.
Event money already make the money pricing and exchange interesting tho, so that's just a proposition.
Votes
Opinion: +10
Upvotes: 12 85.71%
Downvotes: 2 14.28%
Suggestion ID: 1480573 | Submitted at
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Bows are two-handed weapons and come with basic arrows right… What if the bow was one-handed and in the second slot, one might equip elemental arrows found in the dungeon? Some poison, slow slow, some burn, the works!
Votes
Opinion: +11
Upvotes: 20 68.96%
Downvotes: 9 31.03%
Suggestion ID: 1480583 | Submitted at
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Get rid of the stupid wall traps that come out as spears. That shit isn't even fun to deal with. The floor traps are fine (besides the double ones that completely fill a small hallway that force you to take damage) There are already enough things in the game that reduce your health. Having to deal with stupid spears that come out of the wall is just.. dumb... The "maze" is the prime example of this garbage. being forced to go through there with a closing circle is just a death sentence.
Votes
Opinion: +2
Upvotes: 29 51.78%
Downvotes: 27 48.21%
Suggestion ID: 1480588 | Submitted at
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Add an item called the "Arcane Tesseract". If you have this item in your stache, you can access other character's staches in your account. Maybe make this item an end game quest reward or a 2% drop from the final boss.
Votes
Opinion: -37
Upvotes: 2 4.87%
Downvotes: 39 95.12%
Suggestion ID: 1480591 | Submitted at
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Limit the amount of Patches/Hotfixes during an active "Playtest". Some of the QoL hotfixes/updates aren't necessary yet, could be resolved at end. I get that you want to see if they work, but it seems like there are issues that aren't being addressed that are more serious and will result in people not wanting to play. I.E Lag, Latency, Death upon Spawn, Disconnecting and losing all gear.
Votes
Opinion: -53
Upvotes: 0 0%
Downvotes: 53 100%
Suggestion ID: 1480592 | Submitted at
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Reduce storage space by half and make the 2nd half unlockable with a single 1000g purchase. Why? Because it forces players to use their "good" gear instead of saving it for later which makes for overall better fights and bigger rewards for those who escape.
Votes
Opinion: -49
Upvotes: 5 8.47%
Downvotes: 54 91.52%
Suggestion ID: 1480603 | Submitted at
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increase the damage on wizard spells and their limited spell slots and weak damage tends to make them ineffective compared to other players. Zap only seems to me doing 15 damage, the wizards staff is stronger.
Votes
Opinion: -21
Upvotes: 7 20%
Downvotes: 28 80%
Suggestion ID: 1480606 | Submitted at
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Lockpicks need to be sold, and be cheap. Right now you've forced a fundamental aspect of the game to be locked into one class, Rogue. There are 6 classes, but only rogue gets access to the GOOD dungeon loot from locked chests. Balance this out by selling lockpicks, and they don't run out.
They should come in packs of 3, and be 15 gold. Why 15 gold? Because white/gold gear, does not sell for more than 15 gold to vendors. Make it so that a successful 3 pack will return at least 20 gold, if you fail twice and succeed once.
This will let everyone come in with the chance to get at least ONE locked chest. You could balance it out by making lockpicks a 2x1 slot instead of 1x1.
Votes
Opinion: +35
Upvotes: 44 83.01%
Downvotes: 9 16.98%
Suggestion ID: 1480630 | Submitted at
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Make traps easier to avoid like the floor traps can be baited with a combo of walking forward, then back to active it and bait it out so it doesnt hurt you but it still poses a threat.
Votes
Opinion: +31
Upvotes: 34 91.89%
Downvotes: 3 8.10%
Suggestion ID: 1480632 | Submitted at
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Add cosmetics for surviving multiple raids in a row for the different classes. It would be pretty cool to be able to wear a long beard on my fighter if he ends up making it 10 delves without succumbing to the darkness.
Votes
Opinion: +38
Upvotes: 40 95.23%
Downvotes: 2 4.76%
Suggestion ID: 1480636 | Submitted at
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Wizard's 1st "spell memory" ability should be innate. Wizards by default only have one ability slot and not taking meditate severely handicaps you. I could see the 2nd one being optional as it adds access to 5 more spells, but you still need the knowledge to even be able to use it. It's just not practical.
Suggestion ID: 1480637 | Submitted at
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MAKE STEALTH WORK WITH AI. Currently when you pop stealth, guess what. The ai still sees you and will shoot their arrows straight into your skull and any mob that was chasing you will now just sit there next to you slowly inching away like it knows your there still your stealth wears off.
Suggestion ID: 1480638 | Submitted at
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Theres Sword skellys,archers, flying skull thing,mage, death knight. how about some Beast enemies like idk basilisk
where its tough scary kinda belongs in a dungeon and is slow fitting with every the other enemies characteristic
Votes
Opinion: +28
Upvotes: 28 100%
Downvotes: 0 0%
Suggestion ID: 1480662 | Submitted at
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add in some kind of insurance system, that players can pay gold to keep their equipment if they die. Its frustrating to run in and get killed by something random and lose all equipment they have worked for. That way if a player doesn't have gold to insure their equipment, they can stash the gear until they have the money to protect it.
Votes
Opinion: -17
Upvotes: 12 29.26%
Downvotes: 29 70.73%
Suggestion ID: 1480679 | Submitted at
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Add as an end game system ring and trinket making, where you can forge the attributes that you want with some kind of magical material or altar found inside high runs, with a small amount of rng in the numbers that you get when crafting it.
Votes
Opinion: +12
Upvotes: 15 83.33%
Downvotes: 3 16.66%
Suggestion ID: 1480686 | Submitted at
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Have portals close after 10-30 seconds.
Been having a lot of games where ill come across someone waiting to PVP/Arrow spam with a pre-opened portal. You start to fight and then they will just dip if it looks like they wont win what is super frustrating. Having the portal close after some time makes it so you have to make a decision of leaving or continuing looting/PVP. Note-Not sure on timing as 10 seconds is to short for the 3 man parties that are defending from mobs/Players and 30 seems a bit to long.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1480691 | Submitted at
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Healing items need a lot of tweaking. The pricing doesn't make sense (A potion that heals 4 more HP is 3x the cost??) and the amount of healing given is pitiful. Without a cleric, any character that takes damage is going to be spamming potions or bandages every time they take a single hit. Why not buff the potion (or make a new type) heal more but also make the buff go away if you take damage?
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1480719 | Submitted at
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The circle simply needs to go.
You cannot implement a larger map, 'mining' mechanics and tanky mobs while still keeping the time limit to just 12 minutes of a raid. There is a reason extraction 'shooters' of this genre have 30+ minutes of game time per raid. You are suppose to take your time, that's the entire appeal of the genre, to be rewarded for planning things out and outplaying people. You can't outplay people when you have to constantly be in a rush.
Votes
Opinion: +14
Upvotes: 36 62.06%
Downvotes: 22 37.93%
Suggestion ID: 1480723 | Submitted at
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Make the Skeleton Footman drop minimally Green if not Blue quality gear. If you're going to have it take 20+ hits AND multiple spells to kill with the creature have a triple attack combo, then it should be rewarding to kill it. Thats why most people just skip these mobs. It's not worth the hassle to kill.
Votes
Opinion: +6
Upvotes: 19 59.37%
Downvotes: 13 40.62%
Suggestion ID: 1480734 | Submitted at
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Give the rogue an ability that allows you to disguise as a separate class/specific players. Think spy from tf2 just way slower to activate/change. Maybe make it so classes with high knowledge or perception can see through it farther away than say, a barb
Also Hidden Pocket perk lets you keep one item in a hidden pocket as well
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1480752 | Submitted at
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I know it's hotly debated and that the devs like it as a system, but I really don't think the closing circle adds anything to this game. There are plenty of games out there in this genre that benefit from not having a ring that also have plenty of pvp: Marauders, The Hunt:Showdown, Tarkov, to name a few. These games have fixed exits to the map with randomized exits for the player to escape through and there is no shortage of pvp as a result of this. I would even argue that the way this games maps are designed would be a perfect fit for the randomized exits because everything is narrow and enclosed instead of sprawling and open like the games mentioned.
I also don't think the ring fits the theme of the game. Why would there be a bunch of bugs closing in and stopping and then closing in again? Is this a fantasy dungeon crawl or The Mummy?
Having the randomized exits, you could still have a 'timer'. Use a visual timer like the dungeon shaking with rocks falling, or closing off corridors, warning you to make it to an exit or die.
As far as moving down floors, I think the portals are fine even with the aforementioned changes. Or you could have only two rooms that allow you to move downstairs. Just an idea for that one.
Votes
Opinion: +33
Upvotes: 43 81.13%
Downvotes: 10 18.86%
Suggestion ID: 1480766 | Submitted at
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I feel as though mining ore should not take so long to do as there is already such a limited amount of time and it ends up holding up the whole party just for one person to get through one full vein. I feel it's already hard enough to obtain without the unnecessary time sink as well
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1480787 | Submitted at
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I would like to suggest connecting hunting trap rarity to the % chance that a person should have to skill check. It would reinforce the idea that they should be aware of the check but not making it a forced situation as alot of players dislike the panic.
Example:
Purple Hunting Trap = 100% chance to skill check
Blue 80% chance to skill check
Green 40% chance to skill check
White 20% chance to skill check
Gray 0% chance to skill check
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1480788 | Submitted at
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fix clip area of mobs, they are fatter than their asset is concerned. should never be prevented from a portal by a spider i cant jump over. or a skinny mummy or skeleton in a doorway. this is getting ridiculous
Votes
Opinion: +8
Upvotes: 10 83.33%
Downvotes: 2 16.66%
Suggestion ID: 1480796 | Submitted at
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I'm unsure if anyone else has had this thought but a training room (i.e. training dummies or multiplayer lobby outside of dungeon runs) for testing combat mechanics + practice would be a huge boon to this game
Votes
Opinion: +30
Upvotes: 30 100%
Downvotes: 0 0%
Suggestion ID: 1480798 | Submitted at
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time between finishing a swing and blocking should be reduced, and holding block should cancel out a buffered second strike as holding down the button to continue a combo has unclear timing
Votes
Opinion: +21
Upvotes: 22 95.65%
Downvotes: 1 4.34%
Suggestion ID: 1480799 | Submitted at
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Apart from the dungeon that there is now, they could add other dungeons with different themes and with their own lower floor, so that it does not feel that the same dungeon has always been seen with the same puzzles, only in different locations.
Votes
Opinion: +11
Upvotes: 11 100%
Downvotes: 0 0%
Suggestion ID: 1480808 | Submitted at
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let us walk across floor traps if we already triggered them, makes no sense that a sprung floor trap does damage to me if i walk through it. like spikes in spelunky, deadly to fall on, fine to walk through
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1480817 | Submitted at
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Some kind of visual effect on targets for when lightning spells successfully hit. I've had a very hard time knowing if I hit enemies with them or not. I thought I hit an enemy wizard 2 times with chain lightning, however after I died I saw the he was still at full HP. I was unsure if I missed, or just firing the spell from too far away. Had similar experiences with zap and the lightning strike spells. If there is an audio cue the lightning sound effects are too lout to hear if I hit or not.
Suggestion ID: 1480821 | Submitted at
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when you use a cloak potion and you activate your cloak ability while still cloaked your cloak spell shouldn't cancel the cloak spell and then make you go invisible. it should just reset/add to the current cloak timer. that way you can use that and stay cloak for longer in any place without moving
Suggestion ID: 1480839 | Submitted at
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Slight nightvision buff to rogue, either as a perk or the class itself, just enough to vaguely see enemies in the dark and hit them with your precision weapons since rogues are perhaps the only class reliant on keeping their crosshair directly onto the enemy
Suggestion ID: 1480841 | Submitted at
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The Skeleton Mages tracking with its fireball needs a pretty hard nerf. You can run circles around it all day but unless you happen to encounter one in a situation where you can hide behind a wall youre screwed.
Votes
Opinion: +22
Upvotes: 23 95.83%
Downvotes: 1 4.16%
Suggestion ID: 1480842 | 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 properly 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 all classes) 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 for stats that can only be increased further with gear and I think it would have great results.
Votes
Opinion: +3
Upvotes: 5 71.42%
Downvotes: 2 28.57%
Suggestion ID: 1480843 | Submitted at
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A feedback with how much damage you do would be really appreciated. Maybe a yellow damage number for body shots and a red number for critical headshots. It would probably feel better if we could see clearly how much damage we're doing.
Votes
Opinion: +10
Upvotes: 15 75%
Downvotes: 5 25%
Suggestion ID: 1480847 | Submitted at
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I think it would be pretty cool if the tavern were like a hub area. The tavern seems cool, but I never get to look around due to fast loading times. Maybe a hub similar to Deep Rock Galactic or Warhammer Vermintide where all the important stuff is easy to get to or available through a menu, but the hub is a nice time waster while readying up and loading.
Votes
Opinion: +17
Upvotes: 17 100%
Downvotes: 0 0%
Suggestion ID: 1480853 | Submitted at
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Reduce footstep audio for self and teammates, and reduce the "echo effect" of footsteps. Currently, I find playing in a group very difficult because as soon as teammates equip boots, they become so loud I can't keep track of enemies or other important noises. I've had several near heart attacks when my teammate puts on boots and suddenly scares the crap out of me.
Additionally, the echo effect makes discerning the source of footsteps much more difficult than it has to be. I find this more noticeable with friendlies than enemies for some reason.
Suggestion ID: 1480865 | Submitted at
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Perk that allows a wizard to equip a slightly larger array of armor at the cost of something valuable to wizards.
Likely less spell memory/knowledge or perhaps less uses of each spell (maybe 1 or 2)
Encourages/expands potential martial "Bladesinger" like Wizard playstyle.
Suggestion ID: 1480867 | Submitted at
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i know this have been a repeated suggestion, but please change the shop to let us buy more things at once. If it's hard to code at least add "items" that are multiple of the same thing like, 5 money bags for 25g or 10 coins for 30 silvers.. etc
Suggestion ID: 1480905 | Submitted at
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i demand my boi chalky is unbanned from the discord for posting an exquisite image of the well known swaztika as a comparison to me showing the rogue ability in the game as it is fairly similar and think that it should be worked on just a atad bit you feel me
Suggestion ID: 1480915 | Submitted at
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Bring back 3-person escape portals. There have been too many times when my team is trying to leave, and we're helping each other find an escape portal and we get third partied or caught in the storm, etc. They should be rare but they don't spawn at all anymore.
Suggestion ID: 1480922 | Submitted at
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Necromancer Class
Main ability would be a skeleton warrior summon: only one can be summoned at a time, has 3 charges
Some debuff type abilities/poison, could even do the mummy poison cloud, but damage over times/debuff style abilities, maybe a void/shadow arrow that matches the ice bolt wizard has.
Wears same clothing/items as a wizard, maybe recharges spells using his health pool, and give him an ability that has some low damage life drain.
Votes
Opinion: +17
Upvotes: 21 84%
Downvotes: 4 16%
Suggestion ID: 1480924 | Submitted at
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having pvp 1,2, and 3 player modes before release. it sucks to face down 3 or 4 different parties of 3 or 2, survive, then die to another party of 3. it sucks knowing as a single player with no cleric or full pots on hot keys wont hold up because more likely than not, you will die to bigger groups or get sandwiched between two of them. really sucks.
Suggestion ID: 1480936 | Submitted at
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Maybe some more competitive Cleric abilities, Right now the only one that really feels worthwhile is the AOE that cleric starts with.
My idea for one, either a 5-10 HP heal in an aoe (pretty small, but always have heals)
or maybe one to pray and regain spell slots similar to meditation? -A happy but yearnful level 20 cleric main
Suggestion ID: 1480951 | Submitted at
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Spider hitboxes shouldn't interact with the player's as an obstacle. It would make sense to be able to step over the spider, and many times I have found myself stuck in a corner because of the spiders. Simply put, the spiders being able to get you wedged in a corner as a skeleton more often than not is approaching is a very painful experience.
Votes
Opinion: +24
Upvotes: 27 90%
Downvotes: 3 10%
Suggestion ID: 1480964 | Submitted at
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Get rid of the storm/circle all in all, it's just seems unnecessary when there are a bunch of other elements going against your player to begin with. Keeping track of a circle/storm moving that fast and that frequently through a maze of tunnels and trapped hallways is just crazy.
Suggestion ID: 1480968 | Submitted at
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Players should be unable to die to the timer. Let our health tick down - that way you reward clever play via heals and support items. If your worried about people using health pots to loot the zone indefinitely, then maybe start ramping gas damage till they die.
Votes
Opinion: +27
Upvotes: 29 93.54%
Downvotes: 2 6.45%
Suggestion ID: 1480972 | Submitted at
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Fix the hitbox for Judgement, it feels like its only centered to a certain point in the players mass rather than the entire hitbox of the player.
I.E, You can't judgement a player who is crouching behind an escape portal unless you standing right beside him due to this registering as "Nothing in your crosshair".
Suggestion ID: 1480976 | Submitted at
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Enemy spawns should change depending on the amount of players spawning in the adjacent room and their respective classes. There are several rooms with tough situations. One in particular (with a statue in the middle) has mummy spawns, skelly footman spawns, and an ELITE skeleton spawn in the next room, which has an open connection, meaning it may as well spawn in the statue room too. From the spawn room adjacent, there is no other place to go to except for this statue room. If you are playing as a rogue, for instance, you must spend roughly six minutes with nothing but the gear you spawn in attempting to whittle away at the cluster of enemies, including the elite skeleton. Ultimately, however, you are doomed to death in this scenario. If the elite triggers a combat rush, it can lunge directly towards you, and even if the enemies spawn with healing items, you cannot access them due to the enemies on your tail.
Suggestion ID: 1480991 | Submitted at
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The current market system is really whack... I suggest that there be an Auction House implemented. I have no idea what value things currently are and with the spamming in chat it's really hard to find what you're looking for or sell what you're wanting to sell. Each of the chats are filled with things they're not supposed to be filled with (i.e. weapons in armor chat and armor in weapons chat). An auction house system will create an economy and place value on specific items and gear and allow people to understand what pieces are more sought after which in turn will increase competitiveness of obtaining these things.
Suggestion ID: 1481005 | Submitted at
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Make it so that you can start out with different "kits"
Like maybe for rogue you could choose one with torches and throwing knives like we have now, but also one with torches and a lockpick (or some other item that may fit better)
And the ranger could have two "kits," one with the torches and beartraps, the other with torches and the campfire (this would be a nice nerf i feel)
and then maybe for barb there could be the fransisca kit and a protection potion kit
Suggestion ID: 1481013 | Submitted at
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Buff counterattack so that its effect lasts for 6-7 seconds instead of 3. As of right now, by the time you get done recovering from the block stagger, counterattack's effect is almost over, and you'll end up trading with the enemy anyways even with the extra movespeed.
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1481031 | Submitted at
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Hello, is it possible to add a filter button to the Trading Channel? There is too much happening at once and most of the people that I play with are looking for certain pieces and it makes it very hard to look through hundreds of messages a minute some are deterred from it entirely. Maybe an option where you can filter certain stats for example Magical Healing so it will highlight all the items with Magical Healing. Another option if adding that feature is out of the picture is to limit the amount of people per trading channel, I see three trading channels open but there are 500 in weapon trade post #4 and 3 in #5. My brain is already under enough stress and adrenaline inside the dungeon. I feel like my brain needs to go at 1000 mph without blinking to keep track of what's being sold to try and find a piece that I need. My eyes hurt.
Suggestion ID: 1481048 | Submitted at
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Unlike many people, I actually enjoy the closing circle trope in video games. However, I don't think that the current map for this game is built for this circle trope. I think that a separate gamemode should be made to incorporate this closing circle, rather than leaving it with the current one. The style of the map means that your most common death will be from getting wedged into an area closed off from nearby portal spawns. So, removing the closing circle from the current map and moving it to another game mode is the best course of action, in my opinion.
Suggestion ID: 1481051 | Submitted at
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If there is one and only one thing I would want added to this game it's for spells to function like shooting bows. Press right click once and the spell auto casts once the timer finishes or hold to release when you want to. It would be such a huge quality of life improvement for quick spells like invis and magic missile. But would still be really nice for every other spell.
Suggestion ID: 1481056 | Submitted at
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All players making suggestions should have to post their playtime with each class, and all users who have a ratio of Rouge:2nd most played class greater than 2:1 should be disregarded
Votes
Opinion: -12
Upvotes: 10 31.25%
Downvotes: 22 68.75%
Suggestion ID: 1481067 | Submitted at
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the little minigame to lock pick shouldn't be in the game at all or moved exclusively to the rogues lock pick skill. it's used across the game VERY scarcely so you don't ever get to actually practice it and failing it breaking the lock pick is way too harsh. with the decently fast circle every chest can already be a warzone.
Suggestion ID: 1481075 | Submitted at
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Been playing the Cleric for all of the playtesting and one thing stands out. The hit boxes for landing heals/buffs are very small, it is very easy to heal the wrong target. (i.e. skelly ai, enemy player ect.) I understand that it is part of the skill base needed to be a good Cleric, but maybe there could be a skill or talent that aids in more accurate casting. +3% friendly hit boxes for buff only spells? Something like that. This could also tie into equipment buffs as well.
Suggestion ID: 1481088 | Submitted at
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Remove the maze from the areas the map that can be the final zone, i've seen the whole lobby die to just being in the maze and the exit portals spawn in places you cant get to without running for miles. not to mention the traps make you move super slow through the maze.
Suggestion ID: 1481090 | Submitted at
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Please nerf rogue. I am sick of having to scout every lobby before game start to see if there is a Rogue. Every time I see Rogue they strike literal fear into my poor o' heart. This results in me having to hide and play like a doggy little ranger. Nothing worst than bringing gear to be stuck on and killed by a Rogue using grey items. It is boring
Votes
Opinion: -34
Upvotes: 2 5.26%
Downvotes: 36 94.73%
Suggestion ID: 1481096 | Submitted at
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instead of a solo queue feature or matchmaking to put you with people. I'd like to see a social hub where players can gather as free lancers or duo's looking for a third. this way the social aspect can continue and the matchmaking doesn't force a commonality between groups
Votes
Opinion: +24
Upvotes: 24 100%
Downvotes: 0 0%
Suggestion ID: 1481098 | Submitted at
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can you please make region specific discord voice channels? playing OCE and have reverted to putting OCE in my name to stop americans constantly joining when trying to play oce servers. Or we could add flags to our names like the role icons 🙂 Sorry if this has already been suggested, thanks
Suggestion ID: 1481113 | Submitted at
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equip load (when it's implemented and specially what you are wearing not what's in your pockets) should determine movement speed rather than equipment having plus or minus movement speed on it that way more stats can creatively interact with it. (like leather armor weighing less on barbs. doesn't have to specifically be that but it's an idea)
Votes
Opinion: -11
Upvotes: 2 13.33%
Downvotes: 13 86.66%
Suggestion ID: 1481114 | Submitted at
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make us see the information about assists even if its visable only to party members.
I feel really meh when i play cleric/wizard and really help in many fights through, haste, slow, ignite, fireball, heals, and so on and so on just for the fighter/barbarian to get all the credit.
After a good dungeon my party members can even have 4-5 kills and i sit with 0 feeling kinda like i was underappreciated.
Seeing that you assisted in a kill would be a really nice play to subtly award supporting classes/playstyles.
Suggestion ID: 1481124 | Submitted at
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Barbarian and Cleric currently are very disadvantaged in solo because they don't have good ways to avoid/disengage fights against groups. I think that they could use some skills to help with this. Barbarian idea: a stomp that creates an earth spike, can be used to block smaller entrances (doors, good combo with break door perk) and takes a few hits to destroy. Cleric idea: a skill that makes you immune (but visible) for like 1 second, and lets you ignore collision (including doors).
Suggestion ID: 1481130 | Submitted at
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a tavern like the pre lobby but as an actual lobby to hold 30 people, inside you can drink, pet the dog, inspect gear, hit the training dummies, play card games, trade, duel etc
That would be a cool way to test your gear out/ your setup, goof around, trade and feel like it's more of a person to person exchange etc
Suggestion ID: 1481133 | Submitted at
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In the killfeed i think it would be helpful if it also told you when someone escapes or delves deeper. it would cut down on the amount of deaths of people avoiding red portals looking for blue ones. At the same time making more people go to the next level.
Suggestion ID: 1481151 | Submitted at
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Give us VOIP please! It's been proven to make for hilarious moments while playing, plus two parties could be able to talk, form a temporary truce to kill a tough enemy and then a brawl breaks out right after. ps. if you think this is bad because others could hear you, i want to remind you footsteps are by NO MEANS quiet.
Suggestion ID: 1481154 | Submitted at
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Alternate Class kit options
Similar to TTRPGs where a class has multiple starting equipment sets. For instance:
Barbarians choose between a 2-handed axe or berserking with 2 1-handed weapons.
Wizard choose between a staff or a dagger and crystal ball.
Ranger choose between a bow or a rapier/shortsword.
etc. allowing for fresh new start characters and easy repeated entry into different weapon sets that may change the play style a fair bit to the enjoyment of the player.
Votes
Opinion: +13
Upvotes: 16 84.21%
Downvotes: 3 15.78%
Suggestion ID: 1481157 | Submitted at
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Buff clerics, right now I feel super defenseless and dead in a second. Was better when I could do more damage and didn't have my party saving ability locked by a stat, instead I have a useless spell slot that I can only acquire through gear(?) and punishes you for bad luck in finding loot. Also the wind-up on every weapon I can use is so abysmally long there's no reason for me to even try and melee it feels like.
Suggestion ID: 1481159 | Submitted at
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Please the Trade section. It's hellish to use right now. Copy and pasting your own message will just completely break, and often times typing will send gibberish for no reason. The trading section and chat functionality is terrible. Trading also bugs out where people can't accept your trade request sand you have to literally restart your game to fix this. It's unacceptable to remove the trading section from the discord with how terrible the trade section is right now. Also please add the functionality of pressing up arrow to go to your last sent messages as well.
Votes
Opinion: +12
Upvotes: 12 100%
Downvotes: 0 0%
Suggestion ID: 1481165 | Submitted at
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I know it's been done to death, but please just bring back the 3 man down portal. Too many times my friends and I have had to have somebody suicide into Inferno just because all the other blue portals are either taken, or are only accessible through a 1-chance yolo run out of the circle.
Suggestion ID: 1481168 | Submitted at
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add remove item button or press delete to remove an item from inventory in the menu. Adjust the trading system to act like a market, you can list your items and people can buy them. A good example of this is Tarkov. The current trading system is not effective, waste of time for some people trying to buy and some people trying to sell. if it was all listed and 1 click of a button you could buy it that would be better.
Votes
Opinion: +16
Upvotes: 18 90%
Downvotes: 2 10%
Suggestion ID: 1481170 | Submitted at
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Please bring back the timer for the entirety of the game. Don't drop the timer off at the end. I don't think there is a beneficial reason as to why the timer is gone. Really a guessing game to how much time there is left. Also the amount of out portals on high rollers is profusely low.
Suggestion ID: 1481175 | Submitted at
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add some kind of small knockback attack. deals no damage, only works against AI. no stagger. its purely to get out of a tight spot. for example: enemy is blocking a door. push the enemy away, take damage whilst doing so but manage to get out of certain death situation.
Suggestion ID: 1481196 | Submitted at
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Have weapons feel genuinely different. E.g. the flanged mace and morningstar have similar attacks, similar speed, similar damage. Weapons should feel unique, especially when a class like cleric only has those two.
Maybe add a small light hammer for cleric too?
Suggestion ID: 1481206 | Submitted at
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candy canes are great but the ruby silver drops in comparison seem so uneventful. getting 5 per node which takes 5 m in game time and a good piece of gear costs 100+ ore that ratio is way too high. its not even legendary gear its purple
Suggestion ID: 1481222 | Submitted at
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Rebalance the way damage and armor works in general to make for a more fun but also noob friendly and faster-paced combat experience. (You have to make specific changes for each weapon and class but that would be too much to list here)
For example:
Increase the base damage for almost all meele weapons except daggers, arming swords and falchions.
This way new players can kill each other more quickly/easily (when playing light armor builds) and even if they don't survive in the end they won't get discouraged that easily from trying again since they managed to get some kills in.
Increase armor rating in general so a soldier in full cuirass can actually tank some damage.
Clerics shouldn't be able to use heavy plate armor, more like light or medium armor.
High Armor penetration for weapons like maces and daggers.
Suggestion ID: 1481224 | Submitted at
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Please allow players to use their scroll wheel when pressing 3 or 4 to select belt items.
IE: I have torches, bandages, and a health potion equipped in my 3 slot. I want to pull out the health potion so I press 3 then scroll a couple times.
Nice quality of life improvement for players who want it, and shouldn't be too difficult to implement.
Thanks for making an awesome game!
Votes
Opinion: +19
Upvotes: 21 91.30%
Downvotes: 2 8.69%
Suggestion ID: 1481230 | Submitted at
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An Encyclopedia of stuff. How much does a skeleton/zombie/mummies have? What's their damage? What's the poison damage of that damn and fowl dragonfly?
Also for things how armor stats and weapons stats work, what's the difference for bonus stats like additional physical damage, weapon bonus damage and true damage, power, etc.
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1481243 | Submitted at
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A cleric version of Meditate, maybe called "Prayer" that gets back spells. I don't mind having a bonfire, but for being the only other caster, the cleric lacks many abilities the Wizard has. Not to mention with the MAJOR downside of the incredibly slow interaction speed, using those bonfires takes half the game (figuratively)
Suggestion ID: 1481252 | Submitted at
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QOL: Add range indicators for some spells.
In particular the Cleric spells don't mention anything about range at all but they indeed wiff if party members/enemies are too far (was wondering why Bind didn't seem to do anything, but it was just not connecting because of it's short range).
Something simple like a circle around the player or a target highlight would be great.
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1481254 | Submitted at
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Allow the customization of attack sequences. i understand this mechanic differentiates some weapons from each other, but i feel like it would involve a little more skill in melee combat. Could also make damage different for what attack you choose.
Example: Arming sword sequence is two downward slashes and then a stab. Make it so I can choose to stab for lesser damage but able to thrust farther and more accurately. A direction of attack could also be implemented
Some weapons dont even get a slash until the final attack (and vice versa, i.e slash first when im needing to stab) in the sequence, making it feel like i should whiff two attacks before unleashing the last one on my enemy
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1481263 | Submitted at
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Solo play is still terrible against teams. i would love a solo only dungeon queue. giving solo players a buff could also work (more health or something) but could also end up being very broken. Solo play needs a TON of help still.
Votes
Opinion: -22
Upvotes: 8 21.05%
Downvotes: 30 78.94%
Suggestion ID: 1481268 | Submitted at
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Partnering Up - A system to allow you to interact with a player met in dungeon and add them to your pre-existing party while in the raid, with an invite prompt for the other player to accept on their HUD. They would highlight just as a normal ally would unless either party decides to press a "disband" button if things go south. Maybe a cap of three in a party to avoid too many people in a group. Meeting other people in raid is awesome but in combat with large parties it can be really difficult to distinguish friend from foe, especially as a solo. Maybe even keep the party together once everyone escapes so you can bring the same person along.
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1481272 | Submitted at
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- The ability to change your character's name
- Faster spell recharge speed for Cleric at campfires
- Timer until the zone starts closing in next (Compared to the timer that counts down until the game ends)
Votes
Opinion: +20
Upvotes: 24 85.71%
Downvotes: 4 14.28%
Suggestion ID: 1481273 | Submitted at
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remove collision from spiders AT THE VERY LEAST. TWO spiders literally just trap you against a flat wall (not even a corner). I would like to see AI collision completely removed but it could cause problems with enemy's who have shields.
Votes
Opinion: -12
Upvotes: 5 22.72%
Downvotes: 17 77.27%
Suggestion ID: 1481274 | Submitted at
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When players are reviving others they should be able to set the heart down on the table and let an animation go through while regaining control of their character model, then the revive animation can be canceled if all players on said players team dies or if the revive is canceled through an interaction from an enemy player.
Votes
Opinion: -19
Upvotes: 0 0%
Downvotes: 19 100%
Suggestion ID: 1481276 | Submitted at
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I honestly feel like reworking the loot pool is going to be extremely essential when floor 1 is released either in the next patch, or whenever they decide to release it. If they keep current the current loot pool floor 1 is going to be completely useless. On its own floor 2 doesn’t have the best loot pool, and it’s extremely hard and slow to progress for new players right now. I feel like the loot pool on floor 2 right now, should be floor 1’s future loot pool, and add increased loot for floor 2 in the future, and hell being the same difficulty with maybe slightly increased loot or the same.
When it comes to queueing I feel like with a player base this big right now and in the foreseeable future it would be a good idea to implement solos, duos, or trio modes into the game, or at least adding those modes for high roller dungeons. High roller dungeons is extreme high risk high reward, and that also follows along the other enemy players that are going to queue against you. Chances are the people queueing in high rollers are going to be stacked, and it’s obviously meta to run a trio in high rollers, and as a solo you practically have no chance no matter how kitted you are. I feel like it’s definitely necessary to have those modes for high rollers, but it wouldn’t necessarily be an issue for the regular mode to not include solos, duos, or trios.
(P.S. everytime there’s downtime please be respectful to the devs, they’re trying their best and this is a PLAYTEST. There’s gonna be bugs and issues with the game, that’s why the devs made it public so we can find those bugs and issues!)
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1481279 | Submitted at
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Can we tone down the mimic spawns please. Some raids I'm getting 3-5 mimics in a row which is honestly horrendous, especially when 3-4 of those chests are in one room. If there is a set amount each raid, maybe then do something to ensure they are spread out, and different spawn locations too. There's one chest I can guarantee is a mimic every single time. Literally... There hasn't been a time this PT that I have gone to interact with that specific one and it hasn't been a mimic. Speaking to others as well, they say the spawn rate of mimics are exceptionally high this time around
Votes
Opinion: +9
Upvotes: 14 73.68%
Downvotes: 5 26.31%
Suggestion ID: 1481286 | Submitted at
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Storage Related suggestion
Ok I know this is still a playtest but if I may sugget we really need storage upgrade (at least a bit)
There are multiple ways of doing that.
Either by using "Cases"
Or by "Selling" augments for storage
Each have their advantages and tbh Idc which one is used ^^'
Case : Allows better sorting if case specific items are created , for example money case , armor case , weapon case , usable item case.
Can be considered huge loots if droppable inside dungeon (drop boss for example ?)
Can also / Or only be sold by merchant after maybe certain quests are done or just very expensive
Augments : Allows for easier (at least in my POV) travel trough your storage but doesn't give the same sorting feeling as cases
Depending on how much it costs it can be a good gold waster : for example
1 row : 100 G
then + 1 row = Row number x 20 + Row number x 10
so for example to unlock row 12 it would cost 360 golds And so on , of course there is a ton of possibility for formulas but I feel like the best would be for it to be "theorically infinite"
but the cost goes up exponentially so at a certain point it's just so costly it's not even worth it.
Even if Augments are used I feel like we should have eithr money case or bigger gold bags tbh.
Suggestion ID: 1481299 | Submitted at
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revert to the previous play test maps, games felt far more streamlined and you were always able to get loot OR kills if that was your main goal. Also the middle area map was one of the best parts of this game as you could stay there a whole round and teams would keep coming
Votes
Opinion: -8
Upvotes: 4 25%
Downvotes: 12 75%
Suggestion ID: 1481306 | Submitted at
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as the cleric has been nerfed again with a shadow patch, please give something back to cleric, increase the heals we get or increase the heals we get back from campfires, or increase the damage of smite so we can atleast do around the same damage ourselves while not being able to buff others as much after nerf
Suggestion ID: 1481312 | Submitted at
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Change the trading post to only certain items per post. right now everyone just spams the 1st weapon trade post with any item and its hard to see actually see what people are selling.
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1481321 | Submitted at
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2-handed weapons should swing faster: What i mean by this: Divide a weapon swing to 3 phases. Windup, Delivery, recovery. Keep the windup and recovery animations same, but make the delivery swing faster. It makes no sense that you would deliberately slowly swing down your two-handed weapon.
Votes
Opinion: +29
Upvotes: 33 89.18%
Downvotes: 4 10.81%
Suggestion ID: 1481325 | Submitted at
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Add item specific chests which you can buy to keep your items like Tarkov. Weapons go to weapons rack, Armor go to armor chest, consumables go to consumable chest. Maybe price them a little expensive like 50g or 100g so people who do need them will buy it or maybe make them as quest rewards which will be added later.
In the current build items, especially armors take a lot of spaces even if they are a 5g~10g worth trash items. I want to keep these 'trash' items as they can be the expendables to use for cheap load-outs, but with the current size of the storage it feels like it will be full within weeks if I want to do this.
I don't think I can fill the storage in the current playtest but if this game actually launches, a lot of the players would probably be earning money and would probably have some gears their stash. And again with the current storage size, they will probably be full within weeks(days for experienced players whose escapes rates are high).
I would also want these separate storage just to organize them, meaning I will keep armors to armor chest, weapons to weapon chest and consumables to their own.
Suggestion ID: 1481331 | Submitted at
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QOL changes
[Combine Gold Coin in Bags] - right click gold, a drop down with options appears, one being combine all gold. Sends all gold in bank to available bank bags.
[Bank “Sort All” toggle] - A toggle to allow smart sorting of bank goods healing items near healing items, armor near armor, gems and collectibles near etc… etc… like items near like items.
[Buy bulk from merchants] - players able to click the number 1 ….. and adjust with number pad and purchase set number from merchants.
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1481348 | Submitted at
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Melee swing slowdown should occur AFTER the swing has occurred. Currently simply raising your weapon slows your character to a crawl which makes it extremely difficult to gauge how close you need to be to hit a running target and in most cases a player running directly away from you even directly in front of you has time to move away from you before the swing because of the massive slowdown. This problem is most noticeable on 2h and larger weapons.
Votes
Opinion: +14
Upvotes: 17 85%
Downvotes: 3 15%
Suggestion ID: 1481349 | Submitted at
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Reconsider the collision on dead players body. I don't know if it was a bug or is intended to be like this but our party managed to kill a "wizard" in a door way but somehow his body did not fall entirely to the ground, he was left dead in a crouched position in the door way blocking all income missiles from mages arcane missiles and same goes for arrows... People exploit this by using it as a shield when it was not suppose, I guess.
Suggestion ID: 1481363 | Submitted at
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b3 map time is far too short. it feels like i never get a chance to explore, or to even bother seeing much other than having a single goal, and 'maybe' achieving that goal, and sometimes not, because its on the other side of the map.
Votes
Opinion: +24
Upvotes: 25 96.15%
Downvotes: 1 3.84%
Suggestion ID: 1481387 | Submitted at
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Adjust the cooldown of shields a little. whenever I (barbarian) use my big weapon to hit an enemies shield it usually breaks through. but the combo attack is usually slower then the shields parry cooldown. meaning the person I'm fighting usually can have their shield back up before I can punish them.
Suggestion ID: 1481388 | Submitted at
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mimics are currently not threatening at all, and really only serve to be a nuisance. buff mimics, make them deadly, but give the player a chance to get away (even if it means they are attacked once first), and make them much rarer. a better reward for killing the mimic would also be nice.
Votes
Opinion: +19
Upvotes: 31 72.09%
Downvotes: 12 27.90%
Suggestion ID: 1481394 | Submitted at
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A type of dungeon/raid where players pay for time of entry. Essentially those who pay the highest have the dungeon to themselves for a time and those who don't pay join in last. With the caveat being that no escape portals are spawned until the very last party has joined the raid. Essentially forcing the first groups to survive against the entire lobby and everyone else rushing to find the people who looted.
Suggestion ID: 1481397 | Submitted at
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Try to get rid or remake this pubg zone so, that it will start from random chest or coffin (even in the center of the map), that was opened by a player and will go in every direction till it fills all the map. Also, the message will appear, like %playername found Dark thing in the box...! Prepare do die.
Suggestion ID: 1481410 | Submitted at
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Add re-roll basic stats for your character. How it works: Suppose a barbarian initially has 30 strength and 15 dexterity, but 1 time when creating a character, you can re-roll the stats and make 40 strength and 5 dexterity, a strong barbarian will come out, but extremely slow.
Suggestion ID: 1481452 | Submitted at
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not sure where else to put this but I was killed by an undisarmable trap that was clipped through a stairwell, I was not able to interact with it at any angle and it was completely undetectable
Votes
Opinion: +16
Upvotes: 17 94.44%
Downvotes: 1 5.55%
Suggestion ID: 1481455 | Submitted at
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Coin Denominations
Copper, Silver, Gold and Platinum.
10 of each is worth one of the next up, 10 copper for 1 silver, 10 gold for 1 Platinum.
Coins take up way too much space in the stash. This also gives additional use to the treasurer, at the moment he does so little he may as well be rolled in with the collector.
Suggestion ID: 1481471 | Submitted at
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Add voice emotes for the game.
How it works:
First: You can give commands to the party and/or other players. Example: Drop the loot and leave, I'm a friend, battle cry and others.
Second: More fun situations in the dungeons, especially the ability to listen to the plans of the other team.
Third: Excluding voice chat from the game, it is not needed, as it can break the atmosphere for players who can include music in voice chat.
Votes
Opinion: +6
Upvotes: 9 75%
Downvotes: 3 25%
Suggestion ID: 1481477 | Submitted at
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move the maze from the center of the map. Or exclude it from being center of zone. It’s just a death sentence. You cant get around it, and have to travel half the damn map to get to the other side. And you can’t see traps nearly as well in zone cause it does that annoying vision darkening.
Votes
Opinion: 0
Upvotes: 12 50%
Downvotes: 12 50%
Suggestion ID: 1481500 | Submitted at
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Zombie Poison Cloud ability needs a much longer cooldown, they can just spam them over and over and over again.
Also, Dragonfly poison is kind of ridiculous right now.
As a melee attacker, you can’t dodge it and it eats away at a lot of your health.
And I’m just talking about the regular version, the elite version is even worse.
Votes
Opinion: +3
Upvotes: 8 61.53%
Downvotes: 5 38.46%
Suggestion ID: 1481506 | Submitted at
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Make more weapons usable on other classes, for example;
- Rangers being able to use Daggers / Axes / Short Swords.
- Wizards using Swords and daggers
- Barbarians able to use shields + 1h Ax / mace / sword
- Fighters to use some short bows
- Clerics / Wizards to have Bow Staffs/ Short Staffs
- Clerics to use maces / 2h Maces
- Wizards to have Wands as another options
Suggestion ID: 1481538 | Submitted at
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prioritize player audio above every thing, in a game where you die in one hit most times you need to be aware of threats iv have had teams disarm a trap and open a door while in the same room and didnt here them come in full team of three turn down ambient moster noise and screams as well.
Suggestion ID: 1481544 | Submitted at
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merging a lot of shoopkeppers. For example the armor and weaponsmith being just one and I suggest also leatherworker and wood guy, tailor and alchemist, and collector, treasurer and goblin, (all 3) into the same character.
Votes
Opinion: +3
Upvotes: 8 61.53%
Downvotes: 5 38.46%
Suggestion ID: 1481548 | Submitted at
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Highlighted healing types, it's hard to figure out which type is magical and physical would be nice for the healing number to have a different color depending on type. This would work wonders for damage types aswell
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1481555 | Submitted at
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Make proximity to enemies pull more aggro, if someone is fighting mobs you can just run at them and completely ignore the mobs but they will still be chasing the other player
Votes
Opinion: +17
Upvotes: 18 94.73%
Downvotes: 1 5.26%
Suggestion ID: 1481558 | Submitted at
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in there any consideration to adding 'named' unique gear in this game? Gear that has it's own history and flavour text? It would still be 'unique' rarity but maybe with the added bonus of having it's own unique in game model and art, not necessarily 'unique' stats that only appear on that item.
Votes
Opinion: +20
Upvotes: 20 100%
Downvotes: 0 0%
Suggestion ID: 1481563 | Submitted at
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it would be cool if you could change your character appareance once you created it and modify your character class too. In pursuit of making it better, I recommend to set two new items, "Illusory appareance spell" and "Class knowledge book". The items, if you have at least one of each one, would be used in the menu section to change the appareance and class of the current character. The only way to get it would be inside the dungeon as all the other items like gold, and etc.
Suggestion ID: 1481565 | Submitted at
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Instead of a solo or duo queue add the ability to fill/join a group (not a requirement for people who like fighting outnumbered).
With this add some punishment for team killing. This would need some balancing, but if you team kill too much (balance) you would be flagged as a team killer for some time (balance). The person who died gets to report if a death from a teammate was accidental or intentional because accidents do happen.
If flagged as a team killer and you random queue you will be grouped with other team killers, and if no other team killers exist you go in solo until you're no longer flagged.
There should also be a flag for someone who was once a team killer that lasts longer than the team killer flag so people can be wary of these people when random queueing.
Suggestion ID: 1481586 | Submitted at
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So we all know the game is hardcore and you are supposed to die a lot. No issue there. But the portal system really needs some fine tuning..
There are games that have so many portals I can take my trio along with my whole family back to the tavern.. Then there are games like the one I had several hours ago, 3 minutes left on the clock, I search the entire circle, not a single blue OR red portal.
Proceed to run into the darkness and cover at least 40-50% of the map, going in circles, as a barb smashed about 15 doors. Not a single blue or red portal.
Dunno if this happened to people before, but in my eyes the portals have to be less RNG, you cannot have people dying because the extraction mechanic made it so the only blue portals left on the map are next to spawn areas...
I truly love this game and have grinded to several thousand gold back to 10 gold and back up again.
Atleast make it so there are red portals everywhere, so you don't end up dying because of rng...
Suggestion ID: 1481632 | Submitted at
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Wizards have a utility skill to open chests or if used twice in a locked chest to be able to open those as well. With their low interaction speed they need some way of speeding this up a little so they can have the option to drop a spell to get a low use open lock spell
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1481640 | Submitted at
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Slow down the circle, having all spawn point at the edge of the map makes it so if you get an unlucky spawn locations you're playing catch with the circle from the start instead of the actual game
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1481645 | Submitted at
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How to make the game more accessible to new players and make their first hours more enjoyable.
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Solo and group segregation. At least in the first hours of the game/tiers. There is no mathematic ability to balance 3 health bars against 1 health bar and 3 attack cues against one attack cue. 3 people will always ALWAYS have a unbeatable advantage over one. There is simply no way to balance this that is relatively fair for anybody but the most cracked experienced player.
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More straight forward extraction and ability for players to progress with items. I have played for 5+ hours and still have not even seen a portal in game. I had to go look at videos to see what they looked like. Perhaps each map should have hard exits like tarkov. Or maybe you should make more portals appear. Either way its not straight forward or easy for new players to do. Which makes risk far far to high and due to crippling difficulty , impossible to progress. Turning off brand new players.
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Voip. There can be no reason this is not in the game yet.
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(experimental idea) Item tiers and keeping items after death. Maybe allowing players to keep grey items after death would allow them some ability to claw up from noob status.
Suggestion ID: 1481678 | Submitted at
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Limit what can be posted to each trading channel, for example make it so you can't post armor in the weapons trading room. It would help with figuring out the going prices for items when you want to sell them because then you would actually be able to read the chat.
Suggestion ID: 1481688 | Submitted at
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Give more time in 3rd layer for looting ect, Me and my friends just went to 3rd layer to get geared up and we killed champ wraith and black skeletons (which dropped common items btw), we were racing the circle for the rest of the game, didnt even have time to loot chest or anything, felt rushed and really ruined the good time.
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1481700 | Submitted at
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Increase group size to 4, increase map size. Add another healer, add more spells and variety, More buffs / potions and scrolls. add Offense and Defense style scrolls and potions ( Strength increase ,weapon damage), Weapon enchantments, fire Frost etc etc
Votes
Opinion: -31
Upvotes: 2 5.71%
Downvotes: 33 94.28%
Suggestion ID: 1481706 | Submitted at
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I feel the range for killing yourself with chain lightning is too large, it feels i have to hit a target about around 70% of its max range to not inflict harm on myself, either the feedback needs to be shortened or the range of the spell increased.
Votes
Opinion: +2
Upvotes: 10 55.55%
Downvotes: 8 44.44%
Suggestion ID: 1481732 | Submitted at
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Barbarian, holds two gray-grade one-handed axes, cut my fighter character three times with his axe while he was cut twice by the blue-grade long sword I was holding, and my character died.
I was wearing green grade sheet metal equipment.
I think this has a balance problem.
Votes
Opinion: -29
Upvotes: 0 0%
Downvotes: 29 100%
Suggestion ID: 1481740 | Submitted at
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A bonus of some kind (would need to be balanced) for all teammates to extract. This would provide some incentive for people not to just extract and leave their teammates behind.
It also means that you would have to weigh up the benefits of helping your team extract vs leaving them behind to fend for themselves.
Votes
Opinion: -5
Upvotes: 6 35.29%
Downvotes: 11 64.70%
Suggestion ID: 1481784 | Submitted at
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The Centaur in inferno is skipped content and people cheese or trap it cause its too powerful. Last time I killed it the thing ate around 36 arrows to the head with blue recurve and dropped some crappy white item, if ur gonna make a beast tank horse demon have it atleast drop good items
Suggestion ID: 1481795 | Submitted at
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Barbarian needs serious considerations. I am not saying that it's a trash class, but I have a hard time justifying it when compared to a fighter. Barbarian needs its own identity, something that it can do best as a melee. I think the idea is relative to how much damage it can do in a short time, but it feels gimmicky and contextual.
My suggestion is to seriously consider the identity of Barbarian. I don't think that means nerfing fighting, just addressing Barbarian identity.
Suggestion ID: 1481814 | Submitted at
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Give barbarian more movespeed or stop slowing him down during attacks. Any class can just run away from me even with rage on and I can't catch and hit them because the attack slows me down. This is quite unplayable as barbarian.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1481831 | Submitted at
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Smart Looting. Basically have a system in place so I don't have to stop and rearrange my loot. Sadly I have died too many times while doing this. Running out of room due to poor space management sucks.
Votes
Opinion: -23
Upvotes: 0 0%
Downvotes: 23 100%
Suggestion ID: 1481835 | Submitted at
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Default merchant buys, so you can start a loadout with merchant buys, given you have enough gold to purchase them so you dont have to go through multiple shops every time if you need potions/kits/campfires ETC
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1481837 | Submitted at
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im sure this has been asked for over and over BUT in the shops being able to purchase consumables in lots of stack sizes such as full sets of 3 bandages for 15* (which ever cost of quality it is). This Qol would get rid of a bit of down time and get rid of tidious repeat buying of the same consumable.
Suggestion ID: 1481844 | Submitted at
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Make monsters able to be pushed. Right now being body blocked in a circle of enemies is a little demoralizing and not realistic. Skeletons will only weigh about 50lbs, in reality. Just make it so they can be slowly pushed backward if we are running into them, just slow enough we can edge around them.
Suggestion ID: 1481860 | Submitted at
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Found that at the end of the game (on first level) it's very chaotic trying to escape as a team, and it's been tempting to grab an earlier portal and run with 2 for the last third of the game - which means one has to spectate. Suggestion was that the final circle would have a 3 man escape smack bang in the centre of it. This would give a greater risk vs reward, knowing you can escape as a group there, but also that it's going to draw more attention from other groups. Or chance it as is with getting out in safety, but one at a time.
Suggestion ID: 1481870 | Submitted at
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as a barb main, instead of trying to change the barbarian a lot, why dont we just deal with the biggest issue that most barbarians face: its speed. the easy way to fix this is by buffing the barbarian spell that increases speed. make it 25 instead of 15 and perhaps for a longer duration.
Suggestion ID: 1481891 | Submitted at
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Add a class that is somewhat of a monk and make him blind with super boosted hearing and the ability for him see sounds (similar to the game Stifled), with the ability to throw rocks or whistle or something if no sounds are present. I think this type of class would be a very cool and unique addition especially in a game with very narrow corridors and sound focused gameplay
Votes
Opinion: -14
Upvotes: 2 11.11%
Downvotes: 16 88.88%
Suggestion ID: 1481892 | Submitted at
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Being able to start with different types of weapons. Something like picking a crossbow on a ranger instead of the bow (but it's still junk tier), or a Crystal Sword on a Wizard etc etc. This would be quite helpful for some classes or playstyles early on or when ya keep dying like me 😅
Suggestion ID: 1481925 | Submitted at
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Bows simply do too much damage across the board. Because they are bows, which are faster, more reliable, easier to hit, and have essentially infinite ammo when compared to magic. All of this hotfixing and balancing, and Ranger still somehow remains the most unfun class to play against. There's a reason you see a Ranger in literally 80% of squads. Bows could to half the damage they do currently and still be good.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1481957 | Submitted at
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I just seen the cosmetic shop for the 1st time. that's cool. Perhaps instead of adding races in the create charecter classes. Make race (elves, dark elves, orcs.. ect) charecter skins.
Votes
Opinion: +17
Upvotes: 20 86.95%
Downvotes: 3 13.04%
Suggestion ID: 1481980 | Submitted at
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Adjust floor trap reset times so pre-emptively setting off the trap with a thrown torch can allow you to consistently bypass the trap unharmed. This would allow the trap to be used in tighter corridors in new/adjusted room layouts, and still allow slower classes to pass without perfectly time jumps/stripping down gear for movespeed.
Votes
Opinion: +24
Upvotes: 24 100%
Downvotes: 0 0%
Suggestion ID: 1481981 | Submitted at
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Barb needs some sort of sustain. To me I think it’s an easy fix. The Victory Strike ability should be a barb ability. It fits the lore much better. And if that isn’t that way you want to go. There should be some sort of war cry with healing properties. Nothing crazy, but a small heal to help with chip damage. We are already the slowest, we need sustain.
Votes
Opinion: +17
Upvotes: 20 86.95%
Downvotes: 3 13.04%
Suggestion ID: 1481989 | Submitted at
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Make the Ranger able to only load some arrows. Ive noticed that even if you only fire 2 arrows you still need to refill all 5-6 of them. It feels kinda annoying so making the ranger able to load only the arrows he is missing would be nice.
Votes
Opinion: +16
Upvotes: 22 78.57%
Downvotes: 6 21.42%
Suggestion ID: 1481993 | Submitted at
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All wizard spells, Cleric Spells, Spells in General, and some abilities should run on a cooldown that recharges their spell charge quantities. This would let wizards solo, and let clerics not be oom at the end of a dungeon. If the clerics undead AOE is rechargeable, so should wizard spells, etc.
If a map is only 10 minutes or so, having 60s recharge on spells wouldn't break the game, and would let teams 'choose' between using spells on PvE or saving for PvP. It's unbalanced gameplay that casters are so gimped, because of a limiting mechanic that Fighters and Ranger, etc, don't have. Heck, if you wanted to, make the recharge rate 90s.
Votes
Opinion: -5
Upvotes: 7 36.84%
Downvotes: 12 63.15%
Suggestion ID: 1482032 | Submitted at
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Boost the attack range on the Wizard's staff. I don't get why it both swings so slow and has such bad range. Apart from breaking destructable objects better, the Rondel Dagger is somehow better in every regard, especially when paired with Ignite.
Votes
Opinion: +8
Upvotes: 11 78.57%
Downvotes: 3 21.42%
Suggestion ID: 1482037 | Submitted at
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High-roller suggestion:
Instead of a gold entree fee, I believe it should be required that all equipped gear (excluding potions, campfires, etc) is atleast green tier or higher on the player to enter. The reason for this is a lot of players are going in with just a good weapon and the rest default gear, this would eliminate that from happening and make the high-roller dungeon more valuable when killing other players.
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1482040 | Submitted at
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Mining just does not feel great. It's incredibly slow and, more often than not, in areas flooded with mobs. A majority of the time, even with my full party, we can rarely if ever actually mine the rubysilver before the circle starts closing in. Really not a fan of the larger maps when the raid time is still so short.
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1482041 | Submitted at
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I would love to have our weapon slot 1 show as equipped while in the stash instead of showing fists. That way you could really see the difference in gear and perks you have equipped scaling with your main weapon in the details page and not your fists 😛
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1482051 | Submitted at
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Have the trade option be like tarkov, you just put it up for sale and someone can look for it. Having 40,000 players playing the game with a chat trade system is absolutely terrrible. There's limited play time and it takes forever to sell or to buy items.
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1482088 | Submitted at
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Just make the trading post an auction house. Chat spam blowing your offers away combined with people trying to borderline scam you with how hard they try to lowball makes it almost not worth it.
Votes
Opinion: +14
Upvotes: 14 100%
Downvotes: 0 0%
Suggestion ID: 1482110 | Submitted at
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A player should be able to open their party to the public and allow players to join based on criteria defined by the party leader (class, level, loadout, high roller, difficulty, etc.) E.G. "Fionola is delving into Infernal dungeons has two open party slots, one for a wizard, one for a rogue. Level 15+ required. Loadout required"
Suggestion ID: 1482110 | Submitted at
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I feel like every weapon should be able to parry. It'd work different from shield as in the fact that you would have to actually time them, and shields still have the benefit of keeping you safe from projectiles. I day this because currently fighting enemies as a rouge is just getting a few hits in, running away, rinse and repeat, and fighting players is just invid behind and pray you kill them before they have time to react, plus with the tight hallways it's really hard to do that even.
Votes
Opinion: +2
Upvotes: 4 66.66%
Downvotes: 2 33.33%
Suggestion ID: 1482120 | Submitted at
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necromancer class that can resurrect enemy monsters that wont agro them and will still agro their team or other players, who can also resurrect dead team players into skeletons who cant use escape portals until theyve been revived at an altar.
Votes
Opinion: -13
Upvotes: 2 11.76%
Downvotes: 15 88.23%
Suggestion ID: 1482137 | Submitted at
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I would like to see abit of a speed up in movement, just abit. Also adding stamina bar for a sidestep or backstep dodge and pushing once certain levels get hit not as a perk but apart of the skill trees later. Also away to look at the full map not just the minimap. I would also like to see most characters have some sort of healing mechanic. Cleric has heals, ranger has food to heal. Maybe barb can have a slow healing if not in combat, fighters can get extra second wind and rogue could heal slowly while he goes invisible
Suggestion ID: 1482138 | Submitted at
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use other player soul hearts to enchant items back in lobby area.
-Could be used in conjunction with removing circle to force pvp play without BR circle
-Set quests or gear requirements for specific hearts (4 rogue hearts for this quest, one of each for that quest…etc)
Votes
Opinion: +18
Upvotes: 19 95%
Downvotes: 1 5%
Suggestion ID: 1482148 | Submitted at
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Being able to swap item placements that have the same amount of "units" or "space." For example if you want to move a one square piece of loot with another one square piece of loot it might help people organize their inventory more effectively. I think you can swap actively equipped items using this but in the other inventory you cannot.
Suggestion ID: 1482163 | Submitted at
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there's 16 people in game right, why not do team mode? 8v8 but it's the same as the regular game only that ur with a team of 8? But there's no monsters only chests and the loot u earn it doesn't go with u neither u don't lose anything when you bring ammour, chests can be fill with anything high grade item or low grade point of this mode is for u to get better at game and don't be so easily killed by other players in regular dungeon runs and u lose everything u brought with you
Suggestion ID: 1482165 | Submitted at
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Barb and Fighter should be flipped. for instance Fighter should have Barbs speed since fighter can wear plate armor and has access to different weapons essential fighter can be made into a knight. Barb on the other hand should be a glass cannon with fighter health and speed. Barb should also be able to dual wield axes and be limited to dual wield or 2H weapons.
Votes
Opinion: -13
Upvotes: 5 21.73%
Downvotes: 18 78.26%
Suggestion ID: 1482168 | Submitted at
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Some type of matchmaking feature in game so I don’t have to sit in awkward ass discord channels interviewing literal children about a video game . It makes me feel like a creep.
That, or at least let me search for people by level instead of just class/name.
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1482181 | Submitted at
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Blue portals are a little better, but would still love to see a tri blue portal, like we had in October playtest, for the last team standing. No need to punish players for rng if they played well and stayed alive. There should always be an escape option and not "if a portal spawns for us"
Suggestion ID: 1482182 | Submitted at
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Id love an more clear Overview in the Lobby, Character Skills and Perks so not all stats are cramped up in one screen but you can kind of unfold it so it would be a small little Text saying something like "click here for more detailed stats" then a little window would open where you can see your exact defense, MR and so on. Also the descriptions of the items can be a little bigger and to make it more beginner friendly make it so it says whom to sell them to in the desc.
Suggestion ID: 1482194 | Submitted at
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Open an official chat channel on this discord where ppl will post their stuff and prices with the same mechanics of the suggestion channel where you can only interact with interested or not, and pm the seller to open a trade in game and sell items.
Later on when you guys are ready open the AUCTION TAB
Votes
Opinion: -7
Upvotes: 1 11.11%
Downvotes: 8 88.88%
Suggestion ID: 1482207 | Submitted at
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Working together with your team all dungeon just to have to split up or abandon them so 1 person can leave feels horrible. It doesnt feel like a win when say: I escape, but then have to watch my other friends struggle to find a way out or have to split up and most likely die because we couldnt stick together until the end. Even if I survive, It feels like you let your team down, and defeats the purpose of feeling victorious when escaping. It's a team based game up until the point where you have to leave dungeon, and then it's every man for themselves, good luck.. it takes away from the feeling of working as a team, progressing as a team and having victories as a team.
Votes
Opinion: +15
Upvotes: 25 71.42%
Downvotes: 10 28.57%
Suggestion ID: 1482212 | Submitted at
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With the way the trading post currently works (which is mostly fine) I would suggest adding a filter we can play with that allows us to select certain types of items like say a double axe, and when it shows up in the trade chat it will do a sort of flash effect on the word so you can more quickly notice an item you may be interested in. I like how quick the chat flows right now, feels very active, but I would like to see something like this added for people who maybe have a hard time keeping up with the speed.
Suggestion ID: 1482214 | Submitted at
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Archers shouldn't be able to shoot through the windows in the doors. The doors are a very big mechanic in the game and it indicates safety and protection for all classes. Basically every class follows the same set of rules and that's what makes the game balanced, giving archers this unique ability diminishes the whole purpose of the doors. Since the arrows don't seem like they come from your bow but instead from the middle of the screen you can cheese shoot through when in reality you would need certain angles, for example when an archer shoots you, you can only see his head. Classes should ONLY ONLY ONLY be separated by stats, skills and gear. Nothing else. Giving a class a unique interaction with a mechanic (not all the time) is how the balance becomes unbalanced. I play solo archer and being ranges plus spawning with 3 traps and campfire is already a good advantage.
Suggestion ID: 1482216 | Submitted at
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Work in some sort of proper dodge/parry mechanic for non-shield users. As is, non-basic trash mobs arent some sort of mighty enemy but a rather insulting gear check. low/mid-geared barb and rogue is basically 100% dead against wraiths, especially since they immediately re-aggro after you leave stealth and the only way to reasonably fight the champions without a shield is to have a rogue running circles around him.
The absolute worst case of this is the nigh-indestructible hell minotaurs that need 35 arrow headshots from a blue shortbow to die (I counted). Unless you trick his path-finding, beating him even as a trio is nothing short of insane luck or just AI kiting
Suggestion ID: 1482222 | Submitted at
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Please for gods' sake, make the blue portals work for 3 people and make it always spawn in the last circle. We have to literally rush extraction so we don't risk our pumped up gear. We only lost the gear to zone so far...
Votes
Opinion: -5
Upvotes: 9 39.13%
Downvotes: 14 60.86%
Suggestion ID: 1482237 | Submitted at
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I think it would be a good quality of life feature to simply add some sort of shift click to be able to instantly transfer items from chests into your inventory.
and even if it weren't allowed in dungeons I think it would be great if we could do that in the stash area of the lobby.
Suggestion ID: 1482254 | Submitted at
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Make taunt actually viable for Fighter in wizard + cleric + fighter teams. I find taunt doesn't keep aggro at all, to the point that I have to chase them and land 5-10 hits still drawing no aggro. Doesn't work casting Taunt before attacking nor losing aggro and using taunt in an attempt to grab aggro back.
Suggestion ID: 1482257 | Submitted at
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I dislike the fact that the zone immediately kills you when it closes entirely. You will die eventually sitting in zone. This mechanic as it is, while adding pressure, is a bit irritating as there have been times where my party is fighting over exit portals, but is unable to loot enemies or straight up dies as we were unable to open a portal in time. While I enjoy the pressure aspect, I feel that simply increasing zone damage when it closes would be sufficient, and would allow for more options rather than taking them away from players.
Suggestion ID: 1482262 | Submitted at
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Increase amount of steps stealth allows the rogue to move while crouched/walking during hide, current iteration feels slightly low for getting a sneak up on someone, waiting in one single spot is very rng if they come your way, after 30 hours this is how I feel, the ambush/skills are everything you have to go on to win a fight and it can be tough to get it off within 10 steps
Suggestion ID: 1482297 | Submitted at
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Mimics should react to being attacked before they are opened. Less surprise factor as you can just hit every box before opening to make sure, but then your also slowing yourself down and making more noise. Could even have all types of containers mimics chance (barrels, crates) but reduce their spawn chance.
Votes
Opinion: -4
Upvotes: 1 16.66%
Downvotes: 5 83.33%
Suggestion ID: 1482329 | Submitted at
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Allow users to right click and drag in their stash screen to highlight an area. Highlighted areas can be designated as areas for players to stash specific items types automatically when stashing. E.g. Player highlights a 10x10 area and designates the area for currency. When a player stashes currencies, it automatically goes to the designated area.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1482331 | Submitted at
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give us an option to spawn into the basement of the tavern or a new area completely with different dummies, disguised as rogues mages fighters, etc with varying armor types so we may test our damage and get a general idea of what we wanna use, as it stands now, rushing my ass off to the basement to get one swing and see a damage number doesn’t do me very well for trying to figure out what’s truly good.
Basement or place for us to test damage and buffs/debuffs
Suggestion ID: 1482333 | Submitted at
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Sugestion of eliminate every single stat on skins, makes it feel really bad and against the games that you are trying to send us. reading that the skull one gives you stats is just making me imagine future skins breaking the game and it's not good for the health of it.
Suggestion ID: 1482365 | Submitted at
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You guys should just go into Early Access at this point. I know you have a much longer window till release but the game is in a very playable state at this point; so why cut yourself short and let people possibly beat you guys to the punch?
Votes
Opinion: +13
Upvotes: 21 72.41%
Downvotes: 8 27.58%
Suggestion ID: 1482372 | Submitted at
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Add a perk to Barbarians that reduces the movement speed penalty when attacking with a two-handed weapon. Barbarians are very slow when attacking using 2-handed weapons. Often, their reach doesn't make up for the distance made by players backing up or running away.
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1482373 | Submitted at
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More information on spell scaling, whether it's spelled scaling individually, do do abilites work with spells - how magic power interacts with healing or damage. Access to tavern where you can run around with your party, and test your damage against the dummies. Or activate a test modw where you can see how much damage you would do against your friends without killing them. Also, the movespeed stat in the stat sheet never changes, despite equippment boots with movespeed or increasing agility.
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1482411 | Submitted at
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Make the craftable armor easier to obtain - craftable armor is fun especially since it is of higher quality, but at the rate, it's possible to even obtain it's easier to just run dungeons over and over even high roll ones than to try to mine ruby silver. like needing 490 for a full plate, but A ROBE NEEDS 300 ALONE. I get you wanted to make craftable armor obtainable but please if you want to test it at least make it reasonably obtainable. since it's easier to just get candy canes and use nicholas
Suggestion ID: 1482412 | Submitted at
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Barbarian needs more. Why play barb when fighter exists? On the top 10 slots of the high roller leaderboards in EVERY category not 1 BARB is inside. I believe this in itself shows the weakness and just how not viable barb is. Sure you can run a cleric and wizard and barb wil be good Alone though? Barb is useless. Barb needs some kind of rework or buffs.
Votes
Opinion: +21
Upvotes: 24 88.88%
Downvotes: 3 11.11%
Suggestion ID: 1482414 | Submitted at
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The biggest thing that feels missing from an Extraction Game Loop point of view is the sliding risk versus reward decision of, "Do I exit early (lower risk) with less gear and experience, or do I continue on (increase risk) to attain more gear and experience but potentially lose it?" Currently, there's the red portal which represents one version of this higher risk, but it feels like a veterans-only version of higher risk. Getting to the end is high risk enough for new players, and more importantly, there is no low risk "early exit" option. As is, a match feels like an all-or-nothing "you beat the level or you lose" structure. That's fine IF that's the intention, but if the game design is intended to mimic the feelings other extraction games like Tarkov and Marauders give, this is the biggest thing missing. And in my opinion: this is a fundamental decision that belongs in this type of game.
Obviously, the big problem with an early exit is how it would affect the PVE:PVP ratio as the match went on, since the other mechanics (portal spawns at center, enclosing circle) funnel players closer as the match progresses. As it stands, the pacing and ratio of PVE to PVP feels REALLY good.
So how to reconcile these two things? One idea is to give players, especially new players because veterans with a built-up stash won't need to exit early as often, an extra reason to press on. Something like a sizeable XP bonus (since XP is likely more important than gear in the early going) each time you pass through the next safety ring would be a good extra carrot to encourage, but not force, players to continue towards the center. However, that decision of "do I leave with my lesser rewards and my life or do I risk it" is still there, for both new and veteran players (because sometimes a veteran fighter might want to stock up on some gray bows after losing many matches in a row).
Suggestion ID: 1482424 | Submitted at
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Unlock alternate loadouts / starter weapons of grey quality at certain character levels or with Adventure Currency. I'm hesitant to use unfamiliar weapons when a run is going well, or simply don't come across alternate weapons in a run. Being able to try them out from the jump would be fun and create more choices.
Suggestion ID: 1482445 | Submitted at
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I dont know how to say it in english so Im going to say it at spanish sorry. Colocar un portal azul permanente al inicio de la partida en el centro del ultimo circulo, al ser solo 1 las squads no pueden abusar de el y los jugadores solitarios sabenque siempre existira una salida
Suggestion ID: 1482450 | Submitted at
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Please add a sprint and stamina system that's effected by armor weight for all classes, or reduce the movement speed reduction from swinging. I was playing Cleric and my buddy was playing barbarian and we trapped a wizard in a spawn room. We were geared and he was naked and was gunning us down with magic missile and we couldn't close the distance on him fast enough to hit him before he fired off his magic missiles. We were both killed and had no counter play for it and that doesnt feel fun at all. I love this game, even in this early state, but this definitely needs to change.
Suggestion ID: 1482464 | Submitted at
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Maybe remove damage from the circle, and instead it just buffs mobs to their more difficult version (Elite/nightmare). That way players can still be roughly funneled to extract, but theres risk/reward for some players looking to really clean out a dungeon
Suggestion ID: 1482498 | Submitted at
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A LFG 2 or 3 person queue system with 2 options. Looting Run (Where it is accustomed to join as a template) and Geared Run (where you can only join if you have certain amount of gear equipped) Both options put you in the same matchmaking pool as it does now.
Votes
Opinion: -4
Upvotes: 1 16.66%
Downvotes: 5 83.33%
Suggestion ID: 1482518 | Submitted at
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I see everyone complaining about barbarian, while I do think this character is extremely weak in solo you can't judge this game based off 1v1 stand points since it's not a solo game, the problem here is that if they buff barb just to make him viable in solo then he would be too strong in trios (in which he already is strong with the right team setup) so all i'm trying to say is, if they do try to adjust this character I hope they will be careful on not making him too strong, he can already one shot you and giving him more movement speed etc would mean everyone would just rush into a fight with him not caring about taking hits, since they could just face smash you and most likely kill you in 2 hits
Suggestion ID: 1482541 | Submitted at
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Do not let let spent cooldowns in the pre-game lobby carry over to the actual game. It will allow players to have more pre-game silly goose time without feeling punished for it. also miss clicking second wind or field rations in pre-game feels super sadge
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1482547 | Submitted at
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Please have Arrows be refilled on new run start. It is unfortunate you can start with 0 arrows. Small issue of course. Also if M could be bound to Opening up the Map entirely or zooming out a bit in the minimap would be a great addition.
Votes
Opinion: +20
Upvotes: 20 100%
Downvotes: 0 0%
Suggestion ID: 1482551 | Submitted at
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Remove the ability to use items/consumables from the lobby. i.e. i throw a throwing knife while waiting for the match to start and when I get into the dungeon I no longer have it. This seems very pointless.
Votes
Opinion: +18
Upvotes: 22 84.61%
Downvotes: 4 15.38%
Suggestion ID: 1482559 | Submitted at
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Add optional damage numbers into the game. Damage numbers should be toggleable--off by default. Damage numbers should be visible while waiting for a match. Damage numbers should not be visible while in-dungeon.
Votes
Opinion: -8
Upvotes: 3 21.42%
Downvotes: 11 78.57%
Suggestion ID: 1482573 | Submitted at
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Weapon Swing pattern influence. IE: Moving to the right and swinging will make a left swing instead of premade attack patterns. Something Akin to morrowind/mount and blade and less like chivalry.
Votes
Opinion: -8
Upvotes: 4 25%
Downvotes: 12 75%
Suggestion ID: 1482585 | Submitted at
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Allow floor traps to be properly baitable. You can already slowly sneak up to one and cause it to be set off, but if you then walk over it after it is deployed it still harms you. I think you should be able to bait it and walk over it.
Suggestion ID: 1482615 | Submitted at
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New door mechanics:
Barbarians have the ability to slam doors closed, jamming them and causing them to take longer to open.
- By spending 3x as long as it takes to open a door, a barbarian can wedge the door closed causing it to take 3x longer to open.
- Another barbarian can smash the door down as they normally would.
Wizards have the ability to cast a magical barrier on a door.
- Another wizard can open this door at normal speed.
- A barbarian can break the door down in three hits.
- All other classes take twice as long to open the door.
Fighters have the ability to hold a door closed, hindering enemies from passing but becoming stationary.
- The fighter can choose whether to push or pull
- The player opening the door can choose whether to push or pull
- If the opener chooses correctly, the door forcefully opens and the fighter is briefly stunned
- If the opener chooses incorrectly, the door forcefully opens, briefly stunning the opener
- Barbarians can smash the door open, doing a small amount of damage to the fighter and destroying the door in the process.
Clerics have the ability to purify a limited amount of doorframes
- Any undead that walk through the doorframe will take extra damage from all sources
- Rogues that walk through the doorframe, or are within a small proximity of the doorframe, while stealthed, will be revealed
Rangers can jam a door closed with a Pavise.
- The ranger props the pavise shield against the door
- The player opening the door can choose whether to push or pull
- If the opener chooses correctly, the door forcefully opens and the player may pick up the pavise as their own.
- If the opener chooses incorrectly, the door forcefully opens, breaking the pavise shield
Votes
Opinion: -14
Upvotes: 1 6.25%
Downvotes: 15 93.75%
Suggestion ID: 1482619 | Submitted at
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Gonna be an idea, but increase the amount of spells you can hold from 5 to 6 for spell memory? Might be a perk in the future, but most streamers/players i've been talking with said they feel like they're sitting down after 1 room "Which is the smart move". More lowercost spells available in their arsenal would lessen that problem since the spellcost system can help balance it out. I personally like meditation since it's a fun little thing and would allow for more variation in what you see in a dungeon. Food for thought gents and lassies.
Suggestion ID: 1482630 | Submitted at
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Perhaps we could keep the red and white skeletons from the shop? as a unique little skin for the people who participated in the early testing ! perhaps add a different skeleton later since most people will want one, but have this one be unique in a way that shows we have been supporters since the beginning ❤️
Votes
Opinion: +10
Upvotes: 14 77.77%
Downvotes: 4 22.22%
Suggestion ID: 1482637 | Submitted at
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Allow players to hold the button for quickslot 3 or 4 to display a radial menu like the ones for emotes and spells.
Items from quickslot 3 on the left, quickslot 4 on the right
✖️ 
✖️ 
✖️ 
Votes
Opinion: +28
Upvotes: 28 100%
Downvotes: 0 0%
Suggestion ID: 1482658 | Submitted at
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I think a great way to make the circle (Darkness) more fun and unique from other, battle royale/death loot/closing circle games, in Dark and Darker would be to make the Darkness affect the map!
Here is my suggestion: I suggest, similar to another players suggestion, that rather than the circle deal a small amount of damage to the player, forcing them to move closer to the center; take the damaging aspect away entirely and have the "Darkness" "infect" monsters AND player corpses! So this way, rather than forcing players to leave the circle to be safe from damage players can CHOOSE to stay within the Darkness to get all the loot left behind and have to face, not only higher level monsters that were left alive infected by the Darkness, BUT also Player Corpses as well to give more meaning to "player souls"!
For example: A Player Wizard dies within the "Darkness", if an ally hasn't rescued their soul from their corpse to attempt a resurrection OR if the soul wasn't "exorcised" (or some other named mechanic) by the opposing player that downed them or any other player; Their soul would then be infected by the "Darkness" and become a Zombie Wizard utilizing that players equipment! How cool is that?! This would be the same for any other player class left behind within "The Darkness"! "Zombie Clerics" could heal other zombies and deal Bonus Damage to The Living.
Please utilize "The Darkness" to be more than just a closing circle mechanic! Much love to the Dark and Darker team! This game is a stellar concept and I cannot wait to see what comes of it!
Suggestion ID: 1482669 | Submitted at
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Improve Quick Slot inventory management by allowing users to hold a slot's respective bind to return to first item. For example, if a user has thowing knives, a campfire, and a bandage equipped to Quick Slot 3, holding 3 would always return to the throwing knives while tapping 3 would cycle through the items as normal. This would allow users to more easily access important items during combat or other tense moments.
Currently it can be quite difficult to use important time sensitive items like throwing weapons, specific potions, torches etc. This is a fairly simple and intuitive input change that has a good track record of working with linear scrolling quick slots in other games.
Votes
Opinion: -2
Upvotes: 2 33.33%
Downvotes: 4 66.66%
Suggestion ID: 1482692 | Submitted at
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I think there should be more uses for the "Survival Bows", the damage of these bows is so low that even though they give one more arrow than the Recurve Bows a ranger will never use them. Therefore, I suggest that maybe more classes should be innately able to use the survival bows (Such as Rogues and Barbs). However I think if that was implemented the Survival Bow's damage should also be lowered slightly so as to not make it oppressive in pvp situations but more suited for taking out some of the more annoying ranged mobs that melee have to deal with such as Mages and Dragonflies.
Votes
Opinion: +1
Upvotes: 7 53.84%
Downvotes: 6 46.15%
Suggestion ID: 1482699 | Submitted at
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Improve the fighters starting gear. He starts with worse armor than most classes including ranger and rouge. It would also be nice if he started with a 3 or 4 slot item like many classes do such as barbs Fansica Axe, ranger campfire + trap, and rouges throwing knives.
Votes
Opinion: -21
Upvotes: 0 0%
Downvotes: 21 100%
Suggestion ID: 1482710 | Submitted at
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We just lost a game bc when the zone closes on the labyrinth we see no BLUE OR RED PORTALS its insane how this works. Zone closing on the lab ITS a death sentence. It's a design problem. There have bein a lot of complains about the labyrinth area these days. Maybe you should rethink the design of the area.
Much love ❤️
Suggestion ID: 1482767 | Submitted at
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I think the trading post as it is, is a bit of a mess. Right now hardly anyone uses any of the other channels to sell items and I don't think they ever will. Everyone just pours into the first channel to sell literally anything making it an absolute mess. I think they should just have maybe 3 channels at most, in case a room gets full ( I don't know if there is a player limit for the channels at the moment). Then just add search filters to narrow down what shows up in the chat. Say for example, you want to just buy "Daggers", you can set a filter and it will just show players selling them in chat. This way you can easily find what you want with out having to literally sift through all these people selling different items.
Votes
Opinion: +12
Upvotes: 12 100%
Downvotes: 0 0%
Suggestion ID: 1482782 | Submitted at
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We need some way of knowing the range of spells. Maybe the reticle highlights or changes color when the target aimed at with the reticle in within range?
I add this because healing in fights is tough when I dont know if a spell is going to hit my tank when hes rushing a team. Sometimes its a waste of a spell because hes 1 step out of range, and a visual way of knowing if they are in range would be great. At minimum we need spells to list range.
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1482783 | Submitted at
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main problem I have with DND is the melee combat. I understand it appeals to casuals, as its fairly simple to get used to. but I don't think there is enough in the melee system to maintain people playing this game on release for more than a week before they burn out. games like chivalry or mordhau have a much more complex melee system, enabling you to choose what direction you swing, parry, kick, give more control over your attacks, cancel an attack (feint) and more. In its current state, all I really feel that DND melee offers is movement based, dodging attacks and trying to land headshots as they do alot of damage. Therefore I feel DND melee becomes more about your gear and whether you have a health potion to drink, rather than individual skill. On a separate note, I am glad they added more to the magic system. And they added quivers (although buggy). That said I still am not playing as the ranger seems (I watch streamers) to too easily outperform a melee player, and they can do that while being safe from a distance. And even if you try to melee a ranger they can just shoot you in the face before you swing at them.
summary: melee is too simplistic and therefore feels clunky and not engaging for me to want to play
Suggestion ID: 1482795 | Submitted at
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Add alternatives to the Dark Swarm (but don't remove the Dark Swarm). E.G. Slow but invincible skeleton knights that track down players, starting from each player spawn point. They can't be stopped by doors or traps as they make their way toward the center of the circle.
Suggestion ID: 1482798 | Submitted at
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an indicator on the map for the portal spawns in the final circle. It's frustrating when the final circle splits multiple rooms and it's basically random chance if you'll have enough escape portals or find a down portal for the party.
Suggestion ID: 1482800 | Submitted at
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What if there were multiple exit portals scattered around that had to be opened with keys that can be found throughout the map. This way you can remove the enclosing BR circle and still encourage players to move around.
There's also a lot variables to play with here; how many keys are produced and how hard they are to find/retrieve; or how many keys are needed to open a portal; if you don't have enough keys perhaps the portal also accepts heart souls as an alternative. An interesting scenario could have a party decide who gives up their life to let their companions escape.
One of the current loading screen tips says it's sometimes best to let someone else open a portal so you can steal it. Except that's impossible because it's single-use and they can just immediately use it or stop channeling when they see/hear you approaching. So maybe when you open an exit portal it stays open for anyone to use for the next several seconds, twenty seconds, or the rest of the game, whatever seems best. If opened for a limited time, can they be opened again or are they permanently shut? Again, many variables.
As for limiting how long a game lasts without the enclosing circle, just have the same damage over time occur to everyone, everywhere, after a certain time. Maybe the air quality is declining and within ten minutes everyone suffers a debuff, and after fifteen the air is unbreathable and you slowly die.
Votes
Opinion: +9
Upvotes: 12 80%
Downvotes: 3 20%
Suggestion ID: 1482826 | Submitted at
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Add more idle animations to lobby so that the characters at the table do more than hyperventilate with a 1000 yard stare, wishing they had asked that person out and started a family all those years ago so they wouldn't be stuck here in this hell hole.
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1482830 | Submitted at
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Please add somee kind of defense vs. lagg switchnig. I am seeing more and more players use a lagg switch to basically teleport from A to B and using this to win PvP fights. It is not just simple desync or high ping as I have seen players use the lagg to reposition behind my teammates as a non invisibile class (not rogue or wizard)/
Votes
Opinion: +10
Upvotes: 10 100%
Downvotes: 0 0%
Suggestion ID: 1482833 | Submitted at
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A marketplace/trade system similar to tarkov where you can put stuff up for sale (maybe with a fee per item you put up and limited amount of items.. etc). The trade channels are nice, but everyone are sitting in 1 channel instead of spreading out, and it's really tiring to spam your stuff for hours just to sell your gear.
Suggestion ID: 1482837 | Submitted at
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Loving the game so far. There is one thing I would like to see changed to warrant purchasing the game on release.
Obviously, you can choose to queue solo,duo,trio. It seems like the nerf to trios is that it's difficult for everyone in the team to find a portal and extract. This causes certain party members to get angry and it's hard to keep people from getting mad at each other. My suggestion is to break the lobbies apart for each queue type-solo,duo,trio. I'm sure this is not a unique request, what are the thoughts on this idea?
Suggestion ID: 1482844 | Submitted at
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Ok, if this gets a housing element, which would be baller, that you decorate with things you find and escape with, it'd be really cool to be able to host battle royales where everyone keeps their stuff, with the host giving a prize for the winner or something.
Votes
Opinion: -8
Upvotes: 5 27.77%
Downvotes: 13 72.22%
Suggestion ID: 1482846 | Submitted at
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Hell Hounds may be overtuned a bit. The movement and animations are fine however while wearing full plate gear on a fighter they deal around 65-80 health points of damage. I get they're suppose to be harder enemies but they always come in a pack and getting hit once by both is instant death.
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1482869 | Submitted at
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A practice mode would be cool, cant bring home new loot and you keep what you brought in, so no benefits other than practice, would be useful for trying out a new expensive item you traded for or trying a new build combo without risk of using all your items and losing them, just as an extra mode that wont affect your player xp or your storage
Votes
Opinion: +21
Upvotes: 23 92%
Downvotes: 2 8%
Suggestion ID: 1482885 | Submitted at
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Not sure how many inventory management suggestions there have been but taking this from DOS2 you can sort by: type, weight, "value." Obviously there aren't "category" tabs because inventory management is a mechanic but perhaps sorting by type or value within the main block might be helpful.
An "auto sort" feature would also automatically stack whatever could be stacked.
These suggestions can apply to both the stash storage as well as your on person storage.
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1482910 | Submitted at
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hi, I'd like to make some suggestions I think that need to be in the game. first of all, I know that the game its in developed and probably you already thinking of that.
The game need a proper way of chatting with someone outside group or trade post.
I can't request to join the group or a way communicate myself with someone in that group.
I just can block/Invite someone, and don't know if they're playing in the same server them me, will be good the server is showing on profile above Name level and class.
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1482920 | Submitted at
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Please re-tool the Ranger reload so that the reload time is twice as long but the move speed is not penalized. Right now the reload movement penalty is far too strong and inhibits fighting basic AI such as spiders as you can not stop moving without being attacked. It feels very unbalanced to not be able to reload and move at the same time when trying to flee combat.
Suggestion ID: 1482925 | Submitted at
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Allow players to send items to another character on their account through a vendor for a fee. People already do this by trading with their friends. This would just circumvent that behavior and create an additional and or larger gold sink. Perhaps the fee could be based on the item rarity.
Suggestion ID: 1482933 | Submitted at
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increase cleric strength and hp, solo cleric is the most difficult class to play due to their low mobility/speed and low health, holy purification should heal players just like the skill healing light since they both damage undead. they should also have more debuff skills for offensive. they also need a prayer recharge for spells. the class feels dependent on a team for protection otherwise they just get singled out and killed solo. 1v1 is different to an extent, any skilled player is going to be able to solo a cleric without issue though. its an enjoyable class to play, only if you have a team, otherwise a solo rogue is going to wipe a 3man while a cleric only stands a chance against incompetent players and npcs.
Votes
Opinion: -3
Upvotes: 3 33.33%
Downvotes: 6 66.66%
Suggestion ID: 1482936 | Submitted at
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Can the devs make a game mode for solos and for squads because when you are a solo and get rolled up on by 3 people your choices are try and run or die trying to fight unless your a pvp god.
Votes
Opinion: -1
Upvotes: 13 48.14%
Downvotes: 14 51.85%
Suggestion ID: 1482937 | Submitted at
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I feel like the circle moves faster then I can loot and kill my way through each room. I find myself running past multiple rooms and enemy’s just to get into the white circle
Votes
Opinion: -1
Upvotes: 6 46.15%
Downvotes: 7 53.84%
Suggestion ID: 1482946 | Submitted at
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I think it would be a great idea to allow all weapons to block, a dagger would have a small parry window for e.g, all other weapons could be balanced accordingly, this could help give a "Skill gap" to more experienced gained while playing.
Suggestion ID: 1482953 | Submitted at
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FIX ITEM HIT BOXES. I'm sorry but the way you have amulets the size of a pin hair to try to loot is SO TEDIOUS and unnecessary. Half the time im battling try to hover over the damn item to pick it up.
Votes
Opinion: +23
Upvotes: 24 96%
Downvotes: 1 4%
Suggestion ID: 1482958 | Submitted at
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Make the rogue have to be in stealth for a period of time before their ambush can activate. This stops them from chugging a potion as they engage to get an ambush, or just tapping cloak just for the instant damage buff.
Votes
Opinion: -7
Upvotes: 4 26.66%
Downvotes: 11 73.33%
Suggestion ID: 1482972 | Submitted at
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Please implement making the flatuence gases of the zombies explosives who can be ignited by explosive bottle, oil lamp, fireball/zap/lightning spells and maybe later fire/explosive arrows, would be such cool mechanic against pve/pvp/destructible asset and to get rid of green clouds.
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1482973 | Submitted at
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slower the dark swarm start time. its way to fast in the beginning. please nerf invisible. at least somehow you can see them. maybe if you're to close to invisible person or kind of shimmer effect. improve combat. it feels kinda clunky. makes fun to fight, but it's not as smooth as it could be
Suggestion ID: 1482988 | Submitted at
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Either give two handed weapons a damage buff cause they're easy to read (It's damn near the equivalent of fighting an NPC skeleton) or give them a one handed weapon on spawn.
Votes
Opinion: -2
Upvotes: 8 44.44%
Downvotes: 10 55.55%
Suggestion ID: 1483000 | Submitted at
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PvP always seems to degrade into holding the door and waiting for the other team to come in, and the defending side always seems to have an advantage. I'm not sure how to fix this but it makes fighting groups extremely frustrating.
Suggestion ID: 1483002 | Submitted at
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Barbarian needs either a speed boost or major damage reduction or both, as of right now if you are in a big room and you see anyone with ranged capabilities you will die before you can do anything. As of right now the barbarian is useless, you attacks are easily blocked so the extra damage is useless and you die in 2-3 hits from everything even with boosted health. If a ranger sees you all they have to do is back up and shoot you, same with wizard. Fighter and cleric can easily out melee you and block all of your attacks and rogue kills you faster than you can swing twice.
Suggestion ID: 1483003 | Submitted at
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Morale Perks
Good: You fill your good meter up when you don't kill players every extraction. Killing a single player will cause it to go down. When you max it out you gain a buff/perk that makes you immune to player damage. Killing a player however will drop the meter down and you lose the perk to be immune to player damage.
Evil: You fill your evil meter up when you kill players. Once it maxes out you gain a debuff called Marked for Death. This allows other players to see you on the minimap. Allows players to either avoid you or target you. Evil meter only goes down after you were killed by another player.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1483014 | Submitted at
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As it sits Barb is a major downgrade from just playing fighter and this should not be the case. The Barb need an overhaul or something to give them enough of an Identity so that they can shine in their own area even if it's a little niche thing. They need something the fighter can't just do 2x better.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1483016 | Submitted at
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Please give the explosive bottles and oil lamps physical collision in midflight with players and pve mobs, so it doesen't fly through like a ghost, maybe even impact damaging them also headshots damage with it would be nice.
Votes
Opinion: +28
Upvotes: 28 100%
Downvotes: 0 0%
Suggestion ID: 1483019 | Submitted at
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"For Discord" you should enable or find a bot to allow us to make temporary voice channels, this way you will have enough and rooms will disappear if empty, keep some permanent rooms
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1483033 | Submitted at
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show a little cooldown timer next to the chat box in the trading screen to show when you can send your next message. either that or make it so your chat box doesn't get cleared when you hit enter before the cooldown is up.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1483034 | Submitted at
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- Allow for players to quickly team up in the waiting for player lobby for that one game. (pushes idea that tavern are a social place, helps solo's who can't find group to play with)
- Get rid of the cirlce. this is a PvPvE game, not just PvP, and the circle pushes player too much to only focus on PvP. Another solution will be making enemy stronger/spawn more often over time, as if the dungeon is getting angrier, to make sure people cannot just sit in a dungeon and farm it.
Votes
Opinion: -8
Upvotes: 0 0%
Downvotes: 8 100%
Suggestion ID: 1483042 | Submitted at
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Add shield durability and have it follow a formula along the lines of 6% of weapon damage, rounded to the nearest tenth of a percent, plus 1/10 of the speed modifier of the weapon.
Shield damage formula = CEILING((Damage*0.06),(significance = 0.1))+ABS(Speed Mod)/10
Going by this formula:
Weapon Quality Damage Speed Durability Damage
War Maul Grey 49 -55 8.5
Bardiche Grey 48 -50 7.9
Zweihander Grey 37 -50 7.3
Battle Axe Grey 40 -45 6.9
Spear White 35 -40 6.1
Pickaxe White 20 -45 5.7
Falchion Grey 34 -25 4.6
Arming Sword Grey 25 -20 3.5
Rapier Green 18 -17 2.8
Castilon Grey 19 -10 2.2
Rondel Grey 17 -10 2.1
Votes
Opinion: -17
Upvotes: 0 0%
Downvotes: 17 100%
Suggestion ID: 1483051 | Submitted at
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REPOSTING FOR FORMATTING (please work...)
Add shield durability and have it follow a formula along the lines of 6% of weapon damage, rounded to the nearest tenth of a percent, plus 1/10 of the speed modifier of the weapon.
Shield damage formula =
CEILING((Damage*0.06),(significance = 0.1))+ABS(Speed Mod)/10
Going by this formula:
Weapon Qual Dmg Spd DurDmg
Maul Grey 49 -55 8.5
Bardiche Grey 48 -50 7.9
Zweih Grey 37 -50 7.3
B Axe Grey 40 -45 6.9
Spear White 35 -40 6.1
Pick White 20 -45 5.7
Falch Grey 34 -25 4.6
ArmSword Grey 25 -20 3.5
Rapier Grn 18 -17 2.8
Castilon Grey 19 -10 2.2
Rondel Grey 17 -10 2.1
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1483061 | Submitted at
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An addendum to: #d-and-d-suggestions message
If shield durability to be implemented, it should effect damage taken.
E.G. a shield with 100 durability
Takes two hits from a maul = 17 Durability damage
83% Durability = 83% Damage reduction
Blocked Maul hit for 49 damage, ceiling(49*0.83) = 41 damage blocked, 8 damage taken by the player, and another 8.5 damage durability loss.
DamageReduction = CurrentShieldDurability / TotalShieldDurability
DamageBlocked = ceiling(WeaponDamage*DamageReduction)
DamageTaken = WeaponDamage - DamageBlocked
Votes
Opinion: -14
Upvotes: 1 6.25%
Downvotes: 15 93.75%
Suggestion ID: 1483086 | Submitted at
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PLEASE MAKE GOLD STORAGE AREA At 5000g rn its filling up half my stash... make it so when u put in stash it consolidates or something its becoming difficult to just play the game and im spending more time managing stash...
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1483108 | Submitted at
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Not sure if this was already suggested, but having matchmaking based on party size would be great. While I love playing 3 stack with friends, it's not always possible and sometimes I just want to do a solo run. Unfortunately, it usually leads me to go against multiple 3 stacks in the same run fighting a very uphill battle of hoping a bunch of them wipe each other out to even have a chance which sours the experience, especially depending on what class I go in solo with.
Votes
Opinion: +6
Upvotes: 13 65%
Downvotes: 7 35%
Suggestion ID: 1483115 | Submitted at
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a merchant in the first level of the dungeon where you can buy potions, lockpicks, bandages and other equipment ONLY with gold and/or silver coins. For the design of the merchant I thought of someone standing behind a door hidden in the dark with a very distinct mark on the door (like we can recognize its him) that can randomly spawn on a wall towards the center of the map. it would encourage players to bring a little golds in the dungeons and therefore a little more risk-taking and give an additional utility to the empty purse in dungeon
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1483117 | Submitted at
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Cut, Pierce, and Blunt mechanic! Would love to see those mechanics introduced, where certain enemies/armor types are good/bad against certain damage types. This would let players further customize their loadout and playstyle by being able to being weapons for certain situations, rather than just which does the most damage.
Suggestion ID: 1483140 | Submitted at
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In the trading market add tabs for class specific and limit the link to only be able to link those items. Although i like the market spam, would make things a little easier to look for.
Votes
Opinion: +4
Upvotes: 6 75%
Downvotes: 2 25%
Suggestion ID: 1483144 | Submitted at
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Definitely a feature that should be added in the future for D&D would be rotating loot for organization in your inventory. Being able to turn your weapons sideways and organize them to hold more loot ingame would be so much more helpful. It would also be good to have the same feature in your stash in the main menu, to organize new kits, weapons, etc.
Suggestion ID: 1483153 | Submitted at
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Make 2nd weapon slot apply the stats when not active. I have a crossbow with buff duration that just does nothing, would be nice if wearing that as a wizard gave me the buff when actually able to cast.
Votes
Opinion: -13
Upvotes: 2 11.76%
Downvotes: 15 88.23%
Suggestion ID: 1483159 | Submitted at
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In the trading screen, add a visual cooldown timer to let you know when you can post an offer again. Also allow the splitting of gold from coin purses while in the trading screen.
Votes
Opinion: +9
Upvotes: 10 90.90%
Downvotes: 1 9.09%
Suggestion ID: 1483175 | Submitted at
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