#d-and-d-suggestions
1 messages · Page 4 of 1
The 10 step movement perk for Rogue should be built into the stealth skill and the perk should be removed altogether (perhaps remove the limit of 10 walk / crouch steps for hide as well), currently, it is easier to be stealthy and avoid groups altogether with Wizard's haste + stealth. I think that this change will also make Rogue more viable/wanted in high roller groups as well because currently Rogue is not a favorable pick for trios in high roller (Fighter/Barb, Wizard/Ranger + Cleric is meta)
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1486938 | Submitted at
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I think it would make Barbarian more reliable on solo and on teams, if it had a passive to regenerate a % of damage dealt, for example 10% of damage dealt with axes, because he is too slow to heal on battle and doesnt have any font of healing unique on his class.
Suggestion ID: 1486949 | Submitted at
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Autosorting into stash
There could be a column of icons for Weapons/Armors/Utility/etc. where the player selects one, then chooses the item they would normally have to drag over. In my head it'd look like:
- Player selects option from column, and then specific item. Lets say a coin bag.
- They drag an area on the stash grid designated for coin bags, or click-select.
- From then on they can click a sort option that will drag all items to their respective fields.
(Hope we can buy items for more than one at a time at some point!)
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1486958 | Submitted at
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Game Translation. Putting the game text files in a collaborative platform like "crowdin.com" so the community can help translate the game quickly ( this is the method tha Tarkov uses )
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1486982 | Submitted at
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Blocking with the shield should incur some sort of penalty for the player attacking. Maybe a brief movement or attack speed debuff in order to reward a successful defense. or even just a slight screen shake like when you're drunk. It would incentivize the attacker to wait and bait for openings, as opposed to, what seems to be resetting to neutral every time an attack is blocked.
Votes
Opinion: +9
Upvotes: 10 90.90%
Downvotes: 1 9.09%
Suggestion ID: 1486992 | Submitted at
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Add 500 gold coin purses. Inventory gets way too cramped from having to keep necessities such as raw gold, golden keys, lockpicks, etc. Would also improve trading higher end items drastically.
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1487004 | Submitted at
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nerf wizzard's invisibility or buff the rogue's. Wizzard's (while shorter), has much more utility since you get the extra speed + the ability to sprint the entire time without losing stealth, while Rogue needs a perk to slowly move 10 steps
Suggestion ID: 1487012 | Submitted at
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New characters should start with a few healing potions. My runs are more likely to succeed if I start with some healing, getting the first run without healing to succeed was brutal at the start of the playtest.
Votes
Opinion: -13
Upvotes: 3 15.78%
Downvotes: 16 84.21%
Suggestion ID: 1487025 | Submitted at
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As I entered the room, I came across an NPC Mage. As soon as it saw me, it began to cast a fireball spell. However, I quickly went into stealth before it could complete the animation. While I was in stealth, I began to crouch walk in an attempt to avoid detection. However, despite my efforts, the NPC seemed to be following my every step. The problem lays with tracking. During attacking animation the NPC always knows where you are, Can this changed in someway?
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1487043 | Submitted at
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The rubysilver ore prices are way too steep atm. 6 ores for one dust, 25 dust for one cloth armor piece that you don't know the stats of? It will take literal dozens of hours of grinding for one piece of rubysilver equipment. Way too much time for an item in this kind of game where you can lose it all in a flash.
Suggestion ID: 1487060 | Submitted at
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Apply the "spell memory" system to all classes and skills (and make spells simply "skills" for the cleric / wizard). For casting classes, keep the "spell charge" system per spell as currently is. For non-caster classes, give them a total number of charges split across whichever skills are equipped. (This feels like it would better balance things out since skills are usually bonus effect in some way.) The intent of this idea is to create a choice between "more options in combat", IE a high-knowledge tactician, versus "hit things harder" with high damage. As well, then Wizards can have the highest innate knowledge and thus access to the most skills (which makes sense thematically).
Votes
Opinion: -15
Upvotes: 1 5.88%
Downvotes: 16 94.11%
Suggestion ID: 1487065 | Submitted at
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Its quite frustrating playing solo or in a group of 2, where the chances of escape are too low to make it worth bringing good gear. I'm not going to say that lobbies should be split into party sizes because I actually think that wouldn't be a good thing. Instead, by making the maps larger/ less dense, solos/duos would be more able to avoid "unfair" PvP encounters without removing the threat entirely. Since more loot/players are concentrated in the middle it also allows for players to choose how much risk they would like to take on a game without complicated mechanics.
Suggestion ID: 1487071 | Submitted at
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clear default items/give them to you automatically when you join a game without them. Its a little annoying having to go to different merchants to sell default items for 0 gold to make space. Also if you play a class with a lot of default items like ranger, once you use your campfire you will have to intentionally die to get a new one even though it should come by default.
Suggestion ID: 1487087 | Submitted at
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please increase the goin pouch size. Inventory is too full. Getting insane. When there’s not anything good to buy in the trade market. Or the merchants. So the gold stacks up. I have 5 full rows of gold. Please increase the size.
Suggestion ID: 1487107 | Submitted at
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increasing cooldown timer for meditation, meditation being unlimited has made wizards playable past 2-3 encounters, seems average time to clear a room is 20-30 seconds, and looting extends room time to 60 seconds, meaning wizards will usually choose to meditate everyroom while teammates loot and share wizard specific items. Travel time between rooms is <15s, so wizards will usually have access to meditate when they want it. Good strategy but it means wizards are consistently full on spell slots, seems extending timer to 90-120 seconds could be a quality of life fix.
Votes
Opinion: -10
Upvotes: 6 27.27%
Downvotes: 16 72.72%
Suggestion ID: 1487132 | Submitted at
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Let rogues use Survival bows and only survival bows, it makes no sense why they can't use a ranged weapon, but don't let them apply rupture to it, that would be too strong
Votes
Opinion: -8
Upvotes: 8 33.33%
Downvotes: 16 66.66%
Suggestion ID: 1487147 | Submitted at
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swapping some starting gear, barbarians struggle with health management, from having the highest health pool (and health shrines not healing to full) possibly increase physical healing benefit for barbarians, as well as having them start with a low tier bandage.
Clerics often have many heals at their disposal, and tend to be reckless at start, given their free bandage, seems counterintuitive for the class, consider changing starter utility from bandage to protection potion
Suggestion ID: 1487149 | Submitted at
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more options for default weapons. The longbow is easily preferred to the recurve because of its lower hits to kill in pve, but stats wise it is not that much better. Don't like spending coins every single game so that im not dragged down by a weapon type I dont like. Make a slightly worse longbow/survival bow for a default option, then let players pick.
Votes
Opinion: 0
Upvotes: 2 50%
Downvotes: 2 50%
Suggestion ID: 1487155 | Submitted at
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This game is too good to sleep until launch in Q4 2023 ! It is very addictive and many people have fun like never on this game i wish it stay online and get weekly/monthly updates.
(took this from someone else but I dont want it too get slept on)
I feel that the playtest right now is less of a playtest, and could be considered the actual game. Where the game is at now, it could be released for like $60 dollars, and I would still buy it, this game is one of the few games that hit the spot between dungeon crawler rpg, and battle royale loot and shoot -ish games. I really think the game could be released early with patches for bugs, like what is happening right now in the playtest.
Im not saying the game should be released for $60, but im trying to get across a point that plenty of people are fine with what it is now, aslong as it would get patched when big bugs are found, and with the big bugs patch little bugs. I think monthly patches would fit that system perfectly.
Anyways, take this from me, a no life who dumped 70 hours into only the playtest, and its not even over. I've never found a game thats hooked me this much, and has so much playability for what is just a play test. If it were to be released, and expansions and patches and updates were released monthly like in the playtest, this could have so much potential.
Suggestion ID: 1487159 | Submitted at
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Add item: Money Safe,
Adding a money safe, takes up 9 slots but can hold 50 coin pouches, can only hold full coin pouches. Right clicking the money safe would pull a coin pouch out, while holding a full coin pouch, click the money safe once to deposit the full coin pouch
Suggestion ID: 1487164 | Submitted at
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Please add a random match making feature, so if I queue up as a solo I have the option to either go in alone or the game finds me 2 randoms to join me. Perhaps this is a better solution than solo, even though I want a solo queue
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1487168 | Submitted at
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Skills and perks that specifically facilitate solo and coop play (aka, skills/perks that are bad in a group but good solo and vice versa, skills/perks good in a group and bad solo, or skills that scale differently with party members). For example, Fighter's "Victory Strike" could heal everyone in a 3 man party 5% on a kill, or both players 7.5% in a duo, or 10% while solo. This would take a small edge off of solo being as difficult as it is for some classes while leading into some cool design space for future perks and skills.
Note: Being in a group should always still be a pretty large advantage over solo, even with this suggestion, I don't want the meta to be solo is the best.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1487191 | Submitted at
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adding an arena mode where we can build teams and fight each other to claim the title of Master Dark Dweller . maybe do tournaments where you can unlock special gear....maybe a single use item where you can insure a single piece of gear and get back if its lost in a raid
Suggestion ID: 1487204 | Submitted at
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release the game as is and update it live while providing clear warning of when servers will go down. also do not overcomplicate the game by making other game modes and solo queues and arenas. it's beautiful as is and if it's not broken don't fix it.
Votes
Opinion: -21
Upvotes: 4 13.79%
Downvotes: 25 86.20%
Suggestion ID: 1487234 | Submitted at
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Tooltips and the information screen need some love. Perk/Skill/Spell tooltips should have the full and accurate stats for whatever they do. For example, Ignite says it adds a small amount of fire damage, but feels as if the added damage amount is higher than what it says. Make it so that tooltips will automatically update according to equipped gear, make it so that if you hold Alt then it will show more detail like the base damage in parentheses, and for all damage color code the damage types. Red for Fire, Purple for Arcane, Blue for Cold, Yellow for Lightning, White for Physical.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1487235 | Submitted at
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Auto delete any suggestion mentioning solo queue as it's been overdone and not bringing any new ideas to the table. The devs have heard and will make their own decision on this matter.
Votes
Opinion: +10
Upvotes: 20 66.66%
Downvotes: 10 33.33%
Suggestion ID: 1487253 | Submitted at
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Please make Spears always be available at the weaponsmith trader. It does not feel good to have a perk slot that is required to use spears but you must wait for RNG availability to use it when playing a freshly spawned Ranger. I do not want to have to keep switching skills and playstyles based on a vendor trade.
Suggestion ID: 1487264 | Submitted at
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could cleric get some new helmets. I get that you don’t want cleric outshining fighter but if stats remain the same I doubt that would happen. Honestly I just want to use visored Barbuta on cleric but other options are always cool.
Votes
Opinion: -7
Upvotes: 3 23.07%
Downvotes: 10 76.92%
Suggestion ID: 1487266 | Submitted at
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I think it would be really cool to have a Hideout / Personal room where you can display your stash for yourself ( Armor / Gold / Weapons ) and then be able to go into that room and prep yourself for the next run ! Maybe even have a table in the middle of the room where all your gold is displayed depending on how much gold u have in your stash the pile then gets bigger or have a mannequin to suit up your precious Armor just for a little example ! its really nice to remind yourself of your riches and winnings ! thank you !
Suggestion ID: 1487267 | Submitted at
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Spiders can crawl on the walls, ceiling, and descend from above via strand of webbing
--> I want to suffer
--> Optional variant: champion over-sized black widow spider descends from ceiling only (will ambush, like a barnacle from Half-Life 1, just no CC aspect)
Votes
Opinion: +34
Upvotes: 40 86.95%
Downvotes: 6 13.04%
Suggestion ID: 1487294 | Submitted at
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Make it so the floor spike traps have a reset time. With it being instant you are genuinely screwed if you get stuck in the maze final circle or god forbid just need to get across a room.
Votes
Opinion: +36
Upvotes: 41 89.13%
Downvotes: 5 10.86%
Suggestion ID: 1487326 | Submitted at
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Lock item stat mods so they are class specific only. It makes no sense that a Ranger or Rogue gear would have spell casting or healing mods on the items. It basically makes an already very thin pool of loot even more difficult to find because you can get a good base with useless mods.
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1487336 | Submitted at
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I wouldn't mind a Pay gold to xfer items to alternate character after the alternate character also reaches set level or max level. Just makes it easier to obtain gear across all your characters.
Votes
Opinion: -2
Upvotes: 6 42.85%
Downvotes: 8 57.14%
Suggestion ID: 1487345 | Submitted at
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Rogues can currently do -way- too much damage right now, as can rangers. At lvl 1, they can stack rupture, poison and four stabs to get a guaranteed 90+ dmg on players. Rangers can currently one-shot people with a press of an ability. (Multishot/quickshot).
Votes
Opinion: -20
Upvotes: 7 20.58%
Downvotes: 27 79.41%
Suggestion ID: 1487392 | Submitted at
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Druid class - Uses claw/fist weapons perhaps or staff. Few spell examples could be: Ironbark - give self (or maybe ally) armor rating. Find Familiar - Perhaps summon a spider, or some time of small creature (that will be low hp, so not oppresive). Regrowth - Small heal over time (self or ally). Abilities could be something like a PvE root - similar to how barbarian fear works, but keeping them in place. Perhaps a shapeshift as an ability or spell. Lots of ways you could balance/implement.
Votes
Opinion: +14
Upvotes: 18 81.81%
Downvotes: 4 18.18%
Suggestion ID: 1487420 | Submitted at
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it would be really cool to see a mode that was free that the map would be random like the map size and zone would be the same but the spots for each room would be random so the map would always be different no matter what and there would be seeds for each map so in private maps you could put in a seed that was displayed when you played it and it would load that map but the mode would be called "Randomizer" i just thought it would be a good idea
Votes
Opinion: +10
Upvotes: 12 85.71%
Downvotes: 2 14.28%
Suggestion ID: 1487430 | Submitted at
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I'm sure it's been suggested before, but allowing players to mix and match their one handed items, for example being able to have a torch and shield equipped at the same time
Votes
Opinion: +26
Upvotes: 29 90.62%
Downvotes: 3 9.37%
Suggestion ID: 1487437 | Submitted at
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Rework account system
The fact that each characters name has to be globally unique is a bit annoying, and will be bad in the long run since:
- You probably want at least one character for each class, inflating the amount of accounts created
- Character name currently doesn't matter that much, since you meet new people in every lobby anyway
- It makes it much harder to RP (which is something that I think this game kinda facilitates)
- After release, when there are a lot more accounts, names will tend to get uninspired after some time (e.g. Legolas1534, Kaladin!32)
The main functionality for unique name currently, from what I can see, is for inviting players to parties. Based on this, here are two suggestions for possible reworks:
- Something akin to Discords account system, where accounts have a hidden four digits attached to them, which is invisible in most cases, unless you're explicitly looking for them
- Have a overarching main account which all the characters are grouped under, where only the main account has to be unique. The main account is the one you invite to parties.
I would vouch for the second option, since the functionality kind of already exists. Once you are invited to a party, you can change characters without having to re-join the party (which is great). And if the game is kept steam only, steam accounts could be used for this purpose.
Votes
Opinion: +19
Upvotes: 24 82.75%
Downvotes: 5 17.24%
Suggestion ID: 1487442 | Submitted at
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Death damage recap. So when you die, there is a log available to you to show you how much damage you took, from what source, etc. You could see individual ticks of bleed or poison, as well as hits that penned armor or crit multipliers like headshots. This would 1) Show you how you died 2) Expose some cheaters (3 hits from a 2-handed sword within the span of 0.5 seconds for example) 3) Make judging the strength of weapons much more easier.
Votes
Opinion: +48
Upvotes: 50 96.15%
Downvotes: 2 3.84%
Suggestion ID: 1487444 | Submitted at
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give us three person exit portals. We enter as a team, we should leave as a team. Honestly Im tired of having to split up like the mystery gang every time the timer hits 3 minutes and even then we get thwarted by a team that has no regard for their own lives
Votes
Opinion: -10
Upvotes: 17 38.63%
Downvotes: 27 61.36%
Suggestion ID: 1487445 | Submitted at
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make a lvl 4 that can bring u into only differnt boss rooms, maybe a dragon, spider boss and orc or goblin boss? These would have high chance to drop gold and fair chance at unique items and only way to get unique jewelry, 3 man blues pop only if u kill boss... subsequently u would need to make lvl 3 bosses little bit easier, with fair chance at gold items but mostly good purps
Suggestion ID: 1487483 | Submitted at
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Add more dungeons, with different biomes and monster types.
An example would be a frozen old fortress in which the last boss (the one in the down dungeon) would be an undead commander.
Votes
Opinion: +28
Upvotes: 29 96.66%
Downvotes: 1 3.33%
Suggestion ID: 1487507 | Submitted at
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Instead of immediately breaking on movement, invis pots should tick down 10x faster while moving (or whatever makes sense). For example, a grey potion would give 2s of movement while invis, but could still be used longer for standing still.
Votes
Opinion: +19
Upvotes: 24 82.75%
Downvotes: 5 17.24%
Suggestion ID: 1487515 | Submitted at
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it'd be nice to have a way to view a larger version of the map, I have been in multiple situations where the circle is closing in on me but I can't see where to go to get to the safe zone
Votes
Opinion: +26
Upvotes: 26 100%
Downvotes: 0 0%
Suggestion ID: 1487516 | Submitted at
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Slighty buff lower tier dagger damage. The dagger nerfs were a bit excessive for the lower tier Rogue weapons. The starting Rogue dagger does less damage than a punch! Rogue is only viable when you have very good gear with lots of damage modifiers.
Suggestion ID: 1487572 | Submitted at
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So from what I know ranger is perceived as way too strong currently. I think that some good nerfs to the class would be more towards there abilities or pve dmg. they really aren't that good in pvp if you strafe and know how to play smart. However, the abilities do have too low of a cooldown for example quickshot which reloads your bow and shoots 3 shots quickly has a 18 second cooldown. I think that a cooldown closer to 25 seconds would be more fair. Also I think something like a nerf to dmg against pve would be interesting. Mostly because it is impossible almost to die to zombies skeletons etc even on the lower floor with a ranger. I think making it take more time to take down a room would change it from ranger shooting every enemy and teamates doing not much. I think they are mostly fine in pvp other than the ability, only thing else I could think of is a bit of a nerf on longbow dmg(mostly the gray ones).
Suggestion ID: 1487580 | Submitted at
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1 Portal can be used by more than 1 person:
You can open the portal and keep holding the F or whatever interact button you use to activate more space in the portal.
The more space, the longer it takes:
1 Person = 5 seconds (like it is right now)
2 Person = 20 Seconds
3 Person = 60 Seconds
This way it gets hard to use that mechanic by having to stand still for 60 seconds to fully get out your trio but at the same time you can risk fighting people and not having to rely on finding 3 portals at the end
Votes
Opinion: -3
Upvotes: 13 44.82%
Downvotes: 16 55.17%
Suggestion ID: 1487606 | Submitted at
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Rework or create a new perk for Rogue to apply some form of magic damage outside of the Poison debuff. With Rogue sharing similar items to classes such as Wizard, a lot of his items tend to have magical attributes but he does not benefit from them at all besides Poison debuff, and its very marginal after the nerfs. Please look into this for future changes!
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1487607 | Submitted at
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Remove the "circle of death" mecanics. This is not a BR, theres no winner if you are the last man standing like a regular BR. Sometimes you spawn in a room where you cant even loot most of the stuff before the zone pushes you out. Just leave a timer where people have to extract before said time, and put random spawn portal everywhere so people have to move and find them otherwise they run out of time and die.
Suggestion ID: 1487612 | Submitted at
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change some of the collision with enemies, currently it feels extremely buggy. For example when jumping and you land on spiders sometimes you get launched a ton in a random direction, sometimes you get stuck midair and sometimes you get pushed into a corner. Similar thing with other mobs you can get stuck midair like on one of there heads or in a corner floating above them. Feels very very janky, especially with spiders.
Suggestion ID: 1487619 | Submitted at
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Have quests provide reputation with a merchant that is kept between wipes (if we end up getting a wipe system). Reputation would affect how much stock they have and the average quality of their stock (the average shouldn't beable to get too too high).
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1487622 | Submitted at
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Add a spell for wizard and or cleric, that turns off all torches around you, an a circular AoE. This could also be a cool new rogue ability. Honestly any way that you could implement an AoE all torches out idea would be awesome as i think the game should have more ideas surrounding the turning off of torches.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1487655 | Submitted at
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Add a Jester type class. Have the skills and abilities along the line of being good at throwing things, and doing crappy little magic tricks. Having a goofy class that isn't balanced as strong as the others is fun for people who want to have more of a challenge.
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1487671 | Submitted at
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Give spider spawning pots a different model to better communicate the fact that spiders spawn from there. A weird overturned pot doesn't scream spider. (This is probably just a developmental placeholder anyway)
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1487673 | Submitted at
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Add certain names for each of the different affixes on items, for example Falchion of the bear could be a falchion with + health and + str or something, this way people can (once you make a sorting system for trade chat) search for specific affixes on the gear they need
Suggestion ID: 1487676 | Submitted at
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Make the Darkness slower, make it easier to escape from it. It reduces the whole fun of the game. Oh, circle is closing into nothing? 2 people with gear i want to fight against?? Too bad everyone is just running away because of this terrible game mechanic. No fighting happens late game because everyone just runs to the portals as fast as possible and early game fights are useless when no one has any loot on them.
Suggestion ID: 1487701 | Submitted at
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If we get the option between Seasonal and Permanent servers (for wipes) could we have experimental content be tested in Seasonals even after release to see if they should be kept as a permanent addition to the game?
Votes
Opinion: 0
Upvotes: 3 50%
Downvotes: 3 50%
Suggestion ID: 1487709 | Submitted at
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armor feels incredibly inconsistent, it'd be nice to have an end of round analysis so it can be disected a bit more? Occasionally it feels like plate does very little, but what appears to be starting armor or cloth puts in a TON of wokr.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1487711 | Submitted at
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An attack system similar to Chivalry would be nice, scrolling forward with the scroll wheel is a thrust attack, scroll backwards for overhead, left click for standard right to left or left to right swing. Instead of being locked into a standard combo for each weapon, you can use whatever attack would be best for the situation you're in. This would be nice for two handed weapons especially, or when you're in a narrow corridor or bottlenecking a doorway.
Suggestion ID: 1487720 | Submitted at
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I think the game is great and I enjoy the balancing on most every mob, my biggest suggestion though would be to add more RNG to the Skeleton Archer's shots so as to balance them a bit better. As it stands now they're one of the most deadly basic enemies in the dungeon and people are constantly complaining about their "aim-bot like abilities" to snipe players.
Suggestion ID: 1487720 | Submitted at
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New ability for Barbarian class: Blind charge. Used to close distance or initiate teamfights. The Barbarian closes their eyes and charges forward a set distance in a blind rage. The direction of the charge cannot be changed once initiated (outplay potential). Any enemies the Barbarian collides with are pushed back a small bit and slowed (no damage). If Barbarian collides with a wall they are slowed as well (high risk high reward). Barbarian takes reduced damage during the charge animation.
Votes
Opinion: +23
Upvotes: 24 96%
Downvotes: 1 4%
Suggestion ID: 1487728 | Submitted at
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Similar to Trading there would be a Courier which you could pay a fee of 50 gold to transfer items from 1 of your characters to another. They should be similar to a merchant in having quests you can do that affects reputation with them (their reptuation is kept between wipes if we get those) and the higher your reputation the less it costs to transfer items.
Votes
Opinion: +2
Upvotes: 3 75%
Downvotes: 1 25%
Suggestion ID: 1487730 | Submitted at
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make mummy spiders consistent to jump over, the ammount of times where one nibbling my ankle off to the side somehow managed to stop what I assume to be a grown individual in their tracks has me ripping my hair out
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1487743 | Submitted at
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Special gear that only drops from Unique and Legendary loot sources and only at those rarities (So if you have an enemy drop Legendary Gear it just might be not only Legendary but Special) that have 1 modifier that only they have. An example could be the "Crocked Helmet" (Crocked is old Middle English for Very Drunk) which always gives +5% Ale Buff Duration as one of it's white modifiers; No other items would have Ale Buff Duration and nothing could roll that effect. It'd be similar to how certain gloves give +1 Agility or +1 Strength always but unlike them it's an effect that can only be given by that item.
Votes
Opinion: +2
Upvotes: 3 75%
Downvotes: 1 25%
Suggestion ID: 1487751 | Submitted at
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cleric spell that creates a ward in front of self that is larger than a shield, that protects against all projectiles but not melee attacks. maybe some kind of limited hp on it and time limit and would dissipate if you swapped off casting item (staff or book), only able to cast it on self.
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1487752 | Submitted at
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penalize death, if you die there should be an injury on resurrection otherwise you're rewarded for playing rash. Fights don't matter when you know you'll just be resurrected and healed by your cleric. Force people to have to use some thought when engaging another player
Votes
Opinion: -26
Upvotes: 0 0%
Downvotes: 26 100%
Suggestion ID: 1487762 | Submitted at
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Cantrips for Wizards, if you do not know what a Cantrip is it is a weaker spell (that for balancing purposes could cost more to put onto your spell wheel) that has infinite casts.
Votes
Opinion: -5
Upvotes: 6 35.29%
Downvotes: 11 64.70%
Suggestion ID: 1487765 | Submitted at
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Like how in the future there will likely be multiple maps and not just the 3 floors that are planned but sets of 3 floors, what if we got an additional mode similar to high roller where the map is a kitbash of random set pieces from other maps so for example you could be on a floor where it has rooms from Inferno the Dungeon and whatever other areas that get added completely at random (randomly generated). It would obviously heavily vary in difficulty but that in itself is fun since you don't know what you're going to get so you have to be on your toes and decide if it's worth entering or not. To make this not have the issue of potentially invalidating other maps it should require a fee like high roller but instead of coins it requires an item similar to the golden key but not as rare to enter queue.
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1487776 | Submitted at
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running towards a ranger right in front of me as a cleric while he's using his heal and then reloading arrows and then opening a door I was able to get 1 hit in while he was able to 1 tap me at 50 HP with plate armor equipped. Not even the first time this happens, the amount of games that become unfun with rangers capable of running incredible fast with super high interact speeds opening and closing doors then getting one or two hits in is too high to count. Either the interaction speed difference needs to be lowered or removed, or rangers should not have the capability to move that fast while doing 40+ damage with basic bows and healing almost instantly the same worth as a blue rarity bandage.
Suggestion ID: 1487800 | Submitted at
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The Trade Post desperately needs an overhaul. The current way the system works, gearing and selling forces you to spend most of your time outside the game if you want to use the currency you make in the dungeons. The trading post goes by so quick its very difficult to identify items you're actually looking for. I know that's because everyone uses trade post #1 instead of the categories, but that's because of how inefficient the whole trading system is. What needs to happen is the trade post should be treated like the flea market in tarkov, or like the auction house in wow. You should post things for sale on the trade post, and they should get sold, or returned if unsold. This way you can post the items you were hoping to trade off, and go back into playing the game, as opposed to sitting at the market board for 20-30m after a 15m dungeon.
Votes
Opinion: +23
Upvotes: 23 100%
Downvotes: 0 0%
Suggestion ID: 1487801 | Submitted at
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Add the ability to use proximity chat in game with your teammates. Feel like it'd be super cool with the reverb many of the rooms give, it'd make playing with randoms easier (would allow you to communicate mid match) and would make teams use teamwork to try to win.
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1487815 | Submitted at
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An auction house system (in addition to the trade chat channels) would be really nice so you don't have to make your teammates wait while you sell stuff in the trade chat, as well as have to keep reposting what you want to sell of buy because as of now, the chat can be very spammy! This will also allow for going rates for specific items to be established amongst the community and allow more time for playing!
Suggestion ID: 1487819 | Submitted at
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Zone need to close a lot slower if you want to encourage pvp. If the idea to just pvp at the begining and the avoid every player interaction then the circle is fine. Right now ive die countless times because of fighting and its not fun. Other thing can be to remove the insta-killing from the end circle.
Suggestion ID: 1487824 | Submitted at
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A battle log that is accessible in the UI. Shows damage done by you and to you/members of your party. I think it could alleviate a lot of the confusing moments this game may have since things hitting you aren't always obvious. Something toggleable, so it's not always in view or in the way, but you can check it if you need to. And obviously you can't use it normally in battle as it would obstruct view and things happen quite fast anyways.
Suggestion ID: 1487834 | Submitted at
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Add a 'Bloodlust' mechanic for solos where if you get a player kill you get a temporary buff (Speed/Damage/Or a small heal). This way Solos have a bit of an advantage when fighting 3v1 and getting that first PK, it punishes uncoordinated swarm tactics too.
Suggestion ID: 1487853 | Submitted at
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Rogue Hide skill is overly limited (the only 3 way limited skill - cooldown, steps, and duration) for a class defining mechanic and a must pick for the ability slot. It would be nice to treat Hide like the archer traps: change skill into class usable item, spawn with a reasonable amount (10?), and have the capability to use the charges brought at will (no cooldown) to alleviate the restrictions brought on by step restrictions and stealth duration.
Suggestion ID: 1487865 | Submitted at
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Make Bucklers work like Bucklers, currently they're just small shields; what if they worked like they did in real life where they're for diverting attacks to give you an opening. This could be done by making it so when you successfully block, instead of needing to wait on your recovery before you can do another action like other shields you can immediately do an action after blocking such as attacking.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1487880 | Submitted at
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make shields a little more dynamic. shields should interact differently depending on the spell used and even run the chance of breaking. Certain interactions that can break a shield are blocking repeatedly from melee attacks especially axes, blocking multiple spells such as a fireball. Especially for lower-quality shields. IN RETURN if you block a fireball you take no damage.( skeleton mage fireball will still leave the burn and thus you take damage from its fire aoe it leaves behind)
The idea is for more unique interactions between attacks and spells against shields. the fighter is disgustingly strong and needs to be knocked down a peg.
Such interactions could be
1.) fireball hit's starter shield it breaks
2.) you get into a fight with a barbarian and block 3-4 attacks and it breaks
3.) you try to use a bucker and get hit by chain lightning and thus still get hit.
4.) blocking that 30ith arrow from the ranger with a longbow breaks your shield.
Votes
Opinion: 0
Upvotes: 4 50%
Downvotes: 4 50%
Suggestion ID: 1487890 | Submitted at
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CD on healing spells for clerics, its way too easy to just frontman anyone with armor and just perma heal them through a beating. Almost impossible to kill. Either that or an effect that grants reduced healing until it wears off so you actually have to think when you play and how you engage
Votes
Opinion: -10
Upvotes: 4 22.22%
Downvotes: 14 77.77%
Suggestion ID: 1487913 | Submitted at
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ok so hear me out. my friend had a really neat idea for a change in the circle. in his opinion the game is too congested for a BR like circle although we know this is the theme of their game. instead of having the circle like a boundary that kills you. we would keep the timer as "end of game " timer. but have the circle just narrowing down the area that escape/down portals will spawn, but the player is free to loot the map at their leisure. BUT still have that threat of being to far from the portals as the game comes to a close. i thought this was a really good take on it. wouldnt mind seeing a playtest to see how it plays at least thanks for reading 🙂
Votes
Opinion: -14
Upvotes: 3 15%
Downvotes: 17 85%
Suggestion ID: 1487918 | Submitted at
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I feel that for us rangers, we should have an ability to dissapear when we shoot well have an outline of our body from where we shot but we aren’t actually there if that makes sense.. I seen someone do it but I dont know what class they were using
Suggestion ID: 1487927 | Submitted at
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Due to the nature of the Barbarian's playstyle Barb should access to better heals in the Alchemist or Surgeon i.e. % health heals, faster or cheaper heals considering if the average barb has about 150 health and they lose 99% for instance it would take 10 heal pots at 6g a piece (60g total) nearly 3 minutes and 20 seconds to fully heal with potions alone. You can mix bandages in here to speed up the process but each bandage takes about 10 seconds to use for barb for 10hp at 5g. All this to say that playing the average barb playstyle puts you behind in the time you have to fight pve and players while costing lots of money in heals in the long run
Votes
Opinion: +1
Upvotes: 7 53.84%
Downvotes: 6 46.15%
Suggestion ID: 1487931 | Submitted at
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I am genuinely curious how the game has come to play test #3 and this extract mechanic still exists this way. Not trying to sounds difficult but after getting over 60 hours of playtime there is actually no reason whatsoever to bring in loot. You will by design always get stuck without a portal and die. It is garunteed. Why is this designed this way? The entire point of ana extract is to be able to have the reward of escaping after surviving the level design. The game is great fun but once the honeymoon is over it really starts to get samey in a bad way. Please consider changing this extract design asap.
Suggestion ID: 1487934 | Submitted at
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after extensive playing of the rogue class i can say its broken and not in a good way u either cant do much or one shot people something needs to change
second part: either introduce traps that can be disabled via rogue skills/traits and magical ones that cant be disabled or rework the class idk like it if u agree with the first part
Suggestion ID: 1487942 | Submitted at
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when you create the bard class, you hear beautiful music but for everyone else, they hear horrible music. You also play music so loud that everyone hears the bards music but it disguisess things like footsteps etc! How you damage= music! Like Dandelion from the Witcher 😛
Suggestion ID: 1487953 | Submitted at
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the end of the game shouldnt insta kill you. the storm should tick your health down but if you have heals you should have time to look for a portal. getting to the end of the match and dying with full health while opening an out portal should not be a thing.
Suggestion ID: 1487964 | Submitted at
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- make hitbox of toxic vivern bigger
- fast change of equipment and spell abilities freeze HUD of spells
- make some QoL of stash and inventory
- Able to move items in-game inventory while interacts with structures (not to equip or use)
- Search friends by list of users improvments:
5.1 search by part of nickname
5.2 recent friends history
5.3 and stats of all dungeons run ( kind a escaped dungeons, all dungeons etc.) - Shield block is weird. You need to push up to roof shield to block headshot attacks
- Make some predictable aggro of mobs: if stay in group too close to mob, he can charge attack and insta turn around and hit non agro teammate
- Able to unequip weapon to run or fight with fists
- buffs around walls and cliffs may miss and lose charge
- 🚩 Spells and abilities goes cooldown and lost charges while use them in prepare lobby
- Market trade needs filters or history of chat or smth to search items \ class items
Suggestion ID: 1487971 | Submitted at
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change around the circle on the 3rd floor after you use the down portal. Sometimes it can get centered on a giant none playable area and makes it really hard to get out. Like a intersection between 4 rooms that is just a wall. Maybe make it centered on one of the rooms or something
Votes
Opinion: +5
Upvotes: 6 85.71%
Downvotes: 1 14.28%
Suggestion ID: 1487983 | Submitted at
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Delete the Brightness option from Video Settings, because everyone will have this on full, because this give you advantage in pvp fights. Brightness should be locked by the game on one value
Votes
Opinion: -10
Upvotes: 3 18.75%
Downvotes: 13 81.25%
Suggestion ID: 1488009 | Submitted at
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Honestly, i'm suprised that the Ranger class isn't talked about more here. Where all classes feel scuffed ( the right kind ) you just throw in a Ranger with a Green or higher Longbow and he becomes a hitscan 1 or 2 shot mobile machine, with insane low CD triple shot brust, and a shotgun. Huge reduction of bow damage needs to happen or even better, bloom needs to be added to bows for the game to keep its integrity. High roller lobbies are currently 60% or more Rangers. This is imo creating a really unhealthy state of the game.
Suggestion ID: 1488011 | Submitted at
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- Allow us to "Sell All Junk" to the collector.
- The collector should have sell tab as default, he has nothing to buy.
- Stash All Gold button for stash.
- Sort button for Stash
- Stack button for stash that puts gold into pouches with available space.
Votes
Opinion: +31
Upvotes: 31 100%
Downvotes: 0 0%
Suggestion ID: 1488013 | Submitted at
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Reduce the attack speed for rogues. They can rupture and stack a bleed to 5 when a normal weapon can only get 1-2 attacks in before that happens. They do insane dps. Being able to 2 tap with a tiny dagger and not with a sword with headshots is a bit unfair
Suggestion ID: 1488016 | Submitted at
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there is an issue on staircases with ranger traps being unable to be disarmed if placed on a slanted 45 degree angle, you cannot look down to disarm them! Unsure if there's a duration but may be an idea to make them break after a certain amount of time
Votes
Opinion: -2
Upvotes: 2 33.33%
Downvotes: 4 66.66%
Suggestion ID: 1488032 | Submitted at
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simplify the stats, don't think we need like 5 different stats that "give more damage" (strength, physical power, additional physical damage, weapon damage, true physical damage). It gets a little confusing
Votes
Opinion: -13
Upvotes: 2 11.76%
Downvotes: 15 88.23%
Suggestion ID: 1488044 | Submitted at
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Let wizards snack things with the spell book the same way they can with a staff. If John Wick can kill someone with a text book, then a wizard should be able to squash a spider with one.
Votes
Opinion: +8
Upvotes: 10 83.33%
Downvotes: 2 16.66%
Suggestion ID: 1488048 | Submitted at
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Make a trade channel on discord with 10-15 min pause between messages. So people may post S> or B> offers and look for offers through Discord's search function Which is definitely works better than current trade channel.
Votes
Opinion: -13
Upvotes: 0 0%
Downvotes: 13 100%
Suggestion ID: 1488054 | Submitted at
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I Have not read all the FAQ but maybe add a system to were you can view the full map? Or add a cartographer trader were you could pay say 50 gold and you are able to view a map with the extracts or chests marked?
Votes
Opinion: -4
Upvotes: 4 33.33%
Downvotes: 8 66.66%
Suggestion ID: 1488060 | Submitted at
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Having a hide out that we can build in and upgrade would be cool and give us another reason to grind. If we could buy an alchemy table, smithing tools/anvil, smelter etc.. and craft our own gear and healing items w/ materials we find in raid it would give us a return on investment and provide us w/ quality of life improvements. Maybe a run down castle that we have to fix up?
Suggestion ID: 1488091 | Submitted at
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I know we all love the impending circle of doom and death, but perhaps we could do more of a timer and then slowly lose health? Perhaps make it slower as well if there is no plans on changing it from a circle either.
Votes
Opinion: -3
Upvotes: 3 33.33%
Downvotes: 6 66.66%
Suggestion ID: 1488111 | Submitted at
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My idea is based on the usefulness of knowledge and creating the game more diverse to give players more choices to how they build up their character. As of now knowledge is only useful to wizard and cleric. I propose the idea the item enchantments that are on all the armor and weapons require a certain amount of knowledge to read. Example being 1st enchantment requires 5k, 2nd needing 10k and 3rd needing 15 to see (If you dont have the knowledge it would still show that its enchanted just not with what). I see this making the game less focused on just damage and protection based gameplay. Could also see this for the basic loot's rarity color. This give's player to choose if he wants to be a power house, a loot goblin, or be well balanced. Not sure how complicated and in depth this game is planned to become but its just a concept
Votes
Opinion: -3
Upvotes: 0 0%
Downvotes: 3 100%
Suggestion ID: 1488128 | Submitted at
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All players who hit the pupper in the start lobby should have a red dot on the map revealing their location throughout the match. 1) for those who want to pvp more and 2) for us who want to track down those who hit the lil guy
Votes
Opinion: +28
Upvotes: 31 91.17%
Downvotes: 3 8.82%
Suggestion ID: 1488130 | Submitted at
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Rogues have a perk for night vision, or cat's eye, that way they can actually utilize dark areas and rooms and set ambushes. Would be a point to turning torches off or re-closing chests,
Votes
Opinion: -6
Upvotes: 9 37.5%
Downvotes: 15 62.5%
Suggestion ID: 1488133 | Submitted at
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so as far as extending the playtest for a bit everyone kinda wants that. If it is a cost thing tell up just put up a donate button somewhere to let us pay for the server time. listen we don't NEED reward for giving you money cause all we wanna do is play if you wanna reward us go for it. Hoever let us get a little more time in the dungeon.
Votes
Opinion: +3
Upvotes: 4 80%
Downvotes: 1 20%
Suggestion ID: 1488145 | Submitted at
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Really a simple issue, but the HUD/UI elements make the game terrible to contend with on ultrawide monitors.
32:9 makes this absolutely obnoxious to deal with your stash, or even just read character information while starting up.
With this many issues before getting into a raid, there's going to be even more difficultly in the actual game itself.
https://cdn.discordapp.com/attachments/624657260962119690/1055286039956172930/image.png
https://cdn.discordapp.com/attachments/515930255488319489/1055287810141200475/image.png
I was originally going to be like "Screw it" and just tell my few friends and move on. But I guess while in development this is the time to try and inform someone. So here I am.
Thanks. <3. Bye.
Votes
Opinion: +5
Upvotes: 5 100%
Downvotes: 0 0%
Suggestion ID: 1488154 | Submitted at
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Map Queues instead of solo/duo/trio queues
I see people making comments about solo / duo / trio queues
But I think you should have different queues based on map sizes
(I.e. the different maps across the playtests)
Large map being current playtest
Medium queue being last playtest’s map and so on
Or you could have a standard quick play queue which randomises them instead of a set map which will get boring fast
Something of the sort, doesn’t have to be like that, keep in mind map size does change playstyle which for those running solos/groups can gain a preference for their own style
Suggestion ID: 1488156 | Submitted at
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It'd be nice if we could have slots somehow save what we put in them last. I kind of like having utility on one side and healing on the other and since I'm awful I am constantly having to rearrange my slots after each run. Please account for my horrible luck and lack of ability to play by making it slightly more convenient for me to get back into the action without having rearrange my inventory every run.
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1488163 | Submitted at
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Make it so that when you drink an invisibility potion, enemies loose sight of you and become un-angered. I had a full kit of loot and died because apparently monsters have wall hacks and can see you even when you're still invis?
Votes
Opinion: +19
Upvotes: 20 95.23%
Downvotes: 1 4.76%
Suggestion ID: 1488177 | Submitted at
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Make melee classes have more than 2 skills. Vision: wizards + clerics have access to many spells + mechanics while non-casting classes have more than 2 skills to activate so it's not as boring or 1 dimensional vs a caster.
Votes
Opinion: -12
Upvotes: 3 16.66%
Downvotes: 15 83.33%
Suggestion ID: 1488181 | Submitted at
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revert fighter swift perk buff from 20% to 10%. now they are as fast as rogue if not faster. they can wear light clothes just like rogue and still have 30 more base hp plus gear. now they have sprint plus 20 percent speed? its just too much. which devs mains fighter may i ask?
Suggestion ID: 1488189 | Submitted at
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in game, you could add a sub-inventory that we should pay X number of gold to have inventory slot, and with this slot place objects that even if we die we will keep them. Example, I paid 150 gold and I have access to 6 inventory slot to place things that I will keep even dead.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1488202 | Submitted at
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Adding a diversified trading system ie If you want Rogue specific Gear {Rogue Kits} {Barbarian Kits} but keep the trading rooms we currently have for diversified gear that is open pool would be a nice touch.
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1488204 | Submitted at
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I think that elite skeletons should keep their health and damage pool as they are supposed to be strong but their speed is absurd. the fact that a rouge which is supposed to the "movement speed class" can't outrun them unless they go unarmed is bananas. they are near impossible to kill and an ranger unless you have top tier gear, or you're in a room which you can cheese them. one on one they aren't too bad but anymore than that makes them beyond unmanageable. Maybe I just have a skill issue but in my opinion them shambling and the speed of sound makes the game pretty unenjoyable.
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1488214 | Submitted at
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Level 30 45 60
I know this will prob be added on the future, but atm level 20 is easy to reach.
Once you reach it even if you kill 1000 mobs the experience feels useless and wasted.
Can we please get some type of character progression after lv20, even at lv15 you already max out the 4 perk slots.
Suggestion ID: 1488215 | Submitted at
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I am not sure how to bring rangers in line with the other classes. I don't want to nerf them because they are fun to play. I think assassin early game and mage both need buffs to bring them to the enjoyment of other classes. Ranger is just a little too hard to kill. With any sort of movement speed they can put their bow away, run, they pull it out and shoot. Maybe the reload should be longer? Time between shots longer? It is a hard thing to balance without making them bad, but something probably needs to be done about it.
Votes
Opinion: -18
Upvotes: 3 12.5%
Downvotes: 21 87.5%
Suggestion ID: 1488218 | Submitted at
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Throwing weapons need more polish. Aiming them seems very awkward, and there's a strange disconnect between the animation of the throw and the actual throw. Feels like throwing weapons can only really be landed on targets standing still.
Votes
Opinion: +20
Upvotes: 20 100%
Downvotes: 0 0%
Suggestion ID: 1488219 | Submitted at
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An insurance-like system. Could be something like you enchant the item with soulbound through a merchant and if you loose the item but no one loots it you get it back after a while.
Votes
Opinion: -13
Upvotes: 3 15.78%
Downvotes: 16 84.21%
Suggestion ID: 1488231 | Submitted at
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The Ante dungeon just feels...bad. Out of place. Mobs are obnoxious to take on, look still feels pretty mediocre, it's flooded with 3 mans so it's effectively impossible for duo's or solo's to play, the time limit for the match is still the same as normals despite tankier enemies, it just feels like a big step in the wrong direction. I really hope this doesn't make it into the next playtest.
Votes
Opinion: -12
Upvotes: 4 20%
Downvotes: 16 80%
Suggestion ID: 1488234 | Submitted at
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Changing the trading to be like the one in New World where you can find specific items that you want via a UI. For example you can find a ring with +2 strength or what be it. I would love for the trading to be more centralized as the current system seems like a last second idea thrown in.
Suggestion ID: 1488240 | Submitted at
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I would love to see the dungeon interact with itself more. For example maybe mobs that roam around the map or mobs that could fight other mobs if they encounter each other or things like that because as of now all the rooms are completely static and only change if a player interacts with them.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1488241 | Submitted at
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I'd prefer the middle of the maps to be awesome pvp arenas. The 2 current centre map locations are Big loot room with 2 mini bosses and several archers. Annoying to deal with, especially on high roller.
And a maze with traps which from my experience barely gets any pvp action.
Since these maps are in the middle you're almost always forced to go through them due to the swarm, I'd like to see them be more fun to pvp in.
Suggestion ID: 1488243 | Submitted at
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Add a small colored circle (or whatever other icon might fit) to denote item rarity onto the item icons to make it easier to compare things at a glance. I've made a couple of examples mocked up in GIMP but I can't attach them here.
Suggestion ID: 1488247 | Submitted at
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[Cleric/Wizard] Allow users to customize spell amounts. For example, start Holy Light to be at tier 2 with 1 charge. The user can increase Holy Light amount to tier 3 with 2 charges and so on up to tier 5. This allows more skill expression for players. A player can memorize resurrection but have few or no amount of heals or have a lot of heals with no resurrection.
Votes
Opinion: -2
Upvotes: 1 25%
Downvotes: 3 75%
Suggestion ID: 1488249 | Submitted at
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Add wands. Single use spell item, stackable in the utility slot, discarded after use. Could give a little bit more diversity in tactics/utility such as a heal other option for parties without clerics or a fireball from out of left field.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1488256 | Submitted at
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Fix The Bridge Gap so we can Actually get Across, and Also Plz Fix the Hit Box Because Apparently Skeletons and Damage Through Doors. #dnd-content message
Suggestion ID: 1488286 | Submitted at
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Make it impossible (suspend-able offense) for players to deliberately stand in places where mobs cannot reach them and then to use ranged attacks to kill them. Mobs could run away and heal. Skeletons could be able to throw bones at you that knock you off. Create a "balance" mechanic when you have a weapon drawn on a small platform that you can fall off if you're on too long. Given the opportunity, players will optimize the fun out of the game.
Suggestion ID: 1488290 | Submitted at
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When selling items to merchants, put the gold in the stash instead of player inventory (unless stash is full). While I've never accidentally brought gold into a run, others have, and either way having to move all the gold out of the bag feels unnecessarily tedious
Suggestion ID: 1488291 | Submitted at
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Party Size based dungeons. Just started playing and dont have any friends in the game yet. Havnt been able to extract in 2 hours because 3 tops keep wrecking me. Ive managed to kill another solo and escape one duo after badly injuring 1. But its just to come around the corner and be swarmed by mobs or another 3 top.
Suggestion ID: 1488299 | Submitted at
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People keep saying solo is to hard and needs its own separate servers. I feel like this goes against the concept of the game so instead how about just a match making que or a way to advertise in-game your looking for a team would fit better into the game and would not require a separate server. If someone still plays solo that's on them.
Suggestion ID: 1488302 | Submitted at
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As a solo player who has multiple level 20s this test. I main a wizard. Solo has been only good experiences for me. I personally seek out 2 or 3 man groups to fight. Even if I might die. If you want to survive grab some invis pots. The solo play style is fun once you get the hang of it!
Suggestion ID: 1488321 | Submitted at
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ABOUT MAGE & CLERIC SPELL MEMORY I & II (Skill)
It feels off that, as a Wizard/Cleric you are bound to take spell memory as a way to cast, considering them "Caster Classes".
As a suggestion:
- They should be able to cast spell as a passive (Take & Use spells) Limited to a certain tier.
- To balance this change: Free Spells (Passive) should be limited to T3/T4;
- Taking "Spell Memory" should allow the user, to cast Higher Tier Spells like Ress/Fireball. Or to return the spell cost of spells as it was before the fixes (High Cost for Higher Level Spells) & "Spell memory" could add More spell points in order to take those High Tier Spells.
The Balance may need to be analyzed a bit more (Considering their skillset). But I think It can work that way
to not be able to try other skill/perks combinations besides Playing as a Wiz/Cleric,
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1488331 | Submitted at
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While a difference in speed between classes is definitely needed, there is zero reason Barb and Cleric should be as slow as they are, especially barbarian. When when completely naked with an axe, I still move slower than fully armored rogues and rangers. Something does not add up there. Why should I play Barbarian when Fighter can do my job, but better? The speed difference is just too massive to make sense or warrant playing the class. I shouldn't have to be naked with a hatchet just to match the speed of some people.
Suggestion ID: 1488348 | Submitted at
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Spells and weapons having a base tooltip description Example "Magic missles, 12 base damage, Cast time 2 seconds, Spell damage scale 50%" (i think magic missles is 100% scale atm) or weapon example "Falchion 40 base damage, swing time 1.7 seconds, windup time 0.4 seconds, Damage scale 80%"
Votes
Opinion: +14
Upvotes: 14 100%
Downvotes: 0 0%
Suggestion ID: 1488378 | Submitted at
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Wizard
- Nerf Wiz Invisible. Why wiz's invi stronger than Rouge. Its not make any sense
- Add faster/slower cast time perk on Wiz Weapon. Other than move speed its not really have any different.
Berserk
- Give berserk the drinking perk of Cleric. Why cleric can drink but Berserk cant?
Rogue
- Make it easier to count the step ( when invi )
- Cleric/Ranger/Fighter have ability to regen HP but Rogue/Berserk/Wiz dont have. Give them lifesteal or something.
Ranger
- Make ranger slower when shoot but move abit faster when reload. ( Dont know if this is intended or not but if you shoot 6 arrow and then use the triple shot ability you get free reload. Abuse this then you never need to reload when PvP )
Suggestion ID: 1488380 | Submitted at
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Add the GAME MODE selection (Solo/Duo/Trio)
It's hard to survive when you are SOLO against teams.
Please add to the game MODE SELECTION to player can chose by HIMSELF.
If player wanna to play against teams - OK. Let him take Trio mode before find the game and he can play hard solo against Trios.
If player wanna a FAIR fight - he can join to SOLO MODE server.
Thanks.
Votes
Opinion: -3
Upvotes: 18 46.15%
Downvotes: 21 53.84%
Suggestion ID: 1488414 | Submitted at
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A way to kick people from your lobby, lot of situations where people just afk in your lobby or drop to go to work or something and then they just sit in your lobby causing you to have to remake, being able to kick people as party leader would make party management more fluid! (in addition to solo que only /duos only/maybe 4 person mode? (this game would be a lot of fun 4 person teams but I don't know how hard that is to change)
Suggestion ID: 1488424 | Submitted at
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Insert on the game economics the Plantinum coin, 1000g.
It will make it easier to buy and sell legendary items and to store gold in the storage.
Make it possible to trade 1k for platinum on the market withe same guy that buys silver coin.
Votes
Opinion: +3
Upvotes: 5 71.42%
Downvotes: 2 28.57%
Suggestion ID: 1488429 | Submitted at
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[ TAVERN ] - idea
Create another queue for just Tavern.
• will be used as a social hub
• people can gamble and maybe share items?
• random games to bet coin on:
fables 'coin golf' , dice ( farkle )-like in KDC, and card games o:
• if dice game or card game
you can find rare dice/cards around dungeons to either sell to collector / tavern master or keep for yourself
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1488430 | Submitted at
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Would be cool to have a way to increase stash size, like backpacks or something you can buy / earn and maybe bigger gold bags in the future.
I have +300 candies and +5k gold and I can't store anything else and I've playing for just 4 days!
Suggestion ID: 1488436 | Submitted at
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A purely PvE mode with characters that are made from the beginning as PvE only to not mess with the trader ecnomy or easy grinding for PvPvE games. The devs are obviously very good at creating a dungeon that feels like what you want a traditional dungeon crawl to feel like, and a party based first person dungeon crawl like this is a really neat niche in the market that isn't really filled currently. Adding a purely PvE mode would add to the longetivity of the game and give a solid option for folks who love the base combat system but don't want to deal with the potential PvP bloodbath of an average game.
Suggestion ID: 1488440 | Submitted at
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Please add a pinging system, so that I can ping items / direction that I see enemies just so that my team can easily figure out where I'm looking. Doesn't need voices either just something I can use to communicate to a team a bit better.
Suggestion ID: 1488460 | Submitted at
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Make enemy pathing less likely to outright body block doors, or at the very least stop enemies from agroing from the other side of doors, it's simply not enjoyable or fun to get sandwiched between a wraith/armored skeleton and a fart zombie
Votes
Opinion: +12
Upvotes: 15 83.33%
Downvotes: 3 16.66%
Suggestion ID: 1488467 | Submitted at
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Hello! Loving Dark and Darker. Just wanted to make a suggestion for polishing first person model/weapons. Draw the weapons/arms last or in their own separate render target so it draws over the world geometry and doesn't clip through the walls.
Suggestion ID: 1488473 | Submitted at
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Change the final zone to not close ALL the way, make it super tiny and make give one final triple down portal in the last tiny circle... Then make the zone damage increase exponentially over the next minute to the point where it instant 1-2 ticks someone from full health... There's too many times already where we end up in a final battle with 2-3, even 4 teams where there's A: no time to loot spoils and B: the zone just kills like 12 people and it feels really bad.
Votes
Opinion: +17
Upvotes: 18 94.73%
Downvotes: 1 5.26%
Suggestion ID: 1488496 | Submitted at
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For latter playtest having sherpa's for newer players would be nice since there is such a big influx every playtest. (teaching new players is fun also) Also adding in a "High-Roller" Role would be really nice to find better groups and not have to be rude to new players. (voice chats you can only join inf you have that high roller role)
Suggestion ID: 1488498 | Submitted at
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A skill for barbarians that would give them a big speed boost but they cant swing. The upside is that they can push things infront of them to the side. This would help barbs get into better positions and get on rangers or clerics, or even help a team get through a doorway (either mobs blockings or players) and if thats to weak maybe make it break traps he goes through or like 50% damage reduction during the charge.
Votes
Opinion: -5
Upvotes: 3 27.27%
Downvotes: 8 72.72%
Suggestion ID: 1488502 | Submitted at
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Please make it so that the items in the bag / chests / bodies don't have a blue background, but a background relative to their tier, so that at a glance I can instantly see what is low tier and high tier and give me that oh so good dopamine hit 🙂
Votes
Opinion: +18
Upvotes: 18 100%
Downvotes: 0 0%
Suggestion ID: 1488503 | Submitted at
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Class Addition or DLC Characters- Bard, Monk, Paladin
Bard: Music/ Arcane abilities, with similar abilities to rouge. (May include an option to play music or use notes to create our own music which could be heard throughout future dungeons)
Monk: Unarmed or Ki focused abilities focused around the unarmed system or using hands and feet as weapons. (May include more physical traits that improves ones self and body)
Paladin: Holy Warrior that upholds order and justice by slaying evil and undead foes with righteous holy magic and heavy armor, similar to a cleric but weaker in terms of casting, with more options for gear, physical stats, and weaponry like fighter. (May include party buffs, auras, and self buffs)
Suggestion ID: 1488506 | Submitted at
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Saying it again to get more visibility, skeleton archers have too god like aim, they can arc shots unrealistically, pre fire, track extremely well even if you dodge when close, change the shot direction even after locking down a direction to fire, it's just broken, makes them pretty much impossible to deal with as a melee while not taking damage
Suggestion ID: 1488515 | Submitted at
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I think that having more loadout-specific skills would be beneficial. I play Ranger but I ironically like to use spears/swords + my utility but almost all the abilities for that class are for bows :(
Votes
Opinion: -8
Upvotes: 3 21.42%
Downvotes: 11 78.57%
Suggestion ID: 1488516 | Submitted at
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- Please give us better match making. Solo/Duos/Trio. It is bad to play Solo and crossing a Trio ingame.
- Portals should count for more than one player. Maybe for the players team that activated the portal or the portal is active for 20 to 30 seconds and more can go throu.
- The non player chars are way toooo OP! Sometimes skeletons hitting 2 to 3 times and you're dead. Also there are too many enemies in each chamber.
- BandAids should give more than max 15 HP.
- Please add sprint into the game. (No infinity sprint!)
- Please add an PVE Mode. I love the map and would like to play it sometimes without other players that kills you.
- Remove the ability to use skills in the Tavern or add that they instant get reload when entering the map.
Votes
Opinion: -26
Upvotes: 2 6.66%
Downvotes: 28 93.33%
Suggestion ID: 1488518 | Submitted at
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Currency Suggestions
1.) Allow players to split gold and split by amount
2.) Add a Large Gold Bag OR Gold Slot with infinite amount in stash
3.) Get rid of Silver coins or allow us to sell all at once.
Thanks 😀
Votes
Opinion: +23
Upvotes: 24 96%
Downvotes: 1 4%
Suggestion ID: 1488523 | Submitted at
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Some sort of tab targeting for heals, or if thats too hard to implement/not in line with the vision, the heals need to be hit scan or widen the detection. If I can see half of my fighter in front of me, and cast Holy LIght, it should hit. I dont think the pixel perfect casting is it. Nerf how much they heal or make the cast time longer if need be to balance.
Suggestion ID: 1488532 | Submitted at
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Some kind of stun or cancel on hit for skeleton mages, or any means for a non-barbarian to prevent one from hurling a fireball at point blank range beyond instantly killing it first
Votes
Opinion: +7
Upvotes: 12 70.58%
Downvotes: 5 29.41%
Suggestion ID: 1488543 | Submitted at
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Disable the ability to link armors accessories and utilities in weapon, Same for everything except armor in armor trade, utility so on. This way, trade chat is cleaner, you can sift through what you want easier, and it will slow down
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1488557 | Submitted at
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I imagine the trading will get flushed out a bit, but in case it doesn't, it needs to function like Tarkov. Just rip the market feature straight from Tarkov or every other game like it. If a merchant is offering 5 gold for a blue because its to incentivize me the player to trade - then flush out the trading. Im assuming this is just rudimentary for testing. I like the nostalgia hit when I look at the trade chat, but it's 2022 lets get some listings and filters.
Votes
Opinion: +5
Upvotes: 6 85.71%
Downvotes: 1 14.28%
Suggestion ID: 1488566 | Submitted at
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Due to the effectiveness (to the point of overpoweredness) of Invis with a wizard, many people have been saying it needs to be nerfed/removed. Swapping it with a disguise spell (ex: mimic veil in Elden Ring or chameleon spell in ds3) or something that heavily reduces visibility instead of completely removing it would resolve this issue. I believe the first option would be cooler and make for more engaging gameplay, but both are good :)
thank you for reading
Votes
Opinion: -15
Upvotes: 1 5.88%
Downvotes: 16 94.11%
Suggestion ID: 1488588 | Submitted at
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Respawning a team mate should not be so hardcore or shouldn't be in the game. Coming back with a sliver of health when healing items are so precious plus being naked plus costing health of the person reviving you is hardly ever worth it, especially late game.
Votes
Opinion: -12
Upvotes: 6 25%
Downvotes: 18 75%
Suggestion ID: 1488594 | Submitted at
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I enjoy the speed of the dungeons, I just feel slightly rushed by the zone in most cases. Killing mobs due to how many there are and then trying to loot a major room alone is near impossible. Also being cautious on listening for other players slows you down. I also find myself being forced into a new room by the zone and after healing and clearing that one, its time to move again. Long story short a few more minutes before zone closes i feel would be nice and not change much
Votes
Opinion: +23
Upvotes: 23 100%
Downvotes: 0 0%
Suggestion ID: 1488601 | Submitted at
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make a solo, duo and trio queue. that way solos have better chances at surviving. Ive been extract camped many times a solo by sqauds. But if some solo wants to play against sqauds, then allow for them to solo queue into trios or duos
Suggestion ID: 1488604 | Submitted at
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make a party que system kind of like hunt showdown has to where solos and teams of 2 don't have to fight with teams of three if they so choose. sometimes as a solo esp. it feels impossible to survive 3v1. no matter how you play it most of the time you wont win. and if you don't win you don't get to make any money/gear. which in turn will make people wanna quit playing the game. (have had 4 friends stop playing because of this). i can understand being hardcore but sometimes it feels impossible to do anything or get anywhere. (after playing 3 hours as a solo. solos dont stand any chance at all currently in this game. killing the want to play the game now and thats a bummer cause i dont wanna have to play with a group they could just slow me down or get me killed yet i feel im forced to) prob wont play anymore of the playtest now since all it consist of is dying and losing everything.
Votes
Opinion: -2
Upvotes: 5 41.66%
Downvotes: 7 58.33%
Suggestion ID: 1488615 | Submitted at
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Doors take a bit long to open for some classes. Maybe have a set timer all around for it? I get the different times for searching bodies, chests, etc. but doors? come onnn 😦 I've died way too many times because of doors lmao
Votes
Opinion: -2
Upvotes: 7 43.75%
Downvotes: 9 56.25%
Suggestion ID: 1488618 | Submitted at
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Mob aggro range to be reduced ever so slightly. I think there could be some interesting gameplay tied to a "loudness" mechanic when coming up to mobs that are not triggered in a hallway or at a junction, that works in tandem with how audible you are to other players based on gear you are wearing/yielding. Currently the only play is to fight literally everything if you're not a rogue/wizard or just run past. Could add to some tense and more interesting scenarios.
Suggestion ID: 1488623 | Submitted at
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Get rid of the Trap square maze area. This area sucks, too often the circle drops in here or through here and there is a cluster of people trying to run through.
Having to crouch walk through this area while micromanaging swarm, players, traps is NOT fun. I like the idea of a maze, just not with all the wall spikes.
Suggestion ID: 1488624 | Submitted at
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If collision must stay on for enemy mobs then longer range melee weapons shouldn't miss if you get cornered. You can be pinned on both sides of a corner and not able to hit either mob because the weapon clips through and you can't move due to collision
Suggestion ID: 1488628 | Submitted at
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Rogue: Perk & Skill Training
Training Tracks/Tree
- subterfuge
- Path that allows "Stealth" to increase steps from 10 to 11 and possibly another that will allow 12 steps 'while crouching or slow walking.'
- Path that allows "Ambush" to increase from 3 seconds to 4 seconds and possibly 5 'after being released from stealth deals 50% add weapon dmg as dmg'
- Lock picking track could increase the Red and Orange area while attempting to pick a lock for example.
I think all perks can have some sort of talent tree that increases or (buffs) either their current duration or percentage. This goes for all classes that have Perks & Skills. What I listed is just a few thoughts on what "Could Be"
Votes
Opinion: -3
Upvotes: 1 20%
Downvotes: 4 80%
Suggestion ID: 1488668 | Submitted at
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Ranged mobs, like spellcasters and archers, feel like they have just a little too good accuracy at close range when, historically, that's when ranged units should be at their worst. I think it's a little silly a skeleton mage would self destruct casting a fireball at point blank range. Perhaps these units should switch to melee (pulling out a spear/igniting weapon) or have different spells (in the case of the mage) when whatever it's aggroed to something and that something is in melee. Obviously, if you move too far away, they would switch back to ranged spells and perhaps as compensation for this change, they would have a longer aggro range.
Suggestion ID: 1488671 | Submitted at
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Consider making trade chat about classes, i.e. Barbarian Trade Post #1. This way people who intend on selling barbarian items can easily find a group of buyers looking for said item. This would not require any additional features to be developed, but just a simple change of text on the current existing trade channels. This should be considerably more effective until a full market system is released.
Suggestion ID: 1488690 | Submitted at
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Spider Hitboxes/Collisions. Please look into it and fix it. I was opening a door on top of a staircase and 2 spiders were behind me and literally caused my character to get bounced down the stairs. I was standing still. They forklifted my ass down the stairs.
Suggestion ID: 1488700 | Submitted at
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I don't know if this is a bug, but pressing Shift + R Clicking an item in-game just drops the item on the ground, whereas in the lobby it instantly moves things from the stash to mass storage. It would be great to have a quick-move option in-game if you guys weren't already planning to implement it!
Votes
Opinion: +1
Upvotes: 2 66.66%
Downvotes: 1 33.33%
Suggestion ID: 1488729 | Submitted at
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Need a way to "protect" the animal from getting attacked, people's behavior against the implemented pup is getting ridiculous (literally people attacking/shooting the dog) and this can lead to real life bad behaviors which are depicable.
Suggestion ID: 1488745 | Submitted at
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Can another place to use the Golden Key be possible? it feels very dice-roll-y to only have one location in the corner of one of the 2 possible maps. Maybe add a Golden Door to the other map as well, so you can always at least go for the door instead of risking it and not getting a chance to use it because you rolled the wrong map.
Votes
Opinion: +8
Upvotes: 8 100%
Downvotes: 0 0%
Suggestion ID: 1488759 | Submitted at
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Hello, first thing i wanted to say, incredible game its literally amazing. Congratulations! My suggestions are:
- Be able to open some sort of "scroll" that shows me a map, only able to see locations i went pass through or locations i looked through. (removing mini-map)
- In-game Voice
- Be able to preset "builds" for example, my preset has 3 bandages on it, if i have 3 bandages on my stash i will be able to use this preset.
Suggestion ID: 1488792 | Submitted at
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Replace Pickpocket perk with something more viable. It's a cheeky idea, but 99.999% of the time it is totally useless. The odds of pulling it off are slim and even then you can only come away with a grey. Either entirely reworked, or replaced with something more useful like a Slight of Hand (no interaction noise) or anything. I'd really be curious the use rate for Pickpocket, and the % of non-grey/non-white items picked.
Votes
Opinion: +31
Upvotes: 33 94.28%
Downvotes: 2 5.71%
Suggestion ID: 1488823 | Submitted at
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I feel like the beige/gold for unique rarity doesn't stand out enough I feel like replacing it with either Red or Rainbow would be better. Gold COULD work if the letters had a sheen to them or something but I still feel like it doesn't look all that impressive compared to Legendary's orange.
Votes
Opinion: +30
Upvotes: 30 100%
Downvotes: 0 0%
Suggestion ID: 1488836 | Submitted at
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To make solo or duo play more enjoyable, and balanced against content or other groups, it would be nice if you receive some bonus to health and/or damage based on the party size (if you queued solo or as a pair, instead of three players).
Suggestion ID: 1488846 | Submitted at
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It would be nice for new players to be able to try out all the weapon types a certain class has access to without having to buy them from a merchant when they are likely either dying to mobs or traps around the map before they get the hang of the game. A Wizard for instance would be able to choose between a grey spellbook, magic staff, crystal ball, or crystal sword before they ready into the lobby. This would give new players a nicer intro to the game by allowing more player choice right out of the gate without harming the rest of the game in any way since it's just grey gear that sells for 0 gold.
Suggestion ID: 1488874 | Submitted at
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Gear attributes should be hidden for some high level gear and require a character with enough knowledge to identify it. Add an "identify spell" for clerics and an "identify scroll" that can be used once to identify gear. Some gear should be cursed so putting on unidentified gear is a risk. Cursed gear cannot be removed until after the raid. Curses can be things like slow attack speed or loud footsteps etc. Perhaps the cleanse spell could be used to remove the cursed gear from a player.
Suggestion ID: 1488886 | Submitted at
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Scottish Claymore, Either as a different Longsword model, Or as a completely different weapon, With different attack pattern this would allow for a longer reach than the Longsword, but a shorter than the Zweihander, (tho this would be very minimal with the Claymore being 140cm and an English Longsword's average medium is around 120cm)
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1488889 | Submitted at
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hi all, i have a small suggestion:
i think that the Cleric has a bit disadvantage because is the only one charactare that don't have a proper range weapon:
Warriore can use the perk for using all the weapons
Rogue and Ranger has Bow and Crossbow
Wizard has Spell
Barbarian has Throwing Axes.
In this survival game, i think even the claric should have something to throw for distance on pvp, otherwise it wiell be a little disvantage on bringing him on more difficult Dungeons.
Thank you
Suggestion ID: 1488898 | Submitted at
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this might be said before, but many games have done it and I’d jump on the opportunity... but if this game launched as an early access alpha, I for one would pay for this game! 😄
Votes
Opinion: +21
Upvotes: 22 95.65%
Downvotes: 1 4.34%
Suggestion ID: 1488899 | Submitted at
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add/change certain spells to be "cantrips" for wizard and cleric like from D&D 5e and allow them to choose one to bring with without spell memory skill. Unlimited use with low damage etc. Zap, ignite, and light are great examples already of what could be a cantrip. Right now the spellcasters don't feel like they're fulfilling that class fantasy.
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1488905 | Submitted at
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How about raising the torches in hallways up a foot or two. So that way you dont get body blocked by it and pinned into it. Realistically that wouldn't cause me to be pinned. Or just fix body blocking issues all together. a spider shouldnt be able to trap me in a corner lol. jumping doesnt always work.
Suggestion ID: 1488923 | Submitted at
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Every class should have a block type mechanic that's has a cooldown.
If successful then the cooldown is reduced.
A Rogue with a dagger can parry a one handed sword but not a two-handed weapon.
A Wizard can't parry swords but can deflect an arrow or another spell.
A Barbarian can swing their weapon and break another swords attack animation putting them in frame advantage.
A Ranger can back/sidestep from an attack.
A Fighter keeps his shield mechanic.
A Cleric can successfully block and shove an enemy back in the process slowing them for a moment.
Votes
Opinion: -14
Upvotes: 5 20.83%
Downvotes: 19 79.16%
Suggestion ID: 1488938 | Submitted at
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Consider implementing a custom Base Loadout system similar to how casters select spells - you have a given equipment budget and can spend that budget on the different items (weapons, boots, helmets etc.). Different items/tiers have different item costs, so you could either deck yourself out in full "tier 1" gear or go for a higher tier weapon at the cost of some armor.
this would create different loadouts and enable different playstyles for the classes w/o the need to "get lucky" or buy certain items after every death. If the base idea works, this could be "upgraded" to another meta-progress system by making it possible to increase the item budget for your base layout through whatever means (levelling, reputation, sponsors, or whatever else)
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1488959 | Submitted at
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Make it so that starting armor, does not affect starting move speed, naked rogues running around is just stupid. Just have each class have a different base movespeed to compensate the starter armor not affecting movespeed.
Votes
Opinion: +20
Upvotes: 26 81.25%
Downvotes: 6 18.75%
Suggestion ID: 1488968 | Submitted at
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I've been informed skins will be reset with playtests was just hoping the play testers could receive a special skin in full game release or something for the time they've put in.
great game by the way you've captured lightning in a bottle here
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1488969 | Submitted at
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I don't see why a simple timer couldn't just replace the current circle system. As it stands the ring system just makes it difficult to loot and discourages fights. I would say roughly half of my fights in this game result in either both parties just running away because of the circle or no loot being gained because the circle sweeps over the bodies, this is discouraging fun and rewarding gameplay. Its become a common callout in my group to simple not even take fights whatsoever because of the threat of the circle.
The good loot and the blue portals are already at the center of the map, so players are encouraged to push towards there. Tarkov does not have a ring system yet still has frequent conflict because the loot and extracts funnel players to specific locations. This would be especially the case in D&D where the loot and extracts are in the exact same place.
You can easily work in a good lore reason for this too. As the time goes on, the torches in the game get dimmer and dimmer as their fuel runs out. This makes the gameplay more challenging and more exciting, as well as providing an explanation for how the round ends. Once the lights are out, you're doomed to die in the dungeon. Whereas any explanation for the ring just isn't as satisfying.
Votes
Opinion: +11
Upvotes: 25 64.10%
Downvotes: 14 35.89%
Suggestion ID: 1488973 | Submitted at
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Add a crosshair to what you are targeting when casting a spell. When you hold down a spell or when you are charging it up add some sort of indicator as to who you are targeting. And also don't let me target dead things with judgment
Suggestion ID: 1488982 | Submitted at
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Introduce static portal spawns in central locations that can only be opened with Portal Scrolls located (randomly) elsewhere in the dungeon. Static Portals can be used any number of times, but you need to re-open it each time with a new scroll.
Portal Scrolls would glow, and be visible on the front of the belt, even if in the inventory.
Suggestion ID: 1488999 | Submitted at
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Enemy aggro probably needs a rework. I can run through 4 different rooms and have a dozen walls of separation from me and an aggro'd enemy, and it'll still perfectly track me to the ends of the earth. It also sucks because you can't even use stealth to get away from enemies. If you stealth, get away, and unstealth. The enemies will somehow instantly know where you are upon unstealthing even if they have no line of sight or are nowhere near you.
At the very least it would be great to have enemies lose aggro if you use a stealth potion. Because its very silly logic for them to not know where you are while in, but suddenly remember when you're out. Because if the enemy can't find you two feet away in stealth, why should they find you through 10 stone brick walls?
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489003 | Submitted at
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Fighter skills need buffs
[Projectile resistance] Reduce damage taken by 10% So a bow that does 30 damage brings it to 27, with a average armor rating of 21.3% brings that down to about 21 damage. Thats 5 arrows to kill you instead of 4.
[Defense Expert] Gives you 10% more AR from armor. with a avg armor rating of 112 (21.3 %) that gives you +12 (2.3 %) thats about = to common grey gauntlets.
[Barricade] when blocking you gain 5% on your defense. I dont have numbers for a defense rating but i cant image 5% of whatever number it is to do anything.
[Dual Wield] increases attack speed by 7% while holding 2 weapons. I dont know the # for attack speed besides having 15 agility But i know its about 1 swing per second so again 7% added is unnoticeable.
[Swift] Reduces the movement speed penalty by 20% for armor. Probably one of the only decent skills. Still with a -87 movement speed that only makes it -70.
[Counter attack] Blocking an attack gives you 10% more movement and attack speed for 3 seconds. We have already discussed that those numbers are unnoticeable and the time for this bonus is also useless.
I also want to add the 30 points wasted on knowledge and will for fighter. Fighter should have better agility and strength. Fighter loses in range against wizard and ranger. Speed against rouge and ranger. Damage against wizard, ranger, and barbarian. Wins in defense but with the slowest walking speed besides the barbarian with a 2 handed axe it doesn't make up for it unless you are with a cleric.
Votes
Opinion: +29
Upvotes: 32 91.42%
Downvotes: 3 8.57%
Suggestion ID: 1489012 | Submitted at
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Perk ideas and suggestions:
Rogue perk that increase the duration of Invisibility Potions.
Rogue or Ranger perk that allows you to create a trap chest that deals damage to the player interacting, but with some sort of way to identify if the chest was tempered with. (this one might be very frustrating)
Fighter perk that allows him to throw any one-handed weapon in his hand (maybe dealing half damage).
Barbarian active that allows him to kick (very strong), being able to kick enemies away or kicking doors open.
Wizard perk that increases his damage with melee weapons but lowers his damage with spells, allowing some sort of melee spellblade type of build (which would be my main)
Give me your thoughts on the suggestion discussion 🙂
Votes
Opinion: +35
Upvotes: 35 100%
Downvotes: 0 0%
Suggestion ID: 1489013 | Submitted at
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I think it would be really neat if there was a clan/group system and maybe you could compete against other guilds for who has the most gold or things like that, and then you could also make new friends if you join a guild
Votes
Opinion: +32
Upvotes: 32 100%
Downvotes: 0 0%
Suggestion ID: 1489061 | Submitted at
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When breaking open containers, all the loot piles into one location and it’s hard to take what you want. There should be physics to the pieces so that they seperate, or do not spawn on the exact same location.
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1489069 | Submitted at
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I think that spell memory should be base kit because a wizard or cleric that doesn't know how to use there spells is really weird. If you have spent so much time remembering a bunch of spell how come you don't remember any of them now? When it comes to wizard there is no point in having any other skills than memory and meditation because memory is necessary to play the class and meditation is the only way other than a campfire to regain spells.
Votes
Opinion: +30
Upvotes: 32 94.11%
Downvotes: 2 5.88%
Suggestion ID: 1489073 | Submitted at
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Have an option to either adjust the in-game HUDs distance from the border or an option to set the HUD to 16:9, as on a 32:9 resolution the mini map and party info is out of view and I need to physically turn my head to view that info.
Votes
Opinion: +11
Upvotes: 12 92.30%
Downvotes: 1 7.69%
Suggestion ID: 1489088 | Submitted at
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Make an item that converts a single down portal into an exit portal. It doesn't have to be too cheap and could take as long as a resurrection spell to take effect.( Could also be a 2 by 3 scroll to make it so there's less rewards that can be taken while in your inventory.) Currently, RNG can result in a person who wins an arena and punishes them by leaving them with no exit or down. This should prevent server issues as no extended times are created that mess with server room resets. Nor should it mess with 3 person exits, etc.
Suggestion ID: 1489097 | Submitted at
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An idea I thought would be fun for this would be an arena area were you can either go to train on characters with lock picking or que up fighting or even fight as a group against mob setups were people can bet if you or the mobs will win and if you win there's payment. This would allow a more wiliness to try against harder mob fights and better understand the game mechanics.
Suggestion ID: 1489103 | Submitted at
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remove the pickpocket perk from rouges for additional damage or access to a ranged weapon such as a survival bow /crossbow or a small shield type. so far the rouge doesnt have access to weapons outside their class and this would be a good way to give the rouge more playstyles other than poison daggers with rupture and sneak attacks while also removing a semi useless perk.
Votes
Opinion: -3
Upvotes: 8 42.10%
Downvotes: 11 57.89%
Suggestion ID: 1489149 | Submitted at
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Instead of a circle closing in maybe the rooms that would be in the circle before are now pitch black and more dangerous foes spawn randomly around the area until you're in the light again, this gets rid of the dumb circle mechanic that so many people hate but also adds a mechanic that fits the theme of the game more imo what do you all think
Suggestion ID: 1489168 | Submitted at
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being able to take other peoples souls would be interesting, if you extract with it successfully you could sell it to maybe like a special witch merchant or something similar that gives you gold for the soul, it gives looting players a bit more value than just gear and valuables that they have
maybe the witch merchant could also sell/trade items for peoples souls
Votes
Opinion: +59
Upvotes: 61 96.82%
Downvotes: 2 3.17%
Suggestion ID: 1489169 | Submitted at
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Spider Hitbot should be removed, i feel getting body blocked by a insect is funny but dumb. the fact spiders can over-run you and corner you till you cannot escape is funny but not right. i feel you should be able to clip through them because they are fast and small.
Votes
Opinion: +2
Upvotes: 16 53.33%
Downvotes: 14 46.66%
Suggestion ID: 1489170 | Submitted at
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I loved the leaderboard but now that it's only for high-roller the normal dungeons feel like what you're accomplishing in there doesn't matter as much. Can we get a normal leaderboard for the normal lobbies too, please?
Votes
Opinion: +25
Upvotes: 30 85.71%
Downvotes: 5 14.28%
Suggestion ID: 1489171 | Submitted at
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One handers are far superior in many more important aspects that it feels like using the two hand swords/axes is a handicap in comparison. Buff them. Falchion comparison:
+slightly more usable swing arc
+slightly bigger single hit damage (not the longsword, and zwei not too much)
+slightly better range
-much lower dps
-much lower movement speed (easy kite, dodges, disengage by enemy)
-dps even worse in point blank range, single hit dmg worse
-pain to deal with ranged pve due to lack of shield
-utterly bad in confined places
Not saying that the weapons should be broken, the longsword has a fun moveset. But it is not enough. Damage should be higher (especially green+, axes even more perhaps) or maybe introduce an unique mechanic for them like hilt parrying/throwing an enemy to the ground for two seconds when slicing their legs etc.)
Votes
Opinion: +23
Upvotes: 25 92.59%
Downvotes: 2 7.40%
Suggestion ID: 1489173 | Submitted at
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Overall enemies need less HP or should be staggered after successful blows. The slow movement speed, attack animation, and recovery from player attacks makes fighting more than a couple of skeletons a chore to chew through. All mobs have attacks that can come out twice as quickly as player attacks, and don't give good enough loot. Bosses are especially bad for this, as they have wide reaching combos that deal massive damage, move quickly, and do not get staggered by attacks.
With a touch of refinement this could be one of the best dungeon crawlers out there.
Votes
Opinion: -20
Upvotes: 8 22.22%
Downvotes: 28 77.77%
Suggestion ID: 1489184 | Submitted at
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Regarding rogue perks:
Perks like rupture are currently scaling off of a fixed value. I would like it to be based on positioning (backstab) aswell as the target hitbox - a headshot should do more bleed damage than a limb hit. This would not only benefit rogue gameplay and reward his unique sneaky playstyle but also fit thematically as you would now do the most damage by "slicing a thorat" so to speak (a headhit + from behind).
Suggestion ID: 1489206 | Submitted at
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Loot found in secret areas or behind locked doors/chests should have a greater chance of holding better loot. It seems silly to open a locked chest only to find gray/white items only.
Votes
Opinion: +60
Upvotes: 62 96.87%
Downvotes: 2 3.12%
Suggestion ID: 1489229 | Submitted at
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I think we need to add different lobbies for solo players and full party's or duo ones because îs prety annoing to play alone as any clas and run into 3 player's that beat the crap out off you and you can't do anything because if u fight you are outnumbered and at disadvntage and if you run you either get cornere or they catch up to you
Votes
Opinion: -18
Upvotes: 17 32.69%
Downvotes: 35 67.30%
Suggestion ID: 1489239 | Submitted at
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I think the circle would make a lot more sense per room, rather than a large circle that just shrinks. So a room would start to be filled with the darkness and then it would spread to nearby rooms as the timer ran down.
Votes
Opinion: -27
Upvotes: 5 13.51%
Downvotes: 32 86.48%
Suggestion ID: 1489241 | Submitted at
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Can we add from a level to be a le to cuatomize our class changing the play sticle and the clasa itself a little.
Let me explain:Let's say after we get lvl 10 ro be able to chose în which dirrection we want to go with our class. Like a wizard to be able to chose to either remain a clasic wizard, become a buff/heal oriented wizzard, or to become a dark wizzard(necromencer) and be able to use summons and curses.This is just a exemple for this class, i can't write to all of them but u get what i mean.
Suggestion ID: 1489247 | Submitted at
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I recommend that either at launch or within a couple months of full launch that solo and duo lobby servers be added. Reason being is after playing this go around from last playtest, I’m noticing a massive increase of solo and duo parties. I’ve also been doing some number crunching on player base gain over last time and projections based on the current gain. Within a certain margin, up to 4 years from launch solo, duo and trio lobby servers would definitely help keep a sustained player base even after the initial massive gain from launch and then the drop off. Unfortunately since it’s playtest 3, there’s not enough data for up to 10 years, just 4 post launch. For anyone voting, I’m suggesting this for the long term sustainability in numbers of player base, not anything like others have. I prefer trio, but I’m suggesting this for the longevity of the game. But only at full launch or a few months after should it be implemented so we can get the game in proper working and stable order. Love this game devs, better than any AAA title out there right now. Good job!
Suggestion ID: 1489263 | Submitted at
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I would like to suggest a gold sink where the goblin vendor can reroll stats on your items under services for a large cost and limited time so only when he is out you can do it. Min 500g +
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1489264 | Submitted at
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A way to "SHOVE" enemy ai, being trapped in a corner or on a torch by skeletons, SPIDERS, Death Skulls or whatever when you can do nothing is a terrible way to end the dungeon adventure. or having a Guardian just body block a doorway and not walk toward you or away from you. just standing blocking the only exit from a room while the darkness starts to get darker
Please add a shove that only effects AI to help get us out of being stuck by them
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489272 | Submitted at
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Please keep the game as it is currently, no pay to win aspects are needed, keep everything bought simply as cosmetic, I know I am willing to pay for the game, or pay for the cosmetics as long as it means their is no pay to win weapons or anything. Whales (People who spend absurd money on in game stats and gear) ruin games, no need for the hustle and grind that makes it fun, and people who can't do the same lose the experience as they're just being abused by the whales
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489276 | Submitted at
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Having some sort of level check for weapons would allow for lower level players not able to have higher gear so you actually have to play the game not just get a rare item randomley and be able to use it (this would also be good for what i said earlier about the lvl gap so that if you in a lobby with lvl 10 and below they dont have god gear that one shots you)
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1489319 | Submitted at
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Proximity voice chat could bring this game to the next step. i really think it would be as great addition, just like other games as in, H1z1, Warzone & rust. really lets it elevate
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489320 | Submitted at
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I suggest changing the map for one with more varied areas and also modifying the mobs to make them more dynamic. First of all, change the aesthetics of the map and reform the dungeon completely for something richer artistic, the dungeon currently consists of rectangular or square areas, but they could add underground lava lakes, caves with stalactites of precious minerals, mazes, ramps, areas with flora and giant mushrooms, swamps, underground rivers, a necropolis, etc. And since the dungeon would get bigger, make the mobs faster, and when they attack they'll do a little dash towards the player, so the player can't escape as easily and they'll have to take cover somehow or be too fast. I also noticed that when the player hits, after hitting he can't cover for like 1s and this makes the survivability and balance of the fighter class difficult if he faces fast enemies, what should happen is that they can hit you when you're attacking or in the attack animation and then not anymore, because you take cover or move back.
Votes
Opinion: +4
Upvotes: 6 75%
Downvotes: 2 25%
Suggestion ID: 1489324 | Submitted at
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To make wall spikes a little less frustrating to deal with (especially when they aren't marked on the map), I think they should have a small audio queue that triggers slightly before the trap triggers, giving players a small window to react. Compared to floor spikes which are very easy to detect I think this would improve the consistency of the dungeon experience.
Votes
Opinion: -2
Upvotes: 11 45.83%
Downvotes: 13 54.16%
Suggestion ID: 1489327 | Submitted at
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Add a surrender/inspect option.
We don't have to kill solos, let us rob them instead.
If a player has their hands up, allow any player to access their inventory and take what they want. If what I learned from Rust applies here, most people will just kill them after anyway but at least they'll get out of those encounters alive now and then.
Votes
Opinion: +9
Upvotes: 14 73.68%
Downvotes: 5 26.31%
Suggestion ID: 1489330 | Submitted at
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a gargoyle enemy that are in specific rooms guarding huge chests, they only get up if you hit them or open the huge chest, they should not have too much hp but good defense against slash type and poke type weapons(swords and bows) but have weak defense against the pickaxe and bash type weapons and arcane spells, so it would be better to have a cleric in your group than a hunter or rouge. The gargoyles could be able to fly but also walk if the player tries to leave the room. idk if anyone suggested this already
Suggestion ID: 1489333 | Submitted at
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As a player, I would humbly suggest to the developers at Ironmace that their game is ready for early access. The core game is very enjoyable and playable in its current state and with a wipe schedule and some updates will provide endless hours of replay value with it's current foundation. I believe it would benefit greatly from being in the early access stage. I recommend offering early access (if not free) at a slight discount compared to when the game releases or later stage pre-release beta stages. This will not only give players an incentive to try the game out early, but it will also generate, positive marketing buzz, and more importantly additional income for the development team to support them during the remainder of the development lifecycle.
In addition to offering early access, I would also recommend selling cosmetics, weapon effects, character skins, in-game to generate extra income. This can be a great way to support the development team and provide players with additional customization options without introducing P2W mechanics. I understand that entering the early access stage can be a perceived as risky endeavor for developers. There is always the potential for negative feedback and unexpected issues to arise. However, this game is in a league of it's own and I believe that the benefits of early accessing this game greatly outweigh the potential risks. Christmas is just around the corner. : ]
Votes
Opinion: -4
Upvotes: 12 42.85%
Downvotes: 16 57.14%
Suggestion ID: 1489339 | Submitted at
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a shield bash, it would be used as a shove so that not everyone could do it but it also gives shields a use. you input it just like in skyrim how you block, then swing while blocking. it it shouldnt necessarily stun the enemy so you couldnt abuse it on the wraith or the boss but just enough room to be able to move away and not hit the wall trying to not get instakilled in the corner
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489342 | Submitted at
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Create a vault/storage that can be shared between all characters on your account. This would push players to try different classes if they already had gear for that class. You could make the size purchase based on how much gold is spent. This would give an alternative gold sink location for players.
Votes
Opinion: +28
Upvotes: 30 93.75%
Downvotes: 2 6.25%
Suggestion ID: 1489357 | Submitted at
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Input Buffer
When you press a key to swap weapons, but you're locked in an animation, it should perform the weapon swap as soon as the animation lock ends, without having to spam the key. Same issue when trying to use your Q/E ability.
Make the buffer time customizable in options, for people who want to fine-tune it or to not have it at all.
Suggestion ID: 1489359 | Submitted at
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Perhaps put a variety of swings/attacks in for some of the weapons; like directional attacks. For example, the two handed axe can only swing horizontal, vertical, and on both diagonals. (If this is already in please lmk, I just haven't seen it really)
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1489365 | Submitted at
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the glow from torches on the wall shouldn't glow through walls, trying to sneak around and turn off all the torches because i hear someone but the torch in a room i cant reach is giving light i cant turn off. if it is a game engine thing then that is understandable
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489377 | Submitted at
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Update buying from vendors to allow multiple items be purchased. It could be similar to how selling already works, and calculate how many gold coins need to be filled from stash/inventory
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489413 | Submitted at
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Hello 🙂 I wanted to summarize a Reddit post I was seeing a few days ago and also share my thoughts on the classes
Reddit: Larger maps with 4 player groups. One of the map suggestions was a hedge row maze with ghosts and spiders. Another was a forest map with a lot of places to hide for players, and for the spiders
Class: Before getting in to the classes I want to make it clear I am well aware that there are ways to dodge such as using crouch. People make mistakes though. It is great to have options to give more room for error if you will
Cleric: Cleric doesn't have much going for it in terms of options. While it is a great support class, that is really all that is good about it. It can't do as much as the other classes in terms of straight up fights. Going forward with Dark and Darker, I think that it would be best to have more support classes that are capable of 1 on 1 fights. One such example..
Knight's Hospitaller example: Starts with a Halberd and has talents related to bandages.. Increased healing from bandages and reduced application time. Halberds are great stand off weapons against hard hitting classes like the Barbarian
Class equipment: Last thing related to this, I think it would be great to see classes start/respawn with more equipment as they level.. Example: Cleric at level 5 gets leather pants. Level 10 is Sturdy boots and Riveted Gloves. Level 15 is Templar's Coat. Level 20 is spiked mace and heater shield
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1489427 | Submitted at
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Can the weapon swing animations be a bit faster?
Visual only change, make the windup and recovery slower to keep the numbers exactly the same. It looks so crude and floaty right now.
Skellies already swing a lot faster compared to us and they look great.
Suggestion ID: 1489460 | Submitted at
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Maybe a banking feature that's similar with how the trading guild works. Something like a Goblin NPC that gives you a full stash tab exclusively for holding gold pouches and treasure. It can be something like you pay x amount of gold to have access to the stash for the week or month.
Votes
Opinion: +5
Upvotes: 5 100%
Downvotes: 0 0%
Suggestion ID: 1489475 | Submitted at
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Stop making the monsters stronger when they have a near 100% hit rate. This is what causes the players to cheese the dungeon and not fight stuff naturally. Rangers shouldnt get insta perfect hits point blank. Melee shouldnt be able to spin 270 to hit you in the head. Keep at it and players will cheese it harder.
Suggestion ID: 1489487 | Submitted at
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Silver Coins should be used as another currency to get Green/Blue gear from vendors to make it useful instead of just traded off to get more gold coins. Also need to have Silver Join Pouches
Votes
Opinion: +15
Upvotes: 16 94.11%
Downvotes: 1 5.88%
Suggestion ID: 1489507 | Submitted at
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Implement a mailing system please so you can send and receive items when offline. This way you can send yourself items between characters or send an item to your friend as a surprise. Maybe connect it with a 10g mailing fee you need to pay to send items.
Votes
Opinion: +16
Upvotes: 17 94.44%
Downvotes: 1 5.55%
Suggestion ID: 1489518 | Submitted at
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In game Text-chat. I'm sorry if this is already planned. But if possible, it would be nice to have a text chat that only your teammates can see while you're in the Dungeon. This would be helpful for people who are mute and can't speak. You can have it so that you can turn the chat on and off in settings in case the user views it as disruptive or, hopefully not, they get toxic teammates.
Votes
Opinion: +9
Upvotes: 10 90.90%
Downvotes: 1 9.09%
Suggestion ID: 1489522 | Submitted at
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Spears, Crossbows, Off-hand weapons for dual-wielding. They're not meta. They're specialized things that some people who choose to take specific perks would like to use. Yet those weapons are never in the shop. Please make the weaponsmith/woodsman sell them, permanently. It is incredibly frustrating to just want to play the way I want to play and being unable to.
Votes
Opinion: -2
Upvotes: 5 41.66%
Downvotes: 7 58.33%
Suggestion ID: 1489529 | Submitted at
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a one handed crossbow for classes who dont have any other way of dealing with ranged mobs (or players). Doesnt have to do a Lot of damage but just enough to kill some npcs. playing a rogue with ranger friends feels a Bit sad that I always have to wait for them to kill the dragonflies or mage skeletons
Votes
Opinion: -9
Upvotes: 4 23.52%
Downvotes: 13 76.47%
Suggestion ID: 1489536 | Submitted at
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Make pickpocket more viable for Rogue, even with the 10 step perk its still extremely hard to pickpocket anyone especially if they are a 3 man team, maybe make the interaction instant so you have time to run or allow Rogue to stay invisible while interacting with the player, or even increase the amount of steps you can take while invisible?
Votes
Opinion: -1
Upvotes: 5 45.45%
Downvotes: 6 54.54%
Suggestion ID: 1489541 | Submitted at
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Gold being shared between all characters like a different stash tab, while gear is restricted and limited for each character/toon. This will promote trading for better gear and using said gear as the limited space is already good enough for 8 extra sets. With gold shared between accounts it allows to make a new toon and buy decent gear to go with a group and possibly go further while the only benefit is stats. the restriction helps push people to use gear more frequently verses hording gear.
Votes
Opinion: -1
Upvotes: 4 44.44%
Downvotes: 5 55.55%
Suggestion ID: 1489545 | Submitted at
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Hello 🙂 I am new to this Discord so I had no idea people hated things being organized the way I did. I will go ahead and correct it. Mods or Admins you may delete my last suggestion
As mentioned in the conversation that is going on in Suggestion and Discussions.. Limiting stash space is not a good way of encouraging more item trading
One example of how to encourage it positively, is to try and get people to play different classes, then have you stash shared between those characters. As part of this encouragement and system I have some suggestions..
Class equipment: I think it would be great to see classes start/respawn with more equipment as they level.. Example: Cleric at level 5 gets white leather pants. Level 10 is Sturdy boots and Riveted Gloves. Level 15 is Templar's Coat. Level 20 is spiked mace and heater shield
The extra equipment ensures that your runs are more successful with slightly better than starting gear. If people want greens or better, then they can trade for it. At the very least it gives all classes a baseline to start with
Suggestion ID: 1489547 | Submitted at
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Trade channels specific to Grade, such as: a legendary only channel, a purple channel, a blue channel and a green channel.
This would allow the buyer/seller to be able to sell and find items more efficiently than a rolling page of items that no one can read very easily which results in you sitting in trade for hours.
Suggestion ID: 1489555 | Submitted at
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Would be sweet to see a solo/due que option, i understand the AI can be hard to fight solo but at least your not running in to full three man teams when you playing solo. thanks for making such an amazing game.
Votes
Opinion: -11
Upvotes: 7 28.00%
Downvotes: 18 72%
Suggestion ID: 1489568 | Submitted at
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NPC's that melee feel like they can track you, like in skyrim. There should be some momentum to their swings so if they commit, you can dodge if you're fast enough. Same goes for the skeleton archers. They seem to just track you super well and their isnt much you can do unless you're ranged or have a shield.
Votes
Opinion: -2
Upvotes: 4 40%
Downvotes: 6 60%
Suggestion ID: 1489569 | Submitted at
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Show Party members on minimap.
Increase coin pouch capacity to 100 at least.
Try a way to randomize the map, so each match can be less repetitive.
Maybe a way to separete the game by squad-type (solo vs solo, trio vs trio, and don't solo vs trio).
Votes
Opinion: -10
Upvotes: 2 14.28%
Downvotes: 12 85.71%
Suggestion ID: 1489571 | Submitted at
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I worry that balance around this patch will be skewed due to flat damage gear. I frankly don't think classes should be balanced around the gear existing. In my experience, flat damage gear rarely works in pvp and is usually hard to balance.
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1489577 | Submitted at
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More different traps, like stepping on a stone and suddenly you get flamethrower'd at from the ceiling or wall / some dart that gets shot at you from somewhere / some heavy iron smashing down to squash you / moving contraptions etc
Votes
Opinion: +17
Upvotes: 17 100%
Downvotes: 0 0%
Suggestion ID: 1489585 | Submitted at
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the invisibility potion is pretty useless in this playtest, it used to last forever and gave me a way to survive 3 player groups reliably as a solo rogue. now it's only real use is for losing mobs agro. Also i don't know if this is a bug or not but the stealth rogue perk doesn't work on the invis potions (the one that allows movement while invisible).
Votes
Opinion: -10
Upvotes: 4 22.22%
Downvotes: 14 77.77%
Suggestion ID: 1489600 | Submitted at
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Hello 🙂 I am doing my best to break up suggestions and responses per the request in the channel
I am not sure what the locked Training tab has in store but I think it is good to create more classes to fit different play styles, and to encourage people to try other classes (thus encouraging more trading in the process). In that regard I do have a suggestion of how to proceed with that
In later Fire Emblem games you needed to reach say A with Lance in order to be able to train with a new class. I think this game can take some inspiration from this by allowing classes to level eachother. Example:
Make it so the Cleric gains bonuses from Fighting and Healing then cap that at a certain level. Meaning that if you played Fighter you could get a maximum of 4 levels transfered from your fighter to Cleric (1+4=5). That would ensure that when you do switch off from Fighter, you have a starting point with cleric
The same can be applied with advanced classes or training.. Assuming whichever direction it goes. For instance if you did add the Knights Hospitaller example I gave, that could give plus 4 to Healing on Cleric.. Making you start at level 5 Cleric
Votes
Opinion: -18
Upvotes: 0 0%
Downvotes: 18 100%
Suggestion ID: 1489612 | Submitted at
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Skeleton infantry must attack immediately when they come within their attack range.
The current Skeleton Infantry has a high probability of moving until it sticks to the user before attacking.
This situation is too unfavorable for users.
Votes
Opinion: -14
Upvotes: 2 11.11%
Downvotes: 16 88.88%
Suggestion ID: 1489614 | Submitted at
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Unless I'm misunderstanding, a negative number for the "Debuff Duration" stat is a good thing, and so the stat should be highlighted green instead of red to reflect this. Conversely, a positive number (debuffs last longer on you) is a bad thing, so the number should be highlighted red.
Suggestion ID: 1489646 | Submitted at
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Like Tarkov a Hideout (maybe just call it your Homestead) where you can craft bandages/items. It would give mining a new use other then having traders craft you stuff as well. Maybe make it so your 3 man can chill in it. Can purchase upgrade from a Carpenter to customize it and maybe add some areas that have slight in game benefits. Enemies can drop crafting materials like rags, scrap metal, leather strips ect...
Suggestion ID: 1489654 | Submitted at
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A suggested change to the way the Dark Swarm envelopes the map - Have it progress by rooms instead of by closing circle. Contrary to a lot of complaints I've seen, I think the Dark Swarm is actually a great feature of the game to create a necessary sense of urgency. An issue I do see with it though is that the 'circle' can create some really disjointed play areas in a not-so great way, especially when the circle is, for example, halfway inside of the labyrinth room on B2. You can end up having none of the portals on your side of the circle, even while you've been keeping up with the safe zone, and if you don't have the healing to survive the Swarm, you will simply die from poor portal spawns. If the Dark Swarm progressed through rooms instead of by arbitrary circles, it would benefit the game in two ways as I can see. The first is that you won't be forced into a situation where the circle has divided the map in two, where you may or may not be fortunate enough to have portals to escape with. The second benefit is that it will push opposing teams/players towards each other more consistently, rather than trapping them away from each other as it often does now.
Suggestion ID: 1489680 | Submitted at
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Hello 🙂 My last suggestion for today is in response to the balance of the monsters and or player requests
I like to use past games as an example because some of them did certain things well and it something that you can learn from. For this, I am going to reference Resident Evil 2 raid mode, and Warhammer Vermintide 2's Twitch mode
If people want to level a bit or get better gear before PvP'ing, then I think you could do a Raid mode like RE 2 did.. In that you are thrown against wave after wave of monsters. You have to survive as many as you can. You get points on the leader board and items for how far you get. You could make the Twitch mode exclusive to this.. So that your viewers can vote for items or monsters to spawn
I think along side that.. You can do an arena mode where it is dedicated to PvP.. modes for 1v1, 2v2, or 3v3. For this, I think it can serve as a great test for either classes or weapons before going in to the normal mode (PvP + PvE) because it could spawn you with random gear pending class and choice. Like you could tell it to try and roll armor pen on your weapon
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489681 | Submitted at
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A roguelike PvE game-mode. Start out with randomly generated map, and you can have a chest at spawn point with 2-3 RNG based buffs/perks (ex: Faster bow attack animation/+5% magic dmg). You can have portals leading you to a level with set amount of mobs and after clearing said portal, you can choose another RNG based buff. Add floors to this and as you go down the mobs become tougher and add a tough enemy at end of each floor. A lot of ideas can be added with this but this is just it for now
Votes
Opinion: -5
Upvotes: 7 36.84%
Downvotes: 12 63.15%
Suggestion ID: 1489703 | Submitted at
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I like high roller, but I’ve found normal mode loses a little bit of its tension. My suggestion is just make high roller it’s own unique dungeon with higher drop rates for good loot with the fee (like labs in tarkov but not like labs), but normal mode still would have high loot available but not as loaded as the high roller. It can be it’s own “Mines of Midas”.
Votes
Opinion: +1
Upvotes: 2 66.66%
Downvotes: 1 33.33%
Suggestion ID: 1489706 | Submitted at
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Do not make an auction system like tarkov.
This will make it easy for anyone to just buy "meta" gear and ruin the trading experience.
Please do however allow people to filter trade chat by item, quality, etc... To make finding people easier.
But the key is you must trade with another player to find gear and those players must interact with other people to sell them.
This way the auction house isn't just stacked with meta gear and you can just mindlessly and easily but and sell them
Votes
Opinion: +23
Upvotes: 26 89.65%
Downvotes: 3 10.34%
Suggestion ID: 1489707 | Submitted at
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Spell scrolls - A consumable item that does not stack that lets you cast a spell from a spellcasting class. They have a stat requirement to use (Will for Cleric Spells, Knowledge for Wizard spells) but otherwise any class can use them.
Suggestion ID: 1489739 | Submitted at
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i have an idea for an overhaul of the dualwielding system, it would add a ton of possibilities if the primary and secondary weapon system changed to let you use any one handed weapons in each hand but at the cost of some handling if you are using to primary such as two falchions, something like if you use primary and secondary you have better handling, resulting in more dps potential, better speed for the swings, but if you use two primary weapons you can output more damage per hit at the cost of dps potential
Suggestion ID: 1489744 | Submitted at
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need better inventory management. should be able to hold a key and click things into your bag and the inventory you are searching. also another key to hold and click to auto equip something (if there is an empty slot) and definitely a way to hotkey some sort of discard function that auto drops an item when you click on it. as of right now moving stuff is super slow unless im missing something.. great game regardless though
Suggestion ID: 1489755 | Submitted at
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add more weapons and armor for barbarian, currently it days they can use 2 handed weapons but long sword and halberd and spear are completely off the table despite being 2 handed, and some of the armors make no sense like a barbuta helm is fine but slap a visor on it and suddenly can't wear it, and maybe a way to heal, even if it's just starting with bandages most classes have something to keep them going if things get tough whereas barbarian gets screwed if he gets stuck or gimmicked by another player
Suggestion ID: 1489783 | Submitted at
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Adding a Rogue talent that works in conjunction with Stealth to allow a Rogue to perform an interaction in Invisibility, aka opening a door or a container and then invis drops at the end of the interaction rather than the beginning. I see it allowing a Rogue to escape a room or checking a chest to see if its worth fighting whats in the room. Probably don't allow it to function in conjunction with interacting with a portal.
Suggestion ID: 1489823 | Submitted at
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There should be a region role that users can choose when they enter the server or after they enter so its easier to find a party of your same region. (you could have multiple of them, but no more than 3 for example, this could be discussed further)
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1489843 | Submitted at
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what if u also made it so u could open parties to let randoms join when u wanted because i feel like spam invites make ppl reject more and i feel like it would be more fluid grouping. Thank you for your time and making an amazing game.
Suggestion ID: 1489848 | Submitted at
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Balance
-Hardly nerf longbows
-Nerf quickshot
-Increase physical damage reduction from armors
-Nerf ignite
Since quickshot got in at the second playtest the game became strongly unbalanced, during the actual playtest melee got nerfed but longbows are still an instant kill from really far, the quiver doesnt change the fact that rangers are able to oneshot anyone else in the actual game with a single quickshot.
Votes
Opinion: -14
Upvotes: 6 23.07%
Downvotes: 20 76.92%
Suggestion ID: 1489863 | Submitted at
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Make all audio play universally for everyone at the same volume. Biggest example of this is my own footsteps and my teammates steps. As it stands now its hard to tell just how loud you are.
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1489866 | Submitted at
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Remove or change the lockpicking minigame. Currently the lockpicking minigame barely gives you a fraction of a second to react to what's happening. It's frustrating and unfairly difficult considering the relative rarity of lockpicks. It should be either slowed down or removed altogether, with lockpicks having their rarity increased accordingly.
Votes
Opinion: +5
Upvotes: 18 58.06%
Downvotes: 13 41.93%
Suggestion ID: 1489868 | Submitted at
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Make every character start with at least a small base amount of healing items in the free loadout. This way there won't be so many empty games because everyone was killed by monsters and matches can last longer and be more intense with more PvP.
Votes
Opinion: -7
Upvotes: 1 11.11%
Downvotes: 8 88.88%
Suggestion ID: 1489909 | Submitted at
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-Hardly nerf longbows
-Nerf quickshot
-Increase physical damage reduction from armors
-Nerf ignite
Ive been playing since the begining and Im very concerned by the gameplay balance and it is getting worse since the second playtest where rangers got the quickshot ability which is simply the skill to spam for the reason that this alone is a 280 to 480dmg from close to far distance in less than 2s, it is the most broken ability with ignite secondly - which Im not gonna say anything since it is very obvious.
Also the longbows are way too powerful to the point that it is not possible to deal with a longbow until youre yourself a longbow user, it makes the crossbows or any ranged weapon unusable.
I dont get why the melee got nerfed but ranger simply got a quiver that reloads anytime using an ability which means it is almost never needed to reload unless a bad understanding.
I also dont get why isnt there more people taking the time to complain about those balancing issues.
Votes
Opinion: -2
Upvotes: 9 45%
Downvotes: 11 55.00%
Suggestion ID: 1489923 | Submitted at
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Change order of the merchants to something like The Collector, Alchemist, Surgeon, Woodsman, Tavern Master, Treasurer all on the top row then weapons, armors, Special merchan(I.E. Nicholas) and Traveling merchants(Goblin Merchant)
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1489930 | Submitted at
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Hello 🙂 I thought I was done for the day but I am really enjoying this last conversation because it touches on a game I enjoyed. Anyways.. If people think that adding sway to a Longbow (hard time aiming while moving) does not balance it out, then I would suggest that the armor system/damage reduction is re-worked
There was mention in the channel that this is a 20 person Dev team? If so, that means any suggestion would need to be a healthy compromise between the players and the Devs. I think that can be achieved even under the current design
Current design has only the limbs and head as sectional damage if memory serves right. Sectional damage means damage specific to that area, or bonuses to that area. If I am correct then what I am suggesting should work and require miminal effort from the devs
Switch the design from an overall damage reduction to reduction based on damage types.. slash, piercing, blunt, magic, etc. Make it based on the armor type and a flat number. Example: Darksteel Cuirass could be Magic Resistance 20, Pierce and Slash 40
This means that the Cuirass would reduce all magic damage by a flat 20, Pierce and Slash 40. You can rework the math however you see fit but the point is to ensure that it would take a high quality weapon to punch through that armor. A blue spear is 42 damage so it would punch through 2 damage each hit. That should lesson the issues present by certain classes going forward (I hope)
Suggestion ID: 1489980 | Submitted at
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To help even the playing field for solos more, always start them in the circle, with teams at the edge/outside the circle. Starting in the circle makes a huge difference, as you don’t have to hurry. The lore reason could be solos can “slip into crags and crevices that lead to lighter places than teams something something.”
Suggestion ID: 1490003 | Submitted at
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Have a gold bar you can buy from the Treasurer for 500 gold (or whatever amount) that you can sell back to the Treasurer for 500 gold as needed or use in Trade instead of having tons of gold bags. There is just not enough storage space and the bags take up so much so this is a viable option while keeping with the lore (gold bars or cool and midevil-ish!) 🙂
Suggestion ID: 1490005 | Submitted at
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It could add really cool flavor if the Priest had a really high praying speed. Being able to take those buffs faster than other classes might need some tuning down in other areas though.
Votes
Opinion: +8
Upvotes: 12 75%
Downvotes: 4 25%
Suggestion ID: 1490035 | Submitted at
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i think the blue portals only allowing a single person to go through system needs to be rethought. i get there being some difficulty to escaping but too many times ill find no portals or as a squad only find one and its just not fun and really unrewarding when you have a great run and get punished because of bad portal spawns. at least some guaranteed way of escaping that people might fight at near the end would be more fair.
Suggestion ID: 1490056 | Submitted at
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make the crouch time slower cause im going up against rangers who are crouch spamming, not only that I feel that the ranger needs more support abilities and defensive abilities
Votes
Opinion: -10
Upvotes: 7 29.16%
Downvotes: 17 70.83%
Suggestion ID: 1490067 | Submitted at
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If we're keeping this system of map design, can we please not have the suicide maze be the middle of the map? By far the easiest place to get screwed over by bad portal RNG, and just generally a very annoying section of the map.
Votes
Opinion: -21
Upvotes: 1 4.34%
Downvotes: 22 95.65%
Suggestion ID: 1490081 | Submitted at
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Add a way to find a group (LookingForGroup) inside the game, for players that struggle with finding groups inside the Discord or Steam forums.
Reason: It saves lots of times to find a group and join it inside the game, rather than manually typing the name of a person or right clicking them. The player list can be improved with a LFG list for example, for a more detailed description of the party and their server region, aswell as to what they're focusing on (PvP, PvE, Lich Boss).
Suggestion ID: 1490091 | Submitted at
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Spike Traps: Throwing torches or objects at a spike trap should defeat them entirely for a moment, there are several sections of several maps where it's actually impossible to avoid them. Maybe change the shape or allow the player to walk on top after something lands on them (or like throw a shield down on them and stand on that - that'd be perfectly fine by me).
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1490094 | Submitted at
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A Training Area that players can select to go into, loaded with training dummies!
This provides players with an opportunity to reliably test Armor/Perk/Abilities builds, test weapon attack patterns, learn drop off and placement for ranged weapons, ext.
There is a dummy in the pre-lobby, yes. But it never lasts long enough to test or learn in any meaningful way. A training area you can jump into/out of from the main menu would enable a lot more depth of understanding.
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1490106 | Submitted at
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If Dark and Darker is going to have purchasable races that actually affect stats then they shouldn’t skirt around the details. Skeletons should be negatively affected by holy light and prayer, dwarves should have short and stout models/hit boxes, and some races should even have better vision in the dark. This would be hard to balance under the lense of competitive play (not to mention to mention the amount of work even implementing it to begin with) but it’s leagues better than the current token defense rating changes. This is a lot to ask but if races other than human aren’t given a good shake then I think it’d be better to leave them as cosmetic only skins that don’t affect stats at all.
Really like the idea though. Overall hope more is done with it, and even if it remains as is I don’t think it’s really a problem. I just think it could be more substantial.
Votes
Opinion: +18
Upvotes: 21 87.5%
Downvotes: 3 12.5%
Suggestion ID: 1490108 | Submitted at
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allow jumping over skeletons that are in their dead form on the ground. It does not make sense that they are able to body block you, and the easiest way to die looted in this game is to get body blocked into a group of mobs. It is bad design.
Votes
Opinion: +11
Upvotes: 18 72%
Downvotes: 7 28.00%
Suggestion ID: 1490114 | Submitted at
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Easy Mode:
My suggestion to an Easy mode:
→ Reduce the xp gain by 10 times
→ Lowest tier drops itens;
→ And make it only PVE!
If this, newbies will have time to know the map and have a better undertand of the game mechanics.
Votes
Opinion: -6
Upvotes: 11 39.28%
Downvotes: 17 60.71%
Suggestion ID: 1490126 | Submitted at
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Firstly, I am very sorry for my low level of English.
Moving on to the topic of suggestions.
- The game desperately needs a group finder.
Having to invite every single person and expect them to join is just bad. Combined with the lack of in-game communication via chat or voice, it creates a terrible experience. - Splitting servers into solo and group would also be a great solution. Many people say that the game is like Tarkov, but that's not entirely true. In tight corridors with a shortage of ranged weapons that don't fire like rifles. solo players have a very difficult life. In the aforementioned Tarkov, we use modern weapons at huge distances. There are claustrophobic corridors here.
3.The third point is in my opinion the most important. Let those willing to pay and be able to play now after the end of the current test series.
To be honest, I've always been waiting for a game like this, and judging by popularity - not only me. I wouldn't have the slightest problem to pay for access to Alpa and be able to enjoy the game now than to wait for the next few days of testing.
The game technically works quite well, and regular alpha players would provide more and much more accurate feedback than these few days of testing.
Votes
Opinion: -8
Upvotes: 5 27.77%
Downvotes: 13 72.22%
Suggestion ID: 1490133 | Submitted at
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Mining Changes IMO: I would like a dwarf race that makes you half the height, -20% move speed, +10% health, and can no longer crouch, and mines twice as fast. That or just make mining fast enough that its even worth doing in the second floor. Atm, by the time I kill all the mobs in my full purp gear I have enough for one maybe two ores (if i mine in bugs) before I gotta escape. Its a real shame the second floor is so packed with ore with no time to actually get enough of it for it to be worth going down there. Also crafting costs far too much atm, without trading it would basically require insane hours to even make one chestpiece (not to mention the rng stats to even make it worth making) and even with trading and heavy hours of game time bringing a pickaxe every run it still took me several days to get the funds to make just a chestpiece alone. I got much better gear several times over with Saint Nick's candy cane store and just straight up rng long before I even touched a crafted piece of gear.
TLDR; It needs to be sped up, have the addition of dwarves, or make gear easier to craft to be worth the time and effort.
Votes
Opinion: +10
Upvotes: 13 81.25%
Downvotes: 3 18.75%
Suggestion ID: 1490191 | Submitted at
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Once the current game is built, a PvE mode where you have big groups taking out raid style bosses and/or tougher dungeons with a group. The basis of this gameplay mode is already there with the PvE aspect of the game
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1490199 | Submitted at
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separate volume meters for combat sound effects and environmental sounds effects. I have sensory sensitivities and it's difficult to keep the volume high because the effects volume is painful to me.
Votes
Opinion: +6
Upvotes: 10 71.42%
Downvotes: 4 28.57%
Suggestion ID: 1490212 | Submitted at
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Rare Spawns
One (1) rare enemy per map, taking the place of a any regular enemy or miniboss.
There can only be one rare per floor per game.
Rare enemies drop additional guaranteed loot, on top of the regular drop table.
B1 = Bronze monster
B2 = Silver monster
B3 = Gold monster
Bronze: Drops 1 full coin pouch and a blue item
Silver: Drops 2 full coin pouches and a purple item
Gold: Drops 4 full coin pouches and an orange item
Votes
Opinion: +8
Upvotes: 14 70%
Downvotes: 6 30%
Suggestion ID: 1490216 | Submitted at
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I'm sure it's asking a lot but eventually would like to see an Auction House / Sell board. What we have now is better than nothing but it is hard to track chat and having a Sell Board / Auction House would help stabilize the prices.
Suggestion ID: 1490226 | Submitted at
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Add Dmg Numbers during in game combat.
Have DMG numbers show when you hit someone in the dungeon, It will help with knowing if you actually hit the target and a good base on how much you are actually doing through there armor and everything.
Suggestion ID: 1490241 | Submitted at
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I think everybody would love the game to remain free after beta and oficial launch with more cosmetics or things to pau for but not în a way to get the game destroyed by whales doing things like Blizzard did with diablo immortal or hoyoverse with they games. And if there will be a price at least be one accesible for everybody.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1490262 | Submitted at
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- Slower zone, NPC's + Players are hard enough, the zone is often just way to much on top.
- a functioning group finder! you have a list where all players can see lobbys, i can invite everyone there but what if i want to join?
- ingame voice for group and only group, so no bad voice against other players
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1490263 | Submitted at
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Please add a 3-man escape portal in the final circle.
High-roller lobbies are not as juiced as they should be and parties are entering with mediocre gear because people know they can play perfectly and still die. It's too risky and stupid to play any lobby with your best gear because luck can ruin you completely.
I believe that if you manage to be the last team standing, you deserve an extract.
Suggestion ID: 1490270 | Submitted at
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Implement the Tarkov player controlled NPC system in high roller lobbies. Here's how it could work in Dark and Darker.
Players could enter a separate queue, called "NPC Queue". In all HIGH ROLLER games, after the first circle closes, there is room for 1-3 "Player controlled" NPC's to spawn somewhere in the dungeon. These players would take possession of a skeleton, skeleton archer, or mummy (Maybe have some player controlled abilities). The players who possess an NPC would not bring any gear in, nor would they be risking anything. The reward for queueing as a player NPC would be a small gold reward.
The goal of the player controlled NPC system is to "spice up" the NPC ai, forcing players to adapt and change up their strategy when it comes to killing mobs. Players who queue as a NPC won't scavenge for gear, nor will they take anything home thru portals- instead their focus is to kill players. Each successful kill, could result in a gold bonus, in addition to the small gold reward.
As stated earlier, this system would only be implemented in high roller lobbies, leaving the default ai npc's in normals. It adds additional risk for players bringing gear into high roller lobbies, but also could benefit them as player controlled mobs may have a higher drop rate for good gear.
Suggestion ID: 1490271 | Submitted at
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Give Rogues the Ranger's traps!
or at the very least let them use traps as well.
As we all know rangers are going to be nerfed into the ground by the time this game releases, but there's one change I must condone. Before we continue I will explain I have gotten every class to endgame status multiple times over several playtests. Moving forward, rangers have it the easiest and that is almost entirely because of how much utility and kit they carry with them along with their early firepower potential. On my ranger I bring 6 traps with me every run because of how useful they are and even place them mid fight for me and my team to kite around. Given the right conditions rangers can be virtually unpushable with traps alone leaving you free to mow people down from afar.
Meanwhile Rogues (and I know all the rogue mains will claim this is a skill issue) have it the hardest early on compared to other classes due to how much they actually have to work to get a kill. On a rogue you need to either; have a galaxy goblin brain and can bamboozle people on the fly, have team mates setting up positions for you to flank, play as patient as possible to catch people off guard, or have enough gear on you to facetank rambo through people like a mini barbarian. Giving rogues traps would balance out the kit ratio and allow rogues to have a few more hijinks to their tactics. Words simply cannot express how much I want to place a trap, wait for someone to come by, walk up behind them in stealth, and backstab them while they try to disarm it. It would be wonderful.
Suggestion ID: 1490273 | Submitted at
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Make the game's combat similar to Mordhau. No really. As of now blocking is kind of clunky and the melee is kind of boring. Not only that but it seems like victory is decided 1/3 gear 2/3 teams when it should be mainly decided by skill, just like in other games (tarkov, mordhau, csgo, valorant, Cod, Hunt). Its also the movement that needs work as well players can move in any direction at the same speed with out looking aka side stepping and just moving backwards. Extra side note is you can tell a lot about a player's skill based on how they move and attack, right now everyone looks and moves the same. Im just trying to give these solo's a little more of a chance against 3 man
Votes
Opinion: -9
Upvotes: 9 33.33%
Downvotes: 18 66.66%
Suggestion ID: 1490280 | Submitted at
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I think the trade system needs a ton of work but i think a good starting point is disabling linking any item that doesn't fit in the channel that you are in. Currently it is nearly impossible to buy or trade as everyone just piles into the same channel and spams everything they have for sale. Even if this suggestion is taken exactly finding a way to make this trading system work better is NEEDED
Votes
Opinion: +9
Upvotes: 10 90.90%
Downvotes: 1 9.09%
Suggestion ID: 1490284 | Submitted at
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test giving solo players a " lone wolf " buff just to see how it affects the game and if more players are incentivized to try solo seriously outside of us maniacs. It might be a better solution than testing solo queue and possibly more interesting.
Suggestion ID: 1490287 | Submitted at
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Need to add the discord bot that you can make new channels and it will delete inactive ones. Right now there are 350 voice channels and they are all full. Also, people are AFK idling in some and if you are in a party in a channel you can't kick an AFK in your channel. Great community tp play with on this Discord just need some improved Discord self-mod options so we don't need to ping a mod everytime we need help with a AFK player.
Votes
Opinion: 0
Upvotes: 5 50%
Downvotes: 5 50%
Suggestion ID: 1490289 | Submitted at
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I would like a way to give you my money for this game, I have already invested more time in this game than I have in games I currently pay for and its only the third or so playtest so far. Letting you know that I am already invested in playing this in the future and I would like to give you my money for this product to further its development. Whether that be through preordering or just straight up donations/crowd funding, ide happily give my sheckles to have this game live up to its possible potential as a DND take on the extraction genre.
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1490317 | Submitted at
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add more clases(i know about the bard) like necromencer(summons and lifesteal magic/health cost magic) , monk(agile,weapon either a 2 headed sword or 2 tonfe's(idk the name în english) , spear guard(a spear usser with a big shield that can swich betwen them and the shield and can enemies or hit em doing little damage.
Either more clases either în the training to be able to chose from 3 different path's that will swich your class game still forever, 2 completly different path's and the third path will continue with the clasic class. I already did a suggestion with the wizard, being able to go for a heal/buff path or dark wizz path(necromency/demonology) and let's add another e ample like the viking to be able to become a dual wheilding barbarian that will consist on having 2 one handed axes once and atack with them(one after another and a big atack with both of them togheter) that will increases your agresive stile over the tank/defensive stile and the third path let's say a team oriented buffer with abilities that are based on a horn witch can swich betwen ofensive and defensive buffs for your team and have a mace/hammer as weapon with the third path being the clasic tank. Again, you got the iddea, also i always have tons of iddeas if neded :). (ohh and sory for my bad english and writing, hope everybody understand's what i said)
Suggestion ID: 1490322 | Submitted at
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Allow potions, and certain consumables (surgical kits, explosive bottles). To stack and stack past the normal carrying limit inside of the storage. When you put it in your kit, they still stack to the usual limits. Or introduce some sort of item like the coin purses for potions that can be only used in storage.
Suggestion ID: 1490331 | Submitted at
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this one is long term - but different types of dungeons - a high roller dungeon instead of a high roller mode - a dungeon where the gods won’t allow groups (solo only) with bosses balanced for solos, a dungeon that only allows groups (maybe larger 4 person groups, balanced for large encounters). Etc.
Suggestion ID: 1490353 | Submitted at
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Can we see the other starter map again before the playtest is over? the one with the big open area in the center that requires bridges to get to in the previous playtest specifically-
Im going to guess you took it out due to not having the time to litter it with mining nodes but honestly with how not worth the effort it is to craft at the moment I wouldn't mind losing a pickaxe or two in an area without nodes just for a little variety.
Votes
Opinion: +10
Upvotes: 11 91.66%
Downvotes: 1 8.33%
Suggestion ID: 1490370 | Submitted at
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A way to hit your shield as a taunt for other players.
We need more interaction between players INSIDE the dungeon as well outside. Proximity chat is a good way to allow me to provocate my enemy rougue to leave his dark corner etc
Suggestion ID: 1490384 | Submitted at
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Dyeing to a timer when the game ends is pretty unintuitive, I think it would help gameplay if your health decreased down to zero during the final darkness phase. As a beginner I was popping health potions before opening a portal to try and survive - just to fall over dead with half health. Give players more gameplay opportunities to escape by ramping up damage instead of insta kill at the end of the timer.
Suggestion ID: 1490397 | Submitted at
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If we end up getting the Warlock class that was talked about before could we have it so we choose a patron god instead of it just being 1 and that gives us a passive effect as well as affects which spells (but not perks or abilities) that we have access to?
Suggestion ID: 1490401 | Submitted at
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Create game lobbies for different team sizes. Either automatically or have the option to choose before starting a dungeon delve. Put solo players with other solo players and teams with other same size teams. Thanks for reading this.
Votes
Opinion: -6
Upvotes: 7 35%
Downvotes: 13 65%
Suggestion ID: 1490403 | Submitted at
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Perk / ability ideas.
Rogues able to use bucklers.
Wizard spell that unlocks things.
Fighters can block to cancel a weapon swing.
Barbarian 3rd weapon swing is much faster.
Ranger carry less ammo but shoot much faster.
Cleric bless becomes AOE team buff.
Votes
Opinion: -11
Upvotes: 4 21.05%
Downvotes: 15 78.94%
Suggestion ID: 1490411 | Submitted at
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Allow us to apply to an existing Team Lobby! There are people who still don't use discord and it is hard finding friends to play with. At the moment all we can do is invite someone. Allowing us to apply to their party will be very much appreciated! Thanks for reading!
Votes
Opinion: +10
Upvotes: 12 85.71%
Downvotes: 2 14.28%
Suggestion ID: 1490413 | Submitted at
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U guys should add a ranked and elo system for example like in overwatch 1 or apex cuz leaderboards are kinda difficult to reach for new guys to hit for example 100k rank 1 in kills, but in elo system it could be easier. The only problem will be what to do with EQ on rankeds but i hope u will figure it out :D
If u will not do a ranked system ppl will be playing for nothing
Votes
Opinion: -8
Upvotes: 2 16.66%
Downvotes: 10 83.33%
Suggestion ID: 1490443 | Submitted at
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Add an additional option for the Cleric which lets you pick which god you're a Cleric of for a Passive effect to add more Cleric Archtypes. It's functionally an extra perk slot BUT the "perks" that can go into that slot are incompatible with eachother (since you cant have more than 1 equipped) meaning they don't need to be balanced against eachother and instead each can exist in a vacuum ignoring eachother.
Suggestion ID: 1490445 | Submitted at
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Have merchants carry at least one of every single weapon base, even if the majority of them are grey/white. Certain weapons seem vastly less common than others yet the base starter kit are so bad you sorta wanna always replace them before every run.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1490450 | Submitted at
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I'm like this game and I would really like if there was a coop game play option where you and your squad accept quests from the tavern then venture in to dungeons to grab some artifact or just explore and I would also like to see character customization and some more classes and if you could walk around more in the tavern i feel i want to explore it but I only have the 5 seconds before the game starts also an area where you can test out all weapons would be nice as well. But all & all great job so far.
Suggestion ID: 1490458 | Submitted at
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Starting rooms that are close together shouldn't have connecting rooms and instead either have rooms that connect further out, be on different levels (like rooms ontop of eachother) or have 1 of them always be elevated so the starting players need to drop down. This is to prevent spawn room rushing (I'm aware this is a problem not because it happens to me but because I do it to other people).
Suggestion ID: 1490464 | Submitted at
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Goblin Merchant having a service where you can give them 3 items and it will give you back 1 item of average rarity with a low chance of either bumping it up or down a rarity with the chance scaling downwards the lower rarity the item. Goblin Merchant wouldn't accept items below White quality for this service. Items produced by this service get a modifier added onto them saying "Gambled", Gambled items cannot be given to the Goblin Merchant to be gambled again (This is to prevent climbing items from White all the way to Unique).
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1490475 | Submitted at
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While the pacing of the game feels great and a lot of things are being done right in setting the groundwork for this game, I can't help but feel like a more 'extensive' dungeon crawl would be a great addition as another type of ante-up dungeon. What I mean is that it might be an interesting feature to have dungeons that last much longer besides the down portals, and these might exclude down portals altogether. The down portals remain a successful implementation of an extension to the current dungeon systems, but I can't help but feel a break in immersion when a "Dungeon Expedition" is broken into instances, or when I encounter so many players so quickly that it feels like a true battle royale. I hope what I envision is communicated well through this post. I do love the current state of the game, and look forward to the future of more content where cooperation with other parties may become necessary, rather than most altercations turning into PvP. I think a 'Raid' type dungeon as I will put it, could offer opportunities for parties of 4 or even 5 players, with a new mix of larger zones for group fighting, and corridors that take advantage of your numbers.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1490481 | Submitted at
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please add filters to the trading post to filter by the types of items your looking for. For example I would like to fliter at the very least by the type of item, for instance only intersed in candy canes, you can filter for that, or if you want a spear you can filter everything out but that. people repost their items every 10 secs currently, meaning when you are searching for a Longbow or something you see that same person's longbow many times before you see a new one.
Votes
Opinion: +11
Upvotes: 12 92.30%
Downvotes: 1 7.69%
Suggestion ID: 1490486 | Submitted at
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something that icked me so much was when picking up item they go in the inventory on top row from left to right and its ick me so much to have to micro manage my inventory bc the damm boots didn't go under the shield and ect
Votes
Opinion: -4
Upvotes: 0 0%
Downvotes: 4 100%
Suggestion ID: 1490496 | Submitted at
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can we get a box in the underworld dungeon it has 4 archers 6 skellys you cant get up to loot the archers would be nice since you take the time and its a chance of good bows and gold
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1490503 | Submitted at
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After successfully escaping a dungeon there should be a room where everyone sees their inventory and can give loot to other members weather they died or not. They should also be allowed to hide/show inventories to others so crews can do equal shares easier.
Suggestion ID: 1490514 | Submitted at
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'Mercenary boards', a feature to publicly charge commissions for parties, or simply volunteer to join, and can sort by class and level to find people who fit your needs. With this could also come a rating system, where you can commend report players to an in-game 'guild,' (should you extract successfully, allowing niche moments of betrayal) so that each player has an identifiable reputation that is visible to everyone looking at the hiring board.
Suggestion ID: 1490519 | Submitted at
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I think it's weird that the game emphasizes parties, but punishes them towards the end with blue portals. It would make more sense if a party could exit together through a blue portal, but increase the risk by doing the following. Only allow a party to use the same blue portal if they all enter within a few seconds of each other. Reduce the number of blue portals. Add an audible beacon to blue portals so that players can start to track them down.
This would mean blue portals are no longer a rats best friend. Parties would be more inclined to work together to fight for a blue portal or take their better odds now in a red portal. Parties also wouldn't fight as much between who should take a portal.
Suggestion ID: 1490533 | Submitted at
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Alchemist class
Class using explosives with better efficiency.
Some 8new items. 'Smoke bombs" as item. "Oil pot" to slow enemies. Throwables that could blind or distrup enemies percepiton.
Skill:
Crafting potions during dungeon. Instead of memory he could use some kind of herbs as ammo for his skills.
Votes
Opinion: -3
Upvotes: 6 40%
Downvotes: 9 60%
Suggestion ID: 1490535 | Submitted at
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Currently we know the map that we currently have will go as B1=Dark forest, B2=Current starting dungeon, and B3=inferno/hell, so I thought I'd put together just one idea among all the other map concepts that already float around out there.
B1 - A hobgoblins mountainside war camp which sprawls around log walls and hide tents, enemies comprising of small Goblins and the bigger Hobgoblins and the occasional Orcs. Could play well with verticality here by having the map have sections where the camp extends up the slope of the rocky hillsides and line of sight is managed by mountainside fog and the war camps defenses.
B2 - Going deeper into the mountain, we come out into a dwarven stronghold in the earth which contains the angry and hateful denizens of the mountain which can include Dwarves, giant lizards, stone elementals, wisps, and dwarven automatons which defend the dwarves treasure.
B3 - Heading to the final level we emerge into The Underdark, a bioluminescent fungal forest deep within the earth which is home to the swordsman dark elves who use whips and swords to inflict damage. The greater enemies here could include Driders, which in the Dungeons & Dragons setting amount to being half-spider-half-man centaurs. Bosses could include a giant subterranean worm or armored tunneling beast.
Suggestion ID: 1490536 | Submitted at
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a tavern (hideout) system where you can upgrade stuff e.g to have a place to craft gear, upgrade xp gain, an enchanter area to reroll enchants requiring prerequisites etc
Votes
Opinion: +3
Upvotes: 8 61.53%
Downvotes: 5 38.46%
Suggestion ID: 1490574 | Submitted at
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I'm sure you're planning more maps, I would like to suggest fewer square/flat rooms, as makes less sense structurally, especially the deeper one gets. motr curved/circular/round rooms would be preferred, the square rooms makes it feel like old doom game. then you have your art in the loading screen showing off a round tower.
Votes
Opinion: +11
Upvotes: 12 92.30%
Downvotes: 1 7.69%
Suggestion ID: 1490596 | Submitted at
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** Engineer Class **
Traps
Engineer could use ranger traps or some other traps that are triggerd with line. Traps shooting single darts in one direction or remotely controlled crossbows, that fire upong pulling line (simple mechanic that allow engineer trigger trap if he is in small range, around corner for example)
Building
Class that could place barricades. Fortify doors, or some form of wooden spikes.
Suggestion ID: 1490601 | Submitted at
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Damage/Death evidence
It would be cool to see some cause of death/damage evidence.
2 hander slashing attacks would cause a dismemberment on final hit, arrows would remain in the corpse instead of fading away, blunt weapons would leave an exposed bone, daggers puncture wounds, etc etc.
So you can get an idea of what killed monsters or other players as you come across the corpses.
Votes
Opinion: +37
Upvotes: 39 95.12%
Downvotes: 2 4.87%
Suggestion ID: 1490610 | Submitted at
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As a potential map. You could have a plagued village. Zombies and skeletons galore with pitchforks and other miscellaneous instruments used by peasants or local guard. Then like wild animals feasting or maybe the Lords guard trying to keep the undead and other monsters at bay attack you to contain the disease?
Maybe on the other hand a battlefield full of corpses to loot with necromancers (alive or dead). Undead, wild animals, scavengers, and a camp full of Knights, Men at Arms, Archers/Arbalesters, and maybe a Lord or sort of Mercenary Captain.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1490620 | Submitted at
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I think it is important that npc/monsters adhere to the same physics we players do, I have myself ended up in situations where my weapon could not function because I kept hitting walls or objects, but things like skeletons seems to entirely ignore any objects in their weapons path and is perfectly able to hit you.
So I would like to see the same restriction for monsters as players, that they don't phase through object or walls with their weapons.
Suggestion ID: 1490640 | Submitted at
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Portals - I think single player portals are an interesting option, however they sort of void the point of bringing a party in. If a solo mode existed, this would make sense - although that would essentially be a party escape (with a party of one.) I think a group escape should be the only kind of escape with a party queue.
Ranger - The Ranger class is a nice thing, I love to fling arrows and the damage done to players can be great if precision is kept in mind. However, Rangers seem nearly useless against common enemies, that including skeletons and some fleshy undead. I think the class would be more enjoyable if the PvE aspect was viable for it. AKA a damage increase, or faster draw speed - larger quiver, etc.
Votes
Opinion: -25
Upvotes: 2 6.89%
Downvotes: 27 93.10%
Suggestion ID: 1490651 | Submitted at
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Mist/Fog (Circle) - The circle closing aspect of this game does give it a needed sense of urgency, however I think with the less open design of the current dungeon map opposed to the traditional maps used with a system like this, it becomes stressful and feels like too much, if that makes sense. It leads to the next point which may not have an answer at this time in development.
Game Identity - I am not entirely sure what the game is meant to be. A Battle Royale style game, which this is not, does share many similarities to the gameplay here, mostly the closing circle aspect. It feels more like I am trying to rush to be the winner, opposed to trying to escape a dungeon. I think the mist/fog circle should start at a set period much later in the game, perhaps 10 or 15 minutes, instead of regularly closing in waves. Currently, each "match" so-to-speak feels very quick which is by no means an issue, but it does make me feel like I am growing less than I could be and instead just sprinting in and out of each game.
Votes
Opinion: -1
Upvotes: 10 47.61%
Downvotes: 11 52.38%
Suggestion ID: 1490664 | Submitted at
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New maps
1 Blue ice dungeon with dragons/ice monsters
2 Green mossy dungeon with myan influence
3 Egyptian dungeon etc
Friends and I are 80hrs in each and the game is starting to feel burnout because of the same map and monsters.
Any type of new colour theme and monsters BUT still keeping it DARK would keep this game alive in the long term imho.
LOVE the game hope thrives in the years to come.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1490672 | Submitted at
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Please, for the love of god, buff the interaction speed on the cleric and wizard. There is NO reason why I should struggle this much to open a door. It's not balanced, it's just annoying. Interaction speed in general is kind of a dumb stat, just make it the same for everyone.
Votes
Opinion: -7
Upvotes: 11 37.93%
Downvotes: 18 62.06%
Suggestion ID: 1490673 | Submitted at
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Allow players to enter the tavern while in the menus, with either having the tavern hold the menu functions (stash, class, trade, etc.) or just being able to screw around while waiting for friends. This would allow players to play around with weapon types without having to risk their fancy items, as well as learn how those weapons work and test their damage output. This would also allow players to practice against their friends so there is a low stress option for learning.
Suggestion ID: 1490688 | Submitted at
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missed attacks for melee characters results in a slight forward stagger that you have to recover from, lighter weapons would be lower recovery and heavier weapons would take longer. This would force you to be more mindful of how you attack
Suggestion ID: 1490690 | Submitted at
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Lower the movement speed penalty on the Longsword. It currently sits at -40 which feels a bit too slow for the weapon. I feel it would be more fitting for it to be somewhere around -30 or -35. This would fit the theme of a lighter 2h option as its not the same powerhouse as the spear, zweihandler, or felling axe.
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1490708 | Submitted at
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Please remove the circle mechanic. I didn't get the feeling this game is going for a battleroyale mode but it feels like that right now. it forces you to go one way and forces engagement. Would be nice to be able to pve while still being at risk for pvp instead of forcing a close proximity between players. IMO if players want to pvp they should hunt down others, for example why would the ranger be able to hear louder foodsteps and track others? just walk to the circle and find everyone lol
Votes
Opinion: -22
Upvotes: 9 22.5%
Downvotes: 31 77.5%
Suggestion ID: 1490717 | Submitted at
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Have a few!
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Currently have 2 ways to leave the dungeon, add a 3rd option- this will port you to a battle arena- small area you could fight just (1 -2 other players) for the loot they gathered while in the dungeon.
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Add a passive market place - giving the option to post an item and leave it for other players to browse. This will better sort what is for sale, and reduce the spamming in the live trade chats.
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Add a "preset" buy, when you get out of a run almost every time you will need bandages/ potions. Rather than having to go and buy them all, just add a preset purchase- one that you could obviously customize based on your preferences. I.E when you come out, a pop up would come up asking would you like to buy 3 bandages would you like to buy 3 potions .. etc
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In the merchants trade menu some times you will buy multiple items. Please consider a "How many" slider.
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Shared stash between all your characters.
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Clan/ Guilds- Multiple things could be done with this type of system such as guild wars, guild buffs/ bonuses, or a boss fight for guilds.
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Items that give you class skills. Say you are a rogue and want to run all damage, but ALSO want to be able to sneak around. What if you had boots that give you the hide ability (as long as you have them on) or the sneak ability.
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Separate stash for gold/ gear.
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In dungeon NPC vendor- would encourage players to bring gold with them to try and purchase an item if they had the chance to sell good gear. Risk vs reward if you are able to get in (with a bunch a gold on you starting off)- get to the vendor , AND escape after buying the item you could get some good stuff!
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Night vision potion. Give the ability to see in the dark areas with no torch by drinking a potion-
Votes
Opinion: -2
Upvotes: 7 43.75%
Downvotes: 9 56.25%
Suggestion ID: 1490720 | Submitted at
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they need a new player lobby (PVE strictly) dedicated to learning how the mobs and rooms work up till level 5. at level 5 you never gain access to it again. I feel like this would help avoid experienced players from just crapping on new players because they're new and happened to start playing later. There is a level of imbalance and lack of game health in having lobbies where you have fresh players who just started their first game versus a team of 3 who have full kits and abilities and know the maps, mobs, and ability weaknesses/strengths. yes, i'm only a level 4 rogue currently (as that is what class i felt could best cater toward grabbing gear and getting out) but I do believe there needs to be a new player lobby option that is strictly PVE and only allows for some low amount of resource build up. Sorry for the long post, this game has great potential given this alpha is one of the better alpha stages i have seen in a game and I would like to see it continue to grow in player base and not die within 2 months of release.
Author
@vast shore
Votes
Opinion: -11
Upvotes: 10 32.25%
Downvotes: 21 67.74%
Suggestion ID: 1490737 | Submitted at
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I would like to suggest a rework on the sound various shoes make, some of the shoes makes far more sound then they should. eks: wizard shoes and similar shoes like that, they don't have hard soles like the boots, so sounding like it is kind of weird. I personally find it strange when people make so much noise walking, but game mechanics I suppose, I mainly go barefoot on all my characters for this reason, but it would be nice to have some options of foot wear that does not sound like you're trying to stomp the living s**t of something.
Suggestion ID: 1490766 | Submitted at
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a floor 0/1 that is a large forest, has some pve mobs like wolves and bears and spectres etc, permanently burning campfires in set places and potentially a pve zone where you can meet players and party up to then find dungeon entrances (large crypts) and enter this way.
Make this zone kind of like a hub with the tavern and forest, doesnt need to have any real gain for the upcoming pvp but a place players fight mobs, can pvp practice in set locations, chat to each other, and build some community vibes.
Its basically adding an introductory zone to the games playstyle that doesn't really offer major gains but let's you learn, build parties, and be immersed In the world.
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1490773 | Submitted at
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For high roller it would be nice to have something lootable off of enemy players corpses that has value either as a unique currency or a small amount of gold. Lots of naked players come in with the hopes of killing better geared groups with zero risk other than a 70 gold entry fee, this is not much of a difference from normals PVP.
After killing nakeds several times it doesnt feel very high roller, maybe in the future you could do increased cost to high roller entry that scales down based on your total gear rating so at minimum people come in with greens and anything higher reduces entry cost. This would be a higher barrier to entry with some additional risk involved on the players part and push back on the rampant naked runs while eating more of the gold hoarded in our stashes.
Votes
Opinion: -10
Upvotes: 1 8.33%
Downvotes: 11 91.66%
Suggestion ID: 1490790 | Submitted at
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I feel like combat is the biggest issue at hand. Its a good foundation however. I just wanted to put it on here to see how other people think about it.
I feel that the main crux of my argument can be broken down into 2 points:
- Combat is too slow, and unrewarding when you score a hit.
you could swing leagues before someone, score a hit, but they will still have time to hit you even when you swing a full second before they do. Half the time you score a hit, it feels like you have more ending lag on that swing than if you simply let it go through the air. This could be changed simply by weapon attack speeds being faster, and please for the love of god make the ending of a swing faster. Its ridiculously slow right now unless you continue your combo, putting you at risk for more hits.
- weapons having dedicated combos.
Im fine with the movesets that the weapons have. falchions having these big swings that really arent usable in a doorway for example. It gives every weapon a purpose above one another. Where I dont agree is that you have to go through a combo to get through a move you could otherwise use. One time I swung an arming sword through a doorway, and it kept hitting the doorway itself thinking "why can't I just do the sword poke at the end of the combo?" It was the worst feeling knowing the animation was in there, but I simply couldn't just use it. Directional inputs could solve this, and allow for a higher skill ceiling mid combat of watching your opponents attacks and reacting accordingly. This would also most likely require shields and other weapons to block faster, possibly.
Suggestion ID: 1490792 | Submitted at
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Tutorial or PVE queue for new players up until level 5. This would allow new players to learn the ropes as well as get acquainted with mobs and room types. This would help improve new player retention as it would mitigate the issues with the current new player experience. One major issue being that, as a new player, you are thrown into matches with veteran players and often die very quickly limiting how much you can learn about the game (mob, ability, rooms, etc) drastically. These is no
Votes
Opinion: +8
Upvotes: 14 70%
Downvotes: 6 30%
Suggestion ID: 1490812 | Submitted at
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Anybody else think they should just remove the circle but keep the time limit and just put the portals at the center of the map?
Extraction games don’t need a circle. Hunt and tarkov, the 2 most successful ones, don’t have it and players still always end up fighting
I think the circle should be just darkness, forcing you to use a torch and that's it. if you want to delve around you still can it'll just be harder & scarier.
Perhaps after a certain amount of time in the darkness your minimap malfunctions to avoid abusing hiding in the shadows and traveling by looking at the map.
Votes
Opinion: -7
Upvotes: 14 40%
Downvotes: 21 60%
Suggestion ID: 1490817 | Submitted at
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increase the cooldown of floor spikes by a little bit. this way you can throw your torch on the floor spikes to activate it, wait a bit and avoid the damage. this makes the game more strategic and makes it so some floor spikes aren't just unavoidable damage.
unavoidable damage in a game like this just feels terrible.
Suggestion ID: 1490836 | Submitted at
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Oil Lantern is a decently rare consumable that doesn't feel like it has much of a purpose right now, aside from being a fire bomb, which we already have.
I propose that a lit oil lantern should stay active on you hip, while not being as bright as a torch.
Votes
Opinion: +50
Upvotes: 50 100%
Downvotes: 0 0%
Suggestion ID: 1490854 | Submitted at
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Please make it so more options of usable cleric weapons appear in the vendors consistently, other classes have several options at all times while sometimes not a single mace or hammer appears in any vendor, making it impossible to even purchase anything better than your starting mace.
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1490884 | Submitted at
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to work around the complaint of players going into high roller with little risk and potentially high reward by going in naked and only having to spend 70 gold, you should increase the cost of entry a lot, but the cost of all of your items added up would reduce the cost of entry, so if a player goes in with a lot of rare items then it would cost a lot less than a player going in with base gear or common gear, pushing the idea of going in with good gear and if you kill another player, it's not just a bunch of greys on them.
Suggestion ID: 1490896 | Submitted at
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Dramatically reduce the time to open a Portal, and extend the time before an opened portal becomes usable to match. You can even include a nifty little animation of the portal's outline being drawn before it fills in and becomes a valid escape route. Hell, sell skins for the portal animation for all I care.
Currently, there's not a lot of interesting interactions with opening or opened portals, and you can pretty much just shut a door behind you and open a portal with any quick class. This change would allow you to have a shot at claiming someone else's opened portal and reduce the punishment for playing lower interaction speed classes.
Votes
Opinion: -13
Upvotes: 4 19.04%
Downvotes: 17 80.95%
Suggestion ID: 1490954 | Submitted at
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Wizards should have "sorcerer like spellslots" in the sense that they have a set ammount of spellslots and then each spell has a set cost, for example, 12 spell slots, fireball costs 3, chain lightning 4, invis/haste 2, ignite,zap 1. and make it so you get 1 every 2 seconds while meditating (12 second meditate) this will make it so wizards have less upfront spells but can recover them a lot faster. right now the issue is that wizards can cast like 12 damaging spells before having to rest, but then resting takes forever. the aim of this change is to make it so they can only cast like 4 or 5 spells before resting but then they rest really fast. i believe this change will make them stronger for pve, a bit weaker for pvp, but overall much more fun to play and more balanced
Suggestion ID: 1490995 | Submitted at
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Class limit? like only 1 or 2 same classes in the same match, that way so you cant open a door and get nuked by 3 wizards doing over 200 damage in under .25 seconds?
Votes
Opinion: -30
Upvotes: 1 3.12%
Downvotes: 31 96.87%
Suggestion ID: 1491018 | Submitted at
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It doesn't feel great when you get into a fight in the final circle, win the fight, feel that you have won the "battle royale" so to speak as nobody else is left, but then are unable to find any portals to extract. I think it would be cool if when the Dark Swarm closes completely, all remaining portals (blue and red) are displayed on the mini map. This not only sort of rewards the last man standing, but could also encourage some interesting fights in the Dark Swarm if multiple players still happen to be around when there is no safe area left.
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1491037 | Submitted at
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I've had the worst experience so far as a new player without a group. Could you add a way to group with people inside the game? Something like WoW's dungeon finder or a way to sign up for groups. i've been playing for a few hours now and haven't gotten out yet
Suggestion ID: 1491054 | Submitted at
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How about a slightly different crafting system?
For example, 3 different reagents. The first adds a random modifier to the item. The second randomly increases / decreases the value of the properties on the item. The third accidentally removes a property or breaks the item itself.
For the craft itself, you need a "base" of the item above the poor tier.
To preserve the value of random loot, the values of interest and other words can be limited. Also, you cannot create an item higher than blue/purple.
The reagents themselves are mined in dungeons. Some are mined as ore is now, the second is from the dead bodies of players (essence of life, for example), the third is from monsters such as wraith or skeleton guards.
Votes
Opinion: -4
Upvotes: 3 30%
Downvotes: 7 70%
Suggestion ID: 1491069 | Submitted at
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Character creation/appearance change. I'm talking about different hairstyles, eyes, mouth, etc. Followed by special things exclusive for your race, like option to add horns on skeleton, or to make ears longer on an elf. I believe it would improve the immersion to the game as well as create some kind of bond with your character. 
Suggestion ID: 1491074 | Submitted at
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make it so you spawn with one torch, having three torches feels like a lot and the fact that you can buy torches is useless. having one torch forces you to be more resourceful and benefits players who turn off the wall torches when they hear someone, because the other player can just throw a single torch and they find you.
Suggestion ID: 1491078 | Submitted at
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Add a PvP arena/colosseum. Ideally this would have a few different modes, like a same class 1v1, random 3v3, or a free-for-all. Having a rank or a way to bet on matches could also be cool.
Votes
Opinion: -5
Upvotes: 10 40%
Downvotes: 15 60%
Suggestion ID: 1491095 | Submitted at
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the wizard's meditate ability should refill only spells that you used but not refill as much, like only refil 5/6 charges. it fells useless when you meditate but only get one charge back because it used it all up on your full charge invisibility
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1491101 | Submitted at
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Change how gearing scales and works so that the difference between bad and good gear is minimal in order to make the game more skill based instead of gear based. As it stands a good player with very bad gear has little to no chance to compete with a well geared one which is a major detriment to this type of game. Instead of increasingly powerful gear, there should be always a way to level the playing field or counter to the gear, offering more sidegrades than overpowered upgrades. Some sidegrades could be pretty creative and unique while one simple example could be scaling the movement speed penalty of armor common with -10 to epic with -30. There could also be unique very rare weapon types that do not have lower rarities associated. The problem with having a steep gearing progression is player accessibility and retention. Falling behind or trying to get into the game mid wipe will be extremely difficult considering the gear differences. The circle while not being a direct problem, exacerbates this issue further as it forces players to fight each other in order to leave alive. If this mechanic didn't exist, starting players could loot less frequented, less attractive zones in order to avoid fighting with the rest of the lobby wearing legendary/unique gear. For example, this problem isn't as prominent in Tarkov as you have the same time to kill regardless of gear. Overall, it's a major concern as other extract shooters end up falling in the same trap, making the game bleed playerbase, without any hope of getting new players.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1491105 | Submitted at
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As a rogue player myself, I agree that this class needs nerfs and will suggest some.
Perks
• Ambush - Only grant the damage bonus if the Rogue has been invisible for (2 or more) seconds. 50% damage for just pressing the Hide button is unnecessary and combined with Weakpoint Attack is a very high damage.
Skills
• Weakpoint Attack - Reduce only 25% instead of 50% of hit target's defense.
I also think the Creep, Stealth and Trap Detection perks should be buffed somehow. Pickpocket must be redone, removed or replaced.
Votes
Opinion: +41
Upvotes: 45 91.83%
Downvotes: 4 8.16%
Suggestion ID: 1491128 | Submitted at
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I know this may sound really unnecessary or unimportant, but... I would like to see a woman merchant as currently there are 0 of them, and I think that could be a cool cosmetic addition. Not talking about like fully sexualized half naked woman merchant. Like maybe let us buy new merchants with adventure points and add some women here (not only, men are fine too).
Suggestion ID: 1491138 | Submitted at
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It would be really neat to have a button that you hold when casting that makes a spell cast on yourself. I find myself looking directly up into the sky way too often as a wizard or cleric trying to cast a spell on myself and not my teammates, corpses, or enemies, and sometimes when im backed up against a wall the magic staff hits the wall that's behind me and causes the spell to cancel. TLDR; add a button that casts spells on yourself ❤️
Suggestion ID: 1491165 | Submitted at
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Remove the circle constantly coming in and instead add a 10min timer before it appears then have portals start spawning and have it slowly close in on the middle or random marked spot (maybe always boss room) to a small 2 person size circle then slowly move around until everyone leaves or it reaches 20 min then it closes.
Suggestion ID: 1491177 | Submitted at
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ill start off by saying i know its in alpha and not a finished game yet and im also not a game dev but here i go. make it so it isnt hardcore and youre allowed to keep the stuff you get from past rounds that you complete, or at least make 2 seperate gamemodes one like is is now "hardcore" and a new one "normal" or somthing where thats the case. definitely work on hitboxes of players and mobs. make tutorials for each class the game is pretty daunting to start out. fix mmr so new players arent playing with vets or so that a solo is versing a squad. punish cross teaming. thanks for reading
Votes
Opinion: -30
Upvotes: 1 3.12%
Downvotes: 31 96.87%
Suggestion ID: 1491180 | Submitted at
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I think there should be a buff for the wizard, like it’s really weak and the spells are too, the point of a wizard is to be really powerful but really weak to any sort of damage, fireball feels like nothing along with magic missle, maybe I’m using him wrong but still, it’s weird
Votes
Opinion: -29
Upvotes: 2 6.06%
Downvotes: 31 93.93%
Suggestion ID: 1491194 | Submitted at
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Rework player trading. The current system has like 2 alive channels with only spam, and then a bunch of channels only for trading your friends. The current system does work and a lot of people have already asked for a system more like WoW or EFT, and that would be great, but a few simple QoL changes could go a long way while the harder options are explored.
allow searching of the chat stream
remove players chats once they sell, or maybe replace them with the transaction details if you appreciate market transparency
Allow trading of you party members directly
make it so gold goes into a separate transaction inventory, so there is no max price on any one item - this currently leads to people having to trade in candy canes which adds steps and frustration
Or some other form of denser gold coins, introducing the gold coin purse sack
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1491204 | Submitted at
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Potion Pouches
Size: 2x2
Internal Bag Size 4:3
Cannot be accessed inside the dungeon.
A potion pouch much akin to the gold pouch in order to allow for better potion storage and organization.
If you're like me you have 30 of each potion type because, you're a hoarder. 😄
Votes
Opinion: +18
Upvotes: 18 100%
Downvotes: 0 0%
Suggestion ID: 1491208 | Submitted at
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hits to a part of the body without any protection on it deal a bonus modifier of damage, making going nude extra deadly and accuracy more rewarding. Additionally, weak points that deal modified damage to promote accuracy, like kidneys on back, back of the neck, eyes, heart if not covered by armour. For extra skill if someone were to aim a rapier stab etc. Or temporary debuffs depending on where hit: hit on the nose or eyes, your vision goes blurry, hit in the legs or feet, your movement becomes temporarily slowed, hit in the shoulder, delayed attack temporarily
Votes
Opinion: -4
Upvotes: 6 37.5%
Downvotes: 10 62.5%
Suggestion ID: 1491211 | Submitted at
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a procedurally generated much harder dungeon, that cannot be memorized or prepared for that is also harder than high roller could give seasoned players the real challenge that boasts a steep reward
Votes
Opinion: +20
Upvotes: 22 91.66%
Downvotes: 2 8.33%
Suggestion ID: 1491213 | Submitted at
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Add a "preset" buy, when you get out of a run almost every time you will need bandages/ potions. Rather than having to go and buy them all, just add a preset purchase- one that you could obviously customize based on your preferences. I.E when you come out, a pop up would come up asking would you like to buy 3 bandages would you like to buy 3 potions .. etc
Suggestion ID: 1491222 | Submitted at
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Remove the circle from the game entirely. Being forced to see other players is obnoxious. Every other game in the genre (Tarkov, Hunt showdown, Marauders, etc) doesnt FORCE you to interact with other players. The new player experience is awful, because the AI is difficult enough. Fighting geared players is just unfair.
Votes
Opinion: -17
Upvotes: 16 32.65%
Downvotes: 33 67.34%
Suggestion ID: 1491224 | Submitted at
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Make the trading filterable. Super aids trying to find a single item in all the chats. If you want to find people selling longbows make it so you can filter by longbows and only people selling longbows messages will appear.
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1491231 | Submitted at
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The circle should not kill you unless you actually drop to zero HP while inside it, the fact that the classes with high base HP get punished for something they should be strong at (surviving ticks of a DoT) is a little dumb, and very counterintuitive.
Suggestion ID: 1491234 | Submitted at
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