#d-and-d-suggestions
1 messages · Page 5 of 1
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!
Suggestion ID: 1491247 | Submitted at
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Please make a separate leaderboard for players who have gone entirely solo on the leaderboard. Sure it's impressive with a group, but those solo players deserve their own recognition for being absolute badasses. I don't know if you guys track solo kills/stats but if not maybe it's something for next time.
Votes
Opinion: -8
Upvotes: 1 10%
Downvotes: 9 90%
Suggestion ID: 1491257 | Submitted at
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Add a place where we can try out our builds with dummies not only in pre-lobby cuz maybe you wanna try differents builds all in once or try swapping items to tets damage inputs / healing etc. Also sometimes you don't even have time to hit dummies in pre-lobby because it fills so fast.
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1491265 | Submitted at
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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.
Votes
Opinion: -20
Upvotes: 1 4.54%
Downvotes: 21 95.45%
Suggestion ID: 1491266 | Submitted at
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Although not aligned with the current plan of just D&D classes (from my understanding the classes planned are Bard, Artificer, Druid, Monk, Paladin, Sorcerer and Warlock), I think that a few of the following would also be nice additions;
Suggestion ID: 1491267 | Submitted at
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As I said in my suggestion of nerfs in the rogue, certain perks should be buffed and I found it interesting to list how I would do such buffs.
Perks
• Creep - Keep the perk currently doing and slightly increase speed by walking and crouching.
⌁ Just reducing the volume of the sound of the steps I don't think is enough to justify the use, however being slightly faster could justify it.
• Stealth - Increase to 15 steps while invisible.
⌁ Would slightly increase the distance the rogue can travel invisible, I don't think it would be too impactful.
• Trap Detection - Slightly increase the detection range.
⌁ Most of the time it just helps newbies deal with traps, I think it's fair to have the range slightly increased.
I only suggest buffs post-suggest nerfs due to noticing a pattern of some patch notes nerfing something too strong and buffing something a little (these suggestions are not intended to increase rogue lethality, what seems to be the current problem).
Votes
Opinion: 0
Upvotes: 8 50%
Downvotes: 8 50%
Suggestion ID: 1491268 | Submitted at
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the windlass crossbow needs a big damage buff, it is the same damage as a normal crossbow however you cannot MOVE and reload, (NOT EVEN WITH THE RANGER CLASS PERK). And the Reload makes you stationary and you cannot move for the exact same damage of the normal crossbow. -- IMO with all the CONS of this bow it needs to be dang near a 1hitter quitter or have the potential to be since the LONGBOW and the Crossbow can be the exact same damage and offer better mobility.
Votes
Opinion: +21
Upvotes: 23 92%
Downvotes: 2 8%
Suggestion ID: 1491294 | Submitted at
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Instead of making it so Savage Roar no longer works on Wraiths, Skeleton Champions and Centaurs maybe instead they have a chance to be feared. Suggested rates: Wraiths (33%), Skeleton Champions (45%), Centaur (10%). Savage Roar was extremely useful, I understand it was too much but it helped groups actually manage some of these enemies; changing it to a percent chance instead of removing it might be better.
Suggestion ID: 1491307 | Submitted at
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Savage Roar should state that it fears in the tooltip. The recent nerf to make it not fear mini-boss enemies is a large nerf to barb who, in this playtest, is already the weakest class in the way of overall power and utility. To make Savage Roar have more utility in PvP instead of mainly being a PvE function (now nerfed in PvE), reduce the damage penalty to -15% and give it a -10% move speed slow on enemies.
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1491311 | Submitted at
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- Description improvement, it's hard to gauge efficacy from "You can hear footsteps further away"
- Item managment in general is still very clunky, some of the UX issues can be solved by moving the interaction tooltips (ie alt + left click to split items) on to the floating window
- Item stacking/unstacking/trading is wholly unintuitive, similar inventory systems tend to use the same binds for things like splitting a stack in half, dropping one out of a stack, as well as the ability to spread out items evenly into a set of selected slots. Expanding on the existing system to be more similar to either something like a World of Warcreaft or a Factorio would be big for usability
- More gold sinks. Unless a player is regularly doing ante up dungeons they're likely to accumulate gold, having a way to burn it is essential for the trade economy to prevent gold inflation.
- Haste potions should exist
- Spell Memory 2 should double your spell memory alongside slots
- Attack direction for common melee mobs (ie shielded skeleton) should be somewhat relative to the direction they're looking, this should help combat verticality cheese.
- Purchasable lockpicks
- Dropping all of your armor if it's not green or higher is not just viable but a common tactic, if this is clashes with the intended design then increasing the efficacy of armor in general should help mitigate it
- More modes of communication while in game
- Projected fireball landing location to prevent self immolation
- The trading system absolutely needs some love, the ability to whisper, the ability to filter messages, and maybe force item link relevancy to the channel
- Account-wide stash for cross character item storage
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1491315 | Submitted at
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Add tower shield to the game.
It should cover 70-80% of a player. Obviously induce a slow movement penalty when equipped(similar to longbows - 50)but would help against rangers and archers as a fighter or cleric. . The Pavise is useless in its current form besides a few niche plays.
Barbarian should have a stacking buff on kill to promote a more frenzy play style.
Each kill giving a 3-5% heal stacking up to 5 x (15% - 25% per kill) and possible a small damage boost per kill too, even 2% would suffice leading up to a 10% attack boost and heal per enemy.
Suggestion ID: 1491329 | Submitted at
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Astrologer, a new class that would be about the stars and tarot. Similar to Spells this class would build a deck of cards which can be cast in the order they appear. You have a skill that lets you sitdown and re-order your deck with your other skill being how you cast cards; on your hud similar to a spell you can see what your next card is. The Astrologer would also have an additional tab like Spells do for Wizards which would let you pick a Zodiac sign for your character which provides a passive.
Votes
Opinion: +14
Upvotes: 18 81.81%
Downvotes: 4 18.18%
Suggestion ID: 1491331 | Submitted at
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Please for the love of god and all that is great, keep this game playable for as much as you can until final release, its honestly the most fun i.ve had playing a game in so many years. The player base is huge already and this should be taken advantage of by allowing us to play this in early alpha as soon as possible, that way when the game gets launched you will have all the hype that has built up from the playtests and early alpha as well as other marketing before official release, people will be clawing at their wallets to get this game and finally enjoy the final product for the time being. If hosting servers would be an issue you could just put the game for presale anyways once the couple playtests are over. All in all i want to be able to enjoy this game for as much as possible during the coming year and from what ive seen, everyone else is feeling the same way.
Suggestion ID: 1491332 | Submitted at
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I think that barbarian should get some form of sword weapon that isn't big and clunky or he should atleast be able to use the long sword I understand that a fast and strong barbarian would be over powered so of course it could come with a damage reduction or just a weaker weapon than the usual 35 and up damage from the axes
Suggestion ID: 1491341 | Submitted at
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enchanted forest map under the moon light with graves spots and camp fires for health food no camp fire racks like meat and drinks instead of potions just for this map also leave a like have more suggestions for this but ill wait to see if u guys like it
Suggestion ID: 1491342 | Submitted at
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Maybe add a magic barrier spell for the wizard that is similar to the one the skeleton mage uses on itself or other dungeon enemies. Maybe a 4 or 5 cost that can be cast 3 times total with the effect of target is made invulnerable to incoming damage for 5 seconds.
Suggestion ID: 1491345 | Submitted at
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I have heard more than one person complain about the Ranger class since I have started. I think they are fine personally. But, if there was a change I think they should start with a hand axe and be able to use hand axes. No bow start. You'd have to spend 8 gold or 12 gold to get a bow.
Votes
Opinion: -30
Upvotes: 1 3.12%
Downvotes: 31 96.87%
Suggestion ID: 1491349 | Submitted at
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Add a training dummy at the back of each spawn room.
Why?
Lobbies start way too fast to effectively check your build changes, would be a much simpler and easy addition for the mean time while we have no training lobby 🙂
Votes
Opinion: +49
Upvotes: 54 91.52%
Downvotes: 5 8.47%
Suggestion ID: 1491350 | Submitted at
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Incorporate temporary voice channels into the discord server. It would look better and be easier for players to just join a single channel from which a bot would send them to a custom one. After they leave, the channel would be automatically deleted. This makes searching for open parties easier and discord less clumsy as there aren't 200 additional, unused VCs
Votes
Opinion: +5
Upvotes: 8 72.72%
Downvotes: 3 27.27%
Suggestion ID: 1491355 | Submitted at
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my idea is make a station in random runs (not all runs) where you can update one items to next tier whit any resource. This will foment to enter the dungeons with a good item and the resorce needed to update that.
The chance from appear this station in a run will be a 10 or 20%
Suggestion ID: 1491360 | Submitted at
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Seasonal armor for all classes would be fun! Santa & elf hats, summer solstice flower crowns, black witch hats & devil horns for halloween. Just a lighthearted thing :) plus they could be considered collectors items after they are removed from the drop rotation!
Votes
Opinion: -18
Upvotes: 3 12.5%
Downvotes: 21 87.5%
Suggestion ID: 1491373 | Submitted at
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when the game is more finished I think it would be cool to make the pre-lobby a fair-grounds where you can can walk around in an area with other players, able to interact with others, trade, or have a 1v1 duel (casual or bet for gold/equipment). Also have a training area with the training dummies (and possibly an AI to train and learn basic attack/dodge skills. Furthermore, have unique buildings for each trader, have the tavern as a POI, and inside have minigames like axe throwing at a target or card games in the tavern to pass time. the fair-grounds can easily be a place for people to find others to dwell the dungeons with or simply pass some time waiting for their team mates to be ready for another run. Every time a leaderboard gets reset the fair-grounds can expand or have a special trophy area for the loot we see in the tavern before going into the game. Lastly, I think it would simply be a great place to get our roleplay on with the Bard by the bonfire!
Suggestion ID: 1491400 | Submitted at
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give barbs ability to shut off the lights with a yell ..Yeah.. thatll even out the playing field while getting shot by everyone from distance. if they cant see you they cant shoot you 😉
Votes
Opinion: +22
Upvotes: 36 72%
Downvotes: 14 28.00%
Suggestion ID: 1491405 | Submitted at
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The weapon Morningstar would be a cool addition. I do feel like it would be hard to be put into the game, but it would add more diversity with weapons and it would add a new level of difficulty with weapons and something different then usual swords and bow’s
Suggestion ID: 1491421 | Submitted at
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At the moment Steam page is a little bit misleading. It makes an impression that this is a PvE game. All the content shows its PvE side. Trailer, screenshots, description only talks about PvE. There is only one mention of PvPvE in entire store description. Store page is not descriptive of game's content and as a result, a lot of players expecting PvE games come in and get disappointed. I suggest adding additional marketing material or reworking description to better tell a new player that this is a battle royal game.
Suggestion ID: 1491424 | Submitted at
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Player model and NPC collision boxes need to be smaller to combat being body blocked by a single NPC in a tight corridor which is clearly big enough to accommodate two character models
Gas clouds from Zombies/Mummies should disappear when the respective NPC dies, or the duration needs a heavy nerf
Suggestion ID: 1491425 | Submitted at
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add a necromancy class where you can revive the dead skeletons, but add a limit of like 1-3 or make it so you can add dead players to your team (only party mems but with reduced health and damage along with their inventory) itll add something scary but a little worthwhile
Votes
Opinion: -16
Upvotes: 4 16.66%
Downvotes: 20 83.33%
Suggestion ID: 1491426 | Submitted at
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so, Ranger main here, i suggest adding a black powder flintlock with Limited ammo (say 3 shots?), whilst making it have problems such as wet powder, or lower tier black powder guns can explode in your hand resulting in damage to the wielder and anyone around him for a set amount or locking up while adding no guaranteed accuracy. such debuffs will make ranger a little more fun but add some versatility without necessarily having to resort to your sword, this would make it much harder and riskier to push rangers so hard , in my opinion we are in a very bad place at the moment, without a team to fallback on 8/10 times we are more likely to die than any other class
Votes
Opinion: -10
Upvotes: 3 18.75%
Downvotes: 13 81.25%
Suggestion ID: 1491432 | Submitted at
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A 'Throwing Bandolier' type weapon. With bows now being limited with shots i feel a similar approach can be used for throwing weapons to a certain degree, as they currently are throwing weapons are rather situational, and the limited ammo makes them hard to use effectively. Have this weapon be limited to Rogues/Barbarians most likely, have it have no base damage but maybe enchants like a normal weapon, and you can slot either a throwing knife or a francisca axe and have them have unlimited ammo but follow the same reloading system as bows. This will give rogues/barbarians a slightly better but still very limited ranged option.
Suggestion ID: 1491437 | Submitted at
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Feature another Dungeon Entrance where you lose no gear on death. Instead cost 100 Gold to enter, Players that leave via portal get Gold, Maybe even Gold based on Kills. Provides a fun way to use your best gear without gear fear, as well as providing an environment where you can still lose financial progress. Balance as needed based on how much gold to enter and rewarded when you leave. Etc. Thanks for Reading.
Votes
Opinion: -22
Upvotes: 5 15.62%
Downvotes: 27 84.37%
Suggestion ID: 1491439 | Submitted at
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add a slime enemy similar to minecraft. If u kill the big drop more littles (and please fix the spiders hitbox because her bodyblock not is realistic, if you jump up the spider the player do a "surfing move" and this feel really bugged)
Votes
Opinion: +9
Upvotes: 14 73.68%
Downvotes: 5 26.31%
Suggestion ID: 1491445 | Submitted at
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As a solo player, I believe adding other modes solo/duo etc is a bad idea and think that there should be continued changes that help solo, There have been some already that I feel are going kind of unnoticed that help solo.
With a peek player count of 60k, high roller lobbies already take longer to load than normal(obvious why), but imagine both normal, hard, high roller, etc for other modes solo/duo/etc months after release for the available regions. The players will be split up, longer queue times, poor balancing, and I actually believe people will try and team up in solo when you can just do that already with wiggles and emotes. The game is very difficult at the start but as you progress your character and gain more experience with planning and utility tools such as molotovs/traps with more possibilities in the future, you can still come out on top with any class albeit there are much better solo classes (rogue/ranger).
You are still going to encounter unwinnable 3 man fights and I believe that it's completely normal in any game even with it being very frustrating, but im sure the feeling is mutual for some 3mans who are upset that a solo rogue/ranger is even able to 1v3 them. I'm sure the devs are already aware of this, as I've said there have been many changes that actually help solo players a ton. I think the devs are doing a great job and am loving this playtest as someone who is mostly solo.
Suggestion ID: 1491460 | Submitted at
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It would be cool to have a trash can icon next to the storage so that we could easily drop items that we consider useless instead of having to sell them for zero to merchants.
Votes
Opinion: +20
Upvotes: 21 95.45%
Downvotes: 1 4.54%
Suggestion ID: 1491473 | Submitted at
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Casual mode where any loot found CANNOT be brought out with you. Any loot found is not kept when leaving, all items brought in are given back to you when you die. You do NOT gain XP in this mode or Adventure points. The entire point is that it is for experimenting or just having casual fun, no risk and no reward.
Votes
Opinion: -2
Upvotes: 7 43.75%
Downvotes: 9 56.25%
Suggestion ID: 1491480 | Submitted at
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make it so we don't get stupid perks on weapons like why the hell do we get 2.6% magic interaction speed????
make it so every weapon has their perks depending onn their use, example: rare zweihander = 5% physical power
also get rid of the percentages just use plain numbers like +2 +5 +10 etc...
Votes
Opinion: -13
Upvotes: 1 6.66%
Downvotes: 14 93.33%
Suggestion ID: 1491482 | Submitted at
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please nerf the volume the game make when moving item in the inventory mainly coins + moving coins into pouches at higher volumes, it really hurt my ears ( I'm sure many people too) I already made this suggestion my wording was completely off ..
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1491485 | Submitted at
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Shield potion should, maybe be displayed as a blue outline on the current playermodels instead of an oval shaped shield, preventing it from clipping through doors but still making it obvious to the enemy player that his opponent has a shield potion on. Small quality of gameplayimprovement imo!
Suggestion ID: 1491490 | Submitted at
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Please look into adding additional sounds to character actions such as drawing a bow, light grunts from some weapon swapping with cumbersome weapons, or anything else that would help in identifying a players existence if they are not directly on screen. It is so difficult to perceive another player either behind a wall or just next to you with so little sound cues being used. It would also be nice to add some more ambience to the levels such as kindling of walled torches or fragments of rock falling.
There's also the issue of footsteps sounding very far away but the enemy or friend can be right next to you. I did some testing with a friend of mine and it was practically impossible to judge the distance they were walking to towards me from if I was slightly turned away, as there was no discernable difference in footstep noise.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1491499 | Submitted at
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a crossbow skill for ranger
Piercing shot: your next crossbow arrow has 10% armor penetration and it will go through one obstacle
examples to ''obstacle'': crates, barrels, doors, players, enemy mobs and enemy shield (that's all the obstacles i can count atleast)
Suggestion ID: 1491503 | Submitted at
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Add a very quiet uncloaking sound while exiting Invisibility, whether it be from a potion or rogue affect. Potentially also add a very short 0.5second lockout once leaving stealth, but have it be affected by action speed. Make Rogues perk that enables him to walk while invisible negate this lockout or sound cue.
Votes
Opinion: +12
Upvotes: 17 77.27%
Downvotes: 5 22.72%
Suggestion ID: 1491504 | Submitted at
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make so the merchants are more likely to give items that are from the class you are playing with so we don't have to wait 2 years to just buy one item like a crossbow: i always have problems buying crossbows they rarely come in shop
Votes
Opinion: 0
Upvotes: 1 50%
Downvotes: 1 50%
Suggestion ID: 1491510 | Submitted at
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please add some sort of audio indicator for when the darkness is about to consume everyone on the map, like 20 seconds prior or something similar. Many times I am tanking and fighting deep in the zone and cannot see when or if the zone has closed all the way on the minimap, which just leaves the 'dark' visual effect to let me know its time to go. But by that time it is too late to open a portal and get in, even if you are right on one.
Suggestion ID: 1491518 | Submitted at
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Add restrictions to trade channels such as an inactivity/idle kickout timer, maximum user count ~500, or any other viable method that can assist in spreading out traders to different channels. It's really annoying having majority of players missuse Weapon Trade Post #1 simply because it's the first tab, and due to so many traders posting within that chat, they spam their items making the channel even worse like a vicious cycle. And of course add in filtering to only see messages that contain a specific type of item or weapon.
Votes
Opinion: +7
Upvotes: 7 100%
Downvotes: 0 0%
Suggestion ID: 1491529 | Submitted at
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add one more minute of time to the end of high roller first map. So many fights happen at the end in the small circle as there are far fewer portals however are all unrewarding as you rarely have time to loot and often everyone ends up dying due to the insta kill mechanic and being unable to open the portals until the others are dead.
Suggestion ID: 1491532 | Submitted at
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Replace the water within that large room with all the Mummies and chests under it with a Misty Fog, so that it still obscures players vision looking into the fog but you can still see while inside it, if at most to a limited degree. This would make infinitely more sense than just being able to walk under water or use torches no problem.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1491541 | Submitted at
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Make the candy canes drop a LOT more often this playtest. The test is ending soon, and Christmas spirit is in full throttle, so if you won't be extending it any further, make it go out with a bang.
I never see anyone else going down to 3rd floor, maybe if everyone had easy purples and could get new ones quickly, that'd breathe some life and help test that zone. It could help simulate the game's economy a year or two down the line as well.
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1491542 | Submitted at
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(Simple and propaly easy to implement solution for a ingame groupfinder, because not everybody know about Discord or wonna use it)
Add 4 Text Channels in the trader section called:
Find Party Normal - Dou
Find Party Normal - Trio
Find Party High Roll - Dou
Find Party High Roll - Trio
Only Partyleaders/Solos can write (and enter) in that Chat - to keep them more clear.
In these textchats you write undoubtedly with your active character.
- so its trivial to ask for an name for invite.
Instand of inviting the player for a trade(on the rigth side), you can invite them into the group.
Once a player got an invite to the group and accept it, he got automaticly kicked out of the textchannel.
-for preventing "ghostchars"
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1491544 | Submitted at
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would love a more effective method of nonverbal communication than banging a torch against the wall, whether it be a pinging system or some sort of quick chat system or whatever fits best with the vibe of the game
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1491551 | Submitted at
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Trade channel needs a item link filter, sort option, or word finder (ctrl f). Trade channel is filled with spam. Give us options to reduce the spam and find what we are looking for.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1491552 | Submitted at
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Hello! As a simple PvPvE enjoyer, I would like to talk about campfires. When me and my friends once again crawl through the dungeon to look for riches to finance our gear, one of my colleagues found a campfire. Excited to finally see one, and with the image of the loading screen in mind of adventurers taking a rest, we set it up to test it out for ourselves. However, we found that this experience only lasted a few seconds, leaving adventurers healed, but disappointed.
This suggestion comes from the Pve side of love for this game:
We think it would be awesome if campfires were longer or even permanent. Right now the campfire feels very "arcady" and takes a bit away from the immersion. We think that having a permanent campfire wouldn't hurt the gameplay, since the swarm would devour it after a certain amount of time anyway. It would also add to the tension as other adventurers might bump into your old "camp" not knowing if the other adventurers are further away or still in the area. "Is it one guy or a whole group? Should we use it ourselves or keep moving?"
You could also give the campfire a "extinguish" function to prevent people without flint and steel from using it themselves.
As I said, this suggestion comes from a PvE Andie who liked to just sit around the campfire in old RPGs, rest, and enjoy the scenery.
Votes
Opinion: -3
Upvotes: 7 41.17%
Downvotes: 10 58.82%
Suggestion ID: 1491554 | Submitted at
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allow magic casters like cleric and mage to seal spider vases to prevent them from spawning for a set amount of time, getting ganged up on by spiders is insanely frustrating especially once you clear a room realizing it'll never be fully clear, if you get backed into a room with spider spawns go ahead and be picking out what shoes you want in your casket lol
Suggestion ID: 1491565 | Submitted at
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It would be nice to see a colour blind mode added due to some features in game being hard to make out. Examples of this are telling if an enemy is elite or regular and rarity of gear. I have protanopia but there are multiple types of colour blind :)
Votes
Opinion: +29
Upvotes: 29 100%
Downvotes: 0 0%
Suggestion ID: 1491566 | Submitted at
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The new "mini maps" made solo high rolling by and large far harder in an obnoxious way. It was rough but extremely fun before. Easy fix would be spreading the spawnpoints out, I'm down to PVP and love the overall unforgivingness of the game. I literally yell profanities when I die sometimes making mistakes (I was top 100 on the leaderboards as a 100% solo on highroller so I'm 100% for PVP) -- but the spawnpoints on the 4x4 maps you put in rotation force it upon you, players literally are running to the spawnpoints which take 15 seconds (literally) in over half the games I've played in HIGHROLLER. TDLR : I'm down with the smaller maps, but you need to make the spawnpoints more viable to prevent what amounts to glorified spawn killing. You captured climatic leadup to PVP, spread your spawnpoints so you don't lose it.
Votes
Opinion: +12
Upvotes: 12 100%
Downvotes: 0 0%
Suggestion ID: 1491577 | Submitted at
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Prevent spamming of the trading chats by making a number of changes:
Each item can only be linked once per chat message.
Add slowmode (brownie points if it takes in to account activity of the channel)
Delete messages with repeated messages, e.g.: @@@@@@@@@@@@@, WTS WTS WTS WTS, SELLING 100G SELLING 100G SELLING 100G.
Currently the trade post is far too crowded.
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1491581 | Submitted at
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When you Equip Gear from stash, it currently takes the gear you're currently wearing and just throws it in the stash when it's replaced, but I only do this to replace the default gear. So my stash gets covered in basic shields and arming swords.
It shouldn't just Auto Swap especially if it's the Default.
Votes
Opinion: +4
Upvotes: 4 100%
Downvotes: 0 0%
Suggestion ID: 1491604 | Submitted at
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Alternative mode idea: a system like trading, except instead of agreeing to exchange items, both players propose certain items and agree to a 1v1 duel. Winner takes all. The classes of the duel can be random and mirrored to balance it
Suggestion ID: 1491607 | Submitted at
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I think depending on the dungeons should be how you extract. When the easy floor 1 comes out there are just extract rooms on the map you go to to leave or go to floor 2 with no swarm zone. Floor 2 & 3 can stay the same with with down & escape portals with the swarm zone.
Votes
Opinion: +1
Upvotes: 2 66.66%
Downvotes: 1 33.33%
Suggestion ID: 1491615 | Submitted at
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I don't understand why longbows were nerfed. I can still get a purple recurve with a high damage attribute and one shot people in the face. I think if you were going to nerf bows you should nerf ALL bows by 1-2 damage points. The longbow base damage is so low now that it is rendered useless. The " balance " isn't really a balance when Barbarian, Mage, and Rogue all still have one-shot capability. If you think about it there's five potential ranged primaries for a Ranger, and 3 of them are about useless without two solid rolls on them. SIDE NOTE: I don't armor / weapons that are class specified should rolls stats irrelevant to the class! It makes 95% of the pieces of loot feel completely dry and useless. Keep up the good work the game is coming in great.
Votes
Opinion: -9
Upvotes: 1 9.09%
Downvotes: 10 90.90%
Suggestion ID: 1491636 | Submitted at
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Maybe have new spells ( if they choose ti add any. ) be acquired from finding spellbooks or scrolls in dungeons then you go to the alchemist who will provide a transcribing service where you select a spellbook or scroll you have and pay a certain gold cost for each spell you want to learn.
Suggestion ID: 1491681 | Submitted at
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Once zone has reached its smallest size it should stay that way for much longer, this way last minute fights don't always result in the victors being forced to quickly escape without being able to loot everyone, the current system feels like it punishes teams and solos from fighting in the final circle.
Suggestion ID: 1491692 | Submitted at
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After killing an NPC or Player a rogue's stealth timer should be reduced by "x" amount of seconds. (Maybe a 10 sec reduction) Would help with ducking a weaving through a room of enemies
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1491711 | Submitted at
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Completely rework archers. They need every aspect of them to be less quick as they should have a penalty for having massive damage at a long range. With the reworked addition of the colosseum, the lobby was 14/16 rangers, and there was quite literally nothing my team could've done better to work around the amount of arrows flying that hit us for a third of our health each hit.
Votes
Opinion: -14
Upvotes: 5 20.83%
Downvotes: 19 79.16%
Suggestion ID: 1491730 | Submitted at
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Barbarians Savage Roar 'fear' should break on damage received while the protection debuff should remain for the full duration. The 'fear' effect should still work on mini bosses although very briefly.
Votes
Opinion: -6
Upvotes: 4 28.57%
Downvotes: 10 71.42%
Suggestion ID: 1491735 | Submitted at
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I’ve seen some similar suggestions, but I would love to have the option to specifically recruit party members while in the tavern before a match. Obviously, the game loads too quickly right now but if the tavern had a bigger place in the future this would work well. Also, I think this would fit better if was packaged with an update that added VoIP and/or in game friending.
Votes
Opinion: +3
Upvotes: 3 100%
Downvotes: 0 0%
Suggestion ID: 1491738 | Submitted at
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Hey Dungeon Crawlers!
I really like the fantasy and idea of this game and I really want this game to be good!
What I don't like about it is the swarm, the casual battle royale zone closing. Pretty lame, not well designed and it doesn't fit the game - just my opinion.
Don't know if it is already off the table but here my thoughts:
It is so much more fun to play at your own pace! So why don’t change that into something like Extraction Points, Stairwells deeper into or out of the dungeon. For example, the game "Hunt: Showdown" does a great job there. Also "Escape from Tarkov".
You can go slow, you can go fast or something in between. You can play at your own pace and the game will reward you for that. And for min-maxing, its still high risk for high reward.
What do you think?
Votes
Opinion: +10
Upvotes: 21 65.62%
Downvotes: 11 34.37%
Suggestion ID: 1491764 | Submitted at
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The Swarm's behaviour seems a bit ... too slow at the start. I would like to suggest that the "closing" of the ring at the start of the game is sped up a little bit, maybe around 30-60 seconds, and instead make the final ring close slower, maybe about 20-45 seconds slower. This would give the first minute of the game a slightly greater sense of urgency, and make the final ring take a little while longer so the people staying and fighting get some more time to loot the spoils of their victory. Right now, the closer to the end you get, the more exponentially rushed it feels. Not necessarily in a good way.
Suggestion ID: 1491779 | Submitted at
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The circle should be completely replaced by extractionpoints with limited outs, giving an incentive to cull other teams even at the start while not forcing solo players to carelessly advance and have a chance to balance the game out and also have more loot to bring to the end to, again incentivise fighting because everyone who made it to the end probably is worth his weight in gold.
Votes
Opinion: -6
Upvotes: 7 35%
Downvotes: 13 65%
Suggestion ID: 1491811 | Submitted at
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Make the traps in dungeons (wall spikes, floor spikes etc.) do a set % of a character's health in damage. (I'm not sure if this is already how it works) That way they would always be dangerous no matter how geared a player is, and can be used by, for instance, a solo to gain an advantage when fighting a team of 2.
Votes
Opinion: -6
Upvotes: 3 25%
Downvotes: 9 75%
Suggestion ID: 1491817 | Submitted at
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You know those cell doors with stairs that you cant go up that are inside the spawn rooms? What if those open up as exits when the zone starts to close in for the people that either cant stay the whole round for whatever reason or started a round by mistake
Suggestion ID: 1491819 | Submitted at
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The Stash should be shared between characters and expandable.
Why? This is going to make or break the game in the long run, and it doesn't matter in these early playtest, but the future of the game might depend on this.
How come? Well, the difference between this game and the likes of Tarkov, Hunt and Cycle is that this game has a hard class system. Having a stash dedicated to one character that is of a very specific class discourages players from experimenting and trying out other classes, it also leads players into a pitfall trap of committing to one character, even if they want to try something new and even if they might already be getting bored with their current class, just because they have accumulated resources, items, gear, gold, etc. on that character - a sunk cost fallacy.
The aforementioned games do not have this problem because you could just change your loadout and become a sniper, CQC fighter, grenadier, assault specialist, a walking tank, a medic, s sneaky rat, etc. - effectively a different "class", while keeping the same stash.
Obviously, you would need a bigger stash for more characters, so spending gold and/or resources with a particular trader could give the option to expand the Stash.
Suggestion ID: 1491825 | Submitted at
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Melee Wizard by giving wizard an ability to conjour weapons and a spell to create shields or a rework of his passive/perks you cannot meditate any longer and your utility spells should be able to be longer at a base level 18 second ignite hardly kills a single mob and is barely worth the casttime.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1491826 | Submitted at
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In addition to Skills and Passive Perks, add "racial" passives that cannot be changed. For instance: 2 Rogue passives: Less fall damage taken (when fall damage is introduced) and Able to use a single lockpick indefinitely (You still have to find a lockpick and have it on you for it to work)
Suggestion ID: 1491833 | Submitted at
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This is for having a clan system guilds will have a guild hall they buy and put gold and loot they collect as a guild from clearing dungeons it will also have guild buffs like the items you sell have a percent more than normal without a guild maybe guild bonuses that the guild can buy to help in the unforgiving dungeon
Suggestion ID: 1491836 | Submitted at
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What do you think of a rogue getting the ability to throw something to distract monsters? Either from stealth or not, but throw something either picked up or a pebble in the corner of a room, so the monsters go toward the sound, making time for a rogue to sneak past. Would make solo q pve on a rogue a little easier but still not hinder pvp
Suggestion ID: 1491845 | Submitted at
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Add Goblin enemies to dungeons which are quick and nimble (kind of like spiders) that steal your items on attack and run away with them (maybe primarily your necklace/rings). You have to chase them down to get your stuff back. (Lore works with Goblin merchant 😉 )
Suggestion ID: 1491853 | Submitted at
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SO here's another suggestion for making it a little bit tougher for teams, I see alot of Trios opening a portal together, then keep on going together untill they found 3 portals, and exitting together.
So, now what if a Portal has a timer, like you activate and it closes after a few seconds if not used. this way they have to reopen it if they go with their team to look for more portals. this would really split teams up in the end, and im sure alot of team player are gonna down on this, but let's see if there's more solos 🙂
Votes
Opinion: -27
Upvotes: 2 6.45%
Downvotes: 29 93.54%
Suggestion ID: 1491854 | Submitted at
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allow players to test damage on dummies outside of the lobby system. I find that i almost never to get test the damage of the gear i bring in since i spawn so far away in the tavern from the dummies. I suppose giving players like a 10sec window when all join could also give enough time to run over and test it.
Votes
Opinion: +26
Upvotes: 26 100%
Downvotes: 0 0%
Suggestion ID: 1491859 | Submitted at
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It shouldn't be possible to post trades of armors in weapon trade chats, weapons in utility trade channels etc. Additionally, you should be able to filter what kind of items you want popping up in the trade chats (to help with the insane spam). For instance: When in different trade chats, you should be able to select "Only show posts which involve daggers" "Only show posts which involve robes AKA light armors" etc.
Suggestion ID: 1491871 | Submitted at
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Character permanent death. (Hunt Showdown) type of character progression. Every time you die you reset to LV 1. Floor 2 on normal is so easy after playing it alot that when they add Floor 1 surviving is going to be extremely easy. I would also suggest making leveling up a bit easier with this. Reasons for the change: 1) Allows a steady progress system that really rewards survival. 2) Removes the need for game wipes 3) Allows a sharable stash between all of you characters 4) Too easy to max out one character and too easy to always have the upper hand on other players. 5) Adds more to the risk and rewards for high-roller and 3rd floor. aka getting epic's and legendry's and XP.
Suggestion ID: 1491887 | Submitted at
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Not saying it's da best option but it resolves the current problem you stated on the vid
The zone closing in is removed and now we have blue portals spawning in every section, increase the number of red portals and only the time limit stays.
This way we would have 3 or 4 party's at the red lvl and not just 1, the sole survivor of the 2nd floor.
BTW if the situation continues and you can't find a solution when the first floor is implemented we will have the same situation but only 1 team will go to the current normal floor :/ after all it will be a battle for the last team's survival.
Suggestion ID: 1491892 | Submitted at
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down the road add a few more abilities and perks or rework some of the lesser used abilties of some of the classes. there are some classes that just dont feel like they have much of an option in terms of ability selection. for instance, fighters second wind is a very strong perk and feels like a must take in every run. Same goes for sprint. Though when you look at the other options available they just have such huge draw backs and are some are single use making them even worse.
Suggestion ID: 1491898 | Submitted at
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take the circle and down portals out completely make escaping a different experience the darker you go lvl 1 could be portals back to town or entrances to a crypt (lvl2). floor 2 can have teleport platforms around the map that will take you out or you can have the 3 pieces of the key to the gates of hell to open the gates and enter the next floor.(there should be more than 1 gate to hell on the map bc well extract camping is a thing) and in hell you have to complete a couple tasks to open the gates to slay the end boss. make maps 3 tier or 4 tier and then move on to another set of 3,4 or 5 tier maps. but i think the timer for maps will be more enjoyed than anything else. it will also spread out the players from bad to good if the better players always have a goal in mind like they brought in the 3 pieces to open hell so they dont want to risk anything they will head straight there. these are all just examples of course.
Suggestion ID: 1491899 | Submitted at
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Can get inspired a lot from Sword Art online which has a similar concept to the game. Also something that needs desperate attention are the unfair fights of barbarians VS Rangers or Wizzards. They are severely undermatched and would require some sort of Javelin weapon or a Bolas in my opinion would be very cool since barbarians were using them in history.
Votes
Opinion: -3
Upvotes: 3 33.33%
Downvotes: 6 66.66%
Suggestion ID: 1491903 | Submitted at
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A map item that will show you the current map you are on (like full screen). That could also show important points that you "discover" (walk near). OR just allow players to make "notes" or little emblems on them map (example) an icon for a dead teammate, or revive alter.
Suggestion ID: 1491910 | Submitted at
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To lower damage on dragonfly spitters un tell they do not mesh through terrain its really not fair to lose so much HP to something you cant get off of you sometimes. or lower damage all together seems really disproportionate compared to everything else to begin with.
Suggestion ID: 1491940 | Submitted at
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special wands, that have a spell and a certain number of charges. You can wield the wand and cast the spell on it as many times as charges on that wand.
For example: A wand with magic missile, 4 charges, so after 4 casts the wand can only do melee hits or you can recharge it with some magic item or at a special altar.
Suggestion ID: 1491956 | Submitted at
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Make the skeleton wizard do something other than spam fireball so theres a way to counter play it instead of being forced to either run away or face tank a fireball that can hit through obstacles and has such a big radius you literally cant dodge it
Suggestion ID: 1491973 | Submitted at
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New Abilities
Barbarian: Shoulder Charge
Fighter: Shield Bash
30 Second Cooldown
Distance Two meters
Effect: Charge forward a short distance and apply a 30% slow for 3 seconds - This ability does NO damage.
Currently with Fighter and Warrior the only stat that matters is Move Speed and Agility. This is because as these classes if you do all the work required to close the gap between you and another player you are not rewarded. They can simply walk away from you. The time it takes you to swing your weapon will slow you down to the extent you cannot hit them. They must active try to fight you for you to be able to land a hit unless you have enough move speed or agility. This is true even if you're standing so close that they are body blocking you. The time it takes for you to pull out your weapon and swing they will just simply walk out of it without you landing the swing.
This ability would be intended to reward you for closing that gap. The distance covered should be the same distance of one swing rewarding you for closing the gap and giving you a guaranteed hit with your next swing (assuming you land the ability.)
Votes
Opinion: -1
Upvotes: 7 46.66%
Downvotes: 8 53.33%
Suggestion ID: 1491991 | Submitted at
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Add middle ranged weapon for Rogues/Rangers/Mages.
Some sort of a one-handed double shot? crossbow with big reloading time and light weight. Maybe some sort of a hidden crossbow glove.
It should have very limited range, with arrows range dropping significantly after a few meters as this crossbows shooting power is not that serious (can be similar to throwing daggers/axes).
This will provide more outplay opportunities in both PVE/PVP for Rogues/Mages using this light option (yes, big crossbow is an option for mage, but its co clunky. Also this weapon can be used for Rangers as offhand. And for Rogues there are no options currently).
Suggestion ID: 1492016 | Submitted at
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Add more equipable gear for Rangers.
Right now all rangers have to wear is the starting set and a couple of things from the tailor, which when in comparison to classes such as fighter/barb/cleric/rouge, is not much at all. Just adds more depth and as someone who mains ranger, makes it a little more fun since the nerfs
Suggestion ID: 1492019 | Submitted at
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Give Clerics' Judgement ability an indicator of range. In it's current state there is no counter-play other than just trying to one shot them, and at the very least a range indicator or visual effect would give people going against it more queues to why they just got half their health obiliterated by a gearless cleric.
Suggestion ID: 1492022 | Submitted at
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Trying to sneak an arrow through a closed door hole is clunky (not sure about other classes but could be the same). The ranger will draw the bow like he can fire, but he will not be able to shoot. Finding the sweetspot where you can actually fire the arrow is tricky, and in tense moment is frustrating and waste you lot of time and opportunity to shoot the arrow on the enemy.
Suggestion ID: 1492025 | Submitted at
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Since durability is eventually a thing going to be added. let us pay the weaponsmith or armorsmiths a fee to repair the gear. (higher rarity = more expensive fee to repair) but for the love of god if you add BOTW-like durability most people will quit.
Suggestion ID: 1492031 | Submitted at
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I feel like some balancing to PVP would help in regard to the bow and crossbows. The ranger should get a secondary weapon of some sort. Some crappy 11 damage sword. Alternatively, everyone in the game should be qualified to wield a bow or crossbow. It makes no sense to not be able to wield them... Maybe I'm crazy...
Suggestion ID: 1492033 | Submitted at
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increase the cast time for invisibility on mage. currently its about 0.3 sec, which is noticablly faster then all other spells in the game. I think it should be about the same cast time as haste.
Votes
Opinion: +17
Upvotes: 23 79.31%
Downvotes: 6 20.68%
Suggestion ID: 1492039 | Submitted at
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rangers triple shot ability should have damage fall off. The first should could do 100% damage, the second could do 50% and the last could either also do 50% or less. Right now it just seems too strong giving it has such a short cool down
Suggestion ID: 1492042 | Submitted at
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An overhead right click for war mauls. I have an ultrawide monitor and swinging this thing 90% of the time results in it colliding with something like a wall offscreen; let alone not colliding into something like an enemies' shield (which realistically should allow you to stagger or split their shields considering these are mechanics already recorded ingame, but that's besides the point)
Suggestion ID: 1492060 | Submitted at
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The devs should look into a potential bug about having the blood splatter from a hit only show on a sucessful hit. im not sure if this is a bug or not. i was playing fighter last night with a white long bow and to kill a wraith it took about 62 (not exagerating, I counted every single hit) hits through a door. every single hit showed blood spatter, but since it took so many hits im not sure if there was an issue where it showed the hit feedback (blood spatter) and no damage was dealt.
Suggestion ID: 1492068 | Submitted at
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hey degenerate braindead devs! can the traps not perma lock you so the ranger just sits there like a cuck and shoots you down while you cant do anything? use your empty retarded brains for once? thanks!
Votes
Opinion: -41
Upvotes: 0 0%
Downvotes: 41 100%
Suggestion ID: 1492079 | Submitted at
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Increase headshot damage multiplier on zombies by a lot, leave limb and body health as it is and increase the amount of zombies spawned at a time. It would be really intense to walk into a room and have 12 zombies spawn in and surround you instead of two zombies that each take 6 hits to the head.
Suggestion ID: 1492099 | Submitted at
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Do not add a weight system (most of the characters are already slow), inertia or any of the stupid, unfun chore mechanics the fartsniffers managed to sneak into Tarkov and then quit themselves
Votes
Opinion: +12
Upvotes: 20 71.42%
Downvotes: 8 28.57%
Suggestion ID: 1492117 | Submitted at
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Add more variety in enemies throughout all of the floors, a good example would be adding necromancers (if they aren't already existant) to later levels, as well as adding random dnd creatures like goblins or wolves, or hell, if you want to go all out with dnd creatures you may as well include the original Vecna, a literal god that was once a lich and a king, as a final boss or a really rare chance with it being a completely optional fight but with great rewards akin to the items in Nicholas' shop.
Votes
Opinion: +3
Upvotes: 5 71.42%
Downvotes: 2 28.57%
Suggestion ID: 1492131 | Submitted at
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can they A.i behavior be changed it should not lock on to whoever deals the most damg rather first lock on to the closest player have them lock on damg wise lead to farming bosses by blocking them and players useing mobs as a sort of human shield haveing them target the closest player prevents this
Votes
Opinion: -6
Upvotes: 2 20%
Downvotes: 8 80%
Suggestion ID: 1492133 | Submitted at
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add guilds/crews where we can pay say 100gold and form a guild and keep a list of members to make grouping even easier and have like a Guildhall so people can trade and practice on training dummies and duals. Maybe even decorate it to etc etc
Suggestion ID: 1492140 | Submitted at
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Hotkey Improvement Suggestion:
Spell Selection & Self Targeting: Please allow for binding hotkeys to select specific Spell Slots. Having to use the selection wheel is unwieldy. Also, please create a Target Self spell hotkey so that while in combat you don't have to spin your camera away from enemies/allies simply to cast a spell on yourself.
Belt Quickslots: Please allow for setting a hotkey to select individual items on your "belt" (the 3 and 4 quickslots) rather than having to cycle through them. With the additional belt quickslot hotkeys you should be able to choose the behavior of Normal (same as currently, when belt item is selected you just hold it in you hand) and Quick Use where as soon as you press the button it will use the belt item (i.e drinking a potion/applying a bandage).
Suggestion ID: 1492150 | Submitted at
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Rogue Hide should not get cancelled if a player bumps into you. If "hardcore" it should be up to the player to figure our why there's nothing in front of me and I'm being blocked.
Votes
Opinion: -4
Upvotes: 9 40.90%
Downvotes: 13 59.09%
Suggestion ID: 1492180 | Submitted at
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Local voice chat in the game, that sounds lower the farther the players are from each other. I think maybe this could be good for streamers, and could make the players not always attack on first sight but rather have other interactations
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1492192 | Submitted at
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make hell doable without massive cheese. Everyone just glitches enemies so they don't move and if your not ranged you don't get to do anything. I rather it be tuned down a bit so it's actually doable a normal way instead of standing on top of walls and everyone just cheesing frozen enemies.
Also should be able to trade to your group without any fees like have a small window that says "trade" after a run and only the items you came in with and got during that run are tradeable. After you start another run the game would no longer allow up to those 3 players to trade for free from those items. Even if it's only per character you run it on that would be a lot better. But if devs see fit why not allow you to change to a different character and get gear from that trade allowance, or even allow self trading to other characters stashes after a run. Again once you start another run those items are locked and aren't tradable as so anymore.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1492200 | Submitted at
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Just remove silver coins from the game, whats the point in having loot spawn that is 1/3 of a gold and then having to trade a trader in the slowest possible way. Just remove it
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1492202 | Submitted at
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A training area with the dummies for testing your equipment, usually the matchmaking doesnt take too long and I wish I could test different things and see how my damage goes. Also, would be cool if all my party could go there to just train PvP
Suggestion ID: 1492205 | Submitted at
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Instead of negating Barabarian fear on Skeleton Champions, Wraiths, and Centaurs entirely, add a Slow for the duration. I understand the Fear was abusable against these enemies, but its a core part of the Barb’s kit and it’s not intuitive for it to do nothing at all.
Suggestion ID: 1492212 | Submitted at
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make it easier to cancel a potion or if umyou accidentally use 2 potions back to back instead of resetting timer add another cycle so you don't waste as much potion by accidentally clicking too fast
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1492214 | Submitted at
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-the pub g closing circle is a trash mechanic-try a timer and that level of the dungeon fills with water at the end or something creative. you can see the water level via the walls having a sightline on them showing water level. No circle closing but a timed race for portals still getting the game moving. The circle is over played and poorly done, and will probably keep most of my friends from playing this game sadly.
Votes
Opinion: -14
Upvotes: 6 23.07%
Downvotes: 20 76.92%
Suggestion ID: 1492242 | Submitted at
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(Future) Guilds & Guild Raids,
These raids could be 6v6v6, and Have an MMO style raid boss in the center of the map, you can then earn points for you guild for leaderboard,
Players choice: Fight the boss or clear players before doing so
Votes
Opinion: +9
Upvotes: 12 80%
Downvotes: 3 20%
Suggestion ID: 1492253 | Submitted at
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Remove rogue invisibility. In a game where the winner is decided primarily by movement and positioning, it feels unbalanced to fight against good rogues. They will still have high dps and movement speed to control the pace of combat. Indivisibility resetting a fight for them as well as resetting PVE aggro is too strong and seems difficult to balance. Hopefully, this will increase the skill gap for rogues having to rely on perks/skills like smoke bomb and creep to gain an advantage in combat.
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1492256 | Submitted at
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Let ranger purchase campfires for cheaper than other classes. He already has free campfires that he spawns with and can stash by entering/exiting lobbies, might as well just give him a discount for campfires.
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1492258 | Submitted at
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allow for blocking at any time regardless of where your swing is. being slow and unable to dodge is one thing, but being completely stuck to an enemy because the block just doesn’t block is very irritating and i feel it would make for better combat overall.
Suggestion ID: 1492263 | Submitted at
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All melee weaponry should have a block or parry added and be able to block/parry melee damage. ** It would NOT function on ranged damage or spells**. This button would be disabled when using a shield and instead use the shield to block. Numbers given are examples only.
The block should lessen incoming damage and if timed correctly stun the opponent. The amount of damage reduction would be governed by the block statistic with shields always having a 100% damage reduction on a successful block, heavier weaponry such as longswords having something like a 95% reduction, mid-range weaponry such as the rapier and arming sword having a 65% reduction on block and the weakest weaponry such as staves having a 35% reduction and daggers a 15% reduction.
The strength of the block of said melee weapon would be decided by a stat most likely strength if not its own statistic. For lighter weaponry and classes such as the rogue, a single dagger would be unable to block but dual daggers would.
This gives classes with major disadvantages in melee the opportunity to block and also allows more variety in combat and weapons overall without the necessity for a shield to 'block' weapon attacks. It would also allow player skill to take a higher role in engagements whereas currently it is often that the 'better gear' overwhelms player skill.
Suggestion ID: 1492268 | Submitted at
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the taunt skill for fighters doesn't feel great, i've noticed that sometimes it won't even pull agro, and if it does it's usually broken the second someone shoots the monster with an arrow. maybe make it so taunt performs like a traditional taunt where the agro is locked on you for the duration?
Suggestion ID: 1492275 | Submitted at
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Make High-Roller more expensive, maybe 250 or even 500 per run but up the loot a little more... There's FAR too many people coming in default sets because losing the 70g entry fee is worth the risk of getting immediately killed by the first people or AI they run into.
Votes
Opinion: +11
Upvotes: 13 86.66%
Downvotes: 2 13.33%
Suggestion ID: 1492284 | Submitted at
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(Future Suggestion) Gonna get flak for this but it is important to raise. If it is possible to do so, add the ability to create a PvE only character for a PvE version of the maps.
A PvE character would be locked to only playing in PvE mode and only able to trade/interact with PvE characters. If possible, the PvE mode would be locked to single squads at a time for practice purposes and dungeon crawling. Disable player v player damage during this game mode. Everything else would remain exactly as it already is. There would still be a healthy competition over loot and portals.
**The purpose of the PvE character mode would be as follows:
- To learn and understand the maps and basic mechanics of the game.
- To act as a basic tutorial opportunity and introduction to the game.
- To catch and entice the frankly massive PvE community of gamers.**
The PvE mode could also be used to test and balance new monsters, traps and boss mechanics without worrying about adjusting for PvP encounters. This would entice new players, offer a good stage for practice and learning without the strain of PvP and allow people to practice teamwork or play with freinds who do not want to engage with the PvP community at large.
This has no impact on the main game/PvP players. There is literally no downside to this.
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1492299 | Submitted at
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Make the candy canes drop a LOT more often this playtest. The test is ending soon, and Christmas spirit is in full throttle, so if you won't be extending it any further, make it go out with a bang.
I never see anyone else going down to 3rd floor, maybe if everyone had easy purples and could get replacements quickly, it'd breathe some life and help test that zone. It might also help simulate the game's economy a year or two down the line.
Suggestion ID: 1492307 | Submitted at
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Ctrl-f type filter for trade screen for some quick trading improvement. Would be way less dev effort than an auction house type system. You can search for an item name, for example Recurve Bow, and it would only show messages containing that, and update live.
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1492341 | Submitted at
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Make a circle wheel for our 3 and 4 items, hold down the 3 or 4 button to activate a small interaction wheel to choose the item you want to pull out. Cycling through them disturbs with possible plays that could be made by pulling up a random torch when you wanted a trap.
Suggestion ID: 1492366 | Submitted at
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Let us lock our hands from auto equipping weapons. For example, using a stiletto dagger on a rogue you automatically pick up any rapier or main hand dagger you find and need to swap it off to keep the movement speed from just the stiletto.
Suggestion ID: 1492408 | Submitted at
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The trading should be more like tarkov with listings because trying to sell lots of stuff is kinda frustrating, if it was a listing you could do a match while it is waiting but im not sure if it would be a good idea or not, it would have to be implemented well
Suggestion ID: 1492423 | Submitted at
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Trading channel needs to be figured out Buying and selling in difference or a market. ITs Resembles Early OSRS and Realm of the MG rn with everything in 1 place and impossible. Possibly pop limits or chat limitations to force usage of other channels, Buying/Selling Versus a Grand exchange.
Suggestion ID: 1492452 | Submitted at
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A more organised interface for the trade, the way it is it's easy to lost track of the current offers, would be awesome if we could filter what type item we want in a list and have refresh button to see what's new
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1492455 | Submitted at
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I am a pickpocketing menace, I almost stole the soul of a teammate from somebody but it said I couldn't pickup the item, I think it would be a really funny interaction if the soul could be pickpocketed!
Votes
Opinion: +3
Upvotes: 7 63.63%
Downvotes: 4 36.36%
Suggestion ID: 1492458 | Submitted at
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Make the trading system into an e-commerce, where we can select specific attribute filters and sort by cost. I want to do a bulk checkout from a cart. No cart priority, so if someone buys it, it leaves your cart.
Votes
Opinion: +3
Upvotes: 3 100%
Downvotes: 0 0%
Suggestion ID: 1492460 | Submitted at
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Here's an easy fix for the trade channel spam. Make it so you can add a text filter, then it will only display messages containing the keywords. Then you'll be able to see relevant trades to your keyword.
I think this would be easier than revamping the whole system.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1492492 | Submitted at
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untill you seperate solos from duos from trios this game is unplayable. fix that before even considering anything else. after 1000 raids and only 2 extracts i can confidently say this game isnt fun at all without a full squad. simply a waste of time to try.
Votes
Opinion: -19
Upvotes: 0 0%
Downvotes: 19 100%
Suggestion ID: 1492505 | Submitted at
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An option or way to change spider models to something else, like a rat or something. i have severe arachnophobia and playing solo its my worst nightmare when i open a door and find spiders behind it.
Votes
Opinion: -4
Upvotes: 12 42.85%
Downvotes: 16 57.14%
Suggestion ID: 1492516 | Submitted at
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I'm going to put this bluntly: Barbarian is bad. Just bad. Your tankiness and damage output does not matter. The damage you deal is outclassed by Rogues and Fighters with spears, whilst both of these classes are far faster than you and, in the fighters case, far tankier. The major thing killing the Barbarian from even remotely being a good class is the sheer lack of speed on...everything. This game values speed of things more than anything else. Having speed means you can outright dodge attacks, having speed means you can get more loot, having speed means you can engage and disengage when you want to. Barbarian has zero speed. All of his weapons have some of the heaviest speed penalties in the game, despite them not even being that powerful outside of the Maul. It is genuinely more effective to go in with a green Hatchet than it is to go in with a blue Battle Axe because you will do more damage with the hatchet than the battle axe whilst avoiding more damage in turn.
Just lower the damage of some of the axes and decrease the speed penalty on them. A barbarian shouldn't have to be naked just to match the speed of a fully armored fighter using Swift. It makes zero sense.
Votes
Opinion: +10
Upvotes: 13 81.25%
Downvotes: 3 18.75%
Suggestion ID: 1492578 | Submitted at
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Outline when aiming spells at party members. Simply, when you aim a spell, and the target is your party member, and WITHIN THE RANGE OF THE SPELL, the party member's outline will be highlighted slightly, indicating that the spell will affect that party member, assuming no sudden movement. Would solve a lot of issues with casting buffs on monsters or missing heals which realistically should hit
Votes
Opinion: +12
Upvotes: 13 92.85%
Downvotes: 1 7.14%
Suggestion ID: 1492587 | Submitted at
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How about introducing an auction house with an entrance fee of 500 gold or 1,000 gold? Players can easily sell and purchase their items at this auction house, creating an environment where they can focus solely on game content.
Votes
Opinion: +4
Upvotes: 5 83.33%
Downvotes: 1 16.66%
Suggestion ID: 1492592 | Submitted at
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a multi class system similar to that which you can find in regular dungeons and dragons or Tiny Tina’s Wonderland, you give up some more powerfully abilities from one class to pick up ones from another especially with the class leveling system that’s coming
Votes
Opinion: -7
Upvotes: 4 26.66%
Downvotes: 11 73.33%
Suggestion ID: 1492601 | Submitted at
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Pickpocket in current state is high risk, tiny reward.
Rework so that it opens othet players inventory allowing a free for all grab, to balance this maybe add a small rustling sound too indicate its happening.
Alternatively when pickpocket is used it should slowly funnel items out of their bag over time. The longer you're doing it, the more items taken.
Suggestion ID: 1492603 | Submitted at
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I am part of another discord that uses an auto create channel for anyone who clicks a channel named "create a channel" and it works great! The channel disappears when the last person leaves! Here is the link for the website and bot that does this; it's called VoiceMaster https://voicemaster.xyz/
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1492604 | Submitted at
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dont nerf fear now there is no intended way to beat red room unless people cheese or at least nerf centaur and other mobs because its not like a single barb is cruising you still need a comparable team to do anything but now its useless
Suggestion ID: 1492611 | Submitted at
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instead of nerfing longbow dmg, maybe nerf the time it takes to draw back. This could go well with a crossbow buff, so that there are two equally viable options for high power ranged weapons. barbs should not be able to tank 5 shots from a longbow like they do now
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1492627 | Submitted at
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allowing a different bind for all 6 utility slots (instead of 3 slots of 3 and 3 slots of 4, allow an individual item to be bound to 3, 4, 5, 6, 7, and 8)
in the heat of the moment it's easy to pull the wrong thing out and have to cycle through 3 times to get back to the one you want. would reduce that if 3 is always torch, 4 is always campfire, etc
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1492640 | Submitted at
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just accept defeat and remove the ranger class. its unskilled and isnt a healthy addition to a primarily melee based game. it throws everything out of whack and makes balancing complete spaghetti. it will never be balanced, and instead OP or useless, as the nature of the class revolves around abusing the lack of MS rogues/fighters/barbs get
Suggestion ID: 1492654 | Submitted at
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having some sort of special pendant or something to honor those who farmed and bought the skele skins, Took a while to farm up elite skele and it'd be cool if on release there was something unique (obviously cosmetic) like a charm or weapon skin or something to commemorate those who put serious time into the playtest
Suggestion ID: 1492659 | Submitted at
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It would be great if headshots played a sound effect like in Vermintide and Overwatch so you can more easily tell when you hit headshots since it can be difficult to be sure at long range or in some melee confrontation.
Votes
Opinion: +8
Upvotes: 10 83.33%
Downvotes: 2 16.66%
Suggestion ID: 1492671 | Submitted at
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I think it would be sweet if we found items to enhance our gears quality up a tier or multiple tiers. Like imagine looting a scroll that follows the gear quality system of junk - unique, and when used on an item base, it raises the tier of the item to the quality of the scroll that was used
Suggestion ID: 1492694 | Submitted at
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Achievements:
Expeditious Retreat - Escape the dungeon for the first time
aaaaaaaaaaaa - Escape with a minute or less left on the clock
Aaaaaaaaaaaa - Escape with 30 seconds or less left on the clock
AAAAAAAAAAAAA - Escape with 10 seconds or less left on the clock
Bug-fixing:
Fix your archers, please. they can see me in a pitch-black corner and headshot me when i’m hidden (rogue main).
Other:
Add a stat board so we can see kills, deaths, kill/death ratio, # of escapes, escape/death ratio, etc.
Suggestion ID: 1492696 | Submitted at
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Gonna go off a previous suggest in regards to campfire, give all classes a second option beside resting that they can perform at one. Cleric can maybe pray and get a random mini-shrine buff? Wizard could focus and get a quicker cast for his first spell used. Bard can inspire the party, Barbarian can get a small hp regen for awhile. 1% every 20 seconds? I'm just spitting examples, but just an option so that the campfire is more meaningful.
Suggestion ID: 1492737 | Submitted at
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Throwable healing potions that any class could use- Have it take time to "wind up" so it wont be an instant thing. Gives players other options to play support if they don't want to play cleric. Plus you run the risk of throwing it at the enemy/ mobs. So it makes it fair.
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1492747 | Submitted at
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Tavern Master as a merchant kinda lacks wares rn. He can sell us food or travel rations that can give a little buff for a long time, like str food that gives +1-3 str for 1-3 minutes. You cant mix different foods, like you can't eat str food and then agl food. Maybe it can be a bit pricey, about 15g+, so that players should think if they really need that buff or not
Votes
Opinion: +11
Upvotes: 12 92.30%
Downvotes: 1 7.69%
Suggestion ID: 1492765 | Submitted at
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Boxing Tape as a weapon, it doesn't change your fist moveset or anything it just allows the fists moveset to get modifiers and damage buffs. It shouldn't affect movement speed while worn similar to having your weapon put away. It should probably be all class but if it should be restricted I'd say keep it to fighter, barbarian and in the future monk if we get that.
Votes
Opinion: +7
Upvotes: 7 100%
Downvotes: 0 0%
Suggestion ID: 1492771 | Submitted at
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This one is from a dev standpoint. Please take a close look for some insights from somebody who is trained to dissect systems for long-term maintenance. It's intended for developers and directors for the sake of future-proofing your product.
Firstly, you're dev-ing yourself into a stat hole. I understand that you desire several stats that cover every possible angle of primary stat influence both in and out of combat, but you MUST simplify. Terms, effects, and outcomes; concision is the key to effective language and mechanics. You do not need multiple types of true damage, as a minor example. You will have more things to balance, more complaints of balance, and more difficulty micro-tuning each one due to touching any other. If you are truly worried about being able to balance universally, find a few major actors within the stats and rely on those as your reliable tuners. Movement speed and overall damage, for instance.
Secondly, the more layers of gear and item quality you add, the less valuable all of them become. It's more work to create more work. If you want every item discovery to possess the wonder of something new and great, focus on rarity, not variety. While that sounds counter-intuitive, it's absolutely necessary and will make your lives easier. This doesn't need to account for every item type, but insisting on variety or inclusion will lead to overall communal outcry and balancing issues.
Lastly, for now, your ranged weapon changes do not work. I say this respectfully, acknowledging the efforts. But if you truly want to balance bows then you need to reduce the movement speed debuff on hit or reduce the damage drastically. Realistically, yes, they SHOULD be more powerful. From the game balance perspective, they must be nerfed into oblivion if you want melee to ever shine. Thank you for reading.
Suggestion ID: 1492776 | Submitted at
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I think it would be good to change Clerics "anti-undead" and make it "anti-evil", and just have clerics be extra effective against all PvE enemies.
This way, they aren't Map reliant, so when/if the Devs make Maps that aren't undead focused, clerics don't get hugely nerfed on those maps.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1492793 | Submitted at
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Have a Tab under the Storage Tab in your Stash Labeled "Bank" , Only Gold/Gold Storage items can be placed in here and it's Shared across all of your Characters.
It can have a 1 time Purchase to unlock The Bank(similar to the one time purchase of being a Trader).
This will 1) Help organize, 2) Make playing multiple classes easier, and 3) Help clear out some of your Storage for actual gear, rather than mixing both currency and gear in one area.
Suggestion ID: 1492818 | Submitted at
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Rename "+Magical damage" to "+Spell damage" to avoid confusion. In other games, you can make a mixed damage builds by equipping physical weapons (bows, swords etc.) with magic affinities, but in Dark and Darker it only buffs your spells.
Suggestion ID: 1492819 | Submitted at
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Perfumer class. This class would use Censers to produce buffing, debuffing and damaging AOEs using magical scents (that are not team specific). Censers should have one of the highest movement speed reductions in the game making it required to put it away when attempting to move from place to place but when you need to use it to have to take it out. In addition the class would have perks that give poison damage reduction (from both Rogues and Zombie Gas Clouds) as well as a perk for increasing explosive bottle's fire damage. Perfumers wear clothes similar to Wizards and Clerics but cannot wear anything all that armored. Perfumes that are available via your Censer would be setup similar to the Spell system but it doesn't require Spell Capacity and instead it should have Scents that cancel eachother such as a Healing Scent and a Damaging or Damage Buffing Scent will negate eachother and cancel those clouds so making sure you have complementary Scents is important unless you're willing to be extra careful which gives this class a skill based ceiling of power based on the players personal composure while fighting.
Votes
Opinion: +1
Upvotes: 4 57.14%
Downvotes: 3 42.85%
Suggestion ID: 1492851 | Submitted at
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When shield is worn on the back make it block when something hits it for now everything goes through it, and maybe make a shield that can block all magics only used by knight since if cleric would use it he would be too op and he is already op
Suggestion ID: 1492896 | Submitted at
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It would be nice if there was a way (possibly one of the merchants) to make items "Soulbound", so you don't lose them on death. This should be expensive (and scale with the value of the item), and something to save up for at later stages of the game. As an additional gold sink, the "Soulbound" could have charges that get consumed when you die and the item is "saved", this would enforce the player to refresh the permanency of their items.
Votes
Opinion: -6
Upvotes: 10 38.46%
Downvotes: 16 61.53%
Suggestion ID: 1492926 | Submitted at
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Cleric + Maul needs a quick light attack, and something other than just swing for the fences. It is useless for pvp unless you use judgement, so you get one swing every 30 seconds, which is useless.
Votes
Opinion: +5
Upvotes: 9 69.23%
Downvotes: 4 30.76%
Suggestion ID: 1492927 | Submitted at
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Add a container, small in size much like the tarkov beta/gamma containers which allows you to stow something in it and guarantee it leaves the dungeon, this would help newer players who we frequently see complaining, this trickle of gold at least may stave off some complaints from them, could make it some magical bag etc could fit the lore
Votes
Opinion: +7
Upvotes: 12 70.58%
Downvotes: 5 29.41%
Suggestion ID: 1492932 | Submitted at
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add a perk for the barbarian that makes him attack slower but with every successful melee attack landed attack speed is raised for a short period of time (can stack infinitely but eventually gets reverted to default)
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1492948 | Submitted at
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Hardcore mode as an option on character creation;
When you die
- A special message in broadcasted in the dungeon that lets everyone know how many successful escapes you've had.
- Character is reset to level 1 as if it was freshly made (not deleted so people can keep usernames).
- All loot on character and in stash is dropped to the ground for the killer to pick up.
Suggestion ID: 1492952 | Submitted at
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Add map creator to the game - allow players to create dungeon maps so the best one's can be voted on. The map creator could have some limitations with adding high tier mobs, loot can be randomized always based on room difficulty (limitations of how many mobs per distance, quantity and so on, maybe room difficulty setup also and what can be adjacent to each room). There would be testing function where you can play the map and try it with the team or solo. Best maps could be play tested in "Hot limited event". If the map would be to be added to the game, it must be approved by game designers. Use your best knowledge depository and creativity - community.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1492975 | Submitted at
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Here’s an idea I’ve been playing with after hearing people ask for more gold sinks.
Maybe we could have a sort of hideout for our characters which we can open by clicking a menu tab.
This hideout would show your character lounging within similar to when we sit at the Tavern in the lobby.
Our hideout’s aesthetics could be changed by using large amounts of gold to purchase them.
For example, the basic default hideout could be like a village hut but you could, over time, save up a ton of gold like 3,000 or 5,000 (if storage doesn’t allow for this amount saved, perhaps instead, you could pay it off over time by slowly putting gold towards that purchase when possible.)
This would allow players to spend their hoard of gold and get the right to show off their epic castle hideout or dungeon lair.
In addition to the aesthetics side of a hideout, perhaps it could have the ability for you to purchase “stations” within it.
These stations would have different effects…
Example:
Alchemy Lab (3,000 Gold): Each time you die, your new basic character comes equipped with 3 basic health potions.
Additionally, once per day, you can brew a batch of 5 potions that contain a mixture of protection, health and invisibility of varying rarity.
Infirmary (2,500 Gold): Each time you die, your new character comes equipped with 3 basic bandages.
Additionally, once per day, you can receive a shipment of 5 random bandages of varying rarity.
Workshop (7,000 Gold): Once per day, you can upgrade an item up one level (cannot upgrade past blue rarity) with the same stats it had before and a small chance to add another stat on top of it.
The aim of these stations would be to make your life a little easier.
Suggestion ID: 1492982 | Submitted at
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Add procedural generation of dungeons, to put it simply, create an ai that pieces together different rooms in a semi-coherent way to create random dungeons, think Deep Rock Galactic, but it's with premade dungeons instead of completely random terrain.
Votes
Opinion: +8
Upvotes: 15 68.18%
Downvotes: 7 31.81%
Suggestion ID: 1493012 | Submitted at
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Stash/Backpack expanders, Add items that can increase the size of your stash with the drawback of them being super rare and extremely expensive, and/or add Backpack extenders, which increase the size of your inventory during runs, at the cost of being somewhat rare, and slowing you down slightly (not as much as armor), Have each tier of these items be increasingly rare and valuable, with each tier adding more storage space to the extender.
Votes
Opinion: +2
Upvotes: 5 62.5%
Downvotes: 3 37.5%
Suggestion ID: 1493023 | Submitted at
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Gold not taking space in stash. Gold taking space in inventory is a bad idea, i can't get richer than amount of slots in stash, it takes space which I could use for items. I have like 3000 gold and its taking too much space.
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1493052 | Submitted at
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make buffs not illuminate in the dark. It's frustrating attacking a target in the dark with a buff up, being at a disadvantage because he can see my glowing hands while I see nothing.
Votes
Opinion: -11
Upvotes: 3 17.64%
Downvotes: 14 82.35%
Suggestion ID: 1493053 | Submitted at
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The Morningstar and Flagged Mace are currently bugged. It seems like the only register headshots at the very top of the head. Probably should fix this, unless the dummies are bugged.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1493054 | Submitted at
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The movement speed debuff on bows needs to be heavily increased, especially for longbows. The kiting meta has persisted in all three playtests so far and it's getting to a really exhausting point. The amount of times I've seen naked wizards and rangers is innumerable, and it just feels stupidly cheesy.
Suggestion ID: 1493071 | Submitted at
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make a PVE mode for players to learn the game and add a great number of floors and each floor has a boss or trial (puzzle) that you must pass to move on similar to the anime SOA build out but centered around this games mechanics and playstyles
Votes
Opinion: +2
Upvotes: 14 53.84%
Downvotes: 12 46.15%
Suggestion ID: 1493074 | Submitted at
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Give Barbarian a charging/lunging attack ability, that forces him to charge forward and attack a short distance with increased damage and some minor defense buffs, however his action speed after is reduced dramatically for a few seconds.
Suggestion ID: 1493093 | Submitted at
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Out of all the classes, I still see Ranger being most in need of a rework/change. Currently the class is way too good at way too much. Ranger is currently a long range, highly mobile, high damage PvP monster that is a beast at controlling team fights and preventing anyone from pushing. Currently Ranger has very little counterplay aside from more arrow spam, or stacking enough defense buffs to simply tank through the damage, which often leads to fights being two teams refusing to push while their Rangers decide the entire fight through which one of them dies first. Ranger is simply too valuable not to run in every team comp, and basically can't be countered by certain classes due to them being too slow to keep up with a Ranger that wants to kite forever. None of this is even taking into account how essential Ranger/bows are when it comes to cheesing some of the more BS PvE in the game.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1493096 | Submitted at
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Rework gasclouds and some environmental objects such as flags, they currently act like walls in some circumstances such as the inability to throw a projectile while standing infront of a gascloud, the game prevents you from doing so. Flags cannot be attacked through as they are considered solid objects, items cannot be attacked through which can cause issues when breaking crates/barrels etc.
Votes
Opinion: +3
Upvotes: 3 100%
Downvotes: 0 0%
Suggestion ID: 1493099 | Submitted at
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Add effects during combat such as adrenalin, where if you get hit or enter combat with a player, you get different buffs and debuffs after a certain amount of time fighting. Examples:
Barbarian can get bloodlust or tunnelvision where he either enters bloodlust and has increases speed and damage, but cannot see teammate names, forcing teammates to stay away and let him possibly die, and afterwards/or have tunnelvision where he has a rather strong vignette and cannot see players flanking him.
Cleric would have (insert effect name here because I can't think of one), which would allow him to heal faster/more, but be slowed, and a potential debuff could be nirvana/oblivion (see the mage section).
Fighters would have ferocity (or something along those lines) that increases attack speed and range, but decreases healing speed and protection amount, and or have exhaustion due to having way too much armor that probably ways an actual ton with all plate armor being equipped, which would decrease movement speed and attack speed.idk what you would do for rogues, and mages would have focus, which would increase magic casting rate and damage, but at the cost of a vignette, which would be much smaller than the tunnelvision vignette, and/or they would get oblivion/nirvana, which would decrease movement speed, give a much weaker version of the "drunk" visual effect, and decrease spell accuracy/cast rate.
Votes
Opinion: -2
Upvotes: 2 33.33%
Downvotes: 4 66.66%
Suggestion ID: 1493102 | Submitted at
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since a lot of people seem to think ranger is way to strong i have a few good suggestions for nerfs. For a start I think that his quickshot ability should not reload the quiver. Currently you can get a free reload every 18 seconds. Also maybe some sort of longer cooldown. Also I think for at least the longbow there should be a much longer reload since currently you don’t get punished much for wiffing. I think ranger bow should be a high skillcap weapon that if you miss a lot it punishes you. Compared to as of now when it doesn’t matter what aim you have. Also maybe a bit more bow dmg tweaking overall
Votes
Opinion: +8
Upvotes: 13 72.22%
Downvotes: 5 27.77%
Suggestion ID: 1493106 | Submitted at
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my friend has trouble with the sound of feet slapping, he find it too real (good job its perfect, and he hates it) maybe an accessibility option that changes the sounds to a less visceral one (similar to how colorblind mode works)
Votes
Opinion: -1
Upvotes: 9 47.36%
Downvotes: 10 52.63%
Suggestion ID: 1493119 | Submitted at
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I'm not gonna lie its really hard to play solo, I think making it to where if your solo you get some sort of buff (like a very minor passive regen, or something equivilant). Feel like someone may have already made this suggestion, or im going to get flamed for being bad.
Votes
Opinion: -14
Upvotes: 6 23.07%
Downvotes: 20 76.92%
Suggestion ID: 1493127 | Submitted at
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Clerics resurrection only works if you put the soul back in the body and it would be nice to be able to put the soul back into the slot so that you can resurrect someone if you accidentally took it out.
Votes
Opinion: +20
Upvotes: 20 100%
Downvotes: 0 0%
Suggestion ID: 1493134 | Submitted at
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Make Rangers 'Quick Shot' ability reload a maximum of 3 arrows, not 6... That is way too much, and besides reloading only 3 arrows makes more sense considering the ability lets you fire 3 arrows in quick succession.
Votes
Opinion: -2
Upvotes: 9 45%
Downvotes: 11 55.00%
Suggestion ID: 1493136 | Submitted at
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Make a craft for Rubysilver to make a consumable item that can re-roll the attributes on a magic weapon or armor. Alternatively the powders and ingots can do that. Dont want to make it too easy to reroll stats, but it shouldnt be impossible to alter an item when you get a bad item that doesnt match your class
Suggestion ID: 1493138 | Submitted at
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A rogue skill that lets them stay hidden while crouched indefinitely until they: Attack, use a skill, or interact with an object
Nerd Stats: Could have a cooldown of ~1 minute from deactivation, & for balancing purposes the player could be slowed to ~65% normal crouch speed so they aren't op
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1493141 | Submitted at
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a lot of stats will just be automatically pumped (such as pure phys), a really easy solution to this is balancing items to only rollable stats based on their slot (like say knowledge can only be helmet, Caster weapons, jewelry) Or example, All attributes can only be on a Weapon or Chest slot, or Physical damage can only be on gloves Weapons Rings, dexterity in pants, shoes, gloves etc etc etc
Votes
Opinion: -4
Upvotes: 1 16.66%
Downvotes: 5 83.33%
Suggestion ID: 1493145 | Submitted at
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Make a few items that count as magic or physical so if a different class gets a weird roll on their items, it makes all those items usable to some people. Such as potions that explode as magic, being able to be thrown by other classes. Would make a LOT of interesting possible builds
Votes
Opinion: +4
Upvotes: 5 83.33%
Downvotes: 1 16.66%
Suggestion ID: 1493150 | Submitted at
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Add bigger coin pouches, storage containers inside your stash and a way to buy bigger storage, add it where water isnt just like fake, make it slow you down SLIGHTLY when fully submerged and other normal water effects
Votes
Opinion: +1
Upvotes: 6 54.54%
Downvotes: 5 45.45%
Suggestion ID: 1493176 | Submitted at
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Larger storage/bank slots (available to purchase, even just double would be enough, let’s say 100g a row? Up to a cap or double what it is now). Currently you can only store a maximum or 2-3 sets at best, if you also have meds and coins. You can play for hours and hours with tonnes of good loot you can’t store that are good backup gear.
Then get unlucky a few times in a row lose all your gear and either start again from scratch, or have to spend ages on the trade channel to try get your gear back.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1493191 | Submitted at
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You know that one spawn that opens into the drop-down with the pool full of zombies and dragonflies with literally no other path to go? Yeah remove that from the spawn pool please. Just more efficient to abandon match when you're not geared.
Votes
Opinion: -12
Upvotes: 2 12.5%
Downvotes: 14 87.5%
Suggestion ID: 1493199 | Submitted at
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Currently the in game feet models for female characters aren't high quality enough, nor dirty enough to reflect the dungeons they're running through. The dev's should really be prioritizing immersion issues such as this, before they address anything else.
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1493206 | Submitted at
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A suggestion to balance Solo vs Squad:
If you are on your own, your class is at full strength, let's call it 100% for example, plus your equipped items. Now if you add someone to your squad, you both get a "Weakened" duo version of your respective class, let's say 80% for both, plus your items. If you then add a third person, all three of you get the "Weakened" trio version of the class, let's say a 50% (numbers are random and examples).
This accomplishes 2 things: By the perspective of a naked new player, gives them more of a chance to put up a fight against kitted experienced squads, and the option to maybe run and catch a breath. By the perspective of squads, it mitigates the "Steamroll spawn points to kill naked no-loot players just to ruin other's fun" (And let's be honest, if this is your way of fun, you are probably going to be a problem for the devs eventually, when no new players stay on the game because they cannot survive a pvp encounter 2 seconds after hatching from spawn) and also makes it so squads need to use their resources and tactics much more, true skills and positioning becomes key, instead of just being a matter of raw numbers. Squads vs squads are still the same situation, as a 3v3 in the same conditions, but for any of the other possible encounters, it levels the play field.
Squads are encouraged to invest on gear to mitigate the weakening status, and any possible lost just makes it so grinding it back up (be it solo or with friends) is a legit possibility, as losing things to the dungeon is just an excuse to go right back to grind the kit back, at the same time solos also are encouraged to come to the dungeon kitted since the change of loosing it is (by their perspective) a bit lower
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1493221 | Submitted at
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Create an outline when using spells (Haste, Ignite, Heal, barrier etc.) on a player. I play a lot of Support Wizard and at times have hasted/ignited mobs and other players or I'm just out of range and boost myself (skill diff). This could help Clerics and Wizards when buffing their team. I know some Clerics sometimes use spells on corpses because of targeting. It'd also be nice for protection potions to be just slightly smaller in radius or maybe make the player glow light blue instead since theirs a lot of clipping through doors with the giant blue protection hamster ball.
Suggestion ID: 1493225 | Submitted at
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make it so when there's only 15 seconds on the clock left all portals open. It would encourage more people to go down and not punish solos with slow interaction speed as much.
Votes
Opinion: +3
Upvotes: 9 60%
Downvotes: 6 40%
Suggestion ID: 1493230 | Submitted at
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Please add some feature for arachnophobia. Because I really want to play, but I can't progress with spider around. The game is wonderful, the idea is incredible, but I only ask for the option for arachnophobics, so that I can play without feeling anxious. and add more speed when u attack, like a another combat games
Votes
Opinion: +9
Upvotes: 20 64.51%
Downvotes: 11 35.48%
Suggestion ID: 1493250 | Submitted at
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"Naked que" - if this game will not have wipes after release then new players will have a hard time against older players that are stacked with items and can afford to run blues every match. What about a "Zero to hero" que where you cant take items into the match? Allowing for new players to fight on even ground
Suggestion ID: 1493252 | Submitted at
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Game definitely needs an increase in the time it takes for the circle to close, its great that you're pretty often on the run, but it feels pretty bad in comparison to how many strikes it takes to kill some of the most simple mobs. Often no time to loot anything or resurrect fallen allies.
Votes
Opinion: -6
Upvotes: 5 31.25%
Downvotes: 11 68.75%
Suggestion ID: 1493278 | Submitted at
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Some ideas leaning into the rogue being sneaky:
A passive skill for dark vision (self explanatory)
An active skill that lets the rogue stay hidden in the dark as long as he is crouched and does not use skills, interact with items, or attack
Suggestion ID: 1493282 | Submitted at
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just rewording my previous suggestion cause I worded it poorly
The skill for the rogue to be hidden in the dark should only activate when there are no light sources within ~3m radius, and should be stopped the moment the rogue does anything other than move while crouched
Suggestion ID: 1493300 | Submitted at
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there needs to be a gear score matchmaking. or something close to it. as a new player i just die everytime, and i mean everytime, to people with way belter gear. also i would like this to be more of a dungeon crawler with a chance of pvp.
Suggestion ID: 1493345 | Submitted at
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Currently, when you go down a level you stick with all the same folks who went down a level deeper into the dungeon. Instead of that, considering requeuing folks so that next level has a full 16 players to keep things competitive and dynamic (and to make sure the final levels aren't just one group playing PvE). This might be important if you plan on adding more floors (iirc we're missing one planned one atm). Prioritize trying to keep everyone together even if they aren't on the same team, too, if possible because taking revenge on a group you needed to escape from before is fun.
Suggestion ID: 1493357 | Submitted at
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torches need to be more viable for game play like for instance they should be able to be used against the green smoke 💨 throw a torch on the ground it kills that smoke but you lose the torch for good that round also I feel the circle ⭕️ needs to be slower it’s moving to fast and you can’t really take the game in or really explore you are always rushed anyways love the game but really would like to see something for that green gas merry Christmas guys
Suggestion ID: 1493404 | Submitted at
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Different classes could have a statistic that decreases the noise made by opening chests, picking up items, or walking naturally (not with an ability). This statistic could also decrease the aggro range of certain entities (with the exception of the wraiths, the flying demon turds, and archers because it could render there abilities obscelete or unbalance them). Certain classes such as the fighter, cleric, or barbarian could have negative of this statistic, increases the noise made by these characters. This could create stealth parties with a main tank lead who draws all the aggro attention from players and entities alike while the archer and rogue shanks/shoots them from behind. It could also balance the cleric and wizard by drawing more attention to them in battles, forcing team coordination. For a bonus mechanic, you could make it so when a player is lower on health, this statistic is decreased hugely and more advanced targeting from entites towards hurt players over unhurt ones could make the game a little harder.
Suggestion ID: 1493443 | Submitted at
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Magic staff needs a buff of magic damage or something. Every wizard weapon has a purpose, book is for speed, ball and dagger for the nice combo, and sword for big weapon damage. Staff should be the choice if you want more magic damage
Suggestion ID: 1493446 | Submitted at
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Would be nice to see a 'Kill Points' based system on the Leader boards rather than 'Kills'. For example Assists could provide 1 point and whoever gets the Killing Blow receives 2 points. I am suggesting this based on experience with PvP hungry Teams where people tend to compete for Killing Blows and things can quickly get messy.
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1493484 | Submitted at
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Give Rangers an ammo count for their ranged weapons, allowing for more careful balance of ranged attack damage output. Give them a 'fletching' skill similar to meditation that may allow them to refill their ammo instead of them being infinite. Refill ammo at campfire. Consider buffing their melee somehow to compensate for not having unlimited ammo.
Suggestion ID: 1493486 | Submitted at
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I think the enemies need newer attack animation and make it a bit unpredictable, after fighting the mummies and skellys for awhile I’m able to dodge all their attacks and train them like call of duty. I wanna stay on my toes more
Suggestion ID: 1493493 | Submitted at
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Make an Undertaker Merchant who sells random pieces of your past loadouts died with. Chance for flavor, make him bug-infested. Someone has to clean up these ruins between matches!
Votes
Opinion: +10
Upvotes: 17 70.83%
Downvotes: 7 29.16%
Suggestion ID: 1493497 | Submitted at
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Rethink gear clarity, you have people wearing all kinds of nonsense that while it might be realistic that someone could wear it, doesn't fit a class theme. Then designate specific attributes that make sense to those specific gear classes with a handful of catch-all stats. For instance:
Ranger: Leather
Rogue: Leather
Cleric: Plate/Cloth
Fighter: Plate
Barbarian: Leather
Wizard: Cloth
Cloth: Spell/Knowledge/Will related attributes
Leather: Agility/Damage related attributes
Plate: Strength/Damage Reduc related attributes
Catch-all: Resourcefulness, health, item equip, move speed, etc.
Suggestion ID: 1493507 | Submitted at
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A system should be put in place to queue more parties with other parties. Rn playing solo is ruthlessly punished compared to parties & it kinda needs to be fixed.
This could be done through buffing/nerfing solos/parties, but I feel like that's an awful idea so I recommend queuing parties with other parties
Suggestion ID: 1493519 | Submitted at
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Purchasing from merchants right now has a little bit too much friction, meaning that i need to click many times to purchase a single item
Not sure if there are more plans for the currency items, but i think the 'Fill In All Storage' button is an extra step that doesn't provide much.
The ability to increase stack size on repeatable purchases would also be nice (eg. buying several potions instead of 1 each time)
Suggestion ID: 1493523 | Submitted at
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Blocking an attack from a boss mob should stun them temporarily as they try to recover from the recoil of having their attack blocked. This would help them be more manageable for solos as well
Votes
Opinion: +26
Upvotes: 27 96.42%
Downvotes: 1 3.57%
Suggestion ID: 1493534 | Submitted at
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I know this is low priority on the to do list, but if customization becomes a thing can you please add dark skin/kinky hairstyles - it would be nice to be represented in that way in a character centric game
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1493537 | Submitted at
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So instead of an auction house which has been widely discussed - what if we had a zone for bartering where you could rent stalls & set prices. It would encourage the battering and personal interactions between players that creates a lot of the allure to the current system while allowing a better UX and UI for both buyers and sellers.
Suggestion ID: 1493556 | Submitted at
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Open a room with the training-dummy, or even armoured training dummies counting damage hits etc. where one party can login and pvp each other for a limited or unlimited time. It helps a lot with training your weapon combos etc. and understanding armour ratings etc.
Votes
Opinion: +17
Upvotes: 17 100%
Downvotes: 0 0%
Suggestion ID: 1493565 | Submitted at
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There are a lot things to improve in the game but for me, the most important thing is Mob's movements. Mobs can just target you and direct hit for no reason. There should be at least some kind of delay when they change a target. Because they can already hit so fast (which is not a problem imo.) and when they combine the fast movement plus changing targeted player and fast attack. Most of the time when you are slaying a mob, you get a hit.
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1493671 | Submitted at
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Pickpocket seems really bad for Rogue and more of a meme than anything else.
I think what might make it stronger would be to give it a bonus which increases the chance you have to get better loot whenever you open a chest or break an urn.
Nothing big but enough of a % bump to entice people to also run it in addition to the other really good Rogue perks.
Especially for newer players who are just learning the mechanics of how to play as a Rogue and need better loot to sell for gold to fuel their learning curve.
Alternatively, maybe make THAT a new perk and instead change it so you can use Pickpocket while you’re Hiding without breaking your invisibility which would make pickpocket a lot easier to do thus making it more appealing.
If you do it this way however, I would also give Pickpocket a buff so that whenever you successfully pickpocket someone, you reset your Hide duration and can move another 10 steps again (if you have Stealth equipped that is.)
This would give you more value when using Pickpocket and further encourage people to use it.
But even then, I still think a lot of people wouldn’t take it since it is hard to Pickpocket because players are moving.
So, the last buff I’m suggesting to make Pickpocket more viable is to give it the ability to completely mask your steps (no sound) when you get near a player in a medium sized radius AND grant you another 10 steps if you’re using the Stealth perk.
This would proc anytime you get near a player and have its own little cooldown effect like the Wizard’s “Reactive Shield” of around 45 seconds before it can be used again.
However, if you attack a player within 10 seconds of breaking invisibility, your cooldown for recharging Hide is doubled.
This would effectively push you to go for more of a stealth and evasion type of playstyle when using Pickpocket which I think would be fun and hilarious.
Votes
Opinion: +1
Upvotes: 4 57.14%
Downvotes: 3 42.85%
Suggestion ID: 1493697 | Submitted at
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Make skins in game buyable in a future release, while keeping the game F2P. Think of how Fortnite got so popular, instead of making players buy the game make in game skins and costumes and add some flavor. You’d probably make 50% more $ from a F2P by doing this, than losing a good chunk of the alpha testers by putting up a price.
Suggestion ID: 1493718 | Submitted at
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Add a rare consumable to refresh some spells for Wizard and Cleric. Maybe some Tabaco you have to smoke in a pipe that slows you down like using a bandage? Could also give some temp Magic Defense to be useful for other classes. Also a way to Packwatch on that 3 man you wiped 😤
Suggestion ID: 1493721 | Submitted at
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add a way to see better in the dark, like everquest had with different racial abilities/spells/gear to improve night vision, can be done thru the upcoming class skill tree or perks and/or jewelry/helmets
Votes
Opinion: -10
Upvotes: 2 14.28%
Downvotes: 12 85.71%
Suggestion ID: 1493745 | Submitted at
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the zone is replaced by complete darkness where only a torch can light your way, it doesn't do damage but the match timer stays. when the darkness comes it will slowly eat any and all items inside of it only leaving portals and monsters, could give a possible reason to buff monsters/spawn more if they're in the darkness otherwise the lack of loot and light and possibly buffed monsters will push players further in to fight there as opposed to staying in the zone.
Votes
Opinion: -3
Upvotes: 6 40%
Downvotes: 9 60%
Suggestion ID: 1493749 | Submitted at
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Pickpocketing requires a rework. As it stands right now the only use of it is if other player is completely unaware or behaves friendly. It might work for the time being but will become completely pointless with time when people learn to just never trust rogues.
Pickpocketing as I understand it right now: Steals random item, breaks stealth, requires few seconds of channeling (while immobile) and being close enough to touch player. In the end you are risking less by just attempting to kill the player.
I'd suggest for pickpocketing to either be an instant cast with a cooldown that always aims at belt item. This way it can be pulled off during fight instead of hitting and if done properly give you a small edge over enemy.
Alternatively be as it is but not break stealth. This way you can encounter other players, attempt the steal and dodge without a fight like a shadow that you are supposed to be.
Cheers!
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1493754 | Submitted at
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An in-game message/announcement for updates. I had no idea I was going to be disconnected for an update just now, and I had a legendary and two epics in my inventory. Thanks.
Votes
Opinion: +29
Upvotes: 29 100%
Downvotes: 0 0%
Suggestion ID: 1493770 | Submitted at
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Please give more than 15 minutes warning when taking servers offline in full game. Disabling the matchmaking before the game servers go down would also prevent people from losing gear when they can't read an announcement in the middle of trying to extract. ❤️
Suggestion ID: 1493771 | Submitted at
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limit the amount of people that are allowed in the trade guild posts, there are way too many people in one post and nothing can be read and everything is spammed, also add a timer of maybe 3 minutes per message sent to stop spamming
Votes
Opinion: +6
Upvotes: 14 63.63%
Downvotes: 8 36.36%
Suggestion ID: 1493778 | Submitted at
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A haste/speedy potion (can be introduced at higher level of alchemist trader after questing system is there) to balance, craftable items need to be given to alchemist to brew multiple potions.
Votes
Opinion: +10
Upvotes: 14 77.77%
Downvotes: 4 22.22%
Suggestion ID: 1493789 | Submitted at
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I have been watching this on youtube this game looks awesome! The game looks fun to play. My suggestion is: Instead of a red or blue totem level down...your dungeon should have 5 levels with progressively harder creatures. depending on the level of the characters they could blue totem get out or decided to go to the next level down. orange totem or stairway portal to the next level. encourage team building to tackle the lower levels with better gear the lower the dungeon levels with more risk. Maybe the end is to defeat a specific creature at level 5. Have multiple 5 tier dungeons with the end one a dragon for the higher level people. If you/team defeats the dragon they become legends. But all legends die eventually so you basically have to start over with a new character build.
Suggestion ID: 1493791 | Submitted at
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Add multiple player races with minor racial perks/changes similar to how you have skeleton player race already. Nothing too dramatic but enough to give a little flavour. Would love to see Orcs, Dwarves, Elves, Catfolk, Dragonborn, Kobold, Lizardmen, etc.
Votes
Opinion: +36
Upvotes: 38 95%
Downvotes: 2 5%
Suggestion ID: 1493792 | Submitted at
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Remove incentives for playing naked. Make all gear have more stats on it like Knowledge, Agility, Strength, including starter and low quality gear. Lower the base stats of all classes. This will stop the situation where it's beneficial to be naked or nearly naked. For example have wizards start with 4 less knowledge, but have +2 Knowledge on the Wizard hat and the wizard Robe.
Suggestion ID: 1493797 | Submitted at
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Give the wizard invisability spell a distance limit that increases with knowledge/will, such as 5m at base, increasing to 10m maxed. Its not balanced that a wizard has an really strong invis and rogue (a stealth class) doent.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1493801 | Submitted at
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A your-party-only mini tavern, so you can test out your current build for more than 3 seconds against the dummies, as The lobbies have been filling up so fast that it’s impossible to really use those dummies.
Votes
Opinion: +36
Upvotes: 36 100%
Downvotes: 0 0%
Suggestion ID: 1493802 | Submitted at
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Alpha OG's : My suggestion is to not stop the testing and let those that have access now keep it until game release. Furthermore, it would be so cool if we the alpha og testers got a discount code when it comes time for purchase. Thank you for considering.
Suggestion ID: 1493824 | Submitted at
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start banning/fighting cheats and aimbots already. The playerbase won't last long with these. There are plenty of cheats already and yesterday my whole party was killed with a bare knuckle cleric who took no damage whatsoever. HEASHOT aim cheat for Rangers is becoming super common as well.
Suggestion ID: 1493828 | Submitted at
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Game pricing idea:
- Do not ruin this game by making it pay to play.
Best models are free to play, with payed cosmetics.
REASONING: This game thrives on good influx of newbie players that have fun, and that are also fun to slay :). When making game pay to play, it's population will be severely lacking (limited to veterans) and withering over time, and game will become empty very fast.
Thank you for the read. Game is brilliant btw.
Votes
Opinion: -35
Upvotes: 1 2.70%
Downvotes: 36 97.29%
Suggestion ID: 1493835 | Submitted at
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Change the lockpick mechanic by playing the 'warning before skill check' plink sound earlier. It is not impossible in its current state but making it unnecessarily hard doesn't really add much to the game and makes lockpicks very unreliable.
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1493845 | Submitted at
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I fair way to implement PVE into the game. For every 3 games earns you a PVE token, for every hour of gameplay also earns you a PVE token, PVE tokens can be purchased with gold only if host is trying to start a PVE match with his token in this case an indicator will pop up asking if you want to purchase a PVE token with x gold. This can only occur if you have no PVE tokens to play with host of party
Suggestion ID: 1493853 | Submitted at
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Classes should have martial abilities that they can activate on CD to weave between LMB and RMB (IE Shield Bash, Cross Slash, an AOE Spin Slash for 2H, Side Step Etc.) as far as I can tell Rangers are the only Class with Dmg Skills.
This would be In a Similar Vein to Spells for Wizards The martial Skills can use Knowledge as well which would make the Knowledge Stat Universal making it Important or Helpful to everyone and they can use Tiered Techniques (IE Tier 1 could be a shield bash, AOE spin can be a T3 so on and so forth) You could add Monk Later and they could have flurry of blows, Dragon Kick, a round house kick to push people back. This Idea has an infinite amount of applications and possibilities for people to play differently even when playing the same class. You could make the Martial Skills Similar to how Spells work but slightly different to where they aren't attached to E and Q but instead have a separate button where they can hold 1 or 2 skills. Wizards having a Single slot for a Blink/Misty Step on a high CD would be interesting as Skill in this way too.
Suggestion ID: 1493866 | Submitted at
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Add an end screen that shows EXP, Stats(damage done, damage taken, healing done, distance traveled, etc), and list all players from that match, and give an in-game report function.
Obviously this can be added later, it's just a Playtest for now
Suggestion ID: 1493881 | Submitted at
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Make combat actually skilled. Increase movement speed about 0.5x. Swing speed about 0.5x faster. Add the option to cancel attacks. Add the option to choose swing directions rather than fixed animations. Fix unit hitboxes to accurately reflect their size to allow for accurate juking. Slow down the zone in level 2 / inferno to allow for the enemies to be the focus rather that turning it into a run for your life.
Votes
Opinion: -13
Upvotes: 9 29.03%
Downvotes: 22 70.96%
Suggestion ID: 1493905 | Submitted at
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All class based gear should grant at least 1.0 to whatever base stat applies to the class, ex. Wizard/cleric: 1 knowledge for frocks and robes, minus fresh/ wipe beginner clothes.
Votes
Opinion: -16
Upvotes: 1 5.55%
Downvotes: 17 94.44%
Suggestion ID: 1493948 | Submitted at
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remove bear traps like once you get stun on it its a free kill... no other class has a free lock got for 2 to 3 seconds a spike trap would be better something they can throw on the flow to slow you down not full on lock you for free
Votes
Opinion: -13
Upvotes: 12 32.43%
Downvotes: 25 67.56%
Suggestion ID: 1493954 | Submitted at
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When playing in a group and one of your allies dies it would be nice if there was maybe a 4x4 or 6x6 square box that I could put items in, to give them some of my loot.
Votes
Opinion: -3
Upvotes: 2 28.57%
Downvotes: 5 71.42%
Suggestion ID: 1493957 | Submitted at
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Make barbarians able to use round shields, makes sense both historically and class wise (in terms of Dungeons and Dragons). If blocking is too broken, maybe make them able to make a CC attack attack with the shield (shove, stun, slow)
Suggestion ID: 1493961 | Submitted at
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as a player who play with a controller (yh yh i know sue me) it would be really nice if we could change sensitivity when holding down fire button IF it is a ranged weapon, normally i would say when aiming but that isnt really a option in this game 😛
Suggestion ID: 1494014 | Submitted at
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Add a bonus called "Alone in the Dark" If the player is solo they take even less damage when in the the plague. As the circle shrinks solo players get a small advantage to lurk on the outskirts, or way to retreat or attack 3 man gank squads. Also creates more urgency and danger for 3 man groups at the edge knowing that soloist could be near etc. The bonus could just to see better in the dark too. Overall I'm just suggesting a way to even the playing field between groups and solos without creating a separate queue.
Suggestion ID: 1494032 | Submitted at
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1: Add a belt lantern to the game, it would have a very low illumination radius maybe only lighting up your immediate area. I am talking relatively small, its main purpose would be to give you vision on monster or players that were right up in your face in the dark. It could fit in your belt slot and be toggled on. When on you could not use any other belt slot items but it would allow you to see an enemy that was very close to you or illuminate a chest you were standing near. It would allow you to use your weapons while it was lit, would give off a light source brighter than the potion glow so you character would be seen in the dark by others, a dull orange glow that illuminates your character so there is a draw back to having it on but also a benefit of letting you see in areas where torches were turned off.
2: Items that are not locked should have a lower interaction time, If they are not locked then you are simple lifting a lid on a chest or pushing open a door. A Wizard or Cleric who should have the smarts to do either of those effortlessly fumble around with them like their gloves are covered in cooking oil. If the time to open is to represent how much time it takes to sift through all the unseen junk that is in each container then okay that makes sense. A character is appraising the items they are looking through in the chest during the activation time to justify how long it would take to find something of value in the chest. If that is the case then I would think that a Cleric who mostly likely has seen their fare share of gilded holy icons in the church would not take so long to notice what items among a chest of junk was worth more money. A wizard with the intellect to hurl magic would be a pretty sharp judge when it came to identifying the junk in a chest aside from what held value.
Just some thoughts.
Suggestion ID: 1494054 | Submitted at
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1: The pavise when set as a barricade does just that. On floor two when positioned in a narrow pathway will halt all movement from your NPC enemies rendering them a slobbering goon to be annihilated by a group of ranged players. Perhaps add a durability that after X hits the Pavise will fall to the floor as a lootable item and need to be place again.
2: Add a new suffix to gear that increases their Breaking Power against chests/barrels/etc. Watching arrows break a box in two shots (which should not be possible unless that bow is firing ballista level projectiles) is a bit unbalanced when it takes 4 swings with a sword (which is a plausible weapon to break an object). You could add this to make tearing up objects a bit easier for certain weapon types or alter the breaking power code of your weapons to feel more realistic. A Barbarian with Smash breaks a box in 1 hit with their axe, A ranger with a bow breaks it with two arrows, A ranger with an arming sword breaks it in 4 swings. So a character with the same strength and a weapon that should break a barrel faster than an arrow takes twice as many attacks with the sword that an arrow. Just an observation, could maybe use a looking into.
Keep up the good work love the game.
Suggestion ID: 1494074 | Submitted at
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Last day of playtest make blue and purple gear easily purchasable from traders so that late game can be tested. Would allow data to be collected on what the late game balance will be
Votes
Opinion: +31
Upvotes: 32 96.96%
Downvotes: 1 3.03%
Suggestion ID: 1494089 | Submitted at
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1: Lower the damage loss for a fighter using weapons not from their wheelhouse. Unless a weapon is exotic, a fighter should already be a martial master. It takes no more wit or skill to swing an axe that it does to use a long sword, arguable less. Maybe half the penalty, reduce it to 10% damage loss would still have a negative but not near as detrimental as it is currently.
2: Barbarians should get a skill similar to Fighters Armor Proficiency but for weapons. Reducing the movement penalty from weapons they wield a kin to the movement reduction talent fighters gain for Armor. Barbarians should feel like hulking brute swinging those chonky two handed weapons around so maybe it only gives them the reduction when they are using two handed weapons.
3: I know your skill trees are not out yet but either to them or for the rogue or ranger (both classes that should know how to move about quietly) a Skill Tree talent or Ability that would reduce the sound of their foot steps for a short time.
Votes
Opinion: -9
Upvotes: 4 23.52%
Downvotes: 13 76.47%
Suggestion ID: 1494104 | Submitted at
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Audible Emotes to add a bit of fun to the game play. Always wanted to shout Here's Johnny or Surprise MFer after smashing a door open as a barbarian to startle the team on the other side of it. Or do a bird call from the dark before slinging an arrow at a foe. Smacking a foe in the face with a mace as a cleric while shouting God Wills It. Mostly for the memes, mainly for the fun, 100% wholesome. 🙂 Final suggestion from me from my time on this round of beta testing, had fun the whole time even when I was eating dirt on the dungeon floor.
Suggestion ID: 1494114 | Submitted at
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Make API that developers could make third party apps for stats etc.
Example pubglookup.com for PUBG (obviously) 😄
Suggestion ID: 1494123 | Submitted at
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rangers have to bring their own arrows to the dungeon so they can't spam them. also you could find stronger arrows in the dungeon kinda like throwing knives and maybe a quiver of some sorts (so you could stash the arrows without them taking all the space like traps do). I think it would allow different playstyles for rangers.
Votes
Opinion: -22
Upvotes: 9 22.5%
Downvotes: 31 77.5%
Suggestion ID: 1494150 | Submitted at
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Skill development tier system .ie every 20 or 50 uses a Skill can get better increased duration or damage and for every match a skill isn't used it can degrade, allowing characters to further specialize in a particular set of skillz.
Votes
Opinion: -31
Upvotes: 2 5.71%
Downvotes: 33 94.28%
Suggestion ID: 1494158 | Submitted at
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Please rework and flesh out the movesets of the rest of two-handed weaponry for the next playtest. The current state of double axe and the war maul for instance, is shameful. No secondary weapon button function at all, with an embarrassingly slow 1-2 swing that clangs on everything in 90% of the rooms. Lastly, please let weapon combos continue between primary and secondary clicks if a combo exists - for example, Zweihander right-click secondary combo is an uppercut swing into an overhead chop, but if you do the left click combo, it ends in a thrust as the third attack. If I do the secondary combo, let me left click at the end of the secondary attack, to do that third attack thrust as well. This is what two-handed weaponry should be capable of, since dual wielding has the unique flurry combo (holding both clicks down at the same time).
Suggestion ID: 1494161 | Submitted at
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At its core, combat in Dark and Darker game is grounded, raw, and fun. Do not add parries or ripostes or dashes or any over engineered combat trash you see from other games. This game is better than all of the other medieval games and doesn't need any of that. Adding "cool" mechanics to this game will fracture its core and ruin it. There is genius in Dark and Darker's simplicity.
Suggestion ID: 1494251 | Submitted at
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Weapon collisions with attacks, like attacks can cancel each other out or overpower an attack if a certain criteria is met. (i.e. 2h weapons can smack a 1h sword and stagger them shortly if the 1h sword timed their attack poorly and collided weapons, or a stabbing attack got hit with a slash attack and had some sort of affect which benefited the slash attacker.) Balancing might be weird to figure out but I'm curious on how that changes some interactions for better or worse.
Votes
Opinion: -11
Upvotes: 2 13.33%
Downvotes: 13 86.66%
Suggestion ID: 1494275 | Submitted at
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Some sort of basic alchemy system as another way of acquiring potions would be pretty cool. Would fit in with the added mining system. Add gatherable moss, etc to the dungeon. Would work especially well if more potion types were added (i.e, haste.) Don't want a super in-depth crafting system, just something basic to fit the style we already have.
Suggestion ID: 1494292 | Submitted at
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Instead of the monsters running when the barbarian fears it, it would be better if they stay still, and have a shaking animation or something. Because many times, fear is used and the monsters are fast, and they go very far without having to attack them.
Suggestion ID: 1494307 | Submitted at
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Can you make a designated sparring area, either for your team or just a place to go to test out new weapons and swings to see damages? Just something like a shop or whatever. Arena would be cool. Also a friend's list would be neat
Suggestion ID: 1494350 | Submitted at
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light crossbow that does less damage (almost like a green recure bow) but has faster projectile speed and less bulletdrop reload speed would maaybe be slightly shorter too and ofc, -35 movement speed
Votes
Opinion: +17
Upvotes: 17 100%
Downvotes: 0 0%
Suggestion ID: 1494365 | Submitted at
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allow us to queue up with other players or just put a solo duo and trio queue system, a team fight has to be fair in such a game like this
if you think it's possible to 1v3 msot of the time you're smoking 99.9% purity copium
afterall, in a fight the winner will be chosen depending on these two: the one that has better strategy or the one that has more individuals
if you can beat a team of 3 that's thanks to them being bad AKA having bad strategy, put your ego down, don't be stupid, it's ultimately not fair to 1v3
Suggestion ID: 1494380 | Submitted at
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TLDR: Rogue invisibility should be better than wizard’s invisibility.
- Let a rogue move around while in invisibility. If you have to make the invisibility duration shorter to compensate for this, do it. (Should at least be longer than wizards invisibility)
- Change the “Stealth” perk to instead of allowing 10 steps to increasing move speed while invisible.
Suggestion ID: 1494383 | Submitted at
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Wizard is underplayed, I think it would be an easy fix - just buff the crystal sword's melee damage, allow movement either full or walking while casting magic missile, maybe increase their interaction speed
Votes
Opinion: -23
Upvotes: 3 10.34%
Downvotes: 26 89.65%
Suggestion ID: 1494404 | Submitted at
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I understand how this game aims to be a rogue-like. But even rogue-likes have permanent gear/stat/skill progression.
Make the craft-able gear permanent starter gear you can switch out. Allowing you some form of permanent progression. If the crafting costs needs to be increased to compensate for this… do it.
Votes
Opinion: -10
Upvotes: 15 37.5%
Downvotes: 25 62.5%
Suggestion ID: 1494407 | Submitted at
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Make certain rolls like “+3 true magical damage” on a recurve bow impossible. Armor should be able to have all the rolls, but it’s just really disappointing finding a weapon that can only deal physical damage that has all magical rolls.
Suggestion ID: 1494461 | Submitted at
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stealth doesn't feel very good or intuitive to me. The wizard invis feels so much better than rogue stealth + it can be essentially spammed, and you can run infinitely. I feel like rogue stealth should be a much longer duration, or a different mechanic entirely. e.g. if stealth let you move base, but the perk let you run, for example. I think it could last MUCH longer, and perhaps have a mechanic borrowing from dungeons and dragons where characters have perception (could tie it to a stat or make it flat) rolls to notice the rogue the longer the rogue is stealthed within a certain radius. Nothing feels worse than trying to stealth out of a situation but you can't because the npc hits you because you can't move fast enough OR the enemy players simply know that you can't have gone far. You can get at most ten steps away, it just seems a bit arbitrary when wiz can invis and run
Suggestion ID: 1494494 | Submitted at
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make the trade market into kind of shops the spam is to much and keep the service fee when someone buys like as it is now. no spam all the items in the shop and you dont need to wait all day to trade just leave it and come back after to get the gold
Suggestion ID: 1494507 | Submitted at
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not sure if it has been suggested before, but im sure people thought of it, but can we somehow get a Reset on Spell/Skill fills after leaving the Tavern Area loading into the match? cuz u cant actually use any skulls on dummies to try them out and if u accidently press a skill button, like a heal, you wont be able to reuse it in the match without resting
Suggestion ID: 1494592 | Submitted at
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Wizard sword and staff need better animations to facilitate casting on self, targets, hitscan or aoe. The fact the chain lightning damage is after the full animation means people can easily jiggle to avoid the hit. Same with most of the spells.
Votes
Opinion: +11
Upvotes: 13 86.66%
Downvotes: 2 13.33%
Suggestion ID: 1494596 | 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
Votes
Opinion: -6
Upvotes: 5 31.25%
Downvotes: 11 68.75%
Suggestion ID: 1494615 | Submitted at
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Idea for a new wizard spell. Freeze the ground where you aim at, turning it into Ice. Anyone who walks onto the ice will start sliding and accelerating but will be slower to turn. This can be used either by the Wizard to escape (accelerate away) or to make enemy players slide past them. Once the first person who walks onto the ice the effect will trigger, and the ice will NOT affect any other player and will disappear in the next 2-3 seconds. Additionally, instead of being a new spell, this could become an alternative function of the Icebolt spell, where hitting the ground or wall will leave Ice/frost that can be activated (if on the floor) or just a missed shot splattered on the wall.
Suggestion ID: 1494619 | Submitted at
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To balance solo vs team, maybe have possibility of finding parts of the escape portals on mobs so solos can build one on their own to get out. I know teams could also benefit, but if the pieces were large like 4x4, solos could sacrifice a bit to make it out alive
Suggestion ID: 1494639 | Submitted at
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Skeleton Archers should not be able to hit their targets as easy as they do when up close, I understand some classes have a better time dealing with this. But you HAVE to be close proximity to archers and when they are an obstacle in your way you have no choice but to soak damage.
Suggestion ID: 1494656 | Submitted at
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Create a way to reroll blue text stats with the use of either gold or some other currency (like ore). Additionally, if the use of gold for rerolling stats were implemented, you could have the cost increase every time the stats were rerolled. Ex: First reroll 50g, second reroll 100g, third reroll 200g, etc. To the point where it might not be worth to reroll stats on that pieces of gear anymore, and creates a way to output gold from the economy.
Votes
Opinion: +12
Upvotes: 15 83.33%
Downvotes: 3 16.66%
Suggestion ID: 1494671 | Submitted at
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It would be awesome, to have a guild hall. A guild base with guild storage. I also think a gold chest, armor chest and weapons chest would be a great idea. The chest's should be in the 10000 coin range, it would be great late game content.
Votes
Opinion: +26
Upvotes: 26 100%
Downvotes: 0 0%
Suggestion ID: 1494684 | Submitted at
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They should add a few more enemies that have magic damage instead of physical and add a potion in that gives a magical damage shield or increased magic damage reduction. Would act as a small nerf to mages without actually nerfing them because as it stands mr is much harder to achieve than ar and giving us a new line of defensive option against magic would benefit the game as a whole. Alternatively they could make protections portions protect against all types of damage, same with cleric shield spells.
Suggestion ID: 1494718 | Submitted at
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Barbarians base weapon damage needs to get toned down. I've been playing barbarian for awhile now and its absoluetly disgusting how much damage you deal with a single swing, I'm able to instantly kill people with a White weapon (Although I have additional other gear). Its really funny instantly killing players but its so overpowered sometimes.
Votes
Opinion: -25
Upvotes: 3 9.67%
Downvotes: 28 90.32%
Suggestion ID: 1494720 | Submitted at
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remove the maze tileset from the game. not fun to navigate or fight in as the halls are tiny and spike traps are everywhere 🙂 also for some reason its more or less the center of the map so half the games end there.
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1494734 | Submitted at
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Well, as mentioned earlier in a part in the general chat; could we lock certain modifiers out of weapons/gear that literally can't be implemented by the class they're meant for? Such as, I've seen several pieces of otherwise great fighter and barb gear get ruined because they had spell capacity modifiers on them. What's the point of that modifier on gear that cleric and wizard can't use?
Suggestion ID: 1494740 | Submitted at
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make it so if you use a lockpick and hit the red, you get to keep the lockpick. There needs to be a way for other classes to be able to loot good chests that rewards good play and makes it so theyre not always starving to find a lockpick
Suggestion ID: 1494749 | Submitted at
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Give us the options to roll Need vs Greed on loot drops. Let the party leader set what tier rolling applies (Green, Blue, Purple, Gold, Unique). So for example you could set it to only roll if the loot is Purple or better, Gold or Better, etc). Whoever wins the roll is the only one able to loot the item.
Suggestion ID: 1494770 | Submitted at
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Witch Class
could craft potions, has some of the wizard spells/some new spells, for example:
- a poison spell that hinders healing
- the poison clouds from the green zombies
- summoning a skeleton
A skill to curse objects like chests/loot lying on the ground, that gives debuffs.
Votes
Opinion: -5
Upvotes: 4 30.76%
Downvotes: 9 69.23%
Suggestion ID: 1494785 | Submitted at
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I think rogue's Hide skill and invisibility potion spamming is really strong. While I think rogues having the ability to have a ludicrous amount of damage that it can one shot you even if you're a heavily armored fighter. There's only 1 counterplay to it and its Ranger's tracks tracking.
Make it so rogues have a distinct audio cue when crouch walking while hidden
Limit players to only 1 invisibility potion
Suggestion ID: 1494789 | Submitted at
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Consider adding a unique "currency", let's call it teeth, that is rewarded for killing players. Every player you kill drops 1 tooth, then add a unique merchant that sells items in exchange for teeth.
Votes
Opinion: +33
Upvotes: 37 90.24%
Downvotes: 4 9.75%
Suggestion ID: 1494793 | Submitted at
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make the invisibility slightly more visible. Just slightly. Potions of invisibility could make you more invisible, the higher their grade is, highest grade being as invisible as it is now in the game
Votes
Opinion: -27
Upvotes: 2 6.45%
Downvotes: 29 93.54%
Suggestion ID: 1494799 | Submitted at
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Rogue Perk idea - Hide Bodies
- Delays the kill feed for you kills by a few seconds.
- The bodies of those you kill are invisible for a little bit after you kill them. If you die, all bodies invisible this way become visible.
- Maybe the above could just be 'you can move bodies'.
Votes
Opinion: -19
Upvotes: 1 4.76%
Downvotes: 20 95.23%
Suggestion ID: 1494813 | Submitted at
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Remove the fortnight circle and swarm, create many many many floors instead of 3, still keep finite amounts of extraction portals / down portals, maybe even lessen them. People will kill each other just to leave if you made portals more scarce and the PvP focus would still be maintained and emphasized. This should be a PvPvE dungeon crawler with some immersion, the zoomer circle kinda kills it for alot of people. It also makes the PVP a little more predictable, allow center spawns as well once circle / swarm is removed for a more consistent random experience between players. You guys wont remove the zoomer circle though im sure so I degress 😦
Suggestion ID: 1494834 | Submitted at
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Swap items between your characters, people already do it giving items to friends and then taking it in other character, but if u play solo its almost impossible to believe in someone to do it, so it will be fair to add it. Thank u so much for the attention
Suggestion ID: 1494855 | Submitted at
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Allow rogues to break barrels. The instance of being put into a dungeon with a door or entry way being blocked by barrels has caused countless deaths for me and im sure many others. Every class except the rogue can break barrels, kind of weird that a class cant traverse the map like all the others.
Suggestion ID: 1494893 | Submitted at
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Rangers have way too many options when a melee closes the gap
I don't think ranger damage needs a nerf or really anything else. If any nerf to damage only against players and or armor.
But the fact that a ranger still has the advantage when the gap is closed is so not fun to play against.
They can kite any class if done properly. And if they hold the tripple shot you will get one shot if you ever show your face even with prot potions.
They can also use spear which makes no sense and makes them way too powerful in close quarters.
Rangers need to be much slower with their bow out, and or while drawing.
And slow from getting hit by an arrow should be nerfed or removed.
Suggestion ID: 1494897 | Submitted at
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unidentified potions, which are randomized each game. Some may give you nausea, some would slow you down. But some may raise your physical or magil damage or even charge a random empty spell slot. Infinite possibilities for developement
Suggestion ID: 1494908 | Submitted at
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spiders should be able to be jumped over, dragon flies should not be able to take 2 hits from anything. Skeleton archers shouldn’t be able to shoot people stealthed. Zombies need less health and the fart needs to disappear faster
Suggestion ID: 1494914 | Submitted at
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This isn't an MMO. Let's take away the ridiculous perks on items that have no value. We don't have the ability to roll or craft our own gear, so can we add some practicality to the item phasing? I shouldn't be able to find a 2 handed weapon with knowledge on it. This game is listed as a hardcore FPS, so without implementation of being able to control our gear its extremely counter intuitive to looting. I may as well never run high roller dungeons and run as a naked rogue and rat my way into a stash full of coin purses.
Suggestion ID: 1494916 | Submitted at
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instead of darkness killing/damaging players make it work like a curtain of blackness, in the darkness there is no light and if you stay in it for long you get a blinded by light effect if you step in to the light, and if you stay way too long a darkness creature spawns and chases you around untill you go in to the light.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1494951 | Submitted at
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The Shrieker
A fungus enemy that does nothing on it's own, but if damaged or touched with body, they scream loudly. Maybe they always drop a potion for the sake of getting attention? your choice
Votes
Opinion: -11
Upvotes: 3 17.64%
Downvotes: 14 82.35%
Suggestion ID: 1494958 | Submitted at
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Multi-purpose the oil lantern, for example Left click can open the lantern to give 4-5 seconds of immunity to the Darkness/Swarm, and right click to use it as a throwing weapon. But you can only throw it if it has not been opened.
Suggestion ID: 1494963 | Submitted at
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Cleric: Can we please have the ressurection spell description state you have to stand still for the whole duration to complete it?
The wizard's magic missile desc states standing still, I don't see why not for ressurection for consistency.
Had to do a lot of testing and asking around to find out.
Maybe on the side, add it to hide to rogue, and invis potion. Thank you!
Votes
Opinion: +34
Upvotes: 35 97.22%
Downvotes: 1 2.77%
Suggestion ID: 1494983 | Submitted at
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Increase Heal drops on mobs. Mobs do far too much damage as a solo player to make it worth playing melee classes. Clearing a room most times you're down to half health due to Archers which is pretty much guaranteed death if you run into other players as well as clearing other rooms just to farm.
Suggestion ID: 1494992 | Submitted at
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Allow us to move loot quickly from inventory-stash/vice-versa
something like CTRL+CLICK to move items in and out of our inventory
(+making the UI move a bit faster when doing inventory stuff would feel nice)
Votes
Opinion: -5
Upvotes: 1 14.28%
Downvotes: 6 85.71%
Suggestion ID: 1494996 | Submitted at
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Add text chat so you can talk to/add randoms when in game. Had multiple times where I was teaming up with a random and couldn't add them afterwards because i did not know their username 🤷♀️
Votes
Opinion: +18
Upvotes: 21 87.5%
Downvotes: 3 12.5%
Suggestion ID: 1495009 | Submitted at
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oil barrels that leave oil on the ground after destroying. Walking over oil slows you down and it can be lit up with fire. Throwing a non-lit oil lantern also creates oil on the ground. Skill for cleric to make an oil puddle holy. Holy oil puddles on the ground don't slow you down but it is safe to stay on it in the swarm. Burning holy oil does less damage to human, but extremely high damage to undead and demons. Oil lasts forever, burning it removes it
Suggestion ID: 1495030 | Submitted at
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Lock the trade chats to only be able to link items relevant to the chat. Also make each trading post only have 500 members. Weapon trade 1 is egregious with 800-900 users spamming every item in the game.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1495064 | Submitted at
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Dynamic tool tips for everything. Magic Power effecting a spell? It should change the value on a tooltip. For example, spell does 100 damage and I have 50 Magic Power? It should read 150 damage or maybe 100 (+50). "Advanced healer" cleric perk increasing base healing on spells by 5 should make lesser heal show 15 (+5) or 20 healing. Same with physical power bonus and weapons, ect ect.
Suggestion ID: 1495069 | Submitted at
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Add a bathroom to the tavern where players can go and powder their nose. It should be unisex, and be available for all races except gnomes because they don’t use bathrooms and will throw toilet paper everywhere. Skeletons need a bone station to polish their sternum, I really don’t see a reason why this hasn’t been added yet. Oh and like humans can go poop or whatever.
I find this very offensive as a skeleton myself. Thank for listening. #skeletonsrights #bonestation
Suggestion ID: 1495071 | Submitted at
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in my opinion it would be cool to have some "social wheel" as communication tool with teammates. some voicelines associated to a wheel where you can say like "Come Here!" or "Thank You!", "Wait!" ect ect
it would make characters feel more alive in a dungeon fantasy setting and it will be cool cause it could be have some advantages but also some disvantages as in enemis (real human players) could hear you.
so i think it would be balanced.
a normal teammate would most likely communicate over discord, so i think this feature about adding voicelines linked to a wheel would be cool when inviting random players to the team.
and to be more precise, this won't be a game in-chat nor voice chat, just a social wheel, like the one about emotes but with voicelines sample to communicate with teammates
it will be nice imo
Votes
Opinion: +24
Upvotes: 25 96.15%
Downvotes: 1 3.84%
Suggestion ID: 1495079 | Submitted at
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Add a compass ping system. The game is very frustrating for people who are Deaf or Mute (or just can't talk due to noise in my case). The bulk of people that play this game seem to be using discord and it puts those of us that can not communicate at a massive disadvantage. I think world Pings or map pings would really hurt the games immersion but a few simple compass pings could really bring some inclusivity and balance to the game. Even just 4 pings (Enemy player - AI enemy - Item Ping - clear current pings); Would mean the world to those of us who can not speak.
Suggestion ID: 1495126 | Submitted at
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poison rogue blades shouldn't glow. You should only know they are poisoned by a debuff skill if stabbed. Also buffs are extremely bright for everyone on the map in general.
Votes
Opinion: +17
Upvotes: 25 75.75%
Downvotes: 8 24.24%
Suggestion ID: 1495140 | Submitted at
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dismembering zombies and skeletons. Cut off their weapon arm, they attack with their other arm (for example skeletons with sword and shield start hitting you with the shield). Cut off their legs and they start crouching to you. That change of the hitbox can lead to different gameplay
Suggestion ID: 1495144 | Submitted at
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Item replacement in inventory, Example: replacing 1 gem with a chalice(2slots) this is if the slot under the gem is empty. Having to play move around with items is annoying, or simply being able to swap one 4slot helm for another 4 slot helm that you would rather have.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1495145 | Submitted at
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Keep Game Up for Us (use a separate dev realm/server for testing/updates)
This play test has attracted WAY more users and players. Possibly could be the time to have bi-weekly, or monthly ladder resets/seasons for us to test in real time your fixes and updates. Could possibly bring back all the old maps as well for added variety. Continue letting us play the game!
Suggestion ID: 1495185 | Submitted at
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Add 10-15 seconds to circle closing time after every player vs player kill in lobby, the amount of times I've killed multiple teams and had zero time to loot them before having to leave is too high
Make it apply to any death where a player was damaged by another player in the last 5 seconds so it applies for when mobs steal kills
Will buff solo players ability to 1v3 especially ones with dot that can't tell if they killed someone that turned a corner etc
Suggestion ID: 1495196 | Submitted at
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Two-Handed weapons like Mauls and Bearded Axes should cause a stagger against blocking enemies or undead casters/archers. Wielding those weapons feels far worse than every other weapon category due to the action speed.
Votes
Opinion: +33
Upvotes: 33 100%
Downvotes: 0 0%
Suggestion ID: 1495214 | Submitted at
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Every weapon should have a held block like the longsword (requiring weapon model collision for a successful block), but unlike the longsword, perhaps, every weapon should not have a riposte.
If it is the case that every weapon has a held block like the longsword, there should be a system of weight for weapons (which there seems to be a rudimentary version of in the game already considering shields are knocked aside by certain strong hits). This means that if a weapon weighs much more than the weapon blocking it, that the person blocking might take some chip damage through the block. For example, you wouldn't want to block a halberd with a dagger.
Suggestion ID: 1495221 | Submitted at
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revamp the party and friend system, allow one tag/profile for all characters instead of different names for every character making it easier to search for people , still keep levels per character. Could show up as "Gamertag here" using a: lvl5 fighter
Votes
Opinion: +21
Upvotes: 21 100%
Downvotes: 0 0%
Suggestion ID: 1495233 | Submitted at
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