#d-and-d-suggestions
1 messages · Page 7 of 1
Redesign, or introduce a new kind of, Throwing Knives for rogues.
Have throwing knives be equipped similar to bows with a reload system and damage balanced around unlimited ammo.
Votes
Opinion: -12
Upvotes: 2 12.5%
Downvotes: 14 87.5%
Suggestion ID: 1498834 | Submitted at
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Delete this discord server cause this doesn't seem worth the stress; just have your players email you or post on the subreddit and focus on developing the game; you deserve a positive working environment and dealing with 48k+ infighting nerds is not good for the blood pressure and the mental health. Please take time off to enjoy yourselves and to not burnout. I really appreciate you Devs <3
Votes
Opinion: -14
Upvotes: 3 15%
Downvotes: 17 85%
Suggestion ID: 1498836 | Submitted at
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an in game recording and editing menu for content creators to make the dungeon brighter and easier to see what’s going on in post, it’s hard to watch other people play the game on YouTube when it’s so dark.
Votes
Opinion: -10
Upvotes: 1 8.33%
Downvotes: 11 91.66%
Suggestion ID: 1498843 | Submitted at
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instead of swarm dealing damage make it buff monsters and make them reanimate every 30-60s or so. Possibly make enemies in swarmed rooms break doors and gravitate towards un-swarmed rooms
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1498854 | Submitted at
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Add new systems for the game that adds more progress, more than the leveling system, the feeling of progress in a game is what makes it alive, a more rpg'ish focus that allows long-term replayability and not make the endgame the shitty grinding of just trying to get the right equipment with the right enchantment, that should be part of the endgame, but not exclusively. I really enjoy these kind of games like Diablo 3 until I get there, to the stupid grinding of X item in purple with X enchantment kind of endgame, so try to make the early and middle game longer and add alternative systems of progressing in the game. Check other games to find ideas (The Hideout from Escape from Tarkov for example). Missions from traders should go a little bit beyond the Bring X item aswell. For example there could be contracts like in Hunt Showdown, with a specific dungeon with only 1 try or having to pay to try, where you have to go in and kill a Boss (Salamander, etc) and extract with the bounty while other players try to prevent it. Another way to extend the game lifespawn would be to make the leveling long and hard to do, and also making the choosing of perks of the leveling, permanent, without any way to reset them. That way we could have really specialized careers lets say inside each class, and with a long and locked leveling system you could always make a new character with X build and you have to level it all the way, etc. If you make like 7 specializations inside each class you would have 6x7= 42 possible characters to level and builds to work towards. In any case I think I have made my point, add different layers and system of progress, make it long, really long, please dont turn this beautiful game into the infinite grinding of shiny purple boots with +3 whatever attribute, take a more rpg approach, Role-playing game, role-playing should be more than grinding purple boots.
Votes
Opinion: +7
Upvotes: 9 81.81%
Downvotes: 2 18.18%
Suggestion ID: 1498877 | Submitted at
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Instead of crafting new items, make crafting about upgrading current items, such as adding modifiers and rarity. Perhaps these items could be made untradeable for balance reasons, but I think this is a more fun way to interact with gear.
My reason for this is that as it currently stands, nobody really wants to engage with crafting as it's not worth it, you have to grind an unreasonable amount of time for one purple item, by which time you could probably just trade a whole set off of other players anyway with the modifiers you want. And not to mention that the only special thing about crafted gear right now is that they look red.
Suggestion ID: 1498882 | Submitted at
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Dont add in-game voice chat, it kills the inmersion and the tension of the game's mood, maybe pre-arranged voice lines that characters can say with a radial menu with each character having multiple voice options. This would add more inmersion (enemies couldnt trash talk you) and also allow for better understanding of your allies if you go with random people into a game.
Suggestion ID: 1498889 | Submitted at
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a knockout stage mode for your game. A total of 16 teams will participate, come in with a participation fee (a small amount of gold) and equipment of your choice, fight each other, and each time you win, decide whether to fight more with another team, get only part of the winning team's participation fee and items, and give up and leave. (less rewards)
The map design is based on the Colosseum, but the cover in it is
Make them randomly generated through procedural generation.
If you win the final victory, you will be given a chance to open a box containing a certain item with the winning prize, and the items and entry fees of all enemies you have won will be sent to the mail system (if you plan to make it later... received through a mailbox).
I said 16 teams, but
The mode will be divided into three categories.
solo mode
two-person mode
A three-person mode.
Votes
Opinion: -9
Upvotes: 3 20%
Downvotes: 12 80%
Suggestion ID: 1498896 | Submitted at
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Before adding VOIP or proximity chat why not try emotes/ easy call outs
Press z for "here"
"Take"
"Help"
"Friend"
"Kill"
"Heal"
Simple inputs to talk in game without mics
(Though that may be immersion breaking? I'm not sure)
Votes
Opinion: +37
Upvotes: 41 91.11%
Downvotes: 4 8.88%
Suggestion ID: 1498900 | Submitted at
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I feel like people will hate this but hear me out
Instead of utilizing the weight system different classes will have different amounts of spaces in their bags!
Rogues? Wizards? Probably gonna have the least space
Your big bulky barb who moves slow as hell? He can carry more items
Don't make the inventory space SUCH a difference that it makes stuff unbalanced, but having strength reflect your carrying capacity with amounts of space makes a lot of sense to me tbh!!
Votes
Opinion: -8
Upvotes: 9 34.61%
Downvotes: 17 65.38%
Suggestion ID: 1498914 | Submitted at
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i think a good ideia, make a house like the house that we waiting for the map begun for each player, that we can buy from npc for a relative amount of gold, and that be able to storage loot inside there, like sword, armors and this items, build the decorations, like the medieval themes
Votes
Opinion: +1
Upvotes: 10 52.63%
Downvotes: 9 47.36%
Suggestion ID: 1498922 | Submitted at
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⦁ New races for example human, elf , goblin , orc, dark elf (like skyrim/lord of the rings) (no perks are given to any race)
⦁ (bounty) for killing the last team that survived last match which you will accept by loading into a game and going to the guild wall to select a target to kill. To redeem your reward you must collect the blue soul item and give it to a dark evil merchant in exchange for you services you will be rewarded handsomely.
Votes
Opinion: +1
Upvotes: 12 52.17%
Downvotes: 11 47.82%
Suggestion ID: 1498931 | Submitted at
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could keep the same style of market place but have only certain categories and/or grade be able to posted in those chat. For example, weapon trade can only post weapons, weapon epic can only post epic weapons
Votes
Opinion: -2
Upvotes: 2 33.33%
Downvotes: 4 66.66%
Suggestion ID: 1498941 | Submitted at
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Spiders are annoying, useless and just a waste of time, It feels like killing a spider pot is just not worth it, you have to do it but its not necessarily fun. Spiders themselves are extremely janky (having died to them several times by being spider surfed into corners and not being able to move is an extremely tedious way to die and overall lose players.
I would advise fixing these by 2 ways. 1. giving them a square collider so if you stand on them you dont get thrown about and surf. or 2 which I think is the better way which is to be able to walk through them and make their collider only collide with weapons. which makes sense as they are spiders, also jumping on a spider could also be a cool way to kill them? as after all they are spiders.
Votes
Opinion: +17
Upvotes: 21 84%
Downvotes: 4 16%
Suggestion ID: 1498950 | Submitted at
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Looting is tedious if your not playing a ranger/rogue, I would advise this to be changed. I like the way that different classes have different ways to loot and open stuff quicker although I feel they should be extras, everything in the game should open up normal containers, doors and other things a bit faster, or the game is just going to get overran with classes that feel nicer to play.
Votes
Opinion: -19
Upvotes: 0 0%
Downvotes: 19 100%
Suggestion ID: 1498964 | Submitted at
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i really hope you dont implement the weight limit system, we already have that for the inventory by sorting differently sized loot. And in the equipped items we have that through the movement speed reduction, you would have to completely replace the movement speed reduction in order for a weight limit to makes actual sense for equipped items.
Votes
Opinion: -4
Upvotes: 5 35.71%
Downvotes: 9 64.28%
Suggestion ID: 1498968 | Submitted at
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How about the option to play a mode where the map is bigger and there is more players with a maybe longer lasting game, this could lead to more pvp, instead of killing mobs and not seeing anyone before escaping. The bigger size of the map will make it harder to memorize it and longer to reach the endgame. This would leave the avg playerbase in the 'figuring shit out stage' for longer. Wich is what i liked in the beginning. I really hope ppl like this suggestion (maybe more layers in the map without the portals i mean just the bigger map having like 4 floors at certain areas).
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1498989 | Submitted at
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A bit of feedback/thoughts on Barbarian, specifically the balance regarding their one-handed vs. two-handed options. I found that using one-handed Axe weapons with the +10 Axe damage perk is extremely powerful, and it feels as if it invalidates two-handed weapons entirely.
With the one-handed Axe perk, the Savage perk, and a low-tier Horseman's Axe from the Weaponsmith, I was able to do nearly 60 damage with headshot swings, while being fast enough to keep up with most classes due to not wearing Chest armor. With some decent gearing, I could do 75 per swing.
This feels REALLY fun and powerful, but it also makes me never want to use two-handed weapons. I'm already doing enough damage to 2-or-3-hit players, while swinging and moving MUCH faster. I also never wanted to use weapons like the Bardiche or the War Maul, because they didn't count as Axes, and thus wouldn't benefit from the Axe perk.
I'm not sure if a change is necessary or not (this one-handed axe strategy allowed me to solo 3-man parties with smart play, and easily wipe parties if I had buffs from a Cleric, so it's definitely very powerful), but it does feel like there was a clear strategy that was best, and that can feel limiting to player creativity. I think maybe this Barbarian Axe perk could instead add flat Weapon Damage to EVERY weapon, and maybe scale based on how slow the weapon is/how many hands it occupies; for example, +5 damage on one-handed weapons, +10 on two-handed.
Votes
Opinion: +11
Upvotes: 13 86.66%
Downvotes: 2 13.33%
Suggestion ID: 1498993 | Submitted at
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make the crafting system focus on creating utility items rather than making gear, as it was in the play test it was too tedious to farm ore for the armors and if its refocused to make utilities you can have different monsters drop different items for crafting as well as put in crafting items around the map like mushrooms for potions, alchemical ingredients that can be found on book shelves ect.
Votes
Opinion: +25
Upvotes: 26 96.29%
Downvotes: 1 3.70%
Suggestion ID: 1498994 | Submitted at
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The addition of high roller has left normal lobbies as only one team with half decent gear and introduced a frightening level of elitism in finding a party. There were many a time that it was demanded Id be on a notable leader board position to participate. Highroller in its current iteration is not in a viable position for the betterment of the game.
Votes
Opinion: -14
Upvotes: 0 0%
Downvotes: 14 100%
Suggestion ID: 1499000 | Submitted at
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Healing items feel a little overpriced for what they are, I know the base potions and bandages are quite cheap at 6/5 gold each but when you realise how many you need for fighting, getting hit by the odd mob, and then planning on going down further levels and repeat, and having to rebuy them all if you die, it seems very overpriced.. Also its a bit annoying that the traders run out of the base healing items, I think there should be an unlimited stock. It would be nice if you could have the option to buy stacks of them aswell or have the ability to buy x amount. Having healing items stack in 5/10's would be a nice edition aswell.
Votes
Opinion: +13
Upvotes: 20 74.07%
Downvotes: 7 25.92%
Suggestion ID: 1499003 | Submitted at
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Add more rings to the drop tables getting them only super rearly from dragonfly’s and mummy’s is a bit to uncommon, in all play tests I’ve only had 1 purple ring and a small handful of blues
Votes
Opinion: -1
Upvotes: 7 46.66%
Downvotes: 8 53.33%
Suggestion ID: 1499008 | Submitted at
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I think it'd be cool if the timer got extended and the storm moved in slower to take out the rushed feeling of every dungeon. Maybe if that is something people like them there could be a normal timer mode and a slower mode or something. I wish there was a little more time for exploring
Votes
Opinion: +26
Upvotes: 30 88.23%
Downvotes: 4 11.76%
Suggestion ID: 1499009 | Submitted at
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I believe that there needs to be a mode where it ends with only one team standing. There should be a way for you to earn entrance to it so it doesn't take away from the original design in the game. This way you have something for tournaments and have a game mode that is a little bit more pvp for the people that enjoy that style of gameplay more.
Votes
Opinion: -16
Upvotes: 3 13.63%
Downvotes: 19 86.36%
Suggestion ID: 1499013 | Submitted at
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ranger needs more skills for crossbow. Right now most are not useable with it.
Quick ideas:
- a skill that allows for a quick double shot?
- a skill that empowers the next shot with % bleed or poison
Votes
Opinion: +25
Upvotes: 32 82.05%
Downvotes: 7 17.94%
Suggestion ID: 1499014 | Submitted at
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Special vendors on floors that sell really good loot, which adds the risk of "do I bring a chunk of gold with me to take advantage of these vendors and risk losing it or play it safe and miss out on the chance of great items"
Votes
Opinion: +42
Upvotes: 44 95.65%
Downvotes: 2 4.34%
Suggestion ID: 1499037 | Submitted at
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For the playtests only, make it so that steam accounts created within the past 3 months should not be allowed in
maybe another server to hold any accounts with previous vac bans
Votes
Opinion: -19
Upvotes: 4 14.81%
Downvotes: 23 85.18%
Suggestion ID: 1499058 | Submitted at
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make a nightmare skeleton skin, would be so cool. Also maybe remove the -stats from wearing the Skelton skins. I don’t see a reason for it unless you think the skins would give some advantage. I think in that case maybe you could have it only be shown when you have some sort of armor piece on so people can’t pretend be a skeleton.
Votes
Opinion: +5
Upvotes: 13 61.90%
Downvotes: 8 38.09%
Suggestion ID: 1499063 | Submitted at
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It would be nice to have the possibility to enchant equipment and weapons. For example, this can be done by adding and NPC in the merchants tab that needs a specific resource for each type of enchant.
Votes
Opinion: +26
Upvotes: 28 93.33%
Downvotes: 2 6.66%
Suggestion ID: 1499065 | Submitted at
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I like the circle mechanic but maybe it could be more in tune with dungeons maybe having rooms collapse as the timer ticks down you could also have some rooms be cut off making it so players have to navigate tougher rooms in order to make it out
Votes
Opinion: +1
Upvotes: 10 52.63%
Downvotes: 9 47.36%
Suggestion ID: 1499069 | Submitted at
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Look to deep rock galactic by ghostship games for a monetization strategy. Free to play models tend to encourage unpleasent monetization like pay-to-progress, or pay-to-win. pay to progress is bad because the game dev's revenue is directly linked to how much unplesant grind you let people skip with cash, it also incentivises the game dev to continualy publish more content at a rushed pace that doesn't allow for good balence testing. I know the peer to peer infastructure of deep rock keeps opperational costs low and that helps a lot for them. you guys are the experts but too many games are ruined by unpleasent monetization.
Votes
Opinion: +15
Upvotes: 15 100%
Downvotes: 0 0%
Suggestion ID: 1499101 | Submitted at
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the rangers should have an ability similar to that of the wizards mediate to regain arrows. The ammo counter nerf this play test didn’t really seem to solve anything from the last play test. The reload animation was to short and there were a lot of exploits that rangers were using too, like the triple shot ammo reset glitch, if they had 20 arrows instead of 5-7 but had to sit and carve new arrows and spend a fair bit of time doing it, just like the wizard, then they’d actually have to consider how many shots they are firing rather than just spamming arrows until the land enough shots to kill you and would actually make pushing a hallway that has a ranger a viable option if you can count out the arrows they’ve fired. In the current state though if you see a ranger down a hallway there’s virtually nothing you can really do to push them sense they don’t have to spend any time getting new arrows. Also bows probably need a more significant nerf than the got, getting 2 or 3 shot as an armored barb by green long bows just seems a little much to me and plenty of other people I know and watch
Votes
Opinion: +4
Upvotes: 14 58.33%
Downvotes: 10 41.66%
Suggestion ID: 1499103 | Submitted at
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Creep was pretty underwhelming compared to the other perks for Rogue.
It might be a good idea to buff it by letting all your footsteps, with any shoe type, be the same level of noise as with having no shoes on… and maybe even 20% quieter after that to make it equal in strength and even worth running compared to the other great choices Rogue has.
If that’s not enough of a buff, maybe consider allowing Creep to let you hear other people’s steps more easily as well.
Votes
Opinion: +8
Upvotes: 9 90%
Downvotes: 1 10%
Suggestion ID: 1499107 | Submitted at
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abilities should have unlimited uses since the map is always getting smaller, campfire should just speed up the time by 2x
Fighters self heal could be 120 seconds for example
Votes
Opinion: -2
Upvotes: 9 45%
Downvotes: 11 55.00%
Suggestion ID: 1499108 | Submitted at
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Dual Wield needs to be able to launch two separate attacks simultaneously(at some detriment other than movespeed), as it's current form is not used and essentially just a negative, lowering your movement speed to gain access to another type of attack (Slashing vs Stabbing).
Votes
Opinion: +10
Upvotes: 13 81.25%
Downvotes: 3 18.75%
Suggestion ID: 1499113 | Submitted at
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In addition to passive skills, add "racial" passives that cannot be changed. For example: 3 Rogue class passives: Less fall damage taken (when fall damage is in), Able to use a single lockpick indefinitely (still need to find the lockpick to use it), make the skill that makes items on your toolbelt invisible a Rogue passive (since buffing the 'Hide' skill might be too strong, this fits into Rogue's stealthy playstyle and Wizard is more of a Rogue rn)
Votes
Opinion: -4
Upvotes: 3 30%
Downvotes: 7 70%
Suggestion ID: 1499114 | Submitted at
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I don’t think people should be able to three stack the same class at least in high roller mode. Normals is fine but the high roller mode is suppose to be the competitive space of the game and being able to run three ranged classes like 3 wizard or 3 rangers is just ridiculous when half the classes cant even move fast enough to close the distance and fight either a ranger or wizard right now. Every time me and the people I played with would run into any group running 3 rangers or multiple wizards it was literally always just a lose lose situation. Like I said especially for classes like barb and cleric sense the move so slow
Votes
Opinion: -9
Upvotes: 5 26.31%
Downvotes: 14 73.68%
Suggestion ID: 1499127 | Submitted at
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Bark perk that allows you to break doors and wood chest should be on the barb by default, its a very fun perk that gives the barb an identity, but becomes useless in certain scenarios like Inferno where there are stone doors
Votes
Opinion: -20
Upvotes: 2 8.33%
Downvotes: 22 91.66%
Suggestion ID: 1499139 | Submitted at
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Make souls a currency that u can use on a merchant to buy certain items, maybe lootboxes with diffirent pricetags that give u random items appropriate to the price of souls
Votes
Opinion: -4
Upvotes: 14 43.75%
Downvotes: 18 56.25%
Suggestion ID: 1499143 | Submitted at
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proximity chat, hover loot system such as hold shift or alt and being able swipe over loot to pick it up, add a throwing item that only slows and doesnt dmg like a bola its so hard to attack mages rangers and rouges they can almost run indefinently, givig rouges a choice of what poison they can coat thier weapons with such as a slowing, dot, or heal reducing, give fighter a spell reflect skill, or put the ability able to roll on smaller shileds only, add in a re roll system for stats on gear, barb should have the smash door and chest by default, mage haste buff should be cut in half or lowered to minimum of 10 sec, give cleric a perk depending on the armor they wear to increase the effectiveness of thier spells light armor makes spells faster heavy armor makes them slower to cast, take staffs out and give mage sword as defualt and prayer beads for cleric, allow rangers to pick up traps, give cleric a stun for undead mobs, allow us to see dmg numbers to enemies ,allow you to see allies on mini map, add backpacks to store pots utility items, and gold vendor items, add a energy bar for running and swining weapons and casting to add little more depth
Votes
Opinion: -11
Upvotes: 2 13.33%
Downvotes: 13 86.66%
Suggestion ID: 1499154 | Submitted at
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Regarding weapon balance, please be careful when it comes to balancing the quicker weapons vs. the slower weapons.
For example, let's say we have a fast weapon that does 20 damage and a slow weapon that does 40, and you gain a buff that adds 5 flat damage to the weapons. This will increase the damages to 25 and 45, which is a 25% and a 12.5% increase respectively, making it more significant on the smaller weapon. Then, let's say the slow weapon swings 1 time per second, and the fast one swings 2 times per second. This means the fast weapon's DPS increased by 10, not by 5, making the flat damage increase even MORE significant. The faster a weapon, the more significant every point of damage becomes, making rarity scaling and flat buffs (like ale, Divine Strike, flat damage on gear) very dangerous on fast weapons.
Now, we also need to consider that the faster weapon swings faster, making it easier to interrupt/punish attacks. The faster weapon gives the user faster movement speed, allowing them to outspace enemy attacks and catch up with fleeing opponents easier. And you would think that slower weapons would have good range, but in this game, it feels as if the two-handed weapons have barely any range to them, making them bad at outspacing faster opponents, especially considering the movement speed penalties. And then, slow weapons are more reactable, making it possible for players to react to a swing by dodging or blocking, whereas faster weapons like daggers have no such telegraph.
This puts slow weapons in a place where their DPS scales much worse with upgrades, and they have very little upsides to compensate. Unless you can one-shot players with your weapon, it feels as if two-handed weapons will always be bad. I think they either need more range, better movespeed, or both.
Votes
Opinion: +8
Upvotes: 15 68.18%
Downvotes: 7 31.81%
Suggestion ID: 1499163 | Submitted at
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middle ground for solo play - Algorithm to put solo que in a lobby with solo que and grouped in with grouped - force solo into group lobbies to fill empty spots (eg 15/16 in lobby) Elaboration available if needed.
Votes
Opinion: -14
Upvotes: 8 26.66%
Downvotes: 22 73.33%
Suggestion ID: 1499164 | Submitted at
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Invisibility needs a rework. it is to strong on wizards . It is the only one to be able to freely move. Changes that can be made is to either buff the other 2 invisibility's or to add a new wizard spell which costs way more knowledge to use and keep the regular invisibility stationary.
Votes
Opinion: -8
Upvotes: 6 30%
Downvotes: 14 70%
Suggestion ID: 1499173 | Submitted at
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Proximity chat, would be incredible. For Cleric, bind spell needs to last longer, possibly 1.5 to 2 seconds. Enough to make it useful and change the flow of battle. Also more spells in general, which I'm sure is already in the works.
Votes
Opinion: +13
Upvotes: 15 88.23%
Downvotes: 2 11.76%
Suggestion ID: 1499176 | Submitted at
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shields need to be reworked, the model doesn't seem to register at some distances, and the pavise shield doesn't do anything on the back, which makes it unviable unless you're in a full squad. Shield blocks seem to be 50/50 whether on not they work.
Votes
Opinion: +17
Upvotes: 20 86.95%
Downvotes: 3 13.04%
Suggestion ID: 1499201 | Submitted at
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A necromancy curse spell that does nothing while you're living but turns your body into an empowered skeleton when you die. It will cost you spell points but it gives you a little beyond the grve vengance.
Votes
Opinion: +17
Upvotes: 24 77.41%
Downvotes: 7 22.58%
Suggestion ID: 1499244 | Submitted at
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Dofferent types of server. Standard, seasonal and hardcore. You get to choose on which server your character will be placed.
Seasonal server would last a a certain time, it could introduce new mechanics, new items, new monsters. At the end of seasonal server this character is moved to standard servers or completely deleted.
Standard server is where we are right now.
Hardcore server is where XP gain is increased, loot is increased, monsters are stronger, your character after death is completely removed from the game.
Votes
Opinion: -1
Upvotes: 11 47.82%
Downvotes: 12 52.17%
Suggestion ID: 1499250 | Submitted at
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Preset loadout, so that when you inevitablie die, you dont have to buy the same 3 pots and same 3 bandages every time(if you have the money). Also maybe make it so that we can buy several at a time.
Votes
Opinion: +42
Upvotes: 42 100%
Downvotes: 0 0%
Suggestion ID: 1499254 | Submitted at
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more of a long term idea, but add in local or private matches where you can invite multiple friends to create X amount of teams or go in solo. then be able to adjust the difficulty, rate at which the circle closes, etc. Also, have an instance where you can test damage on training dummies without having to go into a match.
Votes
Opinion: +3
Upvotes: 11 57.89%
Downvotes: 8 42.10%
Suggestion ID: 1499261 | Submitted at
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A change or reduction in the speed or a greater auditory warning of the picklocking system would be greatly appreciate, currently its far too easy to burn through 2-3 lockpicks on a single chest
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1499270 | Submitted at
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significantly improve monster AI so cheesing it would be near impossible, to the point where players will think "woa is this really AI or an human is possessing that skeleton?". Or make it less predictable. Make it capable of jumping if a player is abusing impossible to reach spots.
Votes
Opinion: -11
Upvotes: 5 23.80%
Downvotes: 16 76.19%
Suggestion ID: 1499279 | Submitted at
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if you change the ai, which I think its a pretty good idea to buff it, maybe make classes other than ranger a bit better at dealing with it? The only reason I say this is for places like the 3rd floor it feels like you almost need a ranger for some of those mobs. I think if they made it even better it would hurt a rangers ability to hide and clear a room, but would make it even worse for other classes to kill anything on the 3rd floor. I think a small bit of a buff could be a good idea for the other few classes when dealing with pve. for example a ton of rangers will hide on highground and shoot mobs that cant get to them. however ever other class cant rlly do this. however if you make the ai be able to jump and the other classes a bit better against it(but still take skill, I am not saying make it not take skill) then it may balance the pve aspect a bit more.
Votes
Opinion: +16
Upvotes: 18 90%
Downvotes: 2 10%
Suggestion ID: 1499285 | Submitted at
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flails - ball on chain - mid range weapon for cleric and wizard (? maybe not wiz maybe something else) has more of a side swing up then down and can hit behind you so your friends dont want to be directly behind you but also can be used with high skill cieling to deal with people chasing you. - would need alot of polish but conceptually could work
Votes
Opinion: +14
Upvotes: 16 88.88%
Downvotes: 2 11.11%
Suggestion ID: 1499297 | Submitted at
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adding a map item, maybe with different qualities of it, the common shows the map, the rare shows traps and the epic one hidden rooms, when u dont have a map all you see in the minimap is your player in the middle of a dark square and a red circle around it.
Votes
Opinion: +7
Upvotes: 12 70.58%
Downvotes: 5 29.41%
Suggestion ID: 1499309 | Submitted at
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possibly a controversial opinion but I feel like cleric should have access to the basic crossbow same as wizard. Maybe allow clerics (and only clerics) to use spellbooks as an offhand so that they still have a melee and spellcast option.
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1499319 | Submitted at
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to rephrase my last suggestion. solo self found = ironman mode. still play the game normally, no solo queue, just using self found loot only, no trade no merchants. would only affect the single players gameplay, no one elses.
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1499320 | Submitted at
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- set normal dungeons to be solo so the game doesn't degrade to just geared out trios ganking spawns and farming lobbies.
- have high roller lobbies be the no restriction high risk/high reward but free to enter if you are a solo player or at least cost less.
Votes
Opinion: -24
Upvotes: 2 7.14%
Downvotes: 26 92.85%
Suggestion ID: 1499329 | Submitted at
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[Practice mode that a player can start solo or in a group with purely PvE. Any loot gained, equipment lost, and xp gained are not kept once the match ends. It's strictly for practicing, testing, and other uses.]
Votes
Opinion: 0
Upvotes: 13 50%
Downvotes: 13 50%
Suggestion ID: 1499331 | Submitted at
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leaving the playtest open without updating it, then releasing the updated playtest when its ready. im sure many people like myself are bored asf because our favorite game has updates
Votes
Opinion: +30
Upvotes: 36 85.71%
Downvotes: 6 14.28%
Suggestion ID: 1499340 | Submitted at
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The physical appearance of enemies should change as they become more damaged, such as skeletons becoming more cracked as they take more damage. I am NOT talking about damage numbers or health bars. I'm talking about damage that is visible on the enemy model, suck as bones cracking, skeleton jaws flying off, bosses have wounds appear or their clothing tearing as their health goes down. This damage could be locational as well, such as having skull cracking and jaw removal on headshots or having ribs fly off for torso hits.
Votes
Opinion: +46
Upvotes: 48 96%
Downvotes: 2 4%
Suggestion ID: 1499349 | Submitted at
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First off I loved the most recent test. One thing me and quite a few of the players around me that are addicted to playing came to the same conclusion that we feel like Strength should potentially be split up into Constitution and Strength, scaling health and damage together is a fairly strong scaling and will be hard to balance I feel, Will and Knowledge for example are split and I/we feel Strength & Constitution could be done the same to separate the double stat Strength gives.
Votes
Opinion: +28
Upvotes: 36 81.81%
Downvotes: 8 18.18%
Suggestion ID: 1499354 | Submitted at
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add create lore about the gods in dark and darker. Depending what god you pray towards you get special bonus or skill/passive depending on your class. God's gift skills are one time use for each match will not refresh when rest.
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1499404 | Submitted at
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Please - for the love of god, when you add bards make the musical instruments actually playable. As in you can play notes on them using your keyboard or mouse or something. It would be the most amazing thing.
Votes
Opinion: +53
Upvotes: 56 94.91%
Downvotes: 3 5.08%
Suggestion ID: 1499405 | Submitted at
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Add loot goblins. They run up to you, snatch one random piece of jewelry, and run away. You'll have to chase them down to get it back. After you kill them, they'll have your jewelry + 1-3 others. (Is a fairly rare mob).
Votes
Opinion: +11
Upvotes: 28 62.22%
Downvotes: 17 37.77%
Suggestion ID: 1499414 | Submitted at
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, more distinguishable enemy type(variations of same monster) by silloete and sound(if possible) , ratter than just opaque color since most maps are quite dark example: ( nightmare's skull ,or skeletons enemies have horns to keep the models the same and avoid too much extra work)or different shaped shields, I think the 2 types of wraith is an exception since it glows two different colors that contrast pretty well with the map
Votes
Opinion: +15
Upvotes: 16 94.11%
Downvotes: 1 5.88%
Suggestion ID: 1499416 | Submitted at
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add multi level dungeon going deeper down with lore and mystery. Like 'made in abyss' better loot as you go down. But if you die you lose it all. Maybe add a flying carriage where you can send limited items back.
Votes
Opinion: +5
Upvotes: 9 69.23%
Downvotes: 4 30.76%
Suggestion ID: 1499417 | Submitted at
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Add an system based on the Outlaw Killer leader board, the more u kill the more u head is worth, so when someone die u can take an spawnable item (like an ear) to sell to a bounty hunter npc and increase relations with him.
Votes
Opinion: +10
Upvotes: 11 91.66%
Downvotes: 1 8.33%
Suggestion ID: 1499421 | Submitted at
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make the shields a little bigger, against mobs it isn't too bad as is but with both mobs and players it is bad... or add more shields! A tower shield would be nice, make it have a speed penalty of 50 or so but allow you solid coverage for the speed loss
Votes
Opinion: +1
Upvotes: 8 53.33%
Downvotes: 7 46.66%
Suggestion ID: 1499431 | Submitted at
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revenge mechanic for team killing. lore wise tie in some God of justice triggers a random chance of event after team killing (possibly if player hasn't taken damage from other source for x amount of secs and all health damage is done by teammate) message to player killed "something like God of x has seen this grave injustice would you like to seek retribution" if yes than random chance of something bad happening to the team killer from instant death to like 50 percent reduced damage or pots don't work, longer interaction speed stuff like that. they also get a message telling them the gods have seen this grave injustice and the "lower than the worms is punished with x"
Votes
Opinion: -14
Upvotes: 5 20.83%
Downvotes: 19 79.16%
Suggestion ID: 1499436 | Submitted at
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Add a monster bounty system. In addition to just getting loot in the dungeon, you can take out bounties for specific monsters (bosses) in the dungeon. You won't know where the bounty is, but you'll be able to find clues that point you in the right direction (kind of like Hunt: Showdown). Bounties will also often be on lower dungeon levels. After you've killed a bounty, it will drop an item that you can cash in at the bounty merchant for gold. There can also be event bounties that give candy canes etc during Christmas, Halloween. These bounties are based on the current event (like Krampus spawning during the Christmas event).
Votes
Opinion: +14
Upvotes: 17 85%
Downvotes: 3 15%
Suggestion ID: 1499440 | Submitted at
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Change Wizard invisibility to "Wraith Form" (Like in Apex Legends), The Wizard is Invisible to enemies still, but the wizard cannot see enemies while invisible, this helps balance the Wizard's invisibility considering how strong it is versus other players.
Votes
Opinion: -10
Upvotes: 18 39.13%
Downvotes: 28 60.86%
Suggestion ID: 1499447 | Submitted at
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- Classes that can use different equipment based on the skills/traits they have equipped should have an option to change out their starting gear to match. Example: Ranger allowed to start with a spear if the skill is selected.
- Looking for group option
- Filter on level the dungeons people can load into (1-5, 6-10, 11-15, 16-20 perhaps)
Votes
Opinion: -7
Upvotes: 3 23.07%
Downvotes: 10 76.92%
Suggestion ID: 1499457 | Submitted at
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Hello! I suggest main focus in dev on:
-
Stability and quality of the connection (RECONNECT button and instantly re-enter the game, instead Alt+F4)
-
Anti-cheat. It is clear that you are already doing this and will continue to do it, I just wanted to emphasize it's importance, and the fact that in general your game is sufficiently protected from various types of cheats due to design, for example, there is almost no influence of aimbots, except for archers, there is almost no influence of wallhacks, becouse loot is generated only after opening / breaking containers, and yet it is very important to focus on countering cheaters, and I would recommend adding a "report" button to the game about the person who killed you, so that you have the opportunity to additionally check it, it is clear that it will be reap much more often than the real state of affairs, but you can filter "character life time" x "number of reports" and the top ones are clearly worth checking.
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Anti-duplicate. You probably don't think that this should be such a high priority, but it is, the economy is now the cornerstone in all games, people want to feel the value of what they mine in the game, and the value is expressed in real terms, and it doesn’t matter if they sell / buy whether they keep it or just keep it in the bank, the value itself is important, here we come to RMT, and no matter how you feel about it personally, but this is an engine, and a huge engine of modern games, just remember how popular Diablo 3 was when people had auction and RMT. The game design of your game is perfect for RMT - because you have an endless endgame, with people trying to find the "perfect" legendary item that they will sell for xxxxxxx and become a millionaires, i.e. a hare running after a carrot, and in the world of capitalism this is the main motivation of people in life.
Suggestion ID: 1499470 | Submitted at
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I feel that bandages should be made a bit better. Health potions heal more overall and are quicker to use, with the downside being that they heal over time. However, they're more effective in almost every scenario, because using them in a pinch is much easier, and using them during exploration allows you to heal while looting/exploring. Plus, potions take 20 seconds for their effect, and bandages can often take 10+ seconds if your class has low interaction speed.
Basically, bandages are too slow to use in emergencies and are worse to use during exploration because they're not a passive heal.
I think instead of potions healing more than bandages, it should be the other way around. Bandages should heal much more than potions, as a tradeoff for their weaknesses.
Votes
Opinion: +6
Upvotes: 15 62.5%
Downvotes: 9 37.5%
Suggestion ID: 1499481 | Submitted at
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Add a single 3 man escape portal to the very end of each dungeon level. Currently parties either have to whittle themselves down which often results in your last member getting ganked by a three man while alone or 1-2 members not being able to make it out because the zone closes in too fast for them to find and secure a viable portal.
Having a single 3 man at the very end of the ring would also push more end-round fights as most teams would likely want to make it out together. Making the ring close slower at the end would also aid this.
Votes
Opinion: -3
Upvotes: 24 47.05%
Downvotes: 27 52.94%
Suggestion ID: 1499482 | Submitted at
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Add bleeding so bandages make sense. When hit by a sharp weapon, your health starts to slowly drain (1 health per 2 seconds maybe). Probably 5 health per hit, stack up to 30. When X health has been drained, bleeding stops. Bandages apply much faster, but do not heal as much and main purpose is to stop bleeding. Then make healing pots and weaker surgical kits the main healing items.
Votes
Opinion: -35
Upvotes: 3 7.31%
Downvotes: 38 92.68%
Suggestion ID: 1499490 | Submitted at
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I'd really love to see a feature where you can see your teammate on the mini-map, like a dot or something, because names through walls aren't precise, we don't really know where they are exactly.
Votes
Opinion: -23
Upvotes: 6 17.14%
Downvotes: 29 82.85%
Suggestion ID: 1499505 | Submitted at
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Don't nerf Cleric just because he significantly heals the lives of allies, that is his purpose. Taking away the healing will be the same as Valorant's Sage. THAT IS HIS PURPOSE. Even add new classes that heal others in their own way. Maybe a Druid that heals a person as time passes, a Bard that heals an area, but less heal. But don't nerf the game style that is support healing.
Votes
Opinion: +33
Upvotes: 33 100%
Downvotes: 0 0%
Suggestion ID: 1499509 | Submitted at
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have an arabic language channel. Do not make a party of four as the hallways are small and teams of 4 would be too messy and ally hitting would be through the roof. If you make a solo Q ( for solo players ) please empliment a mechanic so that friends can not snipe each other try to make it a 2v1 3v1 4v1. (based on match history and how long two characters remain close to each other and do not kill each other). So if 2 or 3 people go for Solo Q and are always sticking together for over 20 games. Obviously they are making it a 2v1 or 3v1 situation in which they will ruin the game for all other solo Q players.
Votes
Opinion: -4
Upvotes: 4 33.33%
Downvotes: 8 66.66%
Suggestion ID: 1499518 | Submitted at
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Maybe add a practice room thats just a big open room full of target dummies where you can warm up between rounds. invite a friend to a practice room to practice 1v1s. There is no treasure or xp benefit to playing in a practice room.
Votes
Opinion: +38
Upvotes: 39 97.5%
Downvotes: 1 2.5%
Suggestion ID: 1499527 | Submitted at
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A third skill slot would be nice to further customize combat options, ally position markers on the map along with yours, a friends list, reduced damage to allies, an item or weapon insurance system for those sweet legendary drops, the crossbow could use a rework, it feels too slow to use and does too little damage for that tradeoff to be worth it.
Votes
Opinion: -12
Upvotes: 5 22.72%
Downvotes: 17 77.27%
Suggestion ID: 1499530 | Submitted at
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While I don't personally think solo-only queue would be best for the game, I see there are many people that do want this. I suggest looking at Hunt: Showdown where you can join a queue that allows 3-man teams and a queue that doesn't (solo/duo only). I think this would be a great compromise from both sides. Also like Hunt, possibly some slight XP boost or something for queuing solo into the 3-man.
Votes
Opinion: +15
Upvotes: 28 68.29%
Downvotes: 13 31.70%
Suggestion ID: 1499539 | Submitted at
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Cleric buffs, while effective early game, really did not feel like they scaled well into high end gear. By the time you're wearing high end blues, +3 str/agi/will is really not that noticeable. Similarly, when geared up with +damage blues or better, the cleric protection spell took a 2 shot kill to being... a 2 shot kill on a player. The only spell which felt like it truly mattered was Divine Weapon, as +10 weapon damage is a lot.
Compare this to wizard buffs, such as haste or invisibility, and those just get better and better the more geared you are, while the cleric really kind of just faded away to being more of a PvE character or a hinderance in PvP to their own team. They couldn't generally fight too effectively in melee combat due to slow swing speed and move speed in a meta that encouraged fast attacking weapons that 2 shot opponents, and their group support felt lacking. This resulted in having a cleric for PvP actually ending up worse than just having another fighter/rogue/ranger.
Overall, the cleric was a lot of fun, but the class needs some tweaking to not drop off hard in end game gear.
Votes
Opinion: +34
Upvotes: 37 92.5%
Downvotes: 3 7.5%
Suggestion ID: 1499561 | Submitted at
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Maybe if your attack gets succesfully blocked, you get staggered just long enough for an enemy to get a swing in unless you can block the enemies attack. This would give blocking and attacking a nice and and forth instead of just both people only swinging because blocking is near useless in pvp unless your enemy is just pretty bad.
Votes
Opinion: +22
Upvotes: 26 86.66%
Downvotes: 4 13.33%
Suggestion ID: 1499562 | Submitted at
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I think the wizards damage is good by itself and almost its utility as well. but to have them both at the same time is a little much. the wizard should have to chose to build towards one or the other in the pre-lobby. (equipping certain gear and taking certain perks to make the direction effective) players should still have the choice to try and have both, but the numbers should be balanced in a way that having both doesn't end up being as effective as it was in test3. This would of course be easier to implement when the Training tab is filled out and new perks are brought in.
Votes
Opinion: +12
Upvotes: 18 75%
Downvotes: 6 25%
Suggestion ID: 1499567 | Submitted at
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- Is there a disarm chance?
- Is there a brake stance chance? Cause the shield to move out of place for an openning.
- Didn't see anyone using the resurrection feature. Seems too limited currently to be as useful as the design intended.
- With adding more trap options, detect trap skill needed?
- Disable trap skill
- Blade trap
- Puzzles or Riddles to solve (Ex: Only true light with show the way. Put holy water in brazier and light with torch to show path in the darkness)
- Hallway with no torches
- Darkness spell/trap
- Cold trap - extra damage to adventurer's wearing metal armor. Counter with torch.
- Take an action to light the torch before showing. Animation of striking torch to light. Should not come out of storage auto lit.
- Monsters react to sounds of battle or breaking things. If sound stops monsters loose interest.
- Dead players have option to become a monster with limited actions and movement.
- Exit doors randomly accessible earlier in the dungeon for players that are needing to escape sooner.
- Looking for group option
- Filter on level the dungeons fill players from (1-5, 6-10, 11-15, 16-20)
- Allow classes to start with different equipment if they select the skill/trait for that equipment. Example: Ranger to start with a spear if skill selected.
- Shield bash (stagger/stun)
- Parry (block attack with weapon)
- Set for charge (double damage if enemy charges and you hit)
Votes
Opinion: -22
Upvotes: 2 7.69%
Downvotes: 24 92.30%
Suggestion ID: 1499576 | Submitted at
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I only was able to get 4 hours of play time in before the play test ended and only played with the Cleric & Ranger classes...here are some ideas.
- Lobby where all friends can join so they can form groups to compete against each other in the same dungeon.
- Make traps retrievable.
- Have timer speed up whenever a player is killed or exits level (30 seconds perhaps)
- Able to wrap feed in bandage to muffle sound
- Able to use a weapon with the torch
- Equipment durability
- Rogue class to gain more look from chests
- Ranger class replace food with bandage, why have two things do the same thing?
- Add a net
- Ranger class add skill/trait to increase quiver size (+2/+4/+6 arrow capacity)
- Different races (Elf, Dwarf, Gnome) offering different stats, benefits, hindrances
- Add wedge to block door, must be broken down to get through door.
- Time to open doors seems long like each door is locked requiring time to unlock. Reduce open door time.
- Time to open chests seems long like each chest is locked requiring time to unlock. Reduce open time.
- Add locked and unlocked chests. Locked chests can be broken open or lockpicks to open.
- Add dart traps
- Add fire traps
- Add gas traps
- Add traps to doors and chests, not just rooms
- Add tumble (Crouch + Dodge)
- Add dodge (double tap left/right/back)
- Add color/dye for clothing
- Have bats do a sonic attach instead of a charge attack
- Have spiders do a web/slow attach before closing to attack
- Add scorpions for ground poison monster
Votes
Opinion: -34
Upvotes: 2 5.26%
Downvotes: 36 94.73%
Suggestion ID: 1499584 | Submitted at
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- Add holy water
- Allow torch to catch mummy's on fire to do damage over time
- Have a practice area that shows how weapons work differently on each monster. Show damage numbers for blunt against skeletons vs slashing or piercing weapons.
- Add oil to throw and coat an area to throw torch and ignite area on fire for DOT effect.
- Is there a backstab damage modifier?
Votes
Opinion: -6
Upvotes: 12 40%
Downvotes: 18 60%
Suggestion ID: 1499590 | Submitted at
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@winter carbon suggested: Add a wager duel arena system. you can only queue a limited amount of times per day to make it matter even more and so people dont just spam it all day instead of the regular dungeons. you can bring in your dungeon loot and fight in a fair 1v1 for loot glory and Gold.
Votes
Opinion: +5
Upvotes: 20 57.14%
Downvotes: 15 42.85%
Suggestion ID: 1499615 | Submitted at
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@fallen maple suggested: Please do not add solo queue, the feeling I get when I play rogue and I try to wipe a team of 3 people is something special. It doesn't always work, but when it does the dopamine rush is like nothing else.
Votes
Opinion: +48
Upvotes: 54 90%
Downvotes: 6 10%
Suggestion ID: 1499631 | Submitted at
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@feral iron suggested: the primary goal of dark and darker is looting and escaping, and the secondary goal is PVP and PVE. I think The circle/plague zone mechanic with portals spawning at the middle contradicts the point of the game. we should be incentivized with High tier loot locations near the center that give the player the choice to risk it and PVP others for the high rewards, instead of just being forced into PVP by the circle. players then escape at the outskirts of the map
Suggestion ID: 1499649 | Submitted at
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lower the amount of time to mine the ruby ore. I understand the ore can create some really strong items but the ring closes so fast it’s almost impossible to mine ore, escape the circle, fight off pve and pvp. Just me two bits. Maybe not significantly lower it but anything is great in my opinion.
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1499677 | Submitted at
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@subtle wren suggested: "Eventually add a boss to a deeper level of the dungeon that cannot be defeated by a single party. At the moment there is only two outcomes when players meet which is fight or flight. This will incentivize two things, one being a reason to go to the absolute depths of the dungeon and two, players will have more interactions with one another past immediate pvp" and I this type of boss need at least 3 parties to be defeated.
Votes
Opinion: -16
Upvotes: 10 27.77%
Downvotes: 26 72.22%
Suggestion ID: 1499697 | Submitted at
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I believe at some point the tavern should be a playable area. Interactable. VoIP. I imagine playing a table game for a gold piece or two and having a drink. It would add a great celebratory area after a lucrative plunder or a place to hone in before the first delve. This could have many of the non-delving mechanics rooted in it. Food for thought 🙂
Votes
Opinion: +50
Upvotes: 51 98.07%
Downvotes: 1 1.92%
Suggestion ID: 1499721 | Submitted at
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Add Turkish chat channel & role to discord for Turkish players at #1026916693806686208.
Votes
Opinion: -3
Upvotes: 9 42.85%
Downvotes: 12 57.14%
Suggestion ID: 1499728 | Submitted at
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:::: Get rid of the circle on at least one of the maps and just make it time based. :::: I cant see the game being balanced between solo vs trio or class vs class than just with gear. Without a more skill based gameplay or just a more separated map I think a well cooperated 3 man will always win when forced into a small area. I see aspects of Tarkov, HuntShowdown, and Pubg in this game which all have completely different objectives. Making this game come down to staying in a zone until you either be the last man standing or get lucky to get out early is the worst part of it and having an entire map being wasted. I can't imagine tarkov or hunt showdown having a shrinking zone and be successful with it, a zone only works and is needed for a battle royal game which this game doesnt seem to be made for with being able to loot and leave.
Votes
Opinion: -26
Upvotes: 8 19.04%
Downvotes: 34 80.95%
Suggestion ID: 1499740 | Submitted at
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make skeletons capable of directional blocking, flanking, , and zigzagging while archers are around. in exchange for this better ai, you can give them less health so you dont have to stand there for a minute straight backing up, swinging, and repeating.
Votes
Opinion: -7
Upvotes: 4 26.66%
Downvotes: 11 73.33%
Suggestion ID: 1499767 | Submitted at
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An actual support for using window option for resolution, since each time you hover mouse too much, the mouse will get out of the window instead of locking there, making it hard to play the game since ya can't turn around 180 degree without pressing alt+tab again. Not much but would be better for computer with low-spec pc.
Votes
Opinion: +9
Upvotes: 9 100%
Downvotes: 0 0%
Suggestion ID: 1499777 | Submitted at
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Hey guys, I recently played the "Dark and Darker" playtest with my wife, and it literally reignited our marriage, we were this close to getting divorced, but playing that game brought new meaning to our marriage. I'm afraid that without the playtest it will fall apart again. Please extend the play test so I can save my marriage
Votes
Opinion: +33
Upvotes: 45 78.94%
Downvotes: 12 21.05%
Suggestion ID: 1499799 | Submitted at
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more inventory management options, i would love to see if i could rotate stuff like swords and halberds. also a potentially better stack splitting option, it wasn't clear in the test how to easily split stacks. also to be able do this in the trade window would be AMAZING. it was annoying to not be able to split stacks while trading with a player which left a lot of people potentially overpaying or underpaying for what they wanted because they didn't want to deal with that. possibly getting crates to help with clutter, and bigger coin purses would be nice so its not taking up so much room. just more options to help optimize the inventory
Votes
Opinion: +31
Upvotes: 32 96.96%
Downvotes: 1 3.03%
Suggestion ID: 1499815 | Submitted at
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In dungeon merchants that sell better gear than the regular ones, maybe potions and bandages at higher prices than normal. Would be extra cool if they were unique minibosses with decent loot that fought back if you attacked them.
Votes
Opinion: +1
Upvotes: 10 52.63%
Downvotes: 9 47.36%
Suggestion ID: 1499823 | Submitted at
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Buff stealth abilities for rogue, no point in taking them when the other perks are stronger. As a pickpocket pacifist here is my ideas
Pickpocket buff: Aim for most expensive trinkets/items first, when out of items to pickpocket steal weapon maybe? Or make it faster, steal more. Encourage a weird playstyle thats hard to pull off
Smokebomb: Needs to conceal better, shaders sometimes bug and make it easy to see a player. Increase slow/radius?
Hide ability: Make it so rogues who use invisibility potions can move 10 steps like they do with hide if
they have the perk. Gives a reason to use them
outside of very niche situations
Votes
Opinion: +2
Upvotes: 16 53.33%
Downvotes: 14 46.66%
Suggestion ID: 1499840 | Submitted at
·
make a ranger skill that when active lasts 5 seconds and makes all arrows do 25% less damage but it does magic damage. (These numbers don't need to be exactly what I said they can buff or nerf it accordingly but I want more options for ranger.
Votes
Opinion: -22
Upvotes: 1 4.16%
Downvotes: 23 95.83%
Suggestion ID: 1499841 | Submitted at
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Remove Haste Spell from Wizard and put Haste to Clerics. Clerics are suposed to be the support and its a MELEE class. Makes just more sense for fair play. It wont be OP because it needs spell points to use it on your skills. So they may take out some heal or something else in return.
Votes
Opinion: 0
Upvotes: 22 50%
Downvotes: 22 50%
Suggestion ID: 1499856 | Submitted at
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This may ruffle some feathers but I personally see nothing positive with the way handling currency is designed.
The way you deal with gold and money bags is awful especially when you get to the trade screens. You can't even split them there, but have to back out and split money before hand. It is very tedious to pull money out of bags and there is a limit to how much gold you can use to pay due to the trade item limits.
I suggest making it more traditional. Where money will work as we see now in the raid, but will transfer to their stash "pocket" when they return from raid. If you really feel the need to limit how much gold a player can stockpile then you could still buy 'stash' bags to increase your gold capacity up to a reasonable threshold like 3,000, starting off at 500.
Votes
Opinion: -4
Upvotes: 6 37.5%
Downvotes: 10 62.5%
Suggestion ID: 1499864 | Submitted at
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what if we had a knowledge system like the wizard has for spells but for perks eg the ranger has 10 base knowledge and tracker costs 4 knowledge and spear master costs 5 knowledge so you only have 1 left and have to take a bad perk or get more knowledge on your clothing. This allows everyone to value knowledge and not just wizards and clerics.
Votes
Opinion: -10
Upvotes: 1 8.33%
Downvotes: 11 91.66%
Suggestion ID: 1499880 | Submitted at
·
Wizard Ability Suggestion for "TALENTS" (Since I only seen two thought I'd throw out an idea..)
Ability Name: Conjure Spirit
Ability Effects: Strike the target for 10 damage, leaving burns on target attacked by spirit for 5 HP/s for 4 seconds.
Ability Attack Rate: 1 Attack every 2.5 seconds)
Ability Cast Time: 4.5 Seconds
Ability Lifetime: 25 Seconds
Ability Rundown: The Wizard conjures a small flame sprite (could be a small glowing flame or ball of light) that targets only UNDEAD MONSTERS! (Ability can only be used once per run)
Votes
Opinion: -16
Upvotes: 1 5.55%
Downvotes: 17 94.44%
Suggestion ID: 1499885 | Submitted at
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This may sound rude, but is a fact if u want the game to be fair and more adictive. Reduce all base damage from everything atleast a bit to make the game equip based, and put damages from equip in +10% instead of +10. Think about it.
Votes
Opinion: -35
Upvotes: 3 7.31%
Downvotes: 38 92.68%
Suggestion ID: 1499890 | Submitted at
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remove fighters weapon materey 20% debuff it makes him way too weak to compete with other classes and i can go in depth later if somebody wants
and to vamp the melee system so that all weapons can either block or have some form of secondary attack
Votes
Opinion: -34
Upvotes: 6 13.04%
Downvotes: 40 86.95%
Suggestion ID: 1499900 | Submitted at
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Trying it again cuz I posted it incomplete XD. I'm sorry to bother but my dog is sad, he loved to play this game and now he don't even want to leave his bed, he don't eat or drink well, when he sleep he murmurs something "EarlyAcess", don't know what it is but I hope we can get it and I get my happy good old boy back
Votes
Opinion: +12
Upvotes: 17 77.27%
Downvotes: 5 22.72%
Suggestion ID: 1499946 | Submitted at
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Huge rework of damages balance! Cmon people with OP Broken class that oneshoots everyone without any skill required. Press NO because u know im right, and u still want the game broken as it is. I said balance! Nothing else.
Votes
Opinion: -30
Upvotes: 5 12.5%
Downvotes: 35 87.5%
Suggestion ID: 1499949 | Submitted at
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Deep Customization Choices
Skill Trees are a great first step which I am looking forward to. There are several other things you could implement to make no two adventurers the same as each other.
Race Options: We already have skeletons which is great. For the ease of development, add more human-sized options to avoid having to create more hitboxes.
Stat Allocation: many RPGs do a system where you can do 10 points in a primary stat, 5 points into a secondary etc. if I want more Strength on my Cleric, why not?
Multiclassing: Obviously need to have a equivalent downside but if someone has a build that mixes 2 classes perks/skills then that would be awesome.
Universal Perks / Maybe Skills: Some classes currently feel pigeon holed into a specific playstyle. Some also have perks that would make sense with another kit as well.
Votes
Opinion: +25
Upvotes: 31 83.78%
Downvotes: 6 16.21%
Suggestion ID: 1499959 | Submitted at
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cleric quality of life: alternative overhead swing for warhammer or as well as spellcasting while holding and potentially less slow when swinging, more weapon choices like mace/book, more distinct spell animations for the spells, more passives and make res maybe 4 knowledge points cause its already hard to consider bringing being as niche as it is, cleric channels prayer/res faster than other classes, more accurate spell registry, all classes 2/3 of other class interact speed instead of 1/2, make judgement be able to be cast on the ground like mage lightning strike or directly forward cause it feels extremely clunky being targeted with how much it can reset, light crossbow weapon, templar helmet, maybe change potion rarity stacking so cleric doesnt feel weak running with and against people who come equipped with multi rarity prot/heal pots
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1499970 | Submitted at
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[Portals showing up on the minimap, and/or are audible from further away and/or emit a constant hum that can be heard from nearby.
Random circle is High Roller only. Normal dungeons would be open for the 10 minute timer, then the darkness would close all the way from the outskirts to the middle in one go. Alternatively it could just close very slowly in a linear manner starting a few minutes in.
In Hunt: Showdown, you get extra rewards for winning when playing solo against duos/trios or duo vs. trios. I think a questing system that pays you when you escape successfully could do the same thing, so that solos can be less frustrated when they're up against groups.
I like the random portals, darkness zone, AI difficulty, slow map traversal, and lack of matchmaking but they can create some very frustrating situations when taken together. I don't want to get rid of situations like running through the zone to avoid a fight you can't win, but I would rather not have situations like wandering around in the darkness looking for a portal only to not find one. I enjoy how hardcore DaD is, but I think a staple of extraction games like EFT, Hunt, etc. is being able to choose your battles. Right now the zone and random portals often results in situations where you have to win against people who might outnumber or outgear you to escape because you don't know where other portals are. It especially happens on slower classes where you can't survive running through the zone searching for portals since you'll get hit by AI when opening doors, and the difficult AI means you usually can't kill them quickly.
I think making portals easier to find would solve the above problems, but making the zone less of a factor in Normal dungeons would fit in with the current progression.]
Votes
Opinion: +11
Upvotes: 28 62.22%
Downvotes: 17 37.77%
Suggestion ID: 1499989 | Submitted at
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If players achieve or complete their achievements or quests, it would be good to make efficient use of the storage space by allowing them to obtain classified boxes such as golden boxes and lion head boxes. For example, the golden box has the size of one storage box, and the lion's head box has 80% of it, and the lower class boxes have to be given space sequentially.
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1500173 | Submitted at
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[Anyone with a bow has infinite arrows to work with and barely any charge time per shot, while wizards have to slow down for a cast time for Zap, only to get the same damage as their base staff. They only get 5 or 6 uses, and if you've used it alot, it'll usually be the spell that gets recharged first when you meditate, taking away from stronger spells that already require more time per recovery. Which is to say that you are effectively getting punished for using it alongside other spells.
So first, I think that meditate should prioritize recharging whatever spell you have selected. You can change spell selection WHILE meditating, so this should allow wizards to make better use of their meditate.
Second, zap should have many more uses, if not infinite. (I understand if infinite may be too much, thats up for the devs to decide)
Third, with zap doing so little damage, I think it should recharge separately from other spells during meditation. Right now it is taking up the recharge resource away from much more important spells. This may be an alternative to my second point instead of an addition, but as it stands zap doesn't exist alongside meditate very well imo.]
Votes
Opinion: -12
Upvotes: 2 12.5%
Downvotes: 14 87.5%
Suggestion ID: 1500181 | Submitted at
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Shield bash attack. Whilst holding block with a shield, left click will let you do a hit with the shield. Some shields may have spikes or extra damage for this attack, but maybe it should include a bit of push back when being used? Could be a fighter only perk.
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1500183 | Submitted at
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[Make it so you can only link items within their respective channels in the trade chat. For example; make it so you can only link a weapon in the weapon chat, armor in the armor chat, consumable in the utility chat, etc. This will spread out the chat throughout the channels so that weapon #1 doesn't become the default trading hub. It will make it easier to read the chat and trade items appropriately. Additionally, if I am search for armor then I know I would just need to go to the armor chat which just sounds like what the devs were hoping for/intending to happening.]
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1500185 | Submitted at
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[Reduce rangers Shotgun arrows from 5 to 3. It provides ranger far too many tools for CQB. Or make it a 3 use per raid with 90s cooldowns on it. Pressing F to lower the shotgun will not use it but put it on a 15s cooldown.]
Votes
Opinion: -19
Upvotes: 3 12%
Downvotes: 22 88%
Suggestion ID: 1500186 | Submitted at
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[Extend the end round timer after the circle closes so that we have a bit of time to loot enemies we've killed. The sense of urgency is great due to the fast circle but i usually didn't have time to grab good loot off of people I fought as the circle closed and forced me to extract. Just an extra minute to grab the purples before we get out.]
Votes
Opinion: +31
Upvotes: 36 87.80%
Downvotes: 5 12.19%
Suggestion ID: 1500216 | Submitted at
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I personally really enjoyed the game but in my opinion if you add another mod it's not just a battle royal, it's also battles with friends in dungeons. For example 4 friends on a big map without an area, you just have to move forward and along the way there are mini-bosses and all kinds of things and if you want there is also a big boss at the end, in my opinion this is a different experience of the game and suits the style of the game.
Votes
Opinion: -2
Upvotes: 12 46.15%
Downvotes: 14 53.84%
Suggestion ID: 1500230 | Submitted at
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Make wizard meditate a state you enter until all spells are recharged instead of one that can only recharge one spell at a time. People will call for nerfs so just make the time needed to sit per spell longer. But able to regain it all in one sitting.
Votes
Opinion: -21
Upvotes: 4 13.79%
Downvotes: 25 86.20%
Suggestion ID: 1500233 | Submitted at
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[add more hats that fit certain characters such as a robin hood style hat for the ranger, the sallet helmet for cleric, gladiator helmet for the barbarian, Tudor hat for the rogue, Musketeer Hat for the Roque and ranger, mitre for the cleric and wizard and other such hats. Having hats that arent direct upgrades but alternative playstyles keeps the game fresh.]
Suggestion ID: 1500263 | Submitted at
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[My opinion is that, a training room where you can spawn a pack of monster with an interface would be important. Of course in this room looing is not possible, but you can train and check different monsters AI behaviour, and the possibility to make them invincible to train. It also can be helpfull if we see the damage we cause and enemy healthbar. ]
Suggestion ID: 1500273 | Submitted at
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- Add a base passive to all classes.
(rouges can lockpick by default, Magic casters dont need to use a skill slot to use magic. ||but to add to their spell slots|| Cleric gains increase damage to undead.-
Change the "select spell" to Z and C respectivly, and middle mouse to cast for the "magic classes have spells by default"
-
allow movment speed whilst casting spells/ spell skills. (Specificlly the Cleric's AoE Undead damage skill)
-
Votes
Opinion: +12
Upvotes: 17 77.27%
Downvotes: 5 22.72%
Suggestion ID: 1500292 | Submitted at
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Add an option to display our Steam username overhead rather than character name, OR add a "username" instead of individual character names.
It's just inconvenient to reference people and communicate when every time they change classes, their name is different. (Unless you just name yourself like Bob1, Bob2, Bob3, etc etc)
Votes
Opinion: +23
Upvotes: 25 92.59%
Downvotes: 2 7.40%
Suggestion ID: 1500299 | Submitted at
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Possibility to bind every slot from utility bars into specific hotkeys so instead of pressing 3 or 4 multiple times you just press one hotkey.
I understand it could be overhelming for some players to add 4 additional hotkeys so I'm not fully sure about this idea.
Other solution could be make the utility switch less laggy and more responsive and keep it as it is.
Votes
Opinion: +17
Upvotes: 19 90.47%
Downvotes: 2 9.52%
Suggestion ID: 1500301 | Submitted at
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If players achieve or complete their achievements or quests, it would be good to make efficient use of the storage space by allowing them to obtain classified boxes such as golden boxes and lion head boxes. For example, the golden box has the size of one storage box, and the lion's head box has 80% of it, and the lower class boxes have to be given space sequentially.
Votes
Opinion: -4
Upvotes: 0 0%
Downvotes: 4 100%
Suggestion ID: 1500303 | Submitted at
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- Add a base passive to all classes. (rouges can lockpick by default, Magic casters dont need to use a skill slot to use magic. ||but to add to their spell slots|| Cleric gains increase damage to undead.
At minimum, add spells to magic users by default, and lockpicking for rouges.
||At minimum, add Rouges have default lockpick, and Magic users have spell slots by default||
Votes
Opinion: -3
Upvotes: 5 38.46%
Downvotes: 8 61.53%
Suggestion ID: 1500306 | Submitted at
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[I think that meditate should prioritize recharging whatever spell you have selected. You can already change spell selection WHILE meditating, so this should allow wizards to make better use of their meditate instead of receiving random spell charges that they may not want. (realized my last zap suggestion wasnt very good, but meditation part seemed fine) ]
Votes
Opinion: +9
Upvotes: 15 71.42%
Downvotes: 6 28.57%
Suggestion ID: 1500307 | Submitted at
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[Allow players to change the shift + F command, such as ctrl + F instead. I prefer having crouch be shift instead of ctrl, but that makes me unable to crouch and interact with things at the same time since shift + F is already a command.]
Votes
Opinion: +7
Upvotes: 7 100%
Downvotes: 0 0%
Suggestion ID: 1500314 | Submitted at
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Add bladed stars "ninja stars" when throwed they dont go straight but angular so you can throw them to a place and not be seen or hit by a ranger or wizard probably rogue only.
Votes
Opinion: -22
Upvotes: 2 7.69%
Downvotes: 24 92.30%
Suggestion ID: 1500324 | Submitted at
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[What I really love about this game are hitbox mechanics. Unfortunately I think blocking mechanics with 2h weapons are no that great(atleast from defender perspective). Some re-work would be nice I guess.]
Votes
Opinion: 0
Upvotes: 3 50%
Downvotes: 3 50%
Suggestion ID: 1500327 | Submitted at
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after P3 the magic feels amazing now but I felt like there also should be more utility spells to encourage more people to want to take more spell memory or a harder voice between offensive spells
Votes
Opinion: -5
Upvotes: 2 22.22%
Downvotes: 7 77.77%
Suggestion ID: 1500335 | Submitted at
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Add content
-
More maps.
-
Portals close after X seconds and you have to activate them again.
-
1 portal with 3 uses always in a specific area marked on the map.
(This will make people go more to those zones and there will be more PVP). -
Bigger crafting system, not only for "powerful" equipment.
(Add ores to be able to craft white/green/blue equipment, so that not everything is gold). -
More sizes of backpacks and that these can be stolen.
-
More varied skins and exchange system between skins of the same type (an ugly hat but with good stats is exchanged with a nice hat with bad stats to get the ultimate hat), also in weapons.
(We all like to be well dressed in a battle). -
Gold system for kill/assistance/position in game.
(I think we all want to take something home even if it's little after a good game in which at the end we have perished). -
Individual stats in the player's profile.
(To be able to see how many games we have survived, how much we killed, etc.). -
That the level up is something more than passive.
(I have not been able to check if this is already the case, but I would like that when leveling up with the character you get Dexterity/Agility points or whatever depending on the class). -
More levels, 20 is not enough.
-
Less merchants for buying/selling.
(Too much hassle to go shopping per merchant, I prefer that for example the armor merchant sells all types of armor in different tabs). -
An auction or at least a filter system for trade chat.
-
Title system with rewards (stats).
-
Proximity chat.
(I think this is something that is super necessary). -
All monsters drop a minimum amount of money (gold/silver/cooper).
-
Falling damage.
-
Easy to pick up small objects.
-
No glowing objects.
(You are an adventurer aren't you? If you want items and you are in a dungeon use the torch).
Suggestion ID: 1500350 | Submitted at
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It would be nice if you could expand the scope of the collection interaction of treasures such as small jewelry, glasses, and pearl necklaces. Also It would be nice to increase the rare of items from the box that need a lock key.
Votes
Opinion: +16
Upvotes: 18 90%
Downvotes: 2 10%
Suggestion ID: 1500356 | Submitted at
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need more audio ques/sound effects for player feedback in combat ...when I play ranger sometimes I kill them and have no idea and I'm still peaking the corner for awhile untill I assume they ran away or during intense ranged exchanges with multiple players/teams can cause some unnecessary reluctance . having sound ques for a dying character and the subsequent body hitting the ground would be awesome! also I personally would like a separate sounds for hits to different body parts (primarily headshots) but those are a "want" not so much a need like the death audio ques.
Votes
Opinion: +12
Upvotes: 17 77.27%
Downvotes: 5 22.72%
Suggestion ID: 1500358 | Submitted at
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Ideas after playing 70h.
-
A bigger map, with more players, 30+.
(In the current game mode in some games it was difficult for me to find the action against players, because there were many groups of 3 players, sometimes there were only 5 players in a game). -
Possibility of party of up to 5 players.
-
Automatic party search (with the risk that this entails).
-
Single player queue (penalized with less loot % than 3+ players queue).
-
Variety of prices in the items found.
(Usually all white found items/trinkets have the same value 4/5g, I would like that within the rarity of the item there were also rarer items but worth more, right now it feels like everything that is sold to the merchants is sold for the same) -
Real incentive to go down levels in the dungeon.
(Right now once you get to the level down phase, you are usually loaded with items. I feel that it is not worth going down to the second level to keep finding the same items that you find in the first level). -
More dungeon levels.
(There should be at least 5 levels and it should be worth it to go down and down risking what you have already collected). -
PVP when you go down a dungeon level.
(Once you enter a portal to dungeon level down you are paired with people from other games who have also decided to go down. It feels like once you go down you only have to worry about pve and you can relax, there is no "tension"). -
More randomness in the map. Traps / Enemies / Lights...
(Plagar the map of traps, that in some games are activated and in others not, the same with the lights, that can be off or on by default, different enemies where usually there is always an archer or a mage, that there is more quantity of enemies in an area or less randomly, in general that each game is UNIQUE)
Above are the rest of the points... 
Votes
Opinion: -3
Upvotes: 8 42.10%
Downvotes: 11 57.89%
Suggestion ID: 1500362 | Submitted at
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weapon and armor crafting menu. But only accessible by entering player home, also the player must be certain level to unlock it and has to gather dungeon items to build a crafting table etc. Can also add like an altar or shrine mechanic where player can pray for daily free item for dungeon raid or passive ability bonus whatever the dev likes. Can also create maybe a god affinity tree for perks.
Votes
Opinion: +8
Upvotes: 12 75%
Downvotes: 4 25%
Suggestion ID: 1500366 | Submitted at
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It would be nice to increase the stiffness or shaking motion to the person who hit the shield. The reason why fighters hold up shields is to prevent attacks and fight back. However, the time to block the attack with a shield and attack with a weapon is almost the same as the time it takes for the opponent to hit my shield and attack again after a slight stiffness. Therefore, if you fight close to a class such as Bavarian or Rogue, the shield becomes ineffective. I would appreciate it if you could check these points and apply them to the next patch.
Votes
Opinion: +15
Upvotes: 16 94.11%
Downvotes: 1 5.88%
Suggestion ID: 1500368 | Submitted at
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Making hell (red portal) loot outside of the boss drops a bit better. Virtually nothing drops from red centaur or the locked golden chests in there. I don't mean higher quality gear and armor, just more green and higher tier jewels and valuables, maybe even baubles to push it a bit farther from " the floor with a boss and a bunch of stuff to avoid while getting to them".
Votes
Opinion: +33
Upvotes: 33 100%
Downvotes: 0 0%
Suggestion ID: 1500373 | Submitted at
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if monetization has to be a thing I believe the best way to do so would be taking a look at the Fortnite battle pass (I have never not been able to unlock everything and spent only a minimal amount playing) weekly story quest could be a thing in the future. Even the cosmetic store is decent with weekly rotation. And unique character skins.
Votes
Opinion: -23
Upvotes: 1 4%
Downvotes: 24 96%
Suggestion ID: 1500384 | Submitted at
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Choose swing / attack directions. Currently certain weapons like zweihander cannot fight is tight spaces, while the halbard which is longer still can. The best choice is a Right click which is narrower, but also weak because it hits the legs first.
Votes
Opinion: +36
Upvotes: 40 90.90%
Downvotes: 4 9.09%
Suggestion ID: 1500387 | Submitted at
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I meant to say daily skin rotation for cosmetics would be better. YouTubers would cover the daily cosmetic shop bringing more views and eyes to it. Although the dev would have to work hard to pump the cosmetics out but I think it's doable. Also by having so many unique character and hero skins they could just skip on character customization. Saving time on development. Character skins can go by item color rarity too.
Votes
Opinion: -15
Upvotes: 1 5.88%
Downvotes: 16 94.11%
Suggestion ID: 1500388 | Submitted at
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make lockpicks buyable from vendor, locking loot behind the rogue class is not good
lock picks are rare to find
sometimes we have to only take rogue for opening chests, seems dumb
Votes
Opinion: +29
Upvotes: 35 85.36%
Downvotes: 6 14.63%
Suggestion ID: 1500410 | Submitted at
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[Necromancer class as another solo option. Gain an ally monster AI for each missing teammate (solo necro would gain 2 monsters). Maybe even a choice between skeletons, zombies, and mummys for different compositions. If the necro is playing with 2 people already it could be the ranged dot class instead.]
Votes
Opinion: +4
Upvotes: 16 57.14%
Downvotes: 12 42.85%
Suggestion ID: 1500412 | Submitted at
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dynamic generated map. The main parts of the map can stay the same but the lesser area should be randomly generated. Because I have been in games where hardcore players would rush areas since they memories the map to ambush players mainly at they spawn. But some parts of the map being randomly generated will create some new experience and keep some aspects fresh.
Votes
Opinion: +43
Upvotes: 49 89.09%
Downvotes: 6 10.90%
Suggestion ID: 1500420 | Submitted at
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[Remove circle- maps are small and circle are coming ultra fast so almost half of the make are wasted because of it. In the end game when you kill other players u cant even loot them because of the zone.
Lower the dmg - being oneshot is pretty bad for the game
Attack speed - blocking with shield is useless when fighting other class than barbarian. Better option is to pray that shield block something by it self. Make so debuff to attacker when blocks his attack or lower every attack speed so it is possible to block and do dmg when they still cant(not talking about rouge )
Votes
Opinion: -22
Upvotes: 1 4.16%
Downvotes: 23 95.83%
Suggestion ID: 1500431 | Submitted at
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Add „Adventurer-Marks“ which can be collected From dead players. ONCE the goblin merchent appears you can Exchange them to Randomized necklece/Rings in Blue quality for 10 or purple for 20 each.
The Green rings/neckleces stay for gold.
Votes
Opinion: +27
Upvotes: 28 96.55%
Downvotes: 1 3.44%
Suggestion ID: 1500469 | Submitted at
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Random npc can be found in dungeon when not provoked you can talk to them and they will teleport away adding towards the merchants you can interact with. Maybe merchants give you quests and that's how you discover npc. Maybe create lore around how people are lost in the dark and darker dungeon. And only you can find and save them to make the world whole again.
Votes
Opinion: -1
Upvotes: 9 47.36%
Downvotes: 10 52.63%
Suggestion ID: 1500480 | Submitted at
·
[1. Wizard/Cleric Spell lists. I would like to see more utility added to wizard and cleric. Right now they seem to be too pigeonholed into respective damage dealing and healer class. While wizard is less of concern, cleric is a healbot by a large margin right now. For example some iconic Dungeons and Dragons area control spells would be really great, like grease and blade ward or personal defenses, like an active shield or sanctuary. 2. Rogue. Right now it seems to be pigeonholed into solo playstyle too much. Right now you rather make a clever sneak and one shot one or two people, then you go close and personal with a third person mashing the buttons until either of you die, or you just skip to phase 2 if you haven't got proper sneak. Both of these playstyles are toxic for the game (no one likes one shots you couldn't react upon) and players (you don't have any potential to outsmart trios unless completely resetting a fight). What I would suggest is to make two separate building ways - one is a stealthy assassin, second is a swashbuckler of sorts, strong at dueling, footwork (maybe add some kind of short dash behind to evade attacks as an active ability) 3. Chivalry/Mordhau Mechanics. While its genuinely good for some people to be able to dodge attacks by making unintuitive things, like crouching AND moving camera below, most players will struggle with these concepts. In PvP especially this screws down slow-hitting melee classes going vs faster ones. And this brings me to most valuable suggestion as for me. 4. Outplay potential. Right now couple of classes do get cool outplay potential buttons, like Ranger (Traps), Rogue (Stealth) and Wizard (Invisibility) while others cant flex their skill that much and have to rely on gear. Suggestion - make skills like that for all classes. Example: Coup de Grace for Warrior which will do 2-3x damage to crouching targets.
Votes
Opinion: +2
Upvotes: 5 62.5%
Downvotes: 3 37.5%
Suggestion ID: 1500492 | Submitted at
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I really like the zone it speeds up the game and makes sure there is less campers but there needs to be some tweaks to how it functions it feels way to fast towards the end and the position of both the portals and the zone can be weird sometimes
Some solution that might help
- slow down the later stages of the zone atm the end feels rushed
- if a portal is outside the zone (not the current moving section of the zone) respawn it to closest point inside the zone with some logic about being opened or the closeness of players
- add one 3man blue port if other solutions are add might not be needed
- if all but one group is dead allow extra time to loot and get out
- maybe pve could either be weaker or take damage from the zone (maybe with some exceptions)
- sometimes the zone centers in side walls or where the are more then one level making getting out harder then normal if some logic could be added to prevent this it would amazing
In conclusion some tweaks to the zone need to be made I feel like it could make the game a lot better
Votes
Opinion: 0
Upvotes: 12 50%
Downvotes: 12 50%
Suggestion ID: 1500506 | Submitted at
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show casting range for clerics / wizards or anyone with a ranged spell or skill. It would be helpful to know if your heal or chain Lightning is in range before releasing the spell/skill
Votes
Opinion: -8
Upvotes: 16 40%
Downvotes: 24 60%
Suggestion ID: 1500510 | Submitted at
·
[A monster manual ingame that fills out with information the more monsters you kill in the dungeon. Maybe initially one kill will show you the name, picture, etc, but further kills can show you more info such as health, damage values, potential loot, and weaknesses / resistances]
Votes
Opinion: +47
Upvotes: 50 94.33%
Downvotes: 3 5.66%
Suggestion ID: 1500522 | Submitted at
·
quick cast keybinds kinda like other mmos do for specific spells. specifically for cleric and wizard that use the spell wheel system. the wheel works great but an option to assign specific keybinds for different spell casts would be nice.
Votes
Opinion: +21
Upvotes: 29 78.37%
Downvotes: 8 21.62%
Suggestion ID: 1500529 | Submitted at
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Rogue poison dagger trait should be made into an ability where u throw 1-3 poison daggers and the actual apllying poison to ur mele weapons should be made into an item like potion that u use to aply poison to ur weapons since its an item every class can use it but rogues get a trait that make posions more effective
Votes
Opinion: -26
Upvotes: 1 3.57%
Downvotes: 27 96.42%
Suggestion ID: 1500530 | Submitted at
·
- have 1 account/name that has all the characters instead of having to make 6 different account/name for every class you make. So all the names doesnt get taken and when playing with friends you always know who to invite
Votes
Opinion: +36
Upvotes: 43 86%
Downvotes: 7 14.00%
Suggestion ID: 1500540 | Submitted at
·
Suggestion: Monk Class
Class Focus is a secondary passive choice that opens one of these options.
Open Hand Monk: Light armor/No Weapon DPS-Support
Active Ability: Deflecting Palm - Block the next physical projectile shot at you for (10-15s). If hit by an explosive bottle or thrown weapon, catch it.
Active Ability: Third Eye - Pulse an area centered on you, revealing any invisible enemies and highlighting any mimics in the pulse for (3-5s)
Active Ability: Dynamic Entry - Instantly open any unlocked door, gaining a burst of speed for (1.5s-3s) and stepping over any one trap for the duration.
Active Ability: Stunning Strike - The next attack does %increased damage and slows for (1.5s-3s), follow-up attacks slightly increase the slow duration.
Passive Ability: Cat-Like Reflexes - Increase Deflecting Palm's duration and projectiles blocked to 3 per activation.
Passive Ability: Pugilist - Increase Unarmed Attack damage by %of glove armor value.
Passive Ability: Mystic Body - 10% Magic Damage Reduction
Passive Ability: Five-Point Attack - Five consecutive attacks on the same target without switching does a %burst of damage.
Passive Ability: Iron Palms - Adds a parry-style block for deflecting physical weapon strikes.
Passive Ability: Door Kicker - Dynamic Entry now destroys non-reinforced doors.
Votes
Opinion: +7
Upvotes: 15 65.21%
Downvotes: 8 34.78%
Suggestion ID: 1500566 | Submitted at
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Monk Part 2, see suggestion 1500566
Way of the Weapon
Medium Armor, Two handed/Thrown weapons
Sustain/Harass
Active Ability: Concussive Sweep - Swing your weapon horizontally in front of you, cleaving through enemies and decreasing their damage resistance by (5-8%)
Active Ability: Repulsing Thrust - Stab your weapon forward, knocking back your target and slowing them for .5s
Active Ability: Spell Tags - Attach a mystic tag to your thrown weapon, imparting different effects on contact with enemies, activate the ability to choose your tag.
Active Ability: Imbue Tags - Refresh Usages of Tags
Tag Abilities should be different than wizard spells, but use a similar cost/effect system. They should be more limited in uses than wizard spells and take longer to refresh, though they should all refresh at the same time.
Passive Ability: Trained Arm - Thrown Weapons have less drop and fly faster.
Passive Ability: Layered protection - Gain an additional 5% Physical DR per piece of armor equipped
Passive Ability: Mystic Scribe - Gain Access to more tag slots and Imbue tags quicker.
Passive Ability: Trick Knowledge - Can activate floor/wall hazards to make them non-damaging until they reset.
Votes
Opinion: +11
Upvotes: 17 73.91%
Downvotes: 6 26.08%
Suggestion ID: 1500576 | Submitted at
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I think floor 1 should be the PVP floor that you deal with players the most when its added. Floor 2 stays the same but with less players that make it there and becomes a good PVPVE. Floor 3 also feels the same being mainly focused on PVE. The zone mechanic also still needs work in my opinion.
Votes
Opinion: -31
Upvotes: 4 10.25%
Downvotes: 35 89.74%
Suggestion ID: 1500584 | Submitted at
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[Add filtering to trade chat, for example: I want to see only messages that have "Wizard Hat" or "Hat" in it. It would help if you already know what item you want, just want to find it with good stats.]
Votes
Opinion: +51
Upvotes: 51 100%
Downvotes: 0 0%
Suggestion ID: 1500623 | Submitted at
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[[make different attacks do different types of damage such as; piercing, blunt, slashing, lightning, radiant, fire, etc instead of just physical and magical. This way different weapons and spells have new strengths and weaknesses depending on who or what you're attacking. This would also make it so gear can have different attributes to lower a type of damage similar to how some helmets lower headshot damage. Currently good gear is simply stat checking. Making each weapon have drawbacks would balance the game more.]
Votes
Opinion: +10
Upvotes: 17 70.83%
Downvotes: 7 29.16%
Suggestion ID: 1500634 | Submitted at
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a breakable barrier type spell maybe not for gandalf, at his current state but future idea would be a good thing to utilize for a disengage move which this game kind of lacks in. make it so nobody can do dmg through barrier until its broken. maybe work on the scaling size etc.
Votes
Opinion: +6
Upvotes: 10 71.42%
Downvotes: 4 28.57%
Suggestion ID: 1500645 | Submitted at
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introduce a perk for Cleric that recharges a spell use when a kill is made using Smite. Would function almost the same as Victory Strike for Fighter but instead refilling cleric spells in some kind of user defined order
Votes
Opinion: +26
Upvotes: 29 90.62%
Downvotes: 3 9.37%
Suggestion ID: 1500646 | Submitted at
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remove the lockpick mini game from bear traps, because it is absolutely the most completely busted thing I have ever seen. Nobody is escaping from the bear traps, its not possible. You just get arrowed in the head and its over. Just give them a short 1-2 second stun lock for the sake of balance. Ranger will still dominate with traps bcuz u don't live longer than 1 second after being trapped anyway.
Votes
Opinion: -9
Upvotes: 15 38.46%
Downvotes: 24 61.53%
Suggestion ID: 1500648 | Submitted at
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Just a small complaint with the in-game cross hair. I find that while it works well for archery for melee combat it can be a bit distracting since the majority of swings and stabs actually don't happen on the crosshair but slightly down and to the left of it. I would prefer a more accurate crosshair that shows exactly where your swing will go.
Suggestion ID: 1500657 | Submitted at
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make staff viable. nobody really uses it once you get spellbook crystal ball / dagg. like give me a spell thats only viable with it or usable. IE "You shall not pass" i slam my stick on the ground cast time TBD have the spell be w/e you chose it to be but please dev gods give me this.
Suggestion ID: 1500662 | Submitted at
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I would love a wager dueling system. An arena you can only queue for a few times a day to make the matches matter more and so people still need to go into dungeons. Similar to high roller you pay 75-100 gold to enter and can decide if you want a mirror match 1v1 or are open to fighting whatever class. You can up the ante and whoever wins walks away with the gold and gear. Make it a best of 3 possibly to make it more competitive.
Suggestion ID: 1500667 | Submitted at
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This playtest the standard "raise hands" emote was not set into the emote wheel. Whilst yes, players could go to the menu and add the emotes but not having their own emote in the wheel by default, I feel that made players not aware of emotes. So for future playtest, PLEASE add the default emote into the emote wheel. Thank you for coming to my TED Talk.
Votes
Opinion: +17
Upvotes: 21 84%
Downvotes: 4 16%
Suggestion ID: 1500678 | Submitted at
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Release this game as an early access title - I would shell out money for this game as it is right now while you're still developing it. The play test was a blast!
OR maybe allow pre-purchasing the game and let players who've pre-purchased the game participate in more frequent playtesting.
Votes
Opinion: -11
Upvotes: 14 35.89%
Downvotes: 25 64.10%
Suggestion ID: 1500680 | Submitted at
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I'd personally like a leveling system similar to D2, where it takes forever to reach the top level, but each levels only gives a very minor advantage. This way the progression never really stops, but high levels don't have a totally unfair advantage over other people.
Votes
Opinion: +14
Upvotes: 26 68.42%
Downvotes: 12 31.57%
Suggestion ID: 1500684 | Submitted at
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[Customized move sets that you can modify in training ground. E.x - With arming sword: you can edit your three hit combo to be a variety of different slashes to deal with different styles of mobs and players, a triple downward slash, a side slash to left, right, then a stab instead of each weapon having a set combo - Full customization of move sets that can be loaded into your character so each character is unique to the player]
Votes
Opinion: -11
Upvotes: 9 31.03%
Downvotes: 20 68.96%
Suggestion ID: 1500735 | Submitted at
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View Advanced Spell Tooltips
One of the most annoying parts of the playtest was trying to figure out the workings of my Wizards Fire Mastery Perk. Fireball's tooltip says 30 damage on hit, 20 splash, no mention of burn. Obviously its a fire spell. Zap specifically mentions that it applies a burn, but its actually a lightning spell. Lastly, We have Flame Weapon Enchant.
It would be great to have some form of Alt+Hover method of seeing either the details or spell formulas on something. If I have a bunch of +Spell damage gear, Ide like to see Magic Missile to have 12 + x damage.
This is a pvp game after all, I'm going to obsess about these things.
Votes
Opinion: +43
Upvotes: 43 100%
Downvotes: 0 0%
Suggestion ID: 1500742 | Submitted at
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Illusion spell for Wizards to make it seem like they’re a really geared Fighter or Barbarian in appearance for 30 seconds.
This illusion breaks if they cast any spells.
Votes
Opinion: -29
Upvotes: 6 14.63%
Downvotes: 35 85.36%
Suggestion ID: 1500767 | Submitted at
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[add a sort of grace period for players. For example the first 5 levels of that class players dont lose their gear when they die pr even first 5 games this way ppl with less history playing difficult games can ease into this amazing game of yours <3]
Votes
Opinion: -61
Upvotes: 1 1.58%
Downvotes: 62 98.41%
Suggestion ID: 1500796 | Submitted at
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Add an item like Minecraft's nametags , you can get them by traders, they let you give your loved weapons a funny/particular name and if you die also who loots your body will see that name. You could also add a feature that in order to sell you must pay a trader's service to remove the tag
Votes
Opinion: +41
Upvotes: 43 95.55%
Downvotes: 2 4.44%
Suggestion ID: 1500811 | Submitted at
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add a spliff item to make spell casting stronger (will be useful for every class in the future once spell scrolls are in) and a wizard can have the debuff immunity perk. I want to play Dank and Danker fr
Votes
Opinion: -5
Upvotes: 6 35.29%
Downvotes: 11 64.70%
Suggestion ID: 1500816 | Submitted at
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Hunter could use a quiver item for arrow ammo I.E. Bow main hand with only quiver able to be put in offhand. grey quiver 5 arrow white 6 green 7 blue 8 purple9 orange 10 unique 11 or keep it 5-6 total with a speed to reload buff based off rarity.
Votes
Opinion: -14
Upvotes: 3 15%
Downvotes: 17 85%
Suggestion ID: 1500818 | Submitted at
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[Add item loss prevention until total character levels across all characters is 5; by total character level I mean the sum of levels across all characters on an account. This would allow new players to get up and running despite being at a large disadvantage and would mitigate initial punishments for being inexperienced at the game. Overall, this would improve new player retention as there would be more of an incentive to grind out levels and keep the player engaged as there is an apparent growth to the character.] .notify
Votes
Opinion: -45
Upvotes: 1 2.12%
Downvotes: 46 97.87%
Suggestion ID: 1500823 | Submitted at
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make an auction house! or better organize trade channels. the spam is too much. when Im looking for a ring, I just want a ring. I'd rather be killing people than sitting in trade chat.
Votes
Opinion: +32
Upvotes: 37 88.09%
Downvotes: 5 11.90%
Suggestion ID: 1500860 | Submitted at
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[Add voice chat, but make it so it converts the audio you give into text then converts that into text-to-speech depending on what character you are using. There could be different voice settings as well, such as higher or lower pitch. Alternatively, use a voice changer for each character. This would improve immersion and probably result in some memorable moments.]
Votes
Opinion: +4
Upvotes: 13 59.09%
Downvotes: 9 40.90%
Suggestion ID: 1500863 | Submitted at
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I've seen alot of people recommend additional mechanical complexity for melee combat - I'm going to instead recommend rewarding riskier/longer attacks with damage multipliers (Prime example being the zweihander right click - give it a 10% buff on the first swing then a 25% buff on the following one)
Display this information on the weapon cards themselves much like darktide/vermintide does (The better cards with more info)
RTL - Right to Left
LTR - Left to Right
IE
Zwei
Left Click Combo - LTR Swing (0%) -> RTL Swing (5%) -> Stab (10% - additional 5% if hit is a headshot)
Right Click - RTL diagonal sweep (10%) -> LTR Smash (25%)
If nothing else implementing the card will clearly display what a weapon does to some extent before you even swing it - if you implement damage buffs and penalties to particular strikes you can add mechanical depth that isn't that hard to access
You could even add a dedicated stab attack on every weapon with a damage debuff for everyone who wants a generic stab
Making certain attacks have differing amounts of hitslow also becomes an option - making stab a decent opener to hitslow for follow-ups for instance
Votes
Opinion: +17
Upvotes: 18 94.73%
Downvotes: 1 5.26%
Suggestion ID: 1500949 | Submitted at
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[Ranger balancing:
- Spells should not refill missing ammo.
- Multishot must be removed.
- Just as with melee weapons which can hit with e.g. blade and a handle dealing different amount of damage, bows should have damage zones. Eg bows deal less damage to targets within 5-meter range. MAX damage should be is what it is right now or even lower.
- Armor values should be lowered (through lowering base values or restricting armor types).
- Trippleshot should deal less damage per arrow (e.g. 70% base damage) or not deal bonus headshot damage.
- Aim should destabilise with time after a short period of a stable shot. Rangers should not be able taking aim forever without any disatvantage.]
Votes
Opinion: -19
Upvotes: 10 25.64%
Downvotes: 29 74.35%
Suggestion ID: 1500991 | Submitted at
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[Notes regarding general mechanics, gameplay, QOL:
- Spamming controls: Players should not be able to spam block flickering it on and off. While i doubt the efficiency of this strat, I really think it is a frustrating experience facing anyone who does that. Spamming crouch should not be possible.
- Fall damage: fall damage should be added when falling from extreme heights. Fall damage should not be applied when jumping the stairs etc.
- Spider spawns: spider spawn timer should only start when the spawn becomes available (now the first spider appears almost as soon as spot becomes available).
- Sparring dummies should be available offline. Base damage/heal etc numbers should be available on every spell. Spells and arrows should be refilled when entering a dungeon.
- Trading: same item should not be able to be linked more than once every message. Message length limit should be tighter. Item types should be forced to be used in dedicated channels. There should be one trade channel per item type. There should be a cancel confirmation button (not a cancel trade) when on a confirmation screen. Trade invite message should have options: accept/deny/block
- Shields: shield animation timings should be different for different shields. Shield raise animation should not be available if defense is broken.
- Message before entering the dungeon should be conditional and distinct(e.g. not enough torches, still continue?)
- When selecting a spell, cursor position should be restricted to the spell circle (clamp position so that cursor doesn't go to the side of the screen). Should help against misclicking wrong spells.
- Resourcefulness should be removed. The stat is excessive and counterintuitive. Mages should interact with shrines/resurrect altars/exit portals faster, rogues/rangers should be faster with traps/doors.
- Fist damage to limbs should count as damage to body.]
Votes
Opinion: -24
Upvotes: 2 7.14%
Downvotes: 26 92.85%
Suggestion ID: 1501009 | Submitted at
·
[Class changes:
Mage:
- Increased damage against fighter/cleric specific heavy armor (increased more than now)
- Ability to look around while meditating, increased hearing range while meditating. Small hp regeneration rate
- Higher base speed
- Ignite spell should apply effects on fists
- Crystal sword speed debuff decreased to -15.
Barbarian: - Faster item swaps.
- Rage effect should nullify slowdowns.
- Should be a perk allowing to remove additional slowdown from dual weapons. (slowdown applies only from the main hand/off-hand/least of both)
- Barbarians should get some more variety of weaponry. Bardiche should be considered an axe(get axe specialisation bonus)
Fighter: - Lower physical dmg reduction
Rogue: - A bit lower cooldown on invisibility, shorter duration.]
Votes
Opinion: -26
Upvotes: 3 9.37%
Downvotes: 29 90.62%
Suggestion ID: 1501018 | Submitted at
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[Content suggestions:
- There should be an arena pvp mode (1v1) available one day a week as a special event.
- There should be mythic items. Such items have a distinct rarity color and ingame name, maybe even given by the founder (with support team review of course :)). A pool of up to 50 such items is in the game. Such items must be used in raid at least once every two days by its owner, or it is removed from their inventory. If such an item is lost in raid or lost due to 2day disuse, it clears the spot in global pool and new mythic items can be now crafted/found by players until the pool is filled again.]
Votes
Opinion: -16
Upvotes: 3 13.63%
Downvotes: 19 86.36%
Suggestion ID: 1501038 | Submitted at
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[(Except rangers) there should not be major nerfs/buffs to classes.
There is a good amount of weaponry variety and instruments to deal with different situations. Right now people do not use a lot of available instruments, so their perception of pvp meta may be distorted. There is class matchups and some people don't understand that either. Also, some easier classes might appear stronger to inexperienced players. However on an even plane of skill combat is good. Devs should wait to see how people adapt to current conditions so that more thoughtful balance decisions could be made.]
Votes
Opinion: +5
Upvotes: 18 58.06%
Downvotes: 13 41.93%
Suggestion ID: 1501052 | Submitted at
·
[make the zone more personalised / less classic battleroyale - I've seen that a lot of ppl are complaining about the battleroyale impression of the game. Maybe one way to get rid of this battleroyale aspect would be to make the closing area (red circle) a bit more complex.
- The insects (I think it's some kind of insects right?) are not coming from a big red circle on the map but, maybe in lines (some corridors) or some rooms (they're coming from the ground, ...). Just to not get this circle impression on the map, but more like some parts are getting infested by the darkness, and you need to run away. Ofc those parts would end up making u go in the middle anyway, but it would be a bit more random in the propagation of the insects. (and maybe this wont be reffered as a classic battleroyale zone but just some insect infesting areas).
- Changing the mecanic of the insect/zone. In all classic battleroyale stuff there is this zone making more and more damage overtime. Maybe here, make this one a bit different. For exemple, having different steps when you're in the insect zone : starting by getting movement slowed, then weapon and utilitary slowed, then your vision is getting blured/darker and then you're taking damage. As if those insects are like crawling over you from the bottom to the top, and end up bliding/hurting you.]
Votes
Opinion: +13
Upvotes: 17 80.95%
Downvotes: 4 19.04%
Suggestion ID: 1501074 | Submitted at
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I think that the ranger skills should not reload your quiver, they should rely on the arrows already in your quiver. I think this is a direction to balance the abilities from not allowing the ranger to instantly reload 12 arrows... If you press the 'multishot' ability, and cancel, you have instantly reloaded your 6 arrows without the penalty of pressing reload. If you have zero arrows in your quiver, you can press 'quickshot' and gain three arrows, with no movement penalty, and have three arrows magically appeared in your quiver. This does not seem to be the intention with these abilities.
Votes
Opinion: +33
Upvotes: 41 83.67%
Downvotes: 8 16.32%
Suggestion ID: 1501099 | Submitted at
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Possible the game would be more replayable if you only lost your gear (when you die) in the "High Roller". Personally, I found it very hard to begin the game when I kept losing the gear I came in with. Maybe if there was an easier game mode where you don't lose your items or if "High Roller" was changed to that higher tier, higher risk gameplay mode, the game would be more enjoyable to casual players and beginners.
Votes
Opinion: -45
Upvotes: 1 2.12%
Downvotes: 46 97.87%
Suggestion ID: 1501123 | Submitted at
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Okay so i know rangers are really good. But i think it be cool to have it where they can have different arrows. like a flame arrow / thunder arrow etc but it give a small add on to dam. And i could say maybe you have to use a perk slot or have to find them in game
Votes
Opinion: -8
Upvotes: 4 25%
Downvotes: 12 75%
Suggestion ID: 1501147 | Submitted at
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I highly suggest that the devs take everything with a grain of salt and remember that they have done balancing better than most already. If I were them I would only make small changes based on personal preference as it is their game... I really urge the dev team to understand that having (what I heard, idk if its true) a 9% pickrate on wizard, as the lowest pickrate when the average should be 16% is extremely good. This could even be the strongest class, but there isn't enough data to know for sure. Please take your time and make only small adjustments to characters that help the characters shine where they should shine...
For example, Valorant spent nearly a full year doing very small changes/nerfs to chamber before the consensus was that he wasn't meta anymore. This is because they spend lots of time analyzing the actual data, and speaking with the players about how they feel. They are very in depth with their search and I know from experience that they actually reach out to individual players for input about the game.
Take another example being Super People: They caved to the demands of the people all during the beta, making massive changes constantly. As they made these massive changes, little chunks of the player base simply gave up on the game thinking that it wasn't going in the direction they wanted. Then as the player base dipped they panicked and listened to the other side of the argument and made huge changes in that direction, losing much of the player base that remained. After a few more big changes they decided to release the game as "Super People 2" Which is a significantly more polished game, but also has the downside of being so dissimilar to the original beta that its honestly dying slowly with little hope of surviving long term.
Votes
Opinion: +9
Upvotes: 17 68%
Downvotes: 8 32%
Suggestion ID: 1501148 | Submitted at
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Messi called me in the middle night he was crying and said "Bro what is the point of winning the World Cup if I can't play Dark and Darker Early Access?", guys I beg u release an Early Access, for Messi
Votes
Opinion: +39
Upvotes: 46 86.79%
Downvotes: 7 13.20%
Suggestion ID: 1501155 | Submitted at
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Stop banning cheaters during playtests. Instead, shadow ban them. Put them in lobbies with other cheaters and can only trade with other cheaters. When you ban cheaters, you’re giving cheat developers more info to work with for live. Start stockpiling lists and ban them or shadowban once the game is live.
Votes
Opinion: +55
Upvotes: 57 96.61%
Downvotes: 2 3.38%
Suggestion ID: 1501180 | Submitted at
·
[ I would honestly like there be a system where you can add players easier after the match or have voice communication in the game system instead of adding each other on discord to communicate, as well as after you have invited a person through the system instead of having it pop up on the screen after it declined and having to manually click okay, make it where its like a little notification on the top right to show that they have declined.]
Votes
Opinion: +18
Upvotes: 19 95%
Downvotes: 1 5%
Suggestion ID: 1501192 | Submitted at
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a map of my stepdads house. getting the beers out of the fridge in the basement is HUGE risk, but such a tempting reward. Might be too heavy in the Horror genre though idk if players are ready for a map that difficult and terrifying
Votes
Opinion: -15
Upvotes: 5 20%
Downvotes: 20 80%
Suggestion ID: 1501212 | Submitted at
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I'd love a flail for the cleric and potentially a change in the war maul's attack pattern. A starting overhead would be nice as the extremely slow horizontals are almost impossible to hit. A range indicator for your buffs/heals would be nice too. Or perhaps just more info on the spell description that tells you the cast range in meters.
Votes
Opinion: +22
Upvotes: 22 100%
Downvotes: 0 0%
Suggestion ID: 1501216 | Submitted at
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Add a post-game screen that lets you see stats of all players in the run, such as monsters killed, players killed, damage taken/mitigated/healed et cetera. I'd be particularly interested in seeing who and how many players managed to escape.
Votes
Opinion: +57
Upvotes: 59 96.72%
Downvotes: 2 3.27%
Suggestion ID: 1501221 | Submitted at
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Rogue Adjustment Concept
Played Rogue to 20 this test - spent an entire day running him naked with fists - wiped more then a few teams doing this.
The idea being to nerf rogues pvp damage, but to give him far better CC options and stealth options for pvp while not impacting his PVE clear times.
So to start - halve rogues pvp damage - keep his pve numbers the same as is but give him a damage malus against players.
Rework all his damaging abilities to instead lean into various crowd control effects
Pickpocket on attempt applying a .5 second bind while performing the action then a 3 second slow and deafen effect on success - making it a valid opener for fighting or running (this or something similar to grant pickpocket a potent enough CC to reward attempting it while remaining risky)
Rupture applying a movespeed/attack speed penalty that decays over 5 seconds rather then deals damage
Smoke Bomb applying the drunk effect in addition to its slow - and allowing rogue to see through his smoke cloud
Hide working like stealth (10 steps) by default - and stealth letting rogue crouch as long as its up and he isn't attacking or bumping mobs/people
Weapon Poison applying stacks of increasing drunk vision and sound muffling that decay one at a time rather then all at once
Buffing creep to be totally silent while crouch walking (Both shift and crouched)
Buffing Trap Vision to be immunity to traps entirely
Replace weakpoint attack with vial crossbow - 20 second cooldown one damage ranged attack - inflicts 3 stacks of weapon poison and can proc rupture - attack also ups targets aggro substantially.
(I have no idea what to do about backstab, dagger expert or ambush - maybe make backstab stack a unique type of penalty/debuff?)
Votes
Opinion: -29
Upvotes: 5 12.82%
Downvotes: 34 87.17%
Suggestion ID: 1501246 | Submitted at
·
[It would be nice if items snapped to your cursor when moving things around in your inventory instead of needing to hold the click. This could be a toggled setting for those who prefer one style over the other.]
Votes
Opinion: +5
Upvotes: 8 72.72%
Downvotes: 3 27.27%
Suggestion ID: 1501263 | Submitted at
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Portals should extract every player of the same team in immediate vicinity.
It is counterintuitive for a team game to have individual extractions and can easily lead to frustrating scenarios where one player has to be chosen every round to risk being picked off while alone and be the only one to return without loot because of it.
Other complementary tweaks may be necessary to keep extractions interesting with this kind of change.
Votes
Opinion: -63
Upvotes: 2 2.98%
Downvotes: 65 97.01%
Suggestion ID: 1501376 | Submitted at
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give a small magic find bonus for going in a run with only the basic items. This is both to help newcomers, and to encourage veterans to come in less sweaty sometimes. Also give a small magic find bonus to solo players. 10% for each, 20% for going solo naked.
Votes
Opinion: -22
Upvotes: 5 15.62%
Downvotes: 27 84.37%
Suggestion ID: 1501388 | Submitted at
·
Monk
The Monk would have access to their class weapons: hand wraps/quarterstaves. Hand wraps would give the ability to parry attacks if you strike someone's weapon mid-attack to block the swing these weapons have a faster attack speed comparable to daggers and Quarterstaves remain the same as Staves with the exception that they can block instead of cast spells.
Passive ideas: Greater Movement: Would allow the monk's base jump to go higher and further then normal. Counterstrike: When the monk parrys/blocks an attack they gain movement and attack speed (as the fighter). Unarmored Defense: You gain 5% damage reduction and 5% movement speed while not wearing chest armor. Evasion: You take 20% less damage from traps and non-direct sources (splash damage)
Active Ideas: Patient Defense: Either gives damage resist for a duration as long as you dont move or the ability would give a free "dodge" of an incoming attack. Flurry of Blows: Causes 3 attacks in quick succession raising movement speed (to counteract attack reduction in movement while attacking. think melee swift shot). Deflect Missiles: over the next second block all ranged attacks (not spells) and return them to reticle. Stunning Strike: Your next attack will cause a movement and attack speed debuff on the target for a short duration. Step of the wind: This would be a short dash (this would still trigger traps and the monk is still able to take damage while in motion, it is to close gaps with distant opponants keeping mobility as a potential priority)
They would wear light and medium armor but nothing more then Rogue or Ranger
Votes
Opinion: +1
Upvotes: 10 52.63%
Downvotes: 9 47.36%
Suggestion ID: 1501429 | Submitted at
·
when you modify your perks and abilities, it will be nice if you can save like a page, with one customization, to have like 3 different gameplays with one class, and you dont need to change it manually all the times
Votes
Opinion: +37
Upvotes: 38 97.43%
Downvotes: 1 2.56%
Suggestion ID: 1501432 | Submitted at
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backpacking off of @daring bone and @meager whale idea give the item history of who has wielded it, Titles based on certain "achievements", and the ability to nickname your weapon with a nametag. adds more personality to the game. imagine walking around with someone's "judgement, the slayer of kin" and that person finds you and kills you to get it back
Votes
Opinion: -6
Upvotes: 4 28.57%
Downvotes: 10 71.42%
Suggestion ID: 1501434 | Submitted at
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Change the number of starting torches to 1. Three is quite a lot considering how lit the map is already, adds consideration to when and where you throw a torch and if you should throw a torch. Allow torch to trigger bear trap, but cause bear trap to destroy the torch. Trap should not only be interacted with via stepping on it or dismantling it. It should feel intuitive
Suggestion ID: 1501436 | Submitted at
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[it is hard explore or clear the corner rooms on the map because the zone closes too fast/earlier and I never got a chance to clear the whole room or even loot anything. is it possible to let the final zone close on the side or at the corner?]
Votes
Opinion: -13
Upvotes: 1 6.66%
Downvotes: 14 93.33%
Suggestion ID: 1501446 | Submitted at
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Easier one here. Clearer more satisfying headshot sound. Dont need damage numbers or health bars or anything that detracts from realism, but a crunchy headshot sound is a chefs kiss for a skilled player.
Votes
Opinion: +70
Upvotes: 71 98.61%
Downvotes: 1 1.38%
Suggestion ID: 1501453 | Submitted at
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change the way escape portals and down portals work to spawn if your actually good for example you managed to kill 5 people in one round or you managed to kill a boss or mini-boss within the first 3 minutes and already looted half of a full inventory then a portal will spawn more likely in a room near you.
Votes
Opinion: -48
Upvotes: 0 0%
Downvotes: 48 100%
Suggestion ID: 1501473 | Submitted at
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Why there no sabers!? We need sabers! One hand sabers! Two hand sabers! Blonde haired sabers! But honestly I think it would be a cool addition to the game. Maybe a one hand weapon that could have a block/parry function. Or not. Just having a saber that I can chop people with would be dope lol
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1501481 | Submitted at
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add a bard class where they can only use instrument weapons and can cast single target and aoe buffs to party members. of course the amount buffs will be limited, but they can only gain it back by singing a song for 20-30secs. Allow them to move around while singing the song also. While using a campfire they would hum a little tone.
Votes
Opinion: +10
Upvotes: 12 85.71%
Downvotes: 2 14.28%
Suggestion ID: 1501534 | Submitted at
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[1: add a small text when booting up to remind people that this is a hardcore game. too many complain about the difficulty.
2: AI needs the ability to do something against players that climbs (jumps) on something.
3: When i went deeper into the dungeon (red portal) with my team. we only managed to find 2 blue portals. we searched VERY throughoughly and no other players went deeper. please make there are always at least 3 blue portals spawning.
4: voice chat would be nice.
considering this game is in Alpha i cant say anything about balancing, design or gameplay choice.
I enjoyed the playtests alot.]
Votes
Opinion: +21
Upvotes: 26 83.87%
Downvotes: 5 16.12%
Suggestion ID: 1501547 | Submitted at
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[We need a damn flea market- where we can sell the item we have for its price. I've seen a lot of stuff. I've seen a guy who sold 61 Damage Longbow for 500 gold. Who sold +3 Wep damage - +3 All Atr. for 250-300 gold. If you and 2 of your friends stack up on the weapon trading post, within 15 min you are gonna be able catch and get better gear from people that has no clue what that gear is for.]
Votes
Opinion: -14
Upvotes: 5 20.83%
Downvotes: 19 79.16%
Suggestion ID: 1501572 | Submitted at
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[buff all the barb weapons a little bit and nerf the felling axe a little bit or just buff the other weps and keep the felling axe the same cuz it feels like not using the felling axe is a very big disadvantage]
Votes
Opinion: -2
Upvotes: 7 43.75%
Downvotes: 9 56.25%
Suggestion ID: 1501583 | Submitted at
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A one-handed wand for the secondary hand. You can cast spells while wielding a one-handed weapon but you can't use the secondary ability of the weapon and the power of the spells is halved or even divided into thirds
Votes
Opinion: -6
Upvotes: 1 12.5%
Downvotes: 7 87.5%
Suggestion ID: 1501591 | Submitted at
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nerf "ignited" skill on mage. His melee attack with this skill was so bugged. 19 phys dmg and 90+ magic dmg it was so no sense. Mage with this skill is better rouge than simple rouge.
Votes
Opinion: -1
Upvotes: 17 48.57%
Downvotes: 18 51.42%
Suggestion ID: 1501603 | Submitted at
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in the dev qna a dragon was mentioned idk if it will ever be added but I wanted to sugest that the dragon guard a huge pile of the felling items and piles of gold your team can pickup and a single dragon egg worth a fortune for defeating such a powerful enemy.
The kind of reward that would make anyone risk it just for even a taste of that amazing treasure at the end
Votes
Opinion: +20
Upvotes: 23 88.46%
Downvotes: 3 11.53%
Suggestion ID: 1501628 | Submitted at
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[if you're gonna add player taverns where you can test your equipment and mess around with your friends before going into a lobby can you also make special boss instances for practice purposes? otherwise the majority of people playing wont ever get the confidence to go down and try out bossing which seems like a waste]
Votes
Opinion: -25
Upvotes: 1 3.70%
Downvotes: 26 96.29%
Suggestion ID: 1501678 | Submitted at
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If a teamkill is committed and he takes the loot of his teammate and escape with it. automatically give it back to the killed teammate. I know this can be easily exploited but its still better than getting betrayed and looted from your teammate. (happened to a friend of mine who played with a randoom)
Suggestion ID: 1501700 | Submitted at
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[add a modifier to unique weapons or armor pieces that modify a classes skill such as increasing the cleric's aoe damage or range. A fighter's hp recovery from 2nd or sprint duration. a ranger's arrow count of quick shot or or ration count, etc.]
Votes
Opinion: 0
Upvotes: 5 50%
Downvotes: 5 50%
Suggestion ID: 1501702 | Submitted at
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[Tweak Wizard mechanics for balance purposes. It was very common in this play test to see wizards run through a room hasted spamming fireball then invisibility if people got on top of them and wiping squads. Making their high damage/aoe spells have a significantly longer casting time while moving or only being able to channel them while standing still would fix this. Leave spells for damage on the move to low tier spells like zap or to weapon buff skills. With the rest of the movement and utility in their kit they should have the ability to reposition and kite well regardless.]
Votes
Opinion: -2
Upvotes: 9 45%
Downvotes: 11 55.00%
Suggestion ID: 1501721 | Submitted at
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You could possibly release this on early access soon.Me and my Friends would happily pay £20-30 right now to access it, Loved the few hours we played.
Votes
Opinion: +28
Upvotes: 32 88.88%
Downvotes: 4 11.11%
Suggestion ID: 1501726 | Submitted at
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Move haste from wizard to cleric. Wizards being able to haste, then stealth, then out DPS everyone doesn't really fit the class. Moving haste to Cleric would give Clerics an interesting choice to be heal focused or buff focused improving cleric gameplay!
Votes
Opinion: -13
Upvotes: 12 32.43%
Downvotes: 25 67.56%
Suggestion ID: 1501728 | Submitted at
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[tweak skills such as barbarians morale boost skill and add options on skill trees(when added) to increase sustain if different classes. Rangers and clerics are very popular in solo and team play due their self healing abilities and rangers being able to sustain less damage due to being ranged. Changing skills such as morale boost by adding something like ‘restore 1% max health on enemy kill(players not included)’ would reward good gameplay and kiting and make other classes easier to play solo sustainably. This is especially true because clerics are the only healing class. You could also specify something like restore 10% max health on player kill, restore 1% max health on undead kills. With the addition of skill trees mechanics such as restore 5 health every time you use hide as a rogue or similar mechanics for other classes lacking sustain could go a long way in rewarding good gameplay and balance in gameplay capital requires to play each class and typical health at the start of pvp engagements. It will be less common to run into enemy players and randomly one tap them since they ran out of meds and can’t restore health through skills/perks or gameplay(healing shrines are the exception).]
Votes
Opinion: -1
Upvotes: 3 42.85%
Downvotes: 4 57.14%
Suggestion ID: 1501741 | Submitted at
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[Another set of, non-human, playable characters. As of now we have the first 6 characters right now that are human and more based around healing, dps and tanking. Adding another set of playable characters that have a more dark/ sinister vibe to them with more abilities along the lines of stealth, damage over time/ life steal type abilities and attacks. For example, a vampire character based around life steal]
Votes
Opinion: -6
Upvotes: 3 25%
Downvotes: 9 75%
Suggestion ID: 1501753 | Submitted at
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Please do not add a Solo/Duo Que. It's major mistake. The best part of the game right now is the snappy ques. You die and lose your gear? You're back into the game in like 30 seconds. The Ques are already being split with high roller and adding even more split ques will lead to longer and longer ques. All those players bitching about solo que are then gonna bitch about how it takes 10 minutes to find a game in High Roller B3 Duo. Instead just add some sort of 'Solo Buff' where you get extra gold or maybe extra inventory space for solo, or health per player kill, A tweak to the circle to allow solos to avoid combat better if they wish. Anything except new ques please for the love of god.
Suggestion ID: 1501765 | Submitted at
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a dogtag system like from tarkov but instead of dogtags it is like fingers so it is like a 20 second animation to take a dead person's finger and thare is a trader that lets you reroll gear with those fingers so it is like 20 lvl 1 fingers or 10 lvl 5 fingers and you only get one finger per person or it isn't even a reroll system and it is just to remember who you killed and for something fun to do.
Votes
Opinion: +7
Upvotes: 8 88.88%
Downvotes: 1 11.11%
Suggestion ID: 1501770 | Submitted at
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I wish I would like to see more crowd control abilities, one of them is stun on lightning strike - as of now the skill is not worthy of taking. Fireball and magic missile is much better than that spell. Silence spell would be amazing to have, but also would be amazing if Ranger/Wizard and/or Cleric could apply them. Sleep would be really good as well.
Votes
Opinion: -7
Upvotes: 2 18.18%
Downvotes: 9 81.81%
Suggestion ID: 1501775 | Submitted at
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this is an add-on to the post I made about 5 minutes ago talking about a dog tag system but instead of dog tags fingers, they could also use the fingers for things like making better potions so you do not have to find them in raid or enchanting items but it would cost gold in addition to fingers to enchant items.
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1501788 | Submitted at
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I wish the mediation to be removed, as well as charges of the spells. In order to cast spells, Wizard should find in dungeon a rune of any spells we have today with only 1 charge on it. If you gather 10 fireball runes, you have only 10 casts. If you gather nothing, you can't cast spells.
Votes
Opinion: -58
Upvotes: 1 1.66%
Downvotes: 59 98.33%
Suggestion ID: 1501831 | Submitted at
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I've been attacked by dragonflies and fire skeletal mages through a wall in which case please include a LOS(line of sight) check for mob ai to initiate an attack or introduce wall hitboxes on both side of a wall so attacks won't come through
Suggestion ID: 1501834 | Submitted at
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[Currently the wizard seems to be a better rogue than the rogue if as a rogue you want to be fast, invisible, and quickly kill with a dagger. I think the rogue having at most 10steps while invis doesnt make sense when the wizard can zoom at mach 10 also being invis. I suggest the invis functionality of the rogue and wizard are swapped, or the rogue gets a better skill that makes it more than a lockpicking bot. Maybe a dash?]
Votes
Opinion: +34
Upvotes: 40 86.95%
Downvotes: 6 13.04%
Suggestion ID: 1501836 | Submitted at
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If players achieve or complete their achievements or quests, it would be good to make efficient use of the storage space by allowing them to obtain classified boxes such as golden boxes and lion head boxes. For example, the golden box has the size of one storage box, and the lion's head box has 80% of it, and the lower class boxes have to be given space sequentially.
Votes
Opinion: -1
Upvotes: 5 45.45%
Downvotes: 6 54.54%
Suggestion ID: 1501837 | Submitted at
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I would like too see voice lines added to the merchants, so when you click on a merchant the merchant has a voice line. Example, you click on the surgeon and he says something like "Still need more banadages eh?"
Votes
Opinion: +31
Upvotes: 32 96.96%
Downvotes: 1 3.03%
Suggestion ID: 1501863 | Submitted at
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[Add a quest reward or item that can be bought from the treasurer to hold gold bags. Make it so that it can’t be taken into runs to avoid exploiting. Gold bags take up a significant portion of your inventory in no time at all. Adding a ‘treasure chest’ that would function similarly to a money case in tarkov would be great. It also wouldn’t need to be massive if you can stack gold bags inside. If the games crafting system develops in the direction of needing gems, etc. Having a slightly larger box that can only hold gems and gold would make sense or additional boxes for different types of crafting materials. I can understand keeping limited inventory space for various reasons, however gold and crafting items should take up a reasonable amount of space in your inventory. With the addition of a full quest system, some of the end rewards may be armor or weapon boxes depending on developers choices.]
Votes
Opinion: +8
Upvotes: 11 78.57%
Downvotes: 3 21.42%
Suggestion ID: 1501880 | Submitted at
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I hope to make the movement bigger that hits the shield and bounces off, and give the shield users a chance to counterattack. Now, the time required to re-attack after being bounced is very short.
Votes
Opinion: +25
Upvotes: 28 90.32%
Downvotes: 3 9.67%
Suggestion ID: 1501884 | Submitted at
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I know the three player teams is very important due to balancing, however with my friends we often found 1 person sitting out or splitting into two groups of 2/3. I have a suggestion to fix this and that an entire PvE dungeon that is up to a team of 5. This dungeon will be incredibly hard and the reward will be less than that of the normal dungeon however you are still getting class exp. Alternatively there is a massive dungeon map with all teams of 5 much like the normal dungeons however I’m not sure how fun two 5 stacks fighting would be. Either way this dungeon can only be qued into for large parties as a way to have everyone included.
Votes
Opinion: -34
Upvotes: 3 7.5%
Downvotes: 37 92.5%
Suggestion ID: 1501892 | Submitted at
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A red mage class much like the final fantasy series which can heal and use offensive spells. However the heals are very low compared to the cleric or archers self heal. But can still offer some form or protect or heal while being able to fight.
Votes
Opinion: -32
Upvotes: 1 2.94%
Downvotes: 33 97.05%
Suggestion ID: 1501910 | Submitted at
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If multiclass is the plan, make certain abilities locked to that class as a base. For example, you create your character and start off as rogue, then eventually multiclass into ranger, maybe you cant get access to the quick shot ability. Or inversely, you create a ranger and multiclass into rogue, you dont get access to the hide ability. Naturally this is biased towards me not wanting to see everyone multiclass into rogue just to get a stealth ability. Should be some give and take from multiclassing.
Votes
Opinion: +40
Upvotes: 42 95.45%
Downvotes: 2 4.54%
Suggestion ID: 1501928 | Submitted at
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[upgrade points and skill trees. Skill trees are already in the works and I’m curious to see what will be done with them. They should, however, if done right, add an extra layer of individuality to different play styles. This will hopefully avoid ‘meta builds’ as much as possible and give several viable options to choose from when playing each class. Adding a level up system where players can customize their characters around the play style the like or re-roll their stats if they want to play another style seems interesting. Have lower base stats for characters or the same baseline but award something like 5 points off the start to put into categories like strength, agility, etc. Add 1 point per level up. This should not create a gap in power due to levels any more than a skill tree already would and gear can make up a few point difference in stats. Adding attribute requirements to weapons would make this work even better though. For example, an ranger with full points in agility may be able to move fast and kite well but, can only use short bows and daggers instead of rapiers and other bows. Another option would be to apply heavy movement speed or damage/attack speed debuffs if you don’t meet to strength requirement for a weapon. This would make them usable when found in dungeon with little choice but to use them but not ideal for your build and awful in pvp situations. This would hopefully avoid everyone going full agility and having to focus on other stats. Weight could also be a factor it affects. Putting requirements on armor could lead to encumbered effects limiting classes like rogues from putting all points into agility and wearing very good armor, solidifying their glass cannon stereotype but also giving play styles with slightly more balanced stat rogues viability.]
Votes
Opinion: +7
Upvotes: 8 88.88%
Downvotes: 1 11.11%
Suggestion ID: 1501938 | Submitted at
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Show a rarity rating next to an item so that colorblind people have no issues knowing the rarity of an item - and maybe add an option to the game like "Colorblind Mode" which shows the rarity next to the item name.
Example: [Longsword (Rare)] in trading chat
Votes
Opinion: +60
Upvotes: 60 100%
Downvotes: 0 0%
Suggestion ID: 1501939 | Submitted at
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allows rogues to pickpocket without breaking stealth. if they are able to sneak up to an enemy they deserve to be able to pickpocket without immediately losing their stealth.
Votes
Opinion: +39
Upvotes: 44 89.79%
Downvotes: 5 10.20%
Suggestion ID: 1501944 | Submitted at
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[Add a wizard spell that casts an "eye" that replaces the player's control, the eye can move around to scout out an area. The wizard player can't hear or see from player pov while casting the spell only through eye during use.]
Votes
Opinion: +4
Upvotes: 16 57.14%
Downvotes: 12 42.85%
Suggestion ID: 1501950 | Submitted at
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I think I speak for everybody when I ask for a voice chat, but add an Quick command wheel with basic interactions too, like in tarkov, that whey mute people can communicate with the team easily
Votes
Opinion: +18
Upvotes: 26 76.47%
Downvotes: 8 23.52%
Suggestion ID: 1501951 | Submitted at
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Make a dungeon or map that room are randomly connected. Meaning, doors will most likely not take you to the room next to you. but randomly somewhere else in the map. A fragmented map of sorts.
If you do this then there will be a new element of surprise... This is a basic idea but again, for this to work properly some ideas or conditions should be added. This could be so much fun!
Suggestion ID: 1501958 | Submitted at
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[Add a pyramid style tournament kind of map/event. It start with something like 20, 10-man lobbies on smaller maps/shorter timers. Exit portals to the next floor only spawn when 5 or less people are left. Keep repeating this process on harder floors(harder ai/possible progressively smaller maps)until only 1-3 teams are left. Probably start everyone with a default kit and scale loot quality by the level they are currently on. Depending on how insane loot pools are, make it so you don’t get to keep gear or get to chose one or two items to keep if you win. Give a reward to all player(barring the first level)for how far the made it. Could be gold, crafting reagents, gear, or adventure points. This could also be a paid entry dungeon, however, it would have to be reasonable since you would need 100-200 players to start a single round of it.]
Suggestion ID: 1501964 | Submitted at
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[overall its a great game, that was fun, the downside I feel like from a different perspective (fps player) I feel this is too slow in term of movement, like really really slow and it don't need much more speed, just enough for when you come from another game and don't feel like too much the difference. But hey, good news you guys have a lot of time to maybe get something more convenient, I think this game has a lot of potential IMO]
Votes
Opinion: -56
Upvotes: 0 0%
Downvotes: 56 100%
Suggestion ID: 1501965 | Submitted at
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[Add a practice area similar to the hideout in EFT so that people could practice blocking or archery or simply damage testing. its something small but some players may find it useful, plus it allows certain content creators to showcase things without risk of losing whatever the new thing is.]
Votes
Opinion: +25
Upvotes: 27 93.10%
Downvotes: 2 6.89%
Suggestion ID: 1501976 | 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.
I know none of you crafted gear... because it was already super expensive to do and you would just end up dying and passing it on to someone else... So can we please let crafted gear be added as permanent starting gear options... that was there is actual progression to this game beyond drinking tears whenever you lose your gear.
This would also create HOTSPOTS where there would be lots of PvP around where the resource nodes are. Which is a win win.
Votes
Opinion: -19
Upvotes: 10 25.64%
Downvotes: 29 74.35%
Suggestion ID: 1501982 | Submitted at
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[Add Skin, outfit or something that doesnt affect gameplay for the playtesters to show we played Alpha and tested it. but this is like a last request type of thing not too important. ]
Votes
Opinion: +42
Upvotes: 47 90.38%
Downvotes: 5 9.61%
Suggestion ID: 1501988 | Submitted at
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[Make the light orb spell slightly brighter or reduce that cast time. Or make it into a general 'light' spell which holds the current function, but allows you to make objects or objects on a person emit light (ex. Light on a shield, and functions like the lantern in-game but brighter, where you point the shield is where the light emits.)]
Votes
Opinion: +25
Upvotes: 27 93.10%
Downvotes: 2 6.89%
Suggestion ID: 1501992 | Submitted at
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Hello, I've really enjoyed dark and darker, and look forward to the future 😄
This would be a ton of work, but adding a Drow/Dark Elf themed dungeon.
1st level being Duerger and Thralls with the odd dark elf
2n level containing primarily Dark elfs
3rd level/inferno populated by driders, demons, and Drow Sorcerers or gods
Thank you for the oppurtunity to play your game, It's been a blast
Votes
Opinion: +19
Upvotes: 21 91.30%
Downvotes: 2 8.69%
Suggestion ID: 1501998 | Submitted at
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After reading the qna, and seeing the plans to add easy anticheat, I beg you guys do either of these: PLEASE make a native linux version, OR don't use easy anticheat. EAC breaks using wine on linux. As of right now performance on linux using wine is great, but I beg. Despite being a minority, we don't want to be locked out of the game
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1502006 | Submitted at
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A short range barb shout that silences spells out of fear. It would only last less than a second and be mainly used as an interrupt against wizard or clerics' key spells like holy light healing during a slog. This would add a layer of counterplay and mindgames. Short range means that the barb would have to be pretty good at guessing when and where the wizard charges in with invis/haste and has to time it to reveal/debuff him for a kill. Rewarding though if pulled off correctly. Or, could interrupt a life saving heal from the enemy cleric. It could be baited though by pre-canceling the cast, rendering the silence wasted and therefore taking up a vital barb ability slot.
Suggestion ID: 1502016 | Submitted at
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Please don't EVER cater to casuals and make this game easier this game has Hardcore in its description and it should always stay that way no solo queue no hand holding none of that.... Love the game so much cant wait for the next playtest the EA and the launch thanks for making a game that brings joy and not a rng casino ❤️
Suggestion ID: 1502026 | Submitted at
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A "detect / inspect" AOE spell for Cleric or Wizards that shoots a pulse through a room and will super briefly reveal any invisible players (perhaps with a brief shimmer, nothing super obvious). This could have a random "roll" for how big the radius is around the player
Votes
Opinion: -3
Upvotes: 6 40%
Downvotes: 9 60%
Suggestion ID: 1502061 | Submitted at
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The Swarm should deal delayed and/or less damage to Solos. Right now the best way for solos to avoid combat is by just chilling in the swarm, but you need to spam potions to do it realistically. I feel like Solos would feel a lot better if you could stay in the swarm a bit more and didn't get funneled to the center as aggressively as Trios or Duos. This also would mean that the first 3 escapes designated for solos would be easier for them to nab since a lot of times they'll end up going unused through the entire round.
Suggestion ID: 1502063 | Submitted at
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Buff Wizard Light spell
Current form of Wizard light spell needs more utility to justify its spell capacity cost. Free torches largely do a better job, and are retractable (when you pick them back up).
Random ideas: [a] reveals people who are invisible; [b] some/all PvE trash mobs won't wander too close to the light (or the opposite, the light aggros trash PvE and they initially head towards the light source); [c] momentarily stuns PvE trash mobs (i.e. 0.5-1 second CC root); [d] slightly amplifies damage taken by PvE / PvP within light radius (~5-10%)
Votes
Opinion: +33
Upvotes: 36 92.30%
Downvotes: 3 7.69%
Suggestion ID: 1502067 | Submitted at
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as you can make different characters with different classes? why not races? i'm sure a lot of people suggested races already, but, i don't know really so: obviously make races give buffs and (maybe, i hope not) debuffs...i hope they only give buffs, because debuffs would make the game very...situational, thing that on dark and darker its not a good idea i think??? anyways, i could suggest a few races and their modifications, but some of the races would be obvious and i don't want to put too much text, also, make the races have their own height (hitbox, AND if we use logic, the taller you are, the faster you run cuz your legs are longer), and races having also their own reach (hitbox of the atacks, shorter arms or longer) and a long etc...
Votes
Opinion: -6
Upvotes: 8 36.36%
Downvotes: 14 63.63%
Suggestion ID: 1502092 | Submitted at
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add races to better customise our play styles. Example: Orcs gets a slow passive health regen (1 hp per 20 seconds). Humans get to keep anything which wasn't looted by other players if they spectate the game until completion. Elves deal 50% less damage to their own team. Undeads receives no circle damage (still dies to it at the end).
Suggestion ID: 1502103 | Submitted at
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don't make different races give a ton of different buffs and nerfs. We have classes for a reason and I don't see a reason to make stuff that has different stupid perks. Personally I would love them to just be cosmetics. I love the way the cosmetic shop is rn and I think its the best out of like any game I have seen. I would just love to see them introduce more skins but not make them give any nerfs or buffs, just make them cosmetic. I think character customization would be good to, without skins. for example how you look and stuff. I just feel like it destroys the feel of the game. having a race that you cant lose and that gives you different special stuff.
Votes
Opinion: +6
Upvotes: 18 60%
Downvotes: 12 40%
Suggestion ID: 1502111 | Submitted at
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Improve Wizard's Lightning Strike
During the last play test, Wizard's Lightning Strike spell was definitely one of the least used spells. The reason is that it is much harder to use than Fireball or Magic Missile due to it's short casting range, longer delay, and having only slightly higher damage than Ice Bolt.
There isn't a lot of reward for using Lightning Strike well and needs something to make it more appealing.
Option #1 - Scale the damage based on how close/far targets are from the center. Enemies in the center take 30-50% more damage, and enemies away from the center take 30-50% less damage.
Option #2 - Add some form of crowd control in the form of a micro-stun. Enemies struck by Lightning Strike would be stunned for 0.5s or 0.75s, similar to Cleric's Bind spell.
Option #3 - Lightning Strike (and other Lightning Spells potentially) do more damage based on whether or not your targets are in water. Similar to how Clerics have an anti-undead design focus, Wizard's could play off of elemental interactions.
Option #4 - Reduce the delay before Lightning Strike falls. Right now, it is a 4 second delay + cast time before the spell lands and is often times more dangerous than worth trying to use in PvP scenarios and puts you at risk of melee attackers.
Option #5 - Increase the cast distance of Lightning Strike to allow for more usability without changing anything else about the spell. The primary limiting factor is how short the range is, and raising it's distance would help.
Any one of these options or a few of them combined would do a lot for Lightning Strike, but as is, it's just a little too uncomfortable trying to use. I personally loved using it, because the spell and audio effects are excellent and it feels impactful aesthetically, but numerically is only slightly stronger than Ice Bolt.
Suggestion ID: 1502114 | Submitted at
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New monster idea Phantoms are invisible ghosts that only become visible when they attack you, they are very agile never attack from the same spot or they always try to attack you from behind. Counters could be the Wizards light spell rangers foot prints or stacking 2 or 3 torches being thrown on the floor near them. I know alot of people will hate this but i think it would add alot to the chaos this game already puts you into.
Suggestion ID: 1502116 | Submitted at
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[ Combine the stash of all 6 characters and make it shared across them. This way you don't have to try and sell gear to friends just to get the gear from one character to another. Would also make people more likely to try other characters because they now have gear and gold for them.]
Suggestion ID: 1502172 | Submitted at
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I think Rogue could have some kind of "night vision" or at least slightly better vision in the dakr than other classes. Because he should be played in the dark with his kit. Also it wouldnt even be that OP because players can just throw a torch.
Suggestion ID: 1502238 | Submitted at
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[when they are released make bards kit involve buffs that are area of effect (like the aoe cleric undead killing ability), Able to buff everyone regardless of friend or foe. Also let them use a lute to smash faces]
Votes
Opinion: -2
Upvotes: 0 0%
Downvotes: 2 100%
Suggestion ID: 1502241 | Submitted at
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I think you should release a more permanent alpha and develop the game while you have at least one version up. A lot of other companies are going to copy the format and you may become the h1z1 of battle royal games - fortnite and pubg will come along and take the concept - and maybe even do it better
Votes
Opinion: -19
Upvotes: 4 14.81%
Downvotes: 23 85.18%
Suggestion ID: 1502245 | Submitted at
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what are the chances of a sort of previous update/version of the game being constantly open, as in a previous version than the one that the devs are working on, and if the servers arent able to be funded purely off of donations or maybe even having access to this be paid, and the playtests being like a free weekend sort of deal, then you can shut the servers down so there is no money out of your pockets, and you get constant feedback for the game.
Votes
Opinion: +24
Upvotes: 27 90%
Downvotes: 3 10%
Suggestion ID: 1502259 | Submitted at
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The devs should create a youtube channel, when time and development permits of course, and have their first/home video be a sort of meet the crew vibe like from TF2. Get to know a little about the dev team, their passions, what drives them. Get to know the creators to some miniscule extent, in my personal opinion getting to know the devs at least on a public level helps the community grow a closer and stronger attachment to the game itself!
Votes
Opinion: +32
Upvotes: 35 92.10%
Downvotes: 3 7.89%
Suggestion ID: 1502267 | Submitted at
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Trading fee increases when the trade is not equal.
For example, I trade 50 gold, and the other player 0. The fee should increase to the point where we both gain nothing, or we both lose gold.
I trade purple item, the other player trades nothing. Same situation both players are in losing situation of gold.
I trade purple item for 50 gold; depending on the value of that item if the item value has low value we pay the fixed fee of 15 gold, if the value of a item is higher than what's offered in exchange we pay increased fee.
The system would discourage players from transferring items from one character to the other or in other situation it would discouraged players to hoard infinite amount of gear.
Votes
Opinion: -31
Upvotes: 0 0%
Downvotes: 31 100%
Suggestion ID: 1502310 | Submitted at
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Balance changes! maybe people like it maybe not, but in some of them we can all agree!...
- On the fighter, the victory strike, make that even if the enemy does not die, you still heal 5%, OR, make the healing be 10% instead of 5%. make dual weild 10%, cause im not seeing anyone using it, really, and it being 7% instead of a round number or 5 makes me...

- Barbarian, on the war cry make that you don't loose that extra 25%HP that the boost provides, so its healing BUT, decrease the boost from 25% to 15% and make it so you can use it only 5 times, like a cleric heal in AOE but weaker and no its not broken since the cleric has more heals, at more range, and way stronger ones, the only thing that its better from a cleric healing spells its that: its applied to your nerby allies, its extra max HP (temporal tho) and the cast time its way less
- make that the enchanced hearing of ranger its not only footsteps, make that he can hear any sound from farther away
Suggestion ID: 1502326 | Submitted at
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When an enemy's close attack is blocked by a shield for three consecutive or more times, it would be nice to give the attacker a conditional effect such as reduced attack speed. Even if I try to use a shield to stop the opponent's attack and counterattack, the time it takes for me to lower the shield and resume the attack with a weapon is almost the same as the time it takes to reach the attack phase after the opponent's weapon is bounced off the shield. This eliminates the advantage of using shields in PVP.
Votes
Opinion: +20
Upvotes: 21 95.45%
Downvotes: 1 4.54%
Suggestion ID: 1502337 | Submitted at
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[A bard perk potentially named Performer or Musician that increases the effectiveness of a campfire while he is also using it for him and his teammates, the down side is that he also plays his instrument making more noise. Very flavorful and would be cool and entertaining]
Votes
Opinion: +64
Upvotes: 64 100%
Downvotes: 0 0%
Suggestion ID: 1502338 | Submitted at
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I'd like to see a spell that would create a magic wall. The magic wall (more like a column) would be wide enough to cover a player and high enough to not see a head. It'd disappear after 2 seconds. Magic wall similar to magic wall in Tibia.
Suggestion ID: 1502347 | Submitted at
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[ This game is awesome. **Please look for expand your target audience. **
BattleRoyal Pvp is good. But there is more people to brings. Look at DeepRockGalatic success.
To support my suggestion i will say : There isn't a single game that brings what Dark n Darker do. Slow combat, dungeon crawl, class based teamwork. real DnD feels WITHOUT turn-based gameplay and imersion.
I wish a PvE only game just like Dark n Darker. Me and many friends of mine became in love with this playtest. But we don't like the PvP much, Pvp is nice but we are casual and sometimes PvP just breaks our "immersion".
Just put us in a lobby, just like Deep Rock Galact and stuff to do like MonsterHunter. Upgrades and NPCs. Campaings and Deep Dives. Start small, with small features, DarknDarker as it is now is awesome, aside from the IA and couch fighting. Look at Heroes of HammerWatch a lobby with roguelike dungeoncrawl class, but the game doesn't captive just as DarknDarker do.
TAKE THIS OPPORTUNITY TO DOMINATE THIS GENRE HAHHA]
Votes
Opinion: -19
Upvotes: 11 26.82%
Downvotes: 30 73.17%
Suggestion ID: 1502351 | Submitted at
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[Adding more physical textures to the swarm.
Imagine quicksand features to the swarm/zone moving in.
As the swarm slowly creeps through the walls towards the middle as a sea of bettles/sand, that starts wrap visually around your character to the chest area.
Whether this affects the player or not, perhaps slows the player or just makes the floor hard to see.
The idea is, bugs of the swarm could be highlighted more and have more "feel" to them.
Perhaps consider adding sound effects to the beatles, as a stressing factor.
For when they slowly eat away of your skin and drain your hp.]
Votes
Opinion: -2
Upvotes: 8 44.44%
Downvotes: 10 55.55%
Suggestion ID: 1502366 | Submitted at
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Add some kind of microtransaction for people who dont want to play the game as much but still want good loot. You can add some items that are better than what you can get from drops and are permanently in your inventory.(Other people cant pick them up off your body and if you die you can respawn with them just to balance them out and make sure people who spend money have a better chance to win)
Votes
Opinion: -125
Upvotes: 4 3.00%
Downvotes: 129 96.99%
Suggestion ID: 1502370 | Submitted at
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Pre-game lobby while you are waiting for players become accessible at anytime outside of being loaded into a match. This will allow people to test weapon swing patterns, play with spells and to show off any cool Legendary or Unique items they managed to acquire.
Balancing:
Fighter - In my opinion is pretty balanced, it can do everything but isn't the best at anything other than tanking. (Also having the only taunt ability in the game). I wouldn't add or remove anything to this class and I think its the best class for players to learn with.
Barbarian - I feel that Barbs should have a more usable Right Click ability. Stabbing, Upward swings, Kicking (Puts a cooldown on enemy shield?) lots of things that could be cooked up for this.
Rogue - Needs some re-working, damage is lack luster when Lvl.1 with fresh gear but dangerous when acquiring a strong Weapon, stealth being a highlight of this class but being better utilized by Wizards (In my opinion).
Wizard - Definitely the hardest class to play but once mastered is way to strong, I think the removal of Invisibility would remove a lot of the strength from Wizards and would make other spells more appealing such as Slow which I haven't seen a single Wizard use during the play-test. Speaking of Slow maybe make it a 1-2 second snare?
Cleric - Similar to Wizard very hard to play but rewarding when pulled off correctly. No changes in my opinion.
Ranger - Nothing to say other than Nerf trap and Longbow Triple Shot.
Votes
Opinion: +12
Upvotes: 23 67.64%
Downvotes: 11 32.35%
Suggestion ID: 1502374 | Submitted at
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4 player team max available on a map with more players.
the cleric is very good in a team but rather bad at 1 v 1ing, perks that allow them to be stronger solo to hold their own.
With so many skeletons and such in the game a Necromancer class would be amazing.
Slow down the progression by 200%+
it will be far more rewarding to level at a much slower rate.
The trading system is very taxing and unorganized, an auction house system would fix this.
A complex tallent system for a large amount of diversity
Races with racial perks will improve diversity.
more crafting options like abilities to ad red gems to grey items etc to give them stats like +1 strength
Votes
Opinion: -1
Upvotes: 19 48.71%
Downvotes: 20 51.28%
Suggestion ID: 1502388 | Submitted at
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make the revive animation more faster, like a 30%, at the actual speed, not even as the cleric spell is worth the time, only if it´s in early game, but still make you lose time of looting or even searching for enough portals, and just for prevention, dont allow the cleric to use the revival spell when all teammates are alive
Votes
Opinion: -10
Upvotes: 8 30.76%
Downvotes: 18 69.23%
Suggestion ID: 1502407 | Submitted at
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Since tarkov is so popular I think that their premium model would work perfectly in this game. you should have another page in your inventory that doesn't drop on death. for example the basic version would have a 2x2, $40 version 3x3, $60 4x4, and $100 8x8. it would be really awesome to see the devs get paid as they should
Votes
Opinion: -76
Upvotes: 4 4.76%
Downvotes: 80 95.23%
Suggestion ID: 1502425 | Submitted at
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Rework several rogue skills and make certain perks like movement in stealth a default of Hide rather then a skill.
Allow rogues to use crossbows. Create some perks around it.
Make some changes to wizards so they aren't able to perform the rogue playstyle far better then rogues can. I.E hit and run, high initial burst, fast movement and stealth
Suggestion ID: 1502430 | Submitted at
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[The wizard's haste is overpowered. The current 12 second duration is too long, and the boost is too large. If it doesn't get nerfed, This is always the top meta. A duration of haste of 6 seconds is appropriate. Also, the increment should be significantly nerfed.
Suggestion ID: 1502436 | Submitted at
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Looking back at the 2nd playtest vs this playtest. I really think that wizard was at a better spot balance wise 2nd playtest vs this playtest. He outperforms rogue in speed/invisibility, as well as being able to cast it on other classes. But the fact that he was given ignite to proc additional weapon/trinket/armor stats to be able to further outperform every other melee class in the game in damage and attack p/ hit kind of puts him in a even harder place to balance. Because now the playerbase is saying haste/invis is the problem, the other half is saying ignite dagger, and then there are the wizard mains who want him to remain untouched which is a problem. His kit/tools allow him to 1 v 3 consistantly. 1 v 1 he is guaranteed to win on equal skill level, his support tools are far more powerful than clerics shield/div/bless. Understand that movespeed is one of the strongest stats based on how many players are running lightfoot boots which are BIS for every single class. Understand that being invisible is extremely powerful tool, and being able to cast it on other classes can break the balance of team compositions forcing only 1 variant of team composition. We want team diversity, we don't want Wizard / x / x every single highroller game. Take the data/feedback with a grain of salt. Im gonna assume that the 2nd playtest feedback is what led to this current state of wizard.
Votes
Opinion: +3
Upvotes: 18 54.54%
Downvotes: 15 45.45%
Suggestion ID: 1502457 | Submitted at
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Many people are requesting PvE only mode, If it falls through I just hoped to make sure the Inventory is seperate from PvPvE lobbies so no easy farming/ Trading is able to be done.
Votes
Opinion: +47
Upvotes: 56 86.15%
Downvotes: 9 13.84%
Suggestion ID: 1502458 | Submitted at
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Further down the line when there are more characters such as the necromancer add some sort of quest line only for the mage class which takes them through the journey into becoming a necromancer. Now this next part is a crazy idea but, what if once you complete this questline your character now converts from its original class to the new spec. It's a crazy idea and I know but I think you would have to add a spec/talent change for a fair amount of gold. This idea is inspired from DnD but in reality having you go through some sort of pre req before you unlock would be great.
Suggestion ID: 1502464 | Submitted at
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nerf wizard.
Nerf haste,
Nerf invisility or remove it.
Nerf fireball so fighters can block it or at least absorb some of damage. Two handed shield should completely block it.
Magic missiles nerf. 5shots instead of 10
Lightning strike buff.
Suggestion ID: 1502498 | Submitted at
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some ideas for bard spells are a cone aoe that gives anybody in it debuffs another is 2 spells one is a wall that lasts a few seconds and another is an optical illusion that looks exactly the same as a real wall but is only visual and you can run through it and if you want to find if it is real you need to walk into it or hit it with a throwing item. Another spell idea is like a campfire but while walking. Another spell is like blind but it makes their screen look like you just drank some ale for 2 or 3 seconds and possibly gives some sort of other debuffs.
Suggestion ID: 1502526 | Submitted at
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Barbarian Rage ignores slowdown from taking damage.
It is purely worse than the Fighter's sprint: 1s cast time and animation lock, loud shout, -20% debuff. All disadvantages with no benefits in return.
Votes
Opinion: +5
Upvotes: 15 60%
Downvotes: 10 40%
Suggestion ID: 1502538 | Submitted at
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Allow us to trade a 'trunk' of items between our characters for a fee of 60 gold (equivalent to what it costs to make this trade anyway via the trader's guild). This is just QOL to make something that's already happening go smoother, and let people who play 100% solo have access to the same way to trade.
Suggestion ID: 1502581 | Submitted at
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Why not make a map featuring only zombies, giant dragonflies, skeleton bats, and mummified spiders? It is a map with zombies and spiders on the floor and bats and dragonflies in the air. Escapes are made at the top to make it difficult for players to escape.
Votes
Opinion: -31
Upvotes: 0 0%
Downvotes: 31 100%
Suggestion ID: 1502588 | Submitted at
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It would be cool to have a guild that is housed in a separate lobby. The guild has members and positions/hierarchy. Within the guild, players can test weapons trade with each other, and just hang out. This guild would look similar to the pregame lobby that we all experience before a match. Now here's the fun part, players can add gold to build items in the guild to decorate it and add items. For example, a member has defeated the boss and has some form of achievement bound to his account. If 5 members have defeated the same boss the guild can build a trophy of some kind displaying their achievements for a pool of gold. There could be special color palates to add to gear to match a guild as well. Guilds could take part in raffles for loot etc., just different interactions that could be fun outside of the base game. Members could also trade within a guild to avoid normal market fees. On top of everything else we can be dripped out in the guild and show our gear off to other members as they can inspect our player while walking around.
Votes
Opinion: +18
Upvotes: 20 90.90%
Downvotes: 2 9.09%
Suggestion ID: 1502649 | Submitted at
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Can the cleric get a hooded crusader style flat-top helm as a rarer item to go with the templar torso? Also some light chainmail armor could be cool for most of the classes as a sort of universal medium weight armor alongside the regal gambeson, maybe with increased magic resistance or weight.
Suggestion ID: 1502652 | Submitted at
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[ Each weapon has a unique set of moves
Would it be possible to have a "change mode" button to vary the attacks of our weapons?
Either by varying the existing moves, or by creating new ones.
Even more beautiful and more difficult to create I imagine, would be to have 2 or 3 loadouts that we can switch in order not to be too predictable in the fights.
Example for the sword with existing move:
- 1 (current) right, left, stab
-2 (new) right, thrust, left
-3 (new) stab, left, right
Example for the sword with new moves:
- 1 (current) right, left, estoc
- 2 (new) estoc, from bottom to top, left
- 3 (new) right, up and down, right
Translated with www.DeepL.com/Translator (free version)
Suggestion ID: 1502659 | Submitted at
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I noticed while playing alot of weapons have 2-4 attack chains but very few weapons had damage escalation. which given the footsie nature of the game kinda just devolved into do attack one create space rinse and repeat. More so on PVE as blocking is not that great. For PVP it needs to be risk/reward do I commit to the full combo or do I cancel midway and get better recovery and go back to controlling space. Weapons should have combo attack applied across chains +10% damage per chain 10%>20%30% etc. if you do the whole chain on say rapier you get a much larger damage payout for the animation time investment.
This would make faster weapons keep pace with speed and prevent what feels like bad attacks being skipped or canceled out of because they arent worth it example Arming sword stab felt terrible to use due to bad hit box and what seemed like a slower animation compared to the 1st 2 swings. maybe give 2 handers a larger boost to make them out pace faster weapons or maybe speed up some balance will need to be found.
Suggestion ID: 1502667 | Submitted at
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Monk Class: HP: 80 Strength-20 Agility-20 Will-20 Knowledge-10 Resourcefulness-5 Main resource: Ki he starts with 4 points ( they are unspent and spent points are indicated in HUD above Health Bar gets +1 for every 5 extra points of Will from gear) These are spent on skills and effect perks. Has 10 slots for Ki Abilities. Perk 1: Unarmoured Defence-Gain +5% physical damage reduction for each empty armour slot to a maximum of +25% physical damage reduction. Perk 2: Unarmoured Movement-Gain +5% movement speed bonus for each empty armour slot to a maximum of +25% movement speed bonus. Perk 3: Ki Fists for each unspent Ki point you have you gain +3% damage bonus to unarmed attacks. Perk 4: Grace-Your directional jumps cover more distance making it easier to evade. Perk 5: Still Mind-When Meditating you remove one de-buff currently effecting you if they're are multiple the removed one is chosen at random. Perk 6: Flow like Water-When are attacking you gain +5% movement speed but only during your attack (effect starts at attack wind up and ends at the beginning of your recovery frames.) Perk 7: Crush like Rock- If you attack is blocked the blocker's movement speed is decreased by 3% and physical resistance by 3% for each unspent Ki point you have for 5 seconds. Perk 8: Weapon Artistry-You are able to use Falchions, Quarterstaffs and Cestuses. Perk 9: Inner Peace-If you have no valuables in your inventory (Anything that isn't a potion, bandage or equipment above normal.) When you are reduced to 0 Hp a Ki point if available to bring you back to 1 Hp and this effect repeats if you still have no valuables in your inventory and have at least 1 unspent Key point left. Skills will be in separate bit because of word count so if you want you can wait for that and put your overall thoughts on this class idea on that message. Sorry for any horrible English or Typos.
Votes
Opinion: -12
Upvotes: 2 12.5%
Downvotes: 14 87.5%
Suggestion ID: 1502671 | Submitted at
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Weapons always have full collision against other weapons.
They can collide off each other during swings, or be positioned to deflect an incoming attack from neutral.
Impact stat provides an advantage when weapons collide.
Votes
Opinion: +74
Upvotes: 75 98.68%
Downvotes: 1 1.31%
Suggestion ID: 1502674 | Submitted at
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Dual wield should have more depth. right now its just 2 weapons with 2 attacks patterns you use one or the other (probs the one that does the most damage or fits what you need Stabs vs sweeps) also weapons arch type choice is terrible atleast with the limited weapons available I understand more might be pushed out or in the works.
The fix dual wield should pair the weapons together the only difference is the leading weapon MB1 main hand MB2 off but the weapons should strike in tandem. Example Rondel and Castellan dagger Rondel has a stab attack profile Castellan Sweeps and a finisher, If you lead with rondel you get chain stabs a fast narrow string good DPS single target. if you lead with Castellan you get 2 sweeps with and over head finisher for bigger damage and headshot potential.
Every weapon set up should be unique or fit at the least into an archetype sword/axes/dagger. and none of this off hand only stuff one handed is one handed give the players options for how they want to play and mix and match This also ties into my escalation damage suggestion for committing to attacks giving dual wield the ability to hit very high damage due to the longer animation commitment and lack of defensive options
Suggestion ID: 1502679 | Submitted at
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Skills-Skill 1: [Cost 1 Ki-point] Meditate-Meditate on the spot until you press E or Q again, For every 5 seconds you spend in meditation you regain 1 Ki- Point. Skill 2: [Cost 1 Skill-point] Deflect Projectile-When this is active any incoming arrow that would hit you is caught and you click L-Mouse to throw it back. Skill 3: [Cost 2 Ki-points] Acrobatics-For 10 seconds you can climb up walls or wall run. Skill 4: [Cost 3 Ki-points] Sting-The monk readies up his right hand with 2 straight fingers, pressing Left-Mouse will release this attack with the sane range as a punch and if it lands on a target they ragdoll for 5 seconds. Sorry for any horrid English or typos.
Suggestion ID: 1502680 | Submitted at
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halberd should have thrusting animation. The whole point of halberd's spike on the other end of the pole is to thrust. I suggest make the thrusting animation with a longer windup to 'pick up the end of the pole', followed with attack speed similar to spear.
Suggestion ID: 1502691 | Submitted at
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Maybe give Cleric a Crucifix (or hold able religious symbol that isn't gonna cause migraines.) that can be wielded with a mace or small weapon in the other hand functioning like the wizard's crystal ball. Also allow the player to bonk people with it.
Suggestion ID: 1502737 | Submitted at
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The environments at 0:45 -> 0:50 are absolutely dope. https://www.youtube.com/watch?v=ckK2F6KReAk Would be nice to see this sort of aesthetic return.
Suggestion ID: 1502762 | Submitted at
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[A necromancer class.
primary skill: spellcasting. spells would include things like life drain, corpse explosion targeted on dead bodies, and some form of blood or bone shield that provides a barrier at the consumption of a corpse. But especially an animate dead spell.
Animate dead: this would specifically target dead mobs (not players, unless animated players could utilize the same/similar npc AI) it would raise the mob back to life, and force it to behave identical to how it normally does, except it maintains a distance from the necromancer while idle, maintains a larger distance while aggroed, and does not aggro to the necromancer. The spell alone does not provide any additional control over the mob, and there may need to be some tweaks when it comes to friendly party members. You are limited to only one active summon, and depending on balance may need to exclude powerful mobs such as wraiths and champions from possible summons. (perhaps a perk could change this, or stronger summons require extra uses of the spell.)
If you want more refined control of the summon, it will take the place of your second skill, which commands your skeleton to interact with whatever you are aiming at. Ex: open/close door. open/close chest (cant loot for you). attack specific player/mob. stand here (for x seconds). refined control should be a specialization, thus making it take up the only other skill slot.
Other active skills may include buffing your minion, forcing undead to be passive towards you, or leeching life. limit of one active summon could MAYBE be bypassed via summoning of smaller enemies such as: spiders, mosquitos, dread skulls, etc.
Enemy mobs seem to be the perfect level of clunky as they are for this, as players can easily dispatch of minions in a vacuum, but the extra cannon fodder could be a threat in a pinch.
Gear comparable to wizard.]
Suggestion ID: 1502765 | Submitted at
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Bounty - Lets make it more interesting !!!!!!! to start of you must go into a game. Then proceed to the guild wall which is located across from the bar in the pre- lobby and interact with the wall. Then select a specific player who will need to be assassinated in game. Next find the player dead or alive kill or retrieve there soul from there corpse and extract with there soul. then go to the Goblin merchant and hand over the soul to receive a generous amount of gold for your deeds maybe 250g ?. please Dm me for opinions i love to see what people say.
Suggestion ID: 1502844 | Submitted at
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Replace Zwerihander's right click.
First strike: half-swording, forward hand grip between the guard and the parrying hooks with purlicue facing inward, perform a thrust from top left.
Second strike: turn the sword around, release the rear hand and grip 1/3 from the blade tip. perform a mordhau where the attack strike with the pommel or the guard
Suggestion ID: 1502866 | Submitted at
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My suggestion is to not reject and alienate the solo players from the player base. I know it's been suggested a thousands times now (and not without reason), but for most players including me it is literally the dealbreaker. If the main arguments against the solo queue is splitting the player base and longer queue times then I'm sorry but they're both invalid. The most solo players aren't going to be in the queue anyways, because they will not be putting up with playing unfair games with all odds stacked against them just to try to play the game. You're not any players at all this way, it's the opposite. I'd rather be waiting 30-60 seconds while I parkour around the tavern with other players, test my combos on a dummy or stash and shop while waiting rather than not playing the game. The player hub is already in the game and it just needs improvements. I'm honestly sick of premade players telling solo players to git gud after I fail dueling a barbarian while dodging fireball spam and a quickshot ranger or when they tell us to "just run away" instead of playing the game while they just want to force us to play with them and get some free loot.
Votes
Opinion: -30
Upvotes: 16 25.80%
Downvotes: 46 74.19%
Suggestion ID: 1502912 | Submitted at
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i've only ever played this game solo and i've managed, in fact I've dominated. I'm not good at the game,I'm ok, I miss at least 33% of my attacks with fast melee weapons yet I still manage to take out multiple 3 man teams. Why? Because the fight pacing of this game is incredible and you are rewarded by having experience,patience and planning. Manipulating mob behavior, knowing locations of traps, using your ears to hear multiple non mob footsteps,hiding properly, choosing the right time to engage, forcing 1v1 in tight areas etc. are all things you can use as a solo. Not to mention just bringing in a green weapon with ok stats+consumables makes you able to win 1v1s against a lot of ill equipped 3men, you just have to pick your battles properly and make sure you're dealing with 1 person at a time. Ranged is a little bit busted as a user of range it often feels like bullying especially with the wiz and it feels just as unfair as a victim of ranged attacks but I'm sure these issues will be ironed out. Running is a very solid strategy if you can outrun your pursuers. If you manage to survive and the dreaded 3man also does, eventually you will be close to them the end and if you played carefully while they went balls to the wall and took a ton of damage, have no spells or consumables and are currently engaged with X amount of players and/or mobs you can take advantage, if not escape sneakily and go next. Get good is good advice, you might not need to polish your fighting skills but other skills in order to perform well as a solo because this game creates a lot of options and opportunities to succeed as a solo. Making a solo queue will rob you of the experience of destroying teams completely alone which is super fun, also more loot 4 me
Suggestion ID: 1502984 | Submitted at
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I think that a trickster class or spell could be a cool concept, for example having the ability to spawn illusions of monsters or other players to deter others from attacking you or the ability to fill hallways with fake loot or a chest that lures other players in so you can ambush them.
Suggestion ID: 1503066 | Submitted at
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I really really really think the swarm doesn't belong in this game in the current form
Many players have stated their displeasure with the swarm. You say you identified a problem with ppl not going red at the end of the game and normally it's 1 trio or just a few ppl running from the swarm at the end.
Leave the time limit (increase it a bit), change the swarm and ppl will go in bulks for red and fight there too.
Right now it's undisputed when someone goes to the hell level. It's their playground because theres never anyone there.
Suggestion ID: 1503078 | Submitted at
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A pure pvp arena mode (could also have a ranked ladder) where people can queue up and practice pvp. At the moment if you want practice you have to either go in naked or risk your gear in a situation you haven’t experienced before. Example: Imagine your a solo player and want to learn a new class, you could spend hours dying repeatedly (getting very frustrated possibly quitting the game) because you lack the basic mechanical skill for that class, Being able to practice outside of the main mode would reduce gear fear and probably increase player retention because people would not feel trapped in the cycle of gaining gear and losing gear, You would be able to play this amazing game extremely casually if you wanted a break from the main mode.
Votes
Opinion: +5
Upvotes: 20 57.14%
Downvotes: 15 42.85%
Suggestion ID: 1503093 | Submitted at
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Need a hidden dungeon that can only be entered by secret access.
Interacting with hidden areas such as doors, floors, and brick crevices will reveal new spaces that only a few people can enter.
Difficulty is not high, rewards are similar, but
The main reward is a special grade of equipment (with options that other equipment does not have) that only spawns 'only one' in the hidden dungeon.
(unique but not strong than others)
The size of the hidden dungeon is quite small, and you have to go around quite a bit to get the main reward.
If no one is interested in 'hidden switches' for that round, you can root everything alone.
After finishing rooting, you have to return to main dungeon again. You will exit through the closest entrance to the 'outside of the safe area'.
(this is the risk)
If you're unlucky, you might drop an item before escaping.
Hidden dungeons will increase the solo player advantage (only one person can enter per passage)
Depending on your luck, you may make a fortune, or you may encounter enemies and lose a lot.
It's not easy to find the entrance, and even if you go in, you may meet enemies.
You won't see much benefit if you don't find the main reward.
A lot of time must have passed by the time when you got the main reward.
There is no guarantee that you will be able to escape safely when you come out again (it comes out through the entrance outside the safe area).
When the safe zone is reduced by 50-60%, the hidden dungeon's safe zone also shrinks.
(If you came in late and you're unlucky, you won't get the main reward.)
As a result, the 'get-rich-quick dream' is an option like the Dead by Daylight's hatch, where you can sometimes choose it.
(Strategies that aim for hidden dungeons without any equipment should be suppressed.)
The presence of a hidden passage will always thrills us.
Votes
Opinion: +7
Upvotes: 17 62.96%
Downvotes: 10 37.03%
Suggestion ID: 1503128 | Submitted at
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[I had maybe an unpopular thought/question. Could maybe the minimap have a fog of war over areas not yet explored that round? I would say remove the minimap all together but that would make it difficult to see when the zone is coming in to urge players to move. But this way no one really knows what they are walking into until they open they doors or walk the paths and it adds to the depth of the game without overly complicating it]
Suggestion ID: 1503160 | Submitted at
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[Add a new item called something like Treasure Map or Portal Key that occasionally drops off bosses. It can be used for a single time access for you and your group to a specific new map in the same way we can
select between normal or high roller. Having the Treasure Map in your inventory will cause this new map option to appear. The map would feature tough PVE challenges and a Boss as well as appropriate rewards.]
Votes
Opinion: -9
Upvotes: 10 34.48%
Downvotes: 19 65.51%
Suggestion ID: 1503235 | Submitted at
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Blessing and cursed on necklace, ring , weapon/shield and armor.
Blessing would give you one random buff passive on you item and Cursed would give you one random powerful passive buff with one random debuff passive and not allow to unequip item for the rest of in match except on lobby however blessing and cursed item would be much more rare to find them.
What is cursed on item?. Cursed item would give you character powerful random passive buff with a price on drawback
What is blessing on item?. Blessing item would give you character random passive buff
Where to get blessing and cursed on item?. Blessing and cursed can only be find on chest, coffin, monster dead body and there would be a very small chance for item to be cursed or blessing or kill enemy players holding cursed or blessing item however cursed and blessing item would be also more rare then purple item
Examples with blessing weapon buff passive would be give you weapon 10+ fire damaged and glow fire on dark
Examples with cursed weapon buff passive and debuff passive would be give you weapon lifesteal 5% on melee per hit and you character would no longer able to get healing on item and spell and not able to unequip weapon for the rest of in match
Suggestion ID: 1503253 | Submitted at
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My suggestion is to make poison clouds could explode with fire. It could be with fireball spell or torchs throwing to them. That will add a new mechanic to do damage from the distance, and to clear the clouds in late match if needed. (The interaction is implemented in other game "Curse of the Dead Gods" and is where from I take this interaction in consideration)
Suggestion ID: 1503277 | Submitted at
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Psst. Im not saying to take the game live or anything. Just shoot out a hush hush closed beta to some people that just happen to have sent you a 20 euro donation prior to getting in wink wink
Votes
Opinion: -22
Upvotes: 6 17.64%
Downvotes: 28 82.35%
Suggestion ID: 1503289 | Submitted at
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when you die your soul/heart is left behind your friends/teammates can still revive you however the loot/gear goes down to hell and you and your team need to go down to find it or it lost for ever. Ps other players that go down can find the body and loot it. it would make more more people go down. or something to this extent.
Suggestion ID: 1503294 | Submitted at
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I dont know how hard this would be but adding some kind of armory room would be dope. just a simple room with weapon and armor racks you can buy with gold and hang up. maybe implement some way people in your party can enter the room or you can just directly invite. even if thats too much just something you can do privately would be cool
Votes
Opinion: +33
Upvotes: 38 88.37%
Downvotes: 5 11.62%
Suggestion ID: 1503304 | Submitted at
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Add identification scrolls what they will do is to use on items above green to be able to see stats.Reason behind this is to "force" players to bring items with them if they dont have scrolls back.this will lead to players have more items in their invitory then just gold items. And lead to play more safe or argo play depending what items you get in fear of losing a potentially great item.
Votes
Opinion: +23
Upvotes: 30 81.08%
Downvotes: 7 18.91%
Suggestion ID: 1503385 | Submitted at
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Currently the skin system functions alot like a race change concept with the special stats that come along. I hope adding other races with disadvantage/advantages are in the works. Maybe even have some weapons that are entirely race specific since i assume the amount of weapons will be quite extensive at some point.
Votes
Opinion: +51
Upvotes: 55 93.22%
Downvotes: 4 6.77%
Suggestion ID: 1503386 | Submitted at
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Insurance, sometimes your gear is not looted, or you die at the very end of the zone, or just get unlucky, if the gear is insured and not looted by other players, it should be returned, similar how tarkov does it
Votes
Opinion: -60
Upvotes: 5 7.14%
Downvotes: 65 92.85%
Suggestion ID: 1503411 | Submitted at
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The game is very enjoyable for it not to be early access, I think it would be better to make the game EA for people to enjoy it more and maybe have wipes every 2 weeks. It is hard to believe that a game like this won't be available to play until 2 months. Please consider Early Access
Votes
Opinion: -20
Upvotes: 23 34.84%
Downvotes: 43 65.15%
Suggestion ID: 1503454 | Submitted at
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Within the beta or 1.X builds: allow for LAN/Privately hosted capability. With the result being tournaments, playing with friends and general practice can be made. No loot in this "mode" can be transferred to the main public build. Whether that be a separate dedicated server application alongside the regular client or some other solution.
Suggestion ID: 1503520 | Submitted at
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Map set: over-run humanoid city-state
Change-up from the usual dungeon maps: former human settlement over-run and now occupied by goblin-orc raiding / necromancers / warlock + demon force(s)
Level design should tell a story on its own (Dark Souls environmental remnant design)
-> B1 entry level: city out-skirts, forested outcropping
-> B2 primary level: urban warfare, city center (what remains, multi-story, lots of cover/walls, +small underground sewer passageways)
-> B3 final level: decrepit castle (mostly enclosed, traditional dungeon)
Votes
Opinion: +47
Upvotes: 47 100%
Downvotes: 0 0%
Suggestion ID: 1503521 | Submitted at
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It looks like the devs are planning a durability system based on their replies and the merchant's repair tab. If they do, please make it a per run rather then per hit system so that longer runs dont mean our weapon/arm,or might break mid run.
Votes
Opinion: +66
Upvotes: 68 97.14%
Downvotes: 2 2.85%
Suggestion ID: 1503522 | Submitted at
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To make the swarm more interesting, instead of being a circle around the dungeon, it could snake through all corridors, still closing inwards near the middle, moving more quickly in tight corridors and filling slower in larger rooms. The unique dungeon layouts would lend very well to the zone closing in by snaking through hallways and corridors
Votes
Opinion: +40
Upvotes: 48 85.71%
Downvotes: 8 14.28%
Suggestion ID: 1503551 | Submitted at
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More interactive environments for nefarious players to mess with other teams.
Murder rooms:
Rooms filled with expensive valuables, potions, or quality chests that draw in greedy players.
Someone outside can activate a trigger to temporarily flood it with gas clouds, or have a crowd of monsters drop from the ceiling.
Trap hallways:
Hitting a lever makes parts of a hallway's floor open up into lava/spike traps, which resets after some time.
Suggestion ID: 1503587 | Submitted at
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More dungeon objects that can be manipulated tactically:
All large wooden barrels can be carried with both hands -- higher strength makes it quicker and easier. They can be stacked, or rolled down stairs to damage anyone in the way. Roll it down a hallway and crouch behind for mobile cover.
Explosive red versions of the large wooden barrels. Oil-filled barrels that leave flammable/slowing pools when when broken.
Suggestion ID: 1503616 | Submitted at
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[There seems to be a pattern of how the zone always closes near the center of the map. If the ending zone location could be more random in the map like a traditional battle royale has it, I think would drastically improve the overall experience.]
Suggestion ID: 1503662 | Submitted at
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[Some more variety on consumable items would be nice. In addition to the potions that are in the game now, there could be added different types consumables for example food items that could give different effects.]
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1503674 | Submitted at
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Anybody else think p2p for this game would be a good passtime for you and your friends? Maybe allow a custom settings system to influence spawn points, mess with mob spawning amount, just let people go crazy while we wait. I feel like it'd be a perfect pass time to keep people interested while it gets developed behind the scenes
Suggestion ID: 1503675 | Submitted at
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since the current currency system for cosmetics doesn’t seem to be staying, I would love if you still did something similar. I would much rather have the game cost money to play than pay a ton of money for cosmetics. I love the system of being able to play more to get cool cosmetics and stuff and I would love it to stay similar to its current state. I feel like there are a lot of problems caused with free games also, one of these is smurfing but I am not sure how that would play a part into this game
Suggestion ID: 1503756 | Submitted at
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Can we have a chat in the discord PURELY for photos of Otto (The Devs dog hes really cute) https://twitter.com/IronmaceGames/status/1606071207954378753
Suggestion ID: 1503861 | Submitted at
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just a list of weapons that could be added if they are not already in the game.
estoc,blow dart,bastard sword,katana,bardiche,halberd,hammer-one handed, flail,short sword, glaive-like a spear with kindof a sword at the end,clubs-all sorts,staves-monk like ability to block but less dmg, musket? idk experiment could allways remove it later.
Votes
Opinion: +10
Upvotes: 11 91.66%
Downvotes: 1 8.33%
Suggestion ID: 1503930 | Submitted at
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[If you die early in the dungeon you can take the option of respawning as a monster for a small gold fee. You would have to work with the moveset that the mob has in the game, but then you would be able to patrol/pursue farther than the usual mobs, or hide in the darkness and attack players from behind. Perhaps you can spend more gold to choose a specific type of mob, like the Skeleton Archer over a spider. Every player kill you get wins back a percentage of the fee. I think this choice should show up in the killfeed, so the remaining players have a heads up on the situation.]
Votes
Opinion: -59
Upvotes: 7 9.58%
Downvotes: 66 90.41%
Suggestion ID: 1503941 | Submitted at
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[ 1. Add a "create party" emote where if 2-3 solo players use the emote while looking at each other a party is created in-game (I see a lot of solo players trying to co-operate, myself included)]
Votes
Opinion: +26
Upvotes: 39 75%
Downvotes: 13 25%
Suggestion ID: 1503947 | Submitted at
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[ The mini map should not be a defualt HUD, I believe it breaks the immersion. The map should be bought from a merchant and act as a consumable(?). If the concept is too hardcore perhaps it should apply to only the second floor if anything.]
Suggestion ID: 1503956 | Submitted at
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[ The pickpocket skill was the most useless perk ive seen. (its too complicated to even attempt). Therefore, you should be allowed to pickpocket allies.( While I understand the amount of toxicity it can potentially bring, the game is still in alpha so why not gather some data on that?) ]
Votes
Opinion: -68
Upvotes: 4 5.26%
Downvotes: 72 94.73%
Suggestion ID: 1503964 | Submitted at
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i just wanna gauge the communities idea on a teleportation scroll, it would be a legendary once per use item and it can only drop off the lich king or ghost king at like a i dunno 0.1% drop rate. and it would allow just you to teleport out. it seems overpowered in my head but i dunno also could be a neat idea.
Votes
Opinion: -38
Upvotes: 5 10.41%
Downvotes: 43 89.58%
Suggestion ID: 1504012 | Submitted at
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change magic missile scaling with additional magic damage not to apply to every missile at 1:1. Give additional magic damage scaling to magic missiles at a 1/3 penalty or some variant thereof. Each missile doing 70-80 damage was very op.
Votes
Opinion: +26
Upvotes: 31 86.11%
Downvotes: 5 13.88%
Suggestion ID: 1504017 | Submitted at
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Instead of nerfing the damage of late game synergy, instead we should increase the amount of defensive capability late game armor has. To make up for the speed loss it has. AND Custom crafted gear should have less speed penalty as its perfectly fit to your characters body, rather than having too big or too small gear that you are trying to make due.
Suggestion ID: 1504033 | Submitted at
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please make a anti magic potion like protecting potion in the game. We had potion or equipments protecting from physical damages but we don't have protecting or reducing magic damage items
Votes
Opinion: +44
Upvotes: 49 90.74%
Downvotes: 5 9.25%
Suggestion ID: 1504171 | Submitted at
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Teammates' equipment damaged by your own attack will be automatically transferred after the game ends.
If you refuse, the equipment cannot be traded with other players and can only be sold to merchant.
Wouldn't it be nice to be able to make a name for yourself as an expert robber by revealing the infamous tab on your dashboard 7 days before the season reset?
Suggestion ID: 1504177 | Submitted at
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While I understand that cleric has slow interaction speed due to low agility and resourcefulness, it was really weird seeing how cleric applies bandages and surgical kits so much slower than other classes. It seems reasonable to expect that a cleric would have more experience using these items than another class would. Maybe consider either passively increasing the speed at which clerics apply bandages/surgical kits, or introducing a perk which increases the speed.
Suggestion ID: 1504210 | Submitted at
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*add a Race/Class/Subclass system, race could add permanent stats, and subclass could unlock at level 20 for shared use of equipment/unlock 1 skill and 1-2 perks. *Daily Quest, kill X players, kill X monsters, extract X times, find X amount of items etc. *Add inventory expanding items such as bags, backpacks, armor/weapon chests etc. *Add bounty payment on successful kills against top ranked players, and add a normal dungeon ranking in addition to high roller rankings, and of course have higher rewards on ranked high rollers, eg. a bounty npc at the ranking menu could payout according to rank of player killed. *Add more classes, Paladin, Monk, Druid, Bard, Warlock etc.
Suggestion ID: 1504270 | Submitted at
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A really cool idea to spice up the shopping process would be a black market merchant. This guy would basically sell you items on discount that normally you don't ever buy or play with. Playing a warrior using the sword and board each game? Here's the horsemans axe, 40% off naturally. Not to fond of playing two handed weapons are you? How about taking this halberd for 40% of the price it is sold on the common market? "Only for my favourite customer, you of course". This would make gearing-up characters a lot cheaper if the player was ready to stray away from the meta and the tools he's most comfortable with. Additionally, it would increase replayability by a mile by introducing the player to new weapons for a fraction of their actual cost. It's an idea that shouldn't be slept on in my opinion.
Suggestion ID: 1504291 | Submitted at
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Crafting would be a lot more interesting if you could combine looted parts from enemies (bones/bug oil), player souls/ears, some of the valuables that you normally sell and also the metal ore you dig out using a pickaxe compared to just forging the weapons with ore. I'm happy that the idea and the system is there, but it could use a lot more improvements to make it fun and worthwhile. This would make the player engage in a lot more varied content which would prevent burnout and make looting way more exciting. Do I want to take more armour with me? Maybe I should focus on killing monsters this game to scavenge their parts? Maybe I should go player hunting to extract their souls? Should I skip all the fighting I can and open as many containers as possible to find magic sticks and such? Maybe I should bring a pickaxe and make the match all about searching for ores and mining them? Sounds a lot cooler than looting as much valuables as humanly possible because you can just buy everything you need with gold on the trade chat and in the merchants tab, doesn't it? I know it's not realistic to make weapons out of human ears but so is magic. Gameplay and fun should always take priority over realism unless it's a simulator game, especially since it's fantasy we are talking about! Compromises can be made to make a cool crafting system that isn't just buying better gear with metal ore and not gold. It should be noted a crafting system that is fun and engaging while at the same time rewarding is miles better than crafting that simply increases your stats by grinding long enough.
Suggestion ID: 1504305 | Submitted at
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in the different maps, have different max party sizes. some people love the idea of a solo que and some people are infuriated by the idea, im personally indifferent, but might as well put in an option that makes everyone happy maybe? (or pisses everyone off equally)
Suggestion ID: 1504323 | Submitted at
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I'd like to create a lot of small content like ruby ore mining. For example, I would like to add material items that can be obtained by collecting bodies of elite monsters and collecting these items to make custom equipment. The meaning of catching the boss then extends not just to getting rare items at random, but also to creating the equipment or potion you want. I think the production team will be able to proceed without any burden because additional content can be produced through the content of elite monsters and bosses that already exist. In addition to elite monsters and bosses, why not allow mobs like zombies, mummies, and giant dragonflies to collect material items named "corrupt zombie fluid," "contaminated bandages," and "unrefined giant dragonfly poison?" Each item can be made of "potion containing corrupt body fluids," "cleaned bandages," and "refined poison," and each item can be used as a throwing weapon, a healing item, and a weapon strengthening item.
Suggestion ID: 1504325 | Submitted at
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[Feedback Playtest#3
Mage
Meditiate, let us look around, like when camping at campfire
Meditate requires too much time when undergeared, you cannot loot, must rely on teammates
Rogue
(Bug) Weakpoint attack, when using Castillion Dagger, the 3'rd Rightclick attack is bugged and HILT instead of the blade, doing no damage (The weapons flipped around). attackchain -> Swipe , Swipe , overhead Stab (hits with hilt)
Smoke bomb feels underwhelming
Barb
Swapping to throwing weapons should increased slightly
Felling Axe feels really food, the hit to reset swing timer should be on more weapons
Ranger
Bows are still too strong/oppressive
Quiver system still needs work
Crafting/Gathering
Cost to craft needs re-evaluation. Running high rollers you’ll never craft gear unless its either legendary+ or the cost per ingot is reduced drastically
Reduce pickaxe size in backpack
Decrease gather time, maybe based on attribute or magical armor property
Mobs
Monster AI needs tuning. Being able to ‘perch’ or ‘stand on boxes’ to avoid all damage is not very fun. Bows have severe advantage
Swinging through them when too close
Mobs swing through shields when too close
Monster attack directions must become more committed after frame execution. Reduce monsters spinning 180 degrees on melee swings mid-attack
Other
Crouch needs slight delay/cooldown to reduce spamming. Gameplay can spam to avoid attacks be distorting characters player model hitbox]
Votes
Opinion: +7
Upvotes: 16 64%
Downvotes: 9 36%
Suggestion ID: 1504341 | Submitted at
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Allow barbarian to use the Falchion (afaik historically only Knights or noblemen were allowed to have certain "knightly weapons", but anybody was allowed to have a Falchion).
Votes
Opinion: +19
Upvotes: 25 80.64%
Downvotes: 6 19.35%
Suggestion ID: 1504380 | Submitted at
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make an alram trap plz. In this game, Hearing enemies' sound and using this info to kill them is very important. Therefore, If we can use alram traps, we can prevent back attacks when we unguarded.
Votes
Opinion: +27
Upvotes: 29 93.54%
Downvotes: 2 6.45%
Suggestion ID: 1504398 | Submitted at
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It would be cool if at a certain level you could give the fighter an opportunity to raise a stat or two? not by much, I enjoy the way the fighter is now, but maybe just to allow a tad more specialization dependent on the player?
Votes
Opinion: +5
Upvotes: 13 61.90%
Downvotes: 8 38.09%
Suggestion ID: 1504425 | Submitted at
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[Games like this need constant wipes so it is not so difficult for new players to join, but that also means you could feel like you are never progressing if you constantly lose all your stuff. Something like a vault would be a good solution. This would be a small storage area similar to the stash but much smaller and the items in this vault would not be wiped.]
Votes
Opinion: -31
Upvotes: 4 10.25%
Downvotes: 35 89.74%
Suggestion ID: 1504483 | Submitted at
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equipment get from killing members of the team is only traded on the black market.
black market, can bid 10 to 100 gold above the price of any other player in the auction.
exhibitor is make a decision minimum auction price
and price no limit, exhibitor commission is about 10% of the sales amount.
Buyers participate by paying 10% of the auction starting price in advance when participating in the auction.
buyer pays 10% of start auction price, in the auction.
equipment exhibitor are kept anonymous.
sold items can be exchanged for existing trades.
Votes
Opinion: -14
Upvotes: 2 11.11%
Downvotes: 16 88.88%
Suggestion ID: 1504508 | Submitted at
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A perk or skill even for the rogue that gives a "cats eyes" buff. Allowing you to see slightly better in the dark since a lot of rogues use the dark. Would match the dungeons and dragons theme as its in that as well. Just some thought
Votes
Opinion: +49
Upvotes: 57 87.69%
Downvotes: 8 12.30%
Suggestion ID: 1504517 | Submitted at
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[Make it so that the shield can block attacks even while holstered in the back or just by having it in the left arm. Obviously it would not block all attacks, just the one that happened to land on the shield.]
Votes
Opinion: +11
Upvotes: 23 65.71%
Downvotes: 12 34.28%
Suggestion ID: 1504557 | Submitted at
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*add Guild/Faction system with 3 or more factions with a guild/faction vault system. * add a colosseum/PvP arena with environmental traps and interactable weapons/traps for players to use against each other for 1v1-6v6 fights or 12 man deathmatch with looting enabled and a extra 10-20 seconds after the match is over to continue looting dead players. Players could also receive tokens that could be exchanged for items at a merchant npc.
Suggestion ID: 1504560 | Submitted at
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add more depth to weapon damage and the type of damage a weapon does vs what kind of armor an opponent has. An example being a mace does more damage to plate armor than a sword or axe would and a sword does more damage to lightly armored enemies than a mace or hammer
Suggestion ID: 1504561 | Submitted at
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Add a pity system to the game, where if a player continuously dies for several rounds with gear amounting to a certain gold threshold, they receive a relief package of random goods/items. It would encourage people to continue playing instead of raging quiting even if they encounter a string of back luck. It would also ease gear fear, as people wouldn't care as much as long as they know there's some hope for them to turn it around with the relief package.
Suggestion ID: 1504564 | Submitted at
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We all see that a tallent system is on its way which is epic and I can not wait!
I'm just hoping and suggesting that it works similar to tallent trees in let's say World of Warcraft.
Progressive unlocked by levels but diverse so that if 5 wizards enter a room the chance they are specced the same is low.
The ability to build and tweak your own plan for individuality really helps make a character feel personal.
Suggestion ID: 1504632 | Submitted at
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Someone else suggested something similar, but I think a gladiator arena would be fun; unsure whether you should risk gear to earn more, or just gear up on a fixed budget, but I think it'd be fun to, for example, let players spectate and place bets on the combatants. The PvP in this game is quite interesting, and I think allowing it to be explored in a dedicated environment.
There's also the potential, with betting, to bring in an economic regulator. I understand that some people have argued that limiting inventory space—and thus maximum gold—prevents gold inflation, which is a sensible concern to me, though it seems some people are creating vault characters to bypass this. However, if spectator sports and other economic systems were introduced to the game, perhaps with a slight tax for the "house," it could create an organic venue to take a small amount of money out of circulation while promoting community events.
Especially if, for example, players could personally (or as groups) organize and fund events.
That's probably all getting a bit too ambitious, but I still think the base idea of straight PvP—especially with the potential for spectators and/or gold betting—would be fun!
Suggestion ID: 1504643 | Submitted at
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removing all attribute or severely capping it. +1 all attribute is equal to FIVE RAW STATS. Which don’t get me wrong, i know some stats aren’t beneficial to all classes etc etc, but the fact of the matter is it makes your class good at EVERYTHING. The fact that it can spawn up to +3 all att (NINE total stats in ONE armor/weapon modifier) is absolutely disgusting to be frank lol
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1504649 | Submitted at
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this is a pretty far out suggestion but having a "free range" tavern the player loads into similar to the main lobbies of the game Deep Rock Galactic would be cool. A little area to run around swing some weapons with some interactables and NPCs to give missions / start a game or something. Just something I thought id throw out there to maybe inspire something in the future. Only was able to play the last day of the playtest but I seriously loved it ❤️
Suggestion ID: 1504653 | Submitted at
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I remembered my original suggestion. As maybe a daily or weekly reward have an adventurers guild quest for a "Dungeon cleanup". It would be a solo mission that takes you to an instance of a Dungeon that has already been done. They could either be sent in with a gas mask or something to let them survive in the plague or remove the plague. The goal being to clear out the Dungeon of any remaining threats. But you'd have access to any un-looted chests, bodies and any remaining monsters without pvp threat. The idea came to me because I thought it would be cool if someone could come across the remains of a battle and kind of piece it together and imagine how it unfolded
Suggestion ID: 1504672 | Submitted at
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People should only be suggesting one idea/item at a time per entry, the amount of lists I read where I might have agreed with one or two things but heavily disagreed with one or more others was very often, others can only vote Thumbs Up, Thumbs Down and Thinking/Maybe/huh?, creates a ton of clutter and you have no idea which idea(s) a person liked or disliked of yours when they vote if you list multiple things in one.
Suggestion ID: 1504674 | Submitted at
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[Do not let mobs change aggro in the middle of an attack animation. This mechanic was frustrating during test #3. We would be attacking a mob from behind, when they would 180 and hit you mid swing even through the animation was started/triggered by the player infront.]
Suggestion ID: 1504715 | Submitted at
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add potions or a spell that a cleric could use that regenerates the use of spells or skill attributes that can be used a certain amount of times so players can use abilities more to balance broken skills add limits to skills that would be overpowered.
Suggestion ID: 1504741 | Submitted at
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[Make all the basic stat increasing gear available in the store at lowest rarity, not just leather gloves and louse trousers. Agi is already an ideal stat, and trousers and gloves cost 8 and 5 gold respectively, being very cost efficient high mobility build enablers. It did not feel fair I could access that every run on a savage/axe mastery/two handed mastery/X perk build barb and have a great return on investment, but clerics or wizard could not purchase rawhide gloves and padded leather pants for extra knowledge and will if they wanted. Or, that rogues or fighters could not get riveted gloves and heavy leather leggings for bonus strength. What I am getting at is, please allow raw stat options and customizations to be within purchase power at crap rarity for all classes, not just agility favored.]
Suggestion ID: 1504750 | Submitted at
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Skeleton wizards should be easier to kill while using melee classes. Right now they can kill a player in basic gear in two or three hits. I think that skeleton wizards should have to charge up their spell for a couple more seconds, while charging their spell they should only be able to rotate towards the player slowly or not be able to rotate at all.
Suggestion ID: 1504762 | Submitted at
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add a morality system, in which if you get team killed, you can vote to say if it was with malicious intent or not. If someone gets more then 10-20 votes, their name will turn orange, and if they get 30-40 votes, their name turns bright red.
Suggestion ID: 1504783 | Submitted at
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Make the players drop a ear when they die by another player like in diablo 1, kind of like dog tags in other games. It would say Ear of LilTimmy killed by GigaChadAndy ( like a trophy for killing a popular streamer or yter) Made a enemy in trade channel that keeps under cutting your prices get his ear, maybe that new teammate you picked up trolls you entire game or just rubbed you the wrong way get his ear, lets not forget that crouching friendly guy that betrayed you and stabbed you in the back and took your gear get his ear, hell just for more fun even a friend get his ear. 🤣 You could add a bounty section to the player trades and offer gold or items to whom ever can bring you the ear of LilTimmy.
Votes
Opinion: +49
Upvotes: 52 94.54%
Downvotes: 3 5.45%
Suggestion ID: 1504787 | Submitted at
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to add to the ear collecting from dead players, maybe add in a bounty hunter merchant that will buy ears for varying prices? Maybe base the pricing on the leader board scoring? Higher the rank, the more gold should be paid out.
Votes
Opinion: +49
Upvotes: 53 92.98%
Downvotes: 4 7.01%
Suggestion ID: 1504813 | Submitted at
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a little change of pvp game mode. everyone is tired of narrowing circles like in pubg. you can make randomly appearing 3 hatches somewhere in the dungeon that are not so easy to see. And just delete the death circle .
also players can find red hatches to the next level. it will be much more interesting to play this way.
Suggestion ID: 1504871 | Submitted at
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maybe give the cleric a thurible (for those who aren't sure what I am talking about it's that metal container that is hung from chains that has smoke coming out of it from burning herbs and is used by catholic and orthodox churches.) it would be cool as it is a aesthetically cool tool. To make it interesting it could be what the crystal sword is to the wizard, a weapon that can be swung like a flail with left click leaving smoke everywhere you swing it and being able to cast spells with right click.
Votes
Opinion: +49
Upvotes: 51 96.22%
Downvotes: 2 3.77%
Suggestion ID: 1504874 | Submitted at
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maybe add some sort of fame/mastery levels once you have reached max level, it wont give more perks or anything just a way to track how far you've come with a certain class and maybe have a symbol next to your name in lobbies and kill feeds with what fame/mastery rank you are
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1504883 | Submitted at
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when the floor spikes go off and retract into the floor, make it so you don't take damage when you walk over them. The Animation has a cool down and I don't think it makes sense for the floor spikes to be down and for them to still deal damage. Could shorten the time between animations even.
Suggestion ID: 1504891 | Submitted at
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There is a guy here suggesting about taking enemy's soul to sell to the goblin merchant, i just want to add a suggestion about a more risky option here, that is to use them on the altar of sacrifice (took more time to pray, but also a bit less health needed to revive someone), it will then drop a loot with a wide range of variety (treasure, equipment, weapon, utility,...) with the chance of its rarity based on the level of the enemy that you took (1-4 soul of a looter, 5-9 soul of an adventurer, 10-14 soul of a veteran, 15-20 soul of a warrior) but the loot from the best soul should have the chance being purple under 7% and orange being less than 3.5%
Suggestion ID: 1504947 | Submitted at
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I’m over it I promise! Just my thoughts… There’s already a mechanic with spell casters that they need more Wisdom I think to use certain spells.
Have the Barb need a Ridiculous amount of strength to effect Bigger Mobs. Or have a strength score for each mob that the fear will work on dependent on Barb strength score.
Cool effect idea if the Barbs strength x4 the number required to fear, mob EXPLODES 🪓🤣🤘 to see a dragonfly explode makes me Smile, hate them…
Votes
Opinion: -22
Upvotes: 3 10.71%
Downvotes: 25 89.28%
Suggestion ID: 1504962 | Submitted at
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I think that the traps laid out on the maps in this game could use some additions. It's a fun mechanic with a lot of potential if expanded upon. It would be cool if they were more meaningful. Make them deal more damage but allow the player to manipulate them better. Allow the ranger to permanently disarm them after some time and maybe even tune it to be more deadly if using the correct perk. Allow the players to trigger the trap with a well-aimed throw of a dagger/torch/axe. The traps would also need a longer cooldown between activations. A good example is the spiked floor trap that activates for 2-3 seconds with half a second of downtime. This would make traps a lot more fun and engaging than just walking over them and jumping over them all the time. How about introducing some traps that have to be manually activated by a player? How about a lever with a nice view on a bridge that drops the players on the hatch linked to it? You could make yourself all sneaky and comfortable and setup a nice trap as you drop the enemies into a room full of spiders. How about a huge axe head on the ceiling that would swing through the corridor if one of the player stepped on a pressure plate one one side of said corridor? You could deal some nice damage with it. It would be great if activating traps and taking advantage of them and your map awareness as a rogue would be more incentivised than just dealing very high dps in melee. There is definitely a lot of room for improvement by making traps more interactable and engaging. How about adding some puzzles? Decode the signs in a room and step on the right pressure plates to open the passage to treasure. Take the wrong step and reveal hidden doors releasing mummies instead.
Suggestion ID: 1504992 | Submitted at
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add a bestiary, a compendium of beasts, where it shows in this book, how many hp have each enemy, their weakspot (headshot) their weakness and same for the elites variants ect
this would be just a book in the main menu, would be cool also adding some descriptions about monsters, it would be cool to have some lore also about bosses and enemies.
A bestiary might be useful to understand mechanics of monsters also, like the one about spiders that spawn to pots.
Votes
Opinion: +104
Upvotes: 106 98.14%
Downvotes: 2 1.85%
Suggestion ID: 1505000 | Submitted at
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When a monster or player kills another player give a red star or some kind of indication that they are a player killer. For monsters can make it slightly harder to kill / drop a little more loot, for players can have a view of how many players they've killed.
Suggestion ID: 1505006 | Submitted at
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[Add an active ability to berserker that allows you to throw your main weapon if it's an axe, dealing your normal strike damage damage on impact. As a drawback you'd be temporarily restricted to using fists until you pick up the thrown weapon or until X seconds pass.]
Suggestion ID: 1505051 | Submitted at
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[Wizard PVP needs a nuff. The magical resistance to the player's equipment must be higher or easier. "Haste, Invisibility" must be nuff only when the subject is another person.]
Votes
Opinion: -34
Upvotes: 2 5.26%
Downvotes: 36 94.73%
Suggestion ID: 1505167 | Submitted at
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Have some weapons such as shields and two-handed axes alternative attacks on right click that push, kick or shove the targeted enemy. This would allow the players to make getting stuck in a corner by a zombie a lot less awkward and also make for some fun scenarios where you could push enemies onto traps and into other spells/attacks
Suggestion ID: 1505302 | Submitted at
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[I think an interesting mechanic could be adding after-images to extinguished light sources, and/or temporary darkness when transitioning from a light to dark area, to simulate the players eyes adjusting to the varying light.
I think it could be good for a number of things, it could provide some minor consequence to just casually whipping a torch out to check a dark corner, it could also give tactical value to the wizards light spell, a DnD classic is casting light on the eyeballs, that might be a bit OP in this, but it could make it a useful opener against an opposing team, setting up an allied rogue to take advantage of obscured vision, it could also be helpful to a rogue in general, giving more tactical use to manipulating light.
I don't think it should be anything crazy, just enough that it may or may not make a difference in the heat of the moment.]
Votes
Opinion: -19
Upvotes: 1 4.76%
Downvotes: 20 95.23%
Suggestion ID: 1505327 | Submitted at
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change victory strike on fighter so when you activate it, you get that 20% dmg increase on 1st swing, and then the enemy u hit gets tagged for 5 (upto debate on how long) seconds and if u kill the enemy in that time window u get 5% heal. bcuz u cant activate the skill during swing and chances are your gonna get the kill after a hitting a combo
Suggestion ID: 1505332 | Submitted at
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Weapon Damage Balancing
I noticed this playtest that some weapons are essentially objectively better then others of the same rarity
A prime example being the falchion versus longsword for instance
The falchion not only has comparable if not superior damage at any given tier - it also has superior swing speed and a more consistent block in the form of taking a shield - technically at higher rarities it can also benefit from an additional set of stats compared to the longsword as well (whatever stats your shield has as well)
My actual recommendation for a fix isn't to do substantial damage adjustments on a per weapon basis - but rather to take a page from the soulsborne series and to increase the benefits strength has for damage on two handed weapons (IE one handed scaling at 1x Strength but Two at 1.5x)
Later on when character customization becomes a more in depth thing this will lend another layer of complexity in design for quite a few archetypes - making strength stacking a risk reward mechanic for characters that forgo a shield or the movement advantage of a lighter weapon
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1505402 | Submitted at
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change #the-tavern name to #tavern
Votes
Opinion: -27
Upvotes: 6 15.38%
Downvotes: 33 84.61%
Suggestion ID: 1505417 | Submitted at
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Mages new spells: wall of stone, not a long duration, walls can be destroyed , wall of fire, some 3x1 grid with fire , low damage except you stay all the duration (medium damage), Blind , I saw that ball that only brights exploding and having a flash of 1 sec on players, mage more dungeon-control sounds cool
Suggestion ID: 1505424 | Submitted at
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new barbarian ability: boulder toss
grabs object or boulder if nothing available and tosses it at target location, does damage and creates an obstruction that blocks projectiles
Votes
Opinion: -16
Upvotes: 15 32.60%
Downvotes: 31 67.39%
Suggestion ID: 1505443 | Submitted at
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Quarterstaff Rogue
Acrobat archetype Rogues were always a fun D&D concept. Nothing crazy with damage, just a good option for blunt attacks with a little more reach. Usable by Fighters / Rogues / Monks for a somewhat hit-and-run type 2h rather than the current ones where you just go for 1 shots
Votes
Opinion: -5
Upvotes: 14 42.42%
Downvotes: 19 57.57%
Suggestion ID: 1505454 | Submitted at
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Change the slowdown curve when swinging 2h weapons.
Less movement slowdown and more maneuverability during the swing's windup, slower and more punishable on the recovery.
Right now it's so easy to just walk out of range of most 2h weapons. Weapons like the maul will never hit anyone who isn't AFK.
Votes
Opinion: +27
Upvotes: 35 81.39%
Downvotes: 8 18.60%
Suggestion ID: 1505554 | Submitted at
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[ I think the idea of bosses in the game is a great idea, the lich seems like a good start. Later on I think it would be amazing to see unique boss mechanics be added, multiple phases, and special moves. ]
Votes
Opinion: +20
Upvotes: 31 73.80%
Downvotes: 11 26.19%
Suggestion ID: 1505607 | Submitted at
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[Give barbarians a stagger with some of the larger, barbarian exclusive weapons. Have it as the right click. It gives the barbarian a way to counter small shields and large enemies}
Votes
Opinion: +23
Upvotes: 33 76.74%
Downvotes: 10 23.25%
Suggestion ID: 1505660 | Submitted at
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Do away with gold taking space in the storage; just allow it to be stored into the storage kinda like D2 and other games do, or, alternatively, add a gold chest that takes 4x2 stash slots that holds a large quanitity of gold. Constantly moving 50 gold bags in and out when you have 2k+ gold is a chore and annoying, removing the 0 gold bags after trading or spending at vendor to reduce clutter is also annoying. Just allow it to show on the "total gold" part of your character tab and be able to store into stash. BTW on plasytest #3 it showed "totalgold" at the bottom of the character sheet; this is nit picky but it should read "Total Gold" instead of being all lower case with no space; looks poorly done as is like someone just threw it into the UI without caring.
Votes
Opinion: +80
Upvotes: 82 97.61%
Downvotes: 2 2.38%
Suggestion ID: 1505732 | Submitted at
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I think many people have said this before. But I think it may be a good idea to have the zone be more of rooms closing off. I think if rooms were closed off/dealt damage and more slowly did that until the final room or two that might be a bit better. I think the zone is a bit wonky, the mechanic is needed but there are so many times where there is a small amount of a room still in zone where say a portal will spawn or an enemy will rat. Also if you look at maze some of the end zones there are really hard to deal with since you have to run out of the zone to get around maze. I think this could also slow down how fast it feels like the zone moves since instead of it closing off the outside rooms plus a bit more it may feel less fast, even if it isn’t. This mechanic may not work as good on the 3rd floor though because of the 9 large rooms.(also when I say closing off I just mean the zone is in those rooms and damages you)
Suggestion ID: 1505824 | Submitted at
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im pretty sure this is in the works. But a legendary mob of the dungeon crawler genre is the Minotaur. If you do add one, make it a powerful roaming boss. It reponds to sound and has terrible eye sight. So if you stand still it will pass. If you run it will chase you and break doors.
Votes
Opinion: +89
Upvotes: 92 96.84%
Downvotes: 3 3.15%
Suggestion ID: 1505866 | Submitted at
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Improved Wraith aggro to work as intended. Instances where the Wraith will go through multiple rooms and still be aggroed unless there is no path available should be fixed. To add another Wraith issue noticed, Invisibility Potion does not work in certain instances in losing Wraith aggro (even at long range/no LOS).
Suggestion ID: 1505867 | Submitted at
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When the lobbies merge into one another as player progress into the deeper dungeons.. Make the 1st floor similar to Tarkov exits without a swarm but a time limit. then once in the dungeons the swarms activates and keep it how it is now. Extent the timer for the bottom level by a minute
Suggestion ID: 1505874 | Submitted at
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Turn the rogue's smoke bomb ability into a utility item that only the rogue can you, kind of like how ranger has bear traps. (Currently the smoke bomb ability is used by nobody because the other abilities are so much better.) I have other rogue change ideas but im kinda lazy.
Suggestion ID: 1505897 | Submitted at
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Couldn't we replace highroller with increasingly harder dungeons. But instead of the same dungeon with other mobs. Maybe its supposed to be deeper levels of the dungeon. As you go further down other mobs and terrain types appear. So the newbies will keep clearing the first one. While as you grow bolder you might venture down to the harder dungeons with different themes. (and i mean this as a seperate queue and not red portals style).
Votes
Opinion: +6
Upvotes: 19 59.37%
Downvotes: 13 40.62%
Suggestion ID: 1505908 | Submitted at
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If the swarm is added in the other levels, to aestheticaly change it for other thing, like for the forest, change the swarm for absolute darkens or a mist of evil spirits and for hell change it to dark flames/toxic fumes or even boiling blood.
Reason: it's cool and help building lore
Suggestion ID: 1505921 | Submitted at
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PvE Only Characters
A separate function that allows for characters that can only play in this mode. In this mode it would be just the dungeon for a group and allow for experimentation as well as the ability to dungeon as a group of people who do not enjoy PvP. This could have enhanced enemies and modifiers that would increase the difficulty of successfully escaping and none of it could carry over to standard PvPvE dungeon characters
Suggestion ID: 1505933 | Submitted at
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[Add the ability to drag corpses. Obviously, greatly decrease movespeed while dragging a body though. This is useful for two reasons: One, if you kill someone just outside of the Death Swarm, you can now safely loot them. And two, if you're a Cleric with Resurrect, and your teamate dies either out of zone, or due to a trap, you can resurrect them. As is, if a teamate dies to a trap, and you resurrect them, they're just dead again lol.]
Votes
Opinion: +86
Upvotes: 89 96.73%
Downvotes: 3 3.26%
Suggestion ID: 1505987 | Submitted at
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Lone Wanderer Buff
Going alone is much more dangerous than in a group, but is currently a core part of the game. I would like to suggest adding a buff to help make it easier to play solo, while not changing the current solo vs group gameplay experience or having any direct impact on a fight. This buff would be given to a player entering with no other party members, and last the entire round.
25% Less Zone Damage- Allowing Solo players to loot longer, evade chasing groups in the zone easier, and re- position with less risk
15% Faster Portal Opens- Allowing solo players to slip out faster than usual in tense pvp or pve situations, while still having the risk of portal interaction time
15% Faster Campfire placement speed- Allows solo players to take less risk when placing campfires. This would encourage solo campfire use, as right now it is very dangerous to do by yourself early in the round.
Votes
Opinion: -40
Upvotes: 16 22.22%
Downvotes: 56 77.77%
Suggestion ID: 1505989 | Submitted at
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[Replace highroller with the ability to buy into a deeper level of the dungeon. Just have it so you can pay to go to the second or third level at increasing amounts of money. It would mean that if you're getting bored of having to do the first floor to go down you could just skip it]
Suggestion ID: 1506006 | Submitted at
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[A new mode that pits the whole server against a raid boss. You build a buff over the course of combat for actively being part of the fight so no sandbagging. once you kill the raid boss the server turns on PVP and his body becomes lootable with amazing gear. From here on out its riddick rules " you keep what you kill."]
Suggestion ID: 1506012 | Submitted at
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An auction house where items can be searched and then filtered via drop down menu by rarity would be useful.
Sometimes finding the items you need in the current trade chats can be difficult or time consuming.
Also, allowing us to favorite items in said auction house could streamline the tedious buying process.
Suggestion ID: 1506041 | Submitted at
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Because there are many different variants for a single weapon (the looks change depending on item's rarity) I think it would be cool if we could buy skins for specific weapons, shields and gear. Maybe include them into the battlepass each season too if you're considering adding it.
Suggestion ID: 1506160 | Submitted at
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My name is Gabriel Corrêa, and my idea is to create the character Shaman, his skills would be totems, totem buffs, area damage, and healing, leather armor..., with passives of increasing armor, increasing totems... .
among other cool ideas we had...
Suggestion ID: 1506202 | Submitted at
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I've read a terrible suggestion which you marked as approved.
The guy said that stash size it's ok, but there's no way that stash size it's ok. It isn't even near to be ok, make it so we can buy more stash tabs, but make it progressive and expensive.
For example first extra stash tab 1k gold, 5k gold for the next one and so on, or if you want money for it I don't mind, I'll spend hundreds just to have the simple QoL to be able to storage my loot. Otherwise if I can't even save my loot there's no point to keep playing.
Like it happend to me in playtest whenever I looted legendary stuff from other dudes there wasn't any hype on it cuz you know what? I ended up selling at vendor for 20gold cuz I don't have any stash size.
I also wanted to have stuff for my different builds as cleric, one for magic dps / healing, another one tanky, another build for dps but I can't even have 1 backup gear.
It ended forcing me to make tons of alts for just storage and that's so tedious, everytime I need something I have to log on all my alts, check where's the stuf I'm looking for and ask my friends to trade it to my other character.
TLDR: Please, let us have almost unlimited stash tabs, or at least 6 more tabs but make it expensive, so I don't need to log on my 20 bank alters everytime I'm looking for an specific item
Suggestion ID: 1506258 | Submitted at
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One of the major problems I ran into was being body blocked by a single enemy, even at times just a pile of bones would stop my character from moving completely. I would love some kind of feature or implementation of a characters weight allowing them to body slam enemies to push them. I.e. a fighter using dash ability should give a pretty good push, maybe even a slight push to the skeleton captain. However a ranger or rogue not wearing any armor should have a very light push and a lot more struggle to get past enemies.
A similar thought that I think could be a complimentary feature was the idea that jumping on top of spiders should do some damage to them. And I would also add you should be able to do a chunk of damage to piles of bones likes its DnD and you are stomping on their skulls.
NOTE I do think that being required to fight enemies in a hallway is good. I really don't think this push mechanic should be anything too powerful, just something where like a pile of bones realistically wouldn't be too hard to kick out of the way and run by. (Maybe a movement slow to signify your character struggling to get past rather than being completely stuck)
Votes
Opinion: +14
Upvotes: 25 69.44%
Downvotes: 11 30.55%
Suggestion ID: 1506287 | Submitted at
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make it so people with higher gamma or in the max can't see you in the dark as is intended (saw some videos where people where putting gamma into max and they can actually see in the dark)
Votes
Opinion: +65
Upvotes: 67 97.10%
Downvotes: 2 2.89%
Suggestion ID: 1506355 | Submitted at
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add an exceedingly rare magic trap that is more or less a pocket dimension with a couple enemies and maybe even a loot incentive that must be escaped to the same or different location (maybe both at random). It would shake things up by isolating members of a team or as a hiding place for solos.
Suggestion ID: 1506384 | Submitted at
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[Please add solo-only lobbies. The game is a ton of fun but it gets completely ruined when you are playing as a single solo player and you constantly run into bloodthirsty trio parties in the same lobby with no way to opt out of them and you inevitably get murdered with no hope in hell. Most games have the option to be put into Solo-only lobbies. Please add this option. Thanks.]
Suggestion ID: 1506415 | Submitted at
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[New active ability for figther: shield charge: a short rush or tackle that pushes aside npc and players as you go, as a way for opening a path for teammates when monsters block a doorway or a corridor, and as a fun high-risk way to break door stalemates when fighting another team.]
Suggestion ID: 1506513 | Submitted at
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Custom attack animations
Let us slot different types of melee attacks (angles, timing, ect.) together to make a custom attack pattern for our weapons. It will make figuring out the opponents combat style more interesting than learning a few different weapons and knowing what to expect. Being able to mix some more thrusts into my arming sword attacks would be nice.
Suggestion ID: 1506528 | Submitted at
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[Add to the toolbelt radial pop-up menu when pressing corresponding keys (3,4), the similar way as it works with spell memory when choosing spells. It may realy helps to not messing up with picking item to use or with cicling trough items in a hurry.]
Suggestion ID: 1506529 | Submitted at
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[Rocket Propelled Grenades
Rocket propelled grenades are a powerful and effective weapon for combat and can be used in a variety of tactical situations. By adding them to the Dark and Darker game, players would be able to experience a more realistic and intense gaming experience. The use of rocket propelled grenades would allow players to engage in more diverse and complex battle strategies, as they would be able to use the grenades to launch explosive attacks from a distance. This would create a more dynamic and unpredictable battlefield, as players would be forced to think on their feet and come up with creative strategies to outmaneuver their opponents. Additionally, the use of rocket propelled grenades would add an element of strategy to the game, as players would have to weigh the risks and rewards of using the grenade in order to achieve their goals. Furthermore, the introduction of rocket propelled grenades would also add a layer of realism to the game, as players would be able to experience the effects of using a powerful weapon in combat. Overall, incorporating rocket propelled grenades into the Dark and Darker game would elevate the gaming experience by adding a layer of realism and complexity to the game.]
Suggestion ID: 1506563 | Submitted at
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[Rust Monsters! Once they get item durability into the game, Rust Monsters should be considered to scare those juiced weapon users into frightened children running away! Maybe not instant destruction like in actual D&D, but some damage to the durability with every touch of the Rust monsters antennae or every strike against it's hide. Might have to get out the fists to beat it to death to prevent damage to weapons.]
Suggestion ID: 1506583 | Submitted at
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drop off locations for loot mid game, maybe make it a perk or a spell, but it makes players to abandon each other to save their loot when leaving is the only way to save their gear
Votes
Opinion: -50
Upvotes: 1 1.92%
Downvotes: 51 98.07%
Suggestion ID: 1506635 | Submitted at
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[Adventure Mode/Tutorial Mode]
Allowing new players to learn the game with or without time pressure from the dark swarm and without PVP. No levelling and no item progression, can use found items only within that session.
Votes
Opinion: -40
Upvotes: 11 17.74%
Downvotes: 51 82.25%
Suggestion ID: 1506693 | Submitted at
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[Have mobs take damage and eventually die if they are outside of the zone (each zone dealing more and more damage). I have had multiple instances of dying to a hoard of mobs while having to rotate in zone because a team was holding me.]
Suggestion ID: 1506715 | Submitted at
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[Add a sedative arrow/sedative dart gun so you can sedate people then drag them through the red portals and maybe steal their loot and stuff when they are asleep. Maybe add some handcuffs with this so you can be a pacifist and steal peoples loot then run away]
Votes
Opinion: -49
Upvotes: 5 8.47%
Downvotes: 54 91.52%
Suggestion ID: 1506798 | Submitted at
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[skill-based and gear-based matchmaking. so many gamers these days with so many skill levels, pitting people against others of similar skill levels will help make the game more enjoyable and improve player retention]
Votes
Opinion: -57
Upvotes: 4 6.15%
Downvotes: 61 93.84%
Suggestion ID: 1506833 | Submitted at
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so if bard is confirmed to be added I assume it will be a supportive class, in that regard it needs to have sone kind of healing ability. Maybe not an instant heal, a regen possibly. If it can’t heal there will be no reason to pick it over cleric a mistake many other games have made.
Even in games like ff14 for example they have a hard class plays music buffs etc but it doesn’t have a heal, making the other ranger support class just better in every way for a party.
Plz give them at least a light regen so they arnt out classed by clerics
Suggestion ID: 1506838 | Submitted at
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A blink spell for wizard, kind of similar to what ghost king does. Low max charges and high memory cost that would be an alternative haste/invis. the caster would be vulnerable for some time after teleporting so that attacking/casting again instantly upon arrival isn't possible
Suggestion ID: 1506847 | Submitted at
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[It would be cool if there was a class that can mess around with the environment, like trapping chests and doors.
The Barbarian perk- Smash, weapons should not recoil from hitting objects like vases and go straight through them. I also did not really see much effect of the "Increases impact power of attacks +1 to better defeat blocks/parries." My Felling Axe sure did not better defeat blocks/parries.]
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1506866 | Submitted at
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Whips, spiked whips, chains. For fighters exclusively. Hits in a path directly in front of you so more likely to miss/easier to dodge but reasonably longer than a sword. One handed with less damage than a sword. The precision of the hit also allows the user to aim exactly where they want the blow to land. Add it because it's awesome.
Votes
Opinion: -11
Upvotes: 6 26.08%
Downvotes: 17 73.91%
Suggestion ID: 1506868 | Submitted at
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add a little smoking pipe item. Regenerates health VERY slowly while using it, but only while using it. Like if you had to drink the potion the entire time it was healing you.
Votes
Opinion: +34
Upvotes: 40 86.95%
Downvotes: 6 13.04%
Suggestion ID: 1506897 | Submitted at
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make a room for the player that will be where the menu settings are (similar to a blade and sorcery style) from there, you can put decorative items in the dungeon to have a 'keepsake' from bosses and that kinda things (would also influence market for these kinds of things)
Suggestion ID: 1506927 | Submitted at
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I personally think it would be cool to see character promotions and paths like in the Fire Emblem-series, something that could be implemented with the character specialization menu the developers are working on. Seeing a wizard becoming a sage with more of a spell focused playstyle or necromancer with summons, a rogue becoming an assassin, or cleric becoming a monk or paladin. A cleric could change his melee power to be able to focus solely on heals and magic, or he could give up his heal magic for a more fighting focused playstyle. Just an idea, let me know what you think in the #suggestion-discussion channel. 🙂
Suggestion ID: 1506938 | Submitted at
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*Race/Class/Subclass system for more in depth customization of stats for the intended gameplay of the players. The races. eg. Skeleton, Elf, Vampire, Orc, Human can have set stats that increase the classes base stats. Subclasses could be unlocked at level 20 and a 3rd skill with the addition of a 5th or 6th perk could be applied from the subclass to the main class and they could share equipable weapons/armor. Or if a player wishes to choose to keep their class without the subclass they can choose to do so by recieving a 3rd skill and a 5th-6th perk to compensate for the missing subclass.
Suggestion ID: 1506951 | Submitted at
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If the devs plan for this game is not to have self trade from friends or guild vaults if that ever happens or anything else, they could just add a unique id for all chars you make from your account, so when you pick up items or buy it from vendors it gives that item your unique id (cant be seen of course and cant be changed) but if its then traded or dropped it wont let you accept trade or pick it up cause the game know the ids are the same an came from the same person ( diablo 2 used this for dupes but might be a solution to self trade or if a dupe method is ever found hope not ) lol anyways downvote away ❤️
Suggestion ID: 1506952 | Submitted at
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Unnerf Hide for Rogue so it can compete with Wizard Invisibility. If people do not know what the original Hide worked like, as long as you stood still it was infinite. I'd be fine if that was re-added as a Perk if it's still deemed too good.
Suggestion ID: 1506992 | Submitted at
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Take 2 of Hide buff. Hide is infinite duration as long as you stay still but does NOT get Sneak built in like in Alpha 2 so if you want it to work like Alpha 2 you need to also wear the perk. Note: This would NOT be a change to Invisibility potions, only Rogue's Hide skill would have the infinite duration while standing still.
Suggestion ID: 1507007 | Submitted at
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While it's great to hear that the team is taking Cheating seriously, it's an unfortunate reality that it'll be impossible to stop every cheater from slipping through the cracks. That's why I think it's important that Ironmace learns a bit from The Cycle which suffered from a similar glut of cheaters that nearly brought it to it's knees and implement some of the fixes they added. First one they should 100% add:
If you get killed by a cheater and that cheater is banned, you are refunded your items you lost from the cheater (or given some gold as a compensation)
Getting unfairly killed by a cheater and losing a Legendary item is gonna be super frustrating. While D&D has a good balance where it's not so super gear dependent right now, this will grate on players in the long run still and having a refund system for getting killed by a cheater will lesson the sting.
Suggestion ID: 1507016 | Submitted at
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Lengthen the duration PvP engagements by:
Lowering damage across the board, or raise HP across the board.
It is so easy to 1 shot an enemy in the head or with a fireball. Even with zero damage increase stats on a Barbarian you can kill a 3 man team with 3 swings.
It will cause more people to stack +physical or magical damage if they wish to kill faster but will cause more gritty fighting enhancing the PvP aspect
Suggestion ID: 1507045 | Submitted at
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[I think a deployable oil trap that can be lit on fire would be very unique and interesting. Ideally it would be quite reflective to be visible in the light and can be lit on fire by a variety of sources including thrown torches and possibly even weapon strikes (sparks). I'm not certain how the deployment of the oil would work but I imagine it can be used to block of passageways or prep arenas to a players advantage. The deployment time definitely needs to be very slow for balancing.
Suggestion ID: 1507050 | Submitted at
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Fire Arrows
We have open sources of flame everywhere. Using a Perk slot to allow you to dip the tip of an arrow in and ignite would be sick. Give it a nominal burn effect if it hits an enemy (not a dps increase compared to just shooting arrows normally considering setup time) and light a location near the landing for 5ish seconds.
Suggestion ID: 1507063 | Submitted at
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*Inventory items such as bags, backpacks, armor chest, weapon chest, etc. should be added for sorting of items, and being taken into dungeons. eg. a weapon or armor chest could take up the entire inventory space on a characters person but increase the size of specific items being stored in the chest by 2-3 times. while bags and backpacks take up less inventory space but can store any items at a lesser rate than chests.
Suggestion ID: 1507070 | Submitted at
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[accurate hit/collision boxes, it was clear mobs/players collision boxes blocked forward and strafing movements in hallways and narrower(not doorways) areas where visually it was clear that one can move, notably mobs would also hit players successfully despite visually avoiding attacks but not vice versa.]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1507151 | Submitted at
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Do not implement a Auction house similar to World of warcraft.
The current trading system you have in place is in fact the best way to go with, adding in filters to the current trade system to filter out rarities and armors/weapons to make it easier.
If a auction house system is implemented then the base price on items would drop fast, which would make gold making with trading troubling.
Suggestion ID: 1507162 | Submitted at
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[Meditation providing spell regen based on Tier AND applied spells, I.E. T6 and no other spells provide 2-3, 1 T1/2 providing a full refreshment with dimishing returns the higher the slots are filled -1 per slot down to 1 per slot with a % chance to add up to 3 refilled to a spell based on slots used and tier, higher tiers having lower % with a cap of 2 for T6 at 5+ slots filled making lower tiers reliable OT and higher tiers more situational]
Suggestion ID: 1507164 | Submitted at
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u have main mechanic from tarkov, which is good. But best thing in tarkov its that u can craft ur own weapon, so, why dont make some forge stuff? Like in mnb bannerlord, where u can craft ur own sword/axe/spear with different stats and visual, i think EVERYBODY will like that thing
Votes
Opinion: +41
Upvotes: 46 90.19%
Downvotes: 5 9.80%
Suggestion ID: 1507209 | Submitted at
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Since wizards can have up to 10 spells unlike other classes make it so they have cd on their abilities to balance it out and im not talking about the casting time cd just make it so they cant throw 5 fireballs in rapid succession followed by haste and invisibility and then magic blue fireballs all within 3 seconds xD
Votes
Opinion: +16
Upvotes: 37 63.79%
Downvotes: 21 36.20%
Suggestion ID: 1507230 | Submitted at
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Allow players to play as unique characters and/or monsters to hinder peoples runs. If the player manages to rack multiple hinders, they receive per-game upgrades that could be based on a card system, like starting off as a weak jar spider that can rally the other spiders and example upgrade of climbing up walls or creating web traps to slow down players.
Suggestion ID: 1507231 | Submitted at
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[For ranger, there is only one perk for cross bow so if you want to play cross-bow and rapier for example y can only have one perk usefull (except footstep) it could be interesting a perk for crossbow like increase damage,reduce bullet drop ...]
Suggestion ID: 1507235 | Submitted at
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[make picklock more usable for example usible multiple time (for one chest) or maybe like Skyrim an infinite amont of time but with a chance to break of not use correctly. Also don't make the moment when the pick lock is use clear bebause now it start random in the timer opening chest ]
Votes
Opinion: +10
Upvotes: 19 67.85%
Downvotes: 9 32.14%
Suggestion ID: 1507240 | Submitted at
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Give rogues more survivability for solo players, no footsteps sounds when using Hide as a perk, quiet/slow door opening as a perk or rogue standard, instead of Hidden pockets only hiding Utility Slots, have it also hide weapon buff glows so rogues can hide in the shadows prepared without their weapon giving them away. instead of Pickpocket only allowing you to steal an item from an enemy, allow for rogues to poison potions which could eventually turn green after 2 minutes after poisoning. Obviously not all of these would be a good idea to have as it would make them too overpowered but hopefully some ideas seem appealing enough to implement for rogue life being better.
Votes
Opinion: -32
Upvotes: 5 11.90%
Downvotes: 37 88.09%
Suggestion ID: 1507242 | Submitted at
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[Crossbows unload themselves, when put into player inventory. I saw a few videos of people hot swapping crossbows from their inventory so they did not have to reload them mid-fight. I believe doing this bypasses the high damage/high reload of the crossbow. Of course, crossbows in your 1 and 2 slots remain loaded till shot.]
Votes
Opinion: +47
Upvotes: 56 86.15%
Downvotes: 9 13.84%
Suggestion ID: 1507247 | Submitted at
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[Putting weapons into your 1 and 2 slots from your player inventory takes extra time and has an animation (similar to opening a chest or door). It would simulate unpacking and packing up gear out of a backpack.]
Votes
Opinion: +10
Upvotes: 20 66.66%
Downvotes: 10 33.33%
Suggestion ID: 1507256 | Submitted at
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Add visibility to mob A.I, if players are crouched in a dark corner then mobs shouldn't be able to see them. Also when enabling Hide when a skeleton archer is attacking you, they still see you and have directly on you until they have finished their attack sequence, it would be better if mobs completely lost aggro when casting Hide on rogue.
Votes
Opinion: +80
Upvotes: 82 97.61%
Downvotes: 2 2.38%
Suggestion ID: 1507285 | Submitted at
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Wizard is significantly underpowered and needs an invincibility spell that lasts at-least 1 minute. During this he is able to cast all other spells and attack. He should also be able to use all weapons and armors in the game and have infinite spell casts. ATM he is the weakest class in the game losing to even a rogue 🙄 🙏
Suggestion ID: 1507292 | Submitted at
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add temporary weapon enchantments from completing a map objective like killing a boss and dipping your sword in a wraith's flaming blood, or getting to the center of a maze and unlocking an unholy enchantment through a ritual for 30 min
Suggestion ID: 1507296 | Submitted at
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Some class suggestions
Witch: Able to cast sigils and wards, sigils which can only be cast on the player which give strengths and weaknesses, such as faster movement but lowered defence. But it takes 6 to 10 seconds to a cast a new sigil to prevent quick-swapping and a player can only have 1 sigil at a time with multiple selections and a loadout of 3. Wards which can be placed on floors and/or walls which can alter the environment and damage unsuspecting players and enemies, such as placing a ward on the floor which makes a loud alert noise or a ward that causes ailments such as 'darkness' for a few seconds.
Monk: Cannot use weapons but has faster fist attack speed and a small damage boost to melee fist combat. Uses meditation and chakra and specialises in combat support, chakras allow for the monk to gain foresight, casting abilities that allow them to see hidden enemies for a short period, casting aggro on enemies that forces A.I to focus that target for a short period and meditation which can be cast only once per fight which allows them to see where the next circle will be.
Warlock: Has the ability to invocate or consume, allowing them to take an ally or enemy players soul and use it to cast strong 1 use spells or they can consume it to gain a small portion of their health back and a temporary buff. Warlocks would be best suited as extremely weak classes unless they have souls to invocate or consume.
Suggestion ID: 1507313 | Submitted at
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[ Make the poison cloud of Zombie stays less longer but does more damage or apply a poison debuff if you run into it. The poison cloud was a big annoying time waster when a zombie is able to summon it in a narrow path. ]
Votes
Opinion: +59
Upvotes: 66 90.41%
Downvotes: 7 9.58%
Suggestion ID: 1507332 | Submitted at
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Maybe you could add more booze to the game besides Ale. As for alcohols I would suggest given this is grim medieval fantasy the other kinds could be mead, beer (I know ale is a variant of beer but it is different.) Wine and vodka (vodka being invented in 1405.) and maybe some variants as it would add appropriate items for you to find for quests from the tavern keeper to delve deep for ancient liquor clenched between the bony fingers of a dead king and of course so I can fight my whole way through the dungeon absolutely plastered.
Votes
Opinion: +39
Upvotes: 46 86.79%
Downvotes: 7 13.20%
Suggestion ID: 1507344 | Submitted at
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A new map idea, I know your "second flor is kinda egypt like but, having an egyption style crypt would be amazing, and really sells the trapped tomb vibe the game gives off. like spike traps etc in a medevil dungeon works but i feel like you have the assets for a tomb as well and still works in a medevil setting.
Votes
Opinion: +39
Upvotes: 40 97.56%
Downvotes: 1 2.43%
Suggestion ID: 1507400 | Submitted at
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nerf light orb spell on wizard, I think it is too op because it allows the wizard to use spells in the dark. Torch is good but no light orb because wizard can not use spell with torch out. This is too unfair for rogue who is a dark dweller. Also buff chain lightning to not hit teammate because they always kill my teammate
Suggestion ID: 1507408 | Submitted at
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New class: Necromancer This class would be built like a mage, new options for flavourd spells like locust swarms etc, but a main ability being able to resurrect an NPC which would be friendly to you and your team, lasts for 1 minute and can only be used on Basic NPC (i.E no wriaths or bosses or spiders) red skellys okay (due to highroller having mainly red skellies mummies and zombies) other abilities would make your teamate unable to fall below 1 hp for a short duration, an enemy slow due to their muscles feeling like their rotting, and maybe ability to use spectral illusions of their dead teamates to stand in door ways or distract the enemy.
Votes
Opinion: -18
Upvotes: 5 17.85%
Downvotes: 23 82.14%
Suggestion ID: 1507416 | Submitted at
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[Add hover looting to the stash and merchant menus. Hold H and swipe your mouse across the items you wish to transfer/sell. This is mainly QoL so you don’t have to click each individual item.]
Votes
Opinion: +48
Upvotes: 48 100%
Downvotes: 0 0%
Suggestion ID: 1507445 | Submitted at
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Allow rogue pick pocket to be allowed from stealth (doesn't break stealth), cannot remove large equipped items i.e Currently equipped weapon or armor.
I feel like pick pocket is hard to use as foot steps are loud as heck. so this perk goes unused as everyone uses a torch entering into a dark room (who wouldnt) I feel like it either needs a buff, or to be removed and replaced.
Another fix could be rogue crouch movement is just silent (but this makes them extremely op)
Votes
Opinion: +41
Upvotes: 49 85.96%
Downvotes: 8 14.03%
Suggestion ID: 1507448 | Submitted at
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It would be great if each exchange can link only the items that fit the items that the developer has set. It is a weapon exchange, but it is difficult to identify the item you want because armor and accessories are uploaded and weapons items are uploaded on the defense exchange. You also need the ability to filter by condition, such as rolls, parts, and names.
Votes
Opinion: +15
Upvotes: 16 94.11%
Downvotes: 1 5.88%
Suggestion ID: 1507459 | Submitted at
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[Reduce the cool down on rogue hide ability to 25-30 seconds. Currently after breaking stealth you have to wait 45-50 seconds before returning to stealth which I think is a bit long.]
Votes
Opinion: -21
Upvotes: 16 30.18%
Downvotes: 37 69.81%
Suggestion ID: 1507464 | Submitted at
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since there is already crouch jump like in counter strike. i think you should.add bhops like in counter strike also. if there is no bhops there is no way for melee classes to catch up to the classes like wizard (with the haste speell) or the rogue (with the faster movement). as a barbarian counter strike player i would like to have some sort of faster movement otherwise i will die all the time.
Votes
Opinion: -75
Upvotes: 3 3.70%
Downvotes: 78 96.29%
Suggestion ID: 1507492 | Submitted at
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Quiet Hands Perk
Give Rogue a perk that allows them to open doors (and maybe chests / all interactibles) with no sound at all, at the price of doubling the time to open them.
Votes
Opinion: +71
Upvotes: 82 88.17%
Downvotes: 11 11.82%
Suggestion ID: 1507496 | Submitted at
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3 small quests that rest either daily or X amount of hours
in a round - allows players to gain a bit of extra gold , for lets say
- 10 skeleton kills - 100g
- 2x boss kills - 200g
- 3 players kills (hunt bounty) - 300g
Votes
Opinion: -7
Upvotes: 22 43.13%
Downvotes: 29 56.86%
Suggestion ID: 1507504 | Submitted at
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[Can we please have a moderator moderate this suggestion channel? There is a large amount troll suggestions and I feel that the real suggestions are being lost in the sea of unhelpful troll suggestions. I.e. Ban people who are making fragrant troll posts.]
Votes
Opinion: +67
Upvotes: 72 93.50%
Downvotes: 5 6.49%
Suggestion ID: 1507606 | Submitted at
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Exchange and craft with collected player souls.
Souls with longer murder/extraction streaks have higher quality/value (visible on the soul's stat description).
Swap legendary souls (someone with numerous player kills and a long extraction streak) in Trade.
Votes
Opinion: +36
Upvotes: 40 90.90%
Downvotes: 4 9.09%
Suggestion ID: 1507610 | Submitted at
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Loot Sharing System
To the esteemed developers of Dark and Darker,
As a dedicated player of your game, I am consistently impressed by the level of challenge and immersion that you have created in Dark and Darker. Maintaining the hardcore aspect of the game is no small feat, and I have the utmost respect for your commitment to this aspect of the game.
With that in mind, I would like to suggest the implementation of a loot sharing system within Dark and Darker. This system would allow players to fairly distribute loot among their group at the end of a game, potentially in a designated area such as the Tavern (if implemented in the future). Not only would this encourage teamwork and cooperation, but it would also provide players with an additional layer of strategy to consider as they progress through the game.
I understand that balance is of the utmost importance in Dark and Darker, and I have full confidence in your ability to carefully consider this suggestion and implement it in a way that does not unbalance the game. Thank you for your tireless efforts to improve the player experience in Dark and Darker.
Votes
Opinion: +7
Upvotes: 25 58.13%
Downvotes: 18 41.86%
Suggestion ID: 1507648 | Submitted at
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[Cleric]
Smite:
rework into a spell book memory.
Cast an AoE spell with a few second channel to apply a debuff to undead enemies in casted area
when using the spell,
it deals a very small amount of damagemaybe just enough to one-shot spiders
Smite's primary focus is to apply a debuff to undead, not to compete with Holy Purification
Votes
Opinion: -21
Upvotes: 0 0%
Downvotes: 21 100%
Suggestion ID: 1507649 | Submitted at
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[add environmental mechanics, such as shooting a chandelier to make it fall, ignite a spilled oil slick with a torch, break down scaffolding, tilt a bookshelf to crush enemies. they don't have to be particularly deadly mechanics, but they could be used to kill monsters or slow down enemies more easily. outsmarting other players in this way would be very satisfying]
Votes
Opinion: +50
Upvotes: 57 89.06%
Downvotes: 7 10.93%
Suggestion ID: 1507661 | Submitted at
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I noticed druid was a confirmed class coming and i understand that in DnD they shapeshift into animals but can we Please get a full on werewolf form? Think about how scary it would be to have a werewolf tearing after you in these tight dim lit spaces.
Votes
Opinion: -29
Upvotes: 9 19.14%
Downvotes: 38 80.85%
Suggestion ID: 1507663 | Submitted at
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[Halfling class - Can make chamber pot wine. Add a chamber pot to the starting area so we can drink that sweet sweet homemade fermented toilet juice. Allow us to interact with the chamber pot and take a shit, granting +10% movement speed for 10s]
Votes
Opinion: -46
Upvotes: 1 2.08%
Downvotes: 47 97.91%
Suggestion ID: 1507687 | Submitted at
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add ultimate abilities only usable after hitting enemies a certain number of time to "charge it up" such as an ultra fireball for a wizard, or ultra stealth for rogues, can also have ultra smash for barbarians
Votes
Opinion: -87
Upvotes: 0 0%
Downvotes: 87 100%
Suggestion ID: 1507719 | Submitted at
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remove the minimap for a more hardcore and immersive experience. The BR circle can remain in place with indicators to help the player understand where it is at. You guys think you need the minimap.... but you don't.
Votes
Opinion: -57
Upvotes: 7 9.85%
Downvotes: 64 90.14%
Suggestion ID: 1507744 | Submitted at
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[Dragonflies should only volley their shots from right to left instead of having both capabilities so that there is a more consistent way for melee classes to deal with them given appropriate positioning and maneuvering. Elite dragonflies should have more distinct characteristics and possibly minor model or sound changes to better distinguish them in the lighting of the dungeon.]
Votes
Opinion: +27
Upvotes: 32 86.48%
Downvotes: 5 13.51%
Suggestion ID: 1507780 | Submitted at
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I love the fact that there is no fall damage. Please don’t change that. It makes for really fun gameplay and opportunities to do cool things. Also I like the character move speed. It took some getting used to but I think it was an awesome design choice.
Votes
Opinion: +75
Upvotes: 78 96.29%
Downvotes: 3 3.70%
Suggestion ID: 1507798 | Submitted at
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increase percentage modifiers on weapons. even on high damage purple or orange weapons 2-4 percent is almost irrelevant compared to number buffs (+2 physical damage vs +2% physical damage) maybe make percents start at 3-5% and go up to 10-12 on higher rarities
Votes
Opinion: +48
Upvotes: 51 94.44%
Downvotes: 3 5.55%
Suggestion ID: 1507805 | Submitted at
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Adventurers Guild
A place everyone signs up as a adventurer at the beginning of the game with a ranking system and quests board.
[The more quests and requests you complete inside the dungeons the higher your rank will raise as a adventurer]
Ranking system
- S-Rank Highest rank*
- A-Rank
- B-Rank
- C-Rank
- D-Rank
- E-Rank
- F-Rank Lowest rank*
Quest Board
All Merchant quests and requests would be merged onto a Quest board directory, instead of going to each merchant individually.
Give achievements for reaching S-Rank and maybe a title marking them as a Veteran adventurer,
Make it season based which means after each season ends which is a 3 month period, everyones rank resets and then a new
season begins.
This would fit the theme of the game and would be awesome if it was implemented
Suggestion ID: 1507872 | Submitted at
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I absolutely love the fact that there isn’t a solo queue, duo queue or MMR system in place. I enjoy the fact that I can go in solo with mid to crap tier gear and be put up against a roided out 3 man squad. My odds are bad sure, but if I can pull off a win with those odds, I’m hooked on the game. Please don’t put an MMR system in. I like not waiting forever to get in a game. Just give me 15 other people and throw us in.
Votes
Opinion: +65
Upvotes: 67 97.10%
Downvotes: 2 2.89%
Suggestion ID: 1507888 | Submitted at
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[Nerfing Wizards or Buffing other Classes or Increasing the magic resistance on items. Many people have already mentioned that Wizards are too powerful due to many many factors.]
Votes
Opinion: -9
Upvotes: 22 41.50%
Downvotes: 31 58.49%
Suggestion ID: 1507932 | Submitted at
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Explain all stats or at least add dummy for test dmg in pre-game lobby.
We have a lot of stats, but dont know how it really works. Like strength, "provides physical power" but what its mean? How much damage its mean for physical damage dealers? How 1 strength will boost dmg? Also we have additional physical damage, weapon damage, physical power. Every parameter eventually increase weapon damage, but how? How we will check it? I spent 130 hours in two last playtests, but i have only few sec in queue for test dmg until game start, and i cant bring a lot of items to test different stats. Pls fix it and explain how every stat affects on damage, loot time, movespeed and other other other. I hate games with no explanation, but i love D&D so much.
Votes
Opinion: +44
Upvotes: 44 100%
Downvotes: 0 0%
Suggestion ID: 1507950 | Submitted at
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[Lobby for the Federal government to legislate Dark and Darker to be classified as a Schedule I drug because of it's highly addictive nature and unpredictable effects on the adventurer's heart and brain.]
Votes
Opinion: +38
Upvotes: 39 97.5%
Downvotes: 1 2.5%
Suggestion ID: 1507954 | Submitted at
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[Make shields shield you when they're on your back like in Dark Souls. It would make the Pavise worth something, rather than the state it is in currently; Which is blocking NPC's from entering your hallway.]
Votes
Opinion: -20
Upvotes: 13 28.26%
Downvotes: 33 71.73%
Suggestion ID: 1507962 | Submitted at
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New mob suggestion: Darkspawn - Has a low chance to spawn in rooms with no light, in a radius away from any players or other enemies. Sits crouched on floors and ceilings, not wandering and the closer a player gets to it, faint creepy breathing can be heard. Walking or running causes Darkspawn to hunt its prey in the dark, exposing it to light causes it to enrage where it will try to attack the light source. If it's a wall light it turns it off, if a player has a torch it will attack them, if they throw it then it will try to loot the torch. Low damage in lit areas. They move very slowly in darkness when hunting prey and their breathing is slower, they more very fast in light.
Votes
Opinion: -24
Upvotes: 2 7.14%
Downvotes: 26 92.85%
Suggestion ID: 1507973 | Submitted at
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[Players can create a custom room on the trading market allowing them to name/categorize the room by character classes as if it was the player's own ingame shop.
Players can make a title below the category name with no more than 20 characters.
To the right of the category and the title tab, there will be a button that when you click it, it will open a layout displaying the items being sold by the player vendor, so that buyers can see if that player has what they are looking for.
Example: Imagine a square Layout that pops up and when u hover over the items you can see the whole item stat and rarity.*
Also when players are going to post the items for the layout they can do the usual left shit left click to instant tag it
There will be a search bar on the trade market that allows players to search for specific custom rooms they are looking for. They can use a filter that allows players to search for room with an specific class category/ies, The rarity of the item, and search for specific item names such as swords, shields, armor, boots by the class they are looking for
When players are making the room they can choose as many classes to add onto the category such as Fighter/rogue/cleric etc or if they have at least 1 item for every class they want to sell, they can choose an "All classes" category
Later on players will be able to customize their own custom rooms with background skins, player icons, personalized welcome messages, special effect/s when buyers buy your item, etc
Up to the devs You guys can make it so players can set the items with a price like the merchants on the custom room and turn it into an actual ingame player shop they can leave open even when they log out or are in a match, or you can leave as a custom room that players can trade with each other.]
Votes
Opinion: -19
Upvotes: 1 4.76%
Downvotes: 20 95.23%
Suggestion ID: 1508026 | Submitted at
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[Players can create a custom room on the trading market allowing them to name/categorize the room by character classes as if it was the player's own ingame shop.
Players can make a title below the category name with no more than 20 characters.
To the right of the category and the title tab, there will be a button that when you click it, it will open a layout displaying the items being sold by the player vendor, so that buyers can see if that player has what they are looking for.
Example: Imagine a square Layout that pops up and when u hover over the items you can see the whole item stat and rarity.*
Also when players are going to post the items for the layout they can do the usual left shit left click to instant tag it
There will be a search bar on the trade market that allows players to search for specific custom rooms they are looking for. They can use a filter that allows players to search for room with an specific class category/ies, The rarity of the item, and search for specific item names such as swords, shields, armor, boots by the class they are looking for
When players are making the room they can choose as many classes to add onto the category such as Fighter/rogue/cleric etc or if they have at least 1 item for every class they want to sell, they can choose an "All classes" category
Later on players will be able to customize their own custom rooms with background skins, player icons, personalized welcome messages, special effect/s when buyers buy your item, etc
Up to the devs You guys can make it so players can set the items with a price like the merchants on the custom room and turn it into an actual ingame player shop they can leave open even when they log out or are in a match, or you can leave as a custom room that players can trade with each other.]
Votes
Opinion: -20
Upvotes: 0 0%
Downvotes: 20 100%
Suggestion ID: 1508043 | Submitted at
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Would be nice to have a training area to test weapons and stuff, when i load into a match i have to sprint to the dummies to try and see what damage my weapons do, and sometimes im too far away.
Votes
Opinion: +57
Upvotes: 58 98.30%
Downvotes: 1 1.69%
Suggestion ID: 1508075 | Submitted at
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[Remove ranger food rations and campfires as items. Give ranger a campfire ability instead to balance the power of a 3 charge 25hp instant heal and provide unique group utility to the ranger class.]
Votes
Opinion: -27
Upvotes: 10 21.27%
Downvotes: 37 78.72%
Suggestion ID: 1508121 | Submitted at
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I've heard rumors of durability and fall damage. Please, stay away from these mechanics. Currently, looking and combat are and can be very dynamic. Imo, adding such mechanics needlessly complicates the game and reduces overall enjoyment.
It's fun killing loot goblins, or becoming one, and it's equally as fun worrying about combat in 3 dimensions as oppose to the immediate vicinity.
Votes
Opinion: +68
Upvotes: 70 97.22%
Downvotes: 2 2.77%
Suggestion ID: 1508127 | Submitted at
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