#d-and-d-suggestions
1 messages · Page 8 of 1
Add in missing Dungeons and Dragons class staples and archetype features
Rogue:
Cunning action - Dash. Cast ability. Class staple mobility option that rogues get at LVL 2.
Uncanny dodge - Short duration medium-cooldown buff ability. Halves the damage of a single expected incoming hit
Evasion - takes less damage from traps/hazards
More defensive evasion/mitigation type abilities instead of purely dmg/hiding, for players who want to play that way.
Barbarian:
-Rage: Decreased slowdown when taking damage. Or STR bonus with bludgeon/slash/pierce resist. Rage should not be purely worse than fighter's sprint in every aspect, with no benefits for all its drawbacks.
-Fast movement perk. +10 foot speed for wearing less armor (Barbs are supposed to have the highest footspeeds along with monk, but for whatever reason it's the slowest in Dark and Darker)
- Brutal criticals perk. Extra weakspot damage. Barbs are supposed to have the strongest crits in D&D
Wiz:
-Cantrips. Supremely weak/long-cast/cumbersome spells that don't require meditation.
-Grease and web
-Overcasting (hold longer, using more spell charges for an empowered cast)
Ranger:
Emphasis on two weapon fighting (ie dual shortswords) instead of spear
-less movement penalty while two-weapon fighting
D&D dual-wielding rangers are iconic, Drizzt is waving.
Cleric:
-Cast with an off-hand focus while holding a mace/hammer
-High proficiency with warhammer (less movement slowdown)
-Mass cure wounds
Fighter:
Extra attacks - fighters have the highest amount of attacks in D&D
Translate that to bonuses for combo swings, landing repeated attacks, and better dual-wield bonuses (the current bonuses are all inconsequential/nigh-useless)
Votes
Opinion: -3
Upvotes: 20 46.51%
Downvotes: 23 53.48%
Suggestion ID: 1508249 | Submitted at
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Archer skeletons should not aim for your head, aim for your chest instead, they deal quite alot of a damage to melee users, and don't let them track you while you go invisible.
Votes
Opinion: +54
Upvotes: 63 87.5%
Downvotes: 9 12.5%
Suggestion ID: 1508264 | Submitted at
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[Besides the channels that exist already on the trade market, players should be allowed to create custom room/channels titled by a class/es category. Players can post all the items they are selling and there can be a search bar where players looking to buy can find the room they are looking for filtered by the class name and rarity of the item/s. I think this is a good idea or at least it should be considered because selling on the channel is a chaotic mess, even if that's how it's suppose to be in a medieval time. As someone looking to sell on a short lobby with 80 or less, or a lobby stacked with 800 players spamming at the same time, It is frustrating and takes too long to have anyone interested in your items since they cant even see it or everyone in the small room is a seller not a buyer. Also most people dont even use most of the current channels, they are used only to trade with your friends.]
Votes
Opinion: -15
Upvotes: 0 0%
Downvotes: 15 100%
Suggestion ID: 1508295 | Submitted at
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[New Class
Privateer - (Your basic pirate class)
Wields A Blunderbuss and Dagger
Class has extremely fast shooting speed(no draw time like ranger), high damage, high resourcefulness. Low Health and Long CD. Loud.
Drawbacks of the class could be limited or low ammo and very loud shots that could agro nearby NPC enemies.
Other class skills could be a speed boost, Small explosives, Pitch traps (flammable ofc), Angry crabs. Circle resistance]
Suggestion ID: 1508448 | Submitted at
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Make the next playtest last for a full month, this would be a great way to stress test the servers and prepare for EA release 😉 and gather some good data on player behavior and economy of the game.
Votes
Opinion: +38
Upvotes: 43 89.58%
Downvotes: 5 10.41%
Suggestion ID: 1508459 | Submitted at
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Would it be a good idea to 1. either add a prayer skill (similar to meditate) so clerics can slowly recharge their spells? or possibly 2. remove meditate for wizards? To even the playing field so both spell casting classes are required to use campfires to recharge their spells in between fights?
Votes
Opinion: -23
Upvotes: 4 12.90%
Downvotes: 27 87.09%
Suggestion ID: 1508475 | Submitted at
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[rogue ability or perk that provides partial night vision, "adjusted eyesight" possible name. Any light source that gets close enough cancels out the ability and starts a short cooldown before it can be used again]
Votes
Opinion: 0
Upvotes: 17 50%
Downvotes: 17 50%
Suggestion ID: 1508482 | Submitted at
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Seasonal Servers and Permanent Servers. Seasonal Servers would wipe every 3 months which I assume is the current intent, or maybe every 6 like in Tarkov when we get a larger swathe of content. Permanent servers are just as they sound, they never reset allowing for people to more easily theorycraft builds and be comforting for returning players.
Votes
Opinion: -23
Upvotes: 11 24.44%
Downvotes: 34 75.55%
Suggestion ID: 1508514 | Submitted at
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[Add an option in the Settings menu to hide the minimap for players who want a more immersive/interesting experience when exploring the dungeon. Minimap is enabled by default for all and those who are interested to hide it must change so themselves :)]
Votes
Opinion: +49
Upvotes: 51 96.22%
Downvotes: 2 3.77%
Suggestion ID: 1508518 | Submitted at
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one of 2 things to be added or both
1st resident evil 4 type treasure like somewhere up high where u wouldnt look normaly u shoot it it falls down u pick it up..u can place them in spots where in order to hit it ud need specific angles or a friend to sit on a presure plate to open up said angle.
2nd a spell or trait or potion that gives u higher jump strength could make it a spell scroll only found in raid or potion or craftable also hide more trasure in almost unreachable places so that the jumping would have a use outside of people finding dark high up unreachable normaly places to camp as a ranger. Thumb up for 1...
think for 2
Suggestion ID: 1508562 | Submitted at
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[add in a fifth perk slot and the ability to take a perk that allows for multiclassing, so at level 20 or what the max level would be in the future you can choose to essentially sacrifice one of the perk slots for a perk and proficiency from another class, so a level 20 rouge could have 3 rouge perks, the multiclass perk, and a perk from the fighter class, and also gain proficiencies in the fighter class weapons.]
Suggestion ID: 1508601 | Submitted at
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[Add drow as a class. Swashbuckling, can cast darkness, etc. Optionally, if you log out as the drow, when you log in the loading menu says "Light and Lighter", because drow can literally see in pitch blackness, they live in the Underdark]
Suggestion ID: 1508603 | Submitted at
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Daily buyable cosmetic rotation. New cosmetics everyday, would keep people talking about D&D cosmetics and maybe make content about it. Also keep people logging back in to see what is new in store. Cosmetics should have rarity too. And it's a good way to monetize and keep the game running.
Suggestion ID: 1508702 | Submitted at
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Give silver coins use. Let me melt them down at a merchant. Maybe add a forge where you can smelt the silver into bars within the dungeon and you can craft silver items or trade for items at the merchant? It creates another form of currency. Another thought is maybe you can trade silver for consumables (1-3 at a time) so groups can better equip themselves for boss encounters
Suggestion ID: 1508781 | Submitted at
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slime as monster its slow..u can make it stick to walls or ceiling it drops down on as jump scare when u move beneath it can make it hold special loot like materials for quests and crafting like herbs and such can give it a special characteristic where it combines with skellys makes them more tough...just stuff u can do or dont. dont care..but slimes tho yes or no?
Suggestion ID: 1508795 | Submitted at
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u gota give us more time in the dungeon it feels like the circles close to fast like 6 circles before u gota leave make it 15 or something anyways do something about it especialy in hell or whatever we call it like 3 of us get in close to a room we are aiming for we go in theres 5 skellys a centaur a wraith and 2 or 3 archers by the time we clear it with purple kitted items by the way its the last circle is closing we can only loot half the room and risk our lives to try and find a blue portal
a ranger cleric and thief just to give more info
Suggestion ID: 1508807 | Submitted at
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Seasonal Servers if Permanent Servers are added could get content before Permanent Servers so by the time it shows up in Permanent there's likely already been tuning done to the new content as well as it prevents the Permanent Servers from being able to immediately do any new content and give good analytics for the dev team about how new content affects progression.
Suggestion ID: 1508942 | Submitted at
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[Implement quests for solo players.
I would like more unique ways to improve the solo player experience added/tested before any drastic measures are taken like making a solo queue. (Like how there is 100% friendly fire and no group exit portals). To this end, I would like to see quests added that are only available for solo players. Escape as a solo, kill and bring back three souls of a squad as a solo, etc...]
Suggestion ID: 1508982 | Submitted at
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Do not add insurance for when cheaters get banned.
Essentially problem with cheater insurance that people don’t realize - The cheater kills you and sells your gear which injects money into the economy, They then get banned and you ALSO get the items back essentially duplicating the items and inflation begins. This is exactly why tarkov does not have this feature. Please think about it guys
Suggestion ID: 1509001 | Submitted at
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Adventurer Bag Sizes
A few options of backpacks to carry into the dungeon with +Size/-Speed stats. Take on the additional risk but have a higher potential reward (If you can find enough loot in the same time duration). You take on a slight disadvantage in PvP but with the opportunity to capitalize on it.
I would imagine everyone has a starter medium bag. Completing quests lets you unlock a lightweight bag as well as a deep bag.
(NO Safety pouches)
Suggestion ID: 1509064 | Submitted at
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it would be really nice if you can add a delete button where it just removes the item from your stash since whenever you want to gear up you need remove the starting gear and either put it in your stash (wasting space) or bring it in your bag and drop it.
Also when you sell something the coins go into your stash instead of yourself (and the coins go straight into the bags if you have space in them) this is the prevent people joining on accident with what they just sold/got
this is a more for quality of life but for me at least these little things really make the game better and feel more polished
Suggestion ID: 1509070 | Submitted at
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More Traps
The Dungeon Master wants to prevent his treasures from being stolen from outsiders, by placing more traps around the dungeons and boss treasure rooms.
Quicksand
- Slows the player while walking on it.
- could potentially drop you into a secret room.
Collapsing Floor
- As the name goes, the floor collapses when walked on.
- Platforms that have collapsed could potentially damage players that are underneath while it drops.
- Could also drop you in a secret room.
Poison Trap Rooms
With abundance of treasure inside but once opened, it starts spraying in poison which can kill you within the given time.
Which means you have to loot fast and get out safely.
Walls Closing in
As the name goes, the walls will start closing in that could squash or suffocate you.
This trap would be placed in the boss treasuries after defeating the wraith and his minions.
All of these traps would fit the theme of the game and would be awesome if any of these were implemented.
Suggestion ID: 1509147 | Submitted at
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[Get the CDC to begin Operation Warp Speed 2 to develop a futuristic pill that will help prevent the 4-5 weeks of intermittent Dark and Darker playtest withdrawals the majority of the gaming population will experience over the next 9-12 months]
Suggestion ID: 1509158 | Submitted at
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make more than just the combo of kriss and stiletto dual wield rotate swings when holding both left and right click. Every other combo of daggers when you hold left and right click it swings 1 at a time but kriss and stiletto rotate feels super good.
Votes
Opinion: +40
Upvotes: 40 100%
Downvotes: 0 0%
Suggestion ID: 1509303 | Submitted at
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Archer skeletons should not be adjusted to aim for the head less. It was mentioned in the Q&A that melee classes struggle with archers and that a possible problem was their headshot accuracy, but melee classes struggle with archers because of their horizontal tracking preventing close-range circling tactics from being effective at preventing damage. One of the most effective current methods for melee classes to deal with archers without taking damage is to briefly step back and duck to dodge the arrow; reducing the accuracy or causing them to aim for the chest would instead mean that the only way to prevent unavoidable damage is to back out even further to be able to strafe the arrow instead of ducking, increasing overall killtime of skeleton archers and hurting skilled melee players instead of helping them as intended. A possible helpful solution would instead be to reduce their vertical tracking while maintaining horizontal tracking, allowing skilled players to duck shots even in melee range with good timing while still preventing simple strafing tactics.
Suggestion ID: 1509360 | Submitted at
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and alternative roguelike game mode where you and your team start with nothing and have to work you way through a long dungeon gearing up ,giving a pve with friends feel with the goal to gear up as well as possible. upon completion be put into a arena lobby for an all out free for all or tourney and the sole survivors can pick an item to keep. Arena floor ticks low damage every few seconds or so to keep stealth from being abused . Less risk less reward but fun and competitive with lots of room for strategy. You could gear up but it would take a lot of time and effort making it less efficient but fun way to progress and not upsetting the balance/importance of the current game mode.
Votes
Opinion: -7
Upvotes: 19 42.22%
Downvotes: 26 57.77%
Suggestion ID: 1509391 | Submitted at
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An alchemist tab/potion brewing tab that allows the use of crafting various potions and their grade utilizing added ingredients found throughout the dungeon/hell dungeon. examples of potions include haste, weapon imbue/weapon buff, etc...
Suggestion ID: 1509401 | Submitted at
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When you take a down portal there would be a 1/1000 chance to take you to a loot room instead of the waiting room before sending you to the next floor. The countdown until the next floor should stay so you would have to rush to do it. The room would be made of solid gold and have chests both locked and not as well as a gold pile like the golden room but obviously would be unrealistic 99% of the time to loot due to the time limit but occasionally it might be doable.
Suggestion ID: 1509452 | Submitted at
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If durability is added, I feel like you should beable to buy a consumable item being Whetstones from the Weaponsmith that lets you fix weapons on the fly and Repair Hammers from the Armorsmith that lets your repair Armor on the fly. It should take time similar to opening a chest to do so and produce noise (both of them).
Suggestion ID: 1509471 | Submitted at
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[I dont know what is planned as end game but here is what i think.
There should be more than just the regular dungeon with harder leves, this is my idea for a long lasting game that wont get people bored just for running the same mechanic dungeon.
PVE End game - a Raid dungeon that only really geared players can get into, partys will be of 4-5. The dungeon will start with killing some elits monsters until partyes meet in a big room with a lot of loot where they will pvp until only 1 party survives, and that party will have access to the end boss thats in the final room.
PVP End game - i think that the real end game should be pvp based and something like a coloseum/tournament should be added where players can put in actions their best gear and stats that they have looted and crafted.]
Votes
Opinion: -7
Upvotes: 20 42.55%
Downvotes: 27 57.44%
Suggestion ID: 1509498 | Submitted at
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[Can you make a secret path here?
I've been caught here so many times both as solo and a group and have been flanked on both sides. There is minimum that can be done to outplay here. Also, if there is a secret path, please let me know.
In case picture doesn't show. It's the diagonal room with all the mummies on the 2nd map. Both doors out lead to another spawn point.
https://cdn.discordapp.com/attachments/1056833535702466601/1058691363534803045/secret_path.png]
Suggestion ID: 1509526 | Submitted at
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In game voice channels and 4 player teams: Introducing concept of 4 player teams. in this game is brilliant having a team of 4 would be perfect for the game mode to delve deeper in the dungeons. I on rare occasions do find friendly players who themselves want to delve deeper to get more loot. So why cant we introduce a in game voice channel with a Free Spell Slot "Tongues" Allowing you to Speak to potentially enemy or friendly players with the goal of making an agreement to fight as one and take on bigger bosses and get bigger rewards
Suggestion ID: 1509616 | Submitted at
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[Sorry for the text not in English, but I hope you read it 🙂
Сужающаяся зона свойственная батлроялям не очень хорошо смотрится в мире подземелий и драконов. Возможно, только возможно вам понравится одна из альтернатив:
- ядовитый туман преследующий приключенцев
- комнаты с опускающимися потолками
- большое количество скелетов появляющиеся каждый период времени ]
Votes
Opinion: -10
Upvotes: 1 8.33%
Downvotes: 11 91.66%
Suggestion ID: 1509628 | Submitted at
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[NPC spawns at the Inn before the match starts offering quests and bounties (kill target X, damage taken/given total, retrieve a specific item, use specific item X times etc.). Higher tiered quests can be given by a 2nd NPC located in the waiting room when you go through the red portal. These can be turned in for gold/quest XP/cosmetics etc.]
Votes
Opinion: +23
Upvotes: 31 79.48%
Downvotes: 8 20.51%
Suggestion ID: 1509711 | Submitted at
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Potion Crafting, they are simply way too expensive, 6 gold for a grey one, and 18 gold for a better one, its very gold intensive for only 5 extra hp, let us brew potions with stuff we find in the dungeon (that is stackable) so that people are more likely not to go in fully naked in raids
Votes
Opinion: +3
Upvotes: 32 52.45%
Downvotes: 29 47.54%
Suggestion ID: 1509764 | Submitted at
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Ranger: New ability Rope arrow/new ammo (if they make ranger use limited arrows from their inventory.) The ranger lines up an arrow with a rope attached to back, If this arrow is shot at a player or enemy the ranger is able hold left click to pull the rope towards him as well as the target but he cannot drag them all the way but it does limit how far the target can move around, if the target dies (or the arrow was shot at a ragdoll corpse the ranger can pull the ragdoll towards them.) If the arrow is shot at a ceiling or the high part of a wall the arrow stick into the wall with the rope dangling from it allowing the ranger or any other player to climb up it by pressing E, climbing up with W and down with S and jumping off the rope with Space. The utility is strong so maybe keep it as Skill.
Votes
Opinion: -43
Upvotes: 4 7.84%
Downvotes: 47 92.15%
Suggestion ID: 1509778 | Submitted at
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[ dev better add new talent tree next test and make gold account wide , its really tedious when you start all over again with new alt against players full talent tree full armor , since your alt is now poor and doesn't share gold with your main nor items either
Votes
Opinion: -60
Upvotes: 1 1.61%
Downvotes: 61 98.38%
Suggestion ID: 1509841 | Submitted at
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Replays (To catch cheaters)
When the sever closes it would be nice if we had the option to download the replay and be able to see everybody through the walls, Would be soooooo much easier to catch those trying to be sneaky about their cheats
It would also just kinda be nice to re-live an epic moment or maybe even get some sick camera angles for a YouTube video.
Votes
Opinion: +18
Upvotes: 27 75%
Downvotes: 9 25%
Suggestion ID: 1509855 | Submitted at
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Make a way to break down armor/weapons/gear that is not useable by your character and have some merchants sell different rarity gear sets wearable by your character with random stat rolls or something along those lines, but have it take a lot of "scrap parts" to be able to trade them in for said gear. Would give another use for not so good gear that wont sell on the trade market.
Votes
Opinion: +47
Upvotes: 55 87.30%
Downvotes: 8 12.69%
Suggestion ID: 1509943 | Submitted at
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add a gambling tavern to the game, what the hell are we supposed to do with all the piles of gold we get. This would also require that there be dedicated gold storage sections in your stash, or maybe a goblin bank that will hold your money and give you interest.
Votes
Opinion: +52
Upvotes: 57 91.93%
Downvotes: 5 8.06%
Suggestion ID: 1509977 | Submitted at
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Mail Box System
As the name goes, it’s a mail box system for sending stuff to characters/players.
It would make it easier to transfer gear to your other characters instead of having to rely or trust another individual to trade all your gear to and trade it back to your new class/character.
With a fee of 15-25g each sent mail.
Suggestion ID: 1509992 | Submitted at
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I suggest that a player can play multiple classes on the same character. Instead of creating many different characters and using up names, I suggest that the player be able to change classes while not in a match if they desire. The inventory would need to be expanded in order to accommodate multiple classes.
Suggestion ID: 1510086 | Submitted at
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[Buffs/nerfs should always be with the goal of bringing each class into balance with the other classes, while also retaining the feel of the class. Every class should have equal opportunity to shine. No class or team composition should be overpowered.]
Votes
Opinion: +13
Upvotes: 19 76%
Downvotes: 6 24%
Suggestion ID: 1510115 | Submitted at
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An alternative use for gold/jewels/treasure found in dungeons. Give the loot some small alternative use in addition to selling it for gold. (perhaps a way to decorate your favorite sword. ) Loot of higher rarity would give off a more vibrant sheen.
Votes
Opinion: +15
Upvotes: 22 75.86%
Downvotes: 7 24.13%
Suggestion ID: 1510148 | Submitted at
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[give felling axe negative frames when blocked, currently there is no counter attack possible when trading hits, as shown in this example: https://youtu.be/NrywpQQfp6Q?t=234 ]
Suggestion ID: 1510156 | Submitted at
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give the each item a slightly different look depending on rarity. for instance a gray plate armor should look worse or at least it should look more generic then a legendary or unique plate armor.
Votes
Opinion: +80
Upvotes: 80 100%
Downvotes: 0 0%
Suggestion ID: 1510168 | Submitted at
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so this is purely theory crafting at this point but after having have played dungeons and dragons and loving the over 110+ hours I've dropped into these playtests made some ideas for the races. dwarfs/passive/ get 15% more damage with 2 handed weapons and blunt weapons /stats/ -1 agility, +2 strength +2 resourcefulness
[5:15 PM]
noble elf/passsive/ get 15% more out of campfires and potions /stats/ -1 strength, +2 agility, +2 knowledge
[5:17 PM]
drow/passive/ dark vision- can see a certain distance in pitch black in black and white / -1 strength, + 2 resourcefulness, +2 agility
[5:17 PM]
human/passive/ none /stats/ +2 all
[5:20 PM]
dragon born /passive/ depending on color gets resistance to certain forms of damage /stats/ -1 resourcefulness, + 2 strength, + 2 will
[5:22 PM]
half orc /passive/ takes 15% less physical damage /stats/ -1 knowledge, + 2 strength, + 2 agility
[5:23 PM]
Tiefling /passive/ increased duration of magic and damage by 10% /stats/ -1 strength, +2 agility, +2 will
[5:24 PM]
dhampir /passive/ has a passive regeneration of 1 health a second but can be hit by holy spells for 1/3 damage /stats/ +1 in all
Suggestion ID: 1510178 | Submitted at
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Maybe make it so you can escape up until your health runs out instead of the time running out, lets end game fights stretch out a little longer without people jumping ship earlier then necessary, also trying to out heal the storm while juking AI to find a portal is another skill in my eyes.
Suggestion ID: 1510239 | Submitted at
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Current PvE combat atm closes down to boring "hit and run" pattern, where most time you spend on fighting enemies is waiting for their attack to end to land another strike. So i suggest some kind of kicking attack, that would push enemy away for a bit, just enough to dodge and immediately start attacking again. Kicking also can make PvP combat more fun, like it does in games like chivalry.
Votes
Opinion: +43
Upvotes: 50 87.71%
Downvotes: 7 12.28%
Suggestion ID: 1510298 | Submitted at
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Please add solo queue. It's a playtest and it is great time to at least try and gather actual data instead of ppl saying "ono pls dont add" https://youtu.be/d3qj5N43hUI?t=964
Suggestion ID: 1510306 | Submitted at
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Durability Test:
Two durability types: Damaged & Maintenance
-Damaged: (Red) Repair - 5g1%
Influenced upon death by 30%
Previously owned by "insert player name"
-Maintenance: (Yellow) Repair - 1g1%
Weapons Influenced upon Murder by 1%
Armor Influenced upon damage by 1%
Some weapon's can unlock bonus status after fulfilling weapon kill quota's.
Once cost and sink are deemed fair further durability influences may be added.
Votes
Opinion: -51
Upvotes: 0 0%
Downvotes: 51 100%
Suggestion ID: 1510367 | Submitted at
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[A potion type which replenishes 1/2/3 (scaling with rarity) charged abilities charges and/or randomized spellslots would be another interesting tactical potion to add to the mix.]
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1510375 | Submitted at
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[ To avoid people being spawn killed as often, how about have it where if you queue as a 3 man, the adjacent spawn points be empty to space things out. This should help satisfy the solo que players as they won't be so easily rushed down. In theory, this should also increase the need to fight over high value loot areas instead of spawn points. ]
Suggestion ID: 1510493 | Submitted at
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when rescue teammate hp should be 20-30%? And resurrection maybe 50% or more/ Monk Class please with ability to dodge and maybe some risky ability to disarm weapon ? Either drop the weapon or temporary disarm?
Votes
Opinion: -22
Upvotes: 4 13.33%
Downvotes: 26 86.66%
Suggestion ID: 1510514 | Submitted at
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Add a samurai class that focuses in two handed, slashing weapon.
[Katana]: A fast flashing weapon that can midway attack change to block.
[Nodachi]: A much longer katana that deals more dmg but is generally slower, I recommend to have wide front attacks similar to zweihander, but instead of swinging right and left, it will focus more in front of you.
[Kama]: It's a stick with a curved blades sticking out. Once equipped, instead of being 1 weapons, you will hold 1 for each hand, making it unique. It will be a fast- low damage weapon for rogues, similar to daggers, but slashing instead of stabbing. They will also have a heavy attack that uses both Kama's
[Naginata]: A pole weapon, a stick with a blade sticking out. This adds more variety among the spear and halberd weapons.
Now for the Perks and Skills that I though.
[Skill: Unbreakable Stance]: If you wield a katana or Nodachi, press skill to gain a buff that will 100% block the first attack in front of you, be it a weapon or a arrow. Can be performed midway swinging. (You can do the same manually, (can't do manually with Nodachi as it doesn't blocks) but a guaranteed is always welcome. Nonetheless, you will be able to block a arrow with this! how cool is that!?)
[Perk: Swift Genius]: Gain +2-3 agility.
[Perk: Ruthless Blade]: deal 20% additionally damage to naked body parts.
[Perk: Precise Swordplay]: If you hit a body part, the next time you hit the same body part, you will deal additional +10 weapon damage
I am not sure how strong or weak my suggestion is, but I am pretty confident that a samurai class with such weapons will be welcomed.
Votes
Opinion: -41
Upvotes: 6 11.32%
Downvotes: 47 88.67%
Suggestion ID: 1510515 | Submitted at
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[Spell Levels Allow spell casters to custumize each (maybe not all) spell adding or lowering its damage/buff duration/AoE. Of course to balance leveling up or down the spell would change its knowledge point cost accordingly. For example "Fireball+" would have a bigger explotion but cost +1 points, and "Fireball-" would deal less damage but cost -1 points. Maybe make spell leveling unlockable through character leveling. The idea is to make knowledge a more important attribute to have as a Wizard or Cleric.]
Votes
Opinion: -34
Upvotes: 2 5.26%
Downvotes: 36 94.73%
Suggestion ID: 1510517 | Submitted at
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add adventurer titles after achieving certain accomplishments. could be related to leaderboards too. eg,
you kill a certain amount (or the most out of everyone) of 1 type of monster, lets say zombie, you get the title of "zombie slayer"
the tag gets displayed next to your name in a different colour and players can see it in chat and in killfeed
yes i just want to have a "goblin slayer" tag, fight me
Votes
Opinion: +55
Upvotes: 55 100%
Downvotes: 0 0%
Suggestion ID: 1510572 | Submitted at
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Hi! I've made a concept for a new class in the game! It's an iconic character that forms part of the D&D game type culture. It's the Necromancer! If you wish to read my idea, please head to this reddit post that I've made in the official D&D sub-reddit. Here's the link, hope you like it! ❤️
https://www.reddit.com/r/DarkAndDarker/comments/1005vw7/necromancer_class_idea/
Votes
Opinion: +5
Upvotes: 16 59.25%
Downvotes: 11 40.74%
Suggestion ID: 1510576 | Submitted at
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[Add a dwarf class he will be half the size of a normal class he will be able to run through Crouch spots, He can have a sling shot and for melee he could have increased dmg to legs and feet.
He would be the same speed as a rouge and i was thinking he could have a backpack that can hold up to 10 more slots depending on rarity or have another class like a goblin or loot hoarder that can do that and also could have an ability to anybody in the squad any sellable stuff will increase in price by 10% (not stackable). Backpack slots would start at 2 slots horizontally and then every rarity after that would increase vertically.]
Suggestion ID: 1510612 | Submitted at
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I've posted this class concept on the official sub-reddit of D&D but I'll go ahead and post it here too for the people that doesn't use reddit and find comfort in Discord. Here is my Necromancer Class Concept!
Skills
Death Arises (Innate - Irreplaceable)
Passive: When you kill an enemy monster, you absorb their soul and gain a resurrect stack. It's essential that you execute the final blow. You can hold up to 3 resurrect stacks at a time.
All enemies are divided by tiers depending on the amount of stacks that they require for their souls to be collected.
Tier One (1 stack): Skeleton Footman, Zombie, Mummy, Death Skull, Giant Dragonfly.
Tier Two (1.5 stacks): Skeleton Guardman, Skeleton Archer, Skeleton Mage, Mimic
Tier Three (3 stacks): Skeleton Champion, Wraith.
Active: You spend your resurrect stacks and bring back from the dead the monsters whose souls you've taken. These undead minions won't attack you or your teammates and they will prioritize the last target that you attacked. After 20 seconds, the monsters that you resurrected will vanish. The cooldown to cast this ability again is of 60 seconds. You can't cast this ability if you don't have any resurrect stacks.
Note: Summoned units have their base health and base defense reduced by 10%.
(Part 1/2)
Suggestion ID: 1510646 | Submitted at
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Fiend Rush:
Increase your monsters movement speed for a short period of time. +20% MV-SPD for 5 seconds. Cooldown: 5 seconds after the effect has ended. (Only usable if there are resurrected monsters nearby)
Spectral Link:
Share any current buff that you possess to your minions for a short period of time (5 seconds). This includes Blue Potion, Ale, Shrine buffs & other Player buffs. (Only usable if there are resurrected monsters nearby)
Soul Extortion:
After 1 second of casting this ability, release a dark orb that deals 30 DMG to any target. If there is any resurrected monster active, it will significantly increase their movement speed towards the target that you've hit (+30% MV-SPD) for 2 seconds. Cooldown: 30 seconds.
Mind Control: After hitting an enemy monster with this ability, convert them into one of your minions for a short period of time. Duration: 8 seconds. Cooldown: 40 seconds
—------------------------------------------------------------------------------------------------------------------------
Perks:
Ghoul Heart: Increase your T1 monsters base attack speed by 10%.
Hard Skin: Reduces all types of incoming damage that your minions receive by 5
Ambitious: Start every game with an additional resurrect stack.
Punishment: Increase your ATK DMG by 10% when attacking undead. Active minions also deal 10% additional damage to the undead.
Aura Read: You can see the aura of nearby corpses through walls. If a corpse is holding an Uncommon/Rare/Epic/Legendary item, a coloured aura will highlight it. The color of the aura varies according to the items that the corpse is holding.
Grave Digger: Increase by 5% the chances of an enemy monster’s loot to be of a higher rarity.
Color priority: Legendary > Epic > Rare > Uncommon. Only one color is showcased.
Note: Corpses that only have common items will not have a coloured aura surrounding them.
Suggestion ID: 1510651 | Submitted at
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Currently if Impact stat > shield strength, the defender gets staggered.
The opposite should also be true:
If Shield strength is greater or equal to impact stat, attacker gets staggered. This gives a window of opportunity after blocking low impact hits.
Votes
Opinion: +45
Upvotes: 52 88.13%
Downvotes: 7 11.86%
Suggestion ID: 1510662 | Submitted at
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DECAPITATIONS: killing someone using a bladed weapon with a horizontal swing headshot should remove the head of the opponent... (possibly) making it impossible for them to be revived and also just being really cool... It would be even better if you had to find the ragdolling head on the floor to loot the helmet they were wearing.
Suggestion ID: 1510690 | Submitted at
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I don't think wizard and cleric should have to take spell memory as one of their spells but I don't think the wizard should be able to use meditate and the next spell is insta cast at the same time. They should try to find a good middle ground
Suggestion ID: 1510758 | Submitted at
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when guilds are made there should be a rank system like F E D C B A S SS and a quest board in the guild tab or guild room depending on which they make and they should have quests and after a certain amount of quests or XP you should rank up but if you don't complete quest you don't get the XP and that quest gets lost (maybe in the dungeon for someone to pick up) just an idea
Suggestion ID: 1510783 | Submitted at
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[Keep the leaderboards, but divide them into Solo, Duo and Trio categories. Being first in a category as a Trio does not represent the same effort as a solo or duo has to put in to achieve that result.]
Votes
Opinion: +47
Upvotes: 62 80.51%
Downvotes: 15 19.48%
Suggestion ID: 1511004 | Submitted at
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Watching the previous #1 clerics doing pure pvp solos and ale/buffs always run out before 1 hit is landed. So perhaps the duration should be extended by 5-10s or add it to a spellcasting rate perk/brewmaster perk respectively. Boost seems pretty bad, no better than the cheapest protection potion you can buy.
Suggestion ID: 1511086 | Submitted at
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The price of treasures such as crowns, water pots, and glasses should be raised. This is because the amount of gold per unit of inventory is significantly lower than other items such as pearl necklaces, bracelets, and jewelry. For example, a green kettle takes up four compartments of inventory. However, the gold per compartment is 1-2 lower than the gray cracked bracelet that occupies one compartment.
Suggestion ID: 1511178 | Submitted at
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In addition to being able to turn wall torches on and off, let players also take and place torches on walls. This will give players another tactic if they want an area to stay in darkness, because they can remove all or most torches from an area.
Suggestion ID: 1511240 | Submitted at
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[Skins having stats will end bad in the future and they will become necessary in order to maximize stats, remove stats from skins, a lot of people will end up with the same skin due to stats and thats stupid, you have other monetizing options.]
Suggestion ID: 1511261 | Submitted at
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Plate armor pieces should come with resistance to rooting effects from standard ranged attacks.
We all know shield isn't doing much, since you can just shoot over or under them, unless it's a pavise of course.. And the projectile damage reduction helped but it's not really a solution to the issue. Pushing rangers (mostly 2 is an almost impossible issue to tackle if they're competent) means you're never going to be able to close in. Sure, maybe they do 10 damage per shot but the rooting is the same: You're unable to make any ground while forced to raise shield AND still getting shot in the legs anyways since there's no way to get full coverage with any standard shield available. And besides, i've seen longbows even stagger shields, exposing the fighter to a follow up shot by their friend. Ridiculous! But it is what it is.
To tackle this problem, plate armor pieces could resist in some way this rooting effect, only from standard ranged weapons (arbalest excluded), making pushing with a shield facing them more consistently viable as an option.
Suggestion ID: 1511262 | Submitted at
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The addition of private/practice lobbies (With the obvious downside that you cant get permanent loot from them)
With the clear interest in competitions and tournaments on the rise in Dark and Darker I believe this would not only be beneficial to them but also to players that just want to test things on their own or with their friends
Suggestion ID: 1511310 | Submitted at
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Now, if you pay 25 gold, you can become a merchant using the chat window. However, this system becomes too messy as the number of people increases. Therefore, if you pay a larger amount (ex. 100gold, 250gold, 500gold, 1000gold, etc.), it would be nice to be able to enter the advanced exchange and trade blue, purple, orange, and ivory items depending on the amount of entry.
Suggestion ID: 1511314 | Submitted at
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this is not really a suggestion but hopefully a helpful tip for those cooking up classes and that is the stats, I did some basic math and all the classes stats are done through a distribution of 75 points roughly so all the barbarians stats add up to 75, the only exception being cleric with his numbers adding up to 74 which is odd because no one else has that difference so yeah. Remember when making a new class if you do stats just take the 5 stats at 0 and distribute 75 points in a way that makes sense for the class.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1511362 | Submitted at
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[Instanced Personal House/Room.
Instead of having the typical lobby where you enter games and access different things about your character, we can have instanced personal rooms/house like in BDO where we can store our gold, loot, achievments and access lobby, trade, stats, crafting trough interacting with npc or furniture in the house. And a dummy to test stats would be amazing.
It will be a lot more engaging rather than having the 2D interactions as always.]
Suggestion ID: 1511391 | Submitted at
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Change the graphic image of each grade of potion and bandage differently. This is because in a situation when you try to take potions of different grades at the same time during a melee, you cannot tell whether potions of the same shape in the belt slot restore HP15 or HP19.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1511403 | Submitted at
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Cloth Drops
This is probably already going to be implemented, but ill mention it just incase.
Make it so only NPC skeleton wizards drop cloth.
With that cloth we can use in at the tailoring merchant tab [Service] and craft cloth gear.
Just like how plate gear is made, mine ore and use the blacksmith [Service] tab to craft plate.
Suggestion ID: 1511439 | Submitted at
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we need more magician mob, You guys know it has different percentage of kind of items depending on mob's class. e.g. skeleton mage gives us magician items by a higher probability, skeleton archor gives us archor items by a higher probability. But there aren't many magician mobs than other class' mobs. So magicians can't get items easily.
Suggestion ID: 1511487 | Submitted at
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a game mode which you can customize mob damage, amount of players and loot rarity. The purpose of this would be to just have a lobby full of your friends so you can finally settle your disputes and ofcourse to keep it balanced you don't gain any loot from this game mode.
Suggestion ID: 1511490 | Submitted at
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[Add a breakdown of how stats affect your characters abilities, aswell as explanations of each affix items can roll. So it's easier to determine upgrades. Example is it's hard to quantify agility vs % interaction speed, or wether magical damage bonus, is just for spells, or also physical attacks, what about bleeds. Etc]
Suggestion ID: 1511597 | Submitted at
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if devs add guilds. (thumb up) if you think all player characters should be assigned to joined guild. Or (thumb down) just one that have joined it. Imo all characters should join it so you can give to guild and benefit from it on all chars. Like on your strong wealthy chars you can donate but on your freshly made one you can get better start by getting stuff from other members
Votes
Opinion: +17
Upvotes: 22 81.48%
Downvotes: 5 18.51%
Suggestion ID: 1511600 | Submitted at
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Some and/or all classes' base kits should have more than one type of weapon available. Examples as follows: Rogues starting with a dagger and a rapier, Fighter with an arming sword/shield and a two-hander, Barbarian with a two-handed and one-handed axe, etc.
Suggestion ID: 1511638 | Submitted at
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[Suggestion: Artificer Class
Note: before anything this type of Artificer class doesnt deal with guns or futuristic stuff, mainly deals with magic infused in day to day objects and is more focus on scrap usage.
Perks:
Scrapper - The Artificer can loot further the corpse and get a % chance of getting Scraps
Master of Craft - The Artificer has increase speed on channeling abilities
Abilities:
- Tinkerer memory 1 & 2 - ( Like the Spell memory of Wizards )
Artificer Abilities:
-
Alarm , Use 5-10 scraps to create a trip wire setup and imbues magic within it that whenever any creature/player will activate it a notification will be heard from the player or the party ( devs discretion )
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Disassemble , Can turn off traps for a duration, if its ranger traps then the duration of disarming is lessened.
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Trap Tinker , Can upgrade traps and imbue them with random effects ( Slow, Reduce Armor, Reduce Magic Armor )
Note:
The random effects last for a short duration
It takes time to Tinker
- Weapon Tinker , Can upgrade weapon on hand can add +1 to physical damage, if it is a shield +1 to armor, if its a mage item +1 to magic power
Note:
Upgrades are NOT permanent it will be gone after you used a portal or die.
It takes time to tinker
- Reverse Engineering , the artificer can now create a loosely identical minor item base on scraps, every time this ability is used the scrap needed for this ability will increase.
Note:
Using this ability takes time
Minor items include: Torch, Hatchet, and Throwing knife
Items created are considered temporary items
- Inspect ( This ability will be possible if the devs decided to not show the extra effects an armor or weapon has ) , The artificer inspects the on hand item and can see the abilities or magic a weapon or armor has.
(This is just a rough draft of what I feel an Aritificer/Tinkerer will be in this game)]
Suggestion ID: 1511784 | Submitted at
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Split up the leaderboard for the Servers, a leaderboard for every Server and one Leaderboard for the whole world, so u can see who the greatest players of your server are:)
Votes
Opinion: +27
Upvotes: 34 82.92%
Downvotes: 7 17.07%
Suggestion ID: 1511854 | Submitted at
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Maybe consider adding feints and shield bashes for more interesting melee combat; consider allowing players to throw their equipped weapon, your weapon can be picked up by other players after you throw it if they dodge/survive of course, reduce the projectile speed and range of the weapon that is thrown based on it's size/weight; adding risk options can help make gameplay feel more in depth. Consider adding blocking for weapons that would make sense to have blocking; ex. maul, felling axe, battle axe, double axe, zweihander, rapier, arming sword, falchion, spear, halberd, bardiche, etc. As is only classes that can equip shields / longswords can block, which means only fighters and clerics can block, or rangers with Pavise. You would add alot more depth to your PvPvE experience if a ranger could block with its arming sword for example, a rogue with its rapier, a barb with its axe, etc. These changes would add a higher ceiling for skill into the game.
Suggestion ID: 1511882 | Submitted at
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[Make barb's morale boost (10% heal on killing a player) talent heal 2% on Pve, and/or count for damaging enemies BEYOND only killing blows. Barbs who use the pve to kill other players should still get the heal, for example, as long as they recently damaged the player, both pvp and pve (assists count).]
Suggestion ID: 1511883 | Submitted at
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Alchemist Class
-has a spell wheel like the other casting classes, but uses it to access concoctions
-concoctions would be almost entirely AoE effects, They could range from a healing mist being released in an area (potentially healing ALL things inside) to explosives reminiscent of fireworks and poisonous fogs!
-abilities could range pretty wildly, from a frothy potion that turns the alchemist into a berzerker for 15 secs and makes them weak for the next 10, to electrically charging their next attack, causing extra damage and stunning the target.
-perks could serve their typical purpose, but also could give them some unique benefits from potions, and other consumables
-Weapon and armor proficiencies could be some mixture wizard and rogue, with some unique alchemist equipment in the mix (goggles, lab coat, etc)
Suggestion ID: 1511885 | Submitted at
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Allow monsters to move forward while attacking instead of the attack animation forcing them to stand in place. This would make PvE encounters far more deadly and make the game feel less like Kingsfield or similar aged titles. The vast majority of your PvE encounters boil down to swing, move back while monsters attacks, swing, move back while monster attacks, swing, etc. Allow monsters to aim upwards and strike to negate cheese vs skeletons/wraiths/etc whilst standing on top of coffins and other environmental structures. A skeleton standing at your feet should be able to still strike your leg while you are standing on a higher point in the environment if it's close enough to you. There are alot of examples where you can hit mobs as a melee class standing on top of something but somehow the monster can't hit you. This would also remedy wraith/skele champ cheese in center treasure room. If the player character can move forward whilst swinging a sword I see no reason that a skeleton npc for example can't do the same. As is the PvE feels a bit uninspired and predictable though addmittedly still somewhat enjoyable. This would probably filter alot of casual players but I don't think this is a casual game.
Suggestion ID: 1511895 | Submitted at
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attacking an item should let you destroy it(depends on the hits). right now it's bullet proof and it actually has an i-frame that you can use items to block attacks. yes i tried abusing it one time and it was hilarious, but it shouldn't be allowed.
Votes
Opinion: -23
Upvotes: 0 0%
Downvotes: 23 100%
Suggestion ID: 1511924 | Submitted at
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the 10% hp from player kill perk for barbarians is not very compelling because it is too situational. If you are very geared and are just trying to kill players, its potentially too strong as you cleave through a bunch of people, getting 20 hp a pop. On the other hand, it is much less useful to a barbarian who has no gear and would like some sustainability to keep moving throughout the dungeon.
So, as a remedy, I suggest nerfing the percentage of health restored to something much lower, like 2-3%, but having it work on every single kill, except for spiders, not only does it make the perk more desirable for everyone, but it also balances it out in supposed pvp scenarios.
Votes
Opinion: -18
Upvotes: 8 23.52%
Downvotes: 26 76.47%
Suggestion ID: 1511926 | Submitted at
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Remove the 15 gold required to complete a trade. Try and think of what other games make you use in game currency to complete a trade; there are basically none that come to mind. Allow it to be easier to place into the trade window specfic quantities of gold without having to fight with your gold bags. Massive QoL improvement for trading. It's bad enough that it's a flying chat where you have to snipe your desired items and with people posting any item type in weapon 1. Currently I see no reason for the 15 gold requirement as you must be level 5 to trade to begin with, it's not as if you can free mule gear to your zero gold level one.
Votes
Opinion: -58
Upvotes: 4 6.06%
Downvotes: 62 93.93%
Suggestion ID: 1511932 | Submitted at
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[spider mummy spawners should drop loot, they are one of the more frustrating things to deal with especially when red or nightmare, make even worse by the fact it’s unrewarding. Adding a random drop as every other mob has would make it feel a bit less of a chore to be the one to get them.
Votes
Opinion: +18
Upvotes: 37 66.07%
Downvotes: 19 33.92%
Suggestion ID: 1511936 | Submitted at
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["Control undead" for wizards to give them an undead companion from an existing Mob in the dungeon, the skeleton or zombie will follow the wizard attacking the closest monster/player, if the wizard is killed the monster goes returns to normal behavior]
Suggestion ID: 1512085 | Submitted at
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Can you take another look at some of the clipping on the AI models? I often found myself unable to jump over spiders that were a step or two beneath me or got pinned in a corner unable to escape.
Votes
Opinion: +56
Upvotes: 58 96.66%
Downvotes: 2 3.33%
Suggestion ID: 1512104 | Submitted at
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[Make a early access,We all want to play, and I don't think we care that it is under development and is being updated little by little, also in a good way to give you money with the project]
Votes
Opinion: +38
Upvotes: 49 81.66%
Downvotes: 11 18.33%
Suggestion ID: 1512162 | Submitted at
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Make enemy npc loot drops thematic. For example, skeleton enemies can be looted for bones and any weapon/armor they're carrying. For another example, Mummies drop bones and bandages. Some enemy body parts, such as bones, can be used in crafting.
Suggestion ID: 1512185 | Submitted at
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some short ranged fire spell for wizard that shoots a small jet of fire in a short radius infront of the wizard, would be like magic missile but could be done while moving and has significantly less range. This is more out there but the flames could also stick to the floor and walls. (think drillers flamethrower from DRG if y'all ever played that game) I believe this would incentivize more smart, team based wizard play and just give more tools to wizard.
Suggestion ID: 1512187 | Submitted at
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[In the Q and A Recap, I read that a Dragon Boss like on the High Roller art was a possibility. I have an idea for what kind of mobs might be present on it's floor, considering skeletons might not fit in quite so well. Kobolds and Lizardmen. Small spear and crossbow wielding kobolds would be present on the entire floor, along with lots of wooden barricades they've set up. In front of the entrance to the boss room would be three large warrior Lizardmen called Dragon guard who would act like the Skele Champs. Wearing armour and using large shields and axes, these warriors would focus on two things - killing the players and protecting another Mob - the Dragon priest. This priest would act as their cleric, buffing and healing the Lizard Champs. A few smaller kobolds would also be there fighting the players. The 4 mobs would drop legendary grade gear and could be considered a boss fight themselves, with the Priest dropping the key necessary to enter the boss room. Players could potentially loo the key and then leave to sell it on the market to those who just want to fight the dragon and not the other mobs.]
Votes
Opinion: +32
Upvotes: 36 90%
Downvotes: 4 10%
Suggestion ID: 1512208 | Submitted at
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A Kick, getting surrounded and body blocked, stuck in a corner is basically impossible to get out of without teammates, let us push away a mob so we can have the chance to escape
Votes
Opinion: +57
Upvotes: 70 84.33%
Downvotes: 13 15.66%
Suggestion ID: 1512292 | Submitted at
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maybe add like a hub map where we can converse with other players and form parties.
Discrim based name systems would be cool, so that we can all get the names we want.
I would also love an abandoned village themed dungeon. Like a ghosttown where you have to go through buildings and alleyways.
Votes
Opinion: -16
Upvotes: 4 16.66%
Downvotes: 20 83.33%
Suggestion ID: 1512332 | Submitted at
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Allow certain braziers and other flame spewing items to ignite flames for a short period perhaps the quiver then have them burn out after a short while, these flaming arrows dealing additional damage similar to the skeleton AIs maybe a DOT effect if that proves too strong maybe lock it behind a perk or limited braziers like shrines
Votes
Opinion: -11
Upvotes: 7 28.00%
Downvotes: 18 72%
Suggestion ID: 1512467 | Submitted at
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[It would be cool to have a starting lobby area like in phasmophobia. So maybe like a tavern with 4 chests in it ( people's stashes ) and little shops set up, representing the merchants, that you can interact with instead of just a menu. So basically it would be a little hub area for you and the people in your group]
Votes
Opinion: 0
Upvotes: 24 50%
Downvotes: 24 50%
Suggestion ID: 1512482 | Submitted at
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make the spell ignite not able to buff your other spells damage to remove the double dipping potential. In the last play test there was a double dipping strategy that let players with flat magic damage and flat true magic damage on gear get the damage increases on the ignite buff and the spell itself. meaning if you had +30 flat magic damage on a magic missle that did 10 damage, that magic missile normally would deal 40 damage per shot. however if you add ignite the ignite base of 5 was added with the 30, then added onto the 40 from the magic missile. Making the damage be insane at 75 per shot.
Votes
Opinion: +55
Upvotes: 57 96.61%
Downvotes: 2 3.38%
Suggestion ID: 1512548 | Submitted at
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Keep the mini-map in the game. Some people want this game to be more "realistic" or "hardcore", but the game shouldn't prioritize that over the gameplay itself. Having the mini-map is a quality of life thing, and removing it would just make life harder for ourselves and I don't know why people would want that.
Votes
Opinion: +87
Upvotes: 89 97.80%
Downvotes: 2 2.19%
Suggestion ID: 1512729 | Submitted at
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Gonna get a lot of flak for this but, possibly think about releasing the game earlier this year in an early state, and continue to work toward a full release while allowing people to still play
Votes
Opinion: -2
Upvotes: 25 48.07%
Downvotes: 27 51.92%
Suggestion ID: 1512757 | Submitted at
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[Conjuration for the wizard, or just make conjurer its own class, in addition to necromancer. Conjuration and necromancy are NOT the same school of magic, and we want both. :)]
Votes
Opinion: +10
Upvotes: 21 65.62%
Downvotes: 11 34.37%
Suggestion ID: 1512806 | Submitted at
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don’t remove the minimap. Yes the game is hardcore but removing quality of life=/making the game harder. It will make it even harder to learn the maps also you can still pull the map out online or something. It isn’t the way to make the game more hardcore, how about improving ai and maybe making heals less common not removing the minimap
Suggestion ID: 1512845 | Submitted at
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everyone starts off with no items and loots grey 0gold items (base gear) from the lobby before game
-people spend less gold gearing up before game
-noobs can learn/gear faster
-saves buying full whites and upgrading instantly
-try hards can loot all the francisca/traps/throwing knife
solo/duo/squad mode/autofill squad solo queue
-solo more becomes enjoyable
-more competetive
-try hards
-maybe not your vision of the game
out of combat health qol
-easier/more forgiving
-similar to wizard meditation but for a small out of combat heal
-could mess with consume balancing -buff incombat consumes?
-could balance via giving each class a different value they can heal per second
Suggestion ID: 1512910 | Submitted at
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controls -dual wield - swap left/right click toggle
-inventory controls were a little bit janky to work with
-sometimes my binds would instead of looting items, drop them on the ground. maybe have a semi tutorial for inventory management
walkable tavern
-the unique feel of the table will be lost
-could have target dummies in here
-could sort out binds/mouse sensitivity here
-learn inventory management here
-items you place in your tavern stay in your tavern, like skyrim houses - put uniques on display and give gear to friends easier?
trader rework?
-could have personal taverns where you spec into traders items/type, example; wizard players spend more at the
tailor to obtain better offers as they dont need heavy armor - cheaper or higher rarity
another example could be speccing into armors for cleric templar armor/barbs northeren something armor. there were times i wanted to buy chest armors
but the traders had none for sale. maybe i could let the trader know that im always interested in these items so he can make sure he always has some available for sale.
nerf mages
-invis/haste combo makes the rogue class feel void
-range aoe dps potential higher than other classes feels rough to play around
traders ingame that require you to bring currency in to the dungeon (example 500 gold decent bow dagger)
-randomly generated like the portals
-more risk factor for players
-rng fun
Suggestion ID: 1512966 | Submitted at
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player trading - i know its beta and im sure you have alot of ideas to make the trading better but here is my opinions
-was never sure how much gold was being consumed on the 15gold trade tax
-sometimes forget to bring gold and then lose trade because i couldnt find the dude in time
-i like how all trading was cross region, bring the players together and homogenise the market
-couldnt see when i had traded someone who was already in a trade - inbetween all the trade spam maybe make it in the middle of the screen instead of the chat log
-maybe have a previous trade log or a gold tracker to see how much gold ya got over time- like tsm on wow
-alot of my friends dont enjoy old school forum trading/poe styled trading. i disagree but maybe you could have a few different ways of accessing trading as alot of people
dont like spending alot of time moving items around - i love it though
-player auctions for high ticket items?
random stuff i encountered
fix shields - blocking - hits felt like they didnt block right not sure if it was a mechanic
agro swap ai was a bit janky
skeletons shooting through walls - felt bad using all consumes after walking around 1 corner to skeleton head shotting
buff mob ai - if they have been hit, increase range of aggro/chase - especially with skelearchers and skelemages
-wizard and archer classes dealt with mobs too easily - rogue had to work harder to kill for example
friendly fire nerf
-rangers traps - give them outline to allies so they know where they are - rip my friends
Suggestion ID: 1512970 | Submitted at
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make it so if you use a lockpick and hit the red, you get to keep the lockpick. There needs to be a way for other classes to be able to loot good chests that rewards good play and makes it so theyre not always starving to find a lockpickmake it so if you use a lockpick and hit the red, you get to keep the lockpick. There needs to be a way for other classes to be able to loot good chests that rewards good play and makes it so theyre not always starving to find a lockpick
Votes
Opinion: +83
Upvotes: 86 96.62%
Downvotes: 3 3.37%
Suggestion ID: 1513011 | Submitted at
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slow down the lockpick minigame, or allow for the circle to pass around once or twice when attempting it. half the time i feel the sound that plays when starting it happens after it already shows up and has gone a decent bit around the circle on screen making you not have much time to react. it feels unnecessarily hard to succeed on it with that, especially since you need to succeed on it multiple times in a row.
Suggestion ID: 1513104 | Submitted at
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Make crossbows worth taking at all over the bows. They're not competetive. Here are my suggestions that wouldn't water down crossbow gameplay.
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make crossbows pierce/ignore armour (100% of it) while increasing the overall damage slightly and allow the player to zoom in by aiming with it.
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make crossbows slow down on each hit more and longer (to give you a chance to fire more than 1-2 shots before the enemy reaches you) while making the bows slow down only when hitting the legs.
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add active skills for crossbows such as a shackle-shot that binds an enemy that you hit with it. The shackles could be disarmed like a trap, crushed with melee attacks and would also fall apart on it's own after 2 seconds.
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add a binded shot which would basically work like a shotgun (different to the spreadshot because it covers the area in a circular pattern, it wouldn't reload your weapon and it would deal non-armour-piercing damage.
Hopefully these changes would rangers consider using more weapon than just the longbow.
Suggestion ID: 1513216 | Submitted at
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Please consider making bonuses of new races and skins minimal. Making skins pay2win can very easily kill any competitive game. Keeps the traits changes to minimum such as -1 willpower +1 strength for an orc and so on. This would make it exciting for minmaxers while at the same time allow casual players to still play an ork rogue/wizard for fun and giggles. Thanks
Suggestion ID: 1513252 | Submitted at
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Once the first floor is implemented, make it so that only solos can enter it, in exchange for lower loot in general, as well as only offering enough portals for half of the players to escape. Duos and trios start on floor two, with the remaining solos from floor one filling in, as well.
Suggestion ID: 1513267 | Submitted at
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Add portal spawns outside of the ring during later parts of the game, to further assist solo players from being forced into engagements with duos/trios that they are far more likely to lost - as the trio can both defend and activate portals at the same time.
Suggestion ID: 1513279 | Submitted at
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If B1 for this ends up being a forest with ruins, an interesting feature similar to mimics may be to add graveyard style rooms, where looting a grave usually has minor loot but also has a chance to spawn a zombie as a result of "disturbing the dead".
Votes
Opinion: +50
Upvotes: 50 100%
Downvotes: 0 0%
Suggestion ID: 1513341 | Submitted at
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Add filters in Tradeposts that will remove all messages except for ones with the selected classes. Ex: All would be the default selection. Clicking the Rogue button would make it only gear that Rogues can use, while then clicking the Ranger button would make both Rogue and Ranger visible until one, the other, or All was selected.
Suggestion ID: 1513427 | Submitted at
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[Give rogues the ability to parry with their offhand "attack". Currently dualwielding is hardly rewarding and mostly just lowers your movement speed. This will also fill a gap for rogues defensive capabilities.] (As a second smaller suggestion, give rogues the ability to walk a bit further in stealth, 15 or 20 steps.)
Suggestion ID: 1513460 | Submitted at
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Cleric New Ability
Cleric Bossom - Blinds and impairs hearing of enemies within 10 feet circumference for 4sec. 40sec cooldown. Or magic with 4 charges
It's a good engage or disengage skill.
Votes
Opinion: -11
Upvotes: 7 28.00%
Downvotes: 18 72%
Suggestion ID: 1513481 | Submitted at
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God i love this game and i hope u can give us some 10 € pack where we can support u and let us play, maybe some cosmetics. Make more informations from the players etc. Playtest is faraway
Votes
Opinion: +35
Upvotes: 40 88.88%
Downvotes: 5 11.11%
Suggestion ID: 1513514 | Submitted at
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[This is probably something thats coming, but a trader progression system where you complete quests in order to level up traders so they sell better gear would be amazing.
Also, some sort of momentum system so you can't switch movement direction instantly could be cool, not sure if it would function well with existing mechanics though.
Last, please for the love of all that is sacred do not add a weapon durability system. It'll just punish player for playing the game and only adds tedium, nothing more.]
Suggestion ID: 1513615 | Submitted at
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Remove the planned Durability/Repair system, and instead add Refinement tiers, each one successively costing more gold and/or resources. Refinement tiers degrade by one tier each time the gear returns from the dungeon.
Votes
Opinion: +7
Upvotes: 24 58.53%
Downvotes: 17 41.46%
Suggestion ID: 1513616 | Submitted at
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Do not add in a durability system. Unless there are specific dangers/rewards involved that can risk durability damage beyond normal use, the best case scenario is that players will be punished for not clicking a button every time they return from the dungeon. Worst cases are either A, the system is too costly for what it does, and exists only as an artificial gold sink, B, forgetting to click the button seriously debilitates your next run, or C, both.
Suggestion ID: 1513663 | Submitted at
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Please change the “praying” interaction label. I want to be able to use these shrines but prefer to change the name. Makes me feel like I’m being an idolater and I choose to not use the buffs because of that. Maybe change the wording to “obtain” buff, “receive” blessing, etc… just a small change if possible😌🙏🏼
Suggestion ID: 1513746 | Submitted at
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(I am a rogue main keep this in mind) I would like to see an effect such as BLEEDING (like most other games), that when a rogue (or mage invis, or invis pot) is bleeding it should take us out of stealth. MAYBE allow all classes to have some type of DOT that could interfere with stealth mechanics, ex Cleric can have a passive ability that gives a slight holy dot for 5 seconds, maybe a mage can have some type of ‘freezer burn’ where a slight dot will linger on a player after an ability hits… just some ideas to help maybe balance the Leaderboards some 😉
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1513759 | Submitted at
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Start the early acces and for players to show support for the runing servers add a 5euro bundle [game skins or whatever we dont care] players don't care about money most of us 80% want just to play the game as it is. escape from tarkov was far from finished game and still the player base loved it. Some say that we must wait for devs to finish the game Most of us can't wait for that this game is PURE DOPAMINE! DONT HATE IT'S JUST AN OPINION.🍻
Suggestion ID: 1513978 | Submitted at
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Rework the pavise so AI and bosses work around it, right now it is a complete AI killer and can be used to easily cheese rooms (esp. in hell). Source: https://www.youtube.com/watch?v=pVS0ixM_IHg
Suggestion ID: 1513994 | Submitted at
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Ideas about Players traps 🪤
In my version, I got 2 versions of traps (could be different 3d models aswell) : basic and advanced. Basic interact time for the victim MUST be something short, like 2sec MAX. The trap must still be interacted with (pve is automatic but timer is x2). Unlock time (and effects, in case of other trap types) for a victim is doubled (in PvE too) in case of advanced trap. Minigame is removed entirely from any version (but can be reached through perks).
- Allow anyone to use basic traps. The default place time should be doubled compared to Ranger (could be a passive default) or associated to a minigame (if failed, trap is lost).
- Allow rangers to use basic and advanced traps versions.
- Add a ranger perk which upgrade (when setting it) **default **trap to **advanced **, and **advanced **to advanced + minigame, but lock the possibility to use ranged attacks (restriction on any xbow/bow).
- Add a ranger perk to add the unlock minigame into traps (basic and advanced versions).
- Add more traps types. The basic/advanced version and associated ranger perk would affect the effects.
- fire would help versus undeads/pve and would set players on DoT. Higher ranks means bigger and longer DoT.
- fairy dust could be used to blind/confuse pve/players, etc). Higher ranks mean bigger time blind. Undeads without eyeballs won't be affected. - Add the possibility to craft the different types of traps (fire, fairy dust, etc).
To balance obvious clerics downgrade :
- Make the root skill actually useful -> 2 sec minimum. Eventually raise the skill price if you think it's too strong (but tbh I never saw a cleric using that skill in PTS).
Suggestion ID: 1514031 | Submitted at
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Add Holy Water bottles ! 🐳 🫙 👼
Sanctify the place where you launch it (a little radius) and protect you and anyone for a short period of time (10 to 30sec depending about grade quality) from the Dark Swarm.
Holy Water could also be part of the gameplay if new creatures are added (vampires, notably). Wraith and any form of spirit could be affected by Holy Water and counted as damages (similar to what a fireball does).
Votes
Opinion: +19
Upvotes: 25 80.64%
Downvotes: 6 19.35%
Suggestion ID: 1514048 | Submitted at
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Re-sanctify an abandoned place !
A fine job for a cleric ! Some spots could be actually so doomed than the commoner would litterally burn from the Dark Swarm. The cleric could then praise its Gods and cleanse the place from filthy corruption.
Ingame, it would look like a sort of dark swarm flowing around an object (door, etc). Anyone touching that corrupted object would literally burn (5-10 damage max) and be incapable of interact further with the object due to the pain (aborting interaction).
It could actually blocks an entire random place (miniboss or other PoI), making the Cleric a valuable asset in the group.
A perk (Sanctification / Sanctify) must be generated, allowing the basic Cleric to become a true inquisitor and be able to sanctify such a dark and corrupted place.
See also my Holy Water suggestion, which would allow anyone to bypass such requirement (for a short period of time - 10-30sec).
Suggestion ID: 1514061 | Submitted at
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Make the Dark Swarm more organic !

Actually, the dark swarm is nothing more than a hidden battle royale circle, which does the job but doesn't feel roleplay. It would be actually interesting the swarm actually... Swarms, beginning in 2 or 3 Player outer circle rooms, for exemple), and keep corrupt rooms after rooms, depending how big the room is.
Holy water bottles (see my other suggestions) could eventually slow down the Swarm to corrupt the actual room it is corrupting, or generate "pockets of fresh air" (10-30sec depending about the bottle).
Votes
Opinion: -12
Upvotes: 9 30%
Downvotes: 21 70%
Suggestion ID: 1514099 | Submitted at
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[releasing this game somewhat early, the game during the recent playtest was amazing and I was addicted and couldnt stop playing it. The main reason I would say that this should be released a little bit sooner then the end of this year is because the hype for this game will die down
Suggestion ID: 1514121 | Submitted at
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[suggestion] - I had played the game and I only thing I didn't like is that YOU HAVE TO use Discord if you want to play in a party. Otherwise it's rather difficult to get a party together if you don't have friends on PC. So I'd like to suggeste is a more friendly match making that maybe similar to Apex, where you can select solo, duo, or trios and make a User level and a character level where you can select a more skill based mode where it's not just "Normals" or "Hardcore" but a skill based mode that only has starter equipment. What that would do is make those who really want to be chads at the game be able to compete on a harder level with one another as it will bring out more strategies and teamwork.
Votes
Opinion: -33
Upvotes: 1 2.85%
Downvotes: 34 97.14%
Suggestion ID: 1514160 | Submitted at
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[i think u should add boxes in trade market so u can check box to sort items types. So basically u can select roge green dagger and trading chat show u only that. Make this for every item/class/rarity it would really help buy items quicker]
Suggestion ID: 1514163 | Submitted at
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Inventories have a limited pool of arrow/bolt quiver refills, determined by class. Let's say 10 refills (equivalent to 50+ longbow shots) for Ranger, 6 refills for Fighter.
Ranger Fletch/Scavenge skill recovers the projectile refill pool.
Campfires recovers the refill pool at a greatly increased rate.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1514306 | Submitted at
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Max 100 arrows for Ranger, to be realistic. See source: https://explainedarchery.com/how-many-arrows-can-a-quiver-hold/
Suggestion ID: 1514337 | Submitted at
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I see some complaints that the combat is a bit janky and sluggish. Im glad the combat is not going the mordhau directional melee/parry approach but i believe a pretty simple fix would be to remove or severely reduce the movespeed slowdown when swinging a weapon. but keep the slowdown when getting hit. obviously certain big hard hitting weapons would need to slow you a bit. I believe this would help speed up The combat and allow for a higher skill ceiling and more outplay potential.
Votes
Opinion: -2
Upvotes: 18 47.36%
Downvotes: 20 52.63%
Suggestion ID: 1514354 | Submitted at
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Remove invisibility, to be realistic. See source:
https://www.sciencefocus.com/future-technology/invisibility-is-possible-but-probably-not-for-people/
Suggestion ID: 1514405 | Submitted at
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Remove magic and wizards because they are not realistic. See source: https://en.m.wikipedia.org/wiki/Magic_in_fiction
Suggestion ID: 1514439 | Submitted at
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I would suggest changing spells to have a set number of charges (2 - 4 depending on rank/usefulness) that have an internal cooldown/recharge rate (So you have, for example, 3 fireballs you can cast that have a 1 minute recharge. You can cast all 3 in 6 seconds but have to wait 180 seconds to get all 3 back). Have the meditation spells, campfires, or other abilities, speed up recharge rate (like knowledge stat?)
Suggestion ID: 1514560 | Submitted at
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Might already be possible but make it so when the mage ai casts invincibility spell it has a chance to be cast on a player if they were standing in the way of the ai its due to be cast on, the same way players can cast onto ai if in the line of sight.
Votes
Opinion: +1
Upvotes: 9 52.94%
Downvotes: 8 47.05%
Suggestion ID: 1514586 | Submitted at
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Let us keep our names/ID for each playtest and wipes so everything else character's inventory, skills, levels, etc., get wiped, not the name.
It gets kinda annoying when I have to find new names cause my names are taken, but this is low priority it’s not that important.
Votes
Opinion: +4
Upvotes: 22 55.00%
Downvotes: 18 45%
Suggestion ID: 1514589 | Submitted at
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[being able to trade common or low tier items for less trade gold could be helpful for poorer players to be able to get the weapons they want without paying tons of gold for them]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1514609 | Submitted at
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Adding a Merchant that can sell paint colours and emblem/banner templates that players can customise and add to shields and other items. (Would have to be limited to what people can make though as people would try and get all sorts of offensive stuff on their shields and items)
Suggestion ID: 1514642 | Submitted at
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In addition to #d-and-d-suggestions message to provide more depth to the mechanic and to prevent cheesing it by taking your gear off at the end of a Dungeon, how about it tracks how long you wear gear in a Dungeon and it uses that % of time of the Dungeon (The time is the added time of B2 and B3 together) as a % chance to lose refinement instead of it being guaranteed so if you go in with gear you know you wont take off and spend 100% of the time in it and do both floors you have an extremely high chance for it to lose refinement but if you bring more than 1 set of gear or you find someone elses refined gear and put it on mid game the chance for your gear you used to lose refinement wont end up being extremely high.
Suggestion ID: 1514814 | Submitted at
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[Implementing a system to make it more apparent when the zone is going to close in. For example, maybe you can choose voice actors for how you want the notification to sound. For example, if your class is a warrior, you can choose between voice-line sounds of a warrior for the notification to make it feel just as immersive.]
Votes
Opinion: +61
Upvotes: 66 92.95%
Downvotes: 5 7.04%
Suggestion ID: 1514818 | Submitted at
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Only inside the game can you check the character's attack power in the details window. We would like to see this change even if we enter the locker in the lobby for a more detailed character setting. For example, if you press the weapon set 1, the number to which the weapon attack force is applied appears in the Details pane. With the introduction of this function, it will be possible to correct the current situation in which numerical changes could only be seen in the waiting room of the dungeon.
Suggestion ID: 1514886 | Submitted at
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[Buff the swing speed of barbarian weapons, aside from the felling axe and horsemans axe hatchet combo. The other weapons are unusable as they are just too easy to dodge. Or buff the move speed while swinging.]
Votes
Opinion: -43
Upvotes: 7 12.28%
Downvotes: 50 87.71%
Suggestion ID: 1514981 | Submitted at
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[Nerf the disparity between gear brackets. Right now the difference between no gear and fully geared is massive, like it should be, I am just suggesting to pinch the two ends closer together. In a week a lot of us experienced max gear, which won't be healthy for the games longevity. Im not suggesting a full kit legendary gear shouldnt stomp no gear players, but make it reasonable for them to have some sort of outplay. In tarkov that is possible, but i am not suggesting that level of equality.
Suggestion ID: 1515098 | Submitted at
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Make the default kits better, or provide a way to upgrade the starting kits or provide the option to unlock alternative starting kits. I'm not suggesting making them broken or be given infinite free good items, but the current default kit power level discrepancy is rather large and some have huge flaws (ranger with just a bow when any adventurer worth their salt would always carry a melee. Same goes for wizard carrying a dagger, fighter maybe with a ranged weapon, ect).
I make this suggestion with the hopes this diversifies play right off the bat and gives people more options to outplay people if they make use of all the tools they have.
Suggestion ID: 1515255 | Submitted at
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[Make the hell loot better. I went down to hell a dozen times and not once did I actually think the loot was worth the time. In high roller it felt as though there was better loot in d2 than in hell. It also seems impossible to kill the bosses solo on highroller, even normal dungeons I couldn't do it. I think it needs a significant buff to the drop rates.]
Suggestion ID: 1515257 | Submitted at
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Add things like profile pictures and maybe even titles to offer some personalization of characters and their profiles. Just little things like "Master Assassin" after a Rogue gets 100 player kills or "Skeleton Executioner" after 150 skeleton kills or even "Lich Slayer" for those that manage to take down the respective boss. It would even be possible to add one for people that participated in the playtest like "Seasoned". This can tie into an individuals player page where it lists escapes, games played, # of kils, etc. Additionally, with the introduction of guilds and such maybe even have a customizable banner to represent the guild. This could just be different unlockable symbols since I know people can make some unsavory images when given too much freedom with customization. These can even tie in with possible quest rewards.
Votes
Opinion: +94
Upvotes: 96 97.95%
Downvotes: 2 2.04%
Suggestion ID: 1515263 | Submitted at
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Changing my suggestion a bit since people dont seem to like the term <<gear score>>
Heres my suggestion; to be able to Queue up and to be teamed up with strangers in game that have a similar <<win rate ratio or K/D/A ratio>> ( some kind of Skill based match making)
Suggestion ID: 1515425 | Submitted at
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warlock who uses soul magic to cast spells and resurrect undead to fight for you, every time you kill enemies you get a soul stack, the more soul stacks the more powerful spells you can cast, you can also resurrect teammates like the cleric but with a twist, they resurrect as a "undead" which would give them stat modifiers like other races. If you take the soul off your teammate though, it will resurrect as a soldier for you with whatever gear is equipped, this could also be used as a sort of mule system, you would have to kill the creature as well to re-loot it.
Suggestion ID: 1515479 | Submitted at
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[add caltrops as a deployable item usable for the fighter, ranger and rogue. area denial tool that deploys 3 caltrops in a triangle spread out, causes victims to be debuffed; take 1 hp damage, get debuff for 5 seconds. If moving (wsad, crouch or jump) bleed 10 hp over the 5 seconds. This means if u step on it and dont move, you only take 1 damage. If you move partially, you only take partial e.g. 2 damage per second of movement.]
Suggestion ID: 1515509 | Submitted at
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Spell "Knock" for the wizard. It can open doors and chests that are not locked from a distance. The idea is that a spell like this would be very useful, since the interaction speed of wizards is terrible, and it will not be unfair to other classes that can do pretty much the same thing without using any spells. It can also help wizards deal with mimics since it can be hard for them
Suggestion ID: 1515560 | Submitted at
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Character customisation that changes your walking animation to "Dr. Livesey Phonk Walk" This is only game where something like this would be possible. Characters are walking quite slow anyway and this would be super fun to chad walk like that.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1515719 | Submitted at
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Only inside the game can you check the character's attack power in the details window. We would like to see this change even if we enter the locker in the lobby for a more detailed character setting. For example, if you press the weapon set 1, the number to which the weapon attack force is applied appears in the Details pane. With the introduction of this function, it will be possible to correct the current situation in which numerical changes could only be seen in the waiting room of the dungeon.
Votes
Opinion: -5
Upvotes: 8 38.09%
Downvotes: 13 61.90%
Suggestion ID: 1515752 | Submitted at
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I really wish the the lanterns in this game were more interesting and impactful. It would be cool if there were bigger lanterns, that would glow a lot more and that you could put in the off hand slot to hold it while using a sword like on the promo art.
The current lantern isn't really worth keeping in the inventory unless you want to firebomb the first person you see with it and be done with it never making any use of the limited illumination it gives :/
Maybe introduce a greater handheld lantern that is a lot more practical (like I just described), but cannot be thrown while at the same time changing the lantern that we have in the game currently so that it's possible to strap it to your belt?
Suggestion ID: 1515951 | Submitted at
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for next playtest and the future of this discord server in general, make a self-service trios and duos channel creator instead of having the static channel (the way its done on the Hunt Showdown server). This makes it much easier to team up
Votes
Opinion: +28
Upvotes: 30 93.75%
Downvotes: 2 6.25%
Suggestion ID: 1516077 | Submitted at
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the 20% armor debuffs on skins make skins useless to anyone who isn't memeing. it appears to be a mechanism to prevent everyone from wearing skele skins all the time, so perhaps reconsider how to achieve that goal without turning "skins" into "hardcore mode"
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1516259 | Submitted at
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also bumping this because this will also make shields a lot more viable and simply makes sense
#d-and-d-suggestions message
Suggestion ID: 1516285 | Submitted at
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I was wondering how the community feels about bigger parties for perhaps pvm/pvp content. such as 5 man teams with bigger maps and doorways of course. Maybe something massive such as a 10 man team where they can go fight a LOTR styled Balrug as raid content. edit Just to add more elaboration. Boss has random spawn in any game. If 3 three man teams wanna fight each other and extract they can, or if they wanna have a truce and fight the big guy they can do that too. That way it's not Fortnite and it's not WoW
Suggestion ID: 1516288 | Submitted at
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[The base value damage of most things in this game is fairly high. I think an increase to the health pool of every class by like 50 or something, would make feel like there's more opportunity for outplay potential and counterplay. Also, making purple and legendary %'s on stats a bit higher. Most of the time a +5 magic damage green for wizard is better than a legendary that has 3% true magic damage or some sort.]
Votes
Opinion: -35
Upvotes: 5 11.11%
Downvotes: 40 88.88%
Suggestion ID: 1516384 | Submitted at
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add a subscription payment model, perhaps $16 a month, and save money for subscribing for longer periods, so you can maintain the game integrity without requiring a cash shop
Votes
Opinion: -93
Upvotes: 1 1.05%
Downvotes: 94 98.94%
Suggestion ID: 1516419 | Submitted at
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i think most ppl dont like to play with bad team comp
for balance make every party must have 1 tank 1 dps 1 support
tank is barb or fighter
dps is ranger or rogue or wizard
supp is cleric
Votes
Opinion: -105
Upvotes: 0 0%
Downvotes: 105 100%
Suggestion ID: 1516472 | Submitted at
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With 32 players on the new B1 getting added i feel the normal game mode of a ring coming in and everyone meeting in the middle would feel off. When you start to think about it players who wants to go to lower floors because B1 has bad loot would have to wait the entire B1 game out to go down.
So my suggestion: Make B1 a static map which doesnt end. It has no circle. Red and blue portals spawns closer to the middle of the map. This way newer players would be able to chill a bit more (there will still be pvp at every corner, but no time limit) and the players looking for the more hardcore would be able to rush middle and take a down portal. This would also add a fresh feeling to B1, give players who dont care about the loot in B1 a fast way to get to B2 and give newer players more of a chance to learn mechanics. When newer players have tried a few B1 runs they could go deeper into the more hardcore B2 with circle and all.
Votes
Opinion: +19
Upvotes: 36 67.92%
Downvotes: 17 32.07%
Suggestion ID: 1516484 | Submitted at
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since most of us are confirmed fembois; the new class: The CatGirl
its attack would be Superstar wink, UwU (aoe) and cat scritches
You can also play as Catgirl (male); they have a special skill <<happy surprise>> 😂
Votes
Opinion: -56
Upvotes: 15 17.44%
Downvotes: 71 82.55%
Suggestion ID: 1516588 | Submitted at
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I think shields should be able to block arrows even when they arent <<held up>> or even when its on your back. Maybe shields always have movement reduction speed even if they are on the offhand
i dont think this should apply to melee hits tho!
Suggestion ID: 1516666 | Submitted at
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[Increase stack sizes of gold as 50 seems a little low (maybe 100 would be better) based on how easy it is to accumulate gold. In addition, please lower the cost of gold bags as it is a feelsbad having to lose 10% of all your gold just to make use of the trading posts to buy anything useful. This may require additional cost tuning to certain items and/or future additions to the game]
Suggestion ID: 1516737 | Submitted at
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add parry/riposte to more weapons. the longsword already has a right click fast riposte after a successful parry. just make that standard on most weapons. would increase the skill ceiling for fighters and barbs, which are just button mashers right now. parry and riposte is fun and it doesn't need to be any more complicated that the system we've already got.
Votes
Opinion: -27
Upvotes: 11 22.44%
Downvotes: 38 77.55%
Suggestion ID: 1516778 | Submitted at
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from inspiration of what @icy delta suggested, Red (devil) rarity gear
which would have the same (if not rarer) drop rates as legendary gear.
features and differences:
it would have the same base stats as purple gear, like dmg or defense but it possesses extra additional stats
ie, purple longsword that would have +3 max health, on a devil weapon it would have +4 max health
unique names, like "meat grinder" mace or something goofy like that
they have ONE negative stat, eg -1 agility or -0.8% movement speed
They have custom 3d models
I have made an imagine displaying how it would look, check #dnd-content message
Thanks and lemme know what u think of this :)
Suggestion ID: 1516969 | Submitted at
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Make D&D an Alpha game and just keep rolling updates going to further improve the game. You could make the game cheap like 10-15 usd and use that money to fund better servers and better ai scripts, as well as keeping the player base happy
Suggestion ID: 1516996 | Submitted at
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Add a functioning market that doesn't require you camping the trade chat. Allow us to list up our items and bundles of items in the market and then let us play the game instead of having to Ctrl+V our offer every minute or few. I'd much rather be able to just post my items for sale for anyone interested than paste trade chats with my offers.
Give us the ability to send a trade offer to any user who has become a part of the merchants guild and let him accept it, deny it or counter offer it. Both players will pay the gold fee after the trade was completed (if it was completed and not denied). You could even go as far as to add an auction house where we could put up our most prized items such as uniques or items with god rolls on them.
I understand that the trading that was in the game was quickly put together to be there, but please see what worked for your competitors when you get to it and let's not allow the "immersion" of trading random individuals you will never again see to get in the way of quality of life. Thank you for sparing our time on the behalf of the trading community.
Suggestion ID: 1517137 | Submitted at
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A lot of people hate skill based matchmaking so instead of that, how about adding a matchmaking system that relies on what tier of items the player currently has equipped.
(For example: Whatever tier the player has the majority of equipped each round, the system would put the player against other players with item tiers equipped that are equal and 1 or 2 tiers above the players current item tiers and also 1 or 2 tiers below the players current item tiers)
This would be implemented so players aren't going against other players that have top-tier items equipped when the latter has only low-tier items equipped.
Suggestion ID: 1517336 | Submitted at
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Playable Race
Cleric > g̶o̶b̶l̶i̶n̶ ̶s̶h̶a̶m̶a̶n̶ DWARF
" Gob-GOBLIN shaman??? Nay, nay I say to thee! A strong, stout, stone-bearing DWARF is the race fit to take up the mantle of Cleric, for it is he who represents Karl, the Patron God of Rocks and Stones! 💎⛏️
🙏 " ~ Quote CMDR Hollis [ENG]
Suggestion ID: 1517673 | Submitted at
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add a training dummy to test damage, weapons and skills.
Allow people to equip the dummy with weapons and have the dummy perform the basic attack animations of the weapon so people can practice dodging swings
Votes
Opinion: +76
Upvotes: 83 92.22%
Downvotes: 7 7.77%
Suggestion ID: 1517693 | Submitted at
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[Add a system where you can find spells imbued in like paper or gems (fireballs, haste, lessor heal, major heal, invisibility, etc.) And have a way to imbue this paper into gems that are uncommon, rare or higher (not cracked) and that can be socketed into items like swords, shields, robes, heavy gauntlets, or whatever else. You can have a merchant that can do this for a price higher quality gems can store more spells or stronger spells that would have a higher price fee. It would also allow gems to have another purpose other than to sell to the collector you might even be able to sell them in trade channel for more than you would sell them to the merchant. And when you use all the spells in the gem it breaks and becomes cracked, you can also have a progression system where you have a rare gem with 3 spells or 2 whatever you the developers decide upon, where the gem goes down in quality when using a spell you have 3 spells for rare you use one of em and now it's an uncommon gem with only 2 spells until it's all used up and becomes a cracked gem. You can also have specific gems only be imbued with specific spells ruby has fireball diamond has haste.]
Suggestion ID: 1517755 | Submitted at
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[i think maybe u can add a loot boxes in the store that gives 1 weapon with blue to legendary rarirty and 1 armor also blue and legendary rarity... instead of just some skeleton skin and torch skin u can buy these lootboxes... and can also make them cost some money maybe 0.5$ per boxes or maybe add them in a battle pass ?]
Suggestion ID: 1517770 | Submitted at
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Make item slots (button 3&4) wider to show all consumables items you equipped while playing.
So we don't have to certainly remember "Oh I need to press two more times 3 to swap to healing potion" or "fuck where is my invisibility potion,press tab sheeeet I'm not even equipped it at all"
Votes
Opinion: +62
Upvotes: 62 100%
Downvotes: 0 0%
Suggestion ID: 1517834 | Submitted at
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- There are games that has certain RPG element that lets you become stronger account shared on any characters by completing some activities. Great and simple example is Badass rank in borderlands 2. You do challenges. You get points. You spend them to get stronger for tiny amount and get some excitement and strength!
- Battlefield V have good immediate kill/hit feedback. Especially when you one-shot headshot some enemy you get nice sound and image on screen with points you earned for that. For Dark&Darker it may be inappropriate due to hardcore style and stuff but playing Battlefield V several hours I noticed that overnight my brain get many very satisfying flashbacks from game even imaginable/not real. It makes games very remarkable. So Rewards ingame can be more "highlighted/underlined"
Suggestion ID: 1517949 | Submitted at
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Increase the ranger's quiver size and make reload longer, like meditation for the mage. It would give rangers limited arrows they can use per incounter/fight, which in turn would force them to use more util and not just spam full auto.
Suggestion ID: 1518005 | Submitted at
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[guys i was thinking about how to add more depth for characters in this game and came up with this idea... ultimate abilities for each character:
1- Fighter : fighter ultimate make him take 90% less dmg for 15second if hes use shield and 200% dmg on next 3 attack if use 2 hand sword
2- Rogue : teleport behind the enemy and increase dmg by 100% for 20 second
3- Cleric : make rez the entire team and give 50% defenses for 30 second (if they are afk and dont move it become 100%)
4- Hunter : auto aim for 9 bow shots
5- Barb : immune to death for 15 second (like tyrndamyr from league)
6- Wiz : Cast all your spells at once
what do yall think about this ?]
Suggestion ID: 1518076 | Submitted at
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Two small changes to current trade system - 1. Add a "CTRL+F" style search function, and 2. Prevent posting items in the wrong trade channel. lock armor to armor, weapons to weapons, trinkets to trinkets, etc. I love the current barter system, we just need to be able to parse it more effectively
Suggestion ID: 1518241 | Submitted at
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Remove reloading from the Ranger and make arrows an item. Rangers start with a certain amount of arrows in their basic kit and can loot, or buy more. Reloading a bow with unlimited ammo is weird for an unforgiving game IMO. Make it like Diablo where you can carry quivers.
Suggestion ID: 1518254 | Submitted at
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Talent Tree Proficiencies
Don't give everyone access to everything, but it could be beneficial to allow classes to broaden their capabilities through the talent tree in areas that make sense. I'm talking about Barbarians spending points to learn heavy armor proficiency, Rogues learning bows/crossbows, Rangers learning Spear.
The balance here would be that classes who don't pick these would be spending those same talent tree points into further specializing their expected kits.
Suggestion ID: 1518368 | Submitted at
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[would it be possible to implement a "Invite from last match" function to the game? i often found solo queueing and teaming with other solo players a blast, but rather difficult to find them after match, especially if i'd clicked out of match to fast ]
Votes
Opinion: +57
Upvotes: 62 92.53%
Downvotes: 5 7.46%
Suggestion ID: 1518582 | Submitted at
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No idea what the plans are for Achievements on the game but a lot of Indie devs find success with having the community come up with and vote on some. I think this would be a good thing to do with Dark and Darker as well. If you want some great opinions you could vet people on experience on the game, top creators, leaderboard holders or just to everyone in a channel. Just my idea. Love yall!
Suggestion ID: 1518638 | Submitted at
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It feels like a big factor for what weapons I (and players I played with) wanted to use was what type of swings they had available. If a weapon had an overhead swing or a stab, then it was much more appealing. Stabs/overhead swings are much less likely to get caught on the environment (which is a HUGE factor, as it's very frustrating for your swing to get caught, especially when trying to fight in doorways or trying to break pots at the ends of secret tunnels), they're less likely to accidentally hit your friends during a team fight, and it was easier to aim for headshots against PvE enemies as well as enemy players.
Maybe it would hurt the uniqueness of each weapon's moveset, but I wonder if it would be a good idea to add a dedicated 'stab' button, so that every weapon has the option to do an attack that is less likely to hurt your teammates and get caught on objects. Maybe this universal stab would be less damaging (particularly on weapons like axes and maces), but it would still be nice to have the option.
Suggestion ID: 1518702 | Submitted at
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Or an elementalist who can summon various types of elementals based on the attribute associated with current off hand. An example would be if you had an "Icy Tome" you can summon 1 ice elemental that moves slow but causes a slowing effect on hit or aura style. You would have to create the character with an obvious downside like very low hp or put an hp cost on the summon/retention of the summon. Imo putting the summon as a temporary ally with a time limit over a permanent dungeon ally could work as well.
Votes
Opinion: -29
Upvotes: 1 3.22%
Downvotes: 30 96.77%
Suggestion ID: 1518707 | Submitted at
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I don't think a separate weight system is a good idea. The game already has a limited inventory system with different objects taking up different amounts of space, which is functionally the same as a weight limitation. And if weight reduces movement speed, that's stepping into "unfun/frustrating" territory, and will also clash with the system of having different items increase/reduce your movement speed. If a two-handed axe reduces my movement speed by 30, and then ALSO has a weight value that reduces my weight even more, that's extremely punishing and redundant.
Weight just seems completely unnecessary when you consider that there's already a system in place for limiting the inventory and that there's already a system in place for reducing movement speed. I'm not sure how weight could be implemented in any way other than one that will cause overlap and frustration.
Suggestion ID: 1518733 | Submitted at
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You can check your character's attack power in the details window only within the dungeon and pub. I hope you can see these changes when you enter the Stash in the lobby for more detailed character settings. For example, if you press weapon set 1, the number of weapon attack power applied will appear in the detail window. Such
The introduction of the function will help players with detailed item settings.
Votes
Opinion: +44
Upvotes: 44 100%
Downvotes: 0 0%
Suggestion ID: 1518765 | Submitted at
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Adding a Skeleton Key or "Lock Picking Key" that drops from mobs that can be used to bypass lock picking a chest. Key could be a rare drop just to add some more fun to the game. Still keep lockpicks in of course. Multiple ways to loot!
Suggestion ID: 1518779 | Submitted at
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I think the weight system would be a dumb addition considering items already take up so much space in the inventory and people can only hold so much already, making them slower or have a side affect for playing the game wound be bad for the game. when I played the playtest I didn't feel like I could take every item. I barely felt like I could take 3 rooms worth of items so if on top of that I had to worry about keeping my weight low it just would be overwhelming
Votes
Opinion: +66
Upvotes: 72 92.30%
Downvotes: 6 7.69%
Suggestion ID: 1518810 | Submitted at
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make wizards invis more of a camo, where from afar you wouldnt notice them, but up close they are noticeable, with some sort of effect (ie a shimmer/rough outline). This would make the Invis more of a skill that should be used before engaging, and less of a get out of jail free card when in combat.
Suggestion ID: 1518857 | Submitted at
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I would like to create various small contents such as ruby ore mining. For example, I would like to be able to add material items that can be obtained by harvesting the corpses of elite monsters, and collect these items to create special equipment. Then, the meaning of defeating the boss extends beyond simply obtaining a random item with high rarity to crafting the equipment or potion you want. Additional content can be produced through existing elite monster and boss content, so the production team will be able to proceed without any burden. In addition to elite monsters and bosses, for mobs such as zombies, mummies, and giant dragonflies, you can collect material items with names such as 'corrupted zombie bodily fluid', 'contaminated bandage', and 'unrefined giant dragonfly poison'. Each item can be crafted into 'potion of corrupt bodily fluid', 'purified bandage', 'refined poison', etc. Each item can be used as a thrown weapon, healing item, or weapon enhancement item.
Suggestion ID: 1518867 | Submitted at
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Implement "little" questlines for the Merchents. before taking this to far start with an "sell items" questline like: Sell Armourer items in an Value of 500gold to unlock Tier 2. Tier 2 gives you like an 5% less Buyprice and/or incrace your chance to get more Green/Blue items. Stack it up to Tier 5 incrase Value of gold you need and chances. BUT its Always counts for 1 Merchent, means you can have armourer on t3 already but weaponesmith stays tier 1 until you hit the first value cap.
Suggestion ID: 1518937 | Submitted at
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I think for the sake of clarity during playtesting, more of the game's "numbers" should be displayed in future playtests. For example, how long a campfire lasts and how many "spell points" it restores, or how many "spell points" an ability has. Or what the expected damage your character will deal is, listed in the "stats" page of the inventory menu. Or having optional damage numbers display over enemies in Normal lobbies, so that we can see what each mob's defensive values are.
Having access to these numbers would help in testing, as otherwise the only way to test for exact numbers is to brute-force into lobbies and hope you get the opportunity to use a campfire, or attack a training dummy. The way I see it, the more of this information is available, the better, although it should maybe be made optional for the sake of preserving the realism/dark aesthetic that players enjoy.
Suggestion ID: 1518997 | Submitted at
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A beginner dungeon would be added, you would start with the beginner gear like you would in a normal dungeon, and tips would be given to you to fight certain monster types.
Loot would not be kept after the tutorial, and the sole reason would be to explain normal concepts of the game and being able to experiment with different monsters and their respective range and spacings, not having to wait 3-4 minutes between launching into each match, but dying in the room just spawns you back to the entrance to the mob and you can attempt again between each death in 4-5 seconds instead of 3-4 minutes of waiting for a lobby and playing.
Maybe different weapons to try too to learn their attack patterns, but this would be just an extra, learning to deal with monsters is what turns most people away, and this would solve some problems of people actually willing to learn and not waste too much of their time of fighting monsters.
Votes
Opinion: -2
Upvotes: 32 48.48%
Downvotes: 34 51.51%
Suggestion ID: 1519064 | Submitted at
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[Make the bard say a little phrase when he casts as if he was telling a fragment of an epic tale instead of the whoosh sound of the wizard (with some music too). For example "His feet where swift like the wind" for a haste-like spell. Bards are storytellers and i think the skald theme fits better Dark and Darker than the Jaskier musician one. ]
Suggestion ID: 1519122 | Submitted at
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As a lot of people have said, the wizard currently outpowers the other classes. Players' biggest concern is that the wizard can stack haste and invisibility to become a better stealth class than the rogue. Wizard struggles with fighting AI enemies because of his very low physical damage but is great in PVP situations because of the speed and stealth from his haste and invisibility spells. Players like @austere magnet have suggested that those two buffs should not stack, and I think that would be a good way of nerfing the wizard without ruining his kit.
Suggestion ID: 1519184 | Submitted at
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Replace Wizard Invisibility spell w/ short-distance Blink spell
-> For those that don't like the idea of Wizard combat stealth being stronger than Rogue
-> 4-6 spell count
-> Targeting reticle similar to lightning to show where Wizard will warp
-> Short- to mid-distance quick teleport hop
Suggestion ID: 1519226 | Submitted at
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4-Pack Purchases Were Cool
Back in the old days I could buy a game like Terraria for my friend group as a gift and get a price break for buying multiple copies. Since this game is so Co-op based, I would gladly purchase a Multi-pack to share with my friends who may be on the fence about buying.
Suggestion ID: 1519335 | Submitted at
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Let bards through a perk, just as they do in dnd 5e, get 1 spell from another class so you could bring one of the cleric healing spells if you want some healing in your group or fireball if you want some damaging magic. With only 1 spell you would get a ton of variety in builds (ignite, haste or smite for a combat bard build) while not healing nearly as much as the cleric or dealing as much magic damage as de wizard so you don´t outshine any class but you can be depending on spells a secondary enything.
Votes
Opinion: +21
Upvotes: 31 75.60%
Downvotes: 10 24.39%
Suggestion ID: 1519409 | Submitted at
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Remove the penalties for fighter using weapons not listed for their class while using their Weapon Mastery perk. Penalizing them for using weapons outside of their default arsenals is antithetical to their design as a generalist and only serves to weaken them by making certain types of gear worse for them.
Votes
Opinion: -15
Upvotes: 20 36.36%
Downvotes: 35 63.63%
Suggestion ID: 1519504 | Submitted at
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[For Races, the idea of adventure currency to unlock a race is pretty good idea as what you did with the skeleton cosmetic race. instead of picking one at the start per character. its a better idea to unlock them so players will feel accomplished for getting the race they want]
Suggestion ID: 1519529 | Submitted at
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Adding different tiers of Gold Pouches that can be bought. Basic one costing 5 of course and holding 50 with color tiers that match the other items increasing storage and pricing from there. Price could double 5, 10, 25, 50 while storage is 50 (white), 250 (green), 500 (blue), etc.
Suggestion ID: 1519537 | Submitted at
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[allow the use of resurrection of non-ally corpses as long as there is a soul heart still on it and make soul hearts disappear when players leave a game.] (I was playing cleric in the recent playtest and really enjoyed seeing if I could be friendly with other people while exploring the dungeon, only really when I am solo. I felt very sad being unable to help some poor soul that died alone. and the soul heat disappearing bit is just so I can make sure I don't waste resurrection.)
Suggestion ID: 1519674 | Submitted at
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Addition of paid skins for shields, armors, helmets and weapons. Only cosmetic stuff. This would provide additional income for the developers. No microtransactions affecting game balance. I suggests medieval-themed skins.
Example:
Votes
Opinion: +37
Upvotes: 54 76.05%
Downvotes: 17 23.94%
Suggestion ID: 1519699 | Submitted at
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add the ability to write a private message to a specific person with whom you want to trade in the market. This would improve communication, while the person from whom we want to buy an item leaves the market.
Votes
Opinion: +65
Upvotes: 65 100%
Downvotes: 0 0%
Suggestion ID: 1519715 | Submitted at
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Bard- https://www.youtube.com/watch?v=n63UbX5kzAc&ab_channel=BlindGuardian
Armor:
-Cloth, feathered hat
Weapons:
-daggers -rapier-arming sword -staff -lute -crossbow
-hand crossbow: 15dmg, 1 capacity, main-hand/off-hand, drop rate akin to throwing daggers due to flight.
Perks:
-Valor(Ability to wear chain armor and small shields)
-Lore(Increased Knowledge by 5)
-Greater Lore(Increase knowledge by 5)
-Lock Picking(Gain the ability to pick locks)
-Font of Inspiration(Inspiration refreshes during short rest)
-Magical Secrets(Ability to cast two Tier 1-3 cleric/wizard spells)
-Rapid Reload(Crossbows reload 50% faster)
Skills:
-Inspiration: Raise target attack power by 10 physical damage for 10s.
-Song of Rest: Press E on Bard to short rest.
-Spell casting: Magic
-Rapid Shot: Load 3 shots in one hand.
Magic:
Tier 1: 6
-Color Spray: Magic Damage all target directly infront of you in a cone.
-Heroism: Raise target status by 3.
-Tasha's Hideous Laughter: Offensive version of Feign Death spell, audible laughter during .25 ragdoll animation with .25s rise animation.
Tier 2: 5
-Blind: Target player see's Black screen for 1 second.
-Crown of Madness: (Concentration/Still) Target player sees all models as t posing skeletons for 6 seconds.
-Silence: (Concentration/Movement) Silence area for 6 seconds. -nearby wizards/clerics may not cast.
-See Invisibility: Target may see Invisible for 4 seconds. -doesn't include hiding.
Tier 3: 4
-Mass Healing Word: (Concentration/Still) Heal/Damage nearby players/skeletons by 3hp ea second for 3 seconds.
-Feign Death: Ragdoll animation until player moves- .5 seconds rise animation if player stays still for more then 3 seconds.
Stats:
10 Str
25 Agi
15 Will
00 Knowledge
25 Resourcefulness
Suggestion ID: 1519733 | Submitted at
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Entangle spell for rangers or clerics. The spell would shoot a projectile and create an AoE where it lands. Every player(including the caster) or mob within the area has a chance to be made immobile for ~2 seconds every ~10 seconds until the spell ends(~30seconds). The chance to be made immobile would be lower if the player or mob has magic resist. Maybe require players to remove the vines similar to how traps are removed
https://baldursgate.fandom.com/wiki/Entangle
Votes
Opinion: -41
Upvotes: 4 8.16%
Downvotes: 45 91.83%
Suggestion ID: 1519750 | Submitted at
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[A long way down the line a campaign could be cool for solo or group play. Either creating objectives for players to accomplish within already built maps or making objective specific maps for players to fight their way through enemies.]
Votes
Opinion: +38
Upvotes: 43 89.58%
Downvotes: 5 10.41%
Suggestion ID: 1519774 | Submitted at
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If the dungeons won't fit a whole dragon inside for us to fight then consider slightly smaller bosses first such as a huge beholder (the flying big eye) and a big snake-like medusa that turns every player she kills to stone so that they join her state exhibition instead of just ragdolling them onto the ground.
And please make the green gas that zombies make no longer bright lime in complete pitch black darkness. Last playtest these were always neon green no matter if in dark or near a light source. You can tell from a mile away that a player was there.
Votes
Opinion: +66
Upvotes: 68 97.14%
Downvotes: 2 2.85%
Suggestion ID: 1519804 | Submitted at
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a low-roller dungeon where players only enter with default gear (loadout are decided by devs, seasonally), upside of this lowroller dungeon is to avoid high-tier pvp focused player killing in normal dungeons. and for beginners to farm starting gears. downside is that it will have much lower/worse drops and gold-yield.
Votes
Opinion: -42
Upvotes: 15 20.83%
Downvotes: 57 79.16%
Suggestion ID: 1519899 | Submitted at
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Add monster type: shadow creatures (i.e. shadow slimes, giant cockroach/bugs, etc.)
-> Afraid of light sources, extra vulnerable to bullet-lanterns (or even magic anti-darkness mob lanterns)
-> Found in darker spaces, will attack and sometimes cling onto player characters
-> Pro-longed exposure to light will kill them, partial exposure will cause them to slink away from players
-> Can be found on walls, can sometimes drop down from the ceiling
Votes
Opinion: -17
Upvotes: 11 28.20%
Downvotes: 28 71.79%
Suggestion ID: 1519908 | Submitted at
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[new class, musketeer, limited to dagger and rapier, no shield allowed. starts with rapier and a musket. musket is a singleshot weapon with a reload time much longer than the windlass crossbow, should take 12 seconds minimum but be potentially faster with perks or skills. perks and skills should involve tactics of 16th/17th musketeer e.g. field dressing/bandages; works like a 25hp heal bandage or food rations; gives musketeer a very long duration slow heal like 50hp over 200 seconds. Design the musket to require stationary time for an aimed shot with accuracy similar to snipping in counter strike but with 2 seconds more delay. attempting a quick shot should suffer huge spread inaccuracy like trying to move and noscope in counter strike]
Votes
Opinion: -53
Upvotes: 9 12.67%
Downvotes: 62 87.32%
Suggestion ID: 1519911 | Submitted at
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[Add a perk or skill (named Ghost) to the rogue for silently interacting: like opening doors, disarming traps, and extinguishing torches completely silently. It could possibly have a debuff like the action takes longer to do it silent.]
Votes
Opinion: +82
Upvotes: 92 90.19%
Downvotes: 10 9.80%
Suggestion ID: 1519944 | Submitted at
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[Add clue scrolls like OSRS or some puzzle treasure hunt feature that can drop from mobs and leads players on a optional quest for loot. For example: a skeleton drops a fragment of a map that highlights a trapped treasure room and a correct path through a spike trap maze. Players can find the room and follow the instructions to be rewarded based on how hard the task was. Clues could also be tradeable between players and can be class specific as well. I imagine this being implemented by making a modular trap and treasure room spawn on the map when a player loads into the map with a clue scroll?]
Votes
Opinion: +46
Upvotes: 54 87.09%
Downvotes: 8 12.90%
Suggestion ID: 1519950 | Submitted at
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[If cosmetics will be added, please consider some way for players to obtain premium currency through gameplay alone. Maybe a luck based skeleton spawn like in Sea of Thieves that drops a bit of currency upon death. Possibilities and ways to balance it are endless. It's always nice to be able to buy some premium stuff just by playing, even if it takes a long time :)]
Suggestion ID: 1520103 | Submitted at
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Suggestion: Corruption closing ring
Instead of only grey or white circle, make it so the closing ring is red and black like a corruption spreading inward as it closes, outside of the circle you can see black and red tendrils spread , eyes glaring and twitching through the walls and floors watching players that arent inside the circle.
In addition (Just a devs discretion) when a player dies outside of the circle the character becomes a corrupted corpse walking open mouth soulless eyes and killing everything it has encountered with (It is a slow moving mob)
Suggestion ID: 1520158 | Submitted at
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Make a market for trading like a thrift shop or something like eBay, so you can publish ur item at a price (a tax will be paid/day publish) with a seeker or filters so you can look for a specific item. When an item is bought, the seller could claim the gold at his post inside the "Trader" section
Votes
Opinion: +16
Upvotes: 34 65.38%
Downvotes: 18 34.61%
Suggestion ID: 1520177 | Submitted at
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i read some sort of increasing the Level cap, but Theres no affort byond Level 20 (atm)
Maybe Go instand for an Prestige where you reset your charackter to level 1. making this a Little Bit attractive but Not overpowering add for every Prestige „+ 2 Base Health“ cap the Prestige at Level 5 so the maximum will be +10hp you can achieve.
If you worried That Could be „unbelanced“ then you Could add an restriction „once you Hit Prestige 5 you can only Access highroller Dungeons“.
Increasing the Grind and let pushing people there Main class.
Suggestion ID: 1520230 | Submitted at
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Give rogues more utility such as Caltrops (Tick Damage) and/or Ball bearings (slow). currently the rogue lacks versatility compared to other classes and could use some love i feel
Votes
Opinion: +32
Upvotes: 57 69.51%
Downvotes: 25 30.48%
Suggestion ID: 1520244 | Submitted at
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Give us a setting to turn down the sound of our own casting specifically. I am someone who max outs in game volume to hear other players but, by doing so when I play Wizard, my own casting is so loud I can't hear anything in the game while casting and I can't hear anyone in discord. My discord volume is reasonably loud as is so I don't miss whatever my teammate may have said to me.
Votes
Opinion: -38
Upvotes: 12 19.35%
Downvotes: 50 80.64%
Suggestion ID: 1520397 | Submitted at
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Druid Class. Basic idea. Can use staffs, spell-books, daggers like the wizard and spears. Skill 1 & 2: Spell memory. Skill 3: Wild-Shape: A spell select like wheel pops up for you to choose a form. By default you have a hare form which is extremely fast and agile but has no offence. (While you are transformed you cannot interact with levers, doors, chest etc.) When you are reduced to 0 HP in your animal form you slowly transform back into your human form with the status you had before transforming. Skill 4: Summon Companion: (A spell wheel like menu pops up and you can select one companion to summon and cannot summon another until the current one dies or you dismiss by holding F on it.) your only base summon by default is a hare who is fast and agile and has 4x4 storage for items. Perk 1: Mithridatism: All poison effects afflicting you have their duration reduced by 75%. Perk 2: Trackless: You leave no traces behind (good if rogue or ranger get a footstep tracking ability.) Perk 3: Wolf-kin You can turn into a wolf HP-70 Attack-15. Perk 4: Owl-Kin: You can turn into a Barn Owl who can fly silently HP 30 Attack 5. Perk 4: Dire Rat-Kin: You can turn into a dire rat who can bite enemies to give them disease HP 50 Attack 10. Perk 6: Bear-Kin you turn into a bar HP 200 Attack 30. Perk 7: Elder: Your Wild-shape transformation is twice as fast. Perk 8: Shepherd: You can summon any animal companion that you can transform into. (if you have wolf-kin you can summon a wolf with the same stats as your form same for the others.)
Suggestion ID: 1520793 | Submitted at
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Context: #d-and-d-suggestions message.
Making this an official suggestion: Jason2 suggested in suggestion-discussion that the flowers could be eaten pre-brew for a weaker effect, but there is a chance that the flower could be poisonous.
Suggestion ID: 1520886 | Submitted at
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Add a cursed berserking sword. Equipping this sword should cause the player to turn into an mob and attack everyone around them. If they die they can be resurrected and no longer have the curse. Also clerics should be able to cast cleanse on a player to get them to drop the sword and no longer be cursed.
https://baldursgate.fandom.com/wiki/Two-handed_Sword,_Cursed_Berserking
Votes
Opinion: -51
Upvotes: 1 1.88%
Downvotes: 52 98.11%
Suggestion ID: 1520929 | Submitted at
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It would be nice if you could select to play as other fantasy races from the get go or without buying them (earn them through gameplay). A really nice idea of monetising the game would be pigments (recolours) and decals for specific armour pieces and weapons.
Using these two features you could recolour your armour from steel to gold, green or black without messing up the ability for the player to identify the gear of the other player he's looking at. If we had skins that changed the model of lets say a headpiece then many players would find it very difficult to judge how well armoured the opponent may truly be. Pigments would be fun because then you could establish with the other guild members of your guild a specific colour patterns and decals that all of you would use.
Suggestion ID: 1520937 | Submitted at
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For people with arachnophobia why not make the mummy spiders into slimes? Make the spawning pots full of slime which the little goobers just meld out of to come attack the player(s)
Votes
Opinion: -43
Upvotes: 7 12.28%
Downvotes: 50 87.71%
Suggestion ID: 1521029 | Submitted at
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A "Blessed Sight Spell" for cleric and maybe wizard that highlights loot, npc enemies, and other players for a limited time. This would also help see through Rogue smoke, making it more valuable.
Votes
Opinion: -30
Upvotes: 4 10.52%
Downvotes: 34 89.47%
Suggestion ID: 1521103 | Submitted at
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[Lockpicking skill for Rogues should have an extra feature to it. This feature would give the lockpicking skill the ability to open unlocked doors and/or chests, quietly. This would probably require a time increase on quiet interation. A hotkey combo like 'shift + f' so you could choose to use it or not.]
Votes
Opinion: +43
Upvotes: 55 82.08%
Downvotes: 12 17.91%
Suggestion ID: 1521310 | Submitted at
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Buff Ranger perk "Trap Expert" by allowing them to attempt to disable floor traps. with the lockpick minigame. This will incentivize Rangers to take a perk that is less PvP focused and more PvE beneficial. Do not give them the option to disable wall spikes or Swinging blades.
Suggestion ID: 1521517 | Submitted at
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Alternatively buff Ranger perk "Trap Expert" by giving them trap sight similar to the Rogue "Trap Detection" but do not allow them to disable the traps like the rogue. Again the idea is to buff the PErk in a way that will make more rangers take it over a combat focus perk.
Suggestion ID: 1521579 | Submitted at
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I made this suggestion earlier, but now I thought it would be smart to separate the two ideas, and see which one is disliked.
"It would be cool if there was a class that can mess around with the environment, like trapping chests and doors." To add onto this, you could see if the chest or door is trapped by having something like the dark souls mimic tell.
Votes
Opinion: -34
Upvotes: 2 5.26%
Downvotes: 36 94.73%
Suggestion ID: 1521616 | Submitted at
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(This is the second idea.) Pertaining the Barbarian perk- "Smash", weapons should not recoil from hitting objects like vases and go straight through them (if you have the perk). This makes sense because we literally smash through doors without a problem like we gaming in R6. I also did not really see much effect of "Increases impact power of attacks +1 to better defeat blocks/parries." My Felling Axe sure did not better defeat blocks/parries.
Suggestion ID: 1521644 | Submitted at
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[ Skill based Achievement and reward system to show off commitment to game, class, or niche gameplay. Possibilities mostly cosmetic, like races, armor/weapon skins, spell skins, emotes, titles, etc. Example: 100 extracts on Fighter = Gold trimmed Falchion.
Votes
Opinion: +61
Upvotes: 63 96.92%
Downvotes: 2 3.07%
Suggestion ID: 1521773 | Submitted at
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[Ignite and Divine Strike such a direct increase in damage buffs should be adjusted based on weapon's attack speed(e.g. total slots / weights) If light weapons can easily achieve higher DPS than heavy weapons, then who wants to take heavy weapons? Especially the penalty for missing target with heavy weapons is so huge. According to the surface area of the weapon can withstand the limited enchantment effect is also reasonable, right?]
Votes
Opinion: +30
Upvotes: 33 91.66%
Downvotes: 3 8.33%
Suggestion ID: 1521790 | Submitted at
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Make it possible to hide in barrels
https://www.youtube.com/watch?v=rwBhVqdyW9Y
Votes
Opinion: -25
Upvotes: 6 16.21%
Downvotes: 31 83.78%
Suggestion ID: 1521822 | Submitted at
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it feels weird to me that rouges don't have xbows, they shouldn't be capable of directly matchmaking a ranger but it does feel like they should have larger versatility given their class. A rouge specific xbow with lower damage and accuracy with massive penalty for hip fire/moving
Suggestion ID: 1521824 | Submitted at
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[Induvial gear experience] .shortinfo [Gear gains EXP when it is used in dungeons and upon successful extraction it can level which makes the item more powerful, even by a small amount. If the person who gained the EXP on the individual item dies, or drops the item, it returns to the items original stats]
Votes
Opinion: -25
Upvotes: 3 9.67%
Downvotes: 28 90.32%
Suggestion ID: 1521859 | Submitted at
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[Sub classes would be cool to spec into after lvl 20
Maybe even make it so lvl 15 gets you the 4 perks and a subclass at 20 unlocks a permanent 5th perk and 30 gets another permanent 6th perk that once chosen from a selection you cannot change w/o doing a new character
Or make the sub class the permanent choice that provides a set of perks to choose from just like the other perks and maintain the 4 slots]
Votes
Opinion: +8
Upvotes: 16 66.66%
Downvotes: 8 33.33%
Suggestion ID: 1521880 | Submitted at
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[make base resourcefulness of ranger 18-20. 26 is too high. Give them a perk to boost their resourcefulness so they have to make a trade-off between another perk or their insane interact speed]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1521916 | Submitted at
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Make it so that arrows can be blocked by a shield on your back. Please upvote this suggestion as much as possible because I would REALLY love to be able to equip a Pavise, and then whenever I see an arrow come at me quickly spin my mouse so that I turn around in a 180 and block the arrow. This way no ranger can ever hit me and I always win against them.
Suggestion ID: 1521931 | Submitted at
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spawn people who play in a group by a rule: 1 room for 1 person so that they will have to search for each other first to team up. Backthought is that it will make it easier on people who play solo
Votes
Opinion: -45
Upvotes: 4 7.54%
Downvotes: 49 92.45%
Suggestion ID: 1521942 | Submitted at
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Special Time-limited dungeons. These dungeons have only one floor, better loot than normal dungeon and one global special condition. This condition can be anything, for example: by default, all lights in the dungeon are turned off and staying in the dark for a long time causes damage to pc; all traps in the dungeon can only trigger once, but much more deadly; all unlocked chests turn into mimics, their damage, speed and loot quality are increased; the map is turned off for everyone, and some rooms are moved randomly, etc. The appearance of such dungeons will add variety to the game and can help in testing some new game mechanics, better loot will help attract people, and time-limited access will not allow players to completely switch to special dungeons, thereby protecting the game from a possible problem with too long queues in normal and HR dungeons
Suggestion ID: 1521955 | Submitted at
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High-roller map alternative: All maps have Ethereal Plane shadow-world (additional map layer, for every map level)
-> Alternative to separate HR map instance -- adds a duplicate "shadow world" layer to every map level
-> Contains HR mobs (possibly HP Lovecraftian horror versions), better loot, more dangerous dungeon mechanics
-> Entry requires consumable (substitute for HR gold sink entry payment) to enter Ethereal Plane portals
-> Existence of Ethereal Plane layer enables all of the D&D spell archetypes that rely on having an Ethereal Plane
Votes
Opinion: +3
Upvotes: 10 58.82%
Downvotes: 7 41.17%
Suggestion ID: 1521972 | Submitted at
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[ think it would be cool if they got rid of the circle and instead just made the lights go out and torches not work on the outside of the "circle". The circle feels like it is just tacked on.]
Votes
Opinion: -45
Upvotes: 3 5.88%
Downvotes: 48 94.11%
Suggestion ID: 1521976 | Submitted at
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Named Unique Items. Could be all sorts of flexible in how they work or show up in the game world (only one exists at a time, might grant benefits, drawbacks, new skills, be stuck to a slot, can't be stashed ect) and could be cool to build lore and stuff
Would obviously have to be approached in a way that suits the game but could be cool
Suggestion ID: 1521998 | Submitted at
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A Bolas as a consumable throwing weapon, akin to throwing knives. The Bolas could have a very short CC effect slow/bind. Possible class use could be Rogue & Ranger, later Monk.
Votes
Opinion: -16
Upvotes: 6 21.42%
Downvotes: 22 78.57%
Suggestion ID: 1522125 | Submitted at
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add beds to the dungeon
u can sleep in it for heal to full hp
but there is small chance u become bited by vampire
and u will become vampire and can see in the dark but take a lot of dmg from fire
Votes
Opinion: -69
Upvotes: 4 5.19%
Downvotes: 73 94.80%
Suggestion ID: 1522179 | Submitted at
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Add voicelines for all active abilities of the wizard and cleric, maybe even some of their spells too. One of the most atmospheric things in the game besides the lighting was hearing the cleric whisper out "Mica Vista Uihlean/Yulien" when casting his Holy Purification for the first time.
When I first heard it I thought to myself wow, this is so cool. He even whispers it out not to give away his position to other players! That was only to realise that it was the only ability with a voice line :<
Suggestion ID: 1522197 | Submitted at
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Shield buff. The elephant in the room. While shields are great when you want to approach a ranger or a wizard they're practically useless in combat since there is nearly no benefit of using them.
Blocking an attack with a shield (also parrying with the longsword and such) should stagger the enemy and put him into a vulnerable recovery state. Right now after a successful block you gain nothing. If you try to counter attack you will always trade the hit with the guy you just blocked which makes it even worse if you traded with a two-handed weapon user.
The stagger when hitting a shield would not make shields better in PVP but would also make them worth using AT ALL in PVE. Right now no player with common sense blocks the attacks of AI monsters because you can just walk away from them and deal twice the damage to them when dual wielding / using a two-handed weapon. If the monsters would be staggered into a recovery state after a successful block it would then make sense to put yourself at risk staying the the attack's reach and trying to block it. It all comes down to the fact that right now blocking puts you in danger and backstepping the attacks doesn't.
Allow the shields on the player's back to block arrows. It would allow the players to make more varied and strategic decisions with this fact in mind. You would be able to carry all shields on your back except for the pavise which would obviously be hidden when in the second weapon slot as if it was in your inventory.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1522213 | Submitted at
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Make gear that you loot have a history of its previous owners. So for example if you have a sword that’s passed hands 3 times it’d be cool to know the steam ID of the people that have gotten it. Not important but just a fun little thing. Especially if you manage to kill a streamer you like or something it would be cool to have a trophy so to speak
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1522226 | Submitted at
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Deity influence modifiers. There could be modifiers that can roll on items that are incompatible with others, so for example there could be a modifier that increases Ale duration and is aligned with the God of Revelry and Drink, it is incompatible with modifiers of other gods. This would allow for there to be modifiers that WOULD be overpowered when used together on 1 item to not beable to be on 1 item together. It's more so a balancing feature with some flavor.
Votes
Opinion: -19
Upvotes: 3 12%
Downvotes: 22 88%
Suggestion ID: 1522240 | Submitted at
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have a bot auto reply to tell people who type certain things to check announcements for information on the next play test. For example when they use key phrases like “when can I play” or “how can I play” or “when’s the next playtest”
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1522245 | Submitted at
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[Remove the limit in level 20. Do not add bonuses, perks, stats over level 20 (well, or + 1 HP for every 10). This will allow you to see really hard players (masters of their classes). A level 20 magician and an 80 magician - I would take the latter in the party.]
Votes
Opinion: -27
Upvotes: 11 22.44%
Downvotes: 38 77.55%
Suggestion ID: 1522263 | Submitted at
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Potions being visible in complete without any light source nearby opposed to everything else is bad for the game. It's just weird when you have to unbind your potions or equip a rogue perk "hidden pockets" so that you can hide in the dark. The core design of the game is playing with the shadows and visibility like the name of the game suggests. It's counter intuitive to say the least.
It feels game-y, unpleasant and looks as if the game's shaders have bugged out. This system takes away more from the game than it adds. Are we really going to punish players hiding in the dark like the title of the game suggests because they have potions on their quickslots? Is fighting in pitch black darkness, swinging blindly at bright red potions preferable to players throwing a torch on the ground or equiping a lantern in their offhand so that they can see what they're fighting?
Video clip of the problem: https://youtube.com/clip/UgkxecaQjCZfqdLfRFmI3XlFCBt9l3cIBEIF
Votes
Opinion: -13
Upvotes: 16 35.55%
Downvotes: 29 64.44%
Suggestion ID: 1522274 | Submitted at
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[add a soul collector merchant that trades souls for random blue items. this means each soul can give anything from armour to weapons and rings/necklace in blue quality with randomized modifiers]
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1522278 | Submitted at
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add a weapon chest in the dungeon that u pay 50 gold or real money (5$) to get a legendary weapon then it change place in the dungeon after 3 use and is marked on the map like call of duty zombie
Votes
Opinion: -99
Upvotes: 5 4.58%
Downvotes: 104 95.41%
Suggestion ID: 1522298 | Submitted at
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Let anyone take souls from another player that has been killed to deny still alive team members who run away from a fight the opportunity to bring their friend back. Make the stakes higher for choosing to abandon someone who is in combat with another player. This would also mean if you team with another random solo and they die in combat you could choose to bring them back into the state of play and help foster dynamic alliances.
Suggestion ID: 1522318 | Submitted at
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If subclasses will be a thing, it will be better to only add 2 perks and 1 active ability, the main class needs to be a level requirement of 20 and will have to complete a story task or quest to become one.
Example:
Rogue subclass: Trickster
A rogue that had learned the ways of the arcane for its advantage, The quest can be:
- Killing the Wraith and deal the highest damage if in a party
- Stealth killing nth amount players
- Getting out of a fight using Invis
2 Perks:
Phase out - Whenever a Rogue turns invisible an illusion will take its place running towards the direction the player is facing.
Tricks of the Arcane - Mage hand can now emit audible walking sound if casts without targetting anything it can interact with.
1 Ability:
Mage hand - A DND spell that casts an arcane hand that lets the user interact an object from a certain range like opening/closing doors and chests, can also activate traps
Votes
Opinion: -12
Upvotes: 12 33.33%
Downvotes: 24 66.66%
Suggestion ID: 1522350 | Submitted at
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To discourage people teaming above the limit of 3 people - Maybe ai monsters can get an adrenaline buff that makes them faster/ tankier and deal more damage when more than 3 players are near them to make the PvE more of an environmental hazard
Suggestion ID: 1522659 | Submitted at
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[Make it possible to choose NOT to be matched with players who use VPN. Cheaters from certain regions often use VPNs and being able to opt out of matching with players who use VPN (at the cost of longer queue times perhaps) would be a nice QoL later down the line.]
Suggestion ID: 1522713 | Submitted at
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[i would love to see how a summoner class would be implemented in the game, it might be unbalanced in full teams but i always liked them (or a necromancer might fit best in the game)]
Votes
Opinion: +18
Upvotes: 29 72.5%
Downvotes: 11 27.50%
Suggestion ID: 1522791 | Submitted at
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keep this games “simplicity” don’t ruin the movement with something stupid it doesn’t fit. Personally I love the simply mechanic of needing to crouch while jumping to get on some stuff and the low movement speed feels weird at first but fits perfectly also the combat system feels pretty nice, could use some tweaking but overall I love it. Also some sort of kick feature could be cool that gives mobs knock back to help when cornered
Votes
Opinion: +79
Upvotes: 81 97.59%
Downvotes: 2 2.40%
Suggestion ID: 1522854 | Submitted at
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make some bonus perks only in the dungeon like call of duty zombies like perk its give 100% more hp and damage perk gives move and attack speed perk give flying ability etc… but if u paid for subscription u can have 2 perks at the start of the game for free and instantly
Votes
Opinion: -96
Upvotes: 3 2.94%
Downvotes: 99 97.05%
Suggestion ID: 1523202 | Submitted at
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With 2-Hand weapons, the alternate mouse click should do the opposite of the weapons starting orientation. If a weapon swings vertically with left-click, it should swing horizontally with right-click, and the other way around. War mauls are not going to be a popular weapon if used at all due to its awkward move set. The special move sets should still be a thing but not having over hand swings with some of the 2 hand weapons might make them not be used.
Votes
Opinion: +54
Upvotes: 56 96.55%
Downvotes: 2 3.44%
Suggestion ID: 1523256 | Submitted at
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[Since seasonal wipes for gear are planned, it would be cool to have a separate “museum” (or maybe reliquary?) tab in the stash with limited slots for each season. Gear dropped in this tab should become unequipable and untradeable after the wipe for the season happens, but should remain in this tab indefinitely. Would be a cool way to keep some of the best or coolest items you found just for nostalgic purposes, and would make gear wipes a little less disappointing since you could at least build out a collection of memorabilia from various seasons.
Bonus points for a once in a blue moon event pvp mode with no drops/profit that lets you use this gear, just so you can relive some crazy builds from seasons past :)]
Votes
Opinion: +57
Upvotes: 65 89.04%
Downvotes: 8 10.95%
Suggestion ID: 1523294 | Submitted at
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Make your IGN one name instead of having to make a new name for every character you play makes things a lot easier when queuing with friends then to have to search up a new name every time someone switches roles
Votes
Opinion: +8
Upvotes: 28 58.33%
Downvotes: 20 41.66%
Suggestion ID: 1523300 | Submitted at
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Backpacks which lowers your movementspeed but allows you too carry more items.
They have an intereact to take of and put on so you cant hotdrop for combat, and they are noisy.
Backpack slots or something like a traders armor which goes in to the armor slot.
Suggestion ID: 1523344 | Submitted at
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Proximity chat will ruin the game's atmosphere.
-Toxicity
-Music blasting
-Roleplayers (the annoying kind)
-Whiny kids
"Just mute it." Muting proximity chat will put you at a disadvantage, because your awareness will be lower overall than somebody who has proximity chat enabled.
"You can team up with people mid match." Using proximity chat will put you at a disadvantage, because you will be giving away vital intel to unwanted listeners.
"You'll be able to hear duos & trios." If people are going to use voice chat with any level of strategy, they will use Discord - bypassing the in game proximity chat.
The negatives vastly outweigh the positives of the very ocassional positve interaction or funny moment.
There should be no proximity voice chat in the game whatsover. There should be a standard voice chat for parties though.
Suggestion ID: 1523353 | Submitted at
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[Class Suggestion.: Necromancer
Due to the hard influences on diablo and DND, i would like to suggest the class Necromancer, here is how it would work:
Skills.: Q - Devour Soul : The Necromancer would "devour" a ally or enemy soul in order to regain mana. (Maybe this class could loot "lesser souls from mobs" for low mana regain
E - Summon Undead: With this skill the Necro would "ress" a monsters dead body (as long as it is undead, like skellies or zombies) to fight a long side.
The monster could: 1 - target other mobs/players. The summon should in my opinion should have less health, took friendly fire, and miss hit/block players. 2 - Target mobs only
Other skills:
Putrid Touch: a damage skill that causes good damage to monsters/players, except undead.
Evil Whispers: A skill to help find shrines or buff shrines
Perks.: Necromancer should have perks around making summon health highier, Mana sustain,
The Necromancer starter equipment could include a book and dagger. no shoes.
*The thing is, if the necromancer would be a magic user, he probably would have a Skill memory on his Skills option. But it would be nice to have some skills like that.
Votes
Opinion: -29
Upvotes: 6 14.63%
Downvotes: 35 85.36%
Suggestion ID: 1523372 | Submitted at
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Buff Pickpocket; the problem with it is... like... why would you waste time pickpocketing when you could instead attack from the advantageous position you're using for the pickpocket? Why go for 1 item and have an opponent to deal with anyway when you could deal damage and get everything? The situation you need to be in to get good pickpockets off are also the exact same situations where you would probably win a fight.
Additionally, it's extremely dependent on what your opponent has in their pockets. You could get completely useless stuff. You're essentially down a perk... when fighting worse or less equipped players, which is backwards.
Perhaps Pickpocket could include the ability to immediately hide once you successfully pickpocket, or perhaps pickpocket could open an interface where you can take a certain amount of GP worth of items (maybe you could include the option to add items into their inventory and add a new item that triggers when they open their inventory which causes poison/damage.
Votes
Opinion: +46
Upvotes: 51 91.07%
Downvotes: 5 8.92%
Suggestion ID: 1523421 | Submitted at
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[ add throwable pots unique to a few classes, similar to souls games. Ex: Cleric gets holy water, deals big bonus damage to undead and lowers their defense, deals additional damage to players who have killed others in the lobby. Oil pots that coat a target in oil and create an oil slick that you can throw a torch on to ignite. Arcane phials that release low damage aoe arcane blasts. Add a haste potion, make it fairly rare. Give Rogues a poison bomb]
Votes
Opinion: +12
Upvotes: 25 65.78%
Downvotes: 13 34.21%
Suggestion ID: 1523481 | Submitted at
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Is 2 suggestions in one day spammy? Probably, but:
An (optional) dedicated pvp dungeon/mode, only available for a limited time every month or so, to serve as an end game activity and gear sink. This mode should have a gold cost for entry to discourage naked runs.
The mode should follow the “lose everything on death” rule but should be no loot/mobs/chests/etc, so you can never leave with more than you come in with. Your best case scenario will be keeping the gear you had minus whatever consumables you used.
Instead of loot, it should reward a small amount of a new currency on player kills. The amount should scale based on the rarity of gear your defeated target was wearing, so anything below blue would give 0, but full epics/legendary would give a decent amount. This currency should be used to buy some fun cosmetics or skins for bragging rights. Think torch recolors or potion skins, stuff you wouldn’t put in a cash shop or otherwise monetize normally. These should have a really high cost and require many successful kills to get.
This would serve as a gear sink for top tier gear and consumables (as well as gold), since every death would delete gear from circulation entirely, and would keep players with stacked stashes going back to farming to build up more good gear for the next rotation even in between seasonal wipes.
It should definitely not be an “always on” activity so as not to dilute the playerbase.
Votes
Opinion: +21
Upvotes: 33 73.33%
Downvotes: 12 26.66%
Suggestion ID: 1523609 | Submitted at
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Progression is important, even in a game with wipes, and thus I introduce the account-wide Tome of Knowledge system that tracks certain data. This allows long term progression via the following example : After killing your 10th Zombie, your time spent fighting these things have resulted in a 1% proficiency at killing zombies, thats 1% more damage done and 1% less damage taken. This of course is a tiny value at 1%, however after your 100th Zombie killed now you gain a 2% proficiency at killing them. at 1000 zombies you now get a 3% proficiency, yadda yadda, allowing dedicated players to gain a very small amount of progression over time even thru wipes. None of these values will be high enough to provide a real noticeable advantage, and thus it will not be worth grinding, however it will allow players an overall sense of "no matter what happens this run, I will progress in my Tome of Knowledge at least for what I have killed."
Votes
Opinion: -51
Upvotes: 3 5.26%
Downvotes: 54 94.73%
Suggestion ID: 1523631 | Submitted at
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Give the boss kill to all party members of the person who last hit the boss.
It's unfair for the people who helped the person who last hit the boss to not get any reward.
For example, the cleric will never get recognition, and they make the same amount of effort as their teammates which isn't fair.
So I suggest giving a kill to all party members of the last hit, but since I assume that was a problem, and that's why the devs didn't do it like that (maybe they were worried about the boss leaderboard cluttering since 3 people would get 1 kill each), So I suggest adding a button that switches the leaderboard to show the party kills.
For example: 3 people in a party get 5 boss kills, 2 of them leave the party, and 2 new people join and then that new party gets 3 boss kills. In my suggestion, the person who didn't leave the party gets 8 boss kills while the other 2 who left get 5 boss kills, and the 2 new people who joined the party get 3 boss kills. Then you could toggle the leaderboard, and that leaderboard will show that the first party got 5 boss kills and the second party got 3 boss kills. That way, players could check which players got boss kills with other players. It doesn't need to be like this, but this is one way I thought of solving the problem which is only 1 player getting the recognition isn't fair.
Side suggestion: Don't let players deal damage outside the boss room. Most of them will cheese them and completely skip mechanics. But this way they can just go in and out of the room to deal damage. To fix that, maybe check if a player goes in and out of a boss room in less than 5-10 seconds, then, the damage done in that time would be reverted. That way, it wouldn't fix the problem entirely, but it would mitigate it.
Side-side suggestion: Add the names of the full party to the first boss kill in the lobby since it's only 1 kill.
Votes
Opinion: +68
Upvotes: 69 98.57%
Downvotes: 1 1.42%
Suggestion ID: 1523638 | Submitted at
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Would be really cool to see drops enabled on twitch streams during next play test ! Push us up on the twitch boards and attract more viewers. Plus help new streamers who want to go full time dark and darker streamer ! Would be epic.
Suggestion ID: 1523663 | Submitted at
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[There should be "quick sort" buttons for inventory and stash.as well as an "store all inventory" into stash button.]
Votes
Opinion: +40
Upvotes: 45 90%
Downvotes: 5 10%
Suggestion ID: 1523684 | Submitted at
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Some kind of skin or other custom item/ability for playtest players to be given that won't be available for Early Access or Full release buyers. just a little nod to the players who've been here testing would be a really nice thing to do.
Suggestion ID: 1523690 | Submitted at
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Just a rough idea at this point, but I was thinking of a way to save maybe 1 item that you care deeply for if you die.
For example, if you worked very hard to craft a weapon, or you found a sick chest piece with perfect rolls, you could either** enchant the item in some way, possibly from a tavern NPC, to preserve it on your next death** (Limited to one item — along with other limitations: time limitation like once a week or day, level limitation of level 15 and below get this option, only works when killed by a player, or maybe give up a perk slot, etc.).
That way new players wouldn't start their next run completely from scratch, and still feel a small sense of progression, which is something that new players or casual players would struggle with. — This feature would need to be non-spammable, and unable to be bought with anything that you can trade (otherwise it would just be a rich-get-richer type of situation.) -
It should probably be more geared towards new players who find something good and they tend to die a lot, so they can use their newly found gear at least once without fear. (I found myself often saving my best gear in my stash, never using it, in fear that I would lose it — This type of buff/enchantment might of incentivized me to try at least one game with it equipped.)
Suggestion ID: 1523748 | Submitted at
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add new classes like a dragon class and a undead class and a demon class and a panda class that have special racials: dragon = sees everything as bright as a torch
Undead = have 1 minute respawn timer
Demon = can summon zombies and skeletons every 10 seconds
Panda = have roll that push enemies and if enemy hits a wall they die
And make these classes purchasable for 30$ per class and the more classes u own the more hp and dmg u do
Votes
Opinion: -109
Upvotes: 3 2.60%
Downvotes: 112 97.39%
Suggestion ID: 1523827 | Submitted at
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My recommendation is to remove the high roll and add a gear score to make lobbies more even and based on the average gear score roll the dice to see what loot the monsters drop.
The trash colored clothing would have a gear score of 0, the gray of 1, the white of 2, the green of 3, the blue of 4, the purple of 5, the orange of 6 and the yellow of 7.
This way lobbies could be made depending on the gear score of each team, more even and eliminate the high roll that I honestly felt that this play test was more boring than the others because the kills didn't count and the good equipment was much scarcer and harder to find.
I think a solution to people not equipping their items and putting them in the inventory before going to the lobby is also to take all the equipment that is in the inventory to take into account when doing the mathematical calculation to get the gear score of the team.
the items that would count are all clothing as well as rings and necklaces.
Translated with www.DeepL.com/Translator (free version)
Suggestion ID: 1523902 | Submitted at
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[Instead of using down portals in the first area/forest map, have a small number of entryways (potentially procedural) spread across the map to allow the entire server to dive down if wanted, make the extracts to leave the forest along the edges for extracts or just leave the blue portal system as is.
Votes
Opinion: +5
Upvotes: 21 56.75%
Downvotes: 16 43.24%
Suggestion ID: 1523909 | Submitted at
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Give rogue a variety of traps to setup, like ranger's bear trap.
For example:
Smoke bomb trap: When walking into proximity, the trap triggers an explosion of lingering smoke, allowing the rogue to close the distance without being seen, and weaving in and out of the smoke.
Poison trap: Creates an quick explosion of poisonous gas (not lingering) that deals damage and debuffs damage/defenses.
Fire trap: Create a zone of fire, trapping wanderers in the room for a set duration unless they decide to take damage. - Can be combo'd with ranger bear trap.
Entangling trap: When triggered, slows move speed and attack speed for a set duration.
The idea behind this is to create ways for the rogue to weaken it's enemy before engaging.
Suggestion ID: 1523918 | Submitted at
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[I feel races should be a cosmetic that your can earn ingame, potentially can be bought with real cash for the dads but realistically achievable through gameplay for the Timmys (separate earnable/purchasable currency?)
Also, have some more basic races usable from the get go. Have the starting races be Humans, Elves, and Dwarfs (out of necessity since race implementation would be more complicated). ]
Votes
Opinion: -40
Upvotes: 4 8.33%
Downvotes: 44 91.66%
Suggestion ID: 1523944 | Submitted at
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Thoughts about having collectible items having slight highlights to them according to there tiers, example, like weapons/armors where you are unable to use, they are highlighted in red. What if collectible items also have highlights of there own so you can easily identify them. Thoughts?
Votes
Opinion: +43
Upvotes: 45 95.74%
Downvotes: 2 4.25%
Suggestion ID: 1523949 | Submitted at
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[On the topic of Dwarves, if considered by the devs, Implementation should be something that is voted on by the community through a well advertised poll. There will be some serious balance consideration needed to make it viable/ not over powered
Some possibilities for balance would be:
-Slower movement speed because of shorter legs
-No change in speed/ no need to crouch in smaller spaces
-Changed thresholds to damage against limbs
-Perks to counteract the disadvantages of being short like a Sweep that could stagger/topple someone if it hits both legs
Any future race that has similar complications should be implemented as a starter race to negate power-creep or P2W races]
Suggestion ID: 1523953 | Submitted at
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an idea that i had was to have the mobs have droppable character items like if the zombie dropped a brain or some body part and these items could be used for quest items or sold to one of the traders. thank you for hearing suggestions.
Suggestion ID: 1524011 | Submitted at
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Perhaps the concentration mechanic from dungeons & dragons can help balance caster classes and would fit with the theme of "Magic is unwieldy and dangerous" vibes dark and darker is trying to give off with their trailer. For those that don't know, concentration would mean any spell that is a concentration type spell such as haste or invisibility, you would only be able to concentrate on one of them being active at a time. One aspect of concentration that I wouldn't want implemented but is optional is that everytime someone concentrating on a spell takes damage there is a percent chance they lose concentration on the spell, the higher the damage the higher the chance to lose concentration.
Suggestion ID: 1524070 | Submitted at
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make limited edition skins for the characters like gandalf wizard and legolas archer and gimli barb and maybe add funny skins like a pumpkin rogue and maybe santa fighter and maybe robot cleric for 10$ each or u can buy all for 60$
Votes
Opinion: -92
Upvotes: 6 5.76%
Downvotes: 98 94.23%
Suggestion ID: 1524109 | Submitted at
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[Adding a medieval bag, which will increase the capacity of our equipment. In the game, it may look like a bundle slung over the chest. Example in the link. https://imgur.com/a/Gi82lxX]
Suggestion ID: 1524322 | Submitted at
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In the future, for all upcoming major updates having a community manager do a stream that both reveals and goes over the new content similar to how Chris Wilson does for Path of Exile (they should also be posted on youtube). It would be exciting every time and be something that the community looks forward to which increases engagement both within the community and showcases new content to people outside of the community without them having to play the game to learn of it (I actually got into Path of Exile because of the streams they did since it let me get a middle slice of what the game was).
Suggestion ID: 1524367 | Submitted at
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Add an arena PvP mod, in a closed map, 1v1/2v2/3v3. You will use items you found in classic mod and will be kept after a loss. To try to beat our friends, or randoms with a ranking systems, that you can be able to train your character and also with a "free mod" where you can test your damages before entering any games.
Suggestion ID: 1524387 | Submitted at
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[suggests when implementing VOIP also add a small bubble that shows up in the left with the name of who is speaking. Games like CS:GO and Hunt:Showdown have this one. With this addition we will appease the biggest argument from VOIP haters: That they are at a disadvantage without VOIP, with this, if they see the bubble they know someone is speaking nearby and they will not have the biggest problem against VOIP anymore.]
Suggestion ID: 1524569 | Submitted at
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[A rare lootable magic scroll which can be used to create a small "dead drop" chest. The chest allows you choose a single item/stack in your current inventory and place it inside. Once an item is placed inside and the menu is exited, the chest disappears and sends the item inside directly to your stash. If you extract with it, it loses its power but can be sold to the collector for a decent amount.]
Suggestion ID: 1524654 | Submitted at
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A suggestion related to discord:
- Would be great if top voted suggestions will be made into a separate channel called "top-rated-suggestions" this helps in filtering out trolls in order for real constructive suggestions that could possibly help the devs will be emphasize.
Suggestion ID: 1524666 | Submitted at
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my previous suggestion (stony village) would also make it easier if you (the devs) are thinking about adding npcs:
imo there should be a feature where you could rescue them and when you survive you get an item or just anything else as a "bonus"
you could also just add them for quests
Suggestion ID: 1524722 | Submitted at
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make us configurate the characters a bit more, makes us able to change their skin color and their origin to include diversity a bit more, make us maybe choose pronouns, it dosent hurt anyone but makes more people feel included which will overall help the playerbase increase and improve the game greatly
Suggestion ID: 1524739 | Submitted at
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either make a new class for that or give the rogue one of the following abilities:
summon a decoy ->
it runs in a straight line with the weapon (obviously it does nothing) you can still tell which is which: you could make the decoy a bit like a ghost so that its blury or something similar. it disappears after a few seconds or when it is dealt damage in any way
/ OR \
x seconds of insisibility ->
while active, you can move and interact but not fight. when the x seconds are over you return to the point where you started.
i find this is a good opportunity for exploring a new room silently. -- maybe you can also use the ability again (press the same key) so you return to normal, without teleporting back, in order to prevent people from waiting for your return. tho you will get a negative effect for a moment
Suggestion ID: 1524752 | Submitted at
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[Some or even all Light Sources should be randomly lit up or not. This makes ambushing more viable and will add more excitement because it is more threatening for players. Right now good gamer are always suspicious when lights are turned of therefore making it almost impossible to use darkness advantageously.]
Suggestion ID: 1524789 | Submitted at
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Focus Microtransactions to Tavern Customization
Nobody wants to see a barbarian with a glowing magic axe and a skull helmet, kill him and find out hes wearing starter gear that he bought skins for. Enemies you see in dungeons should have items matching what you see, that way if you see a fighter in full-plate armor, you know he... is wearing armor.
We already had colored torches which were acceptable, but you could look down a hallway and see blue ambient light. You would know there were players ahead so it still had effects on gameplay.
A tavern lobby screen you can walk around is already something several people have suggested. It has a lot of potential for people who want to support the devs and customize to their hearts content.
Votes
Opinion: +30
Upvotes: 41 78.84%
Downvotes: 11 21.15%
Suggestion ID: 1524800 | Submitted at
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[add proximity voip that gets quieter the further the speaker is so players in a room can speak with eachother INCLUDING PLAYERS NOT IN YOUR PARTY, proximity voicechat should go through players, boxes/barrels/chests and doors within a room but NOT THROUGH WALLS, This feature will allow spontaneous teamups to happen especially between solos looking to team up vs 3 man parties, it may also help teamwork and communication for down portal bosses and most importantly... makes the game more FUN.]
Suggestion ID: 1524861 | Submitted at
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Weapon&Armour that are Epic and Legendary should have their own unique appearance to depict their rarity.
You want people to know just from the appearance of the weapons and amour that they are Legendary/Unique/Epic items so they can be like:
"Holy shit he has the Legendary Golden Excalibur or Full set of Legendary Demon gear imbued with 1000 human souls.”
Votes
Opinion: +111
Upvotes: 116 95.86%
Downvotes: 5 4.13%
Suggestion ID: 1524966 | Submitted at
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Class-specific legendary+ weapons/primaries can roll a variety of skill modifiers.
For example, a wizard staff could roll:
- [1-10%] extra blast radius on fireball
- Chain lighting bounces 1 additional time, or bounce distance increase by [1-10%]
- Magic missiles shoot [1-2] extra missiles
- Cast time on Haste reduced by [1-10%]
- light orb now blinds enemies
- Lightning strike AoE radius increase by [1-10%]
Rogue-specific examples:
- [1-10%] increase in stealth duration / [1-10%] increased movement speed in stealth
- [1-10%] increase in rupture damage
- Rupture now leeches hp from the damage delt
- weakpoint attack reduces defenses by an additional [1-10%]
Votes
Opinion: +56
Upvotes: 68 85%
Downvotes: 12 15%
Suggestion ID: 1525000 | Submitted at
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[A tavern themed hideout(personal room?🤔), which would be able to level via gold, experience or adventure points. Provides extra space, target dummy, and other cosmetic interior depending on the current hideout progress]
Votes
Opinion: +56
Upvotes: 60 93.75%
Downvotes: 4 6.25%
Suggestion ID: 1525120 | Submitted at
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[allow dual weapons to actually have dual functionality (left+right click actions)]
rogue twin daggers - performs a dual stab at an attack speed rate slower than spam left/right clicks allow for actual combo attacks like left, left, dual
wizard ball + sword - can block with the sword (standard sword block mechanic, so only certain vertical strikes? or certain diagonal) while charging spells, can't attack and charge spells, also when doing so, spells are self-casted if applicable (making it more consistent to self cast and less goofy, where people flick randomly to hit nothing just to self cast)
fighter perk - Not actually sure how this works, I've never seen an offhand sword but could be similar in principle with the rogue, where you do an X shaped swing
Votes
Opinion: -7
Upvotes: 17 41.46%
Downvotes: 24 58.53%
Suggestion ID: 1525256 | Submitted at
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make hunter have a scope (binoclars) and can make zoom in and out for better aim at long range… or u can add attatchedments for the bow for 1$ each attatchedment and maybe iron string attatchedment for make perfect aim
Votes
Opinion: -92
Upvotes: 5 4.90%
Downvotes: 97 95.09%
Suggestion ID: 1525257 | Submitted at
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[Necromancer Class]
- roughly same stats as wizard (same weapons)
- perk: natural lower aggro on mobs (but still has aggro if solo or the only one attacking mobs)
- skill: turn undead (tier 3 - 3 uses) - (only works after killing a player) raise corpse temporarily to fight like an AI for 5 minutes (or shorter depending on balance)
- skill: poison mist(tier 2 - 3 uses) - spell that summons a fart cloud the same as zombies (hits all targets except caster)
- skill: poison javelin(tier 1 - 5 uses) - spell that shoots 1 projectile that poisons on hit
- skill: skeleton wall(tier 4 - 1 use) - spell that generates an obstacle (crouch height so it can still be jumped over, wide enough to cover a hallway, lasts 30 seconds?, can be destroyed by attacking it 10? times, can't be cast if an entity is inside the cast silhouette)
- perk: Immune to poison (poison cloud, and rogue perk)
- skill: blind(tier 2 - 5 uses) - spell that temp blinds enemies for 5 seconds
Suggestion ID: 1525291 | Submitted at
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Games really suck atm. We have nothing to play. I think alot of people would be willing to pay for keeping the servers running for early access now. But still have to buy the game on release.
Votes
Opinion: -52
Upvotes: 7 10.60%
Downvotes: 59 89.39%
Suggestion ID: 1525415 | Submitted at
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A single blue portal somewhere on every map that is always there guarded by a Wraith but never near the final circle that takes 4x as long to open but can be held open to let people in before going in yourself and doesn't go away after someone has entered but when someone stops holding the portal open it closes the portal.
Suggestion ID: 1525453 | Submitted at
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maybe add some elemnts which are able to be only unlockeable with money so it helps the dev and admins a bit out to flow more money into the project and improve it further maybe make a new class which is slightly better than others so ppl have the incentive to unlock it with money i think that would imrpove the game a lot and gave some better cash flow for the whole project
Suggestion ID: 1525640 | Submitted at
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Ladder On / Off: You could leave a period of time without ladder in between two periods with it (not necessarily of the same duration). This could give to the game another athmosphere less competitive without "splitting the queues".
Suggestion ID: 1525690 | Submitted at
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Map interactable that you can use against players. i.g. a Lever that activates a more damaging spike trap but you have time to the lever pull, or a button that opens a pit trap that also covers itself up immediately afterward, leaving someone trapped in a lower level with maybe monsters/ect.
Suggestion ID: 1525884 | Submitted at
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Let weapons have the active combat skills
Classes will have the perks and buff/debuff skills like haste, invis, damage boost, heal, venom and the rest of them that you can choose.
Weapons will have active combat/utility skills for the specific weapon and legendaries could have special and more specific skills like someone previously suggested.
This way we will have 2 buff/debuff skills and 2 active combat skills for the specific weapon.
If im correct the only weapons now with active skills are the bow and staff, others are auto attack only.
Suggestion ID: 1525913 | Submitted at
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currently in the game, legendary and epics only look more new and brighter compared to the lower tier version of the same weapons or clothes. I think making the higher tier rarities look more cool and add some more details that make them stand out and would be better from both a role play perspective and a pvp perspective. its hard to tell how strong someone is since all the gear looks the same regardless of the tier, so by adding some more details will help players who are weak or solo to be able to pick fights better.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1526187 | Submitted at
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-Ranger Rework
Going to get alot of hate for this one but hear me out. Currently the ranger's class identity is based around the bow what makes them super powerful in both PVP and PVE. Meaning there are close to a must bring to any party with very little down sides to bringing one. So a rework could bring them closer in line woth other classes.
A change to their defult kit to start with a rapier instead of a bow. Thos change will reduce to amount of ranged in a given lobby and will bring them closer to a fighter that specilises in range instead of class that deals poke and cheeses PVE mobs.
-Change traps to Calptrops that give a slow debuff instead of a root. Leave them in the rangers kit.
-Remove spawning with campfire but keep the extra speed in setting them up.
With the ranger starting with a rapier instead of bow they should gain perks and abilities to complement their kit. Replace scattershot with something similar to rouges weakpoint strike.
Suggestion ID: 1526515 | Submitted at
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[would be very dope if you guys were to make a '' gladiator '' map. where we could have maybe 1 team in each corner equals up to 4 teams. There could some pve, and maybe spawn more and more as the match progresses. I think it would benefit your game greatly if you had more than one game mode per say. Still it would still be PVPVE but in a smaller scale, where its more pvp based. Dark and darker is really interesting to me, cause you could also have like arenas. where you go 1v1-2v2-3v3- and so on. The pvp is really fun, and clumsy which just makes it perfect in my opinion, because as if i were to enjoy some fun compettive gameplay, in say Call of duty : Warzone, i would have to keep playing everyday, to stay at a competitive level. But with dark and darker nearly any1 can come in, learn the basics of a character and actually just go out and have tons of fun with it. ]
Really great game! best ive played in a long time, really enjoyed the play test and cant wait for the next one!
Suggestion ID: 1526649 | Submitted at
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since cleric currently has little to no range give them holy water throwables, could tick for a short amount of damage but more on mobs to keep in line with its pve role-base.
Votes
Opinion: -43
Upvotes: 7 12.28%
Downvotes: 50 87.71%
Suggestion ID: 1526655 | Submitted at
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maybe give the hunter class a pet dog that u can send to attack players and chase them.. but u have to be level 60 to unlock it or purchased it for 10$ it can also go through the doors and open them
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1526687 | Submitted at
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[suggestion] A spell or ability that can be cast to see someone's gear similar to pregame inspect however with a degree of inaccuracy , such as an item a tier lower or higher potions they do or don't have , this could allow for a feeling of helplessness being removed. For example when a barb that you thought you could tank a hit from destroys you with purple gear this could help make dynamic combat choices and not have to make overly flashy gear or with a shine to communicate its strength.
Suggestion ID: 1526754 | Submitted at
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[add the one handed FLAIL (spiked ball on the end of a chain) as a weapon usable for clerics and fighters. It will have MUCH LONGER REACH than the mace in such a way that it allows hits around shields (historically accurate) when distanced correctly (especially vs those metal shield skeleton tanks). the drawback of this weapon will be its slightly SLOWER ATTACK rate as in practice everytime you swing u have to take time to recover the tip back in order to strike again and the REDUCED DAMAGE AT CLOSE RANGE because swinging a chain ball hits no one if the enemy is too close up in your face (historically accurate). The flail will also be EASILY OBSTRUCTED IN TIGHT SPOTS because if you are in a doorway or a tight tunnel, how are you going to swing that thing? it will just bonk on the wall before you hit your target. The attack form will be downward diagonally swinging strikes from left pr right sides). If the flails weaknesses makes it unpopular, having it hit harder can be an easy balance, Devs can tweak it after further testing.]
Votes
Opinion: +82
Upvotes: 87 94.56%
Downvotes: 5 5.43%
Suggestion ID: 1526803 | Submitted at
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what if instead of the red zone border zone you make it to a crushing stone wall, that, the players are forced not to not end up in a dead end zone of trapped in the stone wall. i know that many will be smashed at this wall. cause they are trapped.. ^^´ I think most players dont have enough anxiety of the red Borderzone. Or it in a Hardcore Modus. 😄
Votes
Opinion: -46
Upvotes: 6 10.34%
Downvotes: 52 89.65%
Suggestion ID: 1526904 | Submitted at
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[add sound effects of players moaning/grunting/yelling in pain when receiving damage from ATTACKS ONLY (this means the dark circle, the damaging ground in down portals or any environmental sources won't make our characters constantly groan). This will make the game more organic and IMMERSIVE because it seems very strange when our characters fight in pvp and just silently take stab or slash and remain so quiet.]
Votes
Opinion: +17
Upvotes: 42 62.68%
Downvotes: 25 37.31%
Suggestion ID: 1526913 | Submitted at
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Make the impending instant death effect more telegraphed at the end of a floor (when the circle has fully closed). It can get pretty hectic at the end so something like a short musical sting to warn you that you've got seconds to bounce would be nice.
Votes
Opinion: +85
Upvotes: 92 92.92%
Downvotes: 7 7.07%
Suggestion ID: 1526926 | Submitted at
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Collapsing rooms.
The zone feels kinda out of place. What if instead of the zone, rooms will be marked for collapse gradually. Then when the timer is out. The rooms marked get filled with stone and rooms that are behind collapsed rooms get de-rendered and removed for performance sake.
Suggestion ID: 1526977 | Submitted at
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I think it would be a really good idea to have one single channel to sell items, but instead of having it be done through text have it with visuals, small icons on a huge list sorted by pricing (or other options like alphabetical) showing what item you're buying and the name with the rarity. That way your items would be permanently on screen and you wouldn't have to spam what you're selling on chat, and with that we could have filters that let you sort them out based on class, gear type and rarity so that people who want your items will find them much faster.
Suggestion ID: 1527070 | Submitted at
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make class called Card Mage he is ranged hero that throws cards that does dmg his first ability he throw 3 cards at once that move outwards in W formation. His 2nd ability he can rotates from his deck of 3 cards (blue red and yellow) blue card make refresh his cooldowns. Reds card make hit AOE around the targets. Yellow card maked stun for 5 second. If ironmace make ultimates ability his will be (Relocate) he can make relocate anyplace on the map for 20 second then he appear back to original position. U can unlock this class for 50$ in the shop if they add him and include 100 free cards that he can use as ammo in the dungeon
Votes
Opinion: -84
Upvotes: 9 8.82%
Downvotes: 93 91.17%
Suggestion ID: 1527180 | Submitted at
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add pets to the game plz they can be cat and say maaw and collect loot and have own invetory and they can help battle with heals etc and they have own perk page u can control what they will doing for example can choose pet cat with heal it can heal u but with big cd or maybe pet cat who put lightning trap and also take aggro from mob sometimes (it dont die)
and also make it can make cooking for before dungeon run ? it will make food and it will give food buff (random) but better buff if u have beter ingredient and u can farmed this ingredient in the dungeon or u can buyed ingredient pack (consumable) for gold or $10
Votes
Opinion: -94
Upvotes: 6 5.66%
Downvotes: 100 94.33%
Suggestion ID: 1527223 | Submitted at
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add unique items to the game it can be like strange effect not good not bad but strange
for example : convert all hp to shield, shield is 50% of total hp and it regenerate fast out of combat ... but if it break u die
or Cursed Dagger : it have same stat as rondel dagger but it do half the dmg but stack cursed ? if enough curse is stacked, the target will died (good vs tank bad vs dps and pve)
what u think ?
Votes
Opinion: -82
Upvotes: 6 6.38%
Downvotes: 88 93.61%
Suggestion ID: 1527232 | Submitted at
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Perks that give you an alignment, which can change what buffs you get from shrines (praying) and perhaps what your spells/magical effects do (clerics get damage spells instead of healing if evil, and wizards can be necromancers for ideas).
Suggestion ID: 1527665 | Submitted at
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Change Rogue skill "Hide" to "Camouflage". Instead of becoming invisible, Rogue will just blend in with the environment much better. I'm suggesting this because Rogue is a non-magic user, so I think camouflage is more fitting than invisibility for Rogue.
Suggestion ID: 1527704 | Submitted at
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Give a self cast hot-key so you can hold it while casting so the spell goes to the caster no matter where your cursor lies. Having to flick up or down is a silly thing to differentiate the speed you self-cast. A common key in other games is holding ALT. The button would be rebind-able as well.
Votes
Opinion: +113
Upvotes: 118 95.93%
Downvotes: 5 4.06%
Suggestion ID: 1527799 | Submitted at
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Wizard staff tapping open barrels and crates, etc, feels kinda silly, but the way it looks is like the wizard is just magically breaking the object. I think this would be a nice legacy animation that never changes because its goofy but its like magic!
Wizard: Tap.. Tap
Box: Booosh
Votes
Opinion: -17
Upvotes: 6 20.68%
Downvotes: 23 79.31%
Suggestion ID: 1527807 | Submitted at
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'dead man's stash' a hidden persistent stash inside the dungeon that you can place items into to use in any future games. Location would randomize between an array of stash locations. So while you can't just run to the same location every game you will have to refine your map knowledge and check spots as you play
Suggestion ID: 1527839 | Submitted at
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Keep party nameplate when a teammate dies so that you can easily spot their body to recover items/soul. Sometimes in a big battle there are bodies everywhere and its hard to determine your own teammates body so having the nameplate stick around would be nice.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1527864 | Submitted at
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add a paywall to change your region after initial selection to discourage players from a more competitive region (EU) to queue into a less competitive region (NA) and dominate the leaderboards. this is what league does and it cost $15 and helps keep regions safe
Votes
Opinion: -69
Upvotes: 4 5.19%
Downvotes: 73 94.80%
Suggestion ID: 1527868 | Submitted at
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No Minions, No Summons, No Pets
Automated damage/sentries are terrible for pvp games of this nature. I don't want to quietly walk up a hall and catch an enemy player looting, only for his ai to watch his back and alert him of danger. I dont want to deal with incidental teamkilling (both from and to). I dont want to deal with an ai suddenly stopping after a fight and body blocking myself or my teammates.
If Necromancers do get added, they are very capable of being a functional class without suffering from ai co-dependency.
Nobody (in their right mind) would suggest ai companions for a pvp game like Mordhau/Chivalry etc. I hope the devs see it this way as well
Suggestion ID: 1527891 | Submitted at
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Add visual cue for when players are looking in inventory
Possible repost, but just in case.
Add in visual player model cue that indicates that the player is currently looking in their inventory page.
Intuitive, and highly immersive player model body language.
Party members will know that your sight is obstructed -- and can even be used to fake out and bait ambushers by intentionally looking unprepared (i.e. faking looking into your inventory, but actually waiting for the opponent).
Suggestion ID: 1527895 | Submitted at
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Suggestion: Giant Spider Queen boss
A boss that is a source of all the spider mobs on the dungeon, this boss shoots out webs that can entangle players( can be blocked by shields),
- If entangled the player cant move and will be rooted in place for a couple of seconds unless another player will hit it with a torch/flamed weapon/fireball ( still deals damage )
Spider silks can be harvested for crafting around its chamber
This boss can crawl around the walls and the ceiling on its chamber.
Votes
Opinion: +80
Upvotes: 88 91.66%
Downvotes: 8 8.33%
Suggestion ID: 1528322 | Submitted at
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[I cant wait when they add a interaction with the jewelry trader (or even another trader all together) that gives you the ability to put slots in your necklace and rings so you can put a jewelry in each to give you a SMALL bonus ( a bonus that isn't to game breaking), i.e. uncommon blue gem gives +1 will and legendary blue gem gives +4 will and every rarity between giving reflecting amounts depending on the rarity of gem, with different gems giving different stat bonus's. There could also be an option for the necklace or ring to break when attempting to put a jewelry slot in it (10% chance to break or whatever a good % would be). ]
Suggestion ID: 1528476 | Submitted at
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[Alternate button for spellcasting, that isnt linked to abilities. I feel like the customizability for casters atm feels limited in that they can only choose one ability, and wizards feel even more limited in meditate. New button for spells, casters can choose 2 abilities, and power brought down so that its not a direct buff (id hope around the same power as before)]
Votes
Opinion: -1
Upvotes: 10 47.61%
Downvotes: 11 52.38%
Suggestion ID: 1528491 | Submitted at
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[add MORE bone piles of skeletons waiting to rise when players venture near but have it RANDOMIZE between games for example they only raise as skeletons 50% of the time. This way it adds REPLAYABILITY and variation between playthroughs without needing to make the entire map procedurally generated. The same room in one dungeon could get one skeleton and a harmless bone pile while another time could have an extra skeleton duo come attack you. EASY FOR DEVELOPERS TO ADD and makes maps LESS PREDICTABLE.]
Suggestion ID: 1528492 | Submitted at
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How crafting should work:
I believe crafting should work similarly to the crafting of the "One Ring" from Lord of The Rings.
In order to craft items, you require to go to a physical location within the game with magical properties and/or significant importance (Like the Fires of Mount Doom) with the required materials, and potentially a specific crafting tool in hand for the type of crafting you're doing (hammer for anvil work, Jeweler's tools for amulets and rings, etc.).
— — By Rarity: — —
Rare crafting:
Crafting locations are on the 1st level (New Beginner level coming soon), require materials that are easy to find.
Epic Crafting:
Crafting locations on the 2nd level (Standard level from playtest 3), typically guarded by elite mobs, and require rarer materials from 2nd level+
Legendary Crafting:
On 3rd Level (Hell), inside boss room, requires rare materials from normal-difficulty boss kills.
**Unique Crafting: **
High Roller 3rd Level, inside boss room, requires epic materials from high-roller difficulty boss kills.
Suggestion ID: 1528564 | Submitted at
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As the game's located in the Soviet Union during WW2, maybe have a few children running around the dungeon that people could eat. It would heal you to full hp and maybe give you a short buff. Also make the trading channel be easier to use, the current one was a clusterfuck.
Votes
Opinion: -37
Upvotes: 19 25.33%
Downvotes: 56 74.66%
Suggestion ID: 1528595 | Submitted at
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Add a way to enchant items using rare ores that are found on deeper floors and also add a risk where there is a percentage of your gear breaking while enchanting. this would give high end players a goal to upgrade there gear beyond just finding the initial item and will allow a new market to open up for enchanting materials. this will also make these items valuable since it can be risky to upgrade your gear by enchanting. --->(could be called something else other than enchanting)
Suggestion ID: 1528770 | Submitted at
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Buff the Rogue's Smoke Bomb by inflicting a blind on enemies within it, occluding enemy players' screens with a smoke effect while within the cloud, and for one second after leaving it, on top of its normal functions.
Votes
Opinion: +42
Upvotes: 48 88.88%
Downvotes: 6 11.11%
Suggestion ID: 1528856 | Submitted at
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Can you make new class it focus on Trading? I found possibility to enjoy this game in Trading Lobby. Giving bigger stash(in dungeon or not) and free trading fee are ideal for me.And weaker physical but more dropping item rate will make me excited.I wanna play like a Torneko in Dragon Quest series. Sincerely.
Votes
Opinion: -34
Upvotes: 12 20.68%
Downvotes: 46 79.31%
Suggestion ID: 1528862 | Submitted at
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improve the trading channel but don’t just make it a place to post an item then leave it their to be sold. When that happens all items are going to be selling for a set price and you won’t be able to find hidden bargains around the trader or have actual interactions with other players waiting for their items to be offered for.
Votes
Opinion: +13
Upvotes: 18 78.26%
Downvotes: 5 21.73%
Suggestion ID: 1528908 | Submitted at
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Suggested by chadiator#6409 and some addition of me.
Floor 4 - Beyond hell, absolute darkness.
No light sources in the dungeon. You can use torches, lanterns, etc. to light up through the darkness.
Monster will have a glow to them like the fish in the deep ocean and the eyes will glow red/white in the absolute darkness.
If you go there without any light sources good luck to you. Lanterns could be more powerfull than torches.
Suggestion ID: 1528966 | Submitted at
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Buff the Light Orb spell. That one is highly overshadowed by the Zap and Ignite. Here is my suggestion on how to make players at the very least consider taking the spell.
Make Light Orbs require 0 memory and not 1 like the better spells and allow the wizard to slowly regenerate the Light Orb spells over time (twice as fast with a new perk "mana beacon").
This change would break up the wizard's bread and butter choices by making picking the Light Orb less situational allowing the wizards to decide between taking extra damage spells or spending their memory on harder hitting spells while bringing more utility to the table.
Additionally this way the player does not leave an open spell slot leaving behind 20% of spells he can bring to the fight. Normally the player would just adjust the memory cost of his spells and fill the slot with Zap or Ignite like you always do.
Hopefully these changes would make the Light Orb spell at least somewhat viable and will see more use. Right now the only time this spell sees any use is when a new player takes it to test it out only to never again use it.
Suggestion ID: 1528983 | Submitted at
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[Add cantrips to the game for wizards and clerics (And other future classes that have spells that are added).
Would still require 1 spell slot/memory, but you can use them any number of times. These would be weak, like light orb or other small spells, but it would make playing a spell casting class more fun. Would also give a reason to take the additional casting wheel perk.]
Votes
Opinion: +51
Upvotes: 54 94.73%
Downvotes: 3 5.26%
Suggestion ID: 1529067 | Submitted at
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I think it's no surprise that the Skeleton Footman is a dangerous enemy, especially with the recently released stats. But while it makes sense for the most common enemy to kill many players, especially new players, I think there are some aspects of their design that are particularly frustrating and unfair to players.
The biggest issue being their vertical swing. Intuitively, we understand that vertical attacks can be dodged by stepping to the side. However, the Footman cannot be sidestepped. Sometimes you can strafe behind the skeleton and still get hit, even though you're BEHIND them. This feels extremely unfair and will frustrate new and experienced players alike.
Another aspect that feels somewhat unfair is their tendency to headshot players with the vertical slice. This leads to them dealing way more damage than expected. I'm not sure how this could be addressed, but it is a big factor in why they are so dangerous.
Suggestion ID: 1529068 | Submitted at
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[If/When you get to the Artificer class (hoping), their subclasses are wildly different. Would love if there was a version in Dark and Darker for the alchemist, where his spell casting wheel is making buff potions or throwables that can be used by them or given to party members]
Votes
Opinion: -6
Upvotes: 9 37.5%
Downvotes: 15 62.5%
Suggestion ID: 1529210 | Submitted at
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Some new spells scrolls : Spells: Wall Stone ,Wall of Thorns , Wall of Force , Wall of Ice ; Wind Wall ; Sleep sets mobs to Sleeps ; See Invisibility ; and this woud be fun to play around with : Project Image make a copy of yourself to fool other players.
Suggestion ID: 1529291 | Submitted at
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With flat damage modifiers being very strong in playtest 3, fast weapons as they were seemed fast enough.
Every class has access to enough weapons with slower or faster hit rates and increased range. If weapons were made any faster, then a lot of modifiers and agi values would need to be rebalanced I think, so not the way to go balance wise.
As far as opinion goes, in PvP the better players you face the faster the weapon you want because your hit window will shrink a lot and more importantly your move speed (as melee) due to them trying to bait out your attacks and counter. You can also make more mistakes as melee with a faster weapon without completely throwing the fight.
When playing Barb I always felt that Felling/Battle Axe was better as a PvE option, then hatchet/francisca swap for PvP for most scenarios.
The game wants you do a weapon swap/sheathing or at the very least makes a very compelling reason to do so.
If players actually notice you and have the same move speed, you'll almost never catch up to someone keeping your 2hand swinging/unsheathed which I see a majority of players do, even more so if you miss due to move mechanics.
Most barb VoDs you see them one-shotting with felling, but it's almost always against players without a clue what is happening. 2hand barbs aren't garbage in PvP, I just mean every weapon kind of has it's time and place and single wielding fast low movespeed penalty weapons felt like a huge meta in the last test.
Also if your class has access to a fast weapon that does what you want but isn't a 2hander is that really something worth fixing when it seems to be only because it's not your favorite weapon?
Votes
Opinion: +3
Upvotes: 9 60%
Downvotes: 6 40%
Suggestion ID: 1529349 | Submitted at
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add map skins to the game !! i want sci fi map plz it can be the same dungeon but instead it is space ship ?
instead of dark bugs when outside circle the character can lose oxygen and the time limit its cuz of space ship have a leak !! must find warp drive instead of portal before ship lose all oxy gen....
and instead of wood door put metal iron slider door and instead of locks u can put sycho metric scan ? instead of skeleton put robot ..
Instead of sword put light saber and gun instead of bow etc
what do u all think ?
Votes
Opinion: -98
Upvotes: 5 4.62%
Downvotes: 103 95.37%
Suggestion ID: 1529411 | Submitted at
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[Tavern lobby with chat. I love going in the tavern before game, but its always such a short and quick expirence. It would be intresting if after a match characters are automatically put into the lobby, and there could be a interactable mirror to spectate. This would slow down the game flow just a tad (menu/tavern/dungeon/menu) by adding an extra step, and it could encourage community by allowing winning players to interact with losing players post game. Additionally it would have local chat. While this may allow toxic behavior, it also allows positive behavior and i could see after match tavern becoming a free trade zone.]
Suggestion ID: 1529433 | Submitted at
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I would love an option to be able to pay gold to refresh a merchant's inventory. Often I really like going in with specific weapons or to try something out and I don't have a backup in my stash but the merchant isn't selling any of the weapon.
Alternatively, if the merchants at least sold grey versions of every weapon, that would also work.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1529519 | Submitted at
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make dancer class he can make dance for buff the team like michel jacksen make moon walk and he buff the team move speed and maked debuff the enemy with reverse movement (moonwalke) and he can change formed from light to dark its disguised so zombie and skeleton dont attack him and he can attacked them and u can buyed it for 50000 gold or 30$ or premium subscribibe from battle pass subscribton
Votes
Opinion: -121
Upvotes: 18 11.46%
Downvotes: 139 88.53%
Suggestion ID: 1529522 | Submitted at
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add new ranger perk : Dark Vision it can let them see in a dark and see stealth and invisibility
and add new mage perk : Thermal vision it can let mage see red out line like thermal vision ? and it can go through wall but only thin ones ?
and give cleric perk : Holy vision it can let him see other holy enemy like cleric and also shrines it can show past wall
and give rogue perk : Thief Eyes it will let him see small item like gold or necklace or ring better
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1529557 | Submitted at
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Allow spears to be choked up on - holding it closer vs farther away from the pointy end. When choked up on (closer to the tip), it does less damage, but has a smaller jab range for closer fights. Switching between a long grip vs short grip is on a delay/animation so you can't switch too quickly.
Votes
Opinion: +55
Upvotes: 80 76.19%
Downvotes: 25 23.80%
Suggestion ID: 1529591 | Submitted at
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[An ability for rangers to "scan" the room or a small radio and see for a second (or whatever the ability lasts) invisible players, traps in the ground or enemies (something like sova in valorant, but coming from the player itself and with much bigger cooldown.)]
Votes
Opinion: -78
Upvotes: 5 5.68%
Downvotes: 83 94.31%
Suggestion ID: 1529762 | Submitted at
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Give recognition to the Top suggestors and people that stick around during the development.
It can be a special skin, achievement with in game cosmetic item or something similar.
It will also stimulate future engagement by users to make better suggestions.
Suggestion ID: 1529765 | Submitted at
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[Shrines should be tweaked. I personally only ever used shrines besides healing for in game points, and never found them very tactical/useful. It would be cool if the shield shrine was something that gave you an "overshield" so that the over all damage blocking ability is lower than before, but it wouldnt dissapate until that damage was taken from an enemy.]
Votes
Opinion: -15
Upvotes: 0 0%
Downvotes: 15 100%
Suggestion ID: 1529857 | Submitted at
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[I think wizard/archer with good/decent gear is a bit too oppressive against melees. In a sense where melee's lack opportunity against ranged if the ranged player is good. As a wizard myself, I think melees should have a mechanic somehow for more counterplay.]
Suggestion ID: 1529876 | Submitted at
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Can we get total playtime per class as a statistic in the next play test?
I am interested in knowing what the most popular classes are, but metrics like created class type and games per class are easily inaccurate for this due to alt character choice, and squishy classes having shorter (and therefore inflated) game counts.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1529912 | Submitted at
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It seems that enemies that shoot projectiles (the skeleton mage and archer) are still aware of your exact location when you stealth (and will shoot at that location). I'm not sure if this is a bug or something only I experienced but should be fixed i think.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1529959 | Submitted at
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Considering Wipes are confirmed to occur every season, Have some type of recognition identifying players that have spent their time in the past seasons, I do not neccessarily mean advantage over other players in later season. Just some type of recognition.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1529966 | Submitted at
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Give Barbs a skill to throw an object/enemy
I'll be honest I just want to toss skeletons at people /brain a ranger with a chest now and then, but it could be fun/helpful for long range engagements for the class to have another option
Suggestion ID: 1529984 | Submitted at
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[players on other teams can carry soul-hearts, and have a possible merchant that would buy these hearts in exchange for gold/some items. The idea is that not only can there be more intricate play between teams taking enemy souls and denying any possible revs, but it will also be a funny mechanic that leads to soul hunters roaming the dungeons with pockets full of hearts, hoping to make a quick buck from the shady guy at the tavern buying them all up. Maybe they can lose their player-specific details upon extraction (no name attached anymore), but it would be also hilarious to keep souls of notable enemies (popular streamers or top rankers) in your stash as trophies.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1529990 | Submitted at
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General idea/TLDR: Some system where lost loot on your body can be found in random servers.
Possibly add some kind of merchant that makes bounties for lost loot at a price, and bounty items then appear randomly in new matches.
Bounties should have like a ~24 hour time limit, and can be made at almost any price.
Players will then be able to find, and either return it for the bounty price after escaping or keep it for themselves.
Suggestion ID: 1529992 | Submitted at
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a system where you rate you teammates at the end of each round and you get a rating. that way plaeyers can see if your a scallywag before they go in with you. this is what would happen in real life too. No ones going into the dungeon with the dude who's been the sole survivor in his last 50 outings. Word's gonna get around that dudes a pirate.
Suggestion ID: 1529995 | Submitted at
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[May take a lot of design time but upon death, randomize the appearance of your character to suggest your prior one is actually dead and a new adventurer has taken his place, kind of like Hunt Showdown]
Votes
Opinion: -64
Upvotes: 17 17.34%
Downvotes: 81 82.65%
Suggestion ID: 1530082 | Submitted at
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spell parry shield like dark souls, time your block right and you can knock back magic projectiles. would probably be better with reduced projectile damage once parried. would also be very hard to aim considering no reticle to guide and the timing needed to pull off
just a thought
Suggestion ID: 1530084 | Submitted at
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[I would like to suggest additional gold bags added to the game and the conversion of silver coins being used to purchase gold bags, currently the silver coins seem kind of pointless to collect, a full stack equals roughly 8 coins. My suggestion would be 5 silver coins = 50 bag, 10 silver coins = 100 bag and 25 silver coins = 500 bag.]
Suggestion ID: 1530219 | Submitted at
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Rather than completely get rid of silver coins I'd like to see them become more meaningful. The reason they're an annoyance is that their only purpose is to trade into 1 gold coin. Instead, silver should be used to purchase some of the base vendor items like weaker potions, weak bandages, torches, etc. This could also reduce the drop/sell/and market prices of gold coins (ie. if all currency was cut into 1/5th and a torch now cost 1 silver (previously 1 gold). While this does introduce a 2nd currency to have in your inventory, there would likely be a transition period where a player keeps silver and then a period where they don't bother with silver and only collect gold, except now the gold in their inventory is only 1/5th what it was before. (Possibly that the vendor trade to convert silver to gold is either gone or goes both ways now)
Suggestion ID: 1530328 | Submitted at
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[I first want to say I love everything about your game . Add VOIP in game . This will allow for very clippable moments that will help grow the game . Please don’t make the game easier , I feel once you start to learn your character , clearing rooms start to be smoother and smoother .
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1530426 | Submitted at
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[I cant wait when they add a interaction with the jewelry trader (or even another trader all together) that gives you the ability to put slots in your necklace and rings so you can put a jewelry in each to give you a SMALL bonus ( a bonus that isn't to game breaking), i.e. uncommon blue gem gives +1 will and legendary blue gem gives +4 will and every rarity between giving reflecting amounts depending on the rarity of gem, with different gems giving different stat bonus's. Revised from other suggestion]
Suggestion ID: 1530461 | Submitted at
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[add new yellow colored Potion of Warding, adds magical damage resistance to user for 20 seconds, can range between 20% to 60%, % of defence is relative to potion rarity (grey, white, blue, purple etc.) visual effects will be a shiny yellow glimmer on surface of players. Only the worst grey version will be sold at merchant (20% dmg resist only).]
Votes
Opinion: +2
Upvotes: 2 100%
Downvotes: 0 0%
Suggestion ID: 1530661 | Submitted at
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in discord, remove the bunch of party channels that are created and instead use join to create channels, this way everyone has a chat to have and do not have to qorry about not having room in party chats
Votes
Opinion: +41
Upvotes: 50 84.74%
Downvotes: 9 15.25%
Suggestion ID: 1530716 | Submitted at
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To add on to similar ideas I believe we should add cantrips to casters, An infinite use, small spell that should to extra damage to AI, meaning it doesn't outshine any limited use spells, but keeps the wizardy feeling of being a caster
Suggestion ID: 1530734 | Submitted at
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allow players to set 2 sets of skills (the Q and E abilities) for each of the 2 weapon sets.
For example a cleric with mace and shield in his primary and a book in his secondary could use Judgement on Q and smite on E in his primary weapon set, with Holy Purification on Q and Spell memory 1 on E for his secondary weapon set.
The specific spells taken would not change, spell memory 1 is still spell memory 1 regardless of which weapon slot it's in and spell cap is still handled how it currently is. Also if the weapons are put away, the accessible skills reflect the last weapon set that was out. Using the same skill on 2 different weapon sets will not reduce the cooldown although it will make them more accessible as it could be used while using either weapon set.
This would allow for a wider berth of skills to be used, including some that are very situational or are dependent on specific weapons. As casters get more spells, it would also allow non-casters to also bring more into the dungeon. Players would also be more open to bringing skills that aren't common if it didn't mean leaving their favorite one back home.
Suggestion ID: 1530779 | Submitted at
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let you pay someone on the black market to try and retrieve your items if you die. It only happens after the match and you only get the items that haven’t been looted from you. If someone takes all your stuff out of your inventory and drops it on the ground you’re out of luck and won’t get anything. Something that’s a bit of a gamble but sometimes worth it. Not sure if it would be something like magical attunement to counterbalance the fact that the whole floor is ruined by the swarm when It hits the middle and nobody can actually go there after (or that’s my understanding).
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1530824 | Submitted at
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An enchantment system for gear. Wait hear me out. Enchantments on gear are never as strong as what can get from a random drop. Making random drops still important. Different buffs require different specific combinations of treasure. I.E. movement speed buff on gear requires different treasure than damage buff. ex. Movement speed buff on boots, 4 chalices and 3 rubies. Treasure is taken to a merchant, grinded down for fuel for the enchantments. Enchantments' values are random. Grey / white treasure will result in a high chance of a low value buff on gear, purple / orange colored treasure will result in a high chance of a high value buff on gear, but again not higher than what can drop normally on that tier of gear. Specific combinations of treasure are required to remove a single buff, before putting a single buff on. You can NOT have the same buff twice on the same piece of gear. This is all working on the current system. Not discussing the inclusion of special treasure items specifically for enchantments. This gives treasure a little more utility as to not just head over to the collector and sell it all. This could open unique scenarios where treasure like rubies, diamonds, chalices are traded in the marketplace. People might find enjoyment being dedicated to enchanting gear to sell their stuff on the market. Merchant quest? Maybe daily, weekly? bring required items for a chance at a stronger buff than normally possible. Very limited though.
Suggestion ID: 1530873 | Submitted at
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bringing back a teammates soul will allow them to gain the xp they wouldve gotten, or atleast a portion of it (bringing back means you got their soul and escaped without having a chance to resurrect them)
Votes
Opinion: -87
Upvotes: 12 10.81%
Downvotes: 99 89.18%
Suggestion ID: 1530906 | Submitted at
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Dark Altar that corrupts your Soul Heart when channeled for X amount of time. You can no longer be resurrected and cannot extract from a blue portal for 120 seconds but some of your treasure loot gets upgraded at the end of successful run. Increased risk for (reasonably) higher gold reward. Slightly favors solos.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1530907 | Submitted at
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[ Remove the glow of the weapon from the poison and Rupture to the thief (he is like a Christmas tree in a dark room). OR change the Hidden pockets skill so that it hides not only the potions on the belt, but also the effects of these potions, as well as the effects of weapons. ]
Suggestion ID: 1534806 | Submitted at
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chivalry 1 2k hours top
mordhau 3k hours
css 3k hours
tarkov 4k hours
battlefield bad company 2 (enough to kill a million+ players in free for all)
arma 2k hours
everquest 2 7 years active (13 year long member though)
I have epilepsy and I'm getting to be a little old now. I can't keep up with 24/7 HR lobbies but if you would have me, I would like to be forwarded a list of things you think you're facing that effect you in some way you don't like.
Votes
Opinion: -56
Upvotes: 0 0%
Downvotes: 56 100%
Suggestion ID: 1534823 | Submitted at
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accidentally pressed enter but the long and short of it is ~ i have peers like me with a similar history that I play against every day in mordhau, if you also want skilled melee players, we do a lot of hip and foot work with mind games. But outside of that I also have a long history of gaming as I listed, can upload pictures or screen share my claims, etc etc... but once all thats done and whatnot, I want to look at the things you think you're facing; however, after this message ~ I will treat this channel as it was meant to be and make proper suggestions. Here is an okay place to reach me. I will always see it. I loved this playtest, it was my first. I say take anything I say with a grain of salt as you would anyone else. Regardless, even if ignored ~ your code and the overall experience was rather fluid. I look forward to many... many hours.
Suggestion ID: 1534832 | Submitted at
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Rogue crouch movement speed modifier when in the dark versus when in the light based off of percentage. emitters at light sources will target the person with the active perk as to avoid cluttering the server with useless math. Checks for a sprite around the character, if whatever percentage is at whatever threshold than, this increment of math. Treat it like you've been treating it with the very modest and small ratios and avoid ramping. Keep it strictly to crouch as the rogue is a natural at being crouched and wanting to stay in the shadows or "unseen".
Also unrelated: Wizard fireball should "disarm" archer traps and break any other "ground" placeable that is spring or mechanism related. My reasoning is because of the knockback inflicted by a fireball. Wizard electricity spells should "conduct" on wet surfaces and metal. Not throughout the whole pool as to avoid infinite area denial, but within a small range of say... 5 feet in diameter, maybe even 4.
Suggestion ID: 1534861 | Submitted at
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Add new hero class: Blob of Darkness
- he stun enemy 1s, not long but he stun 3 times
- he delet enemy. it becomes 3 mini blob of darkness
- he make large circle of darkness, if u walk inside u lose hp
- he make smaller circle of darkness but it stun enemy and they spin
Suggestion ID: 1534902 | Submitted at
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[Can you add rolling for stats when making the character, or even better a point buy sistem for stats, i think in the long run it would be better for different playstyles, and like you said in the q&a that you would like to see a multiclass and i think it would give you some nice control in character making faze]
Suggestion ID: 1534907 | Submitted at
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We all know how annoying it is to hit a wall with your weapon, right? Well, the AI doesn't care about that. Which is why I suggest that the AI will also follow the same hitbox rules as players do. It's annoying to fight a skeleton next to a wall, only for it to smack you vertically with the sword going through the wall.
Suggestion ID: 1534965 | Submitted at
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[Add or Replace Barb with a Pack Mule class.
Some ideas for Pack Mule:
Increased Storage Size (Backpack on player looks large). Move speed is based on backpack available space. (And Armor / Equipment Held)
Backpack makes a rattle sounds when moving and crouching. (Can be silent with a perk.)
Only uses 1 handed weapons. Can use all Utilities.
Perk for Backpack has Lantern Attached Giving a Permanent Light source around the player.]
Suggestion ID: 1535059 | Submitted at
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[ I don't know about you, but I personally lack something special in the classrooms. All the difference is only in the icons of active skills (well, class weapons). all. I really miss some special mechanics of the game for each individual class. for example: an elementary stealth icon that shows (as in any stealth RPG) the degree of illumination and affects the duration of invisibility and allows with a 50% probability to deal a critical blow to a thief. The barbarian lacks some kind of rabies scale (which is filled from the loss of HP and gives an increase in running speed and damage). It would be nice for an archer to add a visual quiver, which, as it emptied, strengthened or accelerated the next shot, but recharging a completely empty quiver would take longer. I think you understand my train of thought. Above I have outlined only an example of new mechanics, it is not necessary to make them exactly like this, I made it a suggestion to add unique mechanics for each class. ]
Votes
Opinion: -15
Upvotes: 3 14.28%
Downvotes: 18 85.71%
Suggestion ID: 1535061 | Submitted at
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different spells/abilities should benefit differently from damage modifiers, most of the rpgs I play refer to this as "stat scaling". For example, magic missle should not gain a 1:1 damage ratio from magical damage bonuses, instead it should be .5:1 or maybe even .33:1. It would still do a lot of damage, but not the insane amount it does right now. Likewise, long cast abilities like the cleric AoE for Undead creatures should maybe benefit more than 1:1.
Suggestion ID: 1535198 | Submitted at
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i have new class idea.. class name is called King of the Pirate
He is pirate character and have some abilities here are some of them..
Ability 1 ( Gun shoot ) : he shoot his pistol gun and if he hit someone he died unless he have helmet (10 second cooldown)
Ability 2 (Box ) : place a box of black powder and if u shoot it with ability 1 it exploded (can put 3 of this and they can connected)
Ability 3 (King Money) : this ability its passive it give u 5x more gold from sell item and collect golds so if u get 1 golds u get 5 instead
Ability 4 (Bomb fall from the Sky) : this ability u can use to command ur ship from outside the dungeon for shoot cannon inside the dungeon if u throw a torch on the floor (its the signal for the crew) it make ecxplode and kill the enemy
What yall think ? I like this champion so much
Suggestion ID: 1535201 | Submitted at
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shapeshifter class. the story would be: Raised in the deepest jungle, shapeshifter is a master tracker who can shapeshift into a ferocious cougar at will. Neither wholly human nor beast, viciously defends its territory from any and all trespassers, with carefully placed traps.
ability 1 : throws a spear (consumes spear, can be picked up)
ability 2: places a trap (similar to ranger)
ability 3: heals (self or ally)
ability 1 in shapeshift : gain bonus range attack
ability 2 in shapeshift: leaps to enemy
ability 3 in shapeshift: swipes in cone (aoe ability)
i would love to see shapeshifter in dark and darker <3<3<3<3!!!
Votes
Opinion: -62
Upvotes: 7 9.21%
Downvotes: 69 90.78%
Suggestion ID: 1535239 | Submitted at
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Add a Mummy class! Amummy is a lonely and melancholy soul from ancient Egypt, roaming the world in search of a friend. Doomed by an ancient curse to remain alone forever, his touch is death, his affection ruin.
The class can only play Solo
ability 1 : leap to target with its bandages
ability 2 : dmging tears aoe (because hes lonely and whatnot)
ability 3 : swinging his bandages around doing aoe dmg (coz hes angry because hes lonely and whatnot)
i would love to see a mummy class in dark and darker1!!!!!11<3<3<§
Suggestion ID: 1535263 | Submitted at
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Demon class
Similar to rogues. Can use daggers and claws.
Not thought out much but one of their abilities is to target one person and send them into an alternative dimension. An "upside down" like from Stranger Things. The alternate dimension would last 10 seconds and the target wouldn't be able to receive help from his teammates. He would be either forced to fight or run away until the ability ends.
Would have to use two campfires to recharge.
I feel like it would especially benefit solo players.
Suggestion ID: 1535320 | Submitted at
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All party voice chats are bundled into groups of 50 except from the first one which has 49. Maybe a 0th group could be added either that or it goes 1 - 50, 51 - 100..... 301 - 350. (Please save my OCD)
Votes
Opinion: -28
Upvotes: 0 0%
Downvotes: 28 100%
Suggestion ID: 1535417 | Submitted at
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Necromancer unique resurrect spell
Animate dead:
since nobody wants the necromancer to be a summoner class the Necromancer can instead take Animate Dead. For 4-5 spell memory, over the 8 for the clerics resurrect spell, your friend comes back with a "Weakness" debuff that makes them look undead and he has lowered attributes. This debuff lasts through the rest of the dungeon. The trick hear is... the cleric can cleanse the weakness making Necro Cleric Meta fun AF. Alternatively you can kill your re-animated friend at a Resurrection Shrine to revive him to his normal state.
Suggestion ID: 1535640 | Submitted at
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[Current state of Leaderboard is unhealthy competition. Players forced to nolife for a given period of testing to achieve the top ranks. Rather than "count leaderboard", make it more stat related, i.e. kd ratio, escape worth ratio and so on. Bosses kill count seems fine so far cuz not many could do it.]
Votes
Opinion: -8
Upvotes: 7 31.81%
Downvotes: 15 68.18%
Suggestion ID: 1535659 | Submitted at
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Wizard spell/Cantrip Idea
Thaumaturgy:
This spell would allow a wizard to extinguish or ignite every lightsource in a 20 ft radius. Great synergy with group stealth strategy or for increasing visibility when needed. Given he cannot control what light sources are turning on or off through walls the con to this spell would be inadvertently alerting nearby players of his proximity.
Suggestion ID: 1535691 | Submitted at
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[Bucklers should be added to the rogue class so that they have at least some chance of blocking arrows, as well as some other weapons such as short swords or the like. In addition, there should be a gem socket option for items considering there are already gems in the game and those gems hold no value except for being sold for gold. A jeweler npc can be the one to socket gems into items for players at the cost of gold, or do the opposite.]
Suggestion ID: 1535716 | Submitted at
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Get rid of the zone system. Create an Entrance/ Exit system in where if you extract at a certain area you spawn around a certain area next floor. Making certain exits more favorable than others, making them hot PvP grounds. You could even make it so certain exits give exclusive access to areas in the next floors that other exits don't grant. However, these Exits have more 'objectives' to them before they activate. And to be fair, they only stay activated for a certain amount of time. To counter the current timed mechanic, you could create a non-renewable rest area, or maybe a fatigue system that discourages extended exploration/looting. (You could add an extra benefit to campfires as well.) [... I just despise the current zone system. xD]
Votes
Opinion: -51
Upvotes: 4 6.77%
Downvotes: 55 93.22%
Suggestion ID: 1535785 | Submitted at
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make items in the trading posts category locked. so weapons can only go in the weapon category, armor can only go in armor category etc.
That way not everything gets posted in weapon trading post 1 and its easier to find items. Right now the other categories are basically useless
Suggestion ID: 1535915 | Submitted at
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[Add the Quest "A Reader Lives A Thousand Lives"] (Scholar NPC Quest) (Find The Book of the Dead inside the Library somewhere within the Crypt) (B2 Crypt Map Quest, the Book is inside the library module on the second floor balcony in a corner or behind a hidden bookshelf you pull the lever/book to open.)
Suggestion ID: 1535921 | Submitted at
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[Add the Quest "Bones are the Easy Part"] (Alchemist Quest, "One day I shall unlock the power of eternal life! But first we must understand undeath.") (Bring the Alchemist 10 Skeletal Bones) (Reward 25gold and 3 white healing potions)
Suggestion ID: 1535954 | Submitted at
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most consecutive extractions as a leaderboard category, someone was complaining that most of the leaderboard titles were playtime over skill, feel like this would be a good skill category. Would also feel like a pseudo-hardcore character since you prioritize living over anything else
Votes
Opinion: +61
Upvotes: 62 98.41%
Downvotes: 1 1.58%
Suggestion ID: 1536006 | Submitted at
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[Add the Quest "Death Awaits You!"] (Tavern Master Quest, "All of the adventuring parties that go to Inferno never seem to come back. Stop the source of darkness and I'll allow you to store some of your gear here for free.")
(Defeat the Lich and bring back his unholy Staff)
(Reward: Shared Stash initial unlock - 16 slots)
Suggestion ID: 1536006 | Submitted at
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