#d-and-d-suggestions
1 messages · Page 14 of 1
[maybe slightly reduced damage against teammates? just wondering bc it’s pretty easy to 1shot your friend on barb/wiz/ranger if they step in the way
(yesterday i accidentally stepped into my friends chain lightning avoiding a mob and it killed both of us even though we were nearly max hp
)]
Votes
Opinion: -29
Upvotes: 6 14.63%
Downvotes: 35 85.36%
Suggestion ID: 1607770 | Submitted at
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replace the battle royale circle with high reward objectives that incentivize players fighting over them
giving player agency on how they explore the dungeon rather than just a game of which team camps the circle room faster
if a low geared team just wants to be on the outskirts and gear up while avoiding fights, they shouldn't be punished by being forced into a fully geared team camping the extraction circle
Votes
Opinion: -19
Upvotes: 13 28.88%
Downvotes: 32 71.11%
Suggestion ID: 1607788 | Submitted at
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[A cool thing would be if spiders gave loot so it made it worth killing the elite+ spiders instead of just an annoying mob. A way this could work is if only the first 3 spiders gave loot (maybe similar to flying skulls or mummies). The limit of 3 would stop players from abusing the spiders respawning.]
Suggestion ID: 1607813 | Submitted at
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[An option for a private lobby you can set up vs friends. Same mechanics as the base game. Nothing in game is permanent, you cant keep gear/loot. You can't lose gear/loot. Just something to do when you have more than 3 friends on and you wanna just pvp each other]
Suggestion ID: 1607813 | Submitted at
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[Traders should have a reputation mechanic. If they post an item and set a price then accept a trade request from another trader then back out of trade without completing a trade, there reputation should drop. If it drops low enough they have to pay a higher tax on future trades]
Votes
Opinion: +4
Upvotes: 19 55.88%
Downvotes: 15 44.11%
Suggestion ID: 1607834 | Submitted at
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Not a suggestion per say.. just How this playthrough went for me. Having lvl 20 in each class(120hours this playthrough). Rogues, Ranger(starting bow could use a bit of a buff and have a quiver slot to allow more arrows before a reload), Cleric, Fighter seem pretty balanced this go through. Wizard needs a little adjustment to spells and melee damage output and Barbarian needs a huge nerf. With a poorly geared barbarian, I was able to walk through most lobbies killing anyone I came across.. Solo and Not. (with exception of other barbarians with actual gear or well geared fighters) even then leaving most with 10-15%hp)
Votes
Opinion: +21
Upvotes: 27 81.81%
Downvotes: 6 18.18%
Suggestion ID: 1607835 | Submitted at
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[make cleric spells have infinite range, there's no reason I shouldn't be able to hit shots the same length as rangers/wizards. all it does is increase the skill ceiling for clerics. also, tighten up the hitbox and the response of the spells deciding between targeting self or party member/enemy. if anything add a modifier for self cast. i.e. hold alt while casting the spell and it self casts etc.]
Votes
Opinion: +9
Upvotes: 30 58.82%
Downvotes: 21 41.17%
Suggestion ID: 1607845 | Submitted at
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If we get guilds, perhaps there could be a physical Guild Vault only some people could enter with a specific item, the Guild Key, that a person could get by getting it traded to them. It could add a great deal of immersion to the game.
Votes
Opinion: +11
Upvotes: 14 82.35%
Downvotes: 3 17.64%
Suggestion ID: 1607847 | Submitted at
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[more time for the exploring till the zone decreases. because when we're going into the raid there is not as much time to loot, pvp and revive teammates. Everytime when i hop on a raid i loot 1-2 rooms and then fight with 2 other teams and the time is gone. Giving us like couple of mins more would be awesome, soo the total will be like 15-20mins max]
Suggestion ID: 1607877 | Submitted at
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Static colosseums. A persistent location that players can load into in order to have organized fights. Tournaments can be easily organized for competitive team vs team battles, and could be spectated and bet on by other players. This also opens up the possibility of having large scale guild battles in a competitive setting.
Votes
Opinion: +23
Upvotes: 25 92.59%
Downvotes: 2 7.40%
Suggestion ID: 1607877 | Submitted at
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Explain one thing to me. We had a team of 3 people. We went to the highroll.. We killed the entire lobby. The zone was in a maze with spikes in the normal map pattern. We killed the entire lobby. No portals opened for us. It's been like this 3 times already. 3 times we died on a highroll not from people but from the zone. Portals don't appear. The zone is buggy and the portals can't see the space because it's full of walls. Could you fix it? We have all lost equipment with all +1-3 attributes third times. There is an obvious difference in the spawning of highroll portals from normal. I lose 2 hours on trade to buy items and then die through stupid portals. It's not my fault. I have a skill. It was the developers who invented themselves to die forcibly because of the lack of portals.
[18:47]
It can't be that we kill everyone, the zone is huge and the portals don't spawn. This is not a reward. And that's just on the highroll. Normal portals work fine. I understand that you want to make it difficult, but this is a bit of an exaggeration. I don't want to play like that.
Votes
Opinion: -7
Upvotes: 5 29.41%
Downvotes: 12 70.58%
Suggestion ID: 1607888 | Submitted at
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The Cave Troll should only reset once the player crosses the boundary of the door(s).
I don't know whether to call this a Suggestion or bug report, because I don't know whether it's intended or not but:
When fighting the Cave Troll you occasionally have to run away (as a martial melee fighter) from the double handed AoE attack it does. However, with the fight slowly moving locations you can end up at a corner of a room and if you run into that corner (as it's your only choice) to evade that attack it can trigger the Cave Troll to reset. I believe this means that the CT regains all HP. Super frustrating to deal with.
Same goes for when more than 1 person is fighting the CT and if the CT kills one it resets even if there is another player in the room.
Votes
Opinion: +20
Upvotes: 20 100%
Downvotes: 0 0%
Suggestion ID: 1607894 | Submitted at
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Have the ability to trade between your characters; called the shared stash, requires being a trader, and 15 gold to submit a deposit into it (works similar to putting items into a trade menu and confirming), 15 gold to withdraw everything (must have space in inventory or stash just like trading).
Votes
Opinion: +24
Upvotes: 33 78.57%
Downvotes: 9 21.42%
Suggestion ID: 1607905 | Submitted at
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[I do agree with a high Emphasis on a PvE Experience in some way, there's so much of this game I have not gotten to experience because it's blocked away from all the PvP and its not like im shit at the game I played anytime i was able to, Theres just way too much emphasis on pvp and there's always someone better than you. Oh and Boss health bars would be amazing This is DnD afterall not Tarkov. of course I'm talking about bosses that don't leave their room, that way when you step foot in that room it's a trigger for a Hud Display for the boss health.]
Votes
Opinion: -11
Upvotes: 5 23.80%
Downvotes: 16 76.19%
Suggestion ID: 1607924 | Submitted at
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I am a wizard main and still I believe invisibility spell needs to be removed. This will lead to no further nerfs to that class and its damage and more. Instead of nerfing many things, just nerf it in one big go and see how people react.
Votes
Opinion: +24
Upvotes: 35 76.08%
Downvotes: 11 23.91%
Suggestion ID: 1607934 | Submitted at
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Active ability for rogues to turn off all light sources in a big area, maybe including player torches and disable the possibility to turn it on for some amount of seconds.
Context: give rogues time to flee or a possibility to fight an opponent with glowing potions.
Votes
Opinion: -7
Upvotes: 14 40%
Downvotes: 21 60%
Suggestion ID: 1607938 | Submitted at
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Accessible practice range in the tavern anytime and solo. This way you can hop in, test item combos and attack damage on the dummies. Would make knowing exactly what your equipment will be like in game much easier. Especially for beginners.
Votes
Opinion: +48
Upvotes: 49 98%
Downvotes: 1 2%
Suggestion ID: 1607941 | Submitted at
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I would like to see a small change to the value of gold and silver to people in the aspect of upping the stack size of silver to 100 and making it 10 silver to 1 gold, in addition as a option in trading to select a specific amount of gold/silver available from your stash
Votes
Opinion: +9
Upvotes: 14 73.68%
Downvotes: 5 26.31%
Suggestion ID: 1607944 | Submitted at
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[We've all got preferred weapon loadouts. We've all noticed that access to different weapons changes the way we play the game. And we all know how bad it sucks to have some bad runs and hit the floor, reduced to our starter kit, priced out of the weapons we like. Let us exercise some control on what that starter kit is; let us invest more gold to add or replace gear (no higher than white rarity) in our starter kit. No more frustration when the merchant doesn't have even a gray model of the weapon you want. Make it like 10x the price, I don't care. This won't impact the chads at the top rolling in purples and more gold than they can fit in the stash, but it will help the average player get some (more) permanent value from the grind and provide a gold sink]
Votes
Opinion: +23
Upvotes: 28 84.84%
Downvotes: 5 15.15%
Suggestion ID: 1607946 | Submitted at
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Sell your game on your own website as well as steam. We love you guys and a large portion of the players will be willing to jump through hoops to give your company a larger portion of the sales profits.
Votes
Opinion: +44
Upvotes: 44 100%
Downvotes: 0 0%
Suggestion ID: 1607962 | Submitted at
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[A Musketeer class that's more in line with the Three Musketeers style, Primarily melee starting with a Rapier and a Buckler, or if a parry mechanic is added to the rapier like the longsword already has, the buckler might not be needed, and starting with the large brimmed, feathered hat that they're always depicted as wearing, because I, and possibly some others enjoy the style they've got. I don't believe adding a full-sized musket would be a great idea, however a consumable, single shot, matchlock pistol, that has a chance to spawn in loot, and can be picked up by other classes could be neat in theory. A small, fast projectile, but with dispersion in the shot, especially at long range making it bad at long range engagements, and has a mechanic where the shot draws PvE enemies to you like the fighters taunt, but without the defense buff. However, if that isn't what the Dev's want to do, a pistol/"Assassin's" crossbow that functions the same, minus the noise could be a perfect substitute.]
Votes
Opinion: -25
Upvotes: 3 9.67%
Downvotes: 28 90.32%
Suggestion ID: 1607975 | Submitted at
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[Portal stones, Keys and escape routes
TLDR: Consumable items that make descending or escape easier while adding variety. Portal numbers could be reduced or stay the same to compensate but could make an interesting resource to fight and trade over on top of creating interesting variety to delves
I had a bit of a sleep-deprived dream after staying up for the last playtest and this idea spawned from it.
The basic idea spawned from the escaped stairs put in the goblin cave mixed with the varied methods of escape in tarkov. The goblin cave exit makes me think that more variety in escape methods are already being considered so I want to throw this idea into the mix.
There are two categories of escape/decent consumables I'm thinking about: Map reliant and portal modifiers.
1)Map reliant would be consumables to open passages out or down. Such as locked trap doors or staircases. It could be as simple as requiring someone to pick the lock with lock picks or as a rogue to open or requiring specific keys to open. Allowing someone to find the key and use it trade it or save it for a planned run. It could be a good item sought after by teams wanting to dive deeper without wasting resources on a previous floor by taking a down key in and then rushing/fighting their way from their spawn to the room with the exit.
2)Portal Modifiers would be consumables that allow you to modify the randomly spawning escape portals. Again rare resources you would have to find or trade for but I imagine they could for example add a portal onto an existing escape portal for the situation you find yourself short one or they could change the orientation on a portal to turn an escape portal into a down portal]
Votes
Opinion: -10
Upvotes: 4 22.22%
Downvotes: 14 77.77%
Suggestion ID: 1607995 | Submitted at
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Normalize the trap mechanic: So traps can be unbreakable at times, it can clip under the ground or be inside a corpse rendering it unable to be disarmed.
Having to spin around to find the correct angle as you have a ranger firing arrows with all the time in the world is just broken.
Traps should be visible and interactable the moment you look down directly at your feet no matter what elevation the ground has or what is in the way.
Suggestion ID: 1608011 | Submitted at
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allow players to walk around a small room at the waiting tavern, maybe even test out gear. Cannot drop trade loot here, unless the loot i grey starter loot, to clear out inventory. test dummies to theory crafty builds
Votes
Opinion: +29
Upvotes: 29 100%
Downvotes: 0 0%
Suggestion ID: 1608020 | Submitted at
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Some form of the old school rolling rock that can be found in many different games (think Indiana Jones). A long hallway, with a bunch of single player sized holes. big large ball rolls though causing you to have to dodge left and then right to get through
Votes
Opinion: +1
Upvotes: 10 52.63%
Downvotes: 9 47.36%
Suggestion ID: 1608025 | Submitted at
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[Make arrows and bolts cost 1 gold each up to stacks of 50. But give a free untradable stack to starting rangers. Then add a perk for unlimited arrows to the ranger if they want to save gold, call it bottomless quiver.]
Votes
Opinion: -33
Upvotes: 10 18.86%
Downvotes: 43 81.13%
Suggestion ID: 1608026 | Submitted at
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[add a training room similar to the lobby to test weapons and skills. personally I think if you had a room where you can do that and ad a chest that can access your stash to switch things around it would be a big help and open up potential for a layer of expansion that allows you to add stuff to the room like boss trophies. this can be beneficial to the developers because there can be esthetic items that are purchasable without giving you an advantage in game and also add another layer to loot and the trade market. i know there are likely more important things to develop so right now my suggestion is just a room to practice classes and weapons in]
Votes
Opinion: +50
Upvotes: 50 100%
Downvotes: 0 0%
Suggestion ID: 1608027 | Submitted at
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Cave Troll needs an indicator for high or low swing, possibly the color of the smoke or an audible grunt. without knowing those the only people who challenge him are naked people of every class since he instant-kills with that move. its a 1 in 4 for high swing instant death with no indicator so its unpredictable. so nobody brings big gear to fight him and instead just learn him forever till they can do him naked or cheese him. id rather be able to fight him in his face as anyone besides a fighter as he is the only one who can at this time I believe. please note I say this after trying to kill him with nearly every class for 5 days straight and only getting him 3 times.
Votes
Opinion: +3
Upvotes: 9 60%
Downvotes: 6 40%
Suggestion ID: 1608030 | Submitted at
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make merchants pay more for gear, you can you blue even purple gear that sells for 15g to merchants when you could sell on the market for hundreds of gold, just doesnt make sense
Votes
Opinion: -9
Upvotes: 16 39.02%
Downvotes: 25 60.97%
Suggestion ID: 1608043 | Submitted at
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ALLOW US TO PURCHASE EVEN EARLIER TO SHOW SUPPORT. USE THE FUNDS TO HIRE ANOTHER SERVER SPECIALIST FOR DDOS MITIGATION. CAN ALSO HIRE MORE DEVELOPERS IF NEEDED TO RELEASE EARLIER/FIX HACKER ISSUE.
AWESOME GAME GUYS ;D
Votes
Opinion: +23
Upvotes: 34 75.55%
Downvotes: 11 24.44%
Suggestion ID: 1608061 | Submitted at
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I just want to say it in the case it is not already obvious pls dont make something like a battle pass, let us buy the game and earn everything in game no microtranactions no pay to win, at least a way to earn it by playing if it should be added
Suggestion ID: 1608061 | Submitted at
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[radial status that indicates how much an individual is blocking in a certain direction, radial wheel plus a status indicator similar to a wifi signal strength icon.
reference Image located in #dnd-content
Votes
Opinion: -12
Upvotes: 3 16.66%
Downvotes: 15 83.33%
Suggestion ID: 1608064 | Submitted at
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Please consider removing the trade market entirely. I know the intention is for it to "quarantine" RMT and encourage people to trade through official channels, but all it does is facilitate RMT and make it easier. If the buyers had to actually load in, pick up the gear and then extract with it to actually get to use it, there would be a lot less people willing to spend real money on it. And it also would go with the theme of the game/genre a lot better. Getting a cool piece of gear is so much more exciting when you earned it in-game versus shopping for it on Darkazon Prime
Votes
Opinion: -23
Upvotes: 10 23.25%
Downvotes: 33 76.74%
Suggestion ID: 1608071 | Submitted at
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Make separate slots for "peaceful" perks. There are interesting non-combat perks here, but there is no point in taking them even if you have even weak combat perks to choose from. Having at least one separate slot and a few peaceful perks to choose from would justify their presence and add interest to them.
(Enhanced Hearing, Tracking, Hidden Pockets, Lockpick Expert, Pickpocket (this one need a rework), Trap Detection, Brewmaster and make some new ones for others (Increase Physical Healing by n% for Fighter/Barbarian?))
Votes
Opinion: -5
Upvotes: 7 36.84%
Downvotes: 12 63.15%
Suggestion ID: 1608083 | Submitted at
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Show quality of an item in a hotbar or the icon in general, it could be just a little dot in the corner. When i played i either had to have different quantity of items or put lowest quality ones into the inventory not to drink/use the wrong ones. Also, when you have a lot of different stacks of an item in your stash you have to hover over each stack to see which quality it is.
Not a major issue but sounds like a reasonable QoL change to make.
Example of what i'm trying to imply: https://imgur.com/a/OKkpYMW
Votes
Opinion: +27
Upvotes: 29 93.54%
Downvotes: 2 6.45%
Suggestion ID: 1608096 | Submitted at
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[ It be cool to find a random vendor on the map. Like the library it be a wizard selling books (or other wiz stuff) of green maybe blue behind and you could sell your books (or other wiz stuff) that you found or brought in from your stash for a better bargain other then what the merchants offer you. the thing is you have to take the chance to bring it in to risk it for some more gold and if you do you have to get out with that gold. It go buy color then by roll. Say if it was just a bad roll book that trade wouldn't touch, the wiz would pay you base of the color. say 100 green 200 blue 300purp 500 legend. Maybe put him in the bookcase secret area or maybe upstairs with light that you cant turn off. and after the ring has closed on the wiz they'd close shop till next game. and they could do the same for a barb, fighter etc.., its just so you can get ez money but you have to risk it getting taken from other players. ]
Votes
Opinion: +13
Upvotes: 19 76%
Downvotes: 6 24%
Suggestion ID: 1608102 | Submitted at
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add a necromancer class. The ability to summon enemies that have been killed previously. I understand how broken this could quickly be, so consider only allowing resurrection on mobs that are labelled as "undead" to keep it within theme.
Votes
Opinion: +17
Upvotes: 31 68.88%
Downvotes: 14 31.11%
Suggestion ID: 1608110 | Submitted at
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The "final circle" needs to be longer: most of the times there is pvp at the end of the game resulting in 0 chance of looting anything because when the fight is over the ring is already close and people is just running away to save their life.
It happened most of the games in which there were people still alive in both floors.
Votes
Opinion: +34
Upvotes: 44 81.48%
Downvotes: 10 18.51%
Suggestion ID: 1608116 | Submitted at
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There should be a “group classing” of sorts. Basically, servers group people based on how many people are in that group. For example, solo adventurers would be more likely to join other soloers or duos. This would make people with no friends have a chance at surviving instead of hiding at the sound of a team
Votes
Opinion: -15
Upvotes: 6 22.22%
Downvotes: 21 77.77%
Suggestion ID: 1608130 | Submitted at
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Mining needs some sort of rework - to make one piece of chest gear, you'd need something like 15 ingots, and 5 ore for each ingot. so, 75 ore. it takes about 10-15 seconds if you can find the ore to mine a piece of it, if you have a pickaxe. With pickaxes costing 25 gold, it would cost an incredible amount of gold, time, and runs just to get that chest armor, assuming regular deaths. I would say, reduce the time it takes to mine a piece, like say 7 seconds instead, and maybe reduce the requirements to make an ingot/powder.
My suggestion would be from 5 to 3 ore for an ingot, and from 3 ore to 2 ore for a powder, as well as it being easier to mine. At it's current rate, it would take a lot of dedication, time, money and luck just to get one piece of that gear. Despite my efforts mining in the playtest, I never even got close to getting a piece of gear, even with regularly buying pickaxes and seeking out ore best I could.
TLDR; mining is unreasonable and should be reworked. Either make the armor easier to craft, the materials easier to make, and/or the ore easier to mine.
Votes
Opinion: +52
Upvotes: 55 94.82%
Downvotes: 3 5.17%
Suggestion ID: 1608142 | Submitted at
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[More potion diversity and a way to craft potions that are affected by our skills/stats. I feel a forest map with randomly spawning mushrooms, plants, or monster drops would be nice and add potential for a new class like an Alchemist or give a way for players to obtain potions.]
Votes
Opinion: +25
Upvotes: 28 90.32%
Downvotes: 3 9.67%
Suggestion ID: 1608159 | Submitted at
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Unique weapon that can “level up” with kill count. Weak at first and increases in power based on the souls within it’s possession. It has a maximum level that resets upon the owner’s death.
Votes
Opinion: -17
Upvotes: 8 24.24%
Downvotes: 25 75.75%
Suggestion ID: 1608169 | Submitted at
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[
- Release game to early access: lots of people want to play it, and you can make money off of it.
- Let people be able to invite friends to party through steam: it'd be better than the current system
- Get some good anti-cheat: even though it was only a playtest, there were still a fair number of hackers making games crash
- Make the pre-dungeon tavern area accessible without queueing for a dungeon: it'd be a good social spot for party/people and would allow for build testing.
- Bosses might need a rework: cleric is basically required for liche and ghost king due to ublockable and undodgeable damage, and Cave Troll is almost impossible to fight as certain classes (i.e. wizard)
- Spawns should be cleaned up and balanced: currently some spawns are good while others are awful and will kneecap a run immediately
- Wraiths and Skeleton Champions should be guaranteed to drop at least one green/blue item when killed: they are difficult to kill, hurt a lot, and are fairly loud.
- Gear warps the gameplay by making 1 or 2 attacks lethal (which isn't often the case on low gear): it wouldn't be a bad idea to lower the damage of high-end gear or buff the defensive stats of players/gear
- You should be able to report players in trade chat: ran across many gold sellers there who I could only block
- Spellcasting classes shouldn't have their base 5 spells use an ability slot: it would help encourage build variety instead of having the wizard always bring meditation. Extra spells could be left as an ability, however.
- Lock picking mini-game sucks: lock picks are already fairly rare and using them doesn't guarantee good loot, so the QuickTime event is just a kick in the teeth.
- Give area to practice blocking and dodging: they're core mechanics of melee ]
Votes
Opinion: 0
Upvotes: 17 50%
Downvotes: 17 50%
Suggestion ID: 1608171 | Submitted at
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A complete overhaul of the trading system. Instead of just a chat room make a auction house instead. Where we can put a item up for a specific price and people can just buy it. This makes scams impossible while also creating a stable market.
Votes
Opinion: +18
Upvotes: 28 73.68%
Downvotes: 10 26.31%
Suggestion ID: 1608189 | Submitted at
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- redo the trading system. not very cool to shop before the game for 30-90 minutes.
trade problems: 1) it is inconvenient to search for what you need (there is no separation by grade and by stats;
- it is inconvenient to buy (the chat flies quickly, while you look at the stat, while you click, you can miss it);
- this catching of the necessary farts discourages the mood to play.
- make some kind of test / training room with dummies, where you can change gear and check how your stats change, how damage changes, etc.
Votes
Opinion: +17
Upvotes: 26 74.28%
Downvotes: 9 25.71%
Suggestion ID: 1608190 | Submitted at
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[Have the unique gear visually unique. Example: the Elven bow of truth has green ruins along each bow arm or the Fulgor has lightning embossed along the blade. This will cause those weapons to further feel special and “unique” besides for their state line. A simple texture and depth map change can do this. Or you know go full bore and and some new models for them]
Votes
Opinion: +44
Upvotes: 44 100%
Downvotes: 0 0%
Suggestion ID: 1608193 | Submitted at
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[Add a "discard / destroy item" while in the menus / stash. Simply a more convenient way for us to discard our classes starting items before going into a dungeon with some better gear]
Votes
Opinion: +35
Upvotes: 35 100%
Downvotes: 0 0%
Suggestion ID: 1608202 | Submitted at
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Please make the shields range of motion and placement as aligned with the camera as possible, if not 100%.
Shield usage is a skill based defense mechanic and many weapons in the game have overhead or side swings which bypass shields due not due to player skill but model/animation limitations. Please make it so that shields can be used in a manner that feeds into the players skills.
One of the biggest threats shield users face is the barbarian landing the jumping oneshot-headshot that completely bypasses shields. The proposed suggestion will not remove jump attacks or other overhead/side attack patterns but at least provide shield users a defense. I think it will lead to more balanced gameplay for shield lovers but also more thoughtful/skilled melee battles.
Votes
Opinion: +34
Upvotes: 36 94.73%
Downvotes: 2 5.26%
Suggestion ID: 1608204 | Submitted at
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I would like to see an mode where is no dark swarm (zone)
so you got a countdown where you should leave,
if not the dark swarm gets you in
few seconds (just for dramatic)
it would be like a gameplay in
- escape from tarkov
- COD:WZ2 (DMZ Mode)
- The Cycle
Votes
Opinion: -34
Upvotes: 4 9.52%
Downvotes: 38 90.47%
Suggestion ID: 1608210 | Submitted at
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[A cleric spell to make ale (or wine or mead, depending on how christian/separate from the tavernkeepers inventory you want it.)
The point is that the drunken cleric build needs some way to work without remmebering to buy ale everyrun, and right now the spells are very "generic healing and buffing"]
Suggestion ID: 1608212 | Submitted at
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Consider a model like Path of Exile's Leagues, where a quarterly content update occurs with new gameplay mechanics, forcing players to create a new character to play in the League. Once the league ends, players and items are migrated to "Standard" which is permanent and ongoing. The league represents a breath of fresh air for the game where all players have the opportunity to start on the same page in a fresh economy to try new aspects of gameplay.
Votes
Opinion: +1
Upvotes: 9 52.94%
Downvotes: 8 47.05%
Suggestion ID: 1608217 | Submitted at
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I want to first preface this game gives me so much hope for future games. The community that as gathered around a game that isnt even fully released makes me super stoked.
I see pve only ideas already here. I think it would be cool for a rouge-like mode with the already present multiple levels to the dungeon. I think a rouge-like mode would work best as none of us would want players pve grinding for loot. The whole point of a RL is "how far can you make it". So no loot would "gained" from pve. Just a thought. Good for times pvp isnt the move that night but we still need that dnd fix lol
Votes
Opinion: -9
Upvotes: 5 26.31%
Downvotes: 14 73.68%
Suggestion ID: 1608218 | Submitted at
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In my opinion it would be nice to have class default spells as for example wizard (meditation) or rogue ( hide + stealth merged) so the other spells are gonna be used in future. Right now it really doesnt make sense to play wiz without meditation unless you are super geared and play 2 books. Also rogue smokebomb is almost never used because hide is mandatory + we also need to waste one more perk on stealth(which should be merged with hide). This would make rogue abit more viable in some situation.
Also I saw people talking about getting oneshoted and yea I agree that is currently issue but im hoping that devs will figure that out to make things maybe a little bit less oneshot.
By talking about oneshots, I would suggest to make that we take less damage from friendly targets( for example I cant say how many times I got clapped by friend playing halberd on barb and I was playing rogue through the mob). Maybe reducing friendly fire to 50% damage or 70% would be good but I wonder how many people will agree to this
Votes
Opinion: 0
Upvotes: 10 50%
Downvotes: 10 50%
Suggestion ID: 1608219 | Submitted at
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It would be great if we had a way to quickly move items from one container to another (Like shift clicking in Minecraft). Essentially, while holding shift anything you click will instantly move to the other container you have open. For example, If I had the collecter's sell menu open, I could shift click my treasures to instantly put them in the sell box, instead of moving them by selecting and placing. If I have a chest open, anything I shift click will instantly move to my inventory, and vice versa. This would make the whole game feel much smoother.
I will say that this feature will make it much easier to loot up in game, so in the case that the devs don't want that to happen, they could at least give it to us in the lobby, so we can use it in our stash and in the merchants tab.
Votes
Opinion: +22
Upvotes: 25 89.28%
Downvotes: 3 10.71%
Suggestion ID: 1608226 | Submitted at
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[monk class, someplace between ranger and fighter... weapons of choice being fist weapons and staves... being able to mitigate the damage with unarmed block... and the perks being a little more movespeed, some second wind like skill, maybe deflect arrows or physical projectiles and some other ideas...]
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1608227 | Submitted at
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- We need a AUCTION HOUSE trade option to automatically sell and buy stuff, but paying a nice amount of fee, like 30% or whatever you guys believe that would fit. So we would still have the option to go trade Player 2 Player but for those who seek convenience and willing to pay the price, this feature is a must and fore sure can warm some hearts!
- Also, know what would be nice? If whenever were are scrolling with direction keys in the keyboard, we could move between old messages that we said in the Market announcement channels. That would make our life easier, posting messages without the need of typing it all again like here in the Discord
- Talking about the same subject, it would be great if there was some kind of cooldown so players would be able to sent messages only once every two minutes or so, that would control the chat spamm a little bit and make stuff more organized and less repetitive
Votes
Opinion: 0
Upvotes: 16 50%
Downvotes: 16 50%
Suggestion ID: 1608290 | Submitted at
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Put the servers back up, also make lesser heal and holy light work similar to judgment in the sense that once you've locked on to the player with the spell you can stop aiming at them and still get the spell off on them (They still have to be in range and line of sight though) if not for both at least do it for targeting enemies with holy light, skeletons have dumb hit boxes.
Votes
Opinion: -10
Upvotes: 13 36.11%
Downvotes: 23 63.88%
Suggestion ID: 1608306 | Submitted at
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It would be cool to see a more full-fledged UI for the Trading Hall instead of a chat room with people spamming messages. It could resemble something like an eBay or similar.
Votes
Opinion: +40
Upvotes: 46 88.46%
Downvotes: 6 11.53%
Suggestion ID: 1608310 | Submitted at
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make early access available for a small monthly fee that will cover server costs and give more development money. Would love to support the devs and I know many people would definitely pay to be able to keep playing after the free play tests end.
Votes
Opinion: 0
Upvotes: 18 50%
Downvotes: 18 50%
Suggestion ID: 1608315 | Submitted at
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a coop only/solo mode with an infinitely procedurally generated dungeon made of sections that moves in a a straight line or has periodic turns.
They players travel and are chased by the darkness. The raid starts with low level gear and the longer the players survive the better the gear becomes.
Players travel from zone to zone with bosses at the end of each section.
The storm speeds up the longer the team stays alive.
The sections end with a rest stop and enough time to rest on a campfire before the door to the next section opens.
To escape a single portal appears at the end of each stage after the boss room. Thus a team of 3 will have to make choices who has to leave.
To get good loot the team must survive for a decent amount of time.
The purple and legendary loot sections will be practically impossible to pass through with the storm chasing fast and elite enemies in large number. Trolls, halls of archers, lesser liches and maybe and gauntlets.
It may be made that if another team is running the mode, they may have intercepting dungeons and have to PVP to progress.
Votes
Opinion: -11
Upvotes: 7 28.00%
Downvotes: 18 72%
Suggestion ID: 1608318 | Submitted at
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[Most importantly, do not make the game more casual!
I know one pvepvp game, came a lot of casuals, began to complain that much is difficult, much is bad, and so on, the game began to simplify, the result: the game has nothing to do because it is easy, true players along with the casuals left, the game is now almost Rip.
Stick to your vision of the game!]
Votes
Opinion: +51
Upvotes: 56 91.80%
Downvotes: 5 8.19%
Suggestion ID: 1608323 | Submitted at
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[Check the attack animation trigger. I believe the time you need to hold left mouse to continue past the first swing animation is too short. I find that I am regularly going into the 2nd swing animation when I dont want to]
Votes
Opinion: +23
Upvotes: 27 87.09%
Downvotes: 4 12.90%
Suggestion ID: 1608359 | Submitted at
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Rather than giving massive stashes, incorporate items like a "Jewelry Box" for rings/amulets, or a "Treasure Trove" for storing gold/currency. Perhaps a "Wardrobe" for one full set of gear.
Votes
Opinion: +49
Upvotes: 56 88.88%
Downvotes: 7 11.11%
Suggestion ID: 1608370 | Submitted at
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[Fighter Perk-Vanguard Veteran: You naturaly have -10 movespeed. Each time you take Physical dmg, increase you armor by 2 for each plate armor piece you wear for 6 seconds. Stacks up to 5 times.
Votes
Opinion: -33
Upvotes: 0 0%
Downvotes: 33 100%
Suggestion ID: 1608381 | Submitted at
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Remove +all attributes from the roll table or ONLY allow it to roll on a single equipment type such as helmet or weapons. It's the default godroll and makes building a broken character too easy. I should have to choose between 200hp or high movespeed on barb, not just have both. Additionally, limit the number of gear types that can roll +true damage and +damage in general. This will go a long way towards preventing stuff like 190 dmg backstabs and 140 dmg horseman's axe headshots. Armor values and possibly pve hp may need to be adjusted but I think that these changes would be healthy for the game.
Votes
Opinion: +7
Upvotes: 26 57.77%
Downvotes: 19 42.22%
Suggestion ID: 1608385 | Submitted at
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[Please keep the goblin cave and solo dungeon, I had a blast playing solo in the caves. also really enjoyed the gate exit. Seeing more of those type of exits would be nice as well.]
Votes
Opinion: +51
Upvotes: 55 93.22%
Downvotes: 4 6.77%
Suggestion ID: 1608399 | Submitted at
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in the interests of lowering time between rounds at higher levels of gameplay (assuming that an auction house where you can 'store' items you are selling is not viable), make decent gear vendor for more money. alternatively, introduce some sort of disenchanting system that lets you harvest more value from gear you take from the dungeon but don't have space for.
i understand that the stash system is limited to make it so people can't hoard a whole bunch of stuff unnecessarily, but if you string a few wins together and routinely bring back good stuff you will run out of space and be forced to make the decision of vendoring your worst pieces (which in many cases can be VERY usable and worth significantly more than they fetch from vendors) or spending 20 minutes between rounds on the auction house selling gear and buying up new stuff. both of these felt pretty terrible during the last playtest. having more efficient gold storage would help a lot as well, since the time spent between rounds on the auction house was disproportionately spent on finding new equipment to buy that would store the value of your gold in more efficient quantities than selling new equipment you just retrieved.
along the same lines, if you measure inventory space by 'the number of sets of gear you can store for the class you're playing that you intend to put on right away if you lose', some classes have SIGNIFICANTLY more effective inventory space than others just because their 'gear' takes up less space. a ranger can store three recurve bows (three runs worth of weapons) in the space a fighter can store one sword and one shield (one run worth of weapons). I understand why these items take up the amount of space that they do from a realism/physics perspective, but it does cause a massive difference in gameplay/looting outcomes for people who use different weapons.
Votes
Opinion: 0
Upvotes: 5 50%
Downvotes: 5 50%
Suggestion ID: 1608401 | Submitted at
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At level 20, you should get access to a 3rd skill. Many skills are a requirement so no on ever uses the other ones. Giving access to a 3rd skill at level 20 gives you a reason to hit 20, and gives access to skills that would otherwise never be used.
Votes
Opinion: +38
Upvotes: 51 79.68%
Downvotes: 13 20.31%
Suggestion ID: 1608404 | Submitted at
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make attributes on armor less needed. It feels like for Almost all of the armor you need attributes for it to be worth wearing. For example a blue can be better than a unique if the blue has +3 all attributes and like weapon damage. It doesn’t feel good when you find a high tier piece of armor cause most of the time it isn’t worth wearing. I wish the higher tears already came with something that make them worth wearing, other than a bit of reduced damage. This mostly applies to armor for classes other than fighter and maybe barb. Since they don’t get a very large increase in armor rating, and for some classes it’s not even worth sacrificing the move speed for a regal Gambison.
Votes
Opinion: +35
Upvotes: 38 92.68%
Downvotes: 3 7.31%
Suggestion ID: 1608428 | Submitted at
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[buff rogue by adding a second charge to hide ability, cooldown would need to complete twice to regain second charge, adds survivability and more options to get into and out of combat for rogue without just buffing stats]
Votes
Opinion: -24
Upvotes: 12 25%
Downvotes: 36 75%
Suggestion ID: 1608429 | Submitted at
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[U can use pickpocket in hub, it takes longer to steal, and all u can take is something like potions, bandages e.t.c (give life to dead perk)
It will be kind of role play, like some1 will run, some will be afk, and like this u can give some small boost to your team, and make enemy weaker.]
Votes
Opinion: -62
Upvotes: 4 5.71%
Downvotes: 66 94.28%
Suggestion ID: 1608445 | Submitted at
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Rework the extraction system.
it's very clunky and I don't agree with a circle that forces players in certain spots.
Take a look at Hunt showdowns extraction system or even Escape From Tarkov. Very well made. You could even add some type of system where it becomes this ''high risk high reward'' scenario, where mobs get stronger the longer you stay, possibilities are endless here.
Votes
Opinion: -26
Upvotes: 11 22.91%
Downvotes: 37 77.08%
Suggestion ID: 1608454 | Submitted at
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d-and-d-suggestions
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Category Charakters and Speels
-------------------------------------------
[1] Paragon which is expert in Spear Mastery
[2] Ritualist which is expert in Ghosts / Souls / Darkness
[3] Messmer which is expert in Conter DMG / Speels / Mirrors
[4] Assasin which which is expert in Teleport / Daggers not swords
----------------------------------------------------
Category Punishment and Rules of game
----------------------------------------------------
[1] If you let someone random join your Team and he kills you own Team mate because you wear a good gear, then he should get warn and 2 weeks break of this game if he do it again then Perm Ban
Its helps other people to have comfortable game without any trolls in Game.
------------------------------------------------------------
Category Weapons | Armor | Trade and **Craftig **
------------------------------------------------------------
[1] Maybe option of build weapons if you get enough ressource which helps and makes more fun for Traders and icome
---------------------------------------------------
Category of HP | Mana and Adrenalin
---------------------------------------------------
[1] More HP for all
[2] Mana for Wizzards and Cleric instead coldowns
[3] Adrenalin for (Assasins \ Rouge) | Fighter | Barbarian | Ranger
What Adrenalin should do and how its should works
If a Character use Adrenalin he should regenerate it slowly but if the Charackter hits any enemy he regenerate its faster
For any questions i am always here.
Votes
Opinion: -35
Upvotes: 3 7.31%
Downvotes: 38 92.68%
Suggestion ID: 1608462 | Submitted at
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[How about 2 seperate PvP arenas, one practice room where you respawn with your kit and just fight endlessly - And another Arena where you buy in ( like high roller ) and if you die, your armor / weapons / inventory and your ante are the rewards for your opponent
Votes
Opinion: -23
Upvotes: 11 24.44%
Downvotes: 34 75.55%
Suggestion ID: 1608473 | Submitted at
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[weapons that are craftable with ores. To make them more difficult to create, a special reagent either from minibosses or actual bosses (floor 1 or 2) could be required to make a weapon.]
Votes
Opinion: +48
Upvotes: 50 96.15%
Downvotes: 2 3.84%
Suggestion ID: 1608483 | Submitted at
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[Nerf ranger and wizard , wizard shouldn't be able to use invis speed spell and slows and do the best dmg in the game , and ranger just shouldn't be able to do the same dmg as a barb but from range]
Votes
Opinion: -28
Upvotes: 14 25%
Downvotes: 42 75%
Suggestion ID: 1608491 | Submitted at
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please leave servers up while you develop so i dont have a mental breakdown playing games in the current disaster of a industry. SAVE US PLEASE DONT MAKE US SUFFER FOR 2 MONTHS WITH NO DARK AND DARKER!!!! 😭
Votes
Opinion: +35
Upvotes: 43 84.31%
Downvotes: 8 15.68%
Suggestion ID: 1608502 | Submitted at
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Necromancer class, able to resurrect a mob to fight for them. Potential skill of a minion heal. Spells include debuffs like slows, damage spells such as dots.
Side note: including seasonal skins or similar items will completely destroy the vibe of the game, events like Xmas & Easter is what I am referring to.
Votes
Opinion: -9
Upvotes: 14 37.83%
Downvotes: 23 62.16%
Suggestion ID: 1608518 | Submitted at
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Make it so you can sell things for a set price and also keep the current messaging type market place as a separate thing so you can actually sell things while not waiting there and play the game
Votes
Opinion: +6
Upvotes: 9 75%
Downvotes: 3 25%
Suggestion ID: 1608540 | Submitted at
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A Balestrino Crossbow for the rogue and ranger. it wouldn't do a lot damage as there pretty ineffective after 8/12 meters (26/40 feet) and a lengthy reload too, but could be an excellent gap closer/backup. potentially making it sellable to the collector merchant and only found dungeon diving could give it a nice niche
IRL it was mostly a collectors item that you showed off to your rich friends with.
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1608547 | Submitted at
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[IMHO, the spellbook should have a left click, low damage ranged auto attack. Like a "Cantrip" from dungeons and dragons, a free low damage spell to spam. You could even have the cantrip be random stat on the spellbook. One spellbook could cast like Firebolt, another could cast Frostbolt, etc.]
Suggestion ID: 1608552 | Submitted at
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whisper functions, especially in trade chat when people don't realize they don't have enough gold. Whispering would allow you to talk to them without having to invite them to your party.
Votes
Opinion: +34
Upvotes: 36 94.73%
Downvotes: 2 5.26%
Suggestion ID: 1608552 | Submitted at
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[ You should be able to leave items with a merchant on "consignment" so you can sell items to other players while in game, and reduce the time it takes to sell plus you won't have to compete in real time to make a sale in the trade section. ]
Votes
Opinion: +19
Upvotes: 22 88%
Downvotes: 3 12%
Suggestion ID: 1608555 | Submitted at
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[ Rouge changes - Make the hide skill have base 10 steps crouching. Combine creep and stealth perk to a single perk and then 7 steps are added on the base 10 steps to 17 steps total.
Make a new perk First blood -> coming out of stealth increases move speed by 10% and gains 5 damage protection for 3 seconds]
Votes
Opinion: -12
Upvotes: 10 31.25%
Downvotes: 22 68.75%
Suggestion ID: 1608558 | Submitted at
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[Remove the ability haste from wizards and the class will be balanced :) like why are you giving the class better range dmg then a ranger and better mobility then a rouge ? and also invis for some reason ]
Votes
Opinion: -18
Upvotes: 10 26.31%
Downvotes: 28 73.68%
Suggestion ID: 1608580 | Submitted at
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new weapon for cleric. The knuckle. cause in this game punch is also quite strong and fast attack. staff is also good enough for cleric but not good enough then baba. It would be nice to come out with a concept that can increase the damage of fist attacks a little more and receive the effect of additional weapon attacks, although the speed of movement is hardly reduced.
Votes
Opinion: +4
Upvotes: 9 64.28%
Downvotes: 5 35.71%
Suggestion ID: 1608585 | Submitted at
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Adding an Auction House. This allows a VARIETY of different items getting put up and a better bidding system. There is way too many items that basically get sniped away in 1 second time and due to chat it's hard to actually find a decent item for the correct price and not x3 what it should be worth. Another suggestion I'd like to add is a better loot table or more rarities. The amount of blue+ items i got after one run is just insane. One high roller can gear you out all blue's and some purples. Spawning those item's should be less and less OR create new rarities and allow a much more diverse transaction. LVL = Gear as well would be amazing. Requiring levels to get better gear allows for people to grind and get better and better gear.
Votes
Opinion: +23
Upvotes: 30 81.08%
Downvotes: 7 18.91%
Suggestion ID: 1608588 | Submitted at
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This is mainly a ranger issue. But if we could please have our bows refilled upon entry into raids. Its small QoL change that would be nice cant tell you how often ive gone into a raids having to reload my bow because im messing around in pregame lobby.
Votes
Opinion: +12
Upvotes: 33 61.11%
Downvotes: 21 38.88%
Suggestion ID: 1608589 | Submitted at
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Introduce a perk for barbarian that allows the use of shields or a certain shield type(such as round shield). Gives the barb a defensive option in exchange for a perk slot.
Votes
Opinion: -35
Upvotes: 6 12.76%
Downvotes: 41 87.23%
Suggestion ID: 1608610 | Submitted at
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Rogue should be able to walk 10 steps invisible as a basic ability and also have a little more hp, Wizard should have to equip a perk to walk around invisible (makes rogue useless otherwise). And i think the cleric should be able to use certain swords. Barbarian needs a nerf or make it to where only one class per party. Also i would like to see some kind iteration of blocking for a rogue even if some of the damage bleeds through. The blocking with shields need to be alittle faster. Ranger should have its 6 arrows knocked down to 4z
Votes
Opinion: -33
Upvotes: 3 7.69%
Downvotes: 36 92.30%
Suggestion ID: 1608637 | Submitted at
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[Show class level in Tavern in the future or have a way to go over level cap. For example if in the future the class / perk tree is fully fleshed out and lets say LvL 50 is the cap have a way to go past that just for cosmetic reason. Maybe even have cosmetics strictly for Lobby screen. Maybe even a werewolf race in the future that gives +1 STR -1 AGL Since they would be more bulky and not as nimble as the elf.]
Votes
Opinion: +22
Upvotes: 24 92.30%
Downvotes: 2 7.69%
Suggestion ID: 1608650 | Submitted at
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Please consider pursuing business model that Facepunch Studios used for the game Rust (Initial cost with purchasable cosmetics, some of which have unique in-game function). I suggest this because I have personally have spent more time and optional money on this model than any other game, and in the case of Rust, I did so with the peace of mind that my optional spending would (and presumably did in hindsight) keep the game under continuous development. Could not be happier with the game you have created and simply want to suggest the business model that I believe will keep the game around for the longest and be most profitable for your team.
Votes
Opinion: -23
Upvotes: 7 18.91%
Downvotes: 30 81.08%
Suggestion ID: 1608657 | Submitted at
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Party invites either directly through Steam friends list (right click invite) or at the least by using a universal DnD per-player user name that can be easily remembered. Having to search your friends individually by their specific class-character names is way too cumbersome when those names change based on what class they want to play.
Votes
Opinion: +48
Upvotes: 48 100%
Downvotes: 0 0%
Suggestion ID: 1608664 | Submitted at
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Buff Rogues utility:
-Increase the steps within hide from the stealth perk so that it lasts the entire duration of stealth OR reduce the cooldown of hide substantially to mitigate the lackluster movement during stealth
-Roll into the base kit utility perks like quieter footsteps, lockpicking and pickpocketing, with longer stealth distance rogues could actually play a passive rat playstyle and avoid conflict if they so choose
These changes would allow rogues to have more impact in fights as they could reposition/get to their targets in the backline, bringing more to the team fight rather than just hiding by a door and using your team mates for bait as you hope enemies walk past
This would also nerf rangers and wizards (they are still the top dogs) because it would force them to sacrifice a perk/spell currently used for damage, they would have more focus on taking the light spell to detect rogues/the footsteps perk to detect where they are
We all know rogues are bottom barrel right now, their early damage is terrible, the dagger could be higher base damage but honestly I am not even asking for that, I just want more utility usage and perks rolled into their kit to define their unique playstyle and theme while also helping the overall class balance by forcing the ranged classes to have to pick pure damage vs information
Votes
Opinion: +34
Upvotes: 42 84%
Downvotes: 8 16%
Suggestion ID: 1608666 | Submitted at
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More filters in trade for specific items/attributes. It's hard to find all class items like riveted gloves. They could be sole in any off the different class's trade post. An Auction house/Grand exchange where you put items in it for a specific price then get them/gold in a specific tab/mailbox may also work. I spent hours and hours scouring the trades and spam trading individuals when i could have been playing if i could just post the item/search by attribute. I think an all/any tag and plug in any of the attributes you want
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1608671 | Submitted at
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[ piggybacking off this idea- I love the idea for a PVE only dungeon, same mechanics as regular dungeon such as the wall closing in and being able to go "dark and darker" first level dungeon has low-tier loot like mentioned and you can either decide to leave the dungeon with what you got or go deeper and go to the next dungeon which has slightly higher rewards but higher risk. something for those who like a more casual gaming experience but there is still some risk. not everyone enjoys PVP so something that is solely PVE matchmaking. other players could also join this server/matchmaking lobby so there is risk of your loot being stolen or if you don't get out in time (by either going deeper or evacuating) you can die by the walls closing in or by mobs. something where there is still high risk but you don't have to worry about someone running around naked and punching you to death when you are fully kitted. On these servers only a few portals spawn so you have no choice but get out as soon as you can or you lose your stuff or have to go deeper and forces you down. IDK just something more PVE based]
Votes
Opinion: -21
Upvotes: 5 16.12%
Downvotes: 26 83.87%
Suggestion ID: 1608685 | Submitted at
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[Add parry/block mechanic to more weapons.
The longswords block is brilliantly implemented and should be added to more 2-handed weapons. It's challenging and takes time to learn how to do it consistently but rewarding when you pull it off! Having a way to defend makes fights (especially 1vX) alot more interesting and strategic :) Love the game btw! ]
Votes
Opinion: +49
Upvotes: 49 100%
Downvotes: 0 0%
Suggestion ID: 1608692 | Submitted at
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For a rogue class:
-Torches being randomly lit or unlit at the start of each match so distinguishing them benefits stealth.
-Poisoned, slowing, water (to distinguish torches) etc. poison knives
-Skill or perks centered around the use of light (Dark vision, permanent hide in darker places instead of the current "hide" ability, etc.), throwing knives.
Those are not "designed" to be buffs, but some concepts to diversify the playing proccess.
And hopefully, if "talent" tree ever sees light, it will help to tune the class to different playstyles as well.
The suggestion comes from the fact that classes sure differ in their playstyle, but IMO being even more different would be even better.
Similar suggestions can be applied to other classes (poison traps for rangers, wizard spells to make certain sounds remotely, rooting axes for barbs etc.) but I don't play them so can't offer any concepts.
Votes
Opinion: -16
Upvotes: 5 19.23%
Downvotes: 21 80.76%
Suggestion ID: 1608697 | Submitted at
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An Arena Map, contestants are forced to wear greys and loot between but cant fight eachother until they are summoned to the Arena. People fight one on one battles, with a small timer before the fight for rogues to stealth, clerics and wizards to buff, etc. and then they just duke it out. Quick mode with maybe a 5 Minute Timer.
Suggestion ID: 1608704 | Submitted at
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[Feedback Wizard - Wizard is a fun class especially in the PvE encounters. However, a lot of PvP encounters can be unfun. Below are some opportunities for improvement imo.
-
Slightly faster projectiles; spell projectiles feel slower than they should be when compared to other projectiles in the game. This does not feel as detrimental in PvE encounters as AI are scripted, however in PvP encounters magic projectiles are easily dodged by a lot of the classes. Comparisons to other projectiles from the bow and thrown, makes wizard spells feel lacking even if tracking a enemy.
-
Slightly improved ranged on spells and reliable targeting for helpful spells. Beneficial spells can feel very hard to use on your allies sometimes as the range is either super short or the hit boxes for helpful spells are very small.
3.Slow utilities don't feel very impactful; Having tried slow, ice bolt, and the frost armor perk out, the slows did not feel impactful at all during PvE and PvP encounters. Mobs and players alike did not seem to slow down to a degree that could be noticed, which can feel terrible while trying to slow someone's advance.
-
Spell adjustment and additional spells; the addition of spells would be welcomed for more variety in builds, making sure there is 3-4 different spells per school of magic spread out among the tiers would be ideal. Lightning magic feels only okay to use. Lightning Strike, does not see having a real use case unless its range is increased and chain lightning while fun often has me not taking it as it does not prioritize enemies over allies first, the spell is too punishing. Other than that I think Invisibility could last .5 second longer and it would be perfect.
-
Perk diversity; simply put there should be more perks for other schools of magic, lightning magic for example does not have any specialized perks.]
Votes
Opinion: -18
Upvotes: 10 26.31%
Downvotes: 28 73.68%
Suggestion ID: 1608708 | Submitted at
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Take a look at the profanity filter for names. My name (Saphellia) is forbidden due to it containing 'hell'. There were other instances where I couldn't figure out why a name was forbidden as well.
Votes
Opinion: +59
Upvotes: 60 98.36%
Downvotes: 1 1.63%
Suggestion ID: 1608720 | Submitted at
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People suggest gear/stat-based matchmaking. I HEAVILY disagree with that idea. However, those who initially make the suggestion have an interesting point. Lobbies full of geared or un-geared players who have experience could potentially drive away new players who don't understand what's going on.
So here's my idea:
What about **skill-based **matchmaking? Something similar to that of Rocket League. Where certain actions contribute points towards your MMR. To elaborate I will share some example ideas:
Ranks:
- Explorer
- Dungeoneer
- Adept
- Master
- Grandmaster
- Elder
These are probably sub-par titles but you get the idea. Each rank, like Rocket League, could also have divisions.
Ideas for actions per match that contribute to MMR:
- total value of loot (if you successfully extract)
- total player kills
- total mob kills
- damage taken (more dmg = less MMR and this would obviously have to be balanced for each class as some classes can take more or less dmg)
- extraction time (the longer you stay, the more MMR)
- successful extractions
- etc
All of these would of course contribute a miniscule amount toward your total MMR for that match.
What would be the benefits of this system?
In my opinion, it would satisfy players' competitive nature and give them something more to work towards. It would encourage people to learn how to play and "git gud". It would allow players to match with other players similar to their skill level while still keeping the core principle of looting intact. Players could still decide whether or not they want to come in naked - geared to the brim.
It would eliminate skilled players coming in geared and absolutely dominating lobbies. Dominating a lobby in your skill level would be even more rewarding because you will have known you were equally matched.
Suggestion ID: 1608730 | Submitted at
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Please don't give the skeleton skin any pro or con stats. Even though it gives magic resistance at the cost of armor. I just want to be bare bones without giving myself an advantage against wizards or clerics while a disadvantage against Barbs, Fighters, mostly the rest of the melee fighters.
Votes
Opinion: +29
Upvotes: 45 73.77%
Downvotes: 16 26.22%
Suggestion ID: 1608748 | Submitted at
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Everyone and their dog suggested this I bet, but please give the option to stay in the training/dummy area (underneath the waiting lobby) to experiment. It's very useful knowing your damage numbers, DPS, effects of your perks, spells, or afterburn, etc etc. Or have a dedicated training map. It would be greatly appreciated.
Votes
Opinion: +78
Upvotes: 78 100%
Downvotes: 0 0%
Suggestion ID: 1608754 | Submitted at
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add an item that has the ability to rename your character as loot. using it once will consume it. (maybe with a specual menu so u can use it in the lobby)
If skills ever get more complex, make some versions that allow you to reskill
Votes
Opinion: -20
Upvotes: 5 16.66%
Downvotes: 25 83.33%
Suggestion ID: 1608778 | Submitted at
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Give every class the ability to 'kick' by default. This would briefly stun whoever was kicked and give a temporary advantage to the kicker. This could be used to punish W key holding barbs for bad spacing, or as another tool for a rogue trio to bully a lonely solo player. Thank you for coming to my Ted talk ::)
Votes
Opinion: -25
Upvotes: 10 22.22%
Downvotes: 35 77.77%
Suggestion ID: 1608797 | Submitted at
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Permadeath for characters. Imagine an additional constitution stat that, base of 20, every 3 deaths you lose one point of con. Once you reach zero that character is dead forever. This will help avoid power creep of high-level characters and increase tension in lower levels where the threat of death would become very real.
Votes
Opinion: -63
Upvotes: 2 2.98%
Downvotes: 65 97.01%
Suggestion ID: 1608802 | Submitted at
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[Add a 'new player dungeon' as an option, kinda like Dota 2's new player mode. It would be available for the player's first couple of hours / matches, so they can get used to the game (combat, mobs, mechanics, dungeon layouts, pvp encounters, etc.) alongside other new players for their first couple of runs. And this gamemode would become unavailable to play once they meet a certain condition, like achieving a certain level or escaping a number of times]
Votes
Opinion: +32
Upvotes: 39 84.78%
Downvotes: 7 15.21%
Suggestion ID: 1608816 | Submitted at
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If you want to maximize your player base, you should consider a softcore mode where you only lose the loot from your bag not your currently equipped gear. You could also setup some sort of durability system which would keep players farming to keep their top end gear repaired and usable.
Votes
Opinion: -90
Upvotes: 2 2.12%
Downvotes: 92 97.87%
Suggestion ID: 1608833 | Submitted at
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[maybe add gem socketing to certain gear pieces to make the gems you pick up more than just something to sell and there is something like a 3 gem limit and it can only have certain stats to balance it out]
Votes
Opinion: +21
Upvotes: 33 73.33%
Downvotes: 12 26.66%
Suggestion ID: 1608857 | Submitted at
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[Add a marketplace type trade system instead of the current "trade system" into the game, I do think players should still be able to trade between each other but the annoyance of the current trading was impossible to find items with specific stats and with the constant spamming it would still be hard to look through everything properly or its already gone. Something like wow's auction house where you have base items but you can also look for certain stats]
Votes
Opinion: +30
Upvotes: 34 89.47%
Downvotes: 4 10.52%
Suggestion ID: 1608860 | Submitted at
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Allow for a pure Solo dungeon mode. Could use the same solo designed dungeon but have it with no other players. Reduce the loot pool to exclude higher end gear like is already done with ledgends only found in high roller; cap out at blues with maybe higher possible on champion/boss level mobs and keep the trinkets to cracked/low grade and not as prevelent so the mode does not become an easy gold farm. One could also not include certain monsters like bosses and such in order to keep the incentive for playing the other modes. And maybe I am just twisted, force the single exit portal to spawn somewhere in the boss/champ room so you either have to defeat that or dodge around it to get out. You could also shorten the ring time to keep the threat of it real and reduce the ability to just farm the whole dungeon.
This would offer three things. Allow for a way to try and kit out for the real game version, especially if brand new or completly tapped out from previous runs. Provide a place to get better map awareness while also learning weapon/skill setups in a more relaxed environment. Finally give a more casual version since the maps, game play and monsters are fun and create a solid game loop.
Keeping the potential for higher end gear out will keep the game balance to push one into the pvp enabled areas while allowing for a place for newer players to get a better feel for the cahracter choices without the fear of getting ganked 3 steps in.
Votes
Opinion: -31
Upvotes: 5 12.19%
Downvotes: 36 87.80%
Suggestion ID: 1608885 | Submitted at
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[Add a spell for a Wizard's book that can show next 3 upcoming blue portals on the map for a period of time. Make them to be appearable only for a caster, so he needs to guide his teammates]
Votes
Opinion: -41
Upvotes: 6 11.32%
Downvotes: 47 88.67%
Suggestion ID: 1608891 | Submitted at
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[A communal area like the tavern to walk around, chat with people and form parties, visit the vendors, visit a marketplace/player auction house, test weapons on the dummies and have your own room as your "stash". This way you can also add in decoration for the rooms making them an instance, place items either bought or found in the dungeon or could add in extra chests bought to expand your stash space which could serve for another way to spend your money.]
Votes
Opinion: +52
Upvotes: 55 94.82%
Downvotes: 3 5.17%
Suggestion ID: 1608902 | Submitted at
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Players revived in the storm have slightly more starting health - just enough to drink a health potion or use a bandage dropped by their allies. They're already naked and frail, why not just a sliver more health to not instantly die to the storm as soon as they spawn back in?
It's not fun when you go through all the work to revive your friend and they just die within seconds of being respawned. Currently, players revived in the storm have about 4-5 seconds before they die. Reviving a friend already takes 20 seconds and requires you to go out of your way to clear an altar room.
Votes
Opinion: -13
Upvotes: 0 0%
Downvotes: 13 100%
Suggestion ID: 1608906 | Submitted at
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[A labyrinth map with minimal chests and mobs but a shit ton of spikes and a roaming minotaur boss that is sound sensitive. Like the barb screaming or wizard spells can attract the boss to you or your party]
Votes
Opinion: -26
Upvotes: 7 17.5%
Downvotes: 33 82.5%
Suggestion ID: 1608918 | Submitted at
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make projectile damage reduction reduce the damage of all projectiles. not just the projectiles arrows, throwing knives, and throwing axes. currently it doesnt reduce the damage of spells that are projectiles in any way. even though spells like fireball and magic missile are clearly projeciles and should be reduced by it.
Votes
Opinion: -9
Upvotes: 10 34.48%
Downvotes: 19 65.51%
Suggestion ID: 1608921 | Submitted at
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Duelist Class: A regal and dashingly quick skillbased class
Starting gear:fancy hat, puffy shirt, loose trousers, a buckler and a rapier
Availability: they'd use things like throwing knives (as taunt) and the Longsword, Buckler, Rapier, an offhand dagger and Arming Sword.
Introducing items for him/her to use: The Spadone, The Twohanded Estoc, The Epee, and the Montante, Renaissance Armor sets.
Skills: Their Skills will be reflective of their dueling nature:
Taunt; recharge is 50sec
you do a pompous taunting cackle to reveal any hidden enemies at a closeby radius( invisibility is revealed)
Shocking Blow; recharge is 35sec
next attack will stun the target for 2 seconds to lower their ms by 50%
Piercing Strikes; recharge is 40sec
the next attack applies a debuff that lowers the targets armor rating by 25%
Coward!; recharge is 40sec
Infuses your next attack that gives the target a 40sec debuff of -10 speed 10% wpn dmg -15% armor rating if target leaves your radius of 5 meters
Second Wind; limit of 1
let's you regenerate 30hp but your ms is set to -10 until complete
Chase; recharge 60sec and lasts for 15 sec but -20% in armor rating
Perks: Their Perks will be all about dueling and honor while also being useful in teamplay:
A Fair Fight!; when 2 or more players are within a ten meter radius you gain a stat boost to make you a lot more formidable: say 8% + armor rating and 5% + weapon dmg.
Dueling Scars; blows to the head are reduced by 20%
Evasive; hitting a target successfuly gives you a momentary 1.5sec of +10 Ms
Rigid blade; hitting a successful parry will make the next attack deal 5% more dmg for 1handed
Sword Schooled; Twohanded weapons deal 5% more dmg
Mark of First Blood; upon kill you gain 5hp but upon having your kill finished by a teammate you both gain 8hp
Votes
Opinion: -3
Upvotes: 12 44.44%
Downvotes: 15 55.55%
Suggestion ID: 1608932 | Submitted at
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Tie cleric spell memory with the class itself. Cleric atm only has one skill slot because nobody is realistically running cleric without spell memory (unless you’re meming). This is an even bigger problem for wizard as well with meditation and spell memory being mandatory. It would also apply to every future class that uses spells as well like sorceror and potentially bard.
Votes
Opinion: +28
Upvotes: 34 85%
Downvotes: 6 15%
Suggestion ID: 1608935 | Submitted at
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[Skill idea: a class (maybe rogue or a new class) can transform loot into cursed loot to leave behind. When picked up from another player, apply some sort of debuff/damage over time.]
Votes
Opinion: -47
Upvotes: 3 5.66%
Downvotes: 50 94.33%
Suggestion ID: 1608939 | Submitted at
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[Making the upcoming bard actually have some form of playable instrument using midi controls or maybe custom premeditated songs that you could play with hotkeys. This mechanic should be able to be partially deactivated in the menu to prevent copyright issues on videos and streams. Maybe play a custom melody when using certain abilities.]
Votes
Opinion: +27
Upvotes: 27 100%
Downvotes: 0 0%
Suggestion ID: 1608950 | Submitted at
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[Have the blocking actually mean something by interrupting the blocked weapons swing pattern and increasing the time it takes for the weapon to swing again. This will make blocking actually feel like something that benefits PvP instead of just getting in the way of hitting face. Currently allot of weapons swings and patterns just are not interrupted ie. the Mace. And a lot for weapons do not have any 'recoil' from being blocked, simply look at the 1 handed axes for an example.]
Votes
Opinion: +52
Upvotes: 53 98.14%
Downvotes: 1 1.85%
Suggestion ID: 1608963 | Submitted at
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Would definitely like to see more storage options or a bigger stash.
Doesn't feel super great when you've got a few 3-4 thousand gold and can only hold up to a maximum of 2 spare gear sets + some pieces that you'd like to sell eventually. Trading can take a while sometimes so I'd like to be able to get it done in big bursts when friends are offline rather than having trading downtime after coming back from a big haul and making everyone wait.
Votes
Opinion: +43
Upvotes: 49 89.09%
Downvotes: 6 10.90%
Suggestion ID: 1608998 | Submitted at
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shield recovery time when blocking could stand to be tweaked. I found it very difficult to hold aggro on the skeleton champ and wraith while using a shield to block their attacks because I would only barely have time for one falchion swing then I had to go right back to blocking. If I was just the tiniest bit slow with the swing and bringing the shield back up, it wouldn't raise in time to intercept the incoming hit... meanwhile the Longsword gets a riposte. Shouldn't shields make blocks more effective and convenient, not LESS?
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1609006 | Submitted at
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Remove the check for uniqueness in the name of the character, and display the unique name of the player in the search. Because the characters as a result are called like this: "UserName1, UserName2 ..."
Votes
Opinion: -10
Upvotes: 8 30.76%
Downvotes: 18 69.23%
Suggestion ID: 1609012 | Submitted at
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[make opening portals subject to magical interaction speed and not resourcefulness as I currently believe it to be, perhaps there is a way to create a different escape mechanism that is dexterity based but the current flavor of the portal favors magical interaction speed and magical interaction speed does not have many uses (only shrines) whereas resourcefulness already has many many uses..]
Votes
Opinion: +6
Upvotes: 16 61.53%
Downvotes: 10 38.46%
Suggestion ID: 1609037 | Submitted at
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instead of having a loot stash system similar to tarkov, it would be interesting if the stash was a physical room similar to a guild hall that could be upgraded. you could invite players in your lobby. i'd imagine it would look like the bar you're in before the game starts.
it would provide more immersion as well as something else to spend money on.
Votes
Opinion: +61
Upvotes: 61 100%
Downvotes: 0 0%
Suggestion ID: 1609042 | Submitted at
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Necromancer Class, If Cleric is the defensive status class that buffs/heals your allies then necromancer is the offensive status class that debuffs your enemies. They could have curses and offensive utility spells that cause reduced damage/defence maybe even healing. The should also be able to summon a monster that they have killed that will either follow them or patrol the room they have killed them in. Other spells could include Bone wall a destructible wall that blocks a passage way that all classes can break (100-150hp maybe?) Bone spear which is an offensive spell that will cause a bleed, Blood/soul siphon that heals the necromancer (maybe a perk could cause it to regen spells?). This class would cause status effect to be an actual issue in game rather than a "oh i'm on fire let me just heal through it" response.
Votes
Opinion: +13
Upvotes: 28 65.11%
Downvotes: 15 34.88%
Suggestion ID: 1609045 | Submitted at
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Alternate, worse version of a pavise that's just a wooden coffin. Targeting a corpse lets you 'deploy' it to put a player's body in it. You can then use it with an altar of sacrifice to revive the person with all their gear, but the trade-off is it takes up a 4x5 space in your inventory or a two hands spot in your wielded weapons similar to a pavise. You can also still block with it, but if there's a body inside then wielding the coffin has an even worse movement penalty than when it's empty.
Votes
Opinion: +19
Upvotes: 25 80.64%
Downvotes: 6 19.35%
Suggestion ID: 1609055 | Submitted at
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Please increase the level cap from 20. Level 20 is gained way too fast and having a higher level cap would solve this issue.
Maybe you could give different rewards past level 20, like more trader options for example. But mainly, level 20 is just too low as a cap.
Votes
Opinion: +42
Upvotes: 53 82.81%
Downvotes: 11 17.18%
Suggestion ID: 1609065 | Submitted at
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[IMHO, Rogues ability to hide should replace and enhance the stealth passive. "Standing still for 5 seconds in darkness causes you to hide for X amount of Seconds (X Cooldown), once hidden a Rogue can take up to 10 steps while crouch walking or slow walking". Right now wizards do invisible stuff better and more often than Rogue, which seems wrong. In addition to the hide change, I think rogue's should be able to pickpocket from stealth, without it breaking.]
Votes
Opinion: +5
Upvotes: 19 57.57%
Downvotes: 14 42.42%
Suggestion ID: 1609073 | Submitted at
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Make so some perks are related to specific parts of your set.
Example: Additional physical damage can only go on weapons and jewerly
Armor rating can only go on armor and jewerly
Mov. Speed bonus can only go on armor and jewerly
Like, make something so weapons only have offensive stuff and armors only have defensive or utility stuff (and jewerly have everything).
Also, for that to work, the numbers of all perks should be rebalanced (probably to higher number because there would be less amounts of some perks).
This would not only probably end the "just build dmg" meta, but would also maybe open doors for more different builds.
Votes
Opinion: -3
Upvotes: 14 45.16%
Downvotes: 17 54.83%
Suggestion ID: 1609090 | Submitted at
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[ Fart zombies should have less health, from what i could tell they have the most health from the normal enemies, and they also have the cloud attack. I think it would be better if you could deal with them faster, they provide enough threat with their clouds already, which stay even after they die. Some rooms just feel really cumbersome because they are filled with them. ]
Votes
Opinion: +30
Upvotes: 48 72.72%
Downvotes: 18 27.27%
Suggestion ID: 1609105 | Submitted at
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If bards are added, I crave the ability to bonk someone with my instrument, even if it doesn't compare to real weapons. I think a good Bard skill would involve creating decoy noises at your crosshair location, in order to trick monsters and other players.
Votes
Opinion: +46
Upvotes: 47 97.91%
Downvotes: 1 2.08%
Suggestion ID: 1609130 | Submitted at
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New Boss: Dark Knight. In the Darker Rooms.
Base Statistics This boss will be strongly armored in metal, similar to fighter's armor but in black-gray. and almost 1.75 times as tall as an individual. with a gleaming longsword in hand. Compared to Ghost King, speed will be a little slower.
Passive Benefit: He will have three shields protecting him while flying around him; because they are so close to his body, it will be impossible to hit him. Nevertheless, if you strike his shield ten times, all shields will shatter for 60 seconds, leaving him dazed for 5 seconds.
Base Strikes are a slow yet effective attack. has 3 base attacks. back-to-back from top to bottom, right to left, and left cross to right cross. He will enter a stun-like animation after each of his swings and then lift the sword once more for four seconds in order to strike him.
His distinctive swings: These attacks will happen rather often. He will leap upon the person he is aiming for and swing a 360-degree sword strike. His second strike: swings to the target quickly as he is holding his sword in front of him as shown: -|——- then he will wait 3 seconds to prepare again.
Particular Defenses: When you get into the room, he will spawn 3 red demon dogs and 1 demon bat. And each time you deplete 35% of his health, he will keep generating them, as shown in the example: 5%, 30%, 65%, and at spawn. Total of 4 times. He has the same health as Lich, but I don't know Lich's.
Death Mode: This mode will start when his health reaches 50%. He will shift into a crimson-flamed longsword, and his armor will turn red. He'll also release 2 demon bats. and for 15 seconds, he will be faster than usual. including his attacks.
When he dies, there is a 25% chance that his skull, the "Dark Knight's Skull," might drop and be sold to a store.
Votes
Opinion: -12
Upvotes: 12 33.33%
Downvotes: 24 66.66%
Suggestion ID: 1609131 | Submitted at
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- option to inspect your party members in lobby
- Higher quality lockpick which make minigame easier
- make healing test possible on training dummy in tavern , and i actually i forgot to check if u can see your dps from Judgemement Priest skill on dummy if not possible would be nice if U can make that possible aswell
- small coffer/chest which can hold like 600 gold in 4 slots or 1000gold and take 6 slots in your stash for example and more items like that like sack/containers only for jewellry or gems i think these would be only possible to obtain by drops and not common 🙂
- in Trade add option to filter for only blue/purple items by quality and by type like gloves/boots/etc / filtering by stats should be also nice but i think im asking for too much there 🙂
- Would be nice if on Top right where u have LOG about who died from who ... and from what weapon would be nice if we can see there what weapon it was ( like stats and quality of that weapon )
- Since its Dungeon and Dragons and Korean game and i believe alot Asian games got this sistem where u can upgrade your gear from +1 even to + 15 or even more would be nice if we can see that system there too in future like one upgrade +1 make 10% increase base stats and maybe affixes/too and from like +6 your weapon can downgrade and at higher tries like +10 it can even broke implementation of this sistem would be rlly nice but may be hard to balance arround .
- Plate armour doesnt fell too good . Movement speed fells to big in comparision to defences its gives i hope there for some balances
Votes
Opinion: -3
Upvotes: 12 44.44%
Downvotes: 15 55.55%
Suggestion ID: 1609135 | Submitted at
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[An area were you can trade in game to bypass the trading fee, BUT rouges can steal (reworked- some items are harder to steal, like armor) , You could potentially also get killed, which if you pursue the idea further could lead to missions like protecting a player-trader]
Votes
Opinion: -40
Upvotes: 3 6.52%
Downvotes: 43 93.47%
Suggestion ID: 1609141 | Submitted at
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Changing stats like agl/str/int/etc. with lvl, by player or automatically.
And will be very cool if we add the training room, with dummy but without timer, for check damage/speed/types of attack for purchased weapon or when you choose some new spells.
Votes
Opinion: +31
Upvotes: 32 96.96%
Downvotes: 1 3.03%
Suggestion ID: 1609160 | Submitted at
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Make invisibility potions throwable and able to make any player or mob it hits invisible. The uses for temporarily invisible mobs are many for those with imagination. It can be used to sabotage someone's PvE battle and they'll need to know the moves or get battered. It can be used on enemies kited outside of their usual patrol to bait and grants more utility to the Invisibility potion
Votes
Opinion: -16
Upvotes: 9 26.47%
Downvotes: 25 73.52%
Suggestion ID: 1609193 | Submitted at
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Add more filters to trade and a search bar for easier search. In filters should be grade (Epic, Unique, Rare, Legendary...) and stats that you are looking for (Weapon damage, Casting speed, All stats) to only see those items. Also, it could help a lot (to see better) to remove from the message that have such filtered item, all the items that are not in the filter. This would help people to look for the items that they want and not have be hours searching for the wanted item.
Votes
Opinion: +30
Upvotes: 30 100%
Downvotes: 0 0%
Suggestion ID: 1609219 | Submitted at
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Make new maps that follow the concept of dark(er) and that make you feel trapped/disoriented but without the need of being a dungeon. A dark forest would be cool, where the trees may have exits or paths to hell.
Votes
Opinion: +50
Upvotes: 52 96.29%
Downvotes: 2 3.70%
Suggestion ID: 1609224 | Submitted at
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Perma-ban every 🤓☝️for suggesting a ranked or competitive mode. Delete their DnD accounts if they suggest adding "ranked divisions" or "medals", and IP-ban them if they suggest "ranked or competitive exclusive rewards or items".
Votes
Opinion: +38
Upvotes: 49 81.66%
Downvotes: 11 18.33%
Suggestion ID: 1609233 | Submitted at
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Please add a few rewards such as skins for actually completing some sort of milestones.
In dayZ your skin used to "bandit" if you killed players a lot. Similarly if you helped players you unlocked a "hero" skin. I think it would be cool if you could a skin once after getting a red nickname and once after getting the blue one. Let's say blood elf and high elf. More ideas would include player skins and weapon/armour skins/recolours for killing high roller bosses for the first time, getting 20 on all characters and getting one character to prestige 100 (assuming the levels would never stop counting your progression while at the same time not granting you more and more power).
Suggestion ID: 1609238 | Submitted at
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A housing system. Perhaps the Tavern Master, or a new NPC entirely could sell you living quarters, where you would be starting off in a dungeon like area with training dummies and a small vault, and as you upgrade you get prettier living conditions until you upgrade to the most luxurious living area that's basically a mansion (maybe with more than 1 floor), red carpets, glass cases for your treasures, a trophy room filled with the heads of bosses you've killed, or places to mount your most prized weapons or equipment.
Suggestion ID: 1609243 | Submitted at
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[Give wizards, some more ice spells
For example: Ice spike, Ice blast, Permafreeze
Also some cool spells, Arcane Shield or Ice Shield: Mitigate damage or absorb some of it, can be cleansed by cleric(this also gives a reason for cleric to run cleanse)
People hate wizards for no reason so the spell capacity on the shields could be low, maybe 2/2 with the same meditation time as fireball and chain lightning.
Wizards are pretty squishy right now, the shield doesn't have to stack with others (if casted it might replace cleric or protection pot). Could add diminishing returns to the arcane/ice shield and the slows from the ice spells]
Votes
Opinion: +15
Upvotes: 24 72.72%
Downvotes: 9 27.27%
Suggestion ID: 1609250 | Submitted at
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[ Slightly increase the base amount of HP given from strength to give all classes a slightly higher base HP (wizard currently sits at 70 something HP where the barbarian sits at 130 HP default.) Also slightly decrease the amount of strength the barbarian gets by default to keep them from gaining any more HP. I think barbarian damage was a little too high, but it greatly benefited from having twice the HP of some other classes. Making this change will bring HP up on all classes narrowing the field, while also slightly decreasing damage output on the barbarian. I main'd barbarian, you might have seen me "yourAXEwife"]
Suggestion ID: 1609258 | Submitted at
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[Instead of making the Ambush perk of rogue doing more damage after stealth, what about a perk that deals more damage on the next attack while being for in stealth Or being hidden in the dark for X seconds to make more use of dark spots]
Votes
Opinion: -19
Upvotes: 2 8.69%
Downvotes: 21 91.30%
Suggestion ID: 1609258 | Submitted at
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[Throwable beer. Just a fun gag to throw beer at other players to have the effects of beer. In both the waiting room, and the real game
*Bonus: An interactable NPC Bar Keeper in waiting room whom you can buy 1 gold beer from]
Votes
Opinion: +17
Upvotes: 28 71.79%
Downvotes: 11 28.20%
Suggestion ID: 1609260 | Submitted at
·
[the current sound effect for manipulating (picking up, moving, etc) a dagger (rondel, ceremonial, etc) in inventory or stash causes genuine physical discomfort for some, like nails on a chalkboard. Please change the sound effect or allow players the option to use an alternative sound effect for the sake of accessibility.]
Votes
Opinion: +2
Upvotes: 5 62.5%
Downvotes: 3 37.5%
Suggestion ID: 1609279 | Submitted at
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Add skill points, which we gain by leveling up and these points would be used to improve our perks and skills or even our attributes, currently I feel that the level does not have much use other than freeing up perk slots, with this system the level it would be worth something and would be able to create diversified builds of the same class, such as a barbarian with more agility, or an archer with more life, a rogue with more strength, the possibilities are countless, this would create greater diversity in the gameplay.
Votes
Opinion: +33
Upvotes: 38 88.37%
Downvotes: 5 11.62%
Suggestion ID: 1609281 | Submitted at
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Please when you do implement the skill tree and more contemporary skill points and such I hope you steer away from what I is called venn diagramming where where at the moment the classes have some overlap but in places where it makes sense, but people are suggesting that classes should be able to spec into different playstyles which I agree with. But the issue is that unless the class specialisations are unique to that class and no other class gets too close to its niche the classes become homogenous and lose what makes them distinct in play.
Votes
Opinion: +4
Upvotes: 5 83.33%
Downvotes: 1 16.66%
Suggestion ID: 1609288 | Submitted at
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Add more statistics for your last raid and lifetime progress. Aka, how many players have we killed, what classes were they, how many monsters of each type killed, highest player kill game, how much have we healed as cleric, how many spells cast as wizard, etc...
Votes
Opinion: +68
Upvotes: 68 100%
Downvotes: 0 0%
Suggestion ID: 1609304 | Submitted at
·
now more of a main thing to the game. big part of budget. please go to anticheat. cheating kills way to many games these days. this game has a big future its great! but... cheating will be a big downfall if not handled 🙂 big focus on that please ❤️
Votes
Opinion: +53
Upvotes: 54 98.18%
Downvotes: 1 1.81%
Suggestion ID: 1609319 | Submitted at
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[add pvp arena for 1v1 and 3v3 thats not gear dependent, before starting arena you Can choose weapons and you get 100 stat points to add to your character and you play in type of colosseoum with objects to hide like small walls, barrels etc]
Votes
Opinion: -37
Upvotes: 8 15.09%
Downvotes: 45 84.90%
Suggestion ID: 1609355 | Submitted at
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General perks. A set of situational perks that are available to every class. They can be something simple like "+3% action speed", "+10% buff duration", "+1 to <stat>", "+5 max HP" or something dumb, like "-50% healing received, +75% shields received". I think that this will add much more variety to character builds, while also save devs some time on making a bunch of class specific perks
Votes
Opinion: +28
Upvotes: 32 88.88%
Downvotes: 4 11.11%
Suggestion ID: 1609356 | Submitted at
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[Do not follow today's trends like loot boxes, damn battle pass, 11230 skins etc. Just please keep the game in this old fashioned retro style without micro transactions like in this shi*ty times. I will gladly just buy the game]
Votes
Opinion: +63
Upvotes: 67 94.36%
Downvotes: 4 5.63%
Suggestion ID: 1609378 | Submitted at
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Make Arrows an item required for Bows. It's the only ranged option in the entire game that has infinite ammo and it frankly doesn't make much sense considering how limited the other ranged options are. Ranger isn't overpowered really but the lack of downtime made him unfun to fight at times, since you can't really do anything against them except try to dodge and hope they miss enough for you to approach them. An ammo limit would make them use their arrows more sparingly, eliminating this problem by forcing them to come into melee range more often. Maybe they could start with a hatchet too just so they have some kind of melee option when they run out of arrows, either way tho infinite ammo just doesn't feel fair.
Votes
Opinion: -17
Upvotes: 25 37.31%
Downvotes: 42 62.68%
Suggestion ID: 1609389 | Submitted at
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[Add a "auction house" or "flea market" type of trading system. This was the only playtest i had played, so i'm not sure how it was previously. But the chat in those trade chats were going insanely fast, i do enjoy theres a filter. But i do believe its hard to type out that you're looking for a specific item. So an auction house / flea market system could help alleviate that issue, OR. Make a shop system. Example: Maplestory has "channels" where you step into them and players create their own shop listing there items up for sale and you walk around just looking at different shops.]
Votes
Opinion: +35
Upvotes: 39 90.69%
Downvotes: 4 9.30%
Suggestion ID: 1609395 | Submitted at
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- A Chest storage item that takes 4 square and holds 500g
- Allow us to sell empty Gold Coin Purses for 1g or even 5 silver each to a vendor.
- A purchasable 2nd stash tab for 2,000 or 3,000 gold
- An Ice themed map. Goblin caves were amazing and would love to see an blue dragon at one point as well to compliment an ice lair.
- A Campfire Cosmetic that changes the standard wood campfire to one of a small bonfire of a pile of skulls.
Votes
Opinion: +81
Upvotes: 83 97.64%
Downvotes: 2 2.35%
Suggestion ID: 1609402 | Submitted at
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This is a strange balance of a fighter, when his main advantage is a tons of armor, which takes a lot of time and/or money and speed sacrifices to achieve, but it is easily removed by two other melee classes with one their ability. Nerf the effect of these abilities so they don't cut armor so much.
Votes
Opinion: +6
Upvotes: 18 60%
Downvotes: 12 40%
Suggestion ID: 1609426 | Submitted at
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[ insurrance system, maybe a service feature for the goblin. you can talk to insure items for a fee
Can only get back items if no one escapes with it in that round
The fee is determined per item roll so if its a god tier roll its higher fee ]
Suggestion ID: 1609430 | Submitted at
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one feature if there will be a battle bass, is i think it would be nice if that battle pass with lets say 100 tiers is not time limited you can buy every season pass even if you didn't play at that time this way everyone can play when they want and are not pressured to play the battle pass to get their moneys worth and new players can buy each battle pass when they want this way new players could buy 2 from 5 accessible battle passes when they have the money or like the (cosmetics) in only those 2 then you select in which battle pass you wanna play that way i would really like a battle pass if there will be one
Votes
Opinion: -61
Upvotes: 1 1.58%
Downvotes: 62 98.41%
Suggestion ID: 1609440 | Submitted at
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Make sure that the first one who launches the exchange remains the first, because the first one is crushed by the following exchangers, I see that when I am launched exchange the first has basically no chance if another launches at the same time
Suggestion ID: 1609446 | Submitted at
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[throwing knives or axes that only deal 30 cant replenish but a 60+ damage longbow gets infinite? makes no sense. Allow other ranged projectiles to “reload“ also, especially when they're weaker than bows, make sure the reload time is long enough to be balanced.]
Votes
Opinion: -56
Upvotes: 7 10%
Downvotes: 63 90%
Suggestion ID: 1609463 | Submitted at
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[Add a stamina and running mechanic, which could also lead to a dodging mechanic where you could double tap a movement key, w, a, s, d, to move out of the way of an attack]
Votes
Opinion: -70
Upvotes: 7 8.33%
Downvotes: 77 91.66%
Suggestion ID: 1609465 | Submitted at
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After you make the skill tree, could you possibly inplement specializations? For example, I play rogue. Rogue has two types of perks: Stuff like lockpicking, for playing as a sneaky loot rat, and he has PvP perks suck as Dots (damage over time.) Maybe make specializations for each class. An example for the rogue would be the following three specializations: A Dungeon Robber specialization that gives increased move speed and sneak time but reduced damage, a Poison Master specialization that reduces physical damage but increases poison stacks, and a Ninja specialization for better sneak attacks.
Votes
Opinion: +8
Upvotes: 11 78.57%
Downvotes: 3 21.42%
Suggestion ID: 1609472 | Submitted at
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[An armory room in forgotten castle would be pretty cool, it could have a couple armor stands as loot containers that has armor only in them, and also an animated armor mini boss that disguises himself as an armor stand and only attack you when you interact with it, like a mimic. This way it wouldn't be a no go room for solo players but if you want some nice armor you have to risk fighting it.]
Votes
Opinion: +37
Upvotes: 38 97.43%
Downvotes: 1 2.56%
Suggestion ID: 1609480 | Submitted at
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[Give Rapier a parry. Rapiers are made as parry > riposte swords, and would add more depth into the combat system by forcing people to recognize what weapon people are carrying in engagements]
Votes
Opinion: +67
Upvotes: 74 91.35%
Downvotes: 7 8.64%
Suggestion ID: 1609516 | Submitted at
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[idk if you thought of this or planned to do it already but have maybe at least 4 different versions of the regular map so the elite players dont have such a huge advantage of knowing every spot while new players such as me struggle to find my way around to different good treasure spots before getting killed. it would also make the game more interesting not knowing which of the 4 maps you will get and keeps it more unknown which i feel this game wants to do]
Votes
Opinion: +5
Upvotes: 17 58.62%
Downvotes: 12 41.37%
Suggestion ID: 1609530 | Submitted at
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[Lock everything at the beginning. If the player pays X amount of money, they can unlock equipping boots/chest/head etc. Then, after they paid enough, they can equip weapons as well. A good quality item drops? Bam, pop-up. Unlock this item for X. Profit.
Report system. If a certain player causes another player to feel bad in any way (saying something rude on Voice, taking an item they wanted) other players should be able to downvote them. The character will be locked in the "jail of shame" for everyone to see after 2 downvotes (It's good because teams of two can jail the third one). After a day of jumping around in a small cell, they will have withdrawal symptoms and pay up. People will create "downvote groups" and invite the unsuspecting third player because they don't actually have to prove it's true. More fear = more profit.
Ranger reload pop-ups. Ever had the issue of running out of arrows during the worst times? We should make it even worse. Pop-ups with huge immovable windows; a
smiling at you in the middle of it; the X to close the window showing up only barely at random locations. Once enough people start to complain on the forums, we can offer a solution that involves paying money or linking their bank cards. Lots of profit.]
Suggestion ID: 1609549 | Submitted at
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[Add an enchanting tab to one of the merchants, like alchemist maybe, add crystals you can mine in raid. 1 crystal can be mined for 5 crystal shards which can then be turned into 2 crystal dust each. You can then go to the trader to enchant items like weapons and armor, for a balanced amount like 50 dust for an enchantment. The amount of times you can enchant an item should varry off of its tier. be able to disenchant already enchanted items and add their allowed number of enchants for 50 dust each, for example greys,whites, and greens should be able to have 1 enchant, while blues can have 2, purples 3, and so on with each enhant costing another 50 dust. This would give us some new things to do, as well as increase the value of hight tier items that are typically looked over just due to their poor enchant rolls.]
Suggestion ID: 1609618 | Submitted at
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[Make certain quality gear look different inside of the actual game, so that legendary/epic gear doesnt look like and ordinary grey sword, Albion Online difference between tiers and enchants of gear would be a great example(swords,bow of badon etc.)]
Suggestion ID: 1609628 | Submitted at
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[Create a battle royale mode where players don’t risk losing gear, but can’t gain gear either (only lose consumes). The mobs only drop gold / consumes and there’s a 100g buy in for each time people play. The reason I suggest this, is that I noticed players tend to get burnt out on getting and losing gear they begin to feel like “What’s the point I’m eventually going to lose this gear anyways.” But if players could stow a gear set for the BR mode they would gain a sense of ‘building.’ The gold buy in would prevent players from playing the mode indefinitely, lowering queue times for the normal modes.]
Suggestion ID: 1609631 | Submitted at
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[Find a way to balance dual wield in another way than it having a movement speed penalty. Dual wielding should not be slower than a guy running around with a 2h-axe. Especially considering dual wield requires you to be very close due to the limited reach.]
Suggestion ID: 1609655 | Submitted at
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the final circle should deal increased damage per second, not insta-kill you. It should be high enough you can't sustain yourself for long, but it feels terrible dying at full HP mid-portal opening]
Votes
Opinion: +71
Upvotes: 78 91.76%
Downvotes: 7 8.23%
Suggestion ID: 1609691 | Submitted at
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Buff the counter attack fighter perk to 50% attack speed increase so when you block you dont have to trade damage. Fire arrows for the ranger, consumable that gives you less damage but a little damage over time but more importantly sets people on fire visually from their perspective so they are ablaze. Causing players who are not as experienced to panic. I also dont think that high roller should be a monetary buy in for each round. The AI should just be harder or maybe just different mobs like in hell. It would also discourage people running bad gear since then killing the AI would be so much more difficult. I dont like having to play every match trying to make sure I make enough profit to keep playing high roller. My main complaint about high roller is just how stressful it is, the game is already stressful by nature and the buy in to high roller just makes it too stressful. I think making it a whole different environment like the goblin caves would be best but the core gameplay is more important before you do that!
Suggestion ID: 1609718 | Submitted at
·
[
Wiping Every Month
-wipe: gear you are wearing, inventory, stash, part of the leaderboard
-not wiping: characters (levels and names should remain), stash size if upgradeable, training, overall leaderboard
This would prevent gear that only over geared players would be in the dungeons. The "building up" phase (what is nice in my opinion) repeats. Probably fights potential gear selling for $ a little bit.]
Suggestion ID: 1609761 | Submitted at
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Add the option of an auction house you can list items and have it available for 5-10 minutes and have people bid on it and have the highest bidder win and have the option of listing multiple items at once maybe like the 25g to unlock traders you pay a gold fee to unlock more listing slots
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1609764 | Submitted at
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to better balance the game, itens must not be random, every class should have 2 or more sets with fixed stats but every tier has its values lowest to hightest (common, rare, epic) and these tiers must be crafted with materials and mining found in the dungeon.
Votes
Opinion: -45
Upvotes: 2 4.08%
Downvotes: 47 95.91%
Suggestion ID: 1609773 | Submitted at
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[add a class that can never use armor, shields, or dropped weapons, but has high damage with their fists and natural spells. In this case I am referring to a Druid class]
Votes
Opinion: -36
Upvotes: 4 9.09%
Downvotes: 40 90.90%
Suggestion ID: 1609785 | Submitted at
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[release the alpha and charge for your game. even if its a little. we love this game and are willing to support it and give you the money too to buy more development power to improve the game that we are all excited for]
Votes
Opinion: +27
Upvotes: 34 82.92%
Downvotes: 7 17.07%
Suggestion ID: 1609805 | Submitted at
·
[Add advanced item descriptions that show when holding down a key like Alt. Advanced item descriptions should show for modifiers on gear to remove confusion as to how that modifier applies to a character. For example, if a dagger has +1 True Magical Damage, the advanced item description should give the player an understanding as to whether that modifier is relevant to a dagger - if a Rogue were to use that weapon, are they dealing their normal weapon damage + an additional true Magic Damage? Or does this modifier only apply to spells? Or does it apply only while the Ignite buff is present on the Rogue? Or all of the above? As a content creator who primarily works to break down the complexities of Path of Exile into more easily digestible terms, I'd be very interested in the opportunity to present this kind of information to the community. But regardless of that, it's critically important for a player to understand how modifiers affect them and, as importantly, how they don't affect them.
Votes
Opinion: +44
Upvotes: 45 97.82%
Downvotes: 1 2.17%
Suggestion ID: 1609813 | Submitted at
·
[WIZARD's counter-spell spell: WIZARD, with many projectile based spells and hit scan related targeting, can be finicky against another wizard, mostly scoring in plenty of one hit kill scenario's or close to with the right set ups, alongside other classes without proper protection which is lacking. Suggestion being to add a possible spell to the WIZARD class that can be self targeted and/or target related. Potentially the only class to give a magical protection bubble which could give wizard's more variety in buff orientated playstyles compared to extreme aggression.] (HOWEVER, CLERIC class could potentially have a spell like this in 'warding' off aggressive magic attacks but Wizard seems fitting as a 'block' to other wizards.)
Votes
Opinion: -2
Upvotes: 4 40%
Downvotes: 6 60%
Suggestion ID: 1609817 | Submitted at
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Add a crafting system, maybe the ore can be used to add mods to items. Or maybe just have something drop that lets you add a mod to an item/weapon/ring/etc (+1 str, +1% magic dmg, +1 all attr, etc)
Votes
Opinion: +13
Upvotes: 18 78.26%
Downvotes: 5 21.73%
Suggestion ID: 1609819 | Submitted at
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[Trading chat got better but there is still huge problem - you have to spend insane amount of time to find what you want or sell something rly good for a fair price. In my opinion AH is a must to save people time so they are actually playing the game instead of sitting trade chat for hours mindlessly spamming.]
Suggestion ID: 1609820 | Submitted at
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[Give the zweihander a special action to toggle a halfsword grip. This places the player's left hand midway up the blade, changing the moveset to a pair of thrust attacks with somewhat shorter reach. This will make it easier to use the weapon in tight spaces and increase the usage of this mostly ignored weapon.]
Votes
Opinion: +37
Upvotes: 41 91.11%
Downvotes: 4 8.88%
Suggestion ID: 1609826 | Submitted at
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Add a regular character level and inventory wipe system. When the game gets into a non-playtest kind of release, I think it will be vital that there's as many wipes as possible to keep it interesting. Within 4 days of the last playtest, people were running around in full epic/legendary gear with unique items too. Imagine 2-3 weeks of coordinated groups of 3 rolling normals or high rollers / hell. Perhaps have monthly seasons where people could compete in the leaderboards, and that would be the wipe cycle too. (This may have already been covered in a QnA and I'm sure the devs want a system like this too, just putting it out there) 😉
Suggestion ID: 1609828 | Submitted at
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[add a few more named unique items that are attainable in other ways than killing high roller hell boss. A few ideas are more gold centered uniques such as really low chance to get a specific unique from looting the infinite gold pile behind golden key or hell, or the goblin merchant can roll a unique specific to him.]
Votes
Opinion: +27
Upvotes: 31 88.57%
Downvotes: 4 11.42%
Suggestion ID: 1609852 | Submitted at
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[improve interact boxes for items such as bracelets and bangles so the center of the item will also allow for interaction, right now its annyoing to pick them up quickly especially off of a shelf}
Votes
Opinion: +63
Upvotes: 63 100%
Downvotes: 0 0%
Suggestion ID: 1609853 | Submitted at
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Guarantee one portal spawn in the center of very last circle, right before "You are one with the Darkness". It'll make the people who team have to duke it out at the last second to get the final portal instead of just waddling around aimlessly in the circle, hoping to find one old blue portal spawn.
Votes
Opinion: +64
Upvotes: 67 95.71%
Downvotes: 3 4.28%
Suggestion ID: 1609865 | Submitted at
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[close suggestions until the next playtest. It's just the same 4-5 suggestions over and over. Nothing of value will be added until we can see what the game looks like after all the new changes.]
Votes
Opinion: -25
Upvotes: 9 20.93%
Downvotes: 34 79.06%
Suggestion ID: 1609875 | Submitted at
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[Limit all +damage modifiers to roll on Weapons and Jewelry only, allowing best in slots to be more than just "more damage" and decreasing 1-Hit capabilities from Min-Maxed gear.]
Votes
Opinion: +33
Upvotes: 35 94.59%
Downvotes: 2 5.40%
Suggestion ID: 1609890 | Submitted at
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[Add a pve only dungeons but keep it completely separate from pvpve, this way those who want can just explore the dungeons but they can’t just get excessively geared in ‘easier’ pve and then bring it all Into pvpve dungeons, only allow select items to be brought over as reward for defeating difficult enemies]
Votes
Opinion: -35
Upvotes: 5 11.11%
Downvotes: 40 88.88%
Suggestion ID: 1609903 | Submitted at
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There should be duo queue as well as 4 man queue, going into lobbies with a two stack is pretty hard sometimes against a 3 man, especially depending on the classes they pick. Additionally, I know the plan is for the current first layer to be the second, but id love for you to shift the difficulties where the first layer is as hard as the current one, but larger with less loot.
Suggestion ID: 1609915 | Submitted at
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[allow for players to equip weapons in the pre-game lobby (where the stash is, merchants, etc) so that the player can see the effect that weapon may have on their skills tab. As it stands right now, you can only see the effects of a weapon when equipped, and the player is always holding out their fists when in the pre-game lobby.]
Suggestion ID: 1609922 | Submitted at
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[Add more types of extractions than just portals. The stairs in gobbo caves are really good and it would be nice to see more of that. Some examples: a door that requires a specific key to extract, a covered wagon that will extract you for a gold fee, a puzzle or ritual that unlocks an extract once you complete it, etc. Earned extracts would potentially be interesting too: kill a boss, get an extract.]
Votes
Opinion: +62
Upvotes: 67 93.05%
Downvotes: 5 6.94%
Suggestion ID: 1609932 | Submitted at
·
Hey, IronMace!
I've been really enjoying your dungeon game, but I had an idea for a feature that I think would make the gameplay even more immersive and exciting. What if players could use proximity chat to blow away the gas fumes left behind by zombies?
Here's how it could work: when a zombie leaves a gas fume, players within a certain distance could blow on the fume using their microphone or proximity chat, causing it to push away from them. This would add a new level of strategy and immersion to the game as players could use their voices to protect themselves from the hazards of the environment.
I think this feature would make the game even more engaging and would be a great addition to the already impressive mechanics of the game. I'm sure many other players would agree with me, and I hope you'll consider implementing this feature in a future update.
Thanks for all the hard work you've put into the game so far, and keep up the great work!
Votes
Opinion: -44
Upvotes: 6 10.71%
Downvotes: 50 89.28%
Suggestion ID: 1609957 | Submitted at
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[add raids like team of 3 Enters dungeon and kill some normal mobs, than some elite and than they fight hard boss with mechanics that needs to be followed like in some mmorpgs and you have like max 3 runs per day, but you get purple and orange tier gear From Boss]
Votes
Opinion: -21
Upvotes: 2 8%
Downvotes: 23 92%
Suggestion ID: 1609960 | Submitted at
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[monthly reset so that new players don’t get turned off to the game, keep levels and talents (when they release) just remove gear, as the stash stands right now after a week your stash will be full so either expand the stash or just reset.
Votes
Opinion: -21
Upvotes: 7 20%
Downvotes: 28 80%
Suggestion ID: 1609975 | Submitted at
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Incorporate midi notes for bards, much like the way mordhau works, would be a welcomed addition to the VOIP we already received for memery and having fun, there's just nothing like playing some mortal kombat themes for people dueling
Should also introduce a toggle though so people who wish to hear songs/sounds that are from the game can choose to do so
Suggestion ID: 1609987 | Submitted at
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[Allow purchasing of lock picking tools from Merchants for any class. The solo map that would spawn you next to the room of a Lion chest or those who survive long enough to find a room with one is disingenuous to those who don't want to play a rogue.]
Votes
Opinion: +42
Upvotes: 49 87.5%
Downvotes: 7 12.5%
Suggestion ID: 1609991 | Submitted at
·
[Have party leader and member interaction with ready buttons--a chime and/or popup "all players are ready, waiting on you" so we aren't sitting around waiting for the silent ready.]
Votes
Opinion: +50
Upvotes: 50 100%
Downvotes: 0 0%
Suggestion ID: 1610000 | Submitted at
·
-
Nothing every weapon needs a parry or a riposte. A block or an alternative attack is often enough provided blocking will be made viable in 1 vs 1.
-
Please make the single handed weapons relevant. I'd like to see simple horizontal blocking on the falchion as due to the slow attack speed of this weapon. The single handed hatchet could maybe have a jump attack and the horseman's axe could have a jump attack. Just throwing my ideas out there. Personally I think that using a single handed weapon and no shield is really cool, but it also could be made worthwhile and viable.
-
Blocking with a shield should stagger the enemy and allow for a quick counter attack that is at least somewhat safe. A shield should be able to block all melee attacks. If blocking (not parrying) with a weapon such as a spear or maybe the falchion in the future most weapons would be blocked, but the largest weapons such as the bardiche, the halberd and also the maul would knock the block down and allow for a follow up. Nobody uses these weapons since at the moment they are simply not practical.
Votes
Opinion: -12
Upvotes: 4 20%
Downvotes: 16 80%
Suggestion ID: 1610002 | Submitted at
·
Sockets & Enchanted Gems
All armor and weapons would support 1 socket slot but to add a socket to equipment it would cost 100g at the Blacksmith; Items can roll starting with a socket as well but only in High Roller and not commonly. You can put enchanted gems into them, each gem has it's own mild effect like how most gear does (so something like Will +1) but unlike other items they don't get their basic effect until Rare/Blue and it can also roll effects based on their rarity like other items. Treasure gems can be enchanted by the Alchemist as a service, doing so costs 75g as well as the gem and it will be the same rarity or less with it being inclined to be the same rarity as the gem given (So a epic/purple gem is likely to become an epic/purple enchanted gem but it could end up a uncommon/green but not legendary/orange or higher). Enchanted Gems can be found naturally but they should be as rare as finding a rare/blue item to find rare/blue or lower. To further expand this system in the future like how there is named weapons currently, named gems would be an interesting addition as well.
Votes
Opinion: +3
Upvotes: 7 63.63%
Downvotes: 4 36.36%
Suggestion ID: 1610005 | Submitted at
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Every skill should attune to specific interacts and they all shouldn't be tailored to resourcefulness. Strength should be able to mine faster than some twig rogue, clerics should be able to pray to alters faster than a criminal thief, and spells should be casted faster by knowledge not on what the catalyst is (or they both increase casting speed), agility should be able to close doors faster.
Votes
Opinion: +48
Upvotes: 50 96.15%
Downvotes: 2 3.84%
Suggestion ID: 1610017 | Submitted at
·
Create a system that assigns a value to an item. Then add up the value of all equipped items a player intends to take into a raid to use as a combat rating. Then use this combat rating to determine match making. This would solve a primary player concern i've seen alot. New players wouldn't be forced into lobbies with over-geared vets. To satisfy the diehard players that would be annoyed by this it could be possible to add various leaderboards for varying equipment classes
Votes
Opinion: -17
Upvotes: 5 18.51%
Downvotes: 22 81.48%
Suggestion ID: 1610021 | Submitted at
·
[Have armor make you way more resilent in general, especially the lower quality plate armors, not hinder your move speed as much, and remove negative modifiers to magic resistance from as well.]
Votes
Opinion: -16
Upvotes: 3 13.63%
Downvotes: 19 86.36%
Suggestion ID: 1610030 | Submitted at
·
Farmable potions and meds you can craft at their respective vendors. Surgeon should sell 1 gray quality surgical kit every shop cycle. The only way to get healing potions right now is to buy them from the alchemist or find them in a run, and even then he doesn't sell the green or blue rarity potions you find randomly in dungeons. Players should be able to run meds that fit their gear, and the current system just didn't make that feasable
Votes
Opinion: -10
Upvotes: 5 25%
Downvotes: 15 75%
Suggestion ID: 1610037 | Submitted at
·
Simplify keybinds to manage gold/gear in inventories. For example, right click when in lobby should always transfer gear (and entire stacks, not 1 piece) to the opposite column, rather than equip gear. Shift-right click to split stacks. Copy World of Warcraft bag management default keybinds, it's what everyone's used to with paper dolls anyway.
Votes
Opinion: +12
Upvotes: 14 87.5%
Downvotes: 2 12.5%
Suggestion ID: 1610047 | Submitted at
·
Add an investigate button
this would cause a progress bar similar to opening a chest.
Investigation should reveal secret rooms, loot hidden under stones and hidden traps(if you dont have the detect skill)
It could search a radius around a player of a few meters. perhaps some classes have perks boosting this radius or speed.
If the location of secret rooms and doors were randomized this would be a great way to have the slower methodical Diving strategies pay off, taking time to search a room rather than hitting the 3 chests and running to the door as fast as possible.
Votes
Opinion: -9
Upvotes: 6 28.57%
Downvotes: 15 71.42%
Suggestion ID: 1610053 | Submitted at
·
[Make a separate channel for devs to look in that shows the good suggestions like the ones with 75-80% plus up votes so they can easily see what the players think is good and fair for the game.]
Votes
Opinion: +37
Upvotes: 43 87.75%
Downvotes: 6 12.24%
Suggestion ID: 1610059 | Submitted at
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About the armor rating of a fighter.
A high armor rating is a distinguishing feature of a fighter, the only thing in which he is better than others. But the other two melee class have skills that ignore most of the armor when attacking. At the same time, the barbarian already has the highest attack damage, including +10 damage with axes perk (which is much more than any 5% for other classes). The rogue has a poison that ignores armor and backstab perk can increase damage up to +10 (with good weapons) too. What's the point of spending a lot of time and/or money on gear that also gives a big debuff to speed, if the bonuses from it don't work in combat? What's the point of having such gear when its bonuses are so easy to ignore at a much lower cost?
It is obvious that the barbarian increases damage, and the fighter increases defense. Then why does one have a simple opportunity to nullify the efforts of the other, but the other does not have a similar opportunity? Also, the barbarian has much more health, which with low armor for both makes him tougher than a fighter.
Votes
Opinion: +14
Upvotes: 19 79.16%
Downvotes: 5 20.83%
Suggestion ID: 1610067 | Submitted at
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Some way for clerics to recover spells without a campfire. Perhaps a conversion between the damage done by Judgment, Smite, or Holy Purification to amount of spell casts recovered (i.e. landing Judgment recovers 1/3 of a Holy Light cast).
Votes
Opinion: -38
Upvotes: 4 8.69%
Downvotes: 42 91.30%
Suggestion ID: 1610072 | Submitted at
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how about a weapon proficiency system where u need to gain exp by using a particular weapon/class of weapon to unlock more attack moves/combos/stance with that weapon or increase passive bonus like attack speed, base damage for that class
Votes
Opinion: -39
Upvotes: 3 6.66%
Downvotes: 42 93.33%
Suggestion ID: 1610088 | Submitted at
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Add a weapon skill tree(you can still use the weapon), you unlock abilities(or maybe cosmetic choices) you can use with the weapon later down the skill tree progression. Some such abilities could be connecting a chain to a dagger being able to swipe it around for extra range, or throwing a spear like a spartan but having to go pick it back up after you have thrown it. Or some cosmetic choices could be having different attack animations with that certain weapon, or having a flaming weapon like a flaming dagger(purely cosmetic flames)
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1610124 | Submitted at
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Hear me out before you downvote this. Increase all player health and AI damage by 1.5x. This would make it so that fights last much longer, and there will be much more skill involved. No more dying to the rogue before you see him, or to the barbarian in one hit. However, due to the AI damage buff, PvE would remain the same. I think that this change would make it so that shields are much more skillful and viable, and so that combat actually feels like a fight instead of a dodgefest. Along with this idea healing should also get a 1.5x buff, so that it is still as effective as it was.
With all of these changes, combat will last longer, but everything else will remain the same.
The only issue I can find in this is that if everyone is extra tanky, the ranger may have a hard time dealing with enemies who are in his face. If this becomes an issue, they can always slightly buff his damage.
Votes
Opinion: -34
Upvotes: 9 17.30%
Downvotes: 43 82.69%
Suggestion ID: 1610128 | Submitted at
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[I currently love almost everything about Dark and Darker. I am extraordinarily sad to not be able to login right now. But that aside, there are a few things I believe could be changed/added to make the game better!
For this suggestion it will be in reference to the current ring closing mechanic.
I believe currently this is a disservice to such a fantastic game.
It feels weird having an extraction based game also have a BR ring closing.(also in my opinion goes against how you naturally want to go about playing the game)
An alternative to this would be to have a similar system to Hunt: Showdown.
I feel this would suit a DnD style extraction game much more.
you would have some smaller objectives to get some loot, gear, etc. Of course still all of the random loot around, and then maybe 1 or 2 larger objectives which maybe have a higher chance at higher tier gear or even a specific drop that you can sell for a nice chunk of change to the collector.
Doing this allows for a much more consistent and larger available amount of playstyles. While also encouraging players to engage with each other at points of interest.
And then of course when all of the "bounties" have been extracted with can have the timer automatically set to 5 minutes or however much so that people cant just sit and scour the whole map until the normal countdown is over
Can of course take your own creative liberties! but I believe matching a system much closer to hunt showdown(or tarkov if thats your flavor) rather than Apex or Fortnite suit the game MUCH better.]
Votes
Opinion: +16
Upvotes: 26 72.22%
Downvotes: 10 27.77%
Suggestion ID: 1610130 | Submitted at
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Consider adding a ‘Spell Slots’ stat to items that can cast spells. I’d say maybe guarantee one spell slot on spellbooks or wands (when you add those) and then all items that can cast spells have a chance to get spell slots as a stat when they’re green rarity or higher.
These spell slots would act as a separate spell memory bound to the ‘Reload’ key (default R). Spells would get added to spell slots according to spell memory priority. Such that a Spell Memory skill would fill first and then spell slots on items. Alternatively, the spell slots could be generated with a fixed spell in them, but that’s a whole other bag of worms.
Also consider removing spell capacity as a potential stat on weapons/shields that can’t cast spells. Since you’d have to switch off that item to cast a spell you can’t benefit from spell capacity on those items at all. Maybe remove bonus weapon damage and physical power stats on spellcasting items to balance out the stat rng.
Votes
Opinion: 0
Upvotes: 9 50%
Downvotes: 9 50%
Suggestion ID: 1610135 | Submitted at
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Wizard skills are for the most part completely locked to 'Spell Memory' &
'Meditation' which kills the variety possible when it comes to builds unless
geared up enough & with a supplementary team to make up for the shortfalls
of minimal magic casting. A default amount of spell memory would be fair &
should be available to a wizard, do away with 'Spell Memory 2'.
Suggestion ID: 1610141 | Submitted at
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Have a lock on system for certain spells like Lesser Heal/Bless etc. similar/same as judgement where once you have selected the target they are highlighted so you know whether you are going to lesser heal yourself or your target.
Votes
Opinion: +16
Upvotes: 29 69.04%
Downvotes: 13 30.95%
Suggestion ID: 1610154 | Submitted at
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Make a combat log, when your whole team dies or escapes make it so you can see the damage done and taken from everyone in the match once you escape or spectating the remaining players on the sides or a panel you can open, not in the game though
Suggestion ID: 1610156 | Submitted at
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[flesh out the PvE some more. I personally love hacking down other players, but my wife and i play World of warcraft and do dungeons competitively. She hates PvP and said she would have played all playetest with me if not for being forced to PvP. She saw a fight of the lich king and though it looked like the most fun thing shes seen in awhile. Perhaps have the ability to create characters for a dedicated PvE server, where you cant take your loot back to PvP, for balance reasons. Make some more bosses or small enemies like lich and champion have more mechanics than just dodge, run it, whack, dodge. The mechanics of the lich king were super fun and i think a massive amount of players tired of games like WoW and Final fantasy being over monetized would flock to a first person PvE RPG]
Votes
Opinion: -6
Upvotes: 12 40%
Downvotes: 18 60%
Suggestion ID: 1610193 | Submitted at
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An expansion of the Karma and Fame system to reflect an individuals role in the party. Players can provide 'Fame' to a player and choose what their 'Fame' is for; front lining, supporting, leading, etc. Similar to the Karma's name change, enough Fame will give you a title; a lot of fame for leadership and you're named a Dungeon Master, a lot of fame for PvP and you're named a Slayer, a lot of fame for healing and you're named a Saint; etc etc.
Very broad idea but I think rewarding players for committing to a role will help to sustain healthy teamwork in the community
Votes
Opinion: +66
Upvotes: 68 97.14%
Downvotes: 2 2.85%
Suggestion ID: 1610211 | Submitted at
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A lottery (I love gambling)
Add friend feature (Obviously)
Player guilds that you can domestically trade in (with a fee of course)
Guild competitions
Maybe a nametag like in Dark Souls when you come in a boss room
Votes
Opinion: -11
Upvotes: 10 32.25%
Downvotes: 21 67.74%
Suggestion ID: 1610238 | Submitted at
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[The current inventory system is way too hard to work around with. Would be nice if you could add an auto-sort button, as well as ways to expand our inventory (e.g., multiple pages).]
Votes
Opinion: -9
Upvotes: 13 37.14%
Downvotes: 22 62.85%
Suggestion ID: 1610272 | Submitted at
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add a map for players to do PVE with 5 levels allowing them to descend and get harder, so players that don't like pvp can still enjoy dudgeon crawling as well as PvP
Votes
Opinion: -39
Upvotes: 6 11.76%
Downvotes: 45 88.23%
Suggestion ID: 1610274 | Submitted at
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[This might already have been suggested or is already being implemented but more inventory space. In path of exile you can buy “stash tabs” so you can have more inventory space. This would be a great asset to the game I think. Also coin purses with different amounts, instead of just 50, maybe a 100/500, these should also cost more.]
Votes
Opinion: +33
Upvotes: 41 83.67%
Downvotes: 8 16.32%
Suggestion ID: 1610286 | Submitted at
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[Add more classes such as Druid, Monk, Bard, Paladin, a Mage who can use blood magic or just a few of those that you would think make most sense for the game (obviously just an idea and some may seem way too out there to add). A paladin can have a perk for extra knowledge with a Warmaul or something, monk can deal more damage with fists or quarter staff, bard can buff teammates in an AOE effect but the buffs would be less effective since its AOE or they make a lot of noise, etc. as you see fit]
Votes
Opinion: -2
Upvotes: 6 42.85%
Downvotes: 8 57.14%
Suggestion ID: 1610295 | Submitted at
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No idea if its been suggested before or not but as an additional service provided by the treasurer where you pay him x amount of gold to get like a deposit box where you can store (as an example) 10x10 slots worth of gold pouches or collector loot to de-clutter the stash from being filled to the brim with gold pouches.
Votes
Opinion: +30
Upvotes: 34 89.47%
Downvotes: 4 10.52%
Suggestion ID: 1610308 | Submitted at
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High Roller - Fee should be wavered after successfully exiting a normal portal. I did not enjoy seeing the same 6-8 players 7 times in a row when I chose to play high roller. Additional incentive toward newer players participating in difficult content please.
Votes
Opinion: -26
Upvotes: 7 17.5%
Downvotes: 33 82.5%
Suggestion ID: 1610323 | Submitted at
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[In dungeon dynamic quests that appear like escape and down portals via a spawning totem. Completing the quest would add a mod roll to your spirit heart that stays until death. This could stack a number of times and create interesting risk reward dynamics. If a player is killed and has an enchanted spirit heart, then it can either be consumed in game to obtain one of the mods at random, or you can sell it as an inert artifact to someone like the collector or the archbishop looking guy. Not being able to do anything with spirit hearts feels wrong.]
Suggestion ID: 1610329 | Submitted at
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[An additional PvE game mode, preferably with even-harder enemies. I would rather not every game with the enemies being a breeze and players being really the only worthwhile threat to encounter.]
Votes
Opinion: -27
Upvotes: 7 17.07%
Downvotes: 34 82.92%
Suggestion ID: 1610336 | Submitted at
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[ I would like if more could be done with enemy player soul hearts. A quick solution would be being able to sell them for the equivalent of four bangles or so. I personally would like it if soul hearts were class specific and could be turned into class boosting gear. For example if playing as a barbarian you could kill an enemy barbarian and would get a soul heart(barbarian) bring this to the alchemist to get “soul essence(barbarian)”get enough of these and turn them into the leather smith to receive “slayers gloves” which would boost a barbarians skills or perks. Such as if the barbarian had the health back on kill perk equipped it would increase the health you gain or provide a potion of protection on kill as well. Perhaps different armor pieces could be made to correspond to different perks/abilities or it could just boost certian abilities/perks which you would have to equip to get the benefit. Or on a cleric you could do the same with cleric hearts to get “a necromancers frock” which would decrease the time it takes to resurrect a teammate. Or a “healers chaperon” which would increase the healing of his heal and sanctuary spells. I’d like to note that I’m not dead set on any of these mechanics, perks, or names. They are just an idea I thought would be cool and to give an example of something fun and unique that could be done with enemy soul hearts. I’d leave it to the devs to really decide. Mostly I just want a use for enemy players soul hearts and think they could really do a lot with them. ]
Suggestion ID: 1610381 | Submitted at
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[ A cheap viable way to make cheaters feel less devastating. Anyone who knows anything will tell you that you can't completely stop them. That the is truth but I have a solution that will make the burn not feel as bad. We need a system in place for when a cheater is banned it scans their kills and rewards players with a chest containing the items they lost. You could go a step further and only return the gear to player who actually used the report feature. Once a player uses in game report it should snap shot that players loadout. If player in question ban gets triggered the system automatically sends their loadout back to cheated players. I got this idea from a game called Cycle frontier who has had one hell of a battle with cheaters. Please learn from them and this in place close to the time of release or you risk losing a bunch of players because it never feels good to be cheated. ]
Suggestion ID: 1610401 | Submitted at
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[IMHO When the troll boss gets killed its "deathcry" puts all the goblins on the map into a frenzy, making them move faster by XX%. This would alert everyone on the map that someone just killed the troll, and would make escaping that much harder with that fat troll loot]
Suggestion ID: 1610408 | Submitted at
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Make invisibility potions throwable and able to make any enemy player or mob it hits invisible for the duration. It can be used from a distance with good aim to make 1v3 situations more favorable for the individual in a fray. It can also be used on mobs for trap and bait situations even though they can be heard.
It simply grants more utility to the Invisibility potion
Suggestion ID: 1610485 | Submitted at
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[ limit the information someone can gain from inspecting you pre match. gear equipped and class i can see. but not skills and what is in your inventory.... if I was being immersive, no adventurer would just allow a potential enemy to dig through their bags, or tell them what they can do ability wise....]
Suggestion ID: 1610498 | Submitted at
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a necromancer class, its ability will be charges of reanimation. It starts the game with two reanimations, and upon the sacrifice of an enemy player's soul, the necromancer gains 2 reanimation charges. Reanimation charges can be used on a dead mob body/dead player body. The reanimated creature will have a buffed version of the mob/player's stats, but no skills.
Suggestion ID: 1610521 | Submitted at
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Make floor spike can be disabled.
-with heavy wepon or explosives will be able to destroy it in brutal way. once it destroy, it become disabled forever.
-Rogue and ranger can be disabled it and re-actived it.
Also make it deal less damage but more concealment.
Votes
Opinion: -10
Upvotes: 12 35.29%
Downvotes: 22 64.70%
Suggestion ID: 1610554 | Submitted at
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Make it so that on the trade market the first person to request a trade has prio, as the system currently stands its rewards slower requests because they overlap the first ones.
Votes
Opinion: +50
Upvotes: 52 96.29%
Downvotes: 2 3.70%
Suggestion ID: 1610558 | Submitted at
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[Make different sound for hitting enemies. For example, where hitting skeletons add a bone breaking or chipping noise, and for players wearing plate armor there would be a metal clanking sound]
Votes
Opinion: +72
Upvotes: 73 98.64%
Downvotes: 1 1.35%
Suggestion ID: 1610576 | Submitted at
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[Allow a function for disabling traps by looking straight down, instead of having to aim at the trap. This would help significantly with glitched spots where you cant take off the trap, such as when they are under bodies.]
Votes
Opinion: +4
Upvotes: 8 66.66%
Downvotes: 4 33.33%
Suggestion ID: 1610578 | Submitted at
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instead of making traps take priority when covered by bodies and stuff maybe just include a switch task button when multiple things are overlapping, would be useful for other situations as well
Votes
Opinion: +8
Upvotes: 9 90%
Downvotes: 1 10%
Suggestion ID: 1610643 | Submitted at
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Add a lubricant to one of the shop keep/in game. When solo or separated from your group make things easier for the enemy players to ravage you and save you from any further pain.
Votes
Opinion: +8
Upvotes: 13 72.22%
Downvotes: 5 27.77%
Suggestion ID: 1610650 | Submitted at
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This is a suggestion to help solo Wizard runs with a dry run/starter kit. Perhaps give him a healing potion (or two) or give his meditation a lesser heal over time, similar to a campfire? He's very vulnerable during the ten second channel so it's not like he can do it during PvP combat. He's incredibly squishy and a good dry wizard run depends on not taking a single hit.
Compared to the rest of the class, 80% which have some form of self heal. It would be nice to have some way to keep topped up on health without barely surviving a solo run or already having the gold for heal pots/bandages.
Votes
Opinion: -17
Upvotes: 3 13.04%
Downvotes: 20 86.95%
Suggestion ID: 1610653 | Submitted at
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Fix blocking hitboxes, it's stupid unrealistic to shove your face into another opponent and clip your hands and weapons through their shield to get a cheap stab at them. Barbarian apes do this all the time.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1610663 | Submitted at
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Rubysilver & Cobalt Crafting Buff
Currently Rubysilver always gives Epic/Purple and Cobalt Rare/Blue. I think it would make them more worth crafting if it was possible at a low rate for them to have a chance to roll a higher rarity with their base rarity (Rubysilver Epic/Purple, Cobalt Rare/Blue) being the lowest they can be but it should be something like a 94.75% chance of Epic/Purple 5% chance of Legendary/Orange (1 in 20) and a 0.25% chance of Unique/Gold (1 in 400) for Rubysilver 94.67% chance of Rare/Blue, 5% chance of Epic/Purple (1 in 20), 0.25% Chance of Legendary/Orange (1 in 400), 0.1% (1 in 1000) chance of Unique/Gold for Cobalt NOTE: These chances are just an example and might be severely under or overtuned but the numbers I gave FEEL like they would be fine but that's just to me and can be completely disregarded I just felt not giving an example of what it could be with what I consider realistic numbers based on what current loot drop rates are would make the suggestion seem like I wanted a good chance at getting higher rarities when I instead feel like it should be quite rare for that to even happen.
Votes
Opinion: -4
Upvotes: 7 38.88%
Downvotes: 11 61.11%
Suggestion ID: 1610697 | Submitted at
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[Procedural Dungeon Game Mode. Keeps players on their toes and develops more strategies and risk/ reward situations. Dungeons are meant to be ventured and explored,dodging and conquering unforeseen dangers and making discoveries that may bless your next upcoming fight. Learning the same map of a dungeon layout makes the game less exciting and just more-so a speed-run to spawn areas and treasure rooms]
Votes
Opinion: +63
Upvotes: 65 97.01%
Downvotes: 2 2.98%
Suggestion ID: 1610705 | Submitted at
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Suggestion 1: Add a deathmatch gamemode similar to Valorant's deathmatch gamemode where you can practice your class, you can also bring in gear but you don't lose your gear, just practice. Also add a training room with training dummies to test your weapons on and gear on; Add a private match with your friends, you can bring in your gear but you don't lose it if you die, just simply to PVP with your friends to practice.
Suggestion 2: Add a very OP unique called "Mutate" (would be cool if the name 'Mutate' was translated into a very old language to specify its a very old artifact), this unique is one of a kind, only one of them in the game. This unique can be obtained through RNG or maybe a specific room for it that you have a rare chance to teleport to or find a teleporter to. This unique can mutate to fit your class, for example if you were a wizard it would transform to a staff(maybe same staff model as the one in the pregame lobby that's on the wall next to the stairs) and let's say you dropped the unique to your barbarian friend, once your friend picks it up it transforms to a weapon to fit the barbarian class such as a war maul. The unique also has different effects and abilities per class that wields it. Having a unique like this can create massive gear-fear, not wanting to lose the only unique of this in the game. To counter-act this you could have it despawn from the character every 2 days incentivizing the player to go into the game and use it as long as they can. If they die with this unique other players can grab it and wield it as well. This unique would have different animations and sounds. I do understand that this is a very OP item and probably wont be created but I can only imagine the fear struck into players that find the player wielding this very unique and one of a kind weapon.
Votes
Opinion: -49
Upvotes: 1 1.96%
Downvotes: 50 98.03%
Suggestion ID: 1610727 | Submitted at
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physics based combat system with directional attacks.
Instead of attack directions being set in stone, the implementation of choosing how to attack from what direction (Like ”mordhau” or my personal favorite game ”We who are about to die”)
Ex. Holding alt makes sword/spear stab , holding right click + alt with spear readies it for overhead stab.
Being able to feint attack direction for the first 0,3S of readying an attack with ex. longsword, cancel attack animation to then take another angle to avoid being parried, shield bash to make slight distance, double daggers being able to catch an overhead strike that slightly startles enemies, etc.
Votes
Opinion: -31
Upvotes: 6 13.95%
Downvotes: 37 86.04%
Suggestion ID: 1610745 | Submitted at
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give wizard a defensive frost ground ability to slow all enemies in a cone in front of them. The effect could last for 8 seconds with the debuff that can stack up to 3 times going from 20% movement slow up to 60% at 3 stacks.
Votes
Opinion: -33
Upvotes: 2 5.40%
Downvotes: 35 94.59%
Suggestion ID: 1610751 | Submitted at
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[I feel like less items should be on the floor and more in chests. A single or 2 items in a large chest inventory just seems weird to me so I think more gold should be in chests and the game overall so you have to bring a purse if you want to get all the loot you can. Also shelves are really underutilized, they rarely have any items on them, even in the prison area where you have to open a cell door to get to them. ]
Votes
Opinion: +23
Upvotes: 33 76.74%
Downvotes: 10 23.25%
Suggestion ID: 1610769 | Submitted at
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Add Bard where they play a guitar or something and there is a quicktime event to continue buffing teamates. The quick time event would be left click or right click after starting playing. the buff is a small regen and speed boost. they have a Song menu similar to cleric or wizards spell menu and they can play a sad tune to revive a player. speed a player, strengthen players, and can drown out enemies. or even put enemies to sleep(slowing and a debuff to vision)
Votes
Opinion: +8
Upvotes: 17 65.38%
Downvotes: 9 34.61%
Suggestion ID: 1610794 | Submitted at
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[ open up the game in early access and allow people who've preordered it to play it for a longer term of time. Have resets every time you start a new test so the paid players don't have more gear than the free alpha testers. This way people can keep enjoying your wonderful work while you actually work on it.]
Votes
Opinion: +22
Upvotes: 28 82.35%
Downvotes: 6 17.64%
Suggestion ID: 1610800 | Submitted at
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[for spellcasters and ability users, to have abilities refresh once the game starts, many times ive fat fingered second wind in pre-game lobby or used a spell charge to test dmg and de-buffs on dummy only to find it not reset once the game starts? perhaps a communal area to test your equipment and spells separate from the pre-game lobby would solve this issue too]
Votes
Opinion: +54
Upvotes: 56 96.55%
Downvotes: 2 3.44%
Suggestion ID: 1610813 | Submitted at
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this is kind of a personally merry thing, as I like hunting Easter eggs and what not in video games, but I’d like to see references to things like movies and fairy tails. Of course I don’t know what sort of potential copy rights Easter eggs could have. But references like king Arthur’s swords sticking out of a rock or Cinderella’s glass slipper, these kinds of things are typically small and pointless but are a good laugh or nostalgic trip. Gotta remember zombie land rule #32 after all.
Votes
Opinion: +5
Upvotes: 11 64.70%
Downvotes: 6 35.29%
Suggestion ID: 1610819 | Submitted at
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[Huge 30+ player arena. Weapons and equipment with random quality drop from the crowd over time (the later the better quality), minimal pve (perhaps a random boss in the middle). The last man standing gets to loot anything they want. Possible second place at the will of the winner. Could be a solo queue thing.]
Votes
Opinion: -5
Upvotes: 6 35.29%
Downvotes: 11 64.70%
Suggestion ID: 1610855 | Submitted at
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[Crafting and Resource gathering (part 1 of 2)
The resource gathering overhaul suggestion part that would be expanded into the crafting. All crafting is to be done by the merchants or could be an account wide skill that can be level'd and used on all characters.
-Mining overhaul: You get either more ore per interaction, you need less ore per ingot or less ingots per craft. Currently mining wasn't that worth it. Letting us find ore in breakable boxes and ingot very rare in chests could be a nice touch too. More variety in ores, gems or even crystals from different dungeons.
-Herbs gathering: Get a sickle like you do a pickaxe for mining to gather up moss and other plants. Maybe rarely found in chests and boxes too? Can make different plants for different dungeons.
-Skinning: A skinning knife just like pickaxe or sickle letting you harvest corpses of skull bats, goblins, hellhounds, centaurs or any other enemy with a skin for things like goblin ears, hound skin, bat wings, centaur hooves or other stuff to use in leatherworking instead of using powder from ore.]
Votes
Opinion: +24
Upvotes: 26 92.85%
Downvotes: 2 7.14%
Suggestion ID: 1610858 | Submitted at
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Rouge pick pocket should be done while invisible and no timer (or VERY short one) which allows rouge to siphon loot from enemies walking through a doorway but if the rouges inventory cannot hold a item collected it falls to the ground and makes the noise of loot being dropped while canceling rouges invisibility. so its self balanced i say. you cant be too greedy or you give yourself away. loot pickpocketed would still be random though.
Votes
Opinion: +11
Upvotes: 19 70.37%
Downvotes: 8 29.62%
Suggestion ID: 1610870 | Submitted at
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Being able to play as a goblin.
Strengths: Small size, gremlin energy.
Weaknesses: Low HP, can’t wear armor because smol, very limited weaponry, shorter range with weapons because short arms, can only equip buckler shield, limited spell casting, (if the proper class.)
Why so many weaknesses? Because we don’t play goblins to have an advantage, we play goblins to have a disadvantage so we can flex on the players who aren’t playing as the green gremlins.
Votes
Opinion: -11
Upvotes: 8 29.62%
Downvotes: 19 70.37%
Suggestion ID: 1610876 | Submitted at
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Make it so when you hop on spiders they take small amounts of damage because playing rogue and accidentally jumping on them and they cant hit you and you cant hit them gets annoying being softlocked
Votes
Opinion: +53
Upvotes: 53 100%
Downvotes: 0 0%
Suggestion ID: 1610882 | Submitted at
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[I'd pay good money for an on weapon stat track, much like the blue torch just a generic "skin" that gets applied when I use the certain weapon. But have each weapon track kills separately using tally marks or something]
Votes
Opinion: +6
Upvotes: 12 66.66%
Downvotes: 6 33.33%
Suggestion ID: 1610887 | Submitted at
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The trade menu was pretty scuffed here me out here the way you have it right now is alright but it takes way to long to long to get a item you want or fully lit up off the trade what we could do instead is make it so it’s straight offers because I kid you not getting a full set of gear off trade easily could take more than 1 hour with the certain players declining all offers raising the price tell no one buys then coming back down on there price players would even post items just to see what they could get for it but not selling. It was frustrating to say the least then when you got a normal player actually selling the item they can only accept one trade invite so unless you were spamming it you weren’t going to have your offer accepted Instead with the offer theory you could have a world trade then you use filters not only for items but for STATS and make it so after you offered to the player you could put the gold into the a lot go into raid and everything and then what ever offer the player takes will get the item the rest would just have there offer refunded. That would be the unique system but going with a tarkov styled flea marker with more stat filters wouldn’t be a bad idea I was looking at some of my past streams and friends streams and let me tell ya easily a hour maybe 2 just to get a kit it’s bad for viewers bad for sellers and bad for GAMERS please take it into consideration or that could be it for the competitive players on the game they were all pressed about the same trade issue THANK YOU D&D KEEP MAKING GREAT GAMES!
Votes
Opinion: 0
Upvotes: 3 50%
Downvotes: 3 50%
Suggestion ID: 1610899 | Submitted at
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As it is displayed in the lobby section before a match begins, there are wanted posters of the top players per class. A bounty system would be a perfect addition to contribute to the displays in place. To claim a bounty, a player must extract with the wanted players Soul Heart & sell to a Bounty Merchant.
The obvious downside of this is intentional feeding of soul hearts to friends or other accounts as a proxy for getting rich quick. As even spectating the fight which determined the winner to be legitimate could also prove difficult given people could be using coms to fake these results. Overall I believe it is a concept worth implementing.
Votes
Opinion: +30
Upvotes: 31 96.87%
Downvotes: 1 3.12%
Suggestion ID: 1610905 | Submitted at
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[Trade: Make a city hall (AH-HV) to replace the current Trade system: Considerable time savings and place in the stash. A system of box to letter the reception of message or items.]
[Merchants: Boosted the drop level of purchased items.]
[Combat: Improved the weapon blocking system, players quickly understood that dodging was more profitable. Lower the damage of jet weapons and weapons at distances. Many good players use only that. Continue with the remote distance class, to make the gameplay more satisfying.]
Votes
Opinion: +10
Upvotes: 14 77.77%
Downvotes: 4 22.22%
Suggestion ID: 1610933 | Submitted at
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it would be nice to have some of the fighter's base stats in knowledge moved to his other stats. Currently there is just no reason for the fighter to have 15 base points in knowledge, since the fighter can't use any spells nor does he benefit from magical interaction speed. The idea for the fighter is he is the jack of all trades, however since he cant use any spells, its not much of a jack of all trades, and more just a waste of base class skill points on a stat that he can never benefit from.
Votes
Opinion: +36
Upvotes: 39 92.85%
Downvotes: 3 7.14%
Suggestion ID: 1610946 | Submitted at
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Nerfing Wizard or buffing Rouge. what i mean with that. Wizard can cast invisibility up to 4 times and can have haste before invis which allows him move very fast while invisible, while in mean time rouge can cast once every 60 seconds and can only move 10 steps of slow walking. Yes is better for ambush but wizard can close distance between you to in seconds while invisible. AND wait he has dagger wich he can ignite while rouge has rupture. While poison is ticking u cant try to heal. But when u get bursted you are dead. My solution would be removing dager from wizard and giving him short sword. And if u cast haste and invisibility. Invisibility cancels haste. Those two spells should not stack
Votes
Opinion: -13
Upvotes: 13 33.33%
Downvotes: 26 66.66%
Suggestion ID: 1610952 | Submitted at
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maybe u can add a big goblin like the goblin from the anime goblin slayer the name is Goblin King and if u kill him he drops legendaries and cosmetic pet goblin that will looting for u like diablo 3
Votes
Opinion: -26
Upvotes: 5 13.88%
Downvotes: 31 86.11%
Suggestion ID: 1610990 | Submitted at
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[Give Knowledge more general value to all classes so the tradeoffs for stacking a single stat are more similar across classes. Currently the system gives everyone 75 total stat points but there are certain stats (agi/str) that are way better to have as your main stat than others. This is part of the reason you see fighters asking to have their stats changed.
Perhaps Knowledge could increase the effects of magical shielding (such as protection potion) and/or (physical) healing.]
Votes
Opinion: +38
Upvotes: 39 97.5%
Downvotes: 1 2.5%
Suggestion ID: 1611002 | Submitted at
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[ |= "Real" animation of the player 😐
What does that mean?
When you lean back/forward fast, the game doesn't register it, letting your player model from outside perspective face the same way you were facing before moving quickly. This negates the ability to dodge attacks better and reducing from the game's ability of having accurate hitboxes
Why?
Most fights are determined on how fast the class you picked or your abilities.
Having the ability to dodge attacks by leaning back or forward atleast gives a fighting chance for solo players.
Is this OP?
No, the player is only dodging by leaning his top backwards, or forwards. In both cases, you're able to hit the head.
How can it balance gameplay more?
One way that it balances the gameplay more is that, for example, certain weapons are more or less effective to people who dodge a certain way.
i.e Leaning forward leads to a big chance of a cleric smacking you in the head
i.e Leaning backwards leads to a big chance of a Spear user to connect both your torso and your head.
Another point is that dodging is not guaranteed is all weapons have mostly different animations, thus making it even a more balanced mechanic.
Simpler Explanation of before vs after the application of this mechanic:
===== When you lean back/forward fast to dodge an attack, the game decides to not register you leaning back or forward, except it will let you be facing the last point you were facing.
==== Even though in your screen you dodged by pulling back/forward, in the enemy's screen, you are still facing him/the same place you were facing.
It can be adjusted by removing the restriction the game put in that would slow down your camera facing animation.
🗒️ All in all, this would give a great impact for players as it will help balance the game more across players, giving more equal chances for all players.]
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1611003 | Submitted at
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allow weapon hit boxes to collide with other weapon hit boxes allowing you to parry incoming attacks and force groups of melee to coordinate attacks better. Allow the weapons to cause a wind up relative to size (a dagger sized wind up when parried by a dagger and a maul sized wind up when parried by a maul) this would reward skill and allow people with dual wield to get an upper hand
Votes
Opinion: -4
Upvotes: 0 0%
Downvotes: 4 100%
Suggestion ID: 1611026 | Submitted at
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Depending on which part of the weapon hits an enemy and how, it does more damage, for example, if a Warhammer hits the centre of the enemy's head it would do more damage. If the end of the longsword hits an enemy, it would do more damage than the part of the blade near the handle. For arrows or projectiles, it would do more damage if you hit the centre area of their chest or head, than the sides, like the shoulder or ear.
Votes
Opinion: -22
Upvotes: 3 10.71%
Downvotes: 25 89.28%
Suggestion ID: 1611032 | Submitted at
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The ability to level up traders. The more things you buy/sell from traders, the more you level them up. Leveled up traders sell better gear or have better prices for gear or both.
Votes
Opinion: +32
Upvotes: 45 77.58%
Downvotes: 13 22.41%
Suggestion ID: 1611054 | Submitted at
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[When matchmaking lobbies are made for anything but High Roller, the system should divide people into matchmaking tiers based on their "Hours Played" to avoid newbies being perma-farmed by nolife veterans doing their challenge runs and to even out the playfield so that the pvp fights you get would be more challenging and interesting for all parties. One of the examples could be: Tier 1: People with <50 Hours played. Tier 2: People with 51-200 Hours and Tier 3: People with 200+ Hours. This would create a more competitive/challenging atmosphere for all parties.
Pre-mades would have their tier decided by whoever in the party has the most hours played to keep it simple. If you have a new player join your lobby and you have 60 hours played, you'd still play in Tier 2 because technically you are carrying your new friend and if he would want to fight other newbies, he would have to learn on his own.
People WILL however abuse this system with smurf accounts like every game, but if the game is buy2play then this just means extra revenue for the devs with minimal impact to matchmaking (as the amount of smurfs will probably not unbalance the system itself)]
Votes
Opinion: -37
Upvotes: 4 8.88%
Downvotes: 41 91.11%
Suggestion ID: 1611063 | Submitted at
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[add more Dark classes like Necromancer (power of dead, summon skeletons, Dark Magic like bind with skeleton arms underground), , Warlock(Dark Mage, curse effects, omnivamp) and Reaper (dark warrior, use little bit of Dark Magic to give power to his weapon and combat, scythe for his weapon to deal aoe dmg Can have like charge spin (you hold right Mouse button) and ability to hide and short hook myb) scythe Can be added to other Dark classes for use]
Votes
Opinion: -17
Upvotes: 4 16%
Downvotes: 21 84%
Suggestion ID: 1611087 | Submitted at
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Make a co-op (1-4) PvE mode with a large/ randomised dungeon, separate from the PvP game in terms of equipment. This would allow for people that are less into PvP to play casually and more into killing bosses
Votes
Opinion: -39
Upvotes: 0 0%
Downvotes: 39 100%
Suggestion ID: 1611092 | Submitted at
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Have a system where each of the classes has their own subclasses, such as, when the fighter turns lvl 10 you can split off and choose two paths, one being maybe a weapon master and the other paladin. They each would come with their own unique skill set. You could even split those subclasses further in the future.
Votes
Opinion: +15
Upvotes: 25 71.42%
Downvotes: 10 28.57%
Suggestion ID: 1611099 | Submitted at
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1 . Add one use magic scrolls for spells so that way if you find a spell and are not a magic user you can still use that one scroll and it consumes the scroll upon use. 2. Add food and drink not for ultra realism or anything like that but for extra health items and buff items, Like you find bread on a goblin or a water jug in a chest. it can add small amounts of health back over time like 15 seconds or so. 3. Add cracking to ores as you mine to indicate you are getting closer to breaking the ore. 4. potions add ingredients that you can find in raid to take to a trader to make potions. You find a plant that you can harvest in raid and it takes 10 seconds to harvest it. 5. Add character customization, hair, hair color. skin color, basic stuff starting out and eventually upgrade from there. 6. Add scrapping weapons to turn them into ingots to turn into other weapons. A trader can scrap and craft the weapons for you but you provide gold and materials. In return you get a better weapon depending the grade of the weapon, green weapon turns into a green ingot and so and so forth. Have multiple ingots required for one weapon.
Suggestion ID: 1611109 | Submitted at
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[It may be a biased opinion since I played mostly cleric but i think bandage, surgical kit and altar use durations should scale off both will (at a reduced rate) and resourcefulness.
It may be nitpicking but shouldn't a cleric be better at bandaging and praying than a rouge?
I know clerics already have good sustain and they are a really good class but i wish they had a better tempo when played solo.
This would also help out wizards in terms of survivability and overall bump up the pace of the game by a little bit for everyone.]
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1611147 | Submitted at
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maybe make more of the environment interactable from weapons. Or at least I think things like a chandelier being able to fall from being shot at, or things like that. not an insane amount of stuff that would make it too saturated and not fun, but I think it could add some strategy, without being too overly game changing. ie a falling chandelier shouldn't kill you, maybe knock you back or do a bit of damage.
Votes
Opinion: +32
Upvotes: 35 92.10%
Downvotes: 3 7.89%
Suggestion ID: 1611150 | Submitted at
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I think a slight boost to the average rarity of items found in the hell map is in order... considering how dangerous it is there for everyone who isn't moderately geared and/or a ranger. As of last play test it barely felt like it was worth going down there.
Votes
Opinion: +38
Upvotes: 43 89.58%
Downvotes: 5 10.41%
Suggestion ID: 1611161 | Submitted at
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Give wizards an illusion spell that lets them make themselves look like a vanilla gear different class for 2 or 3 seconds. Don’t have it change the sound of them drawing their weapon or their footsteps so someone who is paying attention can tell the difference. Would be cool if wizards also got a dispel magic spell that removed illusions, invis and buffs within a medium range for both foes and friendlies as well. Add some room for mind gaming. Have illusions break if they attack, interact with something (door, chest) or get damaged.
Votes
Opinion: -25
Upvotes: 3 9.67%
Downvotes: 28 90.32%
Suggestion ID: 1611168 | Submitted at
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[solo slime dungeon for new players who struggle with getting starter gear and goblins
killing monsters can be underwhelming, which is why many players rush for good loot rooms and players - add consistent drops from monsters like bones to sell for little gold, this could also be implemented to the crafting system
add a friendslist
]
Votes
Opinion: -23
Upvotes: 4 12.90%
Downvotes: 27 87.09%
Suggestion ID: 1611169 | Submitted at
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There are a bunch of classes in the game with weapons that they use as their main with other weapons they can use but aren’t proficient with. EG barbarians mostly use axes due to perks.
My suggestion is you add a class that optimally uses the spear, making the spear more desired and adding to an overall improvement to the item drop pool. Whenever spears are dropped in higher rarity most players tend to be rather annoyed at this drop. But by having a class use the spear it opens up a completely new dynamic.
Eg class = The spearman, this class can be built differently, from a heavy built armoured warrior with a larger range due to the spear or a more faster paced foot soldier that can use the spear the poke out and kite enemies. Either way the possibility for its uses varies greatly.
As for skills you can have anything from a triple strike, where the user can swiftly throw out three separate pokes from their spear.
You can also add the ability to throw your spear at players, dealing large amounts of damage but losing your spear in the process.
In my opinion the addition to a class that utilises the spear adds a lot more depth to the item so it’s no longer a throw away item for the swordsman.
Votes
Opinion: -22
Upvotes: 6 17.64%
Downvotes: 28 82.35%
Suggestion ID: 1611177 | Submitted at
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[It would be amazing to have some more type of customization options in the game, for instance: a dye system where you can color your gear - this might be done by looting some material in the dungeons like flowers or moss or similar and later crafting the dye.]
Votes
Opinion: +25
Upvotes: 32 82.05%
Downvotes: 7 17.94%
Suggestion ID: 1611196 | Submitted at
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April Fool's Day playtest new vendor NPC: Magician. Sell 5 items to him and he will return a random item. Lowest rarity of the five determines the item level of the resulting item. Return nothing if the player's inventory cannot hold that item.
Votes
Opinion: -16
Upvotes: 1 5.55%
Downvotes: 17 94.44%
Suggestion ID: 1611223 | Submitted at
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Even though I really like having race skins giving minor effects and I see others being added like Orc, Dark Elf etc. I don't like the skeleton skin. There should be no skins that look like mutual enemies within the dungeon. So: races added yes but enemy skins removed
Votes
Opinion: -12
Upvotes: 20 38.46%
Downvotes: 32 61.53%
Suggestion ID: 1611233 | Submitted at
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No unique character names. If it's necessary to differentiate between players (for example in the kill log), perhaps players should first have to create a profile/account with a unique name, but character names would not need to be such. Then both character name and profile name could be displayed together. If every player can have several characters, and each character needs a unique name, that will quickly make character creation very frustrating, especially for people who come to the game late.
Votes
Opinion: +5
Upvotes: 18 58.06%
Downvotes: 13 41.93%
Suggestion ID: 1611234 | Submitted at
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Have armors have resistance to certain physical damage types. It could be categorized as slashing, piercing and blunt in traditional D&D format. For example the plate pieces could have increased resistance to slash and pierce by 20% or so but less to blunt like 10%. Alternatively the mail armors could have 20% slash 20% blunt but 10% pierce resistance etc.
Votes
Opinion: 0
Upvotes: 8 50%
Downvotes: 8 50%
Suggestion ID: 1611252 | Submitted at
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I get what you're doing building the hype and making sure servers aren't too stressed with how you've been doing the playtests but this last session has made it clear that you have an audience of people who love your game and would pay almost any price to be able to play it. Over 2 million unique players joined this time around, which is crazy. Why not change your model a bit and open up early access? The game is already in a playable state, and even if there's important changes that need to be made those could just be made on the fly, right?
There's no reason to continue the playtest model when you already have a GIGANTIC audience and a functional game. Make the game better as you go, it doesn't have to be perfect on release.
Votes
Opinion: +14
Upvotes: 24 70.58%
Downvotes: 10 29.41%
Suggestion ID: 1611255 | Submitted at
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I'm sure this is already in the works, but how about preset patterns/colors for shields to choose and clothing to customize our style and looks. Or a way to color swap for cloth clothing. Just for uniqueness. Could cost gold, or make it cost adventure points for perminantly customization options
Votes
Opinion: +24
Upvotes: 28 87.5%
Downvotes: 4 12.5%
Suggestion ID: 1611260 | Submitted at
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A progression mode where the highroller lobbies is increasing in level based on a linear progression like total kills by a party or average of party members kills etc. This lobby would increase base damage/hp/loot of each PvE engagement. To minimize the issue of splitting players up in different lobbies, it could be possible to queue for different levels at the same time and choose which to join.
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1611270 | Submitted at
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add some skills for crossbows on ranger. it would only make sense as a ranger to be able to have some cool crossbow skills along with the bow ones. theres already a perk for using crossbows, but i feel like its mostly avoided because crossbow gameplay isnt super fun, mostly because of the lack of skills
Votes
Opinion: +43
Upvotes: 45 95.74%
Downvotes: 2 4.25%
Suggestion ID: 1611275 | Submitted at
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make the space that any item takes colored by its rarity like green Grey purple etc.... It will make us loot faster and no need to put mouse on item to know if I will take it or not
Votes
Opinion: +37
Upvotes: 40 93.02%
Downvotes: 3 6.97%
Suggestion ID: 1611303 | Submitted at
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Allow performing certain small actions during invis pot (using healing items or taking few steps), but doing so will reduce the remaining duration by a large amount (10-15 seconds). This will give more value to higher rarity potions. Rogue'
Votes
Opinion: +28
Upvotes: 36 81.81%
Downvotes: 8 18.18%
Suggestion ID: 1611327 | Submitted at
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[add guilds with a customized guild emblem that shows up on shields and armor. Choose between a variety of color combos, patterns, and emblems. Obviously only one specific customized emblem can be used at once and maybe have a guild leaderboard that is a copy of the current leaderboards, but instead has guild names]
Votes
Opinion: -5
Upvotes: 10 40%
Downvotes: 15 60%
Suggestion ID: 1611384 | Submitted at
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Add "a constitution" stat
Always wondered why is there no "constitution" stat?
Isn't that the fundamental problem why barbs are over performing this patch (and may very well be over performing other patches to come )? Like the strength stat now gives not only physical dmg bu also health, which makes barbarians extremely tanky and also high dmg, adding with the single hand axe, they simply become an rouge with high HP
PS: The single hand axe (secondary weapon) needs a nerf too, the attack speed is way too fast (it literaly is just a bit slower than a dagger, and has great head shot aim animation)
Votes
Opinion: +34
Upvotes: 39 88.63%
Downvotes: 5 11.36%
Suggestion ID: 1611389 | Submitted at
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remove ranger or make their arrows slower. They don't belong in the game. They just don't fit the playstyle. All other characters are moving slowmotion so they tank all the hits from any competent ranger. Meanwhile the few fast characters wizard and naked rogue, are getting 2 tapped by rangers. They are busted and dont fit the game. Remove them or slow their projectile.
Votes
Opinion: -49
Upvotes: 7 11.11%
Downvotes: 56 88.88%
Suggestion ID: 1611402 | Submitted at
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add a minimum and maximum “gear score” for dungeons to help balance the game. I wasn’t able to play the first few days of this play test and using base gear against fully players who were playing when the game immediately dropped wasn’t super fun. There were a few time where I would hit 2/3 headshots as a fighter or barbarian only to get one tapped by someone when I had full health.
I think a gear score also encourages hire level players to play the newer harder maps that will come out.
Votes
Opinion: -18
Upvotes: 15 31.25%
Downvotes: 33 68.75%
Suggestion ID: 1611407 | Submitted at
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[The Tavern lobby as it is seems underutilized, with a decent sized map and assets only interacted with for a few moments before a game starts.
-
Make The Tavern a selectable map from the main menu, that can be entered solo or with a party, or make it what a player loads into initially when starting the game.
-
Populate The Tavern with all the shop NPC's, a stash, and doors leading to the trading posts, giving players a bit more immersion, and allowing them to test their builds and items on the training dummies. Dungeon selection/party invites can be initiated through a large table akin to the main menu. ((Stash, shop, and all the other options can still be quickly accessed through a menu via esc/key as they were in the playtests))
-
The pre-game lobby is still a lot of fun and should be kept, after the party/player is ready in their own Tavern instance and a match is found, a drinking animation & short fade to black could be played where a mug of ale occupies most of the screen as they are moved into the traditional pre-game lobby we know.]
Votes
Opinion: +47
Upvotes: 48 97.95%
Downvotes: 1 2.04%
Suggestion ID: 1611451 | Submitted at
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An insurance system. Maybe a kobold that runs and grabs your loot that you insured if it isn't looted by anyone by the time the floor is empty. Maybe costing 60-75% of the sale price and you get the price back if you escape with it. And of course a timer.
Votes
Opinion: -47
Upvotes: 3 5.66%
Downvotes: 50 94.33%
Suggestion ID: 1611478 | Submitted at
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Suggestion of Unique, Named weapons.
[Staff-Hand of Magus]: Modifies you spell memory skill to have +2 spells slots, which are being filled with 2 random spells that you already haven't chosen. Randomization depends based on how much spell capacity you still have. (Like if you still have 2 spell capacity left, you can't randomly receive chain lighting. but only zap or ignite)
Votes
Opinion: +7
Upvotes: 12 70.58%
Downvotes: 5 29.41%
Suggestion ID: 1611487 | Submitted at
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Add a way to quickly distinguish which potion in our inventory is of what rarity. An idea would be small gold dots or rhomboids just above the potion icon in its inventory slot, so 1 dot or rhomboid for lvl 1, 2 for lvl 2 potions and so on.
Votes
Opinion: +60
Upvotes: 62 96.87%
Downvotes: 2 3.12%
Suggestion ID: 1611495 | Submitted at
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[Maybe they should have a look at the way body blocking works. Now hear me out I still want body blocking no questions asked. But with the small npcs for example the skull bat and the spiders it feels a bit ridiculous when a single spider or skull bat can block an entire doorway so you cant exit a room if someones chasing you. Maybe make it so that they can be pushed slowly or something like that.]
Votes
Opinion: +51
Upvotes: 55 93.22%
Downvotes: 4 6.77%
Suggestion ID: 1611503 | Submitted at
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[Add a plague doctor class - The specifics can change but the iconic plague doctor would be cool, maybe has a smoke bomb that does an aoe 1 sec invis for anyone it hits (that might be op idk maybe just a regular smoke or only makes himself invis), a syringe to heal, a scythe or something... I imagine he would have some sort of cool potion or throwable item
Votes
Opinion: -22
Upvotes: 8 21.05%
Downvotes: 30 78.94%
Suggestion ID: 1611514 | Submitted at
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add items that are bound to your character and are not dropped when you die. They should be weak and rare, and character should still switch to any dropped item as soon as it's possible, but it would be nice to have the possibility to gather perma items.
Votes
Opinion: -46
Upvotes: 4 7.40%
Downvotes: 50 92.59%
Suggestion ID: 1611755 | Submitted at
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[What about separating proposals that change the existing system and new proposals into separate channels?
Since there are a lot of participants, I think that the discussion will proceed more smoothly if the channels are divided into smaller channels, and it will be easier to see the content of the discussion.
And what I felt after seeing various opinions is that many people would like to change the content they experienced in the playtest significantly, and improve the system and improve convenience rather than new elements (new dungeons, classes, etc.) You seem to appreciate opinions about So, I think the developers should be free to come up with new elements, and I think it will be stable to refer to the players' opinions regarding the balance of the system.]
Votes
Opinion: +5
Upvotes: 7 77.77%
Downvotes: 2 22.22%
Suggestion ID: 1611796 | Submitted at
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Damage bonus stats should only be on weapons and rings. Damage was way to high this playtest as I'm sure we all experienced, in my opinion it needs to be tuned down a bit. It all just became this thing where whoever hits first wins I feel like.
Votes
Opinion: +50
Upvotes: 56 90.32%
Downvotes: 6 9.67%
Suggestion ID: 1611879 | Submitted at
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**Redesign some oneshot mechanics on bosses. **
The ghost king and the troll kings look and sound really cool but compared to the lich king they're objectively less fun and exciting to fight. What's fum boss that can oneshot you with each of his attacks and deals flat true damage that completely clowns on your armour. Being able to die and lose your entire gearset because you've made a single little mistake or lagged out for a second is just not fun. I'm all for them dealing 90% of your health so that can get you killed by the next mechanic or some AI that are summoned but not this. Even souls like games such as Elden Ring avoid oneshot mechanics unless they're very easy to play through and that's not without a reason. They're cheap. Change the ghost king's leech attack into a oneshot instead of the jump and change the troll king's huge charged slam into a oneshot and not all of his attacks. These changes alone would make for a much more healthier and fun fights.
Remove true damage from bosses to not discourage melee
Like I said the bosses are great except for the fact that they can oneshot you. No wonder that it was rangers that solo farmed not just the troll king, but also the lich king and ghost king. That's because it's an agile class that keeps it's distance to the boss by using a bow and has a much safer playstyle that a melee class. The troll king was literally meant to be the boss designed to be fought in melee yet each of his swings completely ignores any amount of armour and magic resistance I put on me. How does that make any sense? This literally promotes anything but not playing a class that has to fight the boss in melee. That's clearly a critical design flaw that contradict the very concept on which the boss was based on.
Votes
Opinion: +55
Upvotes: 58 95.08%
Downvotes: 3 4.91%
Suggestion ID: 1611894 | Submitted at
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Once more caster classes are added, I'd love to see cantrips added as low damage spamables. Especially ELDRITCH BLAST for our warlock buddies. But stuff like sacred flame, produce flame, and firebolt would be awesome.
Votes
Opinion: +22
Upvotes: 25 89.28%
Downvotes: 3 10.71%
Suggestion ID: 1611935 | Submitted at
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[Allow pickaxes to be used as weapons and actually swing at ores to break them faster. Making cobalt and rubysilver armor was not worth the cost. Some green armors were stronger than things I invested 400g + on.]
Votes
Opinion: +42
Upvotes: 43 97.72%
Downvotes: 1 2.27%
Suggestion ID: 1611937 | Submitted at
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Trapped chests.
Currently there's a 5% chance of a mimic inside of a chest. There should be more types of traps like poison cloud, arrows, or loud alarm. Rogue with perk, and wizard with spell, should be able to tell what kind of trap is there. Lower floors could have more nasty things like teleport traps.
Suggestion ID: 1611946 | Submitted at
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Change the way stats and perks currently interact with the lich's spells. Higher Will, Higher Buff/Debuff Bonus and Protection from Evil should be beneficial stats and perks instead of detrimental. Instead of changing the duration, have the duration be unaffected. During the beneficial cycle, increase the duration instead or reducing it with higher stats/perks. Change the beneficial cycle's icon from red to blue. This is assuming that that cycle doesn't add any other kind of debuff like physical or magical damage reduction, in which case reducing the duration is working as intended. Unrelated, PfE is a lesser used perk and could include some damage mitigation.
Votes
Opinion: -3
Upvotes: 3 33.33%
Downvotes: 6 66.66%
Suggestion ID: 1611958 | Submitted at
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Add another spell to Wizard's arsenal called Magic Barricade or something around that sorts. This barricade is a small wall that can be used to block projectiles and melee attacks but can be traversed through similar to Valorant's Astra's Ultimate where she places a wall that can be traversed through but projectiles and melee attacks hit the wall. Would take some tweaking but a good number could be 2 walls per game but can be regened through campfire or meditate ability. The size of the wall could be around the size of a door or the size of a hallway, but keep in mind, like I said, players can still pass through the wall just projectiles and melee attacks will hit the wall.
Votes
Opinion: -26
Upvotes: 2 6.66%
Downvotes: 28 93.33%
Suggestion ID: 1611989 | Submitted at
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Add a small subtle effect that acts as a indicator of where one should/could have blocked when hit. This gives feedback so players can more easily avoid making the same mistakes. This would also help people practice blocking each other's attack patterns in the loading Tavern before starting a game.
Votes
Opinion: +7
Upvotes: 13 68.42%
Downvotes: 6 31.57%
Suggestion ID: 1612067 | Submitted at
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My suggestion is to create a new perk/skill for the rogue that would allow him to work with the traps around the maze, making it possible to deactivate/activate the traps around
Votes
Opinion: -4
Upvotes: 4 33.33%
Downvotes: 8 66.66%
Suggestion ID: 1612075 | Submitted at
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Buff blocking but at least make some weapons to have alternate moveset to avoid caveman melee gameplay.
There's literally no incentive to block in PvP as combos still chain after a block or there's no impact recovery whatsoever, it's no wonder why Barbarian is the no.1 killer in High Roller Leaderboard. Melee focused games like Chivalry and Mordhau already fixed this problem
Votes
Opinion: +32
Upvotes: 38 86.36%
Downvotes: 6 13.63%
Suggestion ID: 1612082 | Submitted at
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rework how the body-blocking on the respawnable spiders work.
I personally believe their body blocking should be completely removed. “because they are squishy mummy insects 1/10th the size of a player” and it would make sense for players to be able to stomp on them, or run through them. However, if we do not want to completely remove it, then I believe we should tweak it to make them easier to jump over without clashing hit boxes and either… (A). bouncing around in the air. or (B). getting thrown across the room.
Suggestion ID: 1612082 | Submitted at
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I think the idea for a seasonal wipe which would come with,
1 - Major updates
2 - Recompenses (not weapons or shit, more like of cosmetics or items for the housing if added one day) for the top players of each class and/or guilds once implemented
3 - A rotation of game modes / events (not talking about ranked or freaking deathmatch, pls, focus, more like nightmare mode and event like st patrick and all)
Would be a great idea that can balance the game and give a continual goal (Also wouldn't be that much annoying compared to the monthly wanted wipe, 3 months wipe's letting a lot more time room for people that cannot play a lot in my opinion but that will still nerf the domination that hardcore players / farmers can establish)
Votes
Opinion: -21
Upvotes: 1 4.34%
Downvotes: 22 95.65%
Suggestion ID: 1612096 | Submitted at
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due to the rumors and stuff i suggest even more vigorously lets u pay you for a current game state and develop a 2nd branch.
Why? in the past few years this has become a common place low tech ransomware. they are going to get steam to not allow you to sell the game until any lawsuits are resolved then they waste your money and time until you are belly up, then they try to take the company via hostile takeover for a fraction of your worth.
Its disgusting.
capitalize on the 2million players ASAP please take my money and use it to fight the scumbags losers
Votes
Opinion: +31
Upvotes: 34 91.89%
Downvotes: 3 8.10%
Suggestion ID: 1612116 | Submitted at
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add a option to allow a button to let you die and let your body just drop to the floor it would be really funny if I just died because someone talked to me in voice chat
Votes
Opinion: -23
Upvotes: 9 21.95%
Downvotes: 32 78.04%
Suggestion ID: 1612127 | Submitted at
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Add more potions.
- Potion of speed + 20% to speed
2)Potion of Pain increases all stats +3, but causes periodic damage to the character
Give the crossbow pure damage through armor.
Votes
Opinion: -50
Upvotes: 2 3.70%
Downvotes: 52 96.29%
Suggestion ID: 1612144 | Submitted at
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Trader option that can sacrifice 3 to 5 same quality gear to have a chance to get only 1 but higher quality (example: 5 white = 1 green or 5 green = 1 blue) this may help in limited storage problems people have at the moment and also it can fail of course, i think it could be a fun factor to the game and helps too.
Votes
Opinion: +5
Upvotes: 16 59.25%
Downvotes: 11 40.74%
Suggestion ID: 1612155 | Submitted at
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Adding an actual Auction House. This will allow WAYYY easier transactions from p2p. Also adding in more loot tiers or a leveling system where the higher level you are, the better gear you can get.
Votes
Opinion: +20
Upvotes: 35 70%
Downvotes: 15 30%
Suggestion ID: 1612158 | Submitted at
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Limit the amount of times a specific Unique item can be obtained but also establish some conditions. For example, add a timer to every unique weapon so that whoever got it can't store it in their stash forever and MUST use it/trade it. If that timer runs out, the unique item goes back into the wild.
Votes
Opinion: -50
Upvotes: 6 9.67%
Downvotes: 56 90.32%
Suggestion ID: 1612191 | Submitted at
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[Remove damage stats from armor and remove any non-damage stats from weapons since the meta on the last playtest was to get as much damage in every gear piece as possible, any defensive related build/gameplay underperformed heavily in high roller]
Votes
Opinion: +34
Upvotes: 43 82.69%
Downvotes: 9 17.30%
Suggestion ID: 1612196 | Submitted at
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During the December playtest I was an avid user of the battleaxe, and found that it had an unrealized potential.The battle axe used to have an amazing 2 strike combo that allowed the user to almost hook and grab enemies with the second combo swing. It also had an amazing right click cleave that horizontally swept across the entire screen. The changes to the battle axe have given it a deceptively short reach, thus making it almost obsolete in comparison to the felling axe, and even 1h options like the horsemans. I actually think the horsemans axe has a longer reach now. It used to be that you'd take the felling axe over the battle axe for the potential to eliminate your enemy with a faster swing time, or opt for the battle axe for, at least, the potential to out-reach your opponents, and use the second swing of the combo to hook your fleeing enemies, but that is no longer significant reason to choose the battle axe
The current Barbarian meta, as it stands, seems to incentivize players to get rid of their Baxe, for a horsemans axe or felling axe as soon as possible, for the animations on other weapons are simply superior. If there is one thing you do to improve the barbarian meta, it would be to revert the barbarian's default weapon to its previous state and make it an honest contender in terms of choice of weaponry. The battle axe reach is so short I found that often times I would deal a clean hit, but would still suffer from my enemies able to run out of my reach, regardless of the hit speed debuff
When I read in the patch notes that there were changes to the BAxe, I assumed it meant the LMB/RMB swings would combo together better, quicker, or more smoothly, but the ability to combo strikes together now feels clunkier and slower that previous playtests. There is so much time in between the strikes, the weapon honestly feels slower than the Bardiche
Votes
Opinion: +20
Upvotes: 24 85.71%
Downvotes: 4 14.28%
Suggestion ID: 1612215 | Submitted at
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[Items move to the left side of your inventory instead of the top upon pickup, so you can actually pick up items without having to play the sorting game to fit a single quarterstaff that only stacks upwards]
Votes
Opinion: +39
Upvotes: 39 100%
Downvotes: 0 0%
Suggestion ID: 1612218 | Submitted at
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change around attributes on armor. Currently higher rarity armor really doesn’t feel that good or rewarding to get. This is because for armor to be good it pretty much needs good attributes. The entire armor market is waiting for a piece with plus damage or all attributes that’s worth a very large amount of money, even though in some cases is only green or blue. Uniques can be worth less than good attribute blues. I think better armor should come with some sort of dmg increase or all attribute increase by default. I think that rarity of armor should matter more and personally I hate having to spend a ton of time looking for good attribute gear that’s very expensive and finding a legendary item only for it to be useless because of no good attributes.
Votes
Opinion: +5
Upvotes: 15 60%
Downvotes: 10 40%
Suggestion ID: 1612225 | Submitted at
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ai's idea of a dwarven class here's a concept for a Dwarf character class for the game Dark and Darker:
Introducing the "Dwarven Engineer" character class. These hardy and cunning dwarves specialize in constructing intricate machinery and traps to take down their enemies.
Here are some abilities and skills that a Dwarven Engineer could have:
Trap Specialist: The Dwarven Engineer is skilled in creating traps that can ensnare or deal damage to enemies, including explosive mines, tripwires, and pitfalls.
Mechanic: The Dwarven Engineer can quickly repair damaged machinery or structures in the game, including broken bridges or damaged doors, or even create temporary structures to aid in combat.
Forge Master: The Dwarven Engineer has the ability to create and modify weapons and armor, using their expertise in metallurgy and engineering to craft powerful, custom gear.
Tinkerer: The Dwarven Engineer is capable of creating and using various gadgets and gizmos to aid in combat, such as smoke bombs, flamethrowers, or even mechanical exoskeletons to enhance their strength and mobility.
Explosive Expert: The Dwarven Engineer can create and utilize explosives to deal massive damage to enemies or destroy obstacles in their path.
Tunneling: The Dwarven Engineer can dig through walls or the ground to create new paths and shortcuts in the game.
Votes
Opinion: -44
Upvotes: 0 0%
Downvotes: 44 100%
Suggestion ID: 1612227 | Submitted at
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We don't currently have a unique Wizard book. I propose we have one that does the following - NOTE: Each affect could have a unique cooldown to balance. Each of these is also subtle, but should match the strength of other weapons :
- For chain lightning and fireball, the book prevents damage that can be done to self
- For Ice bolt, makes it cast as a beam instead of a bolt
- For zap, make it cast in a straight line vs the zig zag that might cause it to miss
- For Spell Missile, allow us to move during casting at 50% reduced speed
- For Lightning bolt, increase the damage and come down time
- For Invisibility, when casted, create a "clone" that walks in the direction you were facing when you cast the spell.
- For slow, let it bounce to nearby targets.
Again these are just idea's, but having a book that makes each spell unique seems cool.
Votes
Opinion: -24
Upvotes: 7 18.42%
Downvotes: 31 81.57%
Suggestion ID: 1612269 | Submitted at
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If we do get a ranged option for Rogue then it could be Balestrino or the assasin's crossbow a real medieval period which was all metal and was light and compact it reloaded very slowly via twisting the handle to pull back the string. As for mechanical implementation it could go under the secondary weapon category to be wielded alongside daggers or rapiers the main weaknesses would be the slow reload, low damage and the short range even for a crossbow. As for availability have a grey be occasionally for sale from the weapon smith for 8G and better one's obtained through special merchants or dungeon diving.
Votes
Opinion: -3
Upvotes: 11 44%
Downvotes: 14 56.00%
Suggestion ID: 1612283 | Submitted at
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please add the option to bind items from the belt to a key, like healpotion or bandage etc. it can be very important to have an specific item fast and without clicking through the beltslots. what if i need an item NOW that is on the 3rd place? ......OR add an belt-item-menu which u click via binded button and that shows your 6 items and then u select the item u wanna grab like in other games and very similar to the spell menu.
Suggestion ID: 1612302 | Submitted at
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A unique spell book item called 'Bible' which: - NOTE: Each affect could have a unique cooldown or cahnged stats for balance:
- heals 10 extra hp when healing with magic
- increases the duration of buffs and debuffs by 50%
- increases the effect of buffs and debuffs by 50%
Votes
Opinion: -42
Upvotes: 4 8%
Downvotes: 46 92%
Suggestion ID: 1612314 | Submitted at
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[while bandages are equipped and looking at an alive player within fist range, allow pressing F to bandage target with double the speed it would take via self. this adds teamplay mechanics.]
Votes
Opinion: +63
Upvotes: 68 93.15%
Downvotes: 5 6.84%
Suggestion ID: 1612329 | Submitted at
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[Crafting and Resource gathering (part 2 of 2)
The Crafting suggestion part that is linked to the resource gathering. All crafting is to be done by the merchants or could be an account wide skill that can be level'd and used on all characters.
-Potion brewing: At alchemist make your own potions from the herbs you gather in dungeons. Finding scrolls in the dungeon to make random potions you don't know the effect of untill you drink them could be a nice addition.
-Weapon tempering: Upgrade your weapon at the weapon smith using ingots and monster drops, maybe even sharpen your weapons with whetstones but give it a chance to break upon trying to sharpen it with every attempt (risk reward for trying to upgrade base damage increasing the more you do it and higher chance to break it based on rarity)
-Tailoring: Harvesting slain spiders for silk to make attachments for armor and weapons at the tailor that can add tiny buffs, like scarfs to go ontop plate, some cloth wrapped around pikes, dyeing armor, maybe capes that can get stuck but reduce backstab damage? Adding more decoration to players
-Disenchanting: Alchemist? Lots of crafted armor came out with really horrible enchants the class can't even use for too much work. Being able to take enchantments off and leave a gem slot or rerolling enchants by using crystal, ore dusts, boss drops that** increase the more you reroll** making it very expensive and luck based.
-Jewelcrafting: New vendor? Using gems and ingots to carve them into rings and pendants.
-Gem slotting: Give the gems a use, can even make them rare mining finds, adding specific enchants to weapons and armor. could make it so armor instead of enchants have these empty gem slots for them. Gems only can have 50-75% of the biggest attributes can get for balancing it.
Votes
Opinion: +5
Upvotes: 18 58.06%
Downvotes: 13 41.93%
Suggestion ID: 1612341 | Submitted at
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[a simple suggestion. But one I believe should definitely be looked at in some way.
Currently the enemies in "Hell" or the 3rd floor. However you want to refer to it.
Are way too fast. I understand they're supposed to be a larger challenge and them having more damage, health, etc is fine. But for a game where most classes are purposely designed to be slow, the overwhelming speed of these enemies makes them not just challenging but outright unrealistic to deal with. Especially with the current level design giving you very very little room to work with.
Speed reduction is just my initial suggestion to make them able to be actually managed while still being more challenging but if you have an idea im more than happy to discuss in suggestion discussion!]
Votes
Opinion: +14
Upvotes: 28 66.66%
Downvotes: 14 33.33%
Suggestion ID: 1612439 | Submitted at
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for the unique quarterstaff, would be cool if it had a extra action ability (press x) to point / short charge up the quarterstaff and shoot a spell (fireball or lightning) 30-60 second cooldown
Votes
Opinion: -31
Upvotes: 2 5.71%
Downvotes: 33 94.28%
Suggestion ID: 1612467 | Submitted at
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[When holding 3 or 4, allow us to use our cursor to select what item we want to switch to in our belt. Apex Legends uses something like this to select what shield or bandage to swap to. I think that would greatly increase the user's control]
Votes
Opinion: +39
Upvotes: 42 93.33%
Downvotes: 3 6.66%
Suggestion ID: 1612474 | Submitted at
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[Highlight friendly targets when a buff/heal is being cast and cursor is on the ally. Show allies a ray trace of damaging spells or ranged weapons being cast or arrows/bolts/utility items being used. My casual friends can’t stop shooting me in the head or running directly into allied fireballs, or friendlies dodging heals/buffs. It would help their enjoyment a lot I believe to increase clarity on friendly fire.]
Votes
Opinion: -5
Upvotes: 4 30.76%
Downvotes: 9 69.23%
Suggestion ID: 1612508 | Submitted at
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an idea for a unique weapon, [Wampyrs Thrust] a red bloody bow of the bones of vampires slain throughout the history of the dungeon, the# unique bows ability allows you to sacrifice a small portion of your own HP to temporarily increase the next shot, if this shot hits/or kills you get your up back. Every third shot adds a small life steal.
Votes
Opinion: -30
Upvotes: 1 3.12%
Downvotes: 31 96.87%
Suggestion ID: 1612513 | Submitted at
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Had an idea for a PvPvE designed level centered around a dragon. Dragons lair, center of the level is a dragon (because what kind of D&D inspired game doesn’t have one). Of course the real purpose here will be to draw players together then create conflict. Basically defeating the dragon should require multiple teams working together, too much hp to get through it solo or even with a team of three. Forcing cooperation to take it down, and once the players do, afterwards they can sing kumbaya and loot the horde… -or- whoever loots the dragons corpse can get his rare item, The Dragons Jewel Eye (or whatever mcguffin you like) used to create the rare Dragon Crown or whatever. Top notch stats/abilities, and a fancy crown to show off. Of course picking up the eye alerts the entire lobby, and they have a nice red glow showing that they have it. Only one can keep it, maybe it would be safer in your possession? (Ultimate goal have an event that forces feigned cooperation, but ultimately descends into chaos and a mad dash to escape with the rare treasure, or make sure no one is left to challenge your claim to it).
Votes
Opinion: +34
Upvotes: 41 85.41%
Downvotes: 7 14.58%
Suggestion ID: 1612520 | Submitted at
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[ GIVE ROGUES A ROLL !! Very difficult to disengage if your burst doesn’t kill someone. PvE is also very risky for rogues, as we suffer from the highest risk out of any class when killing mobs. Give us an escape/agility tool to help gap close/get away then things go south
Votes
Opinion: -46
Upvotes: 6 10.34%
Downvotes: 52 89.65%
Suggestion ID: 1612561 | Submitted at
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Suggestion of Unique, Named weapons. (Phobos as in Greek language for fear)
[Windlass Crossbow-Draconic Phobos]: If the bolt hits, the target takes 15 more additional Magic damage and is slowed by 80% for 2 sec. Additionally, the bolt breaks doors, chest.
[Flavour Text: Does who seen Dragons, always felt the fear of doing so first before witnessing their might]
Votes
Opinion: -29
Upvotes: 2 6.06%
Downvotes: 31 93.93%
Suggestion ID: 1612672 | Submitted at
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Additional hotkeys for items, its can be quite frustrating to try to find the right item by rotating using the current 3 or 4 key system, having the ability to further bind each slot with its own key will make it less frustrating, especially if the servers are slightly laggy and your spamming the rotation key, only to find its double swap to the next item you wanted to bring up.
This way you can reliably have bandage, pots etc. on each separate key/slot and there will be no mistake.
Votes
Opinion: +60
Upvotes: 61 98.38%
Downvotes: 1 1.61%
Suggestion ID: 1612687 | Submitted at
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[Being able to rotate stuff in your stash/inventory kinda like in tarkov when you press "R" for example weapons are 4 or 5 grids tall and cannot be turned around so if you have loot in the top of your inventory you arent able to pick it up. it makes stash/inventory management way more easy. ]
Votes
Opinion: +46
Upvotes: 51 91.07%
Downvotes: 5 8.92%
Suggestion ID: 1612695 | Submitted at
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Adding a boss to the castle (1st floor). Also being able to face a boss as a solo would be fun. I understand encouraging teamplay for boss fights but I disagree with the decision to make it literally impossible to fight the main bosses solo. I think the boss-fights are a great part of this game but often in hell you aren't running into people and aren't being challenged while fighting the boss. Adding a first floor boss that is able to be killed by solo players would encourage a lot more fights and add a new level of intensity to the first floor. It would also add more depth to the map, and give players something else to do besides loot and wait to leave or go to hell. I think the troll boss was a great idea however he is basically impossible to kill by nature of his attacks.
Votes
Opinion: -13
Upvotes: 8 27.58%
Downvotes: 21 72.41%
Suggestion ID: 1612729 | Submitted at
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Give dual wielded weapons unique combos when both are swung at once, as it stands most offhanded weapons are either only worth using for their rolled stats, or in very niche situations.
Votes
Opinion: +53
Upvotes: 55 96.49%
Downvotes: 2 3.50%
Suggestion ID: 1612777 | Submitted at
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Lich faction. Hear me out.

Players can loot the soul hearts of enemy players. Player takes enemy soul heart to an Altar of Sacrifice and uses it there. Enemy soul heart is consumed, shrine is not consumed (meaning it can be used again for repeatability), player gains items as if they searched a treasure pile (with reduced quality or quantity). This is a reward from the Lich for killing would-be slayers and giving him more corpses to turn into minions.
Also, in the room in between levels a simulacrum (illusion) of the Lich appears in the shadows on the sides. Attacking him makes him disappear and you hear laughter, but if you interact with him he shows you a screen with your PvP stats on it.
Votes
Opinion: -18
Upvotes: 6 20%
Downvotes: 24 80%
Suggestion ID: 1612817 | Submitted at
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[Add a practice mode that allows you to spawn in different weapons/shields to equip and spawn different enemies so you can practice fighting/blocking against different enemies, with different weapons and classes.]
Votes
Opinion: +43
Upvotes: 48 90.56%
Downvotes: 5 9.43%
Suggestion ID: 1612860 | Submitted at
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[add a small movement penalty for arrows when firing (or atleast only for fighters) where when you move to much you lose a little accuracy (not for cross bows since they are an instant fire)]
Votes
Opinion: +2
Upvotes: 19 52.77%
Downvotes: 17 47.22%
Suggestion ID: 1612862 | Submitted at
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Make the ranger reload animation different depending on how many arrows are left, so if there is one arrow left or something do the full animation, but if only one arrow was used then only have to reload one arrow in the animation
Votes
Opinion: +29
Upvotes: 40 78.43%
Downvotes: 11 21.56%
Suggestion ID: 1612921 | Submitted at
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Faction system, in which allows players to find items ingame/complete challenges to add “devotion” ranking to either factions, example: (Cave Trollemites, Skeleton Lichuardians, Ghost Knights) Devotion rewards can be as simple as “Dye” of a certain color to match said group and allow players to customize clothes/add banners to clothes to rep said faction. High devotion rewards can branch off and unlock more defining rewards to match the faction such as a skin for the character entirely, examples: Troll/Goblinite male/female, Ghastly ghoul. Another example of a higher tier reward could simply be a redesign to certain outfits. A wizard cloak resembling the ghost kings drapes would be something quiet amazing. Creativity is boundless on that end.
Votes
Opinion: +20
Upvotes: 24 85.71%
Downvotes: 4 14.28%
Suggestion ID: 1612924 | Submitted at
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add prestige system, once your character hits max level they can prestige and reset quest progress, inventory, trader reputation and level back to 1. This gives you a unique currency you can spend on your account as a whole, from unique skin alternatives like a black skeleton, torch effects/emotes, and maybe unlock alternative grey starting gear for different classes.
Suggestion ID: 1612964 | Submitted at
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[Make Cleric's Judgement do less damage to a player or give a debuff on the person targeted to give them a chance to break line of sight. As of now it seems that it can hit you without warning or playing around it like you can with any other class's abilities]
Votes
Opinion: -24
Upvotes: 10 22.72%
Downvotes: 34 77.27%
Suggestion ID: 1612992 | Submitted at
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lower the maximum rolls you can get for flat damage on gear. for instance additional magic or physical damage could get upto a +5 roll. i think that +3 for regular flat damage rolls and a +2 for true damage rolls should be the cap that a piece should get.
Votes
Opinion: -4
Upvotes: 7 38.88%
Downvotes: 11 61.11%
Suggestion ID: 1612997 | Submitted at
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[Make the lobby area and waiting rooms more lively.
Add a Bartender NPC, they could be interactable or just there for atmosphere cleaning mugs or something.
Add "Press F to Sit" on the chairs by the tables.
When sitting "Press F to Drink" appears and you can watch your characters drink Mugs.
Be able to drink with other players thats also waiting around. (This won't add any special effects or anything)
I just wanna roleplay an adventurer drinking alone in the corner or drink with my party about to get wiped in the dungeons]
Votes
Opinion: +63
Upvotes: 63 100%
Downvotes: 0 0%
Suggestion ID: 1613034 | Submitted at
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- Add voices for all merchants
- Add a narrator who gives a short monologue before each dungeon run.
Vendors:
Each vendor has a unique voice for immersion.
Maybe make it a community thing, where everyone can send in lines to become one of the merchant voices, that would be pretty cool. — "Stay a while and browse my wares!"
When starting a run:
Example: "The bar keeper told you there was a mysterious sound emanating from the ancient castle ruins, some say there are unspeakable horrors. Nobody has been brave enough to investigate, until now...." - The black screen fades in and you start your run. This line might change depending on what map you're playing.
Votes
Opinion: +11
Upvotes: 25 64.10%
Downvotes: 14 35.89%
Suggestion ID: 1613070 | Submitted at
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limited ammunition on rangers that replenishes at campfires. Something very high where unless you're actively spamming will not run out and a full restock at campfires. Just the concept would be enough to dramatically change ranger playstyles and add realism.
Votes
Opinion: -30
Upvotes: 6 14.28%
Downvotes: 36 85.71%
Suggestion ID: 1613077 | Submitted at
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[more trap variations! From nefarious dart traps rigged to colored tiles, to tricky portcullis traps that divide parties, make the environment itself a challenge to overcome!]
Votes
Opinion: +39
Upvotes: 45 88.23%
Downvotes: 6 11.76%
Suggestion ID: 1613082 | Submitted at
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[add a tower shield as the largest, most defensive single-handed shield option. Probably only for the fighter (maybe cleric?), with a large move-speed penalty of around 40-50%.
You could balance it in a variety of ways, such as restricting movement while blocking, restricting one-handed weapons usable with it, etc to ensure it is not a superior choice to other shield options, just a primarily defensive one.
Thank you.
Votes
Opinion: +12
Upvotes: 21 70%
Downvotes: 9 30%
Suggestion ID: 1613090 | Submitted at
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[A thematic way to make the game more interesting: Bounty Board;
You can get yourself bounty quests to hunt 'valuable targets' these targets will be limited to the top 1000 players in each category. The name is revealed once you enter the dungeon.
You can also purchase additional tools to help in a match in which you get one of these 'targets' like knowing where they are or what gear, or coat them in a musk that draws all NPC aggro, or map manipulation or some other moderate bonuses.
You must be extract with the targets soul heart to collect the reward.
This makes the game more interesting and provides a slight edge to the lesser players and provides an additional challenge to the top players by spicing the game up occasionally.]
Votes
Opinion: -26
Upvotes: 6 15.78%
Downvotes: 32 84.21%
Suggestion ID: 1613110 | Submitted at
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Bows and crossbows shouldn't have unlimited ammo. Sell stacks of 50 arrows/bolts for 20 gold each from the woodsman. Give 1 free untradable stack to starting rangers. Then add a perk for unlimited arrows to the ranger if they want to save gold.
Votes
Opinion: -53
Upvotes: 7 10.44%
Downvotes: 60 89.55%
Suggestion ID: 1613125 | Submitted at
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Add a default slot for potions and misc items to fall into on ur utility belt. For example if you pick up a health pot it goes into your 3rd slot on ur utility bar instead of into your inventory.
Votes
Opinion: +29
Upvotes: 32 91.42%
Downvotes: 3 8.57%
Suggestion ID: 1613179 | Submitted at
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Elemental classes: Classes specializing in specific elemental classes of magic, if that wasnt obvious with that first part haha. We see the current wizard use Fire Lightning and ice magic alongside other spells such as speed boosts and invis but what if that wizard were a more-so jack-of-all trades master of none type deal? While using a variety of spells have its perks, none of them would be inherently too powerful if not used with tact will never be more useful than random bits of damage
But then there'd be the elemental classes: Able to use more powerful element specific spells, at the cost of being able to use few/none of the other classes of magic, making them very strong in certain situations but leaving them vunerable outside of their specializations
Votes
Opinion: -29
Upvotes: 0 0%
Downvotes: 29 100%
Suggestion ID: 1613187 | Submitted at
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sorcerer class. no spell memory skill 3 different spell sets you can take in Ie* Fire spell list, Storm spell list, Arcane spell list with pre determined spells. take in 2 spell list for more spell slots since you don't have meditation like a wiz ORRR take in "meta magic" skill a new radial menu like spell memory that would allow you to modify your spells depending on what meta magic feature you have selected (thoughts for meta magic) Projectile speed, Cast speed, Spell damage, Spell range, Enlarge spell [make spells like fireball and magic missile larger hit box] , Subtle Spell [Silence the spell cast sound and dim the glow] In my head cannon you would have a pool of meta magic points you would spend when you use a heightened spell that would recharge at campfires
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1613233 | Submitted at
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Why is Adrenaline Rush limited to one charge? It's not worth a slot unless you only plan on getting in one pvp fight per campfire/dungeon. It even has a severe downside like Barbarian's Rage does, but Rage gets unlimited uses with a cooldown? What's that about? Either give it 2-3 more charges per dungeon or tweak the values a little and put it on a cooldown instead of limited charges.
Votes
Opinion: +54
Upvotes: 58 93.54%
Downvotes: 4 6.45%
Suggestion ID: 1613237 | Submitted at
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Rogue players default kit should start with a smoke bomb which can only be used by the rogue class (similar to Ranger traps). This item would replace the smoke bomb perk. This would allow rogues to have some extra utility without giving them more direct damage. Higher quality smoke bombs could be found throughout the game, also similar to Ranger traps.
Votes
Opinion: +24
Upvotes: 30 83.33%
Downvotes: 6 16.66%
Suggestion ID: 1613265 | Submitted at
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[A class that has a bigger inventory, but is at a disadvantage in combat. This would encourage the very good players to use the class so they can profit more per game, but gives the lesser skilled players a chance against them.]
Votes
Opinion: -28
Upvotes: 8 18.18%
Downvotes: 36 81.81%
Suggestion ID: 1613277 | Submitted at
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procedural map generation for the game means the game map will shift it's places randomly each run ( could be scripted for example up to 7 example, also it shouldn't go as detailed , as possible ) i'd expect this be very late development process ! but it's strong idea
Votes
Opinion: +1
Upvotes: 16 51.61%
Downvotes: 15 48.38%
Suggestion ID: 1613285 | Submitted at
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Instead of an open trade lobby, maybe incorporate a Grand Exchange type system, or a actual item sales board where you can post it and people can leave offers, or buy it at the set price.
Votes
Opinion: +49
Upvotes: 52 94.54%
Downvotes: 3 5.45%
Suggestion ID: 1613356 | Submitted at
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[Hot Take: move throwing knives, and axes, from an inventory slot, to a ranged weapon slot with similar reloading mechanics to the bow and arrow. Throwing knives have 3 shots before reloading, throwing axes have two. Would at least free up inventory space mid raid. Also, hand crossbow for rogue, cleric, and maybe barbarian.]
Votes
Opinion: -23
Upvotes: 5 15.15%
Downvotes: 28 84.84%
Suggestion ID: 1613363 | Submitted at
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Allow the alpha to be open continuously, it worked well for dayz, hunt the showdown, rust and many others who decided to allow their fans and players to grow with the game allowing it to grow before their very eyes. It makes a community stronger together. I want nothing more than to play this lovely game as long as id like, without a time crunch between every playtest it often becomes stressful and leaves the community with depression and separation anxiety. DaD has been the most fun id had in a game in a long while, please let it be open let us enjoy it together.
Votes
Opinion: +11
Upvotes: 32 60.37%
Downvotes: 21 39.62%
Suggestion ID: 1613366 | Submitted at
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Bear traps are too punishing in PVP. Bear traps should be a permanent slow until removed with interaction, or should be a short-term immobilize for 3-6 seconds, not a permanent immobilize.
Votes
Opinion: -49
Upvotes: 14 18.18%
Downvotes: 63 81.81%
Suggestion ID: 1613412 | Submitted at
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Ranged NPCs should be less dangerous in melee combat and more dangerous in ranged combat. It is currently the opposite of the intended game design of a ranged enemy. It's strange how you see an archer and think "Yeah, I can't get close to him, let's keep our distance!" It makes no sense. As it stands now, ranged classes are best against ranged enemies and melee classes suffer in melee combat against rangers even in melee range because dodging is very difficult at melee range.
Why rangers are powerful close range:
They're powerful at close range because their insanely good close-range tracking is difficult to dodge even from melee range. You can reliably dodge archers at medium range (like 2 melee lengths away) just by holding A or D, but it's difficult to dodge an archer at close range. You should not have to back up from an archer to dodge its arrow, then run in to poke it for damage. It's not even easy to swarm and circle/crouch the skeleton archer even as an agile class, but melee classes are supposed to counter ranged enemies at close range.
NPC Archers and mages should have their spells canceled or delayed when hit by a melee attack. Larger melee weapons produce a moderate "stagger" (NPCS only/Not for PvP!) that staggers or delays ranged charge-up attacks based on the size/power of the melee weapon. Starter daggers don't necessarily need to stagger skeleton archers a whole lot, but I'd hope a war maul does!
Buff ranged enemies' capabilities at ranged distances (projectile velocity &/ damage) in coordination with the close-range nerf to keep it balanced! We don't need to make the game easy; we only need it to be balanced! NOTE: Mage NPCs do a lot of damage relative to the ranger NPCs, but they still have excessively good close-range tracking and never get staggered or interrupted by melee attacks. I don't think the mages need a damage buff.
Votes
Opinion: +57
Upvotes: 64 90.14%
Downvotes: 7 9.85%
Suggestion ID: 1613430 | Submitted at
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I suggest that you add a private match and you can send an invite to your friends or followers your stream if u a streamer , but you can control the loot that people enter with like if u want the just play with blue loot u can control that , so if you agree that you are playing blue loot, no one will enter a purple loot
Votes
Opinion: -35
Upvotes: 4 9.30%
Downvotes: 39 90.69%
Suggestion ID: 1613521 | Submitted at
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Change the huge smoke cloud for rogue, so that in darker areas there isn't a visible hide smoke cloud, but in brighter areas there is. And include a mechanic which decreases rogue hide time in brighter lit areas, but increase it in darker areas. Max brightness -> -50% hide duration / Max darkness -> +10% hide duration. Change the game so that not all the lights are lit, some throughout the map being randomly turned off, in order to make it not so obvious for rogues in darker areas.
Votes
Opinion: +26
Upvotes: 31 86.11%
Downvotes: 5 13.88%
Suggestion ID: 1613522 | Submitted at
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A large issue with stealth in darkness currently is if you see lights off currently you know for sure a player is likely nearby hiding, or has been here.
The game state could start with some lecterns and torches off by default (at a low % chance, so it's unlikely to find rooms that are 100% pitch black), but that way it's much more difficult to tell if a player is in an area just on the pattern of how many torches are on or off.
Votes
Opinion: +93
Upvotes: 95 97.93%
Downvotes: 2 2.06%
Suggestion ID: 1613523 | Submitted at
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Bloocking in DnD
I don't get how blocking works.
I blocked in front of me while crouching, yet still got hit by small goblin.
Change or make it clear to how block properly. Create in game tutorial.
Votes
Opinion: -16
Upvotes: 18 34.61%
Downvotes: 34 65.38%
Suggestion ID: 1613547 | Submitted at
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[suggestion] So I just looked at every suggestion made for the pickpocket skill for rogue. A lot of repeats and some are amazing ideas while others not so much. A very popular buff idea is making pickpocketing not break your hide. I think that idea is unnecessary and inconsistent. If you pickpocket someone from behind they won't be looking at you anyways. its also already established doing just about any active action will break your invisibility so having this be an exception messes with the game logic.
My idea is this. pickpocketing steals all gold in the person's inventory and the rarest item they don't have equipped. I would also make it so that you have to be closer to the player to start the pickpocket so you cant pickpocket people's faces through doors. On top of that, i would make it so that after you pickpocket someone the first time all consecutive pickpockets are twice as fast so you can siphon somones loot if you can somehow manage to stay near them without getting caught.
Votes
Opinion: -5
Upvotes: 7 36.84%
Downvotes: 12 63.15%
Suggestion ID: 1613646 | Submitted at
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a new map where paths and routes that can have 3 men stand shoulder to shoulder. Teams have a chance of using their backline and people can swing their weapons horizontally.
Votes
Opinion: -7
Upvotes: 5 29.41%
Downvotes: 12 70.58%
Suggestion ID: 1613653 | Submitted at
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[All classes get a 12% Hp recovery on kill to help solo's, make its more punishing to die in a fight, allows for more team coordination to pick off a class, and lore friendly because the resurrection shrine takes Hp from your teammates because your opponent stole there soul]
Votes
Opinion: -51
Upvotes: 3 5.26%
Downvotes: 54 94.73%
Suggestion ID: 1613665 | Submitted at
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Add more classes or even sub classes to the game. Dont get me wrong the original 6 classes are great, but it would be awesome to see more variants to the game. Like a druid who can use spells of animal spirits, like a bear for a small power buff or an eagle for a small move buff and ect. Or even having a monk class who can have a small movement ability that also focus to unarmed hand to hand combat. Even the idea of a bard class would be great to have another heavy support class in the game. Also the idea of a necromancer sub-class to the wizard would be cool to see wizards played in a different style. Another class that would be nice to see is a warlock to have another heavy spell casting class in the game.
Votes
Opinion: +20
Upvotes: 26 81.25%
Downvotes: 6 18.75%
Suggestion ID: 1613668 | Submitted at
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[I have a suggestion pushing more of the ‘co-op PvE’ aspect to hopefully bring in a different crowd of players and not divide up the current player-base.
DaD at its core is a:
- hardcore looter
- Class-based dungeon crawler
- PvPvE Battle Royale.
I was wondering if you could find a simplistic (non-dev intensive) way to add a co-op ‘campaign-esque’ mode with the same hardcore (perma-death principles).
An example way to implement this would be through ‘Questing Characters’, that would would not be able to be brought into PvP (along with their loot/stash items, thereby keeping the two separate). This way they could still bring loot out of quests and play against the AI (mobs/mini-bosses/Bosses) in slightly more campaign-styled maps with friends. You could simply assign a character as a ‘quest character’ upon creation knowing it could never interact with (sell items to) PvP players or queue up for PvP.
I wouldn’t worry about building a story rich narrative or crafting dense campaign levels at this stage (which I’m sure would be a lot of work), just plonk a squad of 3 (or who knows, perhaps 4-6 player squads would work in PvE because PvP balance would not suffer) in a regular ‘Crypt 01 N’ map. The PvE bosses and mini-bosses are already reasonably challenging (especially for newer players), so perhaps just making it slightly more linear (such as having the zone center on the Boss room) would be enough.
I think if it was done in a minimalist approach it could offer an alternative player experience for people who shy away from brutal PvP games.]
Votes
Opinion: -26
Upvotes: 9 20.45%
Downvotes: 35 79.54%
Suggestion ID: 1613705 | Submitted at
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Add a way for rangers to recover their rations, maybe you can collect meat from goblins, or chop players up that you kill and you can cook the meat on the campfire, but these foods come with debuffs if consumed you get -20% speed and -20% projectile damage for like 20 seconds, but heals the same amount as the starting rations do (25 hp)
Votes
Opinion: -42
Upvotes: 8 13.79%
Downvotes: 50 86.20%
Suggestion ID: 1613727 | Submitted at
·
Here a suggetion for a new unique, Named Weapon
[Crossbow-Predator: Those hit by the bolt, will be marked on the map for 10 seconds. Marked players take 10% more damage from you.
Votes
Opinion: -10
Upvotes: 11 34.37%
Downvotes: 21 65.62%
Suggestion ID: 1613743 | Submitted at
·
Please redo the keybinds to manage items so they're consistent. Sometimes to move item from one window to another you need to left-click, sometimes you need to right-click, sometimes it's shift-click, and sometimes you can only drag it.
Votes
Opinion: +31
Upvotes: 36 87.80%
Downvotes: 5 12.19%
Suggestion ID: 1613757 | Submitted at
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[Add an enchanting tab to one of the merchants, like alchemist maybe, add crystals you can mine in raid. 1 crystal can be mined for 5 crystal shards which can then be turned into 2 crystal dust each. You can then go to the trader to enchant items like weapons and armor, for a balanced amount like 50 dust for a random enchantment. The amount of times you can enchant an item should varry off of its tier. be able to disenchant already enchanted items and add their allowed number of enchants for 50 dust each, for example greys,whites, and greens should be able to have 1 enchant, while blues can have 2, purples 3, and so on with each enchant costing another 50 dust. This would give us some new things to do, as well as increase the value of hight tier items that are typically looked over just due to their poor enchant rolls.]
Votes
Opinion: +1
Upvotes: 9 52.94%
Downvotes: 8 47.05%
Suggestion ID: 1613764 | Submitted at
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i suggest you can grow horses and goats and shit in your stash and you can make them into leather and craft your armor and satchel. And the horses will wander around your stash, so you need to keep your items organized so they have room to roam, or else they will get depressed and produce less leather. And the horses can eat food which you scavengize from the crypt. And maybe animal husbandry would be more realistic too.
Votes
Opinion: -48
Upvotes: 1 2%
Downvotes: 49 98%
Suggestion ID: 1613780 | Submitted at
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I’ve seen multiple splash art in loading screens of 4 player parties. Hopefully your already planning to add more room for more players.
Personally I don’t want this game to turn out like rust with the zergs haha.
Maybe add a new map or game mode that lets friends or randoms queue up as 4-5 members.
Make the new map/game mode be only 4-5 players per team no solo. Doing so you can add harder monsters that the party of 4-5 can deal with, including bosses like golems and dragons.
Votes
Opinion: +1
Upvotes: 15 51.72%
Downvotes: 14 48.27%
Suggestion ID: 1613792 | Submitted at
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Unique Rondel Dagger: Kila named after the ancient Indian ritual dagger, base damage: 32 It has an effect on hit where 1 of 3 de-buffs can be afflicted. 1-Ignorance: For 5 seconds you cannot use your spell memory skill to change your spell but it does not prevent casting spells. 2-Greed: for 5 seconds you cannot drop anything from your inventory you cannot even throw items like throwing knives. 3-Rath: For 5 seconds you will keep attacking with either your fists or current weapon you can still move and do other things but you will continuously attack until the effect ends. If you are already under the effects of one of these debuffs you cannot be afflicted by another one until the current one ends.
Votes
Opinion: -16
Upvotes: 1 5.55%
Downvotes: 17 94.44%
Suggestion ID: 1613795 | Submitted at
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How about resets wouldn't reset lvl :?
Like I know that resets are supposted to reset everything to make everyone equel again, hovewer if someone is playing a lot and has I dunno, 40 lvl than why should he lose it :? Let them keep it, so we see our progress somehow and griding all skills can be annoying kinda, like for exemple: Thief without at least 2 skills is probally the worst class in game ;w;.
But if you still wanna reset the lvl than maybe let's make something like dunno, shadow lvl? Which will stack up every exp you get every reset, but if not than well, just delete every character for everyone when reset comes, it won't change anything I guess?
Votes
Opinion: -38
Upvotes: 2 4.76%
Downvotes: 40 95.23%
Suggestion ID: 1613817 | Submitted at
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it's clear there's gonna be hundreds of angry annoyed solo players when the game releases, so maybe a 2 minute at max tutorial dungeon for first time playing, where you simply break a barrel for armor, open a door, go through a trap, heal, fight a trainer with a stick that does 1 damage if he hits you and has the same attack as a skeleton to practice blocking, and then practice with a lock pick on a chest, then leave.
Votes
Opinion: +62
Upvotes: 67 93.05%
Downvotes: 5 6.94%
Suggestion ID: 1613833 | Submitted at
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[Add a meeting lobby where you can meet and talk to other players even with teams of 1 ,2, or 3. It would be a small walled and gated town with a giant tavern that has NPCs like each of the merchants upstairs, you could queue into b1 either using the tavern keep or walking outside to the gate. There could be a trader NPC that pulls up the trading window, stash access, and an outside so you can go outside and hit dummies and feel like you are in the town before going into B1 and the dungeon https://gyazo.com/690d5ab3965e3d812dd174581522f854]
Votes
Opinion: +16
Upvotes: 18 90%
Downvotes: 2 10%
Suggestion ID: 1613872 | Submitted at
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please add a "map-button" where u see the entire map and can navigate when clicking on the map-button. (not only the minimap) also with the option to set permanent pings on the map that guard you ingame and that your mates can see as well. (could be enough to have a yellow sign at the top-direction-coordinate-numbers in which direction your ping is - optimum would be with shown meters and/or with a sign ingame - like pings work in any other game)
Votes
Opinion: -24
Upvotes: 9 21.42%
Downvotes: 33 78.57%
Suggestion ID: 1613888 | Submitted at
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make it so you can inspect and trade in lobby, for example i've been in games where i looted something for a wizard in my party when im the last one alive and we just queue up next and drop when we spawn, trading in lobby would save us a hassle and also time at the game start.
Votes
Opinion: -2
Upvotes: 12 46.15%
Downvotes: 14 53.84%
Suggestion ID: 1613969 | Submitted at
·
I think Feinting could be an interesting mechanic in this game. It could create a challenge for an opponent to try and block an attack, as one direction could be a feint and they would be hit in the totally opposite direction, or for fighters to bait out hits from longer range melees like spears, only to block it and advance. Maybe feinting would only be exclusive to lighter weapons such as rapiers and short swords as opposed to Maul's and Felling Axe's
Votes
Opinion: -21
Upvotes: 4 13.79%
Downvotes: 25 86.20%
Suggestion ID: 1614000 | Submitted at
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Some spell suggestions for current or future classes like druids:
Blind - 5 capacity - Blinds and enemy for 2 seconds
Curse - 5 capacity- Decreases the enemy's physical damage by 20% for 15 seconds
Summon: Earth Elemental - 2 capacity - Summons an Earth Elemental that attacks nearby enemies. Dies after 25 seconds
Explosion - 5 capacity - Explodes targeted area dealing 20 physical damage and burns
Implosion - 1 capacity - Implodes targeted area within a small radius dealing 50 physical damage
Votes
Opinion: -18
Upvotes: 2 9.09%
Downvotes: 20 90.90%
Suggestion ID: 1614004 | Submitted at
·
I believe it would be beneficial if Dev were to create a season pass with a limited edition skin as the final reward, purely for cosmetic purposes and without any additional abilities. By offering a new limited edition skin as the final reward each season, it may encourage more players to purchase the battle pass, which in turn could help cover server costs
Votes
Opinion: -42
Upvotes: 3 6.25%
Downvotes: 45 93.75%
Suggestion ID: 1614007 | Submitted at
·
As we all know, Invisibility as a status effect in this game kinda... sucks, for lack of a better word. I propose we change the effect entirely, for both Rogue, Wizard, and the potion that grants the effect in the first place: Make it work like the Cloak and Dagger from TF2.
The Cloak and Dagger is an invis watch for the Spy, which has the unique effect of only depleting your cloak meter while you are moving using WASD. I feel like instead of instantly ending the effect, moving during the cloak should make it deplete much faster. It would make invis pots actually useful, it would make Rogue more useful, and Wizard... well, it wouldn't change Wizard much.
TL;DR: Make Invis effects rapidly deplete during movement instead of being cancelled.
Votes
Opinion: -31
Upvotes: 0 0%
Downvotes: 31 100%
Suggestion ID: 1614044 | Submitted at
·
[
<Suggestion for Rogue Buffs in Party Play>
I think Rogue's current balance is pretty good in terms of solo play.
However, in party play, I think the balance is not good compared to other characters due to the absence of Rogue's own unique role.
To solve this problem, simple damage buffs and other combative buffs will also be effective, but I think it would be better to focus more on detecting and releasing trap, the unique role Rogue has.
Rogue's unique role in party play in DnD rules is trap detection and release, no matter what anyone says. Although it is now implemented in Dark and Darker, most Rogue dont use this perk.
The reason is that the trap itself is not a particular danger to the party.
Therefore, I think Rogue's value in party play will be more useful than it is now if the trap is perceived to be dangerous to the party, such as randomly positioning the trap and significantly raising the damage to the trap.
]
Votes
Opinion: -20
Upvotes: 3 11.53%
Downvotes: 23 88.46%
Suggestion ID: 1614075 | Submitted at
·
안녕하세요.
이번 다크앤다커 4차테스트 참가자로서
개발진 여러분들께 제안드리고 싶은점이 생겨 글을 남기게 되었습니다.
다크앤다커는 주무기는 오른손 / 보조무기는 왼손에 장착이 고정 되어있습니다.
하지만 실제로 마우스 조작을 할 때는 왼클릭이 주무기 공격모션
오른클릭이 보조무기로 고정되어있어서 실제 플레이하는 1인칭 화면과 반대가 됩니다.
추가적으로 저는 왼손잡이인데, 클레릭과 파이터 클래스를 플레이 할 때 무조건 오른손잡이가
되어버리니 어색함을 떨쳐낼 수 가 없더라구요.
이부분에서 제가 제안드리고 싶은건 주무기/보조무기 시스템을
디폴트는 오른손잡이로 유지하고 옵션에서 왼손잡이로 바꿀 수 있는 부분이
있었으면 좋겠습니다.
이 옵션이 추가된다면 유저마다 같은 무장을 장착했더라도 방향의 차이점이 생겨서
방패로 막는 궤도나 회피할 시 움직이는 방향까지 한 번 더 생각하게 되어
pvp 요소에서 더 극적인 전투가 벌어질 수 있을거라 생각됩니다.
추가적으로 게임을 플레이하다 보면 몬스터들도 전부 오른손잡이로 고정되어있던데,
이 부분도 랜덤성을 추가하여 왼손잡이 몬스터들도 등장해서 같은 몬스터지만
긴장감을 계속 놓지않게끔 유지하는 것도 어떨지 제안 드리고 싶습니다.
Suggestion ID: 1614078 | Submitted at
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[Add a throwing hammer that would do a little less damage than a throwing axe but stun the enemy for a bit. Make it be a very slow projectile or have insane drop so it wont be too good. Maybe it could be usable by a cleric/barb and fighter.]
Votes
Opinion: -42
Upvotes: 3 6.25%
Downvotes: 45 93.75%
Suggestion ID: 1614082 | Submitted at
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[unless they have someway to counter act and minimize the amount of rmt, they should remove the trading post, because ultimately this game could be ruined by rmt because it would cause a higher influx of cheaters]
Votes
Opinion: -7
Upvotes: 12 38.70%
Downvotes: 19 61.29%
Suggestion ID: 1614083 | Submitted at
·
I don't know if this has been suggested before or even mentioned but a map that's outdoors, like a ruined castle/fort during sunset so it still has a hint of darkness to it, could allow for better ranged plays as well as close quarters.
Votes
Opinion: +23
Upvotes: 30 81.08%
Downvotes: 7 18.91%
Suggestion ID: 1614143 | Submitted at
·
Do not make an auction house, trading board, etc...
If person to person trading is implemented the game will suffer from what happens in tarkov every wipe. The game is great until the market is flooded with gear and the game becomes buy gear get gold repeat.
It takes away the excitement of finding rare gear or getting that one really good trade or being able to barter for items.
It will also lower the variety of builds since at the moment you have to trade only for what people are actively selling at the time.
The trading post could use some improvements, like first come first serve for the trade requests, but do not add an auction house please.
Votes
Opinion: +25
Upvotes: 35 77.77%
Downvotes: 10 22.22%
Suggestion ID: 1614175 | Submitted at
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[Create more variations of ranger gameplay, for example add some crossbow skills, or just add some abilities that can be used besides multishot or rapid shot. Do smth with survival bow(it is not playable now, damage is too low especially vs heavy armour. ]
Votes
Opinion: +25
Upvotes: 34 79.06%
Downvotes: 9 20.93%
Suggestion ID: 1614193 | Submitted at
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Please nerf ranger damage. With equal things, other classes have no way to replay them. Locations are almost all open and the ranger can just stand and shoot at you, causing damage equal to a melee weapon from a bow. Even if you can close the distance, the ranger will put away his weapon and no one will catch up with him. As a result, a party of 2 rangers is almost impossible to beat and the game becomes like a shooter, because everyone takes the ranger because of his good damage and mobility. The whole point of the game is lost due to bowfights and ordinary classes smoke on the sidelines because nothing can be done against the ranger
Votes
Opinion: -15
Upvotes: 17 34.69%
Downvotes: 32 65.30%
Suggestion ID: 1614210 | Submitted at
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[Add more traps, one sort of trap could be a room that has some sort of jump quest, where if dont make the jump you fall down to another layer where underneath you have mobs that would attack you but you can also escape that room. This would add some fun dynamic to fights.]
Votes
Opinion: +16
Upvotes: 25 73.52%
Downvotes: 9 26.47%
Suggestion ID: 1614241 | Submitted at
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[Spell idea, not necessarily for a wizard:
Mud puddle - place a mud puddle (size of a ground trap) on the ground that slows everyone that walks on it by 20-30%, 2-3 casts
In addition to that you can add a perk that lets you go trough the puddle without the slow or it could even give you a buff to movement speed.
Different option for mages to escape than invisibility + speed buff. Great against barbs. With this spell you can create compositions with only ranged classes, because of the ability to not let the enemy get close to you. Off course sometimes you have to get in the zone and in the enemy's faces. When that happens having a melee character would be better.]
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1614249 | Submitted at
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[don't just add spells to a wizards spell book make it an option they can pick between different spell books so that there's pros and cons of each. For instance you equip spell book one that has chain lightning invisibility and some other new spells. And spell book 2 has haster fireball and other things. But you have to pick between then. So just a thought instead of just adding more spells to the book which I saw wad a suggestion.]
Votes
Opinion: -17
Upvotes: 4 16%
Downvotes: 21 84%
Suggestion ID: 1614255 | Submitted at
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there should be finishing conditions, where the circle shrinking ends up at the edge of the dungeon.
The outskirts of the dungeon are under used but some of those rooms are pretty compelling.
Votes
Opinion: +16
Upvotes: 19 86.36%
Downvotes: 3 13.63%
Suggestion ID: 1614274 | Submitted at
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I believe the game would be ready to be released (early access) whenever the quests are added from the merchants. If the merchants have quests, we would be able to play the game for a lot longer than without it. For example, last playtest at the end of the week my inventory was full of stuff and I had no room in my inventory for many of my characters and was thinking about what to do now (that was at the end of 1 week). If we have quests you may be able to make it so that the game is reset every month instead of every week and we would still have content
Votes
Opinion: +32
Upvotes: 35 92.10%
Downvotes: 3 7.89%
Suggestion ID: 1614303 | Submitted at
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Make the crafting similar to Path of Exile - like some idea of it not everything. Like for example chaos orb( reroll prexies and suffixes of item into random).
Make items ingame that we sell to collector to trade for crafting materials so we can go on crafting bench and try to make our own green/blue/epic item and reset or reroll its prefixes and suffixes. This requires alot of balance and this to be expensive to do but also it would give another chance to craft your own gear
Votes
Opinion: -16
Upvotes: 3 13.63%
Downvotes: 19 86.36%
Suggestion ID: 1614304 | Submitted at
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[just like the skeleton cosmetic, have more such as an Orc, Elf, Ogre, Goblin, etc. as you see fit (if possible, have voip change your voice to sound like the cosmetic you're wearing, would be kinda cool imo]
Votes
Opinion: +17
Upvotes: 22 81.48%
Downvotes: 5 18.51%
Suggestion ID: 1614312 | Submitted at
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Little rework buffs from spells and potions.
- The current stealth/invisibility system looks strange and inexplicably favors wizards a lot. They do not need to take any additional perks to move in their exceptional invisibility, and they move longer distances due to their increased speed.
- There is also a problem with shield potions/spells - the amount of protection is quite small, and often subsides before the battle does come or vice versa, there is no time left to use the potion. At the current damage output, a spell/potion to reduce the percentage of damage would be more justified.
- There is no balance between potions/bandages and Cleric spells in terms of effectiveness in combat.
- For spellcasters buffs (additional damage, haste) similar potions are needed.
Votes
Opinion: -22
Upvotes: 1 4.16%
Downvotes: 23 95.83%
Suggestion ID: 1614314 | Submitted at
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Classic polymorph spell for wizard, where you can choose from one of a number of things to turn players or yourself into before a mission starts. From the ancient days of Ultima online, chickens, rats, dogs, skeletons, demons, pretty much any asset in the game could be an option. Some could be used for bonuses, others to hide, others to debilitate a foe, but you only get to pick one polymorph per excursion so choose wisely. (Or give it a wheel choice within a wheel choice, who knows). Could be a fun option with clever and hard to predict uses.
Votes
Opinion: -24
Upvotes: 6 16.66%
Downvotes: 30 83.33%
Suggestion ID: 1614315 | Submitted at
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[To address the issue of Rogue having no innate way of self healing and yet abysmal max HP, give rogues either a 15 HP bandage, or a 15 HP potion on spawn. Ranger has campfire and rations, Fighter has 2 skills for that, Cleric is cleric, Wizard has protection potion and Barb has a high max HP and a skill to buff it even further, so Rogue really seems to be at the shallow end of the dream fountain here.]
Suggestion ID: 1614360 | Submitted at
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add a easier way to sell the loot, it's petty but I really don't like to drag all the items selling them to The Collector. I remember i tried double clicking once and id didn't work, maybe it does have a easier way already but I'm just dumb 🙂
Suggestion ID: 1614409 | Submitted at
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Introduce a Hardcore game mode for the extremely competitive, you die in game you lose that character. The leveling is slower and the rarity on item drops don’t appear as often.
Making this game mode completely hardcore and very rewarding if done right.
Votes
Opinion: -18
Upvotes: 12 28.57%
Downvotes: 30 71.42%
Suggestion ID: 1614414 | Submitted at
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A Spell idea of possible future class: Necromancer/Witch Doctor.
[Revenants of the Dead]: Charge 1/1.
Channel the spell towards a corpse with a soul heart in to be marked.
Marked players will have their soul binded to their corpses and can't be taken out, except if the corpse is cleansed first.
The spell can be Re-activated from any distance in order for the Necromancer to take possesion of the corpse with Full HP.
The controlled corpse, will have the lowers tier armor and weapon type depending of the time the player died and is slowed by 10%.
Per second, the controlled corpse loses 1 Max HP. Can't drop or equip staff.
Spell requires Necromancers whole focus and can't move while controlling the corpse.
If the corpse dies, the Necromancers takes 20 magic damage and is slowed for 20% for 4 secs.
Votes
Opinion: -11
Upvotes: 4 21.05%
Downvotes: 15 78.94%
Suggestion ID: 1614441 | Submitted at
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Make a 2 player mode, and make mob fighting less tedious, wizards seem to do no damage to them, and walking sideways to dodge safer than using a shield, which just feels weird, buffs are probably too prevalent as well
Votes
Opinion: -32
Upvotes: 3 7.89%
Downvotes: 35 92.10%
Suggestion ID: 1614475 | Submitted at
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[This’ll probably be a lot extra to add when it comes to Enemy Ai interactions.
Have small throwable rocks on the ground. Does little damage (which can be a last resort/desperate attempt attack, could even be a troll sort of weapon).
But this’ll mostly be to cause sound to distract/confuse enemy mobs or other players. Like if you’re stuck trying to sneak around mobs you can use small rocks to trick them to move to a different area.
It won’t be completely broken as it’s just means to give sneaking players little bit more leeway of trying to get to the next room.
Once mobs catch wind of the player they won’t get distracted by the rocks. They’ll hunt you down like the usual terminators.]
Votes
Opinion: -12
Upvotes: 5 22.72%
Downvotes: 17 77.27%
Suggestion ID: 1614483 | Submitted at
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[There should be more ambient noises like dust falling, stone breaking, or wood creaking. There should also be put of breath sounds when your character hits, though they shouldn't be too loud, they should be loud enough for people to be able to hear them without them getting annoying.]
Votes
Opinion: +62
Upvotes: 70 89.74%
Downvotes: 8 10.25%
Suggestion ID: 1614549 | Submitted at
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[Set damage minimum and maximums per weapon/spell as a percentage of the players max hp. Arming sword will deal no less than 10%, and no more than 35% of player target's max hp after all modifiers. Spear will deal no less than 20 and no more than 55%, felling axe 30-60, longbow 20-40, so on and so forth. This will allow for meaningful upgrades to armor and weapons, without trivializing the damage a lesser weapon can deal, and solving the current one-shot meta.]
Votes
Opinion: -54
Upvotes: 1 1.78%
Downvotes: 55 98.21%
Suggestion ID: 1614551 | Submitted at
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Create a new dungeon that encourages classes to use skills or spells that players aren't using as often.
Examples like no Revive Altars so Clerics bring in Resurrection, Long corridors filled with traps for Rogues to bring Trap detection. Perhaps introduce some additional skills for other classes that could be used in the dungeon. A crucible of challenges that don't exist the normal Forgotten Castle.
Votes
Opinion: -28
Upvotes: 3 8.82%
Downvotes: 31 91.17%
Suggestion ID: 1614564 | Submitted at
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consider making it impossible for certain item types (like class exclusive gear) to generate dead stats for that class. An example of that may be a Gjermundbu (the barb exclusive helmet) having magic damage or some spell casting stat. Also refine the way you generate item stats, frequently I am seeing greens and blues with no additional stats, and that will be annoying after you introduce the necessity of item indentification.
Votes
Opinion: +77
Upvotes: 86 90.52%
Downvotes: 9 9.47%
Suggestion ID: 1614577 | Submitted at
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[I'd like to see more stash space ability. in other games we see Tarkov provide ability to upgrade stash space through the hideout, or in Path of Exile where you can purchase more stash tabs.. i'd like to see something like this that helps us support the game further but also allows us have longevity in the game cause i noticed many folks had capped out stashes in just the playtest. ...full release will be full and almost impossible to house masses of wealth.]
Votes
Opinion: +39
Upvotes: 48 84.21%
Downvotes: 9 15.78%
Suggestion ID: 1614671 | Submitted at
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give the wizard a spell for summoning a small stone monster but if a wizard use it stay for a small amount of time and the wizard wont be able to cast other attack magic or any other negative effect that u see fit.
Votes
Opinion: -30
Upvotes: 3 8.33%
Downvotes: 33 91.66%
Suggestion ID: 1614674 | Submitted at
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[Allow rouges to destroy barrels. Even if it takes an absurd amount of hits to break it. If I remember its the only class that cant break barrels/boxes with their default loadout so they would need to buy a pickaxe in order to do so ]
Suggestion ID: 1614707 | Submitted at
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Decide whether you want jump attacking to be meta or not. If you want higher skilled gameplay to be nothing but people jumping around, keep things as it is. If you think that's a silly concept, then nerf it in some way.
For those that don't know, if you jump and then attack, you carry that full movespeed momentum. Meaning, you can swing a two-handed weapon without slowing down. Not to mention this is great for defense, as it means you're less likely to be hit in the head (Since you're up in the air), and you have a better chance of hitting the enemy in the head.
My first thought is to decrease the speed at which you move while jumping with a weapon out. Meaning, if you have your weapon out and you jump, you automatically get a movespeed debuff applied to you, just before going in the air.
Another thought is to increase the jump cooldown. Currently, if you spam jumps, you get slower after the first jump. But that debuff only lasts, idk, maybe 0.1 seconds? It's verrrry short. It's very easy to get into the rhythm of knowing when you can jump a second time, without getting hit with the spam-jump debuff.
Last thought is to apply damage modifiers while mid-air. Something "Deal less damage while mid-air." and/or "Take more damage while mid-air."
So, sure, jumping will keep you moving fast, and give you the advantage for getting a sneaky headshot. But it comes at a risk.
Votes
Opinion: +13
Upvotes: 17 80.95%
Downvotes: 4 19.04%
Suggestion ID: 1614766 | Submitted at
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[Rogues need a side step ability. In Dungeons and Dragons a Rogue can hold it’s own in 1on1 combat fairly well. They do this through their cunning action, allowing them to disengage right when melee combatants think they have the upper hand. It’s obvious rogues were weak this last playest, but I still feel as if there is something intrinsically missing from the class. I’ll add that I think it would be a good idea for all the classes to get some kind of roll/sidestep ability on a long cooldown, but for rogues to really take this ability and run with it (no puns intended)]
Votes
Opinion: -30
Upvotes: 5 12.5%
Downvotes: 35 87.5%
Suggestion ID: 1614787 | Submitted at
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Felling Axe and Battle Axe look too similar. Not a high priority problem, but something to make it more obvious which one the Barbarian is carrying would be nice. Maybe change the walking animation of the Barbarian holding a battle axe (or felling axe) such that they jog while holding the axe at the neck in only one hand.
Votes
Opinion: +36
Upvotes: 41 89.13%
Downvotes: 5 10.86%
Suggestion ID: 1614796 | Submitted at
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Give clerics an ability to use in their class menu where they can build a small barricade that will last for a short duration then automatically break. This barricade can only be used twice per game and is as big as a doorway. This can be used for all sorts of situations such as reviving a teammate you can place a barricade before reviving to give some sort of cover or in situations where you’re trying to fall back you can cover your teammate from a ranger while healing him. Keep in mind that melee attacks even fists can break the barricade if hit enough times or Molotov can too. Since cleric is a support character this can be a useful ability to use in a ton of situations and gives teams an even more need for clerics. Keep in mind that the barricade is suppose to be a small hindrance to teams not suppose to be something that will last all game, just a small use of cover
Suggestion ID: 1614866 | Submitted at
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New Class. Trickster.
Its a mix between a wizard and a rogue. Uses daggers, maybe crossbows. In combination with a dagger has tricksters glove for activating different spells.
Ability examples are:
- Turning chests into mimics.
- Trickster turning himself into an NPC mob with the same walking animation and not getting aggro from other mobs. Taking damage breaks the illusion.
- Can poison potions and place them back on shelves etc.
- Can turn himself into an enemy that is visible, thus running among enemies as a teammate. He stacks up bonus damage the longer he is in close proximity to them without taking damage thus breaking the illusion.
- Bait bag. Can toss a bag of incense on a player or the ground, pulling nearby mobs to the location, and if it hits a player they are the the aggro target for a while. Range should be big enough to aggro an entire circular room.
- Can remotely turn off torch lights for stealth.
- Has unique throwables harvested from certain mobs. lIke the zombie gas, can be collected from dead gas zombies and then thrown. A mosquito's stinger can be collected to craft a poison arrow for his crossbow.
This class will probably be weak but also, so what, if its fun it doesn't have to be good. Not every class needs to be meta 🙂 And if you need more ideas DM me. I always have wierd ideas.
Suggestion ID: 1614875 | Submitted at
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Give Clerics Tomes/Spellbook for starting magic equipment. The Magic Staff makes sense for a Wizard as they can use it to cast spells and bonk, as they don't have any other damaging weapon. But Clerics already come with a bonking weapon, so the magic staffs bonk-ability is kinda useless for clerics. A Tome for the Cleric will fit the "holy" theme more in my opinion.
Votes
Opinion: +53
Upvotes: 60 89.55%
Downvotes: 7 10.44%
Suggestion ID: 1614903 | Submitted at
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I suggest they add a shepherd class who has at least 8-12 sheep. They can tend to their sheep by petting them and herding them, and the sheep like to eat grass. Shepherd has to get his sheep happy by roaming them and then put them into portal. But 3-4 sheep can go through each portal so its not impossible. And then each sheep that survived will be bigger and stronger next time and you can sell the wool. And the longer a sheep survives the more wooll you get. Thanks.
Votes
Opinion: -48
Upvotes: 0 0%
Downvotes: 48 100%
Suggestion ID: 1614928 | Submitted at
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similar to battlebit i'd love it if your voip turned open mic as your body is still ragdolling it adds a lot of immersion and funny interactions in my opinion, such as someone going ah f as they die or damn it that skele just pushed me over etc. i wish the people in-game could hear our reactions to dying
Votes
Opinion: +25
Upvotes: 37 75.51%
Downvotes: 12 24.48%
Suggestion ID: 1614986 | Submitted at
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[There's a LOT of talk about an auction house so I came up with a way to maintain the good parts of the system and also make trade suck less. 1. Add the ability to filter by stat rolls (easy to implement and I don't think anyone would argue this one). 2. The ability to purchase private auction rooms/shops. Something like 100g for a set time and there would be a separate area with the class trade sections with a timer till the auction starts and what item(s) would be being sold; this 100g investment would cover the trade costs and anyone could join and bid on items. You get "stash sales" as well as the ability to find the best buyer for a legendary item or something. Shops could be something similar but with set prices, longer durations, and a higher upfront rental cost.]
Votes
Opinion: +3
Upvotes: 6 66.66%
Downvotes: 3 33.33%
Suggestion ID: 1615020 | Submitted at
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change around true shot on ranger. The skill is very underused, however I do think its better than most people give it credit for. I think removing the 5 percent extra damage and making it 2-3 shots long, but lower your fire rate. This would make it a more accurate 2-3 shots but not as fast, meaning you need to hit your shots and be good at aiming.
Votes
Opinion: -1
Upvotes: 4 44.44%
Downvotes: 5 55.55%
Suggestion ID: 1615054 | Submitted at
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Curses and other Status effects should be minor in strength but are long lasting. That way there can be some kind of spell for clerics like minor/group cure in addition to status removal items such as a general purpose antidote.
Some examples is to have rot mummy touch reduce max hp by a small amount each hit for the dungeon such as 1-5 per hit (similar to Dungeons and Dragons). Or the poison bug's and goblin bleed tick more slowly over the course of a minute, letting someone bandage themselves to end it.
This also open up some design possibility for weapons by replacing a portion of upfront damage with long lasting bleed while also making debuff resistance more helpful and "tanky" as well as bandages being bleed stoppers.
Votes
Opinion: +32
Upvotes: 36 90%
Downvotes: 4 10%
Suggestion ID: 1615073 | Submitted at
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Allow all classes the ability to kill the cave troll, from what I have seen only barbarians,rogues, and rangers can kill it. With ranger being the fastest, than barbarians, and rogues barely even managing to kill it with perfect cricle closing.
Suggestion ID: 1615098 | Submitted at
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This one is really simple, but I believe it would be a great addition to the game. i would like to see a way to fully open the map in game. Due to the issue that at times if you were on the edge of map you couldnt see the circle. On top of that I think it would help new and old players get better on the maps layouts. Sense normal has 5 different maps(3 castle and 3 Inferno), high roller at 8( 6 castle 2 inferno) and goblin caves at just 1 for now, but I can see them adding more.
Votes
Opinion: +2
Upvotes: 14 53.84%
Downvotes: 12 46.15%
Suggestion ID: 1615119 | Submitted at
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[ Add the ability to rotate gear inside of your inventory. For example: You want to pick up a "Armin Sword" which is 3x2 but you have to move around items in order to make it fit inside your inventory, When you already have a 2x3 slot available. Same amount of space but gives it gives looting a smoother transition and can be a real time saver in stressful scenarios that often makes you miss out on loot that you had the ability to pick up. My suggestion would be while dragging an item you have the option to press (Space bar) in order to adjust it around either 0 Degrees or 90 Degrees. ]
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1615265 | Submitted at
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[Fog of War on the map which only reveals the next room as you enter it, the circle itself still being visible of course. This could add to the feeling of actually being in an unexplored dungeon and prevent people just running to the best rooms.]
Suggestion ID: 1615272 | Submitted at
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Keep meditate and spell memory for wizards but fold the current wizard perks into different flavors of meditate and add new spell function trade offs into the perk list. Examples of meditate effect: “increase lightning damage”. Example of meditate buff duration “one minute after meditate ends”, “next three spell casts”. Example of perk trade off reworks “zap chains to an additional target but haste no longer works on Allie’s” “chain lightning no longer does damage to you but invisibility not longer works on Allie’s.” “Fire damage has increased burning but haste also causes burning.” “Haste no longer increases movement speed and instead heals over time.”
Votes
Opinion: +10
Upvotes: 15 75%
Downvotes: 5 25%
Suggestion ID: 1615278 | Submitted at
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Seasonal servers with a Standard server similar to Path of Exile.
Standard servers are your typical, non-resetting server with an always evolving and aging economy.
Seasonal servers are servers that run in seasons - periods of time which occasionally reset between seasons. This allows a periodically fresh economy and keeps inflation from running rampant so that newer players don't have as much of an uphill economic battle just to get started. Characters on Seasonal servers when they reset get moved to Standard servers upon reset, allowing for the characters to still be played if the players wish to still (so no progress and stashed gold and gear is ever truly lost).
Matchmaking is separate between Standard and Seasonal servers to keep their economies separate.
Seasonal servers could also be a great testing ground for new mechanics, gimmicks and maps, some of which could get rolled into Standard servers once the season is complete. They area also great at breeding competition as players rush to level and gear up as quickly as possible for an edge after each reset.
Suggestion ID: 1615282 | Submitted at
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In no particular order:
- Add the ability to load in to the tavern to test perks, weapons etc. I noticed during the last play test that detailed information in stash didn't account for equipped weapons, at least for movement speed.
- Quick key to rotate items (my suggestion would be 'R') and to discard items (my suggestion would be 'U').
- Make Treasurer buy empty gold pouches for 1-3g. My stash is always full and I don't want to load in to a game with 6+ gold pouches every time I sell something on the marketplace.
- Chests for storing items in stash (cant be taken in to a game). I need more space for all my pointy daggers.
Suggestion ID: 1615286 | Submitted at
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[Make the 4 types of trade posts:Weapon, Armor, Accessories and Stuff, all these trade posts will be for everyone and every class(just add in filter “can equip” option). The main point is to change these 4 types of trade outposts one by one randomly after every x hours(for example every 3 hours) and you should pay x amount of gold to enter whenever the outpost changes.
Increase commission for trades and make it different in every type of trade outpost(for example weapon tradepost 45 gold, jewelry 60 gold, armor 30 gold, and stuff 20 gold) slow trade chat for 1 message per 1-2 minutes, add a report function to trade chat and mute people for 1/2h-24h(depends is it his first mute or not) if they are getting reported a lot for scamming or trolling.
The trade post is one of the biggest problem in the game, people besides playing a game and farming top gear are just trading to earn a lot of gold, candies. For example me, i were trading all day and i earned 800 candies/16k gold, and people who are playing high rolls 24/7 has only some good items and 1-2k gold, i think changes that i mentioned before will fix it and people will start buying items mostly for themselves not to resale them]
Votes
Opinion: -15
Upvotes: 2 10.52%
Downvotes: 17 89.47%
Suggestion ID: 1615313 | Submitted at
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[ Dont take ideas from Tarkov as I believe they are bad and wont fit this game. Things we don't need are: Dont give the option to make Insurance, Dont give us big stash sizes (too big stashes will create hoarders). Dont add the same style of fleemarket as in tarkov this will ruin the economy after wipe. Dont make use of inertia to much as it ruins the feeling of an game and makes it clunky. And, in general dont take to many of their ideas. I love how this game feels so fresh and different from tarkov even though its similar in some places ]
Suggestion ID: 1615354 | Submitted at
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Fishing, need I say more? Water is currently underused, allows us to go fishing and put it at a similar level of gear as mining. Could also allow it to drop consumables that heal low amounts of HP. 🐟
Votes
Opinion: -29
Upvotes: 0 0%
Downvotes: 29 100%
Suggestion ID: 1615424 | Submitted at
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[New spells for Sorcerer or Warlock class:
Dark Vision: short buff to see better in dark
Darkness: after a short self target channel, issue a blast in a medium radius that extinguishes all torches. (players can throw their now useless torch and take out a lit new one)]
Votes
Opinion: +9
Upvotes: 17 68%
Downvotes: 8 32%
Suggestion ID: 1615428 | Submitted at
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[Artificer/Trapper] While I understand Rangers can use bear traps, but a class with access to different types of traps could be fun. A tripwire that can be connected to a miniature crossbow that shoots the tripper. Or a pressure plate that can be connected to a makeshift wooden cage that drops over the pressure plate. Traps would have a limited range to connect the trigger to the trap so people can't be too cheesy, but it allows for custom placement to a small degree.
Votes
Opinion: -30
Upvotes: 0 0%
Downvotes: 30 100%
Suggestion ID: 1615449 | Submitted at
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[Add consumable spells in the store, which are in two categories, generals and specials, generals should be simple for example, summon a ball of light that follows you to illuminate areas, while specials can only be used by their respective classes and help improve abilities or are unique spells, for example the cleric can create a holy light on the field that affects all "enemies" and benefits allies]
Votes
Opinion: -6
Upvotes: 4 28.57%
Downvotes: 10 71.42%
Suggestion ID: 1615451 | Submitted at
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Fix the collision boxes on the spiders. I hated getting stuck on them especially backed into a corner because if theres like 5 spiders that back you into a tight spot you cant jump over them. then you get everything else ganging up on you
Suggestion ID: 1615454 | Submitted at
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Make it so spiders can be jumped over, and provide a training/testing room for combos and weapons. Also some words on weapons don't match anything on the player stat card and I don't think I should need 2 wikis open to see what my weapons do
Votes
Opinion: +34
Upvotes: 36 94.73%
Downvotes: 2 5.26%
Suggestion ID: 1615457 | Submitted at
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I think it'd be a lot better to set up an auction house in addition to the trade post. Trade post is nice especially with the filter settings now but I feel like it'd be better if there was a trade post where you could add an item in and set the cost and if someone wants to buy it then you can come back later and collect the gold.
Suggestion ID: 1615486 | Submitted at
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All the complaints about wizard class stem from it being the only offensive spellcaster. This will continue until Sorcerer and Warlock are added to the game. However there are too few spells to support those classes. So, this suggestion is just a bunch of utility spells to flesh out the Wizard’s spell list in anticipation of the new spellcasting classes.
Fly – Tier 3 - Let’s the target fly for 12 seconds and increases their movement speed by 10%. Casts to self if no target is found.
Anti-Life Shell - Tier 5 - For 15 seconds a barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you. The barrier prevents creatures and players from passing through, but they can still cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Greater Haste – Tier 6 - Target gains a bonus 69% Action and Move Speed for 12 seconds. Casts to self if no target is found.
Hypnotic Pattern – Tier 3 - Places an illusionary object at target location for 8 seconds. Anyone who looks at the object gets disorienting screen effects and severe motion blur for 8 seconds.
Meld with Stone – Tier 4 – Allows target to walk through walls for 12 seconds. If they are inside a wall when the spell ends they instantly die. Cast to self if no target is found.
Greater Invisibility – Tier 6 – Same as normal Invisibility except the invisibility will not break no matter what until the duration ends.
Wizard’s Hideous Laughter – Tier 1 – Does nothing mechanically, just plays a sound recording of the Devs reading a random suggestion from the discord to nerf wizards, but with the El Risitas Spanish Laughing Guy meme playing in the background.
Votes
Opinion: -30
Upvotes: 9 18.75%
Downvotes: 39 81.25%
Suggestion ID: 1615515 | Submitted at
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Add guilds!
This could include competitions including which guild can kill the most skeletons, zombies, players, etc.
Also, guilds can trade with a slightly lower trading fee and can have their own chat. (There is a cooldown for joining guilds)
Suggestion ID: 1615524 | Submitted at
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Make it more noticeable that your voice is transmitting when using VOIP, similar to Rust's voice icon at the top middle of your screen when you start voice chatting. Also not sure if this is implemented yet but just incase it isn't, show when your teammates are voice chatting bottom left on their icons.
Suggestion ID: 1615543 | Submitted at
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Both clerics and wizards need to start the game with the most basic book, the staff is clunky and no one uses it not even for melee , u can always get the book for free basically its always so low cost that it does not even matter u can always stack up, this change is just so players can hop in to the next match instantly without re-equipping again, would save time, convenient and changes almost nothing gameplay wise.
Suggestion ID: 1615566 | Submitted at
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[Can we please have another playtest soon? I dont mind if the game is exactly the same as last playtest. I truly enjoy every decision that was made. One small issue i ran into was playing cleric and being broke. That was the worst becuase i was so weak and no armor. Cleric needs a lil something i think. Maybe like +1-3 to the current mace skill dmg modifier? Playing with friends did make the cleric experience much smoother. Also as a cleric in high pressure situations its incredibly difficult to cast buff on your ally or maybe the distance of the projectile cast by the spell isnt long enough. I had alot of trouble mid battle trying to buff teammates. Mostly would end up buffing myself. Also i would love for this game to include super weapons. Like a divine staff or a divine falchion. Something in green letters that the player immediately knows how good it is. Like for the falchion something like warrior falchion. Has 5 buffs, 3 are kinda ok ish two are best buffs to falchion. Something like swing faster by 12% or second attack deals double dmg. But adding in game items that roll on every chest u open with like a 0.05% chance. That would really would awesome to find. Can we add a boss to the first floor? Would be awesome to have many players flock there and battle before the king of the hill gets to kill forst floor boss. Boss could be a skeleton king or a spectral wraith. Ya know something really cool. Also a cool map idea would be a field with a very tall castles spread throughout the map. Forcing players into towers of death. Sickkkkk. Another cool idea would be to a add a roaming npc threat something like a god NPC of the map. He roams and if u encounter it your best bet is to run but if u can kill it big gold and lootations. I have so many more ideas but i cant think if them now.]
Suggestion ID: 1615586 | Submitted at
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I suggest a giant spider class and you can walk on walls and shoot webs and you can lay eggs which hatch into more baby spiders and you can web up players and then you can bite off their heads and feed them to your babies and if your babies get strong enough then they will become adults so your friends can join in and become a spider family.
Suggestion ID: 1615612 | Submitted at
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Add a sorting feature to improve inventory organization.
Increase the hitbox size for looting jewels
Ping system ? alert players to nearby items ,enemies ...etc, increase player awareness .
Add an NPC menu to create a more lively menu, such as other tables with other NPC players,to enhance the overall atmosphere.
avoid overusing crowd control (Barbs throwing unhealthy amounts of axes doesn't feel right).
Avoid providing cosmetics that give players advantages or disadvantages,
An auction house can simplify selling, but negotiating prices can be enjoyable and important. Finding a balance between automation and personal interaction is key. Auctions are helpful for easy/normal-to-find items like enchantments and crafting materials. sellers can create a private bidding channel for their item, allowing interested buyers(bidders) to bid and interact in live chat channel.it's up to the seller to choose based on a price, instead of speeding to click first on the "trade request".
If new static maps are planbned , mix up the themes to create more creative and refreshing environments.
Use a procedural map generator to create semi-random levels and keep things fresh. some areas can remain static while the surroundings are dynamic. (optional due it's complexity)
Suggestion ID: 1615625 | Submitted at
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[add magic items into the game that are basically rare armor or jewelry slots, and have a keybound use magic item button that can activate their effects, for example straight from DnD, gloves of missle snaring. If you press the botton you'll reach up in the air for a second or so, and possibly grab an incoming projectile, arrow, axe, or knife. Another idea could be a rare staff of healing that takes up a weapon slot, but has a few charges of lesser heal that any player can use, but only 3 times per run. A variety if these would make some classes a little more viable, and would obviouslyneed tuning as a barbarian with three pocket lesser heals would obviously be a bit much, but thats the general idea. ]
Suggestion ID: 1615637 | Submitted at
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"we should make some noise for early access pre-order. We want to fund the game we all deserve. Imagine dark and darker with a hideout system for stash…. Not to mention a prestige advancement for level 20 and on, maybe more race choices, emotes, voice lines, more minerals to mine in game, clan systems that promote completion with other clans, ability to purchase ale from an in game trader in pre game lobbies..."
Suggestion ID: 1615674 | Submitted at
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[Please consider providing an option to enter the dungeon with a gear level cap.
While the high risk high reward of taking your strong gear into a match has its value, Over geared players being able to solo a group of new players because of gear gives a poor experience for new players, and only widens the gap between those having good gear, and those having no/new gear.
Giving an option for players to enter into a match with equally geared opponents provides a more balanced expectation of what opponents will be like, and would lead to better gameplay experience for all skill levels.
for example an option to choose dungeons where all players start with ...
- only base gear
- green gear cap
- blue gear cap
etc
Perhaps provide slightly better gear drops the higher the gear cap, and consider charging different amounts to enter, similar to high roller]
Votes
Opinion: +8
Upvotes: 8 100%
Downvotes: 0 0%
Suggestion ID: 1615685 | Submitted at
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[Rouge
- Make 10 steps built into hide and remove stealth perk
- Increase creep move speed % from 5% to 15%
- Add new perk grit - reduces slow % when hit by a attack by half
- Add new skill duplication - The next hit damages twice but at 60% weapon damage]
Votes
Opinion: +5
Upvotes: 5 100%
Downvotes: 0 0%
Suggestion ID: 1615710 | Submitted at
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[I love the game, all the principal spells for every class are the best for those, allow to introduce more spells in game, idk maybe 4 spells, or remake (or add) the seconday spells, like, fire arrows or sprint forthe ranger, defense increse ability or critical hits for the warrior, self healing for the mage, steps noise reduction for the rogues, i dont have ideas for the cleric c, make an ultimate spells or rune at lvl 20, being lvl 20 the same being 15]
Suggestion ID: 1615711 | Submitted at
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A raid room, where you can pay a fee to join a large of similar size to current, but there is a single objective: Kill the raid boss.
This boss would be something very strong, like a dragon, and would be extremely difficult to take down. There is still friendly fire, but the goal is not to kill those around you. Rather, to work together to kill the raid boss.
There would be a set reward, such as 1800 goal (100 for each person), and would be split evenly. However, this reward is increased per person if a player were to die during the fight. This would cause some sort of tension, as you wouldn't want to kill those around you as it would make the raid more difficult, but would increase your reward if you did so.
Votes
Opinion: -32
Upvotes: 4 10%
Downvotes: 36 90%
Suggestion ID: 1615713 | Submitted at
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[A Little suggestion, put on the proximity VOIP in default general settings, to get a little more fun when you speak to others players in game (and if you don't want to get this, just turn it to team only VOIP) ]
Votes
Opinion: +36
Upvotes: 38 95%
Downvotes: 2 5%
Suggestion ID: 1615750 | Submitted at
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If ai is improved in the future, which I think it should be, make sure all moves have a set way of not getting hit. For example ai with skeleton archers sometimes they will just insta headshot you no matter what, also mages sometimes. Just makes sure for bosses and things like that there are set patterns and if you get good at them you can not get hit. This way if cheese is removed you can still kill them without taking damage
Votes
Opinion: -5
Upvotes: 9 39.13%
Downvotes: 14 60.86%
Suggestion ID: 1615756 | Submitted at
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Have B1 & B2 have assets that allude to what boss is in B3. Think about it, we're sent to this dungeon from the tavern and I'm pretty sure we'd know what quest we went on. If it's ghost king in B3, let's have more ghost monsters throughout B1 & B2 and if it's lich have more skeletons.
Suggestion ID: 1615760 | Submitted at
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COBALT AND RUBYSILVER ARMOR TO HAVE A ROLL OF % 1-5 DMG REDUCTION FROM UNDEAD / MONSTERS / ENVIRONMENT ROLLS (FOR A MAX PERFECT ROLL OF 25% DMG REDUCTION FROM MONSTERS OR TRAPS OR WHATEVER) MAKING MAYBE MINING MORE POPULAR
Votes
Opinion: -16
Upvotes: 2 10%
Downvotes: 18 90%
Suggestion ID: 1615766 | Submitted at
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Trade Chat Improvements:
- Allow only equipment that has been 'found in raid' to be traded, to limit RMT, prevent tradebots and self-correct the oversaturation of high-value items.
- Allow Trade Chats to be filtered by Rarity, or break them up into Standard (Blue & Below) and High (Blue & Above) rarity chats.
- Separate Jewelry from the Misc. Trade Chat, as it makes the chat borderline unusable for non-jewelry.
4a. Add a Trade History, allowing us to see the past trades we have made/attempted with other players.
4b. Add a Reputation system, allowing us to rate other players we've done business with, with associated name coloration or UI elements. - Add a UI element to the names in Trade Chat, showing if a player is Available, Busy (in a trade/menu), or Unavailable (no longer in the channel/cannot trade).
- Fix players being able to link items they no longer possess.
- Stack Notifications in the Trade Chat window from oldest to newest, so that first offers and Exit attempts are not obscured.
- Allow items that a class can gain proficiency in to be linked in the respective chat. Have these items filtered away by default with an optional toggle.
- Add a 'block player' choice on repeated trade request popups.
Votes
Opinion: +12
Upvotes: 22 68.75%
Downvotes: 10 31.25%
Suggestion ID: 1615769 | Submitted at
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buff rouge, not only is he the worst starter class but I cant tell you how many times nobody would play with me in teams just because rouge isn't a team oriented class. great looter, great getaway class, but overall useless to teams. the only time rouge is OP is if you manage to get some good gear other than that he's just meh epically on teams.
Votes
Opinion: -36
Upvotes: 10 17.85%
Downvotes: 46 82.14%
Suggestion ID: 1615777 | Submitted at
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[one or two more mimic types, probably with a lower spawn rate than the chest. Could be barrels/vases/crates, with maybe lower health/no playing dead. Makes a low health player think twice before breaking a whole bunch of stuff]
Suggestion ID: 1615784 | Submitted at
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As of right now, Wizard has two obvious choices for skills; having spells, and being able to meditate to get them back. I think that by default, Wizards should have double, triple, or quadruple the amount of spell uses (with more powerful spells having less uses), but, slotting the meditate skill will bring the number of said uses to where they are right now. This way, you can choose to go in with more spells at your disposal at a time, being unable to get them back and having to watch how often you use them, or you go in with meditation, the way things are now. It would provide some incentive to actually slot a different wizard skill and promotes either a high risk, high reward or more careless playstyle.
Suggestion ID: 1615817 | Submitted at
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[Add a skill for wizard called faulty memory, it makes it so the spells have a buff like decreased chant time or 5% more damage however the amount of spell slots for the spells equipped would be randomized. The randomization however wouldn't be able to go above the max spell slot amount for that spell. To give an example on the randomization say I have ]
Suggestion ID: 1615820 | Submitted at
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a New perk for rogue (and or ranger?): Night Vision: being in darkness for 5 seconds gives you night vision. night vision is broken when near a light source. allows rogues to see in their darkened rooms with this perk. giving them an advantage over any player that enters it, without a torch. But if someone gets close to them with a torch their night vision would be broken as their eyes need to readapt to the darkness, putting them on an equal playing field again.
Votes
Opinion: -39
Upvotes: 11 18.03%
Downvotes: 50 81.96%
Suggestion ID: 1615834 | Submitted at
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Add perk for rogue that allows to poison life potions, it could be done directly on the target, but without 100% of success ratio. Would be great if health potions could be poisoned in equipment and can be dropped on ground as bait. Poisoning action should consume a item. / Add antidote for poison, this item should remove poison status and add immunity for few seconds
Votes
Opinion: -29
Upvotes: 8 17.77%
Downvotes: 37 82.22%
Suggestion ID: 1615863 | Submitted at
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Here's an idea for a little something that could work in game... With there being unique rarity weapons with name quality's that give them buffs that make them overpowered as all get out, how about adding in a pair of Unique Name rarity gloves that could be worn by any class, and gives the wearer a generous increase to damage when punching players and monsters, as well as a function that would allow players to punch and break wooden doors, just like the barbarian. Think of this as a unique yet still viable replacement to using a traditional weapon, and instead just chasing people down and sending them back to the tavern using just your fists.
Suggestion ID: 1615868 | Submitted at
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I suggest in the upcoming skill tree the possibility to unlock skill/abilities similar to the subclasse in dnd. You could make skills/abilities that make a barbarian similar to the berserker subclass, a divination wizard or even an assassin rogue.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1615885 | Submitted at
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[Don't include prison pockets/ gamma container. This would take away some of the tension of the game as you can just stash the best stuff in there. Also I get the idea of bigger stash, wish I agree we should have a little bigger but not as big as in tarkov. Also don't make too many containers such as tarkov has. I feel it to up to the player to use his items if he has a smaller stash rather than hoarding everything in his stash and never using it. But this suggestion is mainly NO prison pockets. ]
Votes
Opinion: +36
Upvotes: 45 83.33%
Downvotes: 9 16.66%
Suggestion ID: 1615929 | Submitted at
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A hardcore PVE mode, alike a timed trial mine or dungeon with chasing darkness.
PVE mobs must be much more punishing than main dungeon mobs. Thus Elite skeletons, halls full of archers. hard to pass through gauntlets.
Rewards for PVE only mode should also only give basic loot or loot that cannot be sold to the traders. Thus the PVE mode would only be to ensure a way to loot up very basic gear for main dungeons.
Votes
Opinion: -53
Upvotes: 5 7.93%
Downvotes: 58 92.06%
Suggestion ID: 1615946 | Submitted at
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[Mercenary/Hireling Guild: Similar to the Trading License, have a Merc License that players could opt into for a fair amount of gold. Players would be able to be hired by those looking for specific things. ie. Mining for Ore, Farming XP, or simply wanting to get out. Mercenaries would be rated on performance for, Getting players safely out, Completing Objectives, and Surviving after getting their client out safely. This would fill a void for New-Player assistance, allow solo and duo players to do something with a set goal, and potentially be able to branch into Player Missions once quests are released.]
Suggestion ID: 1615970 | Submitted at
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Allow players to apply bandages and surgeon kit to one another, especially to enemy players as well!
This opens up more socialization opportunities with other players while also opening the doors to perks and designs for classes with fast interaction or a focus on physical healing. Spec your rogue out to be an alleyway surgeon like a Dungeons and Dragons thief rogue rogue using the healer feat!
Here are some examples of perks that may arise with co-operative healing:
Rogue having Increased physical healing, applying physical healing to another would apply one's own physical healing bonus in addition, faster bandage application for fighter (combat medic!), Rogue getting the ability to throw a potion on a 10 second cool down for half the benefit to the hitted target!
Put away that Ikea instruction barbarian as classes with slow interaction speed can now be patched up by a first aid certified ranger! Or picture a random rogue healing you but then you found out one of your loot was also pickpocketed!
One problem that comes from this idea is that this healing shouldn't be viable while directly under fire, thus I propose making the healer and receiver cancel out the process when either of them move or perform any action (since that's the cleric's role to heal mid fight).
Suggestion ID: 1615992 | Submitted at
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[Perhaps the mastery (training) pages yet to be implemented will fill this niche, but could you make sub-classes for each class as time goes on to allow for more nuance?
e.g. So perhaps For Cleric you could have:
- The Holy Cleric, designed for backline healing and buffing
Votes
Opinion: +55
Upvotes: 56 98.24%
Downvotes: 1 1.75%
Suggestion ID: 1616039 | Submitted at
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I suggest mor item slots on my body because its more realistic. you should have at least:
Helmet
2x Necklac
2x Earrings (with quests to get more piercings, up to 3x per ear)
Tongue/Lip piercing (also quest)
Shoulder pads
Chest Amror
Shirt (under armor)
Undershirt (under shirt)
2x Wrist (magical bracelets)
5x rings per hand (1x per finger, maybe quests to get multiple)
Belt
Pants
Leg Armor (over pants)
Shins armor
2x shoes
Socks
Votes
Opinion: -94
Upvotes: 1 1.04%
Downvotes: 95 98.95%
Suggestion ID: 1616040 | Submitted at
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Lions Breastplate, A legendary breastplate for a fighter that gives a ton of armor and/or some special effect, but gives you a second head on your shoulder in the form of a lion head that takes the same damage as your head, but cannot be covered by armor. Essentially increasing your "crit spot"
Votes
Opinion: -46
Upvotes: 4 7.40%
Downvotes: 50 92.59%
Suggestion ID: 1616083 | Submitted at
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I think this game could make good use of the Traderie page/app. I tried it in D2R and it really helped shorten trade times for op items https://traderie.com
Suggestion ID: 1616123 | Submitted at
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instead of waiting the 2 months or so for the game make it available to pre order early for 30 to 35$ so people who buy it can play, after the 2 days it cant be bought to get others eager to buy the game when its fully done, and maybe charge an extra 5 or 10 for full game THIS IS PETITION! BACKUP US PLAYERS OF DARK AND DARKER
Suggestion ID: 1616132 | Submitted at
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instead of waiting the 2 months or so for the game make it available to pre order early for 30 to 35$ so people who buy it can play, after the 2 days it cant be bought to get others eager to buy the game when its fully done, and maybe charge an extra 5 or 10 for full game THIS IS PETITION BACK US UP PLAYERS OF DARK AND DARKER!!!!!
Suggestion ID: 1616133 | Submitted at
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For cleric, add either an off-hand spell tool like the orb that wizard has (this could be a censer, which is a small chained incense burner that priests carried around), or a unique two handed weapon thats rmb accesses spells.
Suggestion ID: 1616139 | Submitted at
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Add a system like The Cycle has (or did in early access, idk if they do anymore) where you can make a temporary party with people you come across in the dungeon as long as it wouldn't put you above 3 people. One of my favorite parts of the game is the random non-hostile interactions I have with other players, and I'd love to have a system that supports that.
Suggestion ID: 1616151 | Submitted at
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with the ranger skills, make them non cancelable and only reload enough ammo for the skill. This is because currently quickshot can shoot 3 bullets and give you 2 more, for a total of 5 bullets instantly. You can also cancel the ability to get an insta reload, however is more situational. But same thing with multishot you can cancel it and get 5 bullets, since it has less use at long range. I think one of the frustrations with fighting ranger is with those 2 skills or even just quickshot you barely need to reload. And it makes it very hard to make space. I suggest making it so quickshot only gives 3 bullets enough for the burst and can’t be canceled. Same for multi shot but with 5 bullets. This will give a bit more counter play to ranger remove some of its oppressive nature and make it a higher skill floor class. However I do think current ranger isn’t too insane but could use tweaks
Votes
Opinion: 0
Upvotes: 27 50%
Downvotes: 27 50%
Suggestion ID: 1616163 | Submitted at
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Make a marketplace people can list gear on. Let people filter for perks on items. Gold received remains in a temporary storage that you drag into stash to keep. Buying gear with a million interaction speed 'god rolls' being spammed in trade chat is painful.
Votes
Opinion: +63
Upvotes: 74 87.05%
Downvotes: 11 12.94%
Suggestion ID: 1616186 | Submitted at
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[Move additional damage types away from Gloves, legs, boots, chest and helmet and instead make them more common on Weapons, Trinkets and rings. Make other modifiers like +all attributes more common on Gloves, legs, boots, chest and helmet and less common on weapons, trinkets and rings. Damage seemed way to high this recent playtest allowing a faceroll meta. This style of change will hurt rogues alot so maybe give them a 1/2 base weapon damage increase on daggers and rapiers]
Votes
Opinion: -15
Upvotes: 13 31.70%
Downvotes: 28 68.29%
Suggestion ID: 1616200 | Submitted at
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Add a templar sword and make it the only sword that can be used by the cleric, naturally or with a perk but having a real templar / paladin would be awesome. (it should be a one-handed sword and maybe that you could make a heater shield skin with the red cross)
Suggestion ID: 1616225 | Submitted at
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Dragon's Lair dungeon.
A 10 man raid queue. 4 teams of 10 goes in. Rangers and wizards are capped to 2 per team for obvious reasons. Rooms in the Dragons Lair should be big and hallways much wider than usual.
Loot in there will be extremely good, but you can also expect few to make it out alive, since you do have big battles with other teams.
Votes
Opinion: -37
Upvotes: 9 16.36%
Downvotes: 46 83.63%
Suggestion ID: 1616296 | Submitted at
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[Only allow characters to have 3 buffs at a time on them - this wouldnt nerf anything too hard but it would make it so that wizard haste + cleric shield and attack buffs on a barb with barb buffs would be a little less overpowerd]
Votes
Opinion: -45
Upvotes: 11 16.41%
Downvotes: 56 83.58%
Suggestion ID: 1616326 | Submitted at
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Remove all attributes stat modifiers on gear. If not removed, make it jewelry or gear quality specific. For example, only purple or higher quality gear should be able to roll all attributes.
Votes
Opinion: -62
Upvotes: 11 13.09%
Downvotes: 73 86.90%
Suggestion ID: 1616332 | Submitted at
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