#d-and-d-suggestions
1 messages · Page 16 of 1
increase movement speed a bit. We literally have same speed with spiders. Phasmophobia players asked for that and they got it + running added too. Why not we have a bit faster characters so we wont be like controlling a guy trying to pull a truck behind him
Votes
Opinion: -91
Upvotes: 0 0%
Downvotes: 91 100%
Suggestion ID: 1635138 | Submitted at
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[Please keep an "Original Vanilla" version of the game, to where it is just like it is right now (Playtest) without any future to come additions such as perks etc. so that people who love Dark and Darker for what it currently is (But might not like all future updates) still get to play the game they fell in love with, and players themselves can decide if they want a more in depth experience or just the way they know it. Thanks for creating this addictive game and keep up the good work devs!]
Suggestion ID: 1635202 | Submitted at
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Have Players Set VOIP On First Boot-up
We've seen several other suggestions talking about VOIP and asking for... things that are already in the game. Most players did not know about VOIP or did not know it was off by default.
To address this, please have players set their desired VOIP setting (On/Off, Proximity/Party) when first booting up the game.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1635205 | Submitted at
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I don't know if this would be easy to implement, but it would be awesome to be able to select right or left handed attribute when creating your character.
The effect would be to mirror the attack animations of all weapons for southpaws. It would also switch which hand is primary and secondary, meaning shields and secondary weapons would go in the opposite hand.
It's very subtle and doesn't directly buff anything but adds a simple extra layer of complexity to combat.
Votes
Opinion: -30
Upvotes: 0 0%
Downvotes: 30 100%
Suggestion ID: 1635224 | Submitted at
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add a luck shrine, chances of healing, dropping heals or even spawning a teleporter (low chance) BUT you can also get bad luck and spawn elite skeleton archers, skeleton mages, and either champ or wraith (low chance)
Votes
Opinion: -15
Upvotes: 0 0%
Downvotes: 15 100%
Suggestion ID: 1635320 | Submitted at
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In regards to races. Races give stats. This is probably a terrible idea so i wanted to see what kinda ratio the suggestion would get....
An Orc. A much larger player model, much easier to hit. As tradeoff it has bigger swing animations / reach and bonus 6+ strength. I doubt it would be op given the much increased size and difficulty swinging in narrow spaces.
Suggestion ID: 1635336 | Submitted at
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For races don't make them give big increases or changes. For example don't have something that gives like 5-10 less resourcefulness and 5-10 more strength. Keep all of the player models the same and keep them similar to how they are, as in similar character sizes. I love the small difference in stats you can get and it helps for some characters but isn't enough that you can't use another skin you like better. For example I like skeleton but elf was better for my class, however I could still use skeleton since it wasn't a big change with elf.
Votes
Opinion: +61
Upvotes: 61 100%
Downvotes: 0 0%
Suggestion ID: 1635362 | Submitted at
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Maybe different areas bosses can spawn? And a chance that they won’t spawn at all, to decrease the number of people farming bosses and to influence them to play this masterpiece as it’s supposed to be played.
Votes
Opinion: -11
Upvotes: 0 0%
Downvotes: 11 100%
Suggestion ID: 1635365 | Submitted at
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The background of gear items should be the colour of the rarity of the item and then there could be a tick in a corner of the item to show whether you can or can't use it. Similarly for loot items the background colour could be linked to the quality/wear of the item (Grey = cracked, green = flawed ...etc)
Votes
Opinion: +76
Upvotes: 76 100%
Downvotes: 0 0%
Suggestion ID: 1635428 | Submitted at
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[Please change axe specialist to be a buff to Physical Damage Bonus instead of Attack Power. If you compare it to other weapon expert perks its so so so much better. Its literally over 14 times more damage than rogues dagger expert.
Source: https://www.reddit.com/r/DarkAndDarker/comments/11fmtv1/the_value_of_physical_damage_enchantments/]
Votes
Opinion: +63
Upvotes: 64 98.46%
Downvotes: 1 1.53%
Suggestion ID: 1635438 | Submitted at
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Some general improvements i would recommend with Wizard being my main;
- is for the "slow" spell to be increased to 50% or even 60-65% as it has not been viable at all consistently throughout all previous playtest and is overdue for a buff (only 2-3 max)
- ice bolt and fireball spell need to have their projectile speed increased as they are unreliable to hit anyone with, even at point blank to mid range, too much over adjusting and guesstimating and makes them useless when dueling in a fight .
- increase the penalty for being hit with a ice bolt 15% penalty is not enough, felt like I was throwing snowballs instead of pointy rods of ice, I would suggest increasing to at least 35% for 1.5 seconds this would make landing a hit more impactful and less of a waste of time and spell slot
- Add perks associated with battle mage to actually make the crystal sword usefull currently the perk reactive shield can easily be avoided by hiding for a couple of seconds the time on this needs to be adjusted so this is not possible during team fights, at least an increase of 6-10 seconds from the original 3 seconds
- the animation on the crystal sword when spell casting needs to be improved unless it was intended by devs to only be used as a sword; as it is very clunky and the overhead swing with A SWORD makes it impossible to cast anything in the dungeon, I would also suggest decreasing the movement penalty on the crystal sword (30) as it has more of a movement penalty than even a falchion or arming sword which are 25 and 20 respectively
1/2
Votes
Opinion: -57
Upvotes: 0 0%
Downvotes: 57 100%
Suggestion ID: 1635598 | Submitted at
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[slave class that uses chains of broken shackles as a weapon, throw pebbles, wear slave collar instead of pendants, mine ores faster than other classes, hide in barrels if possible, drag party member's dead corpse around until he finds shrine to revive him, gain temporary damage reduction by consuming some herbal drugs then get random side effect or skill that is called meat shield, gain temporary increased stats by being whipped by slave's whip that can only be used by party members]
Votes
Opinion: -83
Upvotes: 0 0%
Downvotes: 83 100%
Suggestion ID: 1635615 | Submitted at
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[They should add alchemy, and herb gathering. Make alchemy tables on the map to make potions, and could even extend this to forges to craft armor and weapons. Have characters choose a single profession so they can’t do it all.]
Votes
Opinion: +56
Upvotes: 57 98.27%
Downvotes: 1 1.72%
Suggestion ID: 1635646 | Submitted at
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[Please consider rebalancing Wizard starting Knowledge and Will. The hit to Will on top of the nerf to Invis went too far. Further, Wizard defensive shields need a serious upgrade to be viable and worth using. The metrics prove, Wizard was 2nd least played class. The skill gap between the top 5 wizards and the rest of the community is very wide. Further, I'd seriously consider reverting ALL nerfs to the Wizard class and instead, decrease the duration of Wizard buffs by half on teammates, while leaving buff durations on Wizard unchanged. Lastly, scaling on Ignite might need to be nerfed.]
Suggestion ID: 1635802 | Submitted at
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[#d-and-d-suggestions message
OK. this suggest is expected to be unpopular. So how about telling the players around you that you are falling? There is sound for walking, but no sound at all for falling. With that in mind, I suggest a few changes to the falling system itself.
- Slow the fall speed by 25%.
- Emit sound when falling and can be heard by surrounding players. (like sound of wind).
- When landing from a very high place, a louder and heard by a wider range of players.
Either or more than two.
In both fighting above each other and being tracked, it does not act as a penalty for falling and is very effective only against surprise attacks. It is not unbalanced for a rogue to do it, but it is terribly unreasonable for a longsword (this I have actually done) or felling axe strike to fall from the air and not be noticed.]
Votes
Opinion: +93
Upvotes: 93 100%
Downvotes: 0 0%
Suggestion ID: 1635823 | Submitted at
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Rogue should start with a 16 damage castillian.
-Helps new player miss less shots.
-Castillian has a slightly lower attackspeed, so you can buff the damage without being too strong.
-And rogue’s starting dagger is too weak.
-the fact that you”prefer the rondel” is part of why it’s a good change. Allows you to have to loot to get the dagger you actually want.
Votes
Opinion: +79
Upvotes: 79 100%
Downvotes: 0 0%
Suggestion ID: 1635835 | Submitted at
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[The wizard is incapable of soloing the Cave Troll and so something should be adjusted to remedy this issue: given that the goblin caves are designed to be challenged solo, the boss located there should be solo-able by all classes. However, while every other class can do this, the wizard is incapable of killing the boss without assistance (look it up: there are videos of every class soloing the cave troll except wizard). While I'm not certain the exact issue, I'm pretty sure it has to do with the wizard not having sufficient opportunities to cast their spells without being hit (which, wizards being squishy, leads to quick death). I am not certain on exactly how to fix this problem, but leaving things as they are would be unfair to wizard players in the goblin caves.]
Votes
Opinion: -20
Upvotes: 23 34.84%
Downvotes: 43 65.15%
Suggestion ID: 1635869 | Submitted at
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saw someone suggest giving rangers survival bows as a starting weapon which already doesn’t do enough damage you’d be better off bonking mobs and people with a torch instead make mobs less tanky or slightly buff starter gear dmg across all classes
Suggestion ID: 1635877 | Submitted at
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New skill idea for rogue : [Sabotage]
What does it do?
-Allows you to put a kind of trap (to be discussed what kind) into a chest before closing them
-Allows you to sabotage doors lock too. It takes longer time to open a jammed/sabotaged lock
Why ?
Reason 1 What I love about games is all the niche type of gameplay available. Some would consider the perks pickpocket useless but to me those kind of things make a game more enjoyable than a standardised game.
Reason 2
It would be balanced. As the trade off to give up a skill like Hide or Rupture is huge.
Reason 3
It makes total sense in the lore of a rogue.
It is open to complementary suggestions
Votes
Opinion: +87
Upvotes: 87 100%
Downvotes: 0 0%
Suggestion ID: 1635965 | Submitted at
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Alternative to nerfing buffs
Instead of nerfing the buff meta by setting a max number of buff active or shortening their duration the more you have of them consider giving the new bard class a cone spell or a song that drains the buffs of players in a cone in front of him.
This would hard counter the meta by dispelling any party that is putting all it's eggs into one basket that is spamming buffs and also not introduce any systems that are not intuitive. Similar spells/active skills could be later introduced to the warlock, monk and other classes that would make sense in this regard.
Suggestion ID: 1636042 | Submitted at
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i saw that the in game group chat had some up votes so let me add a little thing more that could be controversial... What about a non invasive ping system? In my opinion one of the best ping system is the one in Apex but these 2 game are completely different it's like compare humans and gods (DND is of course the god) idk what the devs have in mind but a ping system could be really useful for no mic people or even for squad with mics, in the cycle they decide to delete the ping system maybe for "balance" the solos vs squad but i don't know how much is unfair have such systems. so in few world add a simple ping system with a sound not too loud, could be really helpful but it can take away some coordination skills and tbh i don't know what to choose I just had this idea let me know down here👇 and ping me (
) in the suggestions discussion channel ty and have a nice day
Suggestion ID: 1636046 | Submitted at
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A cool Unique Named Spear:
[Sheer Heart Attack]: Upon dealing damage to a enemy, place a curse that replays 33% of the damage dealt as flat magic damage.
The curse stays frozen for as long as the bearer of [Sheer Heart Attack] is nearby. But if activates, the curse duration starts, curse last for x amount of seconds.
Once the last second passed, inflict the damage.
[Lore: A challenge from the heart... to prove of who is worthy. - Words from a unknown Undead.]
Alright hear me out, the effect of the spear might sound powerful, but in reality I believe it matches the power of other unique named items.
Spear isn't a a weapon with heavy hits like the halberd, so the flat damage won't be absurd by 1 or 2 hits.
Also, the power come with two huge disadvantage which is it's potential not to proc at all in a fight.
And that the target has 10 seconds before the curse activates, giving him time to either heal a bit or seek a cleric.
I believe it would be a balanced weapon which has many room to be adjusted if proven otherwise.
Not only is cool, but imagine the drama of seeing you ally activating the curse and panicking.
Please judge it with the strength of other unique named items.
Suggestion ID: 1636232 | Submitted at
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add more variability to wizard spell kit as of rn there is only a fire build and arcane build with the current perks and minor damage reduction I would love to see a "lightning" and "light" build
The "Lightning" build would revolve around stuns (.5s-1s) and faster cast time for this specific spell type while using an associated perk, as currently it takes ages to even proc, even with increased spell cast from misc armor and weapons
The "light" build would revolve around revealing the hidden, instead of having the light spell by default reveal rouge I think it would be better if it was more dependent on perk build, so add a perk that reveals those with invis with light orb 6) I would also suggest to decrease the movement penalty on the crystal ball to 20, as 25 with the 10 penalty (35) with rondal dagger is way more than any sword that do exceedingly more damage especially at higher tier
7) make the "intense focus" skill actually viable, throughout all the playtest the essential skills on all wizards were by far meditation and spell memory, as you would be able to use spells and then regenerate them, so having any other skill is completely useless and locks wizard variability to zero. I would suggest making spells regenerate passively over time and meditation merely increases the regenerative progress at a faster rate, I do not really see any other viable option for this in order to use different skills
8) make the sage skill actually impactful 10% on knowledge is only +2 knowledge overall very underwhelming as a perk currently I suggest an increase of at least 25-30%
9) Mana surge needs a buff as well 5% damage is equivalent to +1 damage with a 20 base magical damage or +1.8 damage with a base of 35 magical, very menial, this perk needs a buff of at least 25% (+5 mg dmg)- 40% (+8mg dmg) to actually be viable
2/3
Suggestion ID: 1636306 | Submitted at
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allow rangers to light one arrow on a torch making it a flaming arrow doing 10 additional damage on their shot. (The bow has to stay in their hands if they put it away with X they lose the flaming arrow and it should be an interaction on the torch like turning it off)
Suggestion ID: 1636328 | Submitted at
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Buff Rogue Perk, Hidden Pockets, so that it justifies a perk slot since you could always just unequip potions.
- "Utility items are hidden and make less noise. (drinking potions, bandaging, etc.)
- maybe Renamed “Low profile” or "Secret Utility"
Votes
Opinion: +96
Upvotes: 96 100%
Downvotes: 0 0%
Suggestion ID: 1636337 | Submitted at
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A duel arena where players can duel each other make it like a roman colosseum and other players can sit and watch the duels , For example Friendly/staked duels meaning friendly will be a duel that does not involve gold being placed from both parties , staked duel meaning 2 players can put up any amount of gold against each other to duel make a set of options like rules of the duel like placing armour off or armour on etc players must be able to see other players inventory and character equipment.
Votes
Opinion: -9
Upvotes: 0 0%
Downvotes: 9 100%
Suggestion ID: 1636364 | Submitted at
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[Limit +All Stats to +1
Make gear that would have +2 or +3 stats pick two of them with all the different possible combinations.
So +1 would net you 5 attribute bonuses but spread
+2 +2 would get you 4 but focused
+3 +3 would net you 6 and be "better" than +all but limited to 2 stats.
I believe this change creates interesting scenarios where you are picking between which stats you want, helps diversify builds and gear a bit, and reduces instances of: "oh I just get that stat for free"; like interact speed from resourcefulness if you don't "spec" into it; or magic resist from Will. Generally I think this would be good for the game.]
Votes
Opinion: +32
Upvotes: 32 100%
Downvotes: 0 0%
Suggestion ID: 1636369 | Submitted at
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Require an Interaction for swapping/restocking Utility items.
Adding or replacing items that are in a Utility (3/4) slot should invoke a short Equip Item interaction.
Currently, players are able to freely add or replace Utility items with no penalty, allowing them to organize and equip them without downtime.
This makes hiding potions from the belt only a mild inconvenience, and allows players to cycle through multiple stacks of throwing weapons without stopping; these strategies are so effective that some players are already using Macros to automate them.
Votes
Opinion: +4
Upvotes: 31 53.44%
Downvotes: 27 46.55%
Suggestion ID: 1636372 | Submitted at
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Skeleton Archers and Death Skulls should instantly lose aggro when you go stealth. I find it stupid that when a rogue goes invis, the Death Skulls and Skelly Archers keep attacking him until they complete the animation and only lose track of him after finishing their attacks. The aggro should drop instantly.
Votes
Opinion: +81
Upvotes: 88 92.63%
Downvotes: 7 7.36%
Suggestion ID: 1636383 | Submitted at
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update
When is the next Playtest?
- The next playtest is currently planned to occur during Steams NextFest in February. Please keep your eyes on the #announcement channel for any future updates!
in #❓faq
Votes
Opinion: -27
Upvotes: 0 0%
Downvotes: 27 100%
Suggestion ID: 1636404 | Submitted at
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make a new class that specializes in firearms of all types and has a perk that gives him ability to use a rocket launcher that shoots rockets that explodes revealing more rockets that also explodes and when he’s shooting he has fire all around him
Votes
Opinion: -67
Upvotes: 4 5.33%
Downvotes: 71 94.66%
Suggestion ID: 1636470 | Submitted at
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[Items have specific stats they can roll, IE, you cannot roll the same stat in every single equipment slot. This would avoid absurd stat stacking like 95% physical damage reduction builds, or wizards with ridiculous casting speed and damage, or other possibilities]
Votes
Opinion: -4
Upvotes: 17 44.73%
Downvotes: 21 55.26%
Suggestion ID: 1636514 | Submitted at
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Add a Barbarian-focused sword type in the vein of Conan's Atlantean Sword. It could trade the reach of other two-handed swords for speed while retaining high damage and balanced impact zones, but that is just one idea off the top.
Votes
Opinion: +6
Upvotes: 15 62.5%
Downvotes: 9 37.5%
Suggestion ID: 1636588 | Submitted at
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A secure container system similar to the one used in Escape from Tarkov, where you can put whatever you want in there and it will not be lost on death. It should be noted that these containers in EoT are very small and should remain like that in this game if it were to be implemented.
Votes
Opinion: -59
Upvotes: 4 5.97%
Downvotes: 63 94.02%
Suggestion ID: 1636622 | Submitted at
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A ranked system for possible clans / guild system, a mode where 3 participants of the same "clan" matchmake against other "clans", this would implement some sort of ranking system, whether classing them for D to S or Bronze to Diamond (however you seem fit). The catch with this mode is that only 6 escape portals spawn, theoretically speaking only 2 teams can win, however the point system is awarded to individual players that contribute toward the "clan", say for example, a player that is able to successfully escape is granted 2 ranked points, and with there being 3 players in one team, the "clan" is awarded 6 ranked points, however if only one clan member is able to escape the team is only awarded 2 points, you get the gist, the more escape the more points you get, the flaw here is that "clans" can infinitely farm ranked points if only one person escapes, however this can be countered if the amount of people needed to escape increases with ranks.
idk its just my take something random i came up with whilst burning my time at school.
P.S leaderboard should be included ;p, keeps competition at high, and the amount of guild memebers should be capped. Plus weekly tournaments for the top clans to brawl out, smth fun not to be farmed for gear
Suggestion ID: 1636655 | Submitted at
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[Replacing Trading with an Auction House/Flea Market. Seller lists items for the price they want, flat listing fee of say like 15-20 gold. Buyers can search by certain parameters like Item Type, Slot Type, Rarity and potentially specific enhancements. Buyer does not get charged anything additional for purchasing. Sellers can remove listing but lose the listing cost. This will help in a few ways. Number one this will remove the ability to trade which will slow RMT, prevent players for being able to mule or trade between their characters. Number two this will cut down on time spent in trade allowing you to play while things are listed or sifting through the spam or get your items spammed out of eyes of potential buyers. Number three this will prevent scams, since you will know what you are buying and for what price. I know some people may like the ability to negotiate prices and offer different deals, but overall removing trade for this I think will be more efficient.]
Suggestion ID: 1636669 | Submitted at
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[add levels after 20 (even if after 20 progression is tied into class specs and talent trees) so you can see how much yourselves and someone else have played a certain character… could leaderboard it as well.]
Votes
Opinion: +80
Upvotes: 80 100%
Downvotes: 0 0%
Suggestion ID: 1636678 | Submitted at
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can you add a pvp toggle to make the game more friendly to squatters and rpers? It is not fun when u squat to someone and he squats back so u trust him then he kills u when u let ur guard down
Votes
Opinion: -96
Upvotes: 2 2%
Downvotes: 98 98%
Suggestion ID: 1636807 | Submitted at
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[Based on https://cdn.discordapp.com/attachments/989064933696237568/1080161861531607110/20.jpg
We can see that in general, the average gold extracted has two groupings. Fighter, barb, and rogue at the top, and cleric, ranger, and wizard at the bottom. I believe this could be from two things. Firstly is interact speed (which will be part of my end suggestion). Cleric, wiz, and barb have the lowest interact speed and 2/3 of them are in the Lower Grouping. The discrepancy can be answered by the Second factor; kills secured -> loot without interact speed. Fighter, rogue, and barb all secure kills in melee and are able to then take the loot from their kills for 'free' without interact speed penalties. My suggestion is to flatten the curve of the interact speed, allowing clerics and wizards to interact slightly faster, while also lowering the amount gained from each agil, meaning that the gap between these two groups can be bridged.]
Votes
Opinion: -37
Upvotes: 0 0%
Downvotes: 37 100%
Suggestion ID: 1636810 | Submitted at
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A new perk for Cleric called Favored Blessing, Praying at a Shrine would give back an amount of casts for your spells BUT you do NOT get the effects of Shrines (except for the Resurrection Shrine).
Votes
Opinion: +77
Upvotes: 80 96.38%
Downvotes: 3 3.61%
Suggestion ID: 1636836 | Submitted at
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[Change the dot (damage over time) effects to not deal magic damage, instead they could deal poison damage, fire damage and bleed damage for example. This will help with balance since they cannot be blocked by magic resistance but they wont scale insanely like they doo now. A good example of this is the zap spell having basically 2 times the bonus damage from all + magic damage enchantments due to its dot effect but the base zap could deal magic damage since its not a dot effect. if not at least show how the damage of the spells will scale so its more obvious why you deal the damage you deal]
Votes
Opinion: -19
Upvotes: 0 0%
Downvotes: 19 100%
Suggestion ID: 1636851 | Submitted at
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in the last few circles if a portal spawns and no one has been near it for a while, play a faint sound queue so that any stray hidden portals may be found? sometimes they spawn in weird spots that are hard to find because of the circle
Votes
Opinion: +81
Upvotes: 81 100%
Downvotes: 0 0%
Suggestion ID: 1636858 | Submitted at
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Combining all the popular suggestions for Rogue’s Smoke Bombs to make it viable.
- Can be thrown. (popular suggestion| credit: @My wife left me#1325)
- Remove the nameplates of anyone standing in rogue's Smoke Bomb (popular suggestion | credit: @vague condor)
- Make the smoke work on skelly archers (popular suggestion | credit: @weary wolf)
- (when the smoke fully expands) players get a subtle clouding effect while inside and 1 second after leaving. (based on popular suggestion | credit: @open sandal )
- Tweak visuals so players inside smoke aren't clearly visible from outside (popular suggestion | credit: @eternal shoal )
Smokebomb is too situational and can't compete with hide, let alone the damage skills. Combining these popular creative suggestions that individually aren't very impactful could collectively give the smoke bomb the boost it needs to be a viable competitor without being OP. Make the Cooldown 20 seconds if needed.
the ability to throw smoke bombs will make this skill uniquely useful for closing gaps against range, opening up creative teamplay possibilities. the rest of the suggestions are small tweaks that will increase the skill's general effectiveness. Shoutout to the original posters.
Suggestion ID: 1636873 | Submitted at
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[All classes should not gain full benefit from all attribute stats (Agi , Str, Will, ETC..) One of the major issues currently seems to be around stats and how strong having All atts on your gear is, a good way to balance this would be by having only certain classes gain 100% effect from attributes and 50% from their secondary attributes for their class. An example would be a Barbarian whose main stat would be Strength (increases HP and damage) which they would benefit from 100% and their secondary stat would be Agility (increases movement speed and attack speed) which they would benefit from at a 50% value and finally with Tertiary stats being at a 33% value (Will / Knowledge). A change like this would , at least in my opinion, fit thematically with the world (a barbarian should be a big hulking brute that isn't quick) as well as at the very least be a step in the direction of balancing one of the larger problems D and D is facing.] (edited)
Suggestion ID: 1636916 | Submitted at
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[I have two suggestions for the trade and item stock system.
- Trade should be restricted to trade with the same person (for X days).
- Item stock can be moved between characters owned by an account.(cost:X gold)
Choice.
The former would allow streamers and other celebrities to obtain equipment from listeners, with a time limit to avoid imbalance. And it would make it difficult for friends to ask each other to move item stock from one character to another on their own account.
The latter is I propose the exact opposite of the former. if there are no further rules for trading, it should make no difference whether the item stock is moved through another player or implemented and moved as a system.
It is simply useful and I suggest adding the feature.
NOTE: If you are in favor of the latter, please put it in " DV ". If we get enough votes, we will make a standalone suggestion.
If you think all suggestions are not good, please put it in " THINKING ".]
Votes
Opinion: -46
Upvotes: 1 2.08%
Downvotes: 47 97.91%
Suggestion ID: 1636922 | Submitted at
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add fishing, there should be a fisher man class and he would start with a fishing pole and a bucket of fish and a bucket of worms, he could fish and then when he fishes he can make special armor called like armor O’ fish and then he would be immune to all magic damage, then if he keeps fishing he can capture fish live and then hit people with like the fish O’ fish and then he can kill mages in 1 hit 👍
Suggestion ID: 1636973 | Submitted at
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Limit Equipment Trading To Extracted & Shop Items
Only allow players to Trade items that have come out of the dungeon, or been purchased from a Merchant.
If a player finds or takes Second-Hand equipment into the dungeon and successfully escapes, any items they bring out lose that status and become tradeable once more.
Currently, items can pass between players' hands multiple times without ever seeing actual play. This "empty" trading is leading to the oversaturation of popular items and is enabling Real World Trading, tradebots, and stash mules, and should be addressed.
Suggestion ID: 1636986 | Submitted at
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[Make a 6-8 month ladder system or whatever you want to end up calling it. Like most games like this or most ARPG’s you want a rotation to keep the game fresh and popular. Maybe even shorter for this game like 3-4 months till more content is added. ]
Suggestion ID: 1637109 | Submitted at
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[remove silver coins/change them into platinum coins that would work as permanent special currency (candy) and add a merchant that would sell armor and weapons for it (maybe even some other things like blue and purple rarity potions) ofcourse make them really rare]
Votes
Opinion: +85
Upvotes: 85 100%
Downvotes: 0 0%
Suggestion ID: 1637159 | Submitted at
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[Add a traditional, old school shop to the game, where you can buy skins and stuff BUT no loot boxes or randomized BS. Want it? Buy it. However, theres also some things you can only EARN. Rare items that people cant buy but can only get by accomplishing things by playing.
For example. Kill a certain boss 10 times, etc.
This gives players that don't have a bunch of time on their hands still an opportunity to earn skins that they wouldnt normally be able to earn in a battlepass because it expires.
At the same time the shop would give players what they want instead of them throwing money down the drain hoping to get one item thats randomized, AND its a way to sustain the devs without feeling so scummy.
Suggestion ID: 1637194 | Submitted at
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[Add arrow types to bows or rangers so they have more options but also more strategic decisions. IE: add broadheads that are good against lightly-armoured targets (but ineffective against heavy armour), and armour-piercing arrowheads for heavily armoured targets (but deal less overall damage against light-armoured ones). Might also add other strategic arrows, maybe magic enchanted arrows like fire for extra DOT or ice for slow?]
Votes
Opinion: +20
Upvotes: 29 76.31%
Downvotes: 9 23.68%
Suggestion ID: 1637228 | Submitted at
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nerf judgement there is no reason this skill should be an unmissable nuke to a wizard, rogue, or fighter in a .5 SECOND base SPELL CAST that scales off gear, it needs either a longer cast time and then procs in order to even be able to react properly, as in many cases when even hearing judgement going off the damage has already been done or has a damage cutoff that does not scale off of additional magic bouneses, its very frustrating as a player, especially late game HR, to run away instead of fighting a simple backline cleric, as a flanker, due to this unmissable cheese with decreased movement penalty on top of everything, there should be some player skill associated with the use of judgement and there should not be an additional movement penalty on top of it all
Suggestion ID: 1637325 | Submitted at
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- Item stock can be moved between characters owned by an account.(cost:X gold)
if there are no further rules for trading, it should make no difference whether the item stock is moved through another player or implemented and moved as a system.
It is simply useful and I suggest adding the feature.]
Votes
Opinion: -29
Upvotes: 0 0%
Downvotes: 29 100%
Suggestion ID: 1637379 | Submitted at
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[Add NPCs that give out quests in the dungeon for a bonus reward.
Like a pirate king quest where you find the pirate whose parrot is lost and then you find his parrot and bring it back to the tavern for pirate king booty.
The booty contains rewards and fruits that you can eat in the next queue for bonus power]
Votes
Opinion: -31
Upvotes: 0 0%
Downvotes: 31 100%
Suggestion ID: 1637402 | Submitted at
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Add a system of Assists so your name pops up in the killfeed along side the teammates you were buffing, its nice to be appreciated!
plus from the recent stats cleric looks way weaker than they are because of their Negative kills to escapes since they're mainly supportive, having an Assist counter would help us know how our favorite holy devotee is doing!
Votes
Opinion: +78
Upvotes: 78 100%
Downvotes: 0 0%
Suggestion ID: 1637405 | Submitted at
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Allow players to create a guild. The guild leader (player who created the guild) can give ranks to other members of the guild. Ranks enable members to control the guild environment. Guild members can share the warehouse and private room chat. Limit guild membership to 30 people. Guild members should recognize you in the dungeon (symbol above your head or something similar). Guild events, like guild wars, where members could try to kill opposing guild members in the arena and earn extra loot. The most kills in guild wars give guild points. Weekly guild ranks give the top 10 guilds extra materials to create items.
Votes
Opinion: +27
Upvotes: 44 72.13%
Downvotes: 17 27.86%
Suggestion ID: 1637432 | Submitted at
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[ try to add a system that when on a team and one player get a kill the body is locked for the teammates until the person who got the kill loots it to combat loot stealing. To anyone else NOT on the team they can loot it at any time to prevent just a lot of locked dead bodies on the ground. Not sure how or if it could even work. tired of getting my loot stolen as a cleric when it takes 6 years to open anything.]
Suggestion ID: 1637524 | Submitted at
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[change Perk / Skills / Spell names to match their D&D (5e) counterparts. So far I've listed :
Wizard :
-Ice Shield -> Armor of Agathys
-Reactive Shield -> Mage Armor
-Meditate -> Arcane Recovery
-Zap -> Fire Bolt
Rogue :
-Backstab -> Sneak Attack
Fighter :
-Adrenaline Rush -> Action Surge
Cleric :
-Holy Purification -> Channel Divinity (approximation)
-Lesser Heal -> Healing Word / Cure Wounds
-Protection -> Shield of Faith
Adds more D&D fluff to the game and there are already Perk / Skills / Spell that already have the exact same names !]
Suggestion ID: 1637549 | Submitted at
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[Make option change amount of spells for mage and cliric - like take not 4 fireballs but 1 and choose not 4 zeps but 7, like 3 additional free for other magic because you take less of previous. And will be perfectly if you will can convert this additional spells to other tier, like 4 spells 1tier the same is 1 spell of 2tier
Also you can make price of the cell of spell. like I wanna use only 1 spell and I take it but receive more amont. Same as it's work with "memory" point, if spell need 4 memory point and have 4 ammo and I have 8 memory point I can take 8 ammo of this spell or take 1 and save my 7 points for other magic.
]
Suggestion ID: 1637572 | Submitted at
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In regards to the meta of the buff ball comp in Playtest #4, I think the aspect that should be nerfed is the Wizards ability to buff its allies without any repercussions. For example, I believe that the wizard in itself can be a supportive class by debuffing enemies via the slow and ice bolt spell. However, being able to send a fully buffed invis barb into the backline of another group is a little too potent. So maybe reduce the effectiveness of spells like invis, haste and ignite on allies and/or anything that isn't the wizards itself. (For example, the wizard still receives the full effectiveness of their own buffs to keep that outplay potential there, but if cast on another character, they shouldnt be able to move in stealth without it breaking and reduced movement speed with haste etc.)
This way the wizards keeps its ability to stay alive seeing as its the squishiest class in the game but it cannot make the barb/fighter a better rogue than what the rogue is itself. I believe the cleric should be the class to provide your team with the important, fight deciding buffs whilst the wizard can use its debuffs on the enemies and using its own buffs to give itself the advantage in a fight to reposition etc. and sway it in their teams favour.
Suggestion ID: 1637703 | Submitted at
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[In an effort to make the game fun for everyone there should be lobbies separated by what rarity of gear your allowed to bring in. Everyone trying to climb the ranks and get the most kills are queuing with legendary weapons against starter item players. This ruined that match for those players. Having a queue for starting equipment only / uncommon gear only and under / epic gear only and under / anything goes would EXTREMELY balance the game and make each match fun for everyone. Players can choose to risk their equipment if they want to and players can go up against heavy hitters if they want but no one is forced into an unwindable match. Plus this would be convenient for tournament play and it would balance out the rankings of players based on skill instead of shear determination to kill all of a lobby of new players. We could also have a different rank based on each lobby you queue up for to further establish skill level on the leader boards.]
Votes
Opinion: -75
Upvotes: 4 4.81%
Downvotes: 79 95.18%
Suggestion ID: 1637755 | Submitted at
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Many emotes and skins, perhaps if both players activate certain emotes let them have an interaction, for example a dance emote where it takes a second to load up and if others also dance you dance synchronized or something magical that looks cool and unique with particle effects / particle effects for campfire emotes / more funny game emotes and tavern emotes. I think this will generate money, especially if they are cheap and you can collect many instead of having to make a hard choice and spend your hard earned money (look at valorant, i refuse to get any skins there because they think their skins are worth a whole game price)
Votes
Opinion: -20
Upvotes: 3 11.53%
Downvotes: 23 88.46%
Suggestion ID: 1637776 | Submitted at
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Add random rare events that happen in the dark mist or when out of the circle
Examples:
-Spawn rare loot containers or monsters like ghosts that are hard to see
ΦGhosts are fast and can't leave the mist, with attack patterns that make them go invisible temporarily, run away, then uninvis and fly at/through you
-Runes or Paintings appear on the dungeon walls that give shrine buffs as a comeback mechanic
-Rare loot found in the darkness adds more stress because it's likely you're in a terrible position if you found it
-Intentionally going into the darkness becomes a risk-reward option
-The artistic realization of these mechanics would be fun to make, using the darkness and mist filter to interact interestingly with the art design
Votes
Opinion: +49
Upvotes: 61 83.56%
Downvotes: 12 16.43%
Suggestion ID: 1637815 | Submitted at
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[Add a hideout it doesn't have to be like the one in tarkov where a lot of things are going inside it. Just a stationary Training Dummy and a few Moving Dummies with different range from them(For Rangers practice) and a Storage Box where you can access your storage so you don't have to exit the Hideout and equip other items (saves loading time!)]
Votes
Opinion: +74
Upvotes: 77 96.25%
Downvotes: 3 3.75%
Suggestion ID: 1637833 | Submitted at
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Get rid of run crouch spam. When a wizard makes someone invis, if they spam crouch while moving towards the enemies, their footsteps sounds become non existent. The audio cue of footsteps while wizard invis is the only way to deal with them, but if they are good at cheesing an audio bug exploit, it becomes nearly impossible.
Votes
Opinion: +80
Upvotes: 84 95.45%
Downvotes: 4 4.54%
Suggestion ID: 1637835 | Submitted at
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[If it does not already, Wiz light orb should remove ALL invisibility effects, especially Wiz invisibility. A prepared Wizard can drop the orb into a door and make it a bit harder for us crayon eaters to buff-ball + W key through choke points without consequence]
Votes
Opinion: +69
Upvotes: 73 94.80%
Downvotes: 4 5.19%
Suggestion ID: 1637844 | Submitted at
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bring back the three man portal... Let me explain... Bring it back but at one condition, in the last circle a guarantee portal for 3 will appears as a last hope for teams and of course this could bring more fight in the last minutes, I'm play mostly as solo and i love see team split for take portals but c'mon i wanna watch the last fight for freedom and maybe sneak upon the last survivors let me know what you think 👇🏽
Votes
Opinion: +64
Upvotes: 83 81.37%
Downvotes: 19 18.62%
Suggestion ID: 1637879 | Submitted at
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[I was a little surprised to find that there were no discernible gender-based differences in the sound effects of the barbarian's roars or the cleric's spells, or in the graphical representation of equipment on the torso. Though I understand it may be too early to implement such changes, it would certainly enhance the immersion of the experience if gender variances were included.]
Votes
Opinion: +73
Upvotes: 73 100%
Downvotes: 0 0%
Suggestion ID: 1637895 | Submitted at
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Add an option to open and close doors/chests/corpses quietly at the cost of taking slightly longer to interact. The object you're interacting with will make considerably less noise and be harder to hear for nearby players. While obviously it wouldn't be time efficient to do this constantly, being able to more easily sneak up on players on the other side of a closed door, or quietly loot while you know enemies are nearby, would make stealth (whether to ambush or avoid another player,) feel much smoother.
Suggestion ID: 1637930 | Submitted at
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limited field of vision to look around in meditate like how you can look around a bit while at a campfire? you can barely see in meditate since your camera is pointed at the ground
Votes
Opinion: -22
Upvotes: 0 0%
Downvotes: 22 100%
Suggestion ID: 1638038 | Submitted at
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Give Wizard Buffs Counterplay (Instead Of Making Them Just Suck)
Invisibility should set the recipient's AC to 0 (-10% PR) until broken.
This would not affect its use as a stealth tool, but would leave the recipient exposed when trying to use it to escape, reposition, or engage with the buff active-- something that smart players can exploit on both sides.
Haste should invoke a 3 Second 'Fatigue' period like Fighter's Adrenaline Rush after it expires, slowing the recipient's movement and actions.
This would allow players multiple opportunities to outplay, outmaneuver, or outlast and out-trade a Hasted opponent; while it would have less effect on the very high-Will Wizard, who naturally has a very low Debuff Duration!
Votes
Opinion: -17
Upvotes: 24 36.92%
Downvotes: 41 63.07%
Suggestion ID: 1638150 | Submitted at
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[Trade Chat Upgrade
Allow buyers to to filter for a specific item type, rarity type, and stat that does not require them to be in a specific trade channel at the time of search to see where it is currently being sold. Also when a person requests trade with a seller they are all displayed in a list where the first person to request trade is highlighted on the very top of this list.]
Votes
Opinion: +79
Upvotes: 82 96.47%
Downvotes: 3 3.52%
Suggestion ID: 1638224 | Submitted at
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[Whenever bards are added to the game let’s have some instruments added as weapons they can use. I can’t suppress my desire to hear a TWANG when I whack someone upside the head with a guitar, or hear a dissonant #C whistle through the air as an enemy bard swings his flute at me.]
Votes
Opinion: +92
Upvotes: 93 98.93%
Downvotes: 1 1.06%
Suggestion ID: 1638348 | Submitted at
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add a class called "Jester" who doesn't have any weapons or armor but can distract other players with jokes and pranks. The Jester's special ability could be a pie-throwing move that deals no damage but temporarily blinds other players. This would add a humorous element to the game and also provide an opportunity for players to showcase their creativity in distracting their opponents.
Votes
Opinion: -54
Upvotes: 5 7.81%
Downvotes: 59 92.18%
Suggestion ID: 1638503 | Submitted at
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Zap should be listed in Tier 3 instead of Tier 1 spell
As a hitscan spell, Chain Lightning has the risk of accidentally hitting friendly units
Ice Bolt same Zap base damage of 20, but the projectile speed is slow and easy to dodge, and also unlike Zap no body part damage modifier, basically impossible to headshot, and no burn damage, overall ability is weaker than Zap
Fireball is Tier 4 spell, projectile speed is slow, so it's not easy to cause direct damage, common situation is 10 splash damage and burning damage, but because of DoT method Zap burning damage can be much greater than Fireball burning damage
Votes
Opinion: -22
Upvotes: 19 31.66%
Downvotes: 41 68.33%
Suggestion ID: 1638511 | Submitted at
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[add a category of potions named "Mysterious Potion" with varying hidden effects that only become known once consumed. Different rarities of the potions would have an increased number of random effects, for better or worse. For example, a grey quality Mysterious Potion would have 1 random weak effect, white quality would have 1 standard random effect, green quality would have 2, blue would have 3, and so on. Random effects could include +/- attributes, +/- stats, healing, poison, invisibility, physical shield, magic shield, maybe even a couple of wacky VERY low chance effects like exploding dealing damage to you and anything around you as if a fireball just went off, or polymorphing into a harmless critter for 20-30 seconds. Let us have potion gambling, I want to consume dubious liquids!]
Votes
Opinion: -22
Upvotes: 7 19.44%
Downvotes: 29 80.55%
Suggestion ID: 1638523 | Submitted at
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Introduce an Executioner's Sword for Fighter (and when/if we get Paladin for Paladin). A square topped longsword with 3 small holes at the top in a triangle pattern. Damage below a Longsowrd at 24 when Junk, 45-49 at Unique (Compared to the Longsword's 29 at Junk and 52-54 at Unique). Overhead and Wide swinging attacks but no thrusting attacks. Two-handed weapon. Weapon makes a small whistling noise when swung that can be heard from a distane. It's main mechanic would be that it deals increased headshot damage. The whistling will alert players very early to the weapon and give away your position when using it as well as the slightly lower damage and no thrusting attacks to balance the increased headshot damage.
Votes
Opinion: -14
Upvotes: 11 30.55%
Downvotes: 25 69.44%
Suggestion ID: 1638530 | Submitted at
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Introduce a friends list to the game. It becomes quiet tedious to add new people through discord when the game now has party VoIP. Could also add a Clan type system where you can invite people into a clan, and clan members can see who is online in lobby and can send invites to them. Would add more social elements to the game, could even make friends with someone who kills you or someone you kill with either of these mechanics implemented.
Votes
Opinion: +90
Upvotes: 90 100%
Downvotes: 0 0%
Suggestion ID: 1638576 | Submitted at
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[when the player interact with any portal that portal has chance to be unstable and spawn powerful monsters or bosses from deeper levels of the dungeon, like in manhwas where low grade portal appear and then become unstable and keep spawning monsters to human world]
Votes
Opinion: -56
Upvotes: 3 4.83%
Downvotes: 59 95.16%
Suggestion ID: 1638577 | Submitted at
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add a bit more interaction with the environment. By this I mean something like shooting a chandelier down, or hitting a torch off the wall or things like that. However I am not saying ultra realistic where if you hit a pillar enough it will fall, or a chandelier will just insta kill. Just say the chandelier will push ppl back a bit and do a small bit of damage.
Suggestion ID: 1638612 | Submitted at
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(Make weapons be available for all classes but have class specializations, example if a rogue finds a battle axe the rogue could use the battle axe but at the cost of less damage and a lot less swing time and a possibility of dropping the weapon or if a barbarian uses a bow lets they have a butterfingers debuff that reloads slower with less arrows or maybe your accuracy is more random if your not a "ranger" or a "fighter with the all weapons perk", like the bow is still way better to use for a ranger but if you're not ranger you just wont be able to use it to the best of its abilities)
Suggestion ID: 1638631 | Submitted at
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Ranger Tracker Perk Rework:
- Footsteps visibility range increased X4.
- You and your team see the bloody footsteps of the Players you damaged for 12 seconds. (The timer resets every time the ranger does damage )
This perk currently single-handedly counters any sneaky strategies, now instead it's much more useful for tracking fleeing enemies.
Votes
Opinion: -51
Upvotes: 0 0%
Downvotes: 51 100%
Suggestion ID: 1638716 | Submitted at
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[Give rogues 2 worst quality health pots. They are one of the only classes in the game with zero sustain. Not to mention they have the worst default kit in the game. Possibly raise the damage of default dagger as well because that thing is absolutely pathetic. I mean 14 damage is a nightmare for pve, that combined with low HP and strength, this class gets nuked by any room that has more than one NPC archer in it, making some rooms almost "un-enterable" as a solo rogue early game.
Lets just compare some other classes default kit/skills.
Ranger - Can heal a ton of HP per run because of rations, ALSO gets a free campfire, WHY?
Fighter - Has second wind which is a 50% heal and access to tons of strong armor for damage mitigation.
Barb - Highest strength meat shield in the game.
Cleric - Tons of heals, which is normal they're a cleric 😂
Finally wizard - in my opinion has the second worst default kit in the game but even they get a protection pot.
Now lets think about what rogue gets, three god awful throwing knives, that's it! 😂😂 in my opinion this is just not balanced. Many classes can choose to not spend gold on heals simply because they get free sustain. For scaling into late game buying heals definitely adds up and on rogue it is pretty much mandatory.
Many times you have to spend at least 60-100 gold per run as rogue.
Suggestion ID: 1638755 | Submitted at
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make a class that is like a dung beetle, first they add pooping to the game and then once they add pooping the characters will poop and then leave poop on the ground. The dung beetle then comes up and can roll everyone's poop up and can run people over with it or get out with the poop in one portal and him in the other, then he could sell the poop to a new trader, the poop master, the poop-master would buy the poop up and then he would also sell poop related accessories like the poop ring, it would be a ring of poop, he would sell the log sword, it would be a few pieces of poop in one big stick that the dung beetle can attack with, and the poop necklace that would scare of skeletons because of its stench. He would also sell poop armor like the boots would let him push poop faster and the gloves would let him get more poop per grab of poop.
Suggestion ID: 1638801 | Submitted at
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Add a devlog of sorts somewhere that people can see if they want. It doesn't have to be very detailed or in depth but just some clarification on what things are being worked on could be nice for the community. Rust has a devlog and it's nice to have some insight into what's being worked on. Also you could say "Wow, they actually put my stupid suggestion in the game!!!"
Votes
Opinion: +56
Upvotes: 56 100%
Downvotes: 0 0%
Suggestion ID: 1638814 | Submitted at
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Spell for bard: blindness - after spell channel time, limit the targets vision to a small radius around them (maybe a foot of vision) for a few seconds.
- I think this could be a great way of adding other supporting spells for a spellcaster like a bard, other than directly buffing someone on your team.
- I was torn between hitscan and projectile, but given that slow is hitscan and still isn't used very much, I think hitscan is fine.
- this is a pretty common spell type in magic based games, so while nothing super original here, it's a tried and true spell that could be fun.
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1638858 | Submitted at
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[Add some capability where players could push / pull boxes & barrels away from their original location. This could be restricted to one or more classes with or without perk. It could be set to make less noise for stealthy reasons and allow classes which cannot break objects to at least move them. The intention would be to introduce more interesting player interactions or unexpected / unpredictable scenarios within the environment. An opportunity within the Dark and Darker dungeons for more ambushing or hiding in dark areas behind objects.]
Votes
Opinion: -10
Upvotes: 11 34.37%
Downvotes: 21 65.62%
Suggestion ID: 1638970 | Submitted at
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[make it so when you are in a trap you just need to press interact anywhere to open it, instead of only on the trap. This fixes the cheese of items being on top of the trap making it impossible to open, and makes it so you don't have to try to guess the side of the trap you are on, and spin around until you find it.]
Votes
Opinion: +55
Upvotes: 70 82.35%
Downvotes: 15 17.64%
Suggestion ID: 1638974 | Submitted at
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add modes other than dungeon exploring.
I believe that something should get added to allow the player to do/have something that isn’t related to the labyrinth or goblin caves of the sort, because in a vacuum why would someone risk their lives to do a dangerous adventure and earn treasures just so they can do another adventure they gotta have a life outside of adventuring. what I mean by this is adding things such as:
Training area where you can learn and test exactly how a build would work or what abilities would do in a specific situation.
Housing: Give a room players can use to flex on l̶o̶s̶e̶r̶s̶ players or decorate a nice living space for themselves
Arena: a way to fight other players without having to spend the time looking for them in the dungeon and allow a way to fight with no equipment loss or with equipment loss.
Votes
Opinion: -13
Upvotes: 16 35.55%
Downvotes: 29 64.44%
Suggestion ID: 1638998 | Submitted at
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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 "Named rarity" gloves that could be worn by any class, and gives the wearer a generous increase to damage when attacking players and monsters using your fists, as well as a function that would allow players to punch and break wooden doors, similar to the barbarian perk. 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.
Votes
Opinion: +32
Upvotes: 41 82%
Downvotes: 9 18%
Suggestion ID: 1639042 | Submitted at
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Due to avg. gold leaving High Roller being 185 as per the statistics shown having High Roller cost 100 instead of 75 like last test is making it more profitable to be in the normal dungeon with good gear than high roller and a good idea to return to Normal after getting your named gear. Lowering High Roller to 75 like in test 3 or increasing the average gold leaving high roller in some fashion needs to be done.
Votes
Opinion: +19
Upvotes: 38 66.66%
Downvotes: 19 33.33%
Suggestion ID: 1639123 | Submitted at
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[Make the effort and time to acquire gold and gear longer, just to make sure people don't have top tier one week into a wipe. Make the whole cycle lot longer so people can enjoy the low gear fights lot longer. I love that each gold has a high value as you dont run around getting bigger stacks of them. Keep the numbers of gold lower to make each gold worth more]
Votes
Opinion: +38
Upvotes: 49 81.66%
Downvotes: 11 18.33%
Suggestion ID: 1639329 | Submitted at
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it would be pretty cool to have a replay system after the match to see how you / other people played. I also firmly believe it could be viably used to see if some body was cheating, and a way to report them more feasibly. I don’t know about y’all but in most other games I go through my replay to re watch how I played
Votes
Opinion: +85
Upvotes: 85 100%
Downvotes: 0 0%
Suggestion ID: 1639338 | Submitted at
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[Suggest for a Japanese translation.
Premise:I think perk desc should drop the use of the 'desu-masu' style.
Example:します。 -> する。
されます。 -> される。
できます。 -> できる。
It's difficult to strike a balance between the use of katakana and kanji in Japanese. If you use too many katakana, it can come across as childish to native Japanese speakers. On the other hand, too many kanji can make it difficult to understand and hinder your ability to effectively express proper nouns.
In my opinion, it's better to use a lot of kanji for perks and skills while reserving katakana for spells and other related terminology.
-
overall activate message
ピックロック(pick-lock) -> 開錠
(ロックピック(Lockpick) is unchanged) -
leave trading channel message
集会所を出ませんか? -> 集会所を出ますか? -
item
火炎病(Explosion Bottle) -> 火炎瓶
(Explosion " Disease "!?!?!?) -
Rogue perk
スリ(Pickpocket)
ダンジョンから敵のアイテムを盗むことができます。
->
ダンジョン内の冒険者からアイテムを盗むことができる。 -
Fighter perk
二刀流(Dual Wield)
武器を両手に装備すると、攻撃速度が15%増加します。
->
武器をそれぞれの手で装備すると、攻撃速度が15%増加する。 -
Wizard perk
祕傅専門家(Arcane Mastery) -> アーケインマスタリー(katakana)
or 秘術熟練(kanji)
祕傅環流(Arcane Feedback) -> アーケインフィードバック
or 秘術還元
溶ける -> (Melt)メルト or 融解 -
Cleric skill
レッサーヒル(Lesser Heal) -> レッサーヒール
レザレクション(Ressurection) -> リザレクション -
Cleric perk
アンデッド討伐(Undead Slaying) -> アンデッド特効
高級治癒士(Advanced Healer) -> 高位の治癒士
and...more. We'll checkout that in the next test.]
Votes
Opinion: +35
Upvotes: 40 88.88%
Downvotes: 5 11.11%
Suggestion ID: 1639357 | Submitted at
·
[Find a way to limit a players ability to brighten the Dungeon. It is too easy to almost completely circumvent or eliminate the effects of darkness through settings both in the game and outside of it. Take a hardline stance against players taking any steps to lessen the impact of darkness and make doing so a bannable offense. Here's a prime example of what can be done: https://www.reddit.com/r/DarkAndDarker/comments/117dqyi/posting_a_ranger_clip_everyday_until_early_access/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button . This absolutely should not be possible and it gives a staggeringly large advantage while also running contrary to the spirit of the game. Many shots in that video were made and landed against people that should have been completely and utterly obscured by darkness.]
Votes
Opinion: +65
Upvotes: 73 90.12%
Downvotes: 8 9.87%
Suggestion ID: 1639418 | Submitted at
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From looking at game entry perk data, pickpocket could be merged into hidden pocket(s), since both are rarely picked. This will also bring rogue down to 9 perks, the same as other classes except cleric.
Votes
Opinion: +86
Upvotes: 89 96.73%
Downvotes: 3 3.26%
Suggestion ID: 1639574 | Submitted at
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Allow the character to look straight up and straight down. The most relevant reason why is the rangers hunting trap. If you look down there are only two spots you can actually see it to disarm it. Then if the ranger is a cheeser and puts it on the stairs or in a dead body, there is actually no way to disarm the hunting traps sometimes. Fewer times you need to look straight up, but it still becomes relevant as the levels get more elevation differences added. Or at the very least, rework disarming ranger traps slightly so that you aren't caught in one over a dead body and can't reach it because all you can do is loot the body.
Votes
Opinion: +67
Upvotes: 71 94.66%
Downvotes: 4 5.33%
Suggestion ID: 1639610 | Submitted at
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Next to peoples names in the market there should be a little symbol to show what class they are. This way you could offer them gear for their class in exchange for a reduced price. This would cut down on unnecessary time spent trading by combining selling and buying. Also maybe consider putting a little button next to the text chat when you enter a trade window that you can press to opt into voip with the other player. It would be wicked fun to haggle in voip with someone and give them an elevator pitch on why the trinket or nicknack you're selling them is worth 500 gold.
Suggestion ID: 1639621 | Submitted at
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add a class called “Knight” who is identical to the knight from clash royale. it would show love for clash royale which could create a collab maybe haha and would make for a good character.
Votes
Opinion: -83
Upvotes: 0 0%
Downvotes: 83 100%
Suggestion ID: 1639712 | Submitted at
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[ mimic door. I'm aware it's been discussed but I would just like to say it again so people know you guys are looking out for one on the unreal shop! (i was thinking the door should open tho and then its just like a mimic in the door frame,not sure if you planned on having it pop out or anything but it'd be cool if it just stayed in the doorway and tries to get a big chomp when u first open it. ]
Votes
Opinion: -37
Upvotes: 0 0%
Downvotes: 37 100%
Suggestion ID: 1639815 | Submitted at
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add an indicator (thumbs up/down) next to peoples names in the trading post, showing their current karma reputation. So players who live off trolling and ruining the experience for others, get punished and are visible to everyone else. Smileyface
Votes
Opinion: +80
Upvotes: 87 92.55%
Downvotes: 7 7.44%
Suggestion ID: 1639820 | Submitted at
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[suggestion] - Make sure to nerf Throwing Axe & Throwing knife. Make it not scale with +dmg (from perks & stuff) so thoses item will be used to slow people and reach melee range if you hit as it was originally designed. Having barbarian going in game with 30+ throwing axe and being new ranger was not fun last playtest
Votes
Opinion: +37
Upvotes: 56 74.66%
Downvotes: 19 25.33%
Suggestion ID: 1639867 | Submitted at
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[A limit on how many people could interact with the Treasure Hoard. 2 People seems decent. This is to discourage 6+ people from being friendly in order to hit the Treasure Hoard in back to back games (sorry Treasure Hunters but that's lame) and, nerf the free gold strat of buying a gold key for 500g, then getting 2k+ in net profit in 3mans. This doesn't effect solo/duo players bc they're struggling enough, and indirectly makes resourcefulness have a little more value in 3mans.]
Votes
Opinion: -55
Upvotes: 6 8.95%
Downvotes: 61 91.04%
Suggestion ID: 1639881 | Submitted at
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[Make lobbies based on an average equipment/inventory level across a party. 1÷3 for solos and 2÷3 for duos. This is assuming that there isn't equipment that makes it really easy to 1v3 available. Regardless of skill, I get the feeling that this game will be enjoyed based on the player to player interactions and mismatched equipment levels will make that much harder to enjoy.]
Votes
Opinion: -62
Upvotes: 5 6.94%
Downvotes: 67 93.05%
Suggestion ID: 1639938 | Submitted at
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Adjustment for armors in general
Add flat damage reduction(depending on damage type) to armor in positive and negative ways
There has been this strange problem of a bunch of people going naked runs because makes you faster and almost gives no change on the damage received... I think this is a good solution for this situation, and also opens ways to make each armor more unique in its way... For example: A plate armor having a good reduction to Pierce, Slash but less to Crushing damage and for magical damage good reduction against fire and ice but negative against lightning...
Votes
Opinion: -8
Upvotes: 6 30%
Downvotes: 14 70%
Suggestion ID: 1639950 | Submitted at
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[putting a rarity limit to goblin caves, maybe blue at max? I think goblin caves serves as a good place to get loot before going into normal but overgearing can really kill that for many people especially with how pve seems a bit more deadly. Plus for an in game logical reason the caves feels like you’ve been captured and it would make sense if the goblins had taken your gear? Probably unpopular]
Votes
Opinion: -53
Upvotes: 9 12.67%
Downvotes: 62 87.32%
Suggestion ID: 1640083 | Submitted at
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Rogue's Dagger Expert Perk rework:
- ignore the weight of all daggers.
making the perk usefull for increasing movement speed a little bit, which rogues care more about than 5% more damage. an appealing choice especially for duel wielders. Not OP since daggers are very light already, but great for maximizing speed.
Votes
Opinion: +62
Upvotes: 73 86.90%
Downvotes: 11 13.09%
Suggestion ID: 1640113 | Submitted at
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Finding a unique items and seeing that it doesn't have a special property but instead just a few more armor points than an orange item sucks big time. You mouse over the item, you get all excited, then you check the bottom of the item description and nothing is there. It's just an "orange" in disguise. I think that removing these and keeping only actually "unique" unique items that are named is the way to go.
Right now normal unique-s just aren't all that exciting for anyone that isn't a new player. An experienced player knows that his blue/purple gear with good rolls is superior to anything that is orange or "unique" with random rolls.
Either give all unique-s unique names and properties or just remove those that don't posses any from the loot to not dilute the excitement of getting one.
Votes
Opinion: +55
Upvotes: 55 100%
Downvotes: 0 0%
Suggestion ID: 1640166 | Submitted at
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Strength gives +hp and +damage. Remove +hp from Strength and add a Constitution attribution that adds +hp. This will force more decisions in gear choices and prevent the current "just stack Strength" meta.
Votes
Opinion: +101
Upvotes: 110 92.43%
Downvotes: 9 7.56%
Suggestion ID: 1640218 | Submitted at
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Suggestion 1640166 will harm game balance if named items stay the same rarity, either their stats need to be lowered to Legendary/Orange Rarity so there is a comparable basic item so the skill and stat divide doesn't become too large OR Named items need to be the same rarity as basic uniques are right now (WHICH IS A HORRIBLE IDEA since it will flood the game with named items not only devaluing them but also harming the general gameplay loop).
Votes
Opinion: -16
Upvotes: 6 21.42%
Downvotes: 22 78.57%
Suggestion ID: 1640253 | Submitted at
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Ranger trap revamp: basic UI improvements - There are currently some problems with ranger traps that can really screw over a player by no fault of their own. here's a couple of ideas that don't remove trap utility, but make the experience BEAR-able. lol
- Can only interact with the trap while you're stuck in it. This will eliminate the trapping of bodies since you won't be able to interact with them.
- Increase the "interact" radius a little so you can begin interacting with the trap while not looking directly at it. NOTE: I want people to still look at the trap while disarming it, but since you cannot look straight down, people have gotten permanently stuck in them sometimes and that's quite frustrating.
TDLR: can only interact with traps while stuck so no more body trapping, allow slightly more radius on the initial interaction so players wont get stuck on ramps and bleed out (since you cannot look straight down)
Votes
Opinion: +34
Upvotes: 45 80.35%
Downvotes: 11 19.64%
Suggestion ID: 1640386 | Submitted at
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What if the circle instead of dealing direct damage would apply a debuff that deals damage and that stacks. This would make Cleric's 'Cleanse' more viable and would bring more thought on what spells to equip.
Votes
Opinion: -41
Upvotes: 6 11.32%
Downvotes: 47 88.67%
Suggestion ID: 1640395 | Submitted at
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[ add an area similar to Tarkovs hideout. Instead of a basement though, make it an open air area out in the countryside with a farmhouse. The farmhouse could be customized aesthetically. Outside of the house would be a blacksmith area for repairing and upgrading weapons and armor, an alter for setting your spells, a shooting range, and a melee dummy with different tiers of armor for damage calculation. There would be a chest in the house to access your stash, and you could back out any time to the regular menu. Also if you wanted to go into raid from your homestead you would get on a static horse and trigger and animation of you riding into town, you arrive at the tavern pregame lobby. Overall meant for immersion, not to change or modify any in game stuff.]
Votes
Opinion: +20
Upvotes: 38 67.85%
Downvotes: 18 32.14%
Suggestion ID: 1640411 | Submitted at
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The speed buff the barbarian receives from Rage should be toned back or replaced to be a swing speed buff. As it stands the 15% speed the Barbarian recieves is a larger buff than Haste and only 1.6% worse than the buff the Fighter recieves from Sprint. Not to mention the Fighter doesn't get any offensive/hp buffs from Sprint like the Barbarian does with the Strength boost from Rage.
The Barbarian is a role that largely fills in the Melee bruiser Role and having them be able to out-run nearly every other class in the game using their ability means that its extremely difficult to duel them as any other melee class, especially when paired with there extremely high HP pool.
Votes
Opinion: +44
Upvotes: 57 81.42%
Downvotes: 13 18.57%
Suggestion ID: 1640687 | Submitted at
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Make cleanse from the cleric work as an offensive spell to clear all buffs on enemy's and allies. will give a counter to buff ball and it makes sense as a spell. possible only clears up to two buffs at once for balance
Votes
Opinion: +92
Upvotes: 92 100%
Downvotes: 0 0%
Suggestion ID: 1640774 | Submitted at
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For the next playtest and possible future EA / game release, upon detecting a first time game launch. Can you please ask the users if they'd like to turn on and agree to having VOIP enabled? Or please find a way to notify new players that VOIP is an option. As General Sam put it, it's "shamefully buried" in the game settings.
It's an awesome feature! It just sucks people can't hear me because they never noticed it in the settings or even touched the settings much.
Votes
Opinion: +83
Upvotes: 86 96.62%
Downvotes: 3 3.37%
Suggestion ID: 1640808 | Submitted at
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[Would you guys be Interester in the trade chat, a new filter to be placed aimed at enchants? Just asking out of curiosity.]
Upvote for being in favor of such change and downvote if you have an opposite opinion.
Votes
Opinion: +32
Upvotes: 36 90%
Downvotes: 4 10%
Suggestion ID: 1640942 | Submitted at
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"Make it so you can't cast Healing spells on Dead enemies." So annoying when I try to heal a team mate or myself and it is cast on the dead skeleton next to me or my teammate....
Votes
Opinion: +70
Upvotes: 79 89.77%
Downvotes: 9 10.22%
Suggestion ID: 1640958 | Submitted at
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add a unique for wizard that calls out what he is casting, i think this would be pretty awesome the language could be some other mystic dialec does not have to even be english and add some cool animation for the specific item being used
Votes
Opinion: +49
Upvotes: 52 94.54%
Downvotes: 3 5.45%
Suggestion ID: 1641050 | Submitted at
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Switch From Linear Damage/AC Growth To Diminishing Returns.
Armor Class & Weapon Damage Increase by Rarity Step changed from +18%/+18%/+18%/+18%/+18% (190% Overall) -> +20%/+15%/+10%/+10%/+5% (160% Overall)
Currently, all equipment scales its Damage/AC across 6(8) Rarities, increasing mostly linearly. This leaves almost half of a weapon's damage potential locked behind Epic+ weapons and renders low-tier armor almost completely useless.
Votes
Opinion: +39
Upvotes: 39 100%
Downvotes: 0 0%
Suggestion ID: 1641079 | Submitted at
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Weapon suggestion
War longbow (English heavy longbow) - Ranger only.
A longbow to rival a windlass crossbow in terms of damage.
Cannot be held drawn longer than 2-3 seconds.
Ranger cannot more when holding the Warbow drawn.
May require "Longbow training" perk to able to equip
small ammo capacity requiring frequent reload.
Suggestion ID: 1641095 | Submitted at
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Pickpocket is fine as a joke perk, but if you want it to be actually useful, make it be able to pickpocket belt items. You can either have it pick pocket the belt only if the inventory is empty, or even prioritize it if you want to make it actually strong. Because let's be real, from a usefulness and reality based system, swiping a potion off someone's side would be easier than taking shit from their backpack.
Votes
Opinion: +69
Upvotes: 69 100%
Downvotes: 0 0%
Suggestion ID: 1641114 | Submitted at
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Something needs done about the current trade post. I really like the current system, but it either needs work or needs changed. One of the first things I think is that it doesn't actually give the trade to the first person who requests. I do not think this would help to fix the system, but at least that needs changed. Along with this there could be an all chat added back, and maybe instead of different channels, just different filters in the main chat for each class? so I could filter for my class, and then for specific items in my class? this would allow you to sell items to other people, while looking to buy items you want.
I have heard many ideas about auction house and a market, however I don't really like these. This is because I feel like a lot of them would inflate prices, what if multiple people want a green on an auction house worth 50 or 100. When bidding they are just uping the price to a very not needed amount, and I think this would happen with a lot of other things. Especially with the amount of people playing the game and that will be looking for items at once. Overall I don't have a great idea to fix this, but I would rather not see an action house, I would like the current system, but changed a bit.
Votes
Opinion: -25
Upvotes: 0 0%
Downvotes: 25 100%
Suggestion ID: 1641135 | Submitted at
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[headshot effects when wearing a helmet? eg blurry/distorted vision? like tarkov has. i think it would be a cool addition in combat where even if you were charging a rogue/ranger in full plate they could still disorientate you a bit without killing you]
Votes
Opinion: -50
Upvotes: 0 0%
Downvotes: 50 100%
Suggestion ID: 1641219 | Submitted at
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[Improve visibility when outside the zone. It's already doing it's job of applying pressure and forcing players into a smaller combat zone and actively killing you when you step out of bounds. No need to make it so hard to see where you're going, it's just annoying, it doesn't contribute in any positive way to the gameplay experience. Unless you're adding some kind of blindness spell, no mechanic should ever reduce your visibility besides darkness.]
Suggestion ID: 1641229 | Submitted at
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Buff lightning strike: reasoning explained below.
- shorter cast time/hit speed for lightning strike.
OR - increase damage and keep the same slow cast time and strike delay
OR - longer cast range? could be interesting but not sure
Currently there's not really any reason to take this spell instead of fireball, the only reason you'd take it is preference or if you're running 10 spell anyway. The spell does less damage than fireball, has a delay and is harder to hit, as well as most wizards run fire mastery perk which makes fireball shine even more. This ALSO comes with fireball having knockback that can provide you safety. FB is just better in every way, plus it double dips on magical power and damage since the initial impact and the burn are counted as separate sources of damage, like zap does.
TLDR: Lightning strike should get some love to make it a viable alternative main PvP damage spell when compared to fireball. Currently there isn't much reason to run it, fireball is better in every way possible.
Votes
Opinion: -1
Upvotes: 25 49.01%
Downvotes: 26 50.98%
Suggestion ID: 1641275 | Submitted at
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Make corpses be able to be picked up. Would allow you to carry the homie to a shrine (with reduced movement obviously) ALSO currently if you place a trap under someone's corpse, and someone steps on it, they are just stuck until they die. Would make it so people are cautious around body placement, and move bodies out of doorways etc before proceeding to see if there are traps or something.
Votes
Opinion: +28
Upvotes: 40 76.92%
Downvotes: 12 23.07%
Suggestion ID: 1641285 | Submitted at
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Give potions of protection some magical protection to allow for better defense against mages / magic creatures (Such as the bosses). Give the potion of protection half magic protection from physical protection. Here is an example of what a light grey potion of protection should say, "Creates a shield that blocks 20 physical damage and 10 magic damage for 24 seconds." I think this could further balance magic damage as currently the only way to defend from magic damage is through specific armor stats or perks. The current armor stats don't do much to resist magic.
Votes
Opinion: +61
Upvotes: 68 90.66%
Downvotes: 7 9.33%
Suggestion ID: 1641292 | Submitted at
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[One time use spell scrolls
Random scrolls found in dungeon, must be used while in the dungeon. Only can equip one at once. Use once and then lose it. It can be a fireball, lightening or a useless spell like a light blob that follows u giving u light to see in the dark for a few mins, etc]
Suggestion ID: 1641295 | Submitted at
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[Trade with other players only as barter - item for item. Gold and utility items (bandages, potions, surg kits, lockpicks) should be excluded from barter trades.
Perhaps keys and candy should be exchangeable for gold, but only in a special trade chat, where only certain items can be transferred to the trade window. Theoretically, there will still be a two-step trade, but due to the potential for cheating, players will take it at their own risk (as well as entering a game to make a trade there).
I'm generally discouraged by the grind mechanics (ok, doing maps is also a grind, but a bad grind is farming gold and then buying items, makes players do mindless gold farming instead of focusing on progress).]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1641296 | Submitted at
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As it stands currently, Fighter and Barbarian fill very similar roles when it comes to team play as both fill the role of the dedicated Melee Tank, with both having generally high HP and ways to heal in combat. I would like to see them both focus more on their Niches in this role, as Barbarian with Iron Will could be the Mage/Melee damage sponge tank and Fighter being the Range/Melee damage sponge tank. Buffing Fighters Projectile Resistance or giving Barbarian some extra magic resist on the Tunic/Helm would go a long way in helping them find their roles in a team more neatly.
Votes
Opinion: -25
Upvotes: 7 17.94%
Downvotes: 32 82.05%
Suggestion ID: 1641337 | Submitted at
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Potentially add a queue similar to scaving in Tarkov - It could be a queue that goes on cooldown for a while after you play it (30-60 minutes), you can only queue it with starter gear and you get prioritized to match with other players in starter gear. I think this will help people get on their feet when they have nothing or first starting.
Suggestion ID: 1641355 | Submitted at
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maybe the devs can add a town outside of the dungeon that have the npcs shops like the blacksmiths he can have a blacksmith shop that u need to go to to sell or buy armor and surgeon shop is hospital like if u get shot in the leg by arrow u need to go to floor number 3 to fix the leg because floor number 3 have leg fixing doctor… etc.. it will improve immersion and make people who enjoy roleplay enjoy the game more… but u can also add maybe cosmetic flying mounts ? Like wizard he can get broom stick and rogue he can get rat mount that can fly ? Hunter can have flying horse (pegasos) to get from blacksmith shop to hospital shop faster and around the town faster too ?
Votes
Opinion: -9
Upvotes: 22 41.50%
Downvotes: 31 58.49%
Suggestion ID: 1641387 | Submitted at
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Clans/Guilds + Clan Hall, Possibly some progression system with minorly impactful game perks or completely arbitrary/cosmetic. I think it would be cool to see a robust clan/guild system in this game, It could be a good addition as a later piece in the game to fill out content. I think theres a good majority that agrees with me having any kind of a progression system with a group even if its just cosmetic or for the clout people will 100% do it. Id be very hesitant with the idea of actual benefits/perks from guild progression in this style of game.
I think some amalgamation of these ideas within reason could be cool for this game. Even with the notion this game will have wipes/seasons I still like this Idea.
TLDR = Clan/Guild + Clan Hall/Progession system (Cosmetic/Arbitrary progression or minorly impactful perks that help the player ie; exclusive vendors, secret quests, etc) I think anything that adds more layers to the gameplay would have potential in
Votes
Opinion: +59
Upvotes: 63 94.02%
Downvotes: 4 5.97%
Suggestion ID: 1641403 | Submitted at
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prestiges like in CoD. after lvl 20 you start lvl 1 again and get perks for each time you level up to 20! 😄 this way people get motivated to play the game after lvl 20 also and dont have to make new character on max level because game is completed etc...
Votes
Opinion: -39
Upvotes: 9 15.78%
Downvotes: 48 84.21%
Suggestion ID: 1641584 | Submitted at
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obviously there is some contention on if there should be gear/skill based matchmaking. Why not make B1 available only if you have default gear? Give geared players the option to queue straight into B2 if they want to bring gear
Votes
Opinion: -53
Upvotes: 3 5.08%
Downvotes: 56 94.91%
Suggestion ID: 1641591 | Submitted at
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[Beastmaster Class
https://docs.google.com/document/d/1-W5iov81fz6t9EFYwUjz26re5LSU0FhdYzSeGUmv_YE/edit?usp=sharing
TLDR;
6 skills, 9 perks, and 4 beasts.
(A rat, a wolf, a falcon, and Rocky)
Hand to hand combat class with a beast sidekick. The class has access to crowd control like grappling or staggering enemies. You can only summon a beast with a skill once per floor. After summoning, that skill changes to Command. The class has a variety of abilities to build into team-play and is powerful enough to go solo. There’s even ways to build it based on not summoning a beast at all.]
Votes
Opinion: -37
Upvotes: 5 10.63%
Downvotes: 42 89.36%
Suggestion ID: 1641676 | Submitted at
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[When you hover over an item in your inventory in dungeon, maybe an option to drop all items of same rarity. For example drop all grey rarity items instantly. When you're really in a rush to make space and fit room for a better item it'd be really nice.
Votes
Opinion: -5
Upvotes: 10 40%
Downvotes: 15 60%
Suggestion ID: 1641679 | Submitted at
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[Some changes to fighter skills that I thought of.
-Adrenaline Rush:
attack speed 25% → 20%
remove single-use
cooltime 53s
- Victory Strike:
additional weapon damage 20% → 25%
If the target dies from this attack → If this attack hits the enemy (player)
recover 5% maximum HP → 10% hit damage dealt
This adjustment is aimed at improving the ease of use of skills and giving a slight buff to skill power.
Adrenaline Rush is an interesting skill with a downside, and I believe that increasing its reusability would make it more popular.
Victory Strike is a modification to the ease of use. The changes were inspired by recent discussions. I personally don't like using it to farm HP from spider mummys. In PvE, it can be used as a simple one-shot enhancement skill, while in PvP, I felt that a simple ease of use with a slight additional effect would be better. The healing effect has been changed to give more significance to aiming for headshots and using good (two-handed) equipment. about the cooldown time for both skills... In reality, I'm not sure if this is properly balanced, but I'll suggest it.]
Votes
Opinion: -12
Upvotes: 13 34.21%
Downvotes: 25 65.78%
Suggestion ID: 1641971 | Submitted at
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Do not add gear or skill based matchmaking systems. Virtually every game on market has SBMM. I like the randomness, I like the feeling that anyone could be fresh spawn or full purple and everything in between. People who want SBMM have every other game on market to choose from. Please.
Votes
Opinion: +3
Upvotes: 3 100%
Downvotes: 0 0%
Suggestion ID: 1642032 | Submitted at
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in the guild online trade, how there’s already I think two drop tabs. Ones for the armor piece, and the other is the type. I think another tab based on weapon and armor additional stats. Like you could check if you just wanted to see helmets with + max heath and so on. Another tab that could be beneficial is to add a rarity tab. So if you only wanted to see legendary then only check that one.
Votes
Opinion: +16
Upvotes: 16 100%
Downvotes: 0 0%
Suggestion ID: 1642075 | Submitted at
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Remove (or better: make it self cast only) any speed effect that can be given to another player. I'm targeting the Mage speed. The fact someone can increase that much someone else's speed is what makes groups wreck solos. Without this solos have a chance to escape.
Votes
Opinion: -26
Upvotes: 6 15.78%
Downvotes: 32 84.21%
Suggestion ID: 1642082 | Submitted at
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[rename body types "male" and "female" to bofy type "A" and body type "B". This is because Male and Female may not apply to someone who does not identify as either so let them just choose the body type only. As some people may identify as genderqueer or nonbinary (they/them) and such members of the lgbtq+ community may find this offensive.
Votes
Opinion: -97
Upvotes: 11 9.24%
Downvotes: 108 90.75%
Suggestion ID: 1642098 | Submitted at
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[Put in wall traps where the walls themselves close in and crush the player. Once the wall trap is triggered it closes off that passage for the rest of the game - making it a dynamic hallway. Maybe the speed at which it closes would be too fast for a heavily geared player, but a swift light payer could use it to get away.]
Votes
Opinion: +31
Upvotes: 51 71.83%
Downvotes: 20 28.16%
Suggestion ID: 1642258 | Submitted at
·
Make The Headshot Multiplier Weapon-Dependent
Headshot Multiplier from 150% (Universal) to 115%~150% (125% Avg.)
Headshot Multiplier should favor fast, finesse-based weapons while larger weapons would have lower multipliers, but would still do more headshot damage because of their higher base damage.
Headshotting is a huge 'net damage' multiplier, which both promotes the Rocket Tag meta by further enhancing damage stacking, and is creating a softcap 'ceiling' for heavy weapons' damage.
Heavy weapons like Bardiche, Maul, and Zweihander are kneecapped by their headshot potential, and their base values are nerfed to keep their damage just under oneshot-headshot values at mid~high-Rarity. This also makes their downscaled low-Rarity counterparts much, much worse for no reason.
Votes
Opinion: +61
Upvotes: 71 87.65%
Downvotes: 10 12.34%
Suggestion ID: 1642262 | Submitted at
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[SDF confirmed 1 handed crossbows. I think obviously they are going to be given to ranger and fighter can use them. But I think that rouge could use them as well. If they aren't that powerful I think it would be a great addition to the rouge kit because it would make sense because they are easier to conceal and would give rogues extra pve options and would contribute to 3v3 more. I also think it would be funny to shoot someone while invisible. However, I am aware of the damage perks that could potentially contribute to them being abused bc throwing knifes have potential to one shot after getting out of invisibility. Perhaps alter perks to not make them stack. Especially the crossbow could potentially combo with rupture. I would say make crossbows either not stack with perks or with rupture or make the base damage of the crossbow low so it isn't as toxic]
Votes
Opinion: -15
Upvotes: 15 33.33%
Downvotes: 30 66.66%
Suggestion ID: 1642360 | Submitted at
·
A marketplace specifically to post the vast majority of Rare(Blue)-Tier and below weapons and armor. Whilst i do enjoy the barter system, the vast majority of the trade chat is filled to the brim with green or blue items usually with bad rolls or very low ones, being able to put these on a marketplace that players can access will not only help those selling these bulk items but also new(er) players and those who lost most of their gear.
Suggestion ID: 1642442 | Submitted at
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Class suggestion: The Spider, he would be similar to rogue, he would be able to run up walls and then instead of backstab he would be able to eat people. When he eats people he gets full hp back. For poison he would be able to shoot poison out of his mouth. He would be able to make big spider webs to eat people in. He would be able to swing from his web to go eat people. I think this would be a great addition to the game please add 👍
Votes
Opinion: -61
Upvotes: 2 3.07%
Downvotes: 63 96.92%
Suggestion ID: 1642466 | Submitted at
·
Adventurer Class:
A Sandbox-style class where you can choose the weapon you're going to play with in your perks.
Advantages: You can play with any weapon you want with the adventurer class perks.
Disadvantages: You won't get the perks of classes that use that weapon. Ex: the archer uses a bow and has several perks that improve the bow.
Perks:
Swordsman: Allows you to use swords and increases damage with swords.
Archer: Increases damage with bows and allows you to use bows.
Viking: Increases damage with axes and allows you to use axes.
Assassin: Increases damage with daggers and allows you to use daggers.
Cleric: Increases damage with maces and allows using maces.
Agile: Increases agility.
Medic: Increases healing from healing items.
Strength: Increases strength.
Healthy: Increases maximum health.
Bleed: Your attacks cause the target to bleed.
Skills:
Sprint: Increases movement speed.
Rage: Increases attack speed and damage.
Weakness: Ignores X% of armor.
Vampirism: Your next X attacks heal X% of damage dealt to the target.
Empowerment: Increases your armor rating by X% for X seconds.
Light Footsteps: Decreases the noise of your footsteps by X%.
Votes
Opinion: -47
Upvotes: 1 2.04%
Downvotes: 48 97.95%
Suggestion ID: 1642529 | Submitted at
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I've noticed every single class addition to the game gets way more downvotes than upvotes. I wonder why this is but here I go.
I really want a plague doctor class. I've always loved that class in games.
I won't attempt to give balancing ideas or skill suggestions because I'm not a game developer and I'm sure they'd do it better than me. But yeah a plague doctor with that medical mask from hundreds of years ago with the long beak. Give me please haha. Obviously this class is known for being a damage over time nuissance that lacks much burts damage.
Votes
Opinion: -24
Upvotes: 8 20%
Downvotes: 32 80%
Suggestion ID: 1642531 | Submitted at
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A idea of how to fix the current staff.
Simple give the staff a magical damage that is higher than the book or crystal ball.
Instead of having it as a beating stick, make it a heavy hitter.
In compensating of casting speed (animation), you will have more dmg compared to other magic items.
A fair trade in my opinion.
Votes
Opinion: +62
Upvotes: 62 100%
Downvotes: 0 0%
Suggestion ID: 1642624 | Submitted at
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More player placed traps in the game would be a blast, some noise machines like cans on the ground or a wind up toy that can be recovered later that moves across the floor and agros monsters. The caltrops the rogue gets would be better suited as an actual item in my opinion. There should be more perks maybe for rogue and fighter that let them use the almighty bear trap but much more slowly. maybe a string that can be strung from one side of a wall or object to another making someone trip over for just a split second for a surprise attack. If you hit a torch with an arrow or melee attack it should go out or maybe even be destroyed completely or take longer to re light and producing less light from then on.
Votes
Opinion: -1
Upvotes: 13 48.14%
Downvotes: 14 51.85%
Suggestion ID: 1642629 | Submitted at
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-Adrenaline Rush:
attack speed 25% → 15%
remove single-use
cooltime 1m7s
- Victory Strike:
If the target dies from this attack → If this attack hits the enemy (player only)
recover 5% maximum HP → 5% hit damage dealt
Yesterday, I was not in my right mind. Here are the correct parameters :)
To tell the truth, I feel that the class balance is good except for barbarians. I think that fixing skills that are not used can lead to the creation of various builds. However, even if this suggest is applied, I will still use Splint and Second Wind in the next test lol]
Votes
Opinion: -4
Upvotes: 8 40%
Downvotes: 12 60%
Suggestion ID: 1642640 | Submitted at
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Add gear skins which change the appearance of gear when equipped. For example for Japanese, armor changes to appear as Samurai armor, and weapons change as well, for example, Wakizashi = Short Sword, Katana = Arming sword (or falchion), Tachi = Longsword, Odachi = Zweihander. Can do the same for other cultures.
Votes
Opinion: -49
Upvotes: 5 8.47%
Downvotes: 54 91.52%
Suggestion ID: 1642692 | Submitted at
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[Progressively changing appearances to gear based on rarity. What this means is having better appearances for gear as the rarity goes up versus having them look exactly the same as a grey. Currently, you could be kitted out in perfect roll unique gear and still look like you just did 1 run and found some greens.]
Votes
Opinion: +82
Upvotes: 82 100%
Downvotes: 0 0%
Suggestion ID: 1642771 | Submitted at
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Since they’re going to be trying out limited arrows next playtest. Maybe add some kind of system in so that resting at a campfire refills ammunition.
could even make it something only a Ranger can do it for balancing reasons to limit the use of bows and crossbows outside of ranger.
Suggestion ID: 1642781 | Submitted at
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One thing that i'll remember from this playtest is a drunk priest punching me to death, and my suggestion would be maybe gear that buff unarmed combat ? that could lead to some fun builds if balanced properly
Votes
Opinion: +41
Upvotes: 46 90.19%
Downvotes: 5 9.80%
Suggestion ID: 1642818 | 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/Campaign 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 3-6 player squads would work in PvE because PvP balance would not suffer) in a regular ‘Crypt 01 N’ map.
Alternatively, I had an idea for a rectangular shaped map with a 'straight-line' zone that moves from left to right pushing you towards the end of the dungeon. I have attached an image to help explain this.
Ultimately, 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. Ideally drawing in new players instead of splitting the current playerbase.
Disclaimer: This is just an idea I’ve had and I don’t know how vocal or large the ‘non-hardcore/PvE’ crowd is, I just know it exists.
Votes
Opinion: +4
Upvotes: 21 55.26%
Downvotes: 17 44.73%
Suggestion ID: 1642834 | Submitted at
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How to fix Wzards
Add a perk to allow wizards to use a Buckler with Crystal Sword, Rondel or by itself to improve Wizard survivability. While the buckler is in use the Wizard cannot cast similar to the Cleric using mace and shield. This will also make the class more interesting to players experienced with playing Cleric and Fighter increasing the amount of wizard players. Also we can call them SPELLSWORDS
Votes
Opinion: -31
Upvotes: 6 13.95%
Downvotes: 37 86.04%
Suggestion ID: 1642843 | Submitted at
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[Implement climbable ropes and chains in the environment. This would add a more unique transversal method other than just stairs and inclines. You could also add a utility to the ranger class such as a rope bow or throwable rope. This would stick to whatever its thrown at allowing you and your party to quickly traverse up a level or even maybe hide in a dark room.]
Votes
Opinion: +46
Upvotes: 50 92.59%
Downvotes: 4 7.40%
Suggestion ID: 1642869 | Submitted at
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I personally hate being in trade and I try to sell something for like 200g and people will accept it and try to talk me lower every single time. Or they accept it and don’t even offer money. They try to trade gear or something. How about a trading mode to where if I’m selling boots for 200g. You can’t even offer to trade unless you have the gold in your stash. And then it should just be a ready up check box. Like dang I already posted how much gold I want for the item. Why keep playing around w the price. I’m not sure if any of this makes sense. Maybe it just annoys me idk.
Votes
Opinion: -27
Upvotes: 10 21.27%
Downvotes: 37 78.72%
Suggestion ID: 1642894 | Submitted at
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don't add an auction house or market. I only say this because a auction house with bidding is going to inflate the price, multiple people bidding on a green worth like 100 or 50 is just going to make it cost way more than it should. Also I don't think a market will solve the current issue with trading. It is still going to be whoever clicks buy the fastest on the item.
Votes
Opinion: -19
Upvotes: 14 29.78%
Downvotes: 33 70.21%
Suggestion ID: 1642917 | Submitted at
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Adding limited arrows to ranger nerfs newbie rangers and doesn't fix the core issue of the ranger simply being a strong class, especially at higher skill tiers of gameplay. Limited arrows is also an ANTI-FUN mechanic that absolutely no one enjoys. We're playing a game we don't wanna be spending half the time inside the dungeon doing maintenance on our class. There are other ways you could have nerfed the ranger that would actually impact it at all skill tiers instead of only affecting the newbie rangers. Such as cooldown nerfs or removing quiver free reloads from multishot/quickshot.
Literally no point adding anti-fun mechanics to the game lol
Votes
Opinion: -23
Upvotes: 28 35.44%
Downvotes: 51 64.55%
Suggestion ID: 1642939 | Submitted at
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i dont know if this was a suggested or will be added, but make it where you are able to rotate objects in your inventory vertically or horizentally. Its annoying that you have to arrange your whole inventory or stash just because an item can only fit in a certain way. ex.spear.
Votes
Opinion: +35
Upvotes: 49 77.77%
Downvotes: 14 22.22%
Suggestion ID: 1642992 | Submitted at
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(FOR THE ARROW UPDATE) make arrows do more dmg to pve and make a base arrow that is weaker than it is now that is infinite instead of limiting the amount of arrows a starter kit has
Votes
Opinion: -46
Upvotes: 5 8.92%
Downvotes: 51 91.07%
Suggestion ID: 1643045 | Submitted at
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[Stat re-forging/re-roll system]
• Give the artificer merchant the ability to learn recipes through the in game item "Ancient Scroll". By bringing him these artifacts, he "might" have a chance to learn the ability to "craft particular stats" during the re-roll process. He'll require a gold fee for doing this as well as whatever materials are related to the craft. Gems can also be apart of this system: Ruby, for example could be the "representitive" for physical damage type stats, emerald could be health and defense, and so on and on, and when you consume these materials during the roll process, the quality of the gems can determine the "tier" of the rolls.
I feel like no matter what you guys do, strong players will always be strong, its in our nature; however, by giving players the ability to re-roll their stats, you give the weaker players more freedom to "min-max" their gear and be themselves. To feel strong. To have the satisfaction of making choices. And it might give them a better chance at winning.
Maybe increase the gold it costs to perform these actions in rapid succession so that people aren't just pumping out gear, endlessly.
Of course, its all at your discretion, 'tis just a thought...
Suggestion ID: 1643050 | Submitted at
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Colosseum, bet items and be put into an arena to fight one on one with another player. You don't lose equipment you go in with, only the equipment that you bet making it a good way to practice and test out new weapons and attack patterns. I imagine that you'd be able to choose your opponent based on what item they bet and their class.
Suggestion ID: 1643056 | Submitted at
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[
Make Gear Rarity More Important
Have the possible range of suffixes (the +X% for example) have a different floor and ceiling based on rarity.
Let's use leggings that roll + physical damage as an example.
If they are green have the range be +1-3.
Blue range should be +2-4.
Purple range should be +3-5.
Orange range should be +4-5.
And unique should just give +5.
This way a green might still be better than a purple, but the odds are that it will happen a lot less often. Due do the number of greens that drop compared to blues or purples, there are significantly more good green items than good blue/purple items, such as +5 phy dmg greens.
These numbers can be worked around for balance, and applied to every kind of prefix.
Prefixes are still random, the same as always.
]
Votes
Opinion: +54
Upvotes: 54 100%
Downvotes: 0 0%
Suggestion ID: 1643080 | Submitted at
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I beg for a blocking buff. Just a minor attack cooldown when your attack has been blocked would greatly improve combat across the board. Right now you can just mash mouse 1 and look at someone even if they are blocking and just trade damage until you kill them because your attacks are still faster than your enemy attacking and then raising his shield back up. This is why everyone thinks barbarians are too strong, well, that and their rage skill but thats a topic for another day.
Votes
Opinion: -7
Upvotes: 0 0%
Downvotes: 7 100%
Suggestion ID: 1643088 | Submitted at
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Make it so the zone in the 2nd stage is always centered in the boss room, this makes it harder for players to escape without defeating the boss, since portals will appear more likely in the boss room. But this also allows players who actually defeat it to loot the room instead of not being able to, due to unfortunate zone placement.
Votes
Opinion: -49
Upvotes: 0 0%
Downvotes: 49 100%
Suggestion ID: 1643164 | Submitted at
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Not sure what everyone's thoughts are on this - But I'd like to see them add kill feed in high roller that allows you to only see things specific to your team. I like to be able to see who on my team got the final blow on kills and when I've killed someone. I understand if people wouldn't want this as it feels "less hardcore", but making it so you can only see group specific kills/deaths players can't use it to assist third partying or give them information on players remaining in the game (class/weapon) might make it okay?
Suggestion ID: 1643187 | Submitted at
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[please allow players to move items in their inventory while doing things. I would love to be able to order my inventory while doing things like opening doors, placing campfires, using shrines, etc. I really don't see the reason why not.]
Suggestion ID: 1643208 | Submitted at
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Reposte mechanics for all melee weapons. I think if this was implemented correctly it could really add to player engagements adding a new dynamic that could easily change the outcome of any melee battle between any two classes. I think it should be hard to do though and only have a small window to be effective and reward precise timing.
Votes
Opinion: -21
Upvotes: 14 28.57%
Downvotes: 35 71.42%
Suggestion ID: 1643228 | Submitted at
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[Wearing no armor gives negative physical resistance in order to stop naked runs. In a game about getting better equipment dropping all your gear shouldn't be viable strategy, even if the starting gear is almost useless]
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1643243 | Submitted at
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a 3v3 quick play mode all in one decent sized room. And you shouldn’t be able to loose gear or loot the bodies of enemies. More less I think this mode should be just for fun. Or ironically it could be a ranked mode. Still being able to keep gear though.
Suggestion ID: 1643245 | Submitted at
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limited arrows for ranger does NOT make a ranger have to choose there shots more wisely. Instead it punishes a ranger for shooting in the first place. Along with this, limited arrows does not address the current issue of never having to reload, purely due to the skills quickshot and multishot. How about instead of punishing a ranger for shooting anyone, punish a ranger for shooting to much and missing by having to reload. This would be changing multi shot and quickshot to not reload your quiver. If you shoot too many arrows, you then should have to reload allowing lots of time for the player to push in on you. Multishot should give 5 bullets(enough for the actual skill) but not be cancelable to get those 5 arrows. Quickshot should give 3 arrows(Enough for the skill) but not be cancelable to get those 3 arrows for free. This forces a ranger to reload and punishes them for taking un needed shots. Limit arrows DOES NOT, It punishes shooting someone in the first place.
Votes
Opinion: +11
Upvotes: 42 57.53%
Downvotes: 31 42.46%
Suggestion ID: 1643300 | Submitted at
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[premature pvp system suggest
- Modes: 1v1 or 3v3
- Gold cost: 25
- Win reward: 40; loss results in no reward
- BO3
- Stages: Temple (six unbreakable pillars with a circular stage) or Warehouse (many breakable boxes with a square stage)
- No loss of gears
- Inventory use is not allowed. can only use items that are on your belt.]
Suggestion ID: 1643430 | Submitted at
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[Make the gameplay more skill dependent and less equipment dependent. To do this, I propose to increase the speed of attack animations, which will allow you to rely more on the reaction and knowledge of movesets than on how expensive weapons and armor you have. Also, I suggest in general to balance the bonuses from equipment of different levels more strongly. Slightly increase bonuses from Common and Rare, and slightly reduce bonuses from Epic and Legendary. All this will allow players to rely on themselves and their skills, bring the concept of "easy to learn hard to master" closer, and also allow beginners to easily fight with more experienced players, because. equipment that old players are likely to have is not available to new players.]
Votes
Opinion: -52
Upvotes: 8 11.76%
Downvotes: 60 88.23%
Suggestion ID: 1643444 | Submitted at
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Training lobby with dummies of varying magic resist and armor values. (One dummy with 10/20/30% armor, one with 10/20/30% MR) (Fun fact: The current training dummy has a mr/armor rating of 0, which being 0 or below gives you a -10% damage vulnerability to either, meaning the dummy takes 10% more damage than an actual player would take unless they're completely naked/unarmored.)
Votes
Opinion: +75
Upvotes: 78 96.29%
Downvotes: 3 3.70%
Suggestion ID: 1643464 | Submitted at
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adding on to the training dummy suggestion (#d-and-d-suggestions message) make it so their stats are adjustable
Suggestion ID: 1643539 | Submitted at
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Make a naked pvp arena/deathmatch so you can practice your pvping combat skills against other players and refine them for when you enter a dungeon with your best load out 🙂
I would also help alot to get fighting experience on classes you dont play as much and get a feel for what character you like the feeling of.
Of course there should be NO rewards of any kind in this Sandbox like environment
Votes
Opinion: -36
Upvotes: 0 0%
Downvotes: 36 100%
Suggestion ID: 1643591 | Submitted at
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Slot-Limit % Resistances
"+X% Physical Resistance" and "+X% Magical Resistance" should be limited to the Chest, Leg, Shield and Jewelry slots.
This is a common community suggestion for damage-boosting modifiers and Weapons/Jewelry, and a similar issue is present where large sums of stacked % Resistance can give exceptionally strong returns for defensively built characters. Restricting the available slots for it would still allow players to specialize in their defenses, while bringing it down from being an easily accessible 16%+ reduction.
This suggestion is not aimed at flat Armor Class bonuses and similar modifiers, as those have built-in scaling.
Votes
Opinion: -5
Upvotes: 0 0%
Downvotes: 5 100%
Suggestion ID: 1643662 | Submitted at
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[Buff rogue stealth, the 10 steps perk should be in the base ability kit in my opinion, the perk should be reworked to make it so that you can walk 20 or 15 steps and/or reduce the sounds of your mouvements. Because right now you need 2 perks to make stealth "good", and i personally think smokebomb is better in most situation and has a better utility/survivability rate than stealth and you can be this fast hit and run but super annoying to chase. When you know the map and how to utilize verticality and darkness to ambush you don't need stealth in the first place. I want rogue to be more than a rat 🐀 that stay invisible behind doors and in corner and be more viable in teams cause right now i think melee wizzard out rogue a rogue in team vs team.
Suggestion ID: 1643750 | Submitted at
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[Starter gear as a default for empty slots.
Empty equipment (not consumables) slots should be filled with ‘ghost’ starter items, so you always get access to the starter weapons even if freshly revived.
Pros:
- less hassle when equipping newly found clothing/weapons – no need to remove starter ones
- no naked meta, slowdown from clothing is now a baseline. No need to waste time dropping clothing at the start of ungeared run.
- game becomes family friendly for cultures where stabbing strangers is more appropriate than showing naked skin
- easier to discern ungeared player class on a glance
- less disadvantage when getting resurrected at the altar
- no need to lobby reset after stashing your only weapon
Cons:
- no naked meta
- less opportunity to show-off/abuse unique skins]
Votes
Opinion: -28
Upvotes: 9 19.56%
Downvotes: 37 80.43%
Suggestion ID: 1643755 | Submitted at
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for next play test i think we will have a lot of new ppl ... and for dont fall into trap i suggest to put recomended team compositions
for example every team should have
tank: barb or fighter
dps : ranger or rogue
support : wizard or clerc
and if 3man party dont have this comp it can put warning : bad team comp in the middle of tavern or maybe they cant que ?
and maybe this should be for new ppl only so until they reach lvl 20 on 3 or more chars ...
why im suggest this u ask ? its beause some new ppl play with friends and they go triple barbarian but dont know its bad so they lose
but then they are lvl 10 and dont want lvl up new char again
so i think this change will improve the game a lot what do u think?
Suggestion ID: 1643774 | Submitted at
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[make some kind of practice range where we can test weapons, damage, magic and stuffs. The different targets could be the different classes with lighter or heavier damage to test vs different armor values.
I know it's not top priority, but even some mannequins will work.
For the moment we could have free acces to the tavern lobby and test our weapons on mannequins, in the future maybe something more "advanced"]
Votes
Opinion: +65
Upvotes: 65 100%
Downvotes: 0 0%
Suggestion ID: 1643783 | Submitted at
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consider rethinking the pickpocket buff that has been announced (can pickpocket while invisible)
While it is a reasonable change that makes the perk more useful for pickpocketing hostile players. there are a couple issues I have with it.
-The perk is still completely useless for pickpocketing hostile players when you aren’t invisible. This change just gives more incentive to run hide. Which limits creative strategies.
-this change also makes pickpocketing less thrilling. With this change There is a very clear and most efficient way to pickpocket effectively and that’s :to go invisible next to the player and spam the interact button. That’s a lot less thrilling then actually thinking about your positioning and strategies to pickpocket someone And escape without getting caught.
-this change also makes a good buff to pickpocketing (like making each pickpocket more rewarding) less likely to happen, since it would make the invisibility strategy too OP.
The change also doesn’t solve the issue of pickpocketing looking like a normal interaction, therefore making it really OP only with the friendly rogue statergy. As people have suggested and animation tweak for pickpocketing could address this. So you at least have to do it when your companion isn’t looking.
All in all, the pickpocket buff as it was stated in the QnA is missed opportunity.
Votes
Opinion: -1
Upvotes: 12 48%
Downvotes: 13 52%
Suggestion ID: 1643798 | Submitted at
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[An enemy, necromant type magician who resurrects dead players, giving each class a custom NPC move set, it would be interesting giving said enemy the ability to traverse the map in search of dead players, maybe make said enemy a rare encounter and make it have a low appearance rate but make it strong and to drop rare loot]
Votes
Opinion: +26
Upvotes: 42 72.41%
Downvotes: 16 27.58%
Suggestion ID: 1643820 | Submitted at
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[while I'm sure it's clear most of the playerbase finds the limited ranger arrows test unnecessary. Due to it just being an unfun limitation. Video games are meant to be fun. Imagine if fighter had limited sword swings or wizard didn't have meditation.
But that brings me to my point. If youre content with testing ranger having limited arrows, I'd suggest adding a sort of meditation option for rangers since it makes no sense for them to be the only class with their main weapon having limited use.
Alongside they should probably start with a regular arming sword or some melee weapon due to now having limited arrows.
Hopefully this test feels less horrible than it sounds]
Suggestion ID: 1644113 | Submitted at
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[add mining magical crystals that could be used in crafting gear for example magical gloves for the wizard with bonus magical damage or number of spells or magic resistance or casting speed or buff/debuff duration for certain element. and things similar to that for other classes related to them.]
Suggestion ID: 1644292 | Submitted at
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[Consider switching the Francisca axe's on-hit effect from a movement debuff to either a ~.5 second move speed increase or a short shove like the Unique longbow. Think about what happens when something is hit by a heavy object: it gets jolted in the opposite direction. The barb now needs to decide if he want to potentially give his target more distance before spamming Franciscas.]
Votes
Opinion: -54
Upvotes: 0 0%
Downvotes: 54 100%
Suggestion ID: 1644448 | Submitted at
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why don’t we make wizard buy spells in the lobby just to use a weapon? Why not make fighter have to buy repair kits in the lobby just to be able to use a sword? Why not make rogue have to buy poison to bring in for his daggers? Oh we don’t want that… but making a ranger buy arrows just to use a weapon is a perfect addition?!
Votes
Opinion: -83
Upvotes: 0 0%
Downvotes: 83 100%
Suggestion ID: 1644882 | Submitted at
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I think the game balance is kinda whack, there is a video of someone with 95% physical damage reduction so unless they fight a mage, rogue with a certain perk, or barbarian with a certain perk they are just unkillable pretty much, and i just found a video of someone with 3 haste boosts on fighter by using shrine wizard and ability, they are just sooo fast, i think there is lots of balance problems in the game that if we had more than 1-2 weeks to play the game would all be heavily abused
Suggestion ID: 1644902 | Submitted at
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[A 1/50 chance for high roller games to be more difficult than usual, but with better loot. Kind of like a random mini-event to put more challenge into the game at random for some spice]
Votes
Opinion: -62
Upvotes: 0 0%
Downvotes: 62 100%
Suggestion ID: 1644918 | Submitted at
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I've seen some suggestions for a Fletching Skill that replenishes arrows for Ranger, similar to Meditate for Wizards. I think this is a good idea, but given how tight competition will be for Skill slots, it might be a must have.
Alternative could be a Perk that replenishes some arrows at the campfire, the campfires wuality being the determining factor for how many. Functionally similar and takes advantage of Rangers starting campfire.
Suggestion ID: 1644943 | Submitted at
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[Do not let the melee combat turn into something like what happened to Mordhau, where people do spine-breaking spins and other non-sensical stuff mid swing to make it impossible to avoid or block. More than a suggestion for something to implement, it’s more of a suggestion to avoid something that can happen.]
Votes
Opinion: +117
Upvotes: 124 94.65%
Downvotes: 7 5.34%
Suggestion ID: 1645045 | Submitted at
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make rare dragonflys or skulls (basically special elites) that are guaranteed to drop higher quality of the normal drops, for example at LEAST green bandages and knives, and blue will be slightly more rare
Votes
Opinion: -26
Upvotes: 0 0%
Downvotes: 26 100%
Suggestion ID: 1645081 | Submitted at
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[I can't speak for everyone, but I don't think people want a ranger "nerf." When you see the devs talk about balanced they tend to avoid talking about "good" or "bad" and instead focus on things like whether something makes for fun gameplay or whether something is frustrating to play against. I don't think its a hot take that ranger is not a top tier class. People just don't like the current counter play to ranger, that being just run away, or run at them, try your best to dodge and hope they miss their shots. One possible fix to this is to give them limited arrows so their neutral game is not so dominant. That does not mean you just take their arrows away and let them become the worst class, they would buffed in other ways to compensate.]
Votes
Opinion: -55
Upvotes: 0 0%
Downvotes: 55 100%
Suggestion ID: 1645122 | Submitted at
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Implement MMR system:
Why: Players should be paired with similarly skilled players. This prevents new players from getting steamrolled many times in a row, and then quitting the game. Additionally, hardcore players will be facing other geared hardcore players, so their runs are more rewarding, challenging, and strategic.
MMR goes UP if:
- You kill enemy players (more mmr increase for higher mmr opponents)
- You assist in a kill of an enemy player
- You kill bosses
- You escape
MMR goes DOWN if:
- You die to an enemy player (more if player is lower mmr)
- You don't escape
Other considerations:
- Gear Score: The MMR system could also consider the gear score of the player.
- Parties: Party MMR will use the highest MMR player in the team.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1645254 | Submitted at
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Some sort of Bounty system. On the leaderboard there is an Outlaw category, perhaps make it so if players rack up a certain amount of player kills without dying there is a reward for killing them.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1645312 | Submitted at
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[Nerf the hp or damage of goblin warriors and archers. They tend to be a bit too deadly for newer players. There are a lot of them and easily overwhelm players if they aren't careful. Headshots from goblins tend to one shot or kill if the player is at 80% health. Especially if they are a low hp class.]
Votes
Opinion: -72
Upvotes: 0 0%
Downvotes: 72 100%
Suggestion ID: 1645372 | Submitted at
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[allow throwable potions(I'm sure a basic suggestion like this was made. More information given to hopefully gain traction). Splashing potion can affect multiple people for less time or time can vary based on being directly hit vs splashed nearby. Can either work with existing potions or for new ones such as a cleanse potion to battle poison or against players with buffs, damage/poison/weakness potion for offensive options or monster attractor potion to pull agro on enemies or on yourself if you're the group tank]
Votes
Opinion: -35
Upvotes: 0 0%
Downvotes: 35 100%
Suggestion ID: 1645375 | Submitted at
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Remove killing other players. Killing people is wrong and immoral and removing this aspect of the game will greatly improve the social aspect of it. Instead of killing people should be able to debate each other to see who is deserving of the loot.
Votes
Opinion: -46
Upvotes: 44 32.83%
Downvotes: 90 67.16%
Suggestion ID: 1645390 | Submitted at
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[I believe D&D should consider a stat extension. Some games hit a level of power creep where they need to condense stats down because everything is overly inflated and whacky. I think this game is the opposite where there's not enough room between the floor and ceiling. As a result things become broken by niches, playstyles, strengths/weaknesses ect. disappearing once min maxing occurs. A rogue can stack to 1/2 shot like a barb, while a barb can stack so the only thing that matters is movement and attack speed. A wizard can stack attributes and start one tapping people with a staff bonk while a ranger can solo the game. It removes variety because there's not enough room for minor differences to solidify a mechanic/item's place over alternatives nor is there enough room to drastically change things while not upsetting such a delicate stat system. Using axes as an example: The battle axe shares roughly the same damage profile as a felling axe while being objectively worse besides slightly more range. A minor tweak won't bridge that gap and massive changes could displace the double axe which itself can't receive buffs as it's already on the high end of base damage. So because the felling axe is close to or beats both options in DPS while having the most movement and attack speed it becomes the best option. Nerfing the felling axe wouldn't be better either as then you put it precariously close to being a worse alternative to 1 handed axes which are already good as they offer comparable enough DPS to the felling axe while granting even more movement speed. This concept carries over into a lot of aspects besides weapons like perk passives. Percent modifiers are often times worse than flat ones because stat pools are too small for them to amount to much.]
Votes
Opinion: -15
Upvotes: 0 0%
Downvotes: 15 100%
Suggestion ID: 1645501 | Submitted at
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[In the inventory menu add a colored box around each armor piece to show the rarity so we don’t have to hover over them to see what they are. So green rarity would have a green box around the chest box in the inventory etc for rings and the others. ]
Votes
Opinion: +114
Upvotes: 114 100%
Downvotes: 0 0%
Suggestion ID: 1645505 | Submitted at
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Given how reddit is in shambles at the arrow change it might be wise to remind they are items now and thus are more than likely be able to be picked up (maybe a chance to break on impact) and thus there should be a new perk that makes them break less or a perk that allows you to recover more from bodies. There is no need for panic.
Votes
Opinion: -36
Upvotes: 0 0%
Downvotes: 36 100%
Suggestion ID: 1645554 | Submitted at
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[Expanded poison mechanic
Rogue is able to use different poison consumable instead of static perk.
Perk is replaced with ability to extract poisons from environment (zombies, bugs, spiders)
Different poisons are possible, for example:
- lethal poison deals damage over time
- paralyzing poison reduces victims agility
- hallucinogenic poison adds trippy visuals to victim
Poison consumable can be used multiple ways, for example let’s assume green lethal poison vial has 100 potential damage and can be applied to:
- consumable like potion or bandage, to do half of its potential damage over 20 seconds
- weapon or a trap, lasts for X hits, each hit does 10% of potential damage over 10 seconds.
- interactable items like doors, shrines and chests, does 20% of potential damage over 20 seconds on interaction
- equipment item like pants and helms, does 100% of potential damage over 60 seconds if equipped. Damage stops on unequip.
- consumed raw to do 100% of damage over 5 seconds. This way rogue can end the run on his own terms]
Votes
Opinion: -28
Upvotes: 0 0%
Downvotes: 28 100%
Suggestion ID: 1645567 | Submitted at
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Add a skill to barbarian or fighter similar to that of Tavern Brawler from Dnd, with the ability to pick up barrels, boxes, chests, and other miscellaneous objects from around the dungeon
Votes
Opinion: -43
Upvotes: 0 0%
Downvotes: 43 100%
Suggestion ID: 1645785 | Submitted at
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Idea for bard that could be tied to perks or the upcoming skill tree, "Magical Secrets". In many games and stories, bards are extremely versatile, in fields of utility, buffs/debuffs, and capable of fighting as well. I believe adding a skill similar to Magical Secrets from DnD 5e would be an amazing way to implement this.
Magical Secrets: For those unaware of what this is, this ability allows a bard to choose to be able to use a couple spells that are normally limited to other classes. This incredibly versatile skill allows bards to be a perfect representation of how the player wants to play this spellcaster. You can play bard with some healing mixed in from cleric, or you could play a more aggressive damage dealing support by taking fireball or chain lighting (just don't wipe your own squad!). You are still bound by spell memory of course. There's also the downside of these spells never being as powerful as the original class since you cannot access their perks, and differing stats.
Potential balancing ideas:
-
Less scaling on healing and damage spells from other classes, so you do not become a better version of wiz or cleric. just because you KNOW the spell doesn't mean you are a master of it like them.
-
Some select spells cannot be borrowed. Resurrection, Chain Lightning, etc. High level spells just may be to complicated for a non-dedicated class to learn effectively.
-
Borrowed spells take up more spell slots than normal, mostly the damage ones (the ones more likely to cause chaos but are also the most fun)
TLDR: Bards are uniquely versatile in the spellcasting department in any settings. Magical secrets (DND5e) is an fun ability to give to the bard in their perks or upcoming skill tree. MS allows a bard to use a couple spells that are usually limited to another spellcaster. Read above for more info.
Votes
Opinion: +54
Upvotes: 54 100%
Downvotes: 0 0%
Suggestion ID: 1645843 | Submitted at
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Quest Areas: Many games with quests relegate themselves to tracking typical play until a quota has been filled rather than adding anything to the game.
This system would play off of the fact that there are already multiple versions of a dungeon that can be loaded into currently. Some dungeons have doors only to be accessed by golden or skeleton key and this would be a slight tweak to that.
Rather than fighting your way through Inferno to access high quality loot, a hopeful adventurer can accept a quest(and gain a quest item) to unlock a unique area with stranger enemies and environment( Woodsman: These hellspawn skeletons have found a way to leave the dungeon and will burn down the surrounding forest if someone cannot extinguish them!).
These areas could replace certain access-restricted rooms when populating a map or players could lad into (questing ruins) for a lobby that is more PvE focused and will spawn quest rooms.
I know it is difficult to have a quest change the whole dungeon experience without great labor, but i think this model will fit snugly into the current design of the multiplayer experience and will feel more rewarding than boxes being ticked while you carry on with normal gameplay.
Suggestion ID: 1645898 | Submitted at
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[ a viewing portal for higher floors while waiting in down lobby room, could be a peephole that you only see a limited amount, or even just hear sounds of players above, but would be very cool to even just listen while waiting on next floor to start]
Votes
Opinion: +25
Upvotes: 25 100%
Downvotes: 0 0%
Suggestion ID: 1645928 | Submitted at
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[Instead of banning cheaters, shadowban them. Simply flag their steam accounts as “cheater” and match them exclusively with other cheaters. They might end up realizing and making another account, or end up crying on the forums because “queues are so long and the game is full of cheaters” which will be hilarious. But either way, they will be kept off the clean players’ queue for longer]
Votes
Opinion: +58
Upvotes: 66 89.18%
Downvotes: 8 10.81%
Suggestion ID: 1645929 | Submitted at
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Instead of banning people for using certain bad words, make a bounty system where they're marked as a "bad word user" and have a bounty placed on their head and/or make it, so you get extra gold if you kill them each time they do it, with the amount increasing each time they are marked for "using bad word" and going down each time they're killed. Anyone who is insulted by said "bad word/s" gets the satisfaction of killing the one who said it, streamers/youtubers have great thumbnail clickbait/content, and the trolls get to exist in a meaningful/productive capacity.
Votes
Opinion: +7
Upvotes: 7 100%
Downvotes: 0 0%
Suggestion ID: 1645948 | Submitted at
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i think there should be statue to honor best player in every class and maybe u can put the statue and engraving in the inn ? while waiting for players ?
like u can put statue engraving description for the first to reached lvl 20 in every class or maybe for highest prestige lvl if u make that system ?
what do u think
Votes
Opinion: -31
Upvotes: 9 18.36%
Downvotes: 40 81.63%
Suggestion ID: 1646101 | Submitted at
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[Trading gear between accounts is currently very time consuming. If I have a cleric I want to give some gear to from my barbarian, I have to trade my friend, log off, log into my cleric, and then trade my friend a second time.
It would be great if there was an option to trade between my own accounts for a fee of 100 gold as opposed to the 60 gold it takes for two trades now. This would be a better gold sink and allow for quicker re-gearing between games.]
Votes
Opinion: +60
Upvotes: 76 82.60%
Downvotes: 16 17.39%
Suggestion ID: 1646159 | Submitted at
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Make caltrops a consumable belt item for rogues. Seems weird to me that they aren't already when the most similar thing in the game is the ranger hunting trap, and that is a belt consumable they start with.
Votes
Opinion: +78
Upvotes: 83 94.31%
Downvotes: 5 5.68%
Suggestion ID: 1646187 | Submitted at
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beast tamer class I love how wizards can use haste and invisibility spells on monsters to make them more powerful, I think it’d be interesting to expand on this by having a class that can control or be neutral with monsters until they attack them. Could use daggers and be closer to rangers but I like the idea of whips or clubs for the class. I think it’d add a lot of flexibility to how we view combat
Votes
Opinion: -25
Upvotes: 8 19.51%
Downvotes: 33 80.48%
Suggestion ID: 1646255 | Submitted at
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Improve characters creation.
Something that I like in games is creating my character, having a unique character and my style, I love creating a character the way I want but the character creation of Dark and Darker is very limited, having few hair styles, little Freedom to modify the body of the character, could improve character creation so that we can create unique characters and our way, and can move the size of the chest, arm, leg, having several hair options, colors, eyes, mouths, ears , bodies and etc.
Votes
Opinion: +28
Upvotes: 48 70.58%
Downvotes: 20 29.41%
Suggestion ID: 1646265 | Submitted at
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make bows (all types) UNIQUEonly to the ranger since the class is getting nerfed with the limited arrows update. the whole point of a ranger is having low resistance against physical and magical attacks with light armour at the cost of having a ranged weapon. making the fighter use bow and arrow will completely destroy the ranger in almost every aspect since he can actually tank attacks and has much higher melee potential (basically a tanky ranger). the only reason i can see people playing ranger is only for the abilities and perks but since the fighter perks are getting buffed, it will discourage many people from playing ranger. Fighter HOWEVER can still be able to use the crossbow as for their ranged weapon.
Votes
Opinion: -51
Upvotes: 16 19.27%
Downvotes: 67 80.72%
Suggestion ID: 1646267 | Submitted at
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boss mobs may drop a special item call a mana crystal which can be used to upgrade items to the next grade (for example if you had a green items it would upgrade them into the blue item) but the special effects would be changed by random each time you upgrade an item.
Votes
Opinion: -46
Upvotes: 7 11.66%
Downvotes: 53 88.33%
Suggestion ID: 1646357 | Submitted at
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[Consider changing things like Cleric's Pulverizing Prayer (flat -75% phys. dam reduction) and Rogue's Weakpoint Attack (flat -50% Phys. Dam Reduction) to reduce a percentage of Armor instead of -flat Phys. Dam Reduction.
The way it is now, -flat Dam Reduction seems like a better %overall damage modifier, especially since a large amount can easily drop targets' damage reduction into the negatives.]
Votes
Opinion: -32
Upvotes: 1 2.94%
Downvotes: 33 97.05%
Suggestion ID: 1646375 | Submitted at
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Its a No, for planned implementation of quivers. NO for limited "BASIC" arrows. This solves nothing. People who cheesed, will cheese, ppl who didnt will have less fun. NPCs can be cheesed by all classes.(crouch+look down, stab from hight, block AI) Why force ppl to run 500 arrows to play this game? Do not create pointless gear dependancy. Imo, Gear should be an amplifier, not a requirement to even play. Most of new players do not extract with gold. if you're implementing quivers(arrows). Make basic arrows "unlimited" - this implementation is just major annoyance, makes playing more gear dependant, which scares new players of.
I don't want the endgame to be PvE based at all,
but in oposite, as follows PvP/Life Quality/PvE in that order. Do not focus on things like pvE, We dont play this game for PvE, but rather keep making the game fun and competetive. Cheers \o
Votes
Opinion: -39
Upvotes: 13 20%
Downvotes: 52 80%
Suggestion ID: 1646482 | Submitted at
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I feel like Ironmace should take abit of a tempered hand to suggestions. I don't want Dark and Darker to end up like The Culling where they took too many suggestions and ended up ruining the gameplay loop causing people to stop playing.
Votes
Opinion: +81
Upvotes: 85 95.50%
Downvotes: 4 4.49%
Suggestion ID: 1646492 | Submitted at
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[with the statistics showing that less than 2% of players participate in HR lobbys, I had an idea to encourage more players to join in.
Perhaps give a free HR ticket to players who have escaped 5 times in Normal lobby games? Or 10 times depending on the rate of escape.
My belief is that players see very little reward for the higher associated risk of playing HR, in that they pay 100g for the privilege of:
- Encountering stronger/better/experienced players
- Encountering more geared players
- better loot if they can manage to get out.
So perhaps taking away some of that investment by removing the gold cost after Normal lobby escapes will encourage more players to give it a try.
Votes
Opinion: +120
Upvotes: 132 91.66%
Downvotes: 12 8.33%
Suggestion ID: 1646563 | Submitted at
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make an in game drop system where when enough players buy cosmetics from a shop, (would have to be a lot) 1 - 10 rare drops will be announced in lobbys, with the drops being available in floor 2
Votes
Opinion: -67
Upvotes: 0 0%
Downvotes: 67 100%
Suggestion ID: 1646597 | Submitted at
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Limited ranger arrows seem to be getting added, these are my suggestion on it.
Although this seems like a big nerf to ranger, it really doesn't seem like it will solve the issue. Because of this I suggest still removing the auto reload from the skills multishot and quickshot. For example quickshot will put 3 arrows into the quiver, enough for the skill. Along with this when you cancel the skill you will not get any arrows and it will put you at the previous count. It would be the same thing for multishot, however with 5 arrows instead of 3.
I think that arrows taking up inventory space is a bad idea in regards to limited arrows. either rangers will need to take up a very large amount of space for arrows, Really limiting the class. Or they will barely take up space, so rangers will bring an insane amount. I recommend a sort of quiver, maybe it can take inventory space, but would be bow specific.
Longbow-75-100 arrow quiver(could be changed)
Recurve- 85-110(since it is faster shooting than longbow)
Survival bow- 100+ arrows(This bow is the fastest shooting and most ammo.)
These changes would mean you still have to buy arrows, or get them via other means, However it would stop high gold rangers from bringing in almost infinite arrows. Along with this you should not have to sacrifice your ability to shoot your weapon, to get more loot.(This mostly applies to situations where it would be like 10 arrows every 4 slots) No other class is like that.
There will most likely be different types of arrows, I recommend a wheel, similar to spell wheel that will allow you to cycle. Along with a max amount of each type, so you can't bring in all best arrows.
Votes
Opinion: -35
Upvotes: 4 9.30%
Downvotes: 39 90.69%
Suggestion ID: 1646644 | Submitted at
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Quality of Life Improvement for our consumables on 3 and 4 slots default. When the key is pressed, a small flash around the icon indicating that it went through would clarify and reduce accidental button mashing. Commonly, especially players experiencing this for the first time, a player will cycle through the 3 items and a bunch of inputs will be held and the animation can always keep up with the slot change.
I feel as though this is poorly explained but I am sure many know how awful it can be. But also for this change I think at least the option of a Radial Menu for our consumables would be nice, we could even turn all of them into one 6 item radial menu all on the 3 key alone if given the chance to tweak our UI a little.
Votes
Opinion: +36
Upvotes: 40 90.90%
Downvotes: 4 9.09%
Suggestion ID: 1646651 | Submitted at
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Input Buffer
When you press a key to swap weapons, but you're locked in an animation, it should perform the weapon swap as soon as the animation lock ends, without having to spam the key. Same issue when trying to use your Q/E ability, or cast a spell right after pulling out a staff/spellbook.
Make the buffer time customizable in options, for people who want to fine-tune it or to not have it at all.
Votes
Opinion: +2
Upvotes: 16 53.33%
Downvotes: 14 46.66%
Suggestion ID: 1646703 | Submitted at
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A compare key (Alt by default) that you can hold while hovering over a gear item to show your currently equipped items stat box next to the stat box of the one your hovering over. This could make it easy to quickly compare stats, especially if someone has a very similar gearset to yours and you want to check compare the items quickly
Votes
Opinion: +66
Upvotes: 74 90.24%
Downvotes: 8 9.75%
Suggestion ID: 1646755 | Submitted at
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[make puzzle rooms that reveal hidden treasure in the room after solving some puzzles and triger one trap each time the player fails to solve one of the puzzles, at the end if the player failed to solve all of the puzzles the doors close and locked then poisonous gas begin to spread all over the room (lockpick keys or perk needed to open door).
trap rooms that full of traps preventing players from crossing to the other side of the room and requires from the player to solve puzzles in order to disable them.]
Votes
Opinion: +50
Upvotes: 68 79.06%
Downvotes: 18 20.93%
Suggestion ID: 1646869 | Submitted at
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[Please let Cleric share more armor with Fighter like Dark plate or fine cuirass just because templar armor is great and all but it doesn't have projectile reduction like dark plate or fine cuirass Also Kettle Hat is good but Armet has 18% headshot reduction (8% more percentage than kettle)]
Votes
Opinion: -69
Upvotes: 7 8.43%
Downvotes: 76 91.56%
Suggestion ID: 1646932 | Submitted at
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[Give rouges stealth perk base they were quite lackluster this playtest and wizard invisibility spell is literally better than their perk plus ability or whatever the perk is that lets you crouch walk while stealth]
Votes
Opinion: +56
Upvotes: 67 85.89%
Downvotes: 11 14.10%
Suggestion ID: 1646946 | Submitted at
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Make it so cheaters get Shadow Banned instead of Banned so they are only matched up with only other cheaters and the trading post for them is only with other cheaters. Not notifying the player they've been shadow banned of course as well. This will provide 4 situations:
- The player never notices they're Shadow Banned and will continue to play like normal and complain about how there's too many cheaters.
- The player notices and creates a new account and buys the game again after being Shadow Banned for a little while (which is no different than a normal ban except it might keep them off of the game longer).
- The player notices and enjoys being allowed to play even if they're cheating and even though they're only fighting other cheaters. An example of this is Counter Strike Global Offensive's Hack Vs Hack servers being as popular as they are acting as a sort of containment for those players.
- The player notices and because they don't want to have to buy the game again on a new account they never play again.
In 3 of these situations we have players who are cheaters that never return to the main servers and don't negatively affect the game (and with them being allowed to play, any kind of cosmetic microtransaction how ever they end up existing would still be buyable by them so they would fund the servers as well). In contrast to the 3 success situations there's only 1 success situation for normal bans being the person decides to never come back because they'd have to spend money to buy the game again on a new account. The only upside to this situation is that cheaters will buy the game again funding it but this income is still possible with Shadow Banning although it'll just be less often but Shadow banning will be healthier for the game and will only hurt the amount from this specific source of income but not remove it.
Votes
Opinion: +69
Upvotes: 82 86.31%
Downvotes: 13 13.68%
Suggestion ID: 1646949 | Submitted at
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[add an Enchanting trade skill. Magical Items could be taken to the Alchemist to be disenchanted to create reagents - perhaps call it Crystalized Magic. When enough Crystalized Magic is obtained, return to the Alchemist to "enchant" a single item which would add an additional randomized roll to the item.]
Votes
Opinion: -21
Upvotes: 9 23.07%
Downvotes: 30 76.92%
Suggestion ID: 1646956 | Submitted at
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Caltrops should be changed to a short-medium length cooldown rather than only being able to use it 6 times in a match. Just make it so they despawn after a certain period of time (if they aren't already like that currently) so they won't get out of hand. Caltrops are some doodoo at the moment, and is a pretty niche pick of a skill.
There has also been some discussion as to whether caltrops should stay as a very underused skill for rogues or if it should be moved to a starting/buyable equipment like campfires are for rangers. Personally I am team 'make it into an item" but this suggestion is for if it stays a skill (it likely will)
Votes
Opinion: +55
Upvotes: 55 100%
Downvotes: 0 0%
Suggestion ID: 1646962 | Submitted at
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Replace Static +Damage Perks With Other Combat Boosts
Replace the following perks (or their associated damage bonus) with alternatives that do no directly increase Damage or Power.
Barbarian: Axe Specialization, Savage, Two-Handed Weapon Expert
Cleric: Blunt Weapon Mastery
Ranger: Crossbow Mastery, Ranged Weapons Expert, Spear Proficiency
Rogue: Dagger Expert
Wizard: Arcane Mastery, Fire Mastery, Mana Surge
The listed abilities all contribute to an overwhelming class/design focus on damage stacking, which is part of the current Rocket Tag meta and does not lend itself to interesting character-building decisions.
These effects should be replaced with more interesting effects that don't directly contribute to damage-stacking, such as weight reduction, action speed, slowdown reduction, alternate animations, different sweet/sour spot values, and other conditional bonuses or scaling mechanisms.
Votes
Opinion: +57
Upvotes: 57 100%
Downvotes: 0 0%
Suggestion ID: 1646978 | Submitted at
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hand cuffs, they would work like lockpicks where you can take them out and they are for the 3 and 4 slots. Hold interact on a player for a little while and they will see "you are being handcuffed" when its completed the prisoner can be looted or can have the handcuffs removed by struggling, which will be visually obvious they are doing so but their progress does not disappear when they stop holding it down so if you captors are looking away you can get just a little closer to being free and then wait until the perfect moment to completely take them off. Or you could be quickly released by another player. This would be fun for a few reasons, there would be more things to do for someones loot besides simply killing them. If you are getting repeatedly killed one time someone might have you surrender instead and you can learn by watching them. It would seem less harsh for players who are new and are dying a lot. If your teammate is doing more harm than good you could restrain him.
Votes
Opinion: -80
Upvotes: 4 4.54%
Downvotes: 84 95.45%
Suggestion ID: 1647025 | Submitted at
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I'd like to see traps disarmed via shooting them with an arrow or striking them with a melee weapon. Sitting still in a doorway waiting for the disarm bar to fill while having rangers shoot at you is fairly unenjoyable sometimes.
Votes
Opinion: -53
Upvotes: 19 20.87%
Downvotes: 72 79.12%
Suggestion ID: 1647126 | Submitted at
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[Create a skill for Rogue that lets them produce some kind of sound. For example the sound of footsteps like confuring an invisible rogue that cannot be interacted with that crouchwalks a certain direction for a certain amount of time. Rangers will be able to see its footsteps with their perk. Or maybe have the ability to throw a rock as a distraction. Something like that would be cool]
Votes
Opinion: +47
Upvotes: 55 87.30%
Downvotes: 8 12.69%
Suggestion ID: 1647271 | Submitted at
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Attribute points you will gain by leveling up.
These points will be used to increase your character's base attributes like Strength, agility, health etc.
With that you will have several different ways to play with the same class as a barbarian with more agility, an archer with more life, this would diversify the gameplay making the game more fun and lasting.
Votes
Opinion: -47
Upvotes: 0 0%
Downvotes: 47 100%
Suggestion ID: 1647336 | Submitted at
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[Add the ability to hit the spellbook on the left click. It is possible that the damage is the same as without a weapon, but the main thing is that the animation be as offensive as possible, like a slap in the face.]
Votes
Opinion: +117
Upvotes: 125 93.98%
Downvotes: 8 6.01%
Suggestion ID: 1647363 | Submitted at
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Rogue Skill - Ventriloquism
While active, proximity voice will originate from wherever your crosshairs are pointing.
For QoL it should temporarily turn on voice chat and switch it to proximity while active and then, when deactivated, switch back to whatever your settings were. Maybe a default in-game sound could play for enemies with VOIP turned off.
I don't really see any reason why a skill like this should have a cooldown. So it'd be cool if it was always available and you just held the key down while using it.
Strategically it'd help you get someone to turn around for backstabs, but I'd imagine it will mostly be used for gimmicks and fun.
Votes
Opinion: +2
Upvotes: 34 51.51%
Downvotes: 32 48.48%
Suggestion ID: 1647471 | Submitted at
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Shadowdancer class / prestige class for the rogue. Absolutely has to have 3 things: 1: A short range LOS teleport where the destination can only be in darkness. 2: A mechanic with their skills/spells where you have to use the IJKL/arrow keys to make your character actually dance so people can plug in their DDR pads. 3: Either their own class-specific chest armor, or their own distinct model for marauder armor with way more drip.
Votes
Opinion: -64
Upvotes: 0 0%
Downvotes: 64 100%
Suggestion ID: 1647516 | Submitted at
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Gear cosmetics. Example being a cosmetic that turns the wizard hat into a turban, have different ones with different themes. Another example is a flamberge blade onto rapier and zweihander. Idea is half baked ATM but throwing it out there anyway
Suggestion ID: 1647547 | Submitted at
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[Don't nerf ranger with limited arrowed, buff all the other classes instead (except barb obviously). e.g. make wizard have meditation default as a free ability no slot needed, make hide for rogue default no slot needed, make fighter have adrenaline rush default no slot needed, make cleric have spell memory default no slot needed. EVERYONE WINS rangers happy, other classes happy, barbs still oneshot in the head.]
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1647661 | Submitted at
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A caravan that randomly spawns in rooms making no noise to access a mini-market for selling items, helps for those who plan to go deeper (and a top floor is being added) with inventory space (i'm talking to you, golden vases, plates and crowns). Maybe just maybe also an access to your stash, just in case I accidentally ignored the pre-lobby message saying "are you sure you want to go in?".
Suggestion ID: 1647712 | Submitted at
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Add a bounty system where you can put a bounty on someone if they kill you or if u want revenge for some other thing. The way to claim the bounty is to kill the bounty target and loot their head off of their corpse and escape with it and turn it in at a bounty hunter vendor, and then get paid. This will also help against people using "bad words" cause anyone who mad at the "bad word" person can put a bounty on them.
Suggestion ID: 1647727 | Submitted at
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I don't know if that was suggested, mayhaps but i'll still throw it in case, some form of 'hit' sound when you touch someone/a mob with an arrow/bolt ? Always felt that the hitmarker sound in Rust was pretty satisfying and useful, so i'd say it could be a neat little addition to the game
Suggestion ID: 1647752 | Submitted at
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If you're going to have half-yearly game wipes, make it so we can work towards permanent buffs, or way better cosmetics for future wipes to come, so we don't feel completely discouraged at the loss of loot.
If max players are your concern, add a prestige that encourage maxed players to start over with new buffs. Constant progression is good.
Votes
Opinion: -30
Upvotes: 23 30.26%
Downvotes: 53 69.73%
Suggestion ID: 1647787 | Submitted at
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when using the buckler shield the character using the it will extend his arm more which will make it so that a player cant push further than the shield that is Infront making the shield a bit more useful for classes like cleric that start with it . I wanted to suggest this to make the buckler more useful because in real life this was how it was used.
Votes
Opinion: +51
Upvotes: 56 91.80%
Downvotes: 5 8.19%
Suggestion ID: 1647821 | Submitted at
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could we have like cyborg attachments like if u get hit in the arm u lose it and need to find a piece to use ur arm again? U can also upgrade ur body like cyberpunk and be stronger with each mod u place? U can also have a mod store using the loot from the dungoen to barter where u buy attachment from a cyberologist for your body and they enhance you like +3 speed, +3 health and +20 dmg etc for cheap ones and expensive ones give u power and spells like invisibility and slow time and self detonate.
Votes
Opinion: -118
Upvotes: 4 3.17%
Downvotes: 122 96.82%
Suggestion ID: 1647902 | Submitted at
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Paladin class that's a melee tank class like barbarian or fighter but mostly focuses on protection/damage reduction. His starting kit would be a two-handed sword like Zweihänder and maybe a potion of health. Here are some perk and suggestions:
- Movement penalty from armor is reduced by 25%.
- Increases damage by 5% with two-handed swords.
- When your shield gets destroyed it explodes dealing the same amount of damage it consumed within a small area around you.
- Immune to true damage
- First strike against an enemy deals +20% damage and applies slow for 2sec.
- Positive buffs have a 20% increase in strenght
Votes
Opinion: -56
Upvotes: 0 0%
Downvotes: 56 100%
Suggestion ID: 1647995 | Submitted at
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Quality of life suggestion: make self casting easier for wizard/cleric. Give a separate hotkey for self cast so we don’t have to snap our necks looking at the floor/sky.
Votes
Opinion: +112
Upvotes: 122 92.42%
Downvotes: 10 7.57%
Suggestion ID: 1648120 | Submitted at
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Having the ability to buy or expand the Stash (Lobby Chest), after a few hours of gameplay your stash is already full of gold and there is nothing you can do besides throwing gold and items away, so my suggestion is having the ability to buy new stashs or expand it with gold.
There could be a way to buy a new stash with an amount of gold for example: 1000 gold 1 stash and then you buy as needed and at the bottom or on top of the stash is the stash bar for you to go from one to the other ex: < -(1)(2)(3)(4)(5)(...)->, that would make you have some alternative for when your stash gets full because without that you will reach a point in that getting loot in the game is useless because there is nowhere to put it.
Votes
Opinion: -52
Upvotes: 0 0%
Downvotes: 52 100%
Suggestion ID: 1648147 | Submitted at
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[combatlog feature that allows you to see information on damage taken during fights after you die, like in rust or csgo, with information for each hit like limb, weapon, damage, additional resists, etc]
Votes
Opinion: +134
Upvotes: 134 100%
Downvotes: 0 0%
Suggestion ID: 1648152 | Submitted at
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Let us give you money to help with the Nexon lawsuit. They have way more resources. Make a more expensive "fuck Nexon edition" of the game that just has some cosmetics and I'll pay extra for being based.
Votes
Opinion: +105
Upvotes: 113 93.38%
Downvotes: 8 6.61%
Suggestion ID: 1648161 | Submitted at
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I dont understand this need to create so much new content for each playtest. If you released last playtests game right now and never updated it ever again it would still be one of the greatest games ever made. People want to play the game, updates can be made while people are playing. If this game wasent absolutely excellent nobody would be waiting for this next playtest and this game would be losing steam hard. It just seems like something always has to be wrong with a game and for ironmace its the release structure. Its the curse of every good game to keep changing things and eventually alienate a large portion of their fanbase who preach about the good old days. This time right now is the good old days period where base mechanics are being ironed out that has a real charm to play. Your decision is to kneecap this period and I think it will make people even more resentful to changes that they dont like down the line. Bad idea but someones got to show everyone why not to do this and I guess that misfortune goes to ironmace. If this release structure works out it will be bases solely on the merit of the game itself.
Votes
Opinion: -79
Upvotes: 0 0%
Downvotes: 79 100%
Suggestion ID: 1648341 | Submitted at
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Spell idea for Warlock class- "slashing shade". After a 0.75 second cast, a shadowy figure will appear at the place you stand, facing the direction you were facing when casted. After a 1.5~ seconds this intangible shadow will lunge forwards and perform a horizontal slashing attack, then dissipate. Imagine the attack similar to how skeleton champions take a large step forwards while slashing with it's sword (only a bit further than skele champ step distance). This spell can damage teammates but will not do self damage.
This spell could be great for clearing PvE as well as controlling space in PvP through the pressure of delayed attacks. The figures themselves will be intangible, as they are shadows, so no collision to block people or doorways.
It'll be a long time until warlock comes out but I like theory crafting so here's a spell. In my mind a warlock in DaD is a short to mid range caster that can work nearer to melee range than wizard can, so this plays perfectly to that idea. This is a offensive oriented space controlling spell, as if you are being ran down the enemies will simply walk through the intangible shadow before it attacks, as it only does in front of it. Some thought could be put into whether this should do physical or magical damage.
TLDR: (Warlock) Summon a shade that will do a lunge slash attack forwards after a 1.5 second delay, then vanish. good for clearing PvE as well as controlling space in PvP. Shades are intangible (no collision)
Votes
Opinion: -13
Upvotes: 0 0%
Downvotes: 13 100%
Suggestion ID: 1648359 | Submitted at
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Whip Weapon
The whip would be for the Ranger and Druid when/if we get Druid. The weapon deals little damage being 14-15 at Junk and 28-29 at Unique. Medium range weapon being the longest range melee weapon in the game. Sweet Spot at the tip that does 325% damage rewarding spacing yourself correctly (should be difficult)(At 325% damage a Junk whip would be 46-49 and a Unique Whip would be 91-94). Weapon winds up before attacks and can get stopped by a wall being behind you or hit someone who is extremely close to behind you for 10% damage (At 10% damage a Junk whip would be 1-2 and a Unique whip would be 3).
Votes
Opinion: -36
Upvotes: 0 0%
Downvotes: 36 100%
Suggestion ID: 1648438 | Submitted at
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With the upcoming changes to ranger, consider making the slow effect from getting hit with an arrow apply to both PCs and NPCs equally. Currently mobs like skeletons and goblins don’t seem to be slowed by arrows but every player character is.
I’m not saying to remove it or make it stronger, just make it match with mobs where it would make sense. (Ex, the slow shouldn’t apply to the troll)
Votes
Opinion: +70
Upvotes: 82 87.23%
Downvotes: 12 12.76%
Suggestion ID: 1648502 | Submitted at
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[Adding a 'clairaudience' spell for wizards, bards or clerics, as well as a 'clairaudience' potion. When used, a "ping" sound plays in the location of any nearby portals, letting the player locate any portals they might have missed by locating where the sound played. This "ping" sound is client-sided, and maybe the spell plays the sound for the entire team]
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1648645 | Submitted at
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add a bag for event currency that increases the stack size to 50 for the event currency. Event currency meaning the candy canes, heart candies, and whatever was there for Halloween. This allows players to scale the amount of wealth they can store in there stash without actually adding more stash space and without padding out gold storage to exorbitant levels. Seasonal gameplay has me highly confident that some form of event currency will always be in the game.
Votes
Opinion: +60
Upvotes: 64 94.11%
Downvotes: 4 5.88%
Suggestion ID: 1648703 | Submitted at
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[ end of season tournament: have the season end on a Friday, on the Saturday have an 8 hour window where teams can be formed and play to earn points which then can qualify them for the finals. On the Sunday have a multi-round finale where you have the teams is ordered into an elimination style tournament. the round will start normal but the map will have a large arena room where teams will be funnelled towards and at a certain time the doors will open to allow teams inside (this is to allow equal access to the arena), in this elimination finale phase only 1 portal will spawn in a specific location in the room and only 1 person has to exit.
This is required to allow teams who have players who died access and also create more incentive around the escape aspect of the game, 2 teams might be fighting but a solo might ninja open the portal and escape, or strategies around using 2 players to block while 1 opens the portal.
This idea will also drive the economy as players will strive for the best gear and items so they have the highest chance to qualify and win the tournament.
Rewards can also be offered that are purely cosmetic to players that qualify to a certain stage or win, an idea was to give those players horns to their models so they are easily recognisable
The tournament is also a great way to create competition and advertising for the new season, drive content and allow iron mace and other content creators to show off the game
Overall this idea is a combination of clash from league of legends and deadman mode tournament from Old School Runescape, both give average players the opportunity to compete and shine in the spotlight]
Votes
Opinion: +32
Upvotes: 32 100%
Downvotes: 0 0%
Suggestion ID: 1648752 | Submitted at
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Implement some kind of hidden MMR based on survival rate, damage dealt or whatever combination of stats might be useful. could be used for solo dungeon at least to form some fair buckets of players to compete against each other
Votes
Opinion: +14
Upvotes: 14 100%
Downvotes: 0 0%
Suggestion ID: 1648933 | Submitted at
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Put Post-15 Attribute Power Scaling On A Curve
Change Physical Power & Magical Power gains from Strength & Will respectively from:
16~50: +1 Power
to:
16~20: +2 Power
21~25: +1 Power
26~50: +0.5 Power
51+: +0.25 Power
This curve would act similarly to the sub-15 STR/WIL curves, and would minimally impact character's starting stats (2%~ difference at most) while normalizing gains from both high and low investment in those Attributes.
It would also allow buffs and stat-boosting effects to remain in the game as they are without creating absurd scenarios like they do now with the linear->softcap system, such as with Barbarian's Rage.
Votes
Opinion: -8
Upvotes: 12 37.5%
Downvotes: 20 62.5%
Suggestion ID: 1649230 | Submitted at
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The number of professions, including both the current classes and any newly added ones, should be limited to eight or fewer. Having too many professions makes it difficult to differentiate between them, and builds already have sufficient diversity based on equipment. The top priority now is balancing the professions.
Suggestion ID: 1649327 | Submitted at
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add player made guilds to the game there can be a leaderboard system as well as a social aspect. Can add guild Halls that you can upgrade for certain effects such as increasing stash size , more liked by certain traders so better deals, a training area where you can actually have time to test damage and you can trade in guild without any fee.
Suggestion ID: 1649394 | Submitted at
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Instead of having shields on your back block incoming projectiles, have it reduce their damage based on the shield's armor rating. Extra buff for fighters and shield classes against surprise arrows, knifes, or flying axes to the back.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1649419 | Submitted at
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[Please give us an option to disable all skins. It would make sure we are not confused by the cosmetic choices of other players and counteract any potential benefits they might try to get from using cosmetics like darker armour skins to better hide, skeleton race to pose as NPCs or other potential abuses of the cosmetic system.]
Suggestion ID: 1649425 | Submitted at
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can we have a cosmetic slider in options where we can mute player cosmetics so that if the cosmetic gives someone an advantage by blending too well like camouflage, they can see it on their character but other players can disable it? I think it helps to prevent cheating by blending too well
Votes
Opinion: +3
Upvotes: 44 51.76%
Downvotes: 41 48.23%
Suggestion ID: 1649461 | Submitted at
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If an arachnophobia mode ever gets added, replace spiders with snakes. Snakes coming out of pots is a classic trope and N/R/B enemies can be replaced by something like rattlesnake/cobra/etc
Votes
Opinion: -29
Upvotes: 23 30.66%
Downvotes: 52 69.33%
Suggestion ID: 1649550 | Submitted at
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Boxer:
A new class that will fight bare-handed, this class will rely on quick fist attacks and high movement speed.
Items:
Weapon: None.
Armor: Leather.
Perks:
-- Strong Fists: Increases damage by (X) when empty-handed.
-- Knockout: Head damage increased by (X%).
-- Fast Punches: Increases attack speed by (X%) when empty-handed.
-- Hardness: Increases HP by (X%).
-- Wild: Increases damage by (X%) when without chest armor.
-- Fierce: Increases attack speed by (X%) for (X) seconds when killing an enemy.
-- Fast: Reduces the base movement speed penalty of equipped armor by (X%). Not applicable to additional modifiers.
-- Combo: After (X) consecutive attacks your attack speed is increased by (X%) for (X) seconds.
Skills:
-- Rage: Strength and movement speed is increased by (X%). Defense is reduced by (X%) for (X) seconds.
-- Weak Point: The next attack does (X%) more damage.
-- Sprint: Increases movement speed by (X%) for (X) seconds.
-- Adrenaline spike: Increases attack speed by (X%) for (X) seconds. After the duration expires, your attack and movement speed is reduced by (X%) for (X) seconds.
-- Field Ration: When eating it recovers (X%) of maximum health.
Votes
Opinion: -95
Upvotes: 7 6.42%
Downvotes: 102 93.57%
Suggestion ID: 1649599 | Submitted at
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[Add a Hardcore option among character creation, you can either not allow partying up and trading with players or you can allow it but once the character dies they are gone. Change the leaderboard from High Roller to Hardcore High Roller so that it is less of a grind and more an expression of survivability in dungeons]
Votes
Opinion: -51
Upvotes: 13 16.88%
Downvotes: 64 83.11%
Suggestion ID: 1649682 | Submitted at
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I’m not sure if this game will be released for more platforms like console, but DO NOT add aim assist for console, it ruins games and causes an insane amount of controversy. also it really isn’t needed in this game.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1649713 | Submitted at
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If any nerf is to come to the Francisca Axe, the movement speed penalty upon being struck by one is one of the most important things to look at, as it stands right now you are slowed down by -45% when struck with one, which allows the barbarian or fighter to catch you extremely easily despite their main balancing factor seeming to be the fact they're intended to be slow tanks when not using their abilities.
Suggestion ID: 1649789 | Submitted at
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Rogue Skill for weapon coatings. Functions like a spell book with radial menu, different type of coatings (dmg poison, slow poison, bleeding poison (player leaves traces), numbing poison (interaction time increased), ...) with limited amounts of uses just like spells. Maybe replenishable depending on balance
Suggestion ID: 1649887 | Submitted at
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[Team escape stones. Have an escape stone that can summon up to 3 escape portals, but after any of the portals are used the remaining ones will close and the stone sinks after 3-5 seconds. This will allow teams to get out together without sometimes needing to abandon a teammate, and portal numbers can be balanced by team count rather than player count.]
Suggestion ID: 1649998 | Submitted at
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not sure how much i like this idea but some stuff should have a % to knockout / down like in dayz you can get downed say blunt force increases chance and plate mail increases chance smth like that and you would be able to wake up later in the match if you dont die while unconscious
Suggestion ID: 1650052 | Submitted at
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Rogue perks that modify Hide for different playstyles. You would only be able to take one Hide augmenting perk at once, so if you pick Stealth then you can't pick any of the others. Examples: Reduce stealth duration to 15s, but unlimited/greatly increased movement. Give 2 stacking charges of stealth, but increase the cooldown time 1.5 or 2 times. Double stealth duration, but disable all movement while invisible. Allow item use while invisible. Etc.
Votes
Opinion: +48
Upvotes: 57 86.36%
Downvotes: 9 13.63%
Suggestion ID: 1650132 | Submitted at
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[Add a practice area you can test weapon damage on dummies, arrow drop in a shooting range, all the test stuff in the pre game lobby just in its on separate mode maybe also have a little 1v1 arena to battle with your friends without the risk of losing items]
Votes
Opinion: +87
Upvotes: 88 98.87%
Downvotes: 1 1.12%
Suggestion ID: 1650226 | Submitted at
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Drag or firemans carry bodies and monster bodies should all ragdoll but chain lightning no longer chains between bodies and hunting traps are prioritized through bodies.
Votes
Opinion: -40
Upvotes: 6 11.53%
Downvotes: 46 88.46%
Suggestion ID: 1650282 | Submitted at
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In the gathering hall, add filters that players can set for the certain activities they are looking for in other parties or other players. An example of such filters would be: general, pvp, pve, bossing, down portals, roleplaying, etc.
Suggestion ID: 1650305 | Submitted at
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[Add monster patrols to some runs - not necessarily all runs, randomized maybe - in which they would be composed of a few strong monsters maybe Skeleton champions + footmans and guardsman and they roam around the map. Could be fun to add more thrilling situations while delving in the dungeons]
Votes
Opinion: +125
Upvotes: 131 95.62%
Downvotes: 6 4.37%
Suggestion ID: 1650369 | Submitted at
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[New trap ideas that would fit the game theme. Fire traps, blowing out fire from the wall. Maybe add a room with a random generated maze?Shrinking wall traps. Water traps for some rooms. Spike traps similar to shrinking rooms but spines gets bigger and bigger and you have to leave the room after several seconds then it resets. Falling floor traps. Some rooms could maybe have floor falling into another room below, just a few ideas ontop of my head ]
Suggestion ID: 1650519 | Submitted at
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Create a General Store tab in trade chat that be the only place to post all-class armors.
We Fighters do not want The Barricks to turn into an adventurers boot dumping ground.
Votes
Opinion: -13
Upvotes: 0 0%
Downvotes: 13 100%
Suggestion ID: 1650604 | Submitted at
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LAN/offline game mode, similar to open battlenet from ages ago. Can't use your live service characters, but you and your buddies can play during periods where live services aren't available.
Votes
Opinion: +58
Upvotes: 79 79%
Downvotes: 21 21%
Suggestion ID: 1650615 | Submitted at
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Rogue perk (Nimble) that makes him more agile in fights so that he has an advantage in tight spaces (smaller collision box but same hit box). Can be mixed with other movement bonuses, like a lower movement penalty for walking backwards.
Votes
Opinion: -59
Upvotes: 0 0%
Downvotes: 59 100%
Suggestion ID: 1650666 | Submitted at
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Can we see an additional dataset for "only level 20 characters" when next playtests data is released for viewing? Same metrics but only using data from after a character hits level 20. This will help paint a clearer picture of players who use a class they understand (making it to 20 implies understanding of a number of core game and class mechanics) from the players who are learning.
Votes
Opinion: +74
Upvotes: 79 94.04%
Downvotes: 5 5.95%
Suggestion ID: 1650842 | Submitted at
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add Clans and Clan Wars that you can organize with prices. Its like lets say you have 7 Clans and every Clan has choosen 3 Player to fight in the map. There will be 5 rounds and the best 3 of this rounds will get some prizes
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1650862 | Submitted at
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[Wrap the text when posting multiple item links in trade chat. Currently if you post multiple item links, the items will go off the text box and be unviewable. Right now you have to add text characters after like 4 item links and then add the rest of the item links to not get them to go off the chat.]
Suggestion ID: 1650896 | Submitted at
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[NEVER add a map with lot of high grounds and different terrian where ranged classes can abuse high grounds.
I think every map should be organized in corridors and rooms without open space]
Votes
Opinion: +6
Upvotes: 6 100%
Downvotes: 0 0%
Suggestion ID: 1651088 | Submitted at
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make a guild system with 15 player slots.
With no guild stash for guild members to exchange as it can be abused to share items with multiple characters.
Maybe some kind of progression system in form of special effects maybe?
Like when you kill a enemy, it shows XXX was killed by [Guild Name].
Placing the guilds logo on you equipment and the more you LvL you guild, the more you can customize you logo.
Stuff like that
Votes
Opinion: -20
Upvotes: 0 0%
Downvotes: 20 100%
Suggestion ID: 1651278 | Submitted at
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You know how the falchoin unique and arming sword unique are called kurmas fang and kurmas claw they should get replace the falchoin with the short sword so you would be able dual wield the kurma weapons
Votes
Opinion: +52
Upvotes: 60 88.23%
Downvotes: 8 11.76%
Suggestion ID: 1651282 | Submitted at
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I was just wondering how rogues are a bit useless as of last playtest, especially since the sneak doesn't really apply to much other than the ability it needs to be paired with
why was the sneak steps removed from invis pots?
I feel like rogues are pretty bad without them, hence i started to play wizard as they are literally just a better rogue --> invis, haste, burn, etc. + Range (like magic missiles)
its pretty unfortunate since I was a rogue main :((
Suggestion ID: 1651539 | Submitted at
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[ With the addition of quivers I think there should be multiple arrow/bolt types even going as far enough to say perhaps magically enhanced ones to which maybe you only find like 1-3 at a time but in a tricky situation that bomb arrow is going to be clutch.
Votes
Opinion: +31
Upvotes: 31 100%
Downvotes: 0 0%
Suggestion ID: 1651599 | Submitted at
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[10-second death cam OR Post Fight Damage Statistics ORInteractive Replay System/match summary.
Is it possible to make a 10-second death camera system? Just seeing the moments that led up to your death with everyone's damage dealt and health-bar displayed in a post-death replay system would be really helpful. It would show mistakes you made in combat and how you could approach a similar fight next time. This would probably have to be after everyone on your team was dead to avoid that information being used by your allies.
Or, if possible, post-fight summary statistics showing damage dealt and by what weapon/spell/monster/player. This would be shown after player/group death to avoid giving an information benefit to living teams, but looking back and seeing that this bit of damage occurred would be really helpful.
Or, if possible, a Fully Fledged Interactive Replay System that shows POV and mouse clicks? I know currently when you are dead you can spectate, but would there be a way to have an interactive replay where you can switch between perspectives, see if and why your shield was a little low or where a sword stroke landed, etc.
Thank You]
Votes
Opinion: +58
Upvotes: 63 92.64%
Downvotes: 5 7.35%
Suggestion ID: 1651609 | Submitted at
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Warlocks are a potential class in the list, from what I recall, so I would like to put forward the concept of a spell from dnd.
Darkness.
'Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it.'
Obviously, the radius would have to be smaller to compensate for the fact that 15 feet would be a ridiculous length to cover in a game like this.
Suggestion ID: 1651795 | Submitted at
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[My suggestion is not intended as a nerf but functions as one. Players who are invisible should lose their invisibility buff when they have ignite active similar to how Rogues can't have a torch out while cloaked. I feel that it is a design discrepancy since having an active light source on your person would break your active stealth.]
Suggestion ID: 1651839 | Submitted at
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Hidden pockets perk should be innate on rogue. This has been brought up before, but I wanted to say it again. Being as how borderline useless this perk is it'd hardly be considered a buff. You can already just quick switch pots from your inventory when you need them, so HP being innate would be more of a quality of life change for rogues.
Votes
Opinion: +95
Upvotes: 100 95.23%
Downvotes: 5 4.76%
Suggestion ID: 1651877 | Submitted at
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[Give Bards a Sea of Thieves-style songlist that they can play using their instrument. In addition, Bards in the nearby vicinity will synchronise their instrument playing if they are playing the same song]
Votes
Opinion: +51
Upvotes: 55 93.22%
Downvotes: 4 6.77%
Suggestion ID: 1651884 | Submitted at
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The Armor Rating soft cap needs to be changed as the reason the naked meta exists is because anything that pushes you above 50 AR until 200 AR is not worth wearing due to the soft cap lowering each point of AR down to 0.1% damage reduction until 200 (Shown here: https://i.imgur.com/tXzOL2r.png ) wearing just Gloves and Boots on average is enough to get the same Damage Reduction as wearing full basic gear (Shown here: https://i.imgur.com/6oViUha.png ). 160 AR is where most classes cant exceed currently (Best in Slot Armor Rating without rolled effects for each class: https://i.imgur.com/8mt1ltB.png ). Due to this they cannot pass the drought of AR and it is not worth wearing much armor for those classes. The armor rating curve needs to be changed from this https://i.imgur.com/zoayyie.png to something more like this https://i.imgur.com/sHKXBT0.png to make armor matter more as it quite frankly doesn't after a certain point until another much much later point past what most classes can even achieve while also achieving a situation where 95% damage reduction builds no longer exist for fighter and cleric.
I would like to credit clowd for the graphs from his video on the armor rating subjects as they're a great way to explain this ( https://www.youtube.com/@clowdk/videos ) I would not have the graphs otherwise nor' would I have as much understanding of Armor Rating as I do now.
Votes
Opinion: +74
Upvotes: 87 87%
Downvotes: 13 13%
Suggestion ID: 1651894 | Submitted at
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Wipes need to be done fast or the loot needs to be super nerfed otherwise the game will have some problems with boredom and feeling like there is no more things to do, for example in rust after a few days people get bored cause they already accomplish most of the things that someone can do and people get bored and leave the server so they need to constantly be wiping servers otherwise is super boring and unfair, I feel like there should be a challenge trying to get loot and be better at the game in order to enjoy the game and wipes solve this problem.
Votes
Opinion: -36
Upvotes: 12 20%
Downvotes: 48 80%
Suggestion ID: 1651897 | Submitted at
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I like the idea of guilds but I think it should be different than other people have said, like Top guild with most boss kills in the guild, most money in the guild, stuff like that, maybe something you could buy for the guild to rank it up? Like something you could spend gold on to boost the guild up?
Votes
Opinion: -16
Upvotes: 9 26.47%
Downvotes: 25 73.52%
Suggestion ID: 1651900 | Submitted at
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Let rouge throw smoke (like a grenade)! It makes it great for bringing much needed counter play against rangers or a way to single out someone from their team. I'd really love to see rouge have some different ways to play other the glass cannon ambush artist gameplay. More utilities & trickster type gameplay would be dope.
Votes
Opinion: +115
Upvotes: 127 91.36%
Downvotes: 12 8.63%
Suggestion ID: 1652054 | Submitted at
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[minor Quality of Life improvement] Be able to move things in a backpack while interacting: It is tedious and boring to wait sometimes 10 sec for our character to complete a task (starting a campfire, looting a gold pile, etc.) . Let us at least arrange our inventory meanwhile. I would be strongly against equipping weapons and other equipment while doing so.
CONS: Less hardcore (and we like hardcore). Potential to bug.
PROS: Something to do while waiting. More time to play the game and make meaningful decisions.
Suggestion ID: 1652092 | Submitted at
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increase the price of items when sold to traders, not to the amount they would be sold for on the market but to a degree where people can sell any item for an okay price
greys: 2-4 per slot
greens: 4-6 per slot
blues: 7-9 per slot
purple: 10-12 per slot
legendary: 13-15 per slot
unique: 15+ per slot
this would allow people to sell things with crap rolls and spend more time in game then staring at trade chat, but it also wouldn't make trade chat any less valuable. the prices suggested are not even close to the per slot value of items in trade chat, especially ones with good rolls.
Suggestion ID: 1652326 | Submitted at
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An extremely rare purple portal that opens up to the astral sea map set that was used as a waiting room before. The one with giant space whales and clear glass boxes. Imagine something like the Arcane Sanctuary from Diablo 2 with a void monster/beholder boss
Votes
Opinion: -44
Upvotes: 0 0%
Downvotes: 44 100%
Suggestion ID: 1652732 | Submitted at
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An idea for a new Ranger Skill:
Arrow Attack - Ranger can take one of the arrows in his hand and use it in close combat, using attacks similar to stiletto dagger animations.
The addition of such a skill can bring a little variety to the choice of skills, add variation to the survival in close combat for rangers.
Suggestion ID: 1652896 | Submitted at
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Give Resistance Rating (MR) Sources Scaling
Armors should no longer exclusively increase Armor Class, but be able to increase Resistance Rating, or increase both.
To clarify this, Armor bases will be marked as Martial, Magical, or Hybrid so that players can easily identify how the item scales.
Currently, Magic Resistance is solely accessible through non-scaling modifiers and direct additions to % Magic Damage Reduction.
This has lead Magic to not only be the best-scaling source of damage in the game, but greatly restricts players' ability to make meaningful decisions to defend against it, and makes the prospect of future magical inclusions potentially very unbalanced.
This change would also benefit many lighter item bases that don't see meaningful AC gains and are thusly not more valuable at higher Rarities, but do have innate Resistance Rating, like most pieces of spellcaster armor, leather armors, and tunics.
Votes
Opinion: +13
Upvotes: 13 100%
Downvotes: 0 0%
Suggestion ID: 1652904 | Submitted at
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[Can you please consider making 'Meditate' a high-cost spell and giving wizards 8 total spells on their wheel? You guys likely have data on how often wizards meditate, so you a can set a fixed number of meditate spells that aren't recovered by meditating. This raises the skill ceiling and skill floor for wizards, makes them more fun because we don't have to meditate as often, and increases the number of decisions we have to make for our character which promotes unique playstyles.]
Votes
Opinion: -48
Upvotes: 2 3.84%
Downvotes: 50 96.15%
Suggestion ID: 1654225 | Submitted at
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[Necromancer class BUT it just plays like evil cleric. Instead of buffing teammates, you Debuff enemies. Instead of healing teammates, you have access to dark magic damage/life steal spells. You can resurrect your teammates, but they come back to life with the skeleton buff minus physical resist, plus magical resist]
Votes
Opinion: +40
Upvotes: 52 81.25%
Downvotes: 12 18.75%
Suggestion ID: 1654232 | Submitted at
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[add a purchasable "Dubious Potion" that grants 1 random effect when consumed to the Goblin Merchant's stock. Could be a shrine buff, could be Haste, could be Bind, could just be Goblin poison. Many popular dungeon crawlers and tabletop RPGs feature potions that you must drink to learn the effects of, and it's always fun, to me at least. Keeping it in a vendor shop also keeps it off the loot table for those not interested. Probably cost 75g like other Goblin Merchant items.]
Votes
Opinion: +38
Upvotes: 38 100%
Downvotes: 0 0%
Suggestion ID: 1654250 | Submitted at
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[There's been a couple suggestions asking for cheese (such as standing on torches to avoid mobs) to be removed, and I just wanted to advocate against it, parkouring to good cheese spots is an expression of knowledge and skill, and makes the game more enjoyable, removing cheese lowers the skill ceiling, and lessens the fun IMO]
Suggestion ID: 1654254 | Submitted at
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[A one handed casting offhand for cleric such as some sort of holy symbol. Basically the orb equivalent for clerics. This would help speed up buff to fight times and make the solo battle cleric a bit less of a clunky experience in my opinion.]
Suggestion ID: 1654308 | Submitted at
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[Change to HP Potion Stacking
Change: Stacking Health potions of different rarity will only work when you are missing HP and all but the last one consumed will fall off when your HP is full.
HP potion stacking of different rarity potions is helpful in returning health at a fast rate when there is downtime during or after a fight. I want it to stay.
However, being able to stack multiple HP regen timers using this method while at full HP essentially gives players the ability to fund an effectively higher HP before engaging, and there is no indication they have done so. ]
Votes
Opinion: -22
Upvotes: 12 26.08%
Downvotes: 34 73.91%
Suggestion ID: 1654320 | Submitted at
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be able when you pickpocket get a whole view of their inventory, but like something to nerf it like where you cant just see their whole inventory like maybe blurring some stuff temporarily, and then you can pick one item, not including utility weapons or armor that is equipped and you could also add items, but this wouldnt make you have to re pick pocket, would he hilarious to give people dogshit loot without them noticing until its too late to get better stuff
Suggestion ID: 1654386 | Submitted at
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[ 1. Make some equipment more usable. Buckler is way too much useless due to bigger shields.
a) Make its reach longer or add new visible stat "blocking speed" with different values for each shield - bigger shield slowed rise up but with reasonable balance of stats like Armor Rating, reduced move speed equiped/blocking and amount of item quality bonuses.
b) Try to implement new game play mechanic like parrying. After successful block it will add just few seconds delay for target before next attack can be executed or reduced armor rating for few seconds.
Votes
Opinion: +19
Upvotes: 19 100%
Downvotes: 0 0%
Suggestion ID: 1654391 | Submitted at
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[Remove ANY form of potion-stacking, this includes:
- Using potions of different rarities to stack up healing.
- Using healing potions before fights at max HP to essentially get characters to soak high amounts of damage.
Stacking healing potions pre-fight would be the equivalent of stacking shield potions pre-fight... so you could theoretically end up fighting a Fighter with high amounts of damage reduction on top of a 60+ health shield.]
Votes
Opinion: -49
Upvotes: 0 0%
Downvotes: 49 100%
Suggestion ID: 1654406 | Submitted at
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[make barb with playable instruments, not always but maybe around a campfire or a keybind to start playing (you can't move or do anything while doing it).
We could have like 2 keys one for strumming down and one for strumming up, keys to pluck the strings individually and keys to change the chords.
Almost all the keyboard could be bind to music if you treat playing like a meditation or campfire.
To avoid programming music you can just program notes in and players could make their own chords and bind them to a key, i know it can't happen in the near future, but i have a dream, let me play metal lol.
Suggestion ID: 1654546 | Submitted at
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Clowd put out a video recently that analyzed the data for each class, and he made a conclusion that wizard is in a strange state right now. They are seeing an extremely low amount of success at low level play, but pretty high success in high level play (similar to barb and ranger apparently).
My suggestion is this: when focusing on wizard's balance in the future, consider making changes that improve low level play, while toning down their power level at high level play. In other words, condense their power level to be less volatile.
Votes
Opinion: +4
Upvotes: 25 54.34%
Downvotes: 21 45.65%
Suggestion ID: 1654583 | Submitted at
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An improved leaderboard system is where everyone entering high roller starts with a base 1000 points, if you die then players can steal your soul heart and sell it, if you sell a soul heart then the player you killed points go down and yours goes up, the more points you have then the higher your soul will sell for in gold, soul hearts can not be traded but can be stored and you can hold on to a players soul heart if you think they will get more points in the future so you can sell it for more, but they take up a lot of space in your storage. When a soul heart is sold then it shares the points with the people that were in your party but not the gold. The point system would be very cool to be implemented with guilds, Guilds with the highest amount of shared points will go into the hall of fame in the tavern
Suggestion ID: 1654719 | Submitted at
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pickle/mushroom consumables that have random abilities. Ex: mushroom does poison damage or speed based on RNG. Ex #2: pickle makes you float into the sky or kills you instantly, also based on RNG.
Votes
Opinion: -47
Upvotes: 0 0%
Downvotes: 47 100%
Suggestion ID: 1654744 | Submitted at
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[rouge hide ability lets them move freely throughout the entire duration and to compensate they could just lower the duration or they could also add multiple charges and make them last even shorter duration so the rouge can play more aggressively with it.]
Votes
Opinion: -43
Upvotes: 0 0%
Downvotes: 43 100%
Suggestion ID: 1654815 | Submitted at
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To the people that think Wizard is too OP ||personally I think he's in an okay spot rn, bad at PvE, amazing at PvP||: How do you feel about a magic resist potion? Maybe of a purple hue and protects against more magic damage than a typical potion. Obviously SHOULD NOT BE ABLE TO BE STACKED WITH A REGULAR PROTECTION POTION.
Votes
Opinion: -41
Upvotes: 0 0%
Downvotes: 41 100%
Suggestion ID: 1654817 | Submitted at
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Allow the Smash perk to also one shot flat chests and barrels when using two-handed weapons (excluding the quarter staff).
Why?
Because it feels very unbarbarianlike to one-shot a door but get blue balled by chests and barrels that are also made of wood, but are two times harder to break for some ungodly reason.
I don't think this would buff barb in any sort of combat situation, especially when better combat perks already exist (axe specialization, berserker, iron will, carnage, two-handed expert). Also, barbarians should be the best class at pillaging and looting. They are, after all, barbarians.
Votes
Opinion: -12
Upvotes: 0 0%
Downvotes: 12 100%
Suggestion ID: 1655061 | Submitted at
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You know how in boxing and UFC games whenever they throw a punch or kick you can just 'lean' out of the way so you don't get hit? Lean left, right, or back.
Can we do that here?
It would make fights more interesting. Like maybe leaning left and right at just the right time to dodge each magic missile or arrow from a wizard and/or archer OR leaning back so you don't get axed in the head by a berserk or sword master but still get hit because all you did was stood there and leaned out of the away when you should have leaned and moved out of the way if done IN TIME. Just less damage depending where your hit.
What you guys think?
Suggestion ID: 1655071 | Submitted at
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One handed weapons being able to go into any hand to allow for more dual wield combinations and more weapons being able to be paired with shields. (except for casting weapons to prevent slot switching in combat depending on cover) This would give players more build options and they would actually have to pay attention at an enemy's movement and build to be able to block attacks, instead of noticing that the opponent just has a falchion and blocking the same way against him like you would for any other falchion users for example.
Votes
Opinion: +30
Upvotes: 30 100%
Downvotes: 0 0%
Suggestion ID: 1655109 | Submitted at
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buff survival bow like a lot to make it viable like the other two bows. right now survival bow is a complete peashooter but without the ammo capacity or necessary speed for that role. add 5-10 damage at each level and maybe increase quiver size as well
Votes
Opinion: -16
Upvotes: 20 35.71%
Downvotes: 36 64.28%
Suggestion ID: 1655112 | Submitted at
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Alright some people might say, "who cares." But, this is actually a big issue. The training dummies have a magic and physical armor rating of 0; this means that they take a bonus ~10% more damage. Versus someone with only 10 magic and physical resistance, (some boots, gloves, and a helmet with no armor.) Actually is your actual damage.
TLDR THE TRAINING DUMMY TAKES MORE DAMAGE THAN IT'S SUPPOSED TO. TO FIX IT GIVE IT 10 MAGIC AND PHYSICAL ARMOR.
Votes
Opinion: +107
Upvotes: 113 94.95%
Downvotes: 6 5.04%
Suggestion ID: 1655172 | Submitted at
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this is only a small change. make yellow items (best rarity in the game) more of a golden color with a unique golden outline, idk if its only me but it looks like a yellowish grey . plus every rarity should have an outline showcasing it rarity, just makes it easier to loot bodies.
Suggestion ID: 1655257 | Submitted at
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Before full release of the game make sure to run through the maps and see where torches illuminate areas through walls and ceilings. There are many places where you can turn off all the lights in a room but will still be partially visible due to be room/hallway below/next to you having its torches still on and bleeding into your room.
Suggestion ID: 1655435 | Submitted at
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[add in an inquisitor style of armor for the ranger or rogue. Honestly it's 100% for looks but with the hand crossbow coming it could be really awesome thematically. Think Van Helsing style.]
Votes
Opinion: +13
Upvotes: 25 67.56%
Downvotes: 12 32.43%
Suggestion ID: 1655497 | Submitted at
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The following suggestion is to make joining the game MID season or starting a new class MID season without swapping gear over is not horrible. For players that are playing on a class that they have NOT leveled up this Season until Level 15 and is not wearing Epic or higher rarity gear the game will when queueing attempt to pair that player with other players who also have not leveled up that class and are also not wearing Epic or higher rarity gear. To clarify, if you have 2 characters of the same class and 1 of them is fully leveled and the other isn't; you are not qualified on that unleveled character to join this sub-queue as you have already leveled that class, it's not per character.
Suggestion ID: 1655605 | Submitted at
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Cap buff stacking. Make it so that if you have a wiz/cl/barb team, the wizard and cleric can only impart 1 buff each to the barb. Let wiz and cleric still stack buffs when self-casting. This should tone down the awful buffball meta and bring Barbarian back in line a bit, though it would still need a bit of work.
Votes
Opinion: -38
Upvotes: 16 22.85%
Downvotes: 54 77.14%
Suggestion ID: 1655749 | Submitted at
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[Upon character creation/every 5 levels up to 20, allow players to allocate 1 or 2 points to ability scores permanently. A fee based on the players total level could be paid in order to respec these points. This would add more interesting progression and build variety.]
Suggestion ID: 1655920 | Submitted at
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#d-and-d-suggestions message make internal damage, like burning and poison, pierce through the prot pot bc it makes a shield that protects things on the outside of your body not the inside
Suggestion ID: 1655941 | Submitted at
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[A safe zone that shrinks over time and a portal for escape - how are these locations determined? It may be possible to encourage more active movement throughout the game by basing the placement of one of these on the position of a party with a high adventure point count, while placing the other in a random location or far from the party with the most points to encourage movement for all players. If this is already how the system works, then I apologize.]
Votes
Opinion: -46
Upvotes: 2 4%
Downvotes: 48 96%
Suggestion ID: 1656088 | Submitted at
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[A use for the souls of your enemies. Perhaps a devil trader that only appears after a successful escape from the infernal layer, with which you can trade souls for gear in a similar fashion to the goblin merchant.]
Votes
Opinion: +121
Upvotes: 131 92.90%
Downvotes: 10 7.09%
Suggestion ID: 1656116 | Submitted at
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I believe there should be adjustments to high roller gold entry fees. I think the change to 100 gold entry fee hurt some players more than others, depending on class and most importantly solo players vs duos/trios. The classes matter a lot more when playing solo, like a solo rogue is going to survive more of the time than a solo wiz or cleric, so they almost cannot play HR solo. Lets be real, trios and duos have a much higher extraction amount when compared to solos, so accumulating gold is easier for groups. I think there's a couple ways to fix this/make it better.
Options:
- Change all HR fee back to 75g. The switch to 100g really hurt solo players, this would be fair for everyone. Solo players have to buy more heals than a party that can afford to have a cleric.
OR - Keep party HR fees at 100g while lowering only solo players fee to 75g. Like I said earlier, groups have much better extraction rates, making gold accumulation easier. a gold difference akin to 2 pieces of jewelry isn't much for a group player, but it can add up a lot for a solo player and really make a difference in the long run.
TLDR: The switch from 75 to 100g for high roller really hurt solo players, a lowering of cost for either everyone or just solo players would be a good way to help solo players out. Solo players can't afford to have a cleric, so they need to buy more heals, along with other reasons. read above for more context.
Votes
Opinion: -41
Upvotes: 16 21.91%
Downvotes: 57 78.08%
Suggestion ID: 1656193 | Submitted at
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[There should be a solo, duo, and trio mode for high rollers. I’ve seen many people lfg for high rollers who would probably prefer relying on themselves instead of relying on random people who will probably have lesser gear]
Votes
Opinion: -63
Upvotes: 13 14.60%
Downvotes: 76 85.39%
Suggestion ID: 1656262 | Submitted at
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[New Rogue ability that puts out torches and other light sources for 10 seconds in a certain radius when activated and dispels light orbs that have been casted up to that point, could be used both defensively and offensively imo and gives a little bit of variety for rogues]
Suggestion ID: 1656270 | Submitted at
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Modify interaction speed for mining to be not only based on your regular interaction speed, but to also have strength played into effect. ex. a Barb would have a good strength modifier, but a bad interaction speed, and would be alright at mining.
Suggestion ID: 1656279 | Submitted at
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Magic Penetration
- Wizard's Melt: -10% target's Physical Damage Reduction for 5 sec => -50% target's Magical Damage Reduction for 5 sec
- Create new (10th) Cleric spell: -50% target's Magical Damage Reduction for 5 sec
It's not a secret that we have a lot of stacking Armour Penetration skills in game, but we have no Magic Penetration skills/spells in game at all. Physical Damage Resistance has no stat to grow from and we still have like absurd amounts of stacking Armour Penetration. But for Magic users we only have static damage values from spells and Will that defines Magic Resistance growth. Only one flat stat to increase flat magical damage vs 2 physical flat stats.
Suggestion ID: 1656292 | Submitted at
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[move away from the Fortnite/Apex style BR of zone closing.
This is an extraction game, IMO having a Battle Royale zone feels off for a multitude of reasons alongside goes against the natural flow of the game and a sense of exploration.
I leave it to Ironmace to choose their desired function as I believe in their judgement and there are many options or new creative ways to go about it(of course making necessary changes to make the new system feel good to interact with) ]
Suggestion ID: 1656577 | Submitted at
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[Make in game link or on discord to questionnaire made by you Dev's. Ask player at begining or end of patch about lately changes. What we liked/disliked and why. Make questions about what we will be likely to see next in game or to be changed for example what kind of new traps/items/mobs/maps/skills in game. You are getting a lot of suggestions on discord but some of them are doubled or completly disliked just becouse of a minor part of it and complete idea is negated by rest of people. Questionnaire like this will help you gather clear data for analysis with lesser work time. Such thing can suggest you Dev's if it is good time to start work on something delay it or focus on other staff what needs to be changed. After all, you care about our opinion (players) and we would also like to hear from you your ideas that you will decide in the end whether they will be implemented in the game. (Spoilers can be avoided becouse you decide or it can build up mistery about whats next). Such a survey will help you gather detailed information and data, creating a new quick and easy way to share with you our feelings and thoughts after the last tests of the game with less chaos on discord and eye strain reading essays.]
Suggestion ID: 1656622 | Submitted at
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Change the encroaching circle to NPC super tough DnD style NPCS, such as; Minotaurs, Dragons, Etc, that start patrolling the outer areas that eventually encroach towards the middle.
Votes
Opinion: -51
Upvotes: 6 9.52%
Downvotes: 57 90.47%
Suggestion ID: 1656678 | Submitted at
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[All attributes now affects these stats on top of the base 5 stats:
Armor Penetration %
Action Speed %
Physical Power
Physical Power Bonus %
Max Health
Move Speed %
Item Equip Speed %
Magic Power
Magic Power Bonus %
Magic Resistance
Magical Damage Reduction %
Physical Damage Reduction %
Buff Duration %
Debuff Duration %
Spell Casting Speed %
Attack Speed %
Magical Interaction Speed %
Spell Memory
Spell Capacity
Interaction Speed %
Headshot Reduction %
Magical Penetration %]
Suggestion ID: 1656890 | Submitted at
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A Gamemode that is more like the way Tarkov handles extraction, no BR circle and extracts like the stairway outside,a magic barrier with a wizard behind it that wants gold to take it down or a teleportation circle e.t.c. . then maybe some A.I. human camps that will defend themselves against players
Suggestion ID: 1656921 | Submitted at
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...
Since the EA is quite far from the full release maybe during the first months is better to test the wipe/economy system, perhaps staring with one month and increase up to 3 or whatever for now we had only few Days or a week for test the economy and starting with 3 months with the current loot pool can't work really well
Votes
Opinion: -8
Upvotes: 6 30%
Downvotes: 14 70%
Suggestion ID: 1656955 | Submitted at
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What if all the wizard skills involving casting a spell had some amount of spell slots built into them. Like Spell Memory has 5 spell slots in it, but Quick Spell could only have 1 or 2 spell slots. Then you use the skill and the spell at the same time.
For example, you slot Meditate into Q and Quick Spell into E. Then on the spells page Quick Spell has like 1 or 2 spell slots you can put spells into. Then in the dungeon you hit E, select the spell and it is cast with Quick Spell. Now Quick Spell makes the casting time very short, but it also has a cooldown. So you'll have to wait for that cooldown to end before you can cast another spell since you brought Meditate instead of Spell Memory.
Obviously a lot of Pros and Cons with this, but it's better than Wizards practically being forced to run the same 2 skills. It would also open the class to more skills in the future.
Votes
Opinion: -43
Upvotes: 4 7.84%
Downvotes: 47 92.15%
Suggestion ID: 1657219 | Submitted at
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it would be good to add like a breath bar for when u enter an poison cloud so u could maybe just have time to run trough it because sometimes u get stuck in a corner and just can't do anything
Votes
Opinion: -75
Upvotes: 7 7.86%
Downvotes: 82 92.13%
Suggestion ID: 1657267 | Submitted at
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[There should be an implement of a lvling system where you start with base stats and as you lvl up you can invest and move your points around inside your class, and to add lock-offs to weapons such as, double axe takes 24 strength and lastly they should lock off some perks so that you have to level up and dont have all the perks at your disposal until higher levels, where you can pick choose and lvl your character]
Votes
Opinion: -60
Upvotes: 8 10.52%
Downvotes: 68 89.47%
Suggestion ID: 1657361 | Submitted at
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Rogue Suggestion
Vampirism: A percentage of damage dealt gives regen/heals the player over time
Active ability (not passive) that can also act as a overheal (capped at a certain amount)
made more efficient by the stat (whatever it is) to have effects FASTER
encouraging the hit-and-run playstyle while also keeping the rogue in the fight.
This would be a much better team fight and ALSO a solo option to be able to play
since healing potions already absolutely SUCK on rogue.
Armor Pen/Healing Reduction: Add this to the Poisoned Weapon ability, its good early, sucks later on as the
playtest/wipes continue
Suggestion ID: 1657444 | Submitted at
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[Add minute amounts of blue (or red) particles that penetrate the floor and ceiling directly above and below the portal.
I like the two-layered structure of the Goblin's Cave as an ingenious way to make the map feel less cramped despite its small size. However, I feel that the element of luck has become unnecessarily strong as it is difficult to discover portals that appear on different floors.
I enjoy being killed by powerful mobs and enemy players, which is an appropriate element for this severe and unforgiving game. However, getting lost and ending up dead, even after defeating enemies and conquering most of the areas, feels unreasonable and frustrating.
If the particles emitted from the portals could be used as clues to portals on different floors, this unnecessary stress would be reduced.
Translated with www.DeepL.com/Translator (free version)]
Votes
Opinion: +112
Upvotes: 120 93.75%
Downvotes: 8 6.25%
Suggestion ID: 1657446 | Submitted at
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Allow Rogue to pickpocket while using hide ability. However if pickpocketing during active hide, randomly initiate a skill check akin to the lockpicking skill check. If check is succeeded it allows the invisible pickpocket. However on failure of the skill check, it rips you out of hide.
Votes
Opinion: +1
Upvotes: 0 0%
Downvotes: -1 100%
Suggestion ID: 1657499 | Submitted at
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[A "Loadout" system for spells that allows users to swap to different sets of spells while within the tavern (out of game) this would hopefully allow for something like a cleric to switch from their solo spells to their team spells, for example a class built with holy light/resurrection which are less useful not on a team]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1657522 | Submitted at
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Keep some aspect of the current cosmetic system in the full release. What I mean by this is some sort of way to get cosmetics without paying, even if it takes a very long time. I am aware this is a big ask, since the dev's want to make money with the game and cosmetics are a good way to do that on top of it being a payed game. However even something small where with a lot of playtime you can get a skin would be amazing. Even if it took the average player like 2 weeks for a 10 dollar skin. I don't think this would take away from the sales either, I like cosmetics and would personally still buy some. But it would honestly make me want to support the devs more and make me happier with the game if you still had a system, even if it took a very long time.
Also a nightmare skeleton skin, would be very cool. 🤔 For just the nightmare skeleton
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1657587 | Submitted at
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Weird one, but I think all torches/braziers around the map should be snuffed out by default at the start of each round so that going around and lighting them to get a better look at the room could add atmosphere and a bit more mystery to the dungeon, as well as give us more of a reason to use the torches.
Suggestion ID: 1657666 | Submitted at
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[ Roman numerals on Potions while in Inventory so I can tell what ones are 15-19-24 hp. I know it shows a roman numeral when consumed on the Buffs/Debuffs bar above character hp. But in the inventory it's a mess trying to sort out which potions are junk or rare. Health pot, Protect pots, bandages all get mixed together this may make it a bit nicer in your inventory. Basically just an easier identifier on them so even looting would be less tedious. Thanks ]
Votes
Opinion: +141
Upvotes: 143 98.62%
Downvotes: 2 1.37%
Suggestion ID: 1657708 | Submitted at
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Poison clouds from zombies. make them combust with fire? throw explosive, torch, firespells to ignite the cloud. or later add a wind spell to fan the cloud at aimed direction?
Votes
Opinion: +125
Upvotes: 130 96.29%
Downvotes: 5 3.70%
Suggestion ID: 1657767 | Submitted at
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[Let us change colour of white static HUD elements for different one. It will be nice add for people who use new qd-oled displays which don't have white subpixel. This means that when the TV needs to produce pure white, it has to run all three subpixels at the same time. With static white content, like this could lead to faster degradation of all three subpixels, so they'll appear darker than the surrounding areas. ]
Suggestion ID: 1657770 | Submitted at
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Rogue ambushes from stealth are a big part of the class identity, which means the Ambush perk is a great idea but I suggest an improvement to it.
Instead of a standard 50% damage increase when coming out of invis, change it to one that ramps up from a lower percentage like 30% to a ceiling of a higher percentage like 150% the longer you have been invisible.
The damage increase right now has to be at a sweet spot where it still feels sort of impactful in actual ambushes but not too good so players dont just pop invis mid fight to have it. This change would reward patient play and good timing while also being much more interesting strategy wise.
Votes
Opinion: -57
Upvotes: 14 16.47%
Downvotes: 71 83.52%
Suggestion ID: 1657877 | Submitted at
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[If you are going to go the Game Season route for leaderboards, wipes, etc., make a Ladder separate from the normal queue to test broad, sweeping changes that affect the overall gameplay loop. Grinding Gear Games uses this to great affect with Path of Exile: anything deemed too derisive or unhealthy for the game is shelved or reworked for later, and some changes in a season are so good they get brought into the base game permanently. It would be a great way to continue evolving the game based on player feedback, as well as keeps things fresh for the community.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1657938 | Submitted at
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[make spell for the wizard to stop the time all over the dungeon(everyone, mobs and time will be freezed) except the caster will move and use spells at normal speed(caster can't use haste) for short duration.
or change slow spell to spell that slows the time all over the dungeon(everyone, mobs and time will move in slow motion) except the caster will move and use spells at normal speed for short duration.
these spells can only be used for one time.]
Votes
Opinion: -125
Upvotes: 3 2.29%
Downvotes: 128 97.70%
Suggestion ID: 1658019 | Submitted at
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[I think the level of proficiency in weapons is necessary.
For example, if you use spears frequently, you should increase the speed of attack and defense when you use spears, and if you use a stone bow often, you should increase the speed of loading a stone bow.]
Suggestion ID: 1658082 | Submitted at
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Idea for "PVE" mode (players are not forced, but by circumstances): several groups of players enter from different ends of map, their routes do not intersect until the center of map. On their way there are has ordinary or/and hardcore monsters. In the center of the map is a boss that requires the interaction of more than one group to kill (how Raid bosses differ from Dungeon bosses in MMORPG). Players can still kill each other, but the difficulty of the boss must be extremely high so that they prefer not to.
Suggestion ID: 1658155 | Submitted at
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[when you will add character creation and customization to the game make it possible to change character appearance every time we want, without creating a new characters and losing progress]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1658190 | Submitted at
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[When trading, automatically show the items being placed on the trade window (as if you were hovering your mouse over it). You could have some window on the trade screen that displays the last item the other person placed (as in, the stats and such, again, like when you hover with the mouse over it). This would make it harder for people to simply get scammed. Yeah people should frigging check what they're trading, but still, anything that makes life harder for scammers is a good thing IMO.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1658196 | Submitted at
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When meditating, if you cancel early the "stand up" animation gets bugged and restarts halfway through the animation. I doubt this is intentional so just a bug fix suggestion. Not the biggest of deals but can sometimes get you killed if you have to cancel quickly and then the animation takes an extra second to complete.
Votes
Opinion: +70
Upvotes: 71 98.61%
Downvotes: 1 1.38%
Suggestion ID: 1658276 | Submitted at
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for selling a item you shouldn’t have to spam what you are selling it should be a catalog we’re players create listings for a item and what price it’s going for this would allow players to play the game more instead of being stuck in the trader menu waiting for someone to buy their item.
Votes
Opinion: +24
Upvotes: 42 70%
Downvotes: 18 30%
Suggestion ID: 1658286 | Submitted at
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[Allow keys to stack. Currently we have no stable currency that can fit in the trade window to afford items more expensive than 7500g. If you allowed keys to stack to 10, we could afford items up to 41,500g (8 stacks of golden keys + bottom row full of stacks of rubysilver powder).]
Votes
Opinion: -67
Upvotes: 5 6.49%
Downvotes: 72 93.50%
Suggestion ID: 1658376 | Submitted at
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[Add a Loot Goblin for all maps. Loot Goblin are a semi-passive enemy that run around the map collecting dropped or untouched items (From dead players, open chests, etc)
They have a rare chance to spawn in a game. They're faster than a Rogue. And the loot bag they carried around can be hit to drop random items they have collected. Killing them let you loot the bags similar to the treasure room where you are given random items.
Also. Make the Loot Goblin thicc as fuck. Many players will be seeing it from behind so give them something to admire during the chase.]
Suggestion ID: 1658390 | Submitted at
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[Necromancer class
Abilities using souls looted from players.
-using a soul as a charge for camp-like ability on the go (restoring spell charges, regenerating health).
-using a soul to spawn a summon (I would suggest spectre for necromancer flavour or something demonic for warlock to differentiate from normal mob skeletons/zombies or demon dogs and so on), duration affected by buff duration or debuff duration, strength affected by zone (level and normal/high roler). This summon would lock onto nearest enemy, as a mob would, and chase them down and attack.
Spells: Dark-oriented. Wizard is the king of "blow stuff up and move swiftly and invisibly". So a sufficient difference would be mostly in debuffs, overtime damage and health siphon.
Bloodthirst - buffs a player, their successful attacks steal a percentage of damage in health on hit (not too big).
Poison/bleed - quick spell that damages the target over time
Darkvision - turns up the gamma on a target player for a while.
Confuse - interrupts current action (mid-swing, like you hit a wall, held spell like you cancelled it) and if targetting a mob, resets its aggro (able to aggro again after like 1 second).
Weaken - debuff to lower physical attack power by around 15% ish? Not too big, not too small.
Shadow blast - throws a ball of shadow energy (small damage on hit) that spawns spawns an area of effect at the impact site, that damage anyone in it with every tick (sort of like reverse area denial fireball).
Life drain - missile spell that restores a percentage of its damage as a health to the caster (enough to be viable, not enough to make it a tanking ability)
Disease - debuff that prevents ANY healing on the target for a short duration of time.
Negative effects would be cleansable/dispellable, though they should not last for too long, so cleansing them would be an advantage, but should not be always required.]
Votes
Opinion: +5
Upvotes: 27 55.10%
Downvotes: 22 44.89%
Suggestion ID: 1658433 | Submitted at
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Increase the Trade window to something like 200 squares of total trade room. which would allow 10,000g worth of gold pouches.
Right now the max trade space is 40 squares for 15g per trade. Maybe increase the amount needed to pay by another 15g for every additional 40 squares used to maintain the same overall fee while removing the "trust me bro" of having to do multiple trades for high value items
Votes
Opinion: +66
Upvotes: 80 85.10%
Downvotes: 14 14.89%
Suggestion ID: 1658502 | Submitted at
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Change protection potions to also protect from magic instead of making a new potion.
Why?
It won't be fun to juggle yet another potion in our already limited utility slots, inventory space, and stash. I believe this change would also help with the imbalances that come with highly geared mages in high roller lobbies.
Some rebalancing may be needed to make this work since this is a nerf to all classes that deal magic damage including mages, clerics, and rogues.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1658675 | Submitted at
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Rogue should be able to climb walls and hang on ceilings to be more stealthy. Like spiderman. Also I suggest a new ability that Rogue reaches in his pockets and throws pocket sand in the enemy's eyes, blinding them for a few seconds and causing them to miss attacks.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1658897 | Submitted at
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Don't changed named uniques much. Yes they are unbalanced but are a very fun item. They are very rare an expensive for a reason and meant to be very fun. You can also still die with the unique so its not like a free win. I love how they are in the game currently.
Suggestion ID: 1658961 | Submitted at
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Minor QoL. When organizing inventory/stash, allow two same-size items to swap locations when one is dragged over the other.
Currently, when you try to do so, the game tells you the slot is already taken.
If not possible for larger items, please at least let it work for 1x1 items (potions, bandages, rings, etc)
Votes
Opinion: +128
Upvotes: 128 100%
Downvotes: 0 0%
Suggestion ID: 1659002 | Submitted at
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Off-hand improvements
- Most off-hand weapons should be available to use in main hand as well. Short sword was widely used with a shield since the bronze age, doesn’t make sense for it to be off-hand only.
- Some consumables, like torches and lantern, make a perfect fit for an off-hand slot, holding torch and sword is iconic for dungeon crawlers. Rogues perk ‘hidden pockets’ could be expanded to allow for use of all the consumables in off-hand slot.
Votes
Opinion: +91
Upvotes: 91 100%
Downvotes: 0 0%
Suggestion ID: 1659271 | Submitted at
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[Add more interaction with items found in the dungeon. For example make them throwable, so it unequips the weapon in your main hand and launces it as a throwing axe/sword. But also something more versatile like blocking the door with the big melee weapon, so that the door can not be opened anymore from the other side and only destroyed. Or creating a bandage from cloth items. This is only an example but some other fun interactions that makes use of items found in the dungeon ]
Votes
Opinion: -14
Upvotes: 12 31.57%
Downvotes: 26 68.42%
Suggestion ID: 1659349 | Submitted at
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[Changed named uniques so that only one exists per server. E.g. One Fulgor per NA West, one per NA East, etc,. This would make them actually feel rare and give them a reason to have a name. Would also make their wielders well known players which could make for some interesting community interaction. And if a player doesn’t use it in a game every so often remove it and put it back in the loot pool. Or if it’s dropped in a match and not picked up, put it back in the loot pool.]
Suggestion ID: 1659484 | Submitted at
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[A new ability for rogue, the ability to place footsteps that go in one direction for 10-15 seconds or until they hit a wall, they have a timer of a minute until it fades and they have a limited range of where it can be activated, if you’ve ever played valorant you know how fun Yoru is because of this ability, but obviously switch it up a bit because another lawsuit probably isn’t the best]
Votes
Opinion: -25
Upvotes: 11 23.40%
Downvotes: 36 76.59%
Suggestion ID: 1659520 | Submitted at
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Progressive visible injuries on playermodels depending on how low their health is.
This doesn't need to be anything complicated. Many similar games take the simple approach of the player model get progressively bloodier as the HP goes down.
Why is this important? Not being able to tell how injured a player is at a certain moment is a somewhat big issue, however, a lot of people dislike the idea of a health bar as it could feel out of place. A good middle ground is applying blood splashes to a player's character as their HP dips below certain % thresholds.
Votes
Opinion: +70
Upvotes: 88 83.01%
Downvotes: 18 16.98%
Suggestion ID: 1659539 | Submitted at
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make higher quality treasures worth more than the inventory space gold would otherwise take up (e.g. 2x2 perfect watering pot worth more than 200 gold/four bags of 50g). (gold is commonplace, whereas, these guys could have a better QoL as something worth the inventory space.)
also, allow a player to trade between their characters, HOWEVER, they have to pay the trade fee, just like trade between 2 players.
Suggestion ID: 1659803 | Submitted at
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Give fighters boxing gloves to box people with. They could do like 45 damage per hit. Give rogues the ability to climb like spider man. They could also have chalk to climb with to keep their hands safe. You could give them chalk to eat to boost their speed and to throw in peoples eyes to blind them.
Suggestion ID: 1659979 | Submitted at
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[dark and darker's map system should be randomly generated using tiles to make the map feel more randomized and to feel jus that bit less repetitive so that the game feels less like map memory and a little bit more like a new dungeon every run and secrets could be more like secrets to reward players that dedicate extra time to searching a room(secrets will be randomly generated as well like a torch lever hidden in the dark or behind a chest or in a barrel or a bookshelf) And
Suggestion ID: 1660073 | Submitted at
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[Idk how viable this would be, but a big QoL change would be the ability to access the other tabs while queued for a game. Queue times arent bad right now but sometimes in a party ill see someone is trading so I start trading, and then when they finish they see Im busy so it takes a lot longer to start a game when we all are kinda ready. Being able to ready up and then just change tabs would be helpful.]
Suggestion ID: 1660119 | Submitted at
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Howdy all i was thinking about this class and it seems good idea what do all yall think ?
Class is name : Queen of the Spiders!!
She have 4 abilitys u can pick from here:
Ability 1 : Change of forms : she can change from human to spider npc and become disguise
Ability 2 : Web shot : she throw a net of webs that make stun target for 10 second
Ability 3 : Spit of Poison : she spit poison on enemy make them die if they dont have healing like potion for cure the poison
Ability 4 : Teleport to Web : she can make a web any place in dungeon and she can connect web together to teleport any place inside the web and if u make web outside the dungeon u can teleport out ?
What yall think about this class ? u can unlocked it for ingame coins that u get from playing (encourage more playing) u first get her without skin and she is more expensive with limited skin crown on the spider skin to show to other players u are more committed to playing her. I hope u like this idea like i do
Votes
Opinion: -76
Upvotes: 6 6.81%
Downvotes: 82 93.18%
Suggestion ID: 1660166 | Submitted at
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[Adjust rarity of stats on items based on the item type. This would make stats like +physical damage more common on some items and rare to very rare on others. In doing so, stacking the same stat in every slot would be more difficult/expensive. The following are suggested adjustments for every item type. The stats suggested will be common on that item type and rare on all others.
Suggestion ID: 1660179 | Submitted at
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GIve the Barbarian a bra or a shirt. It makes no sense why the female model has a bra by default but the male model has his pepperoni nipples out in the open, it makes me VERY UNCOMFORTABLE and GROSSED OUT. Or if the developers refuse to cover up the male model, add an option in the settings to blur out his nipples so I can play comfortably and will happily purchase a copy of the game.
Votes
Opinion: -76
Upvotes: 8 8.69%
Downvotes: 84 91.30%
Suggestion ID: 1660304 | Submitted at
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We should add locked doors to the game, they should be as common as locked chests and lockpicked by rogues. Barbarians should be able to smash through the doors with a special perk. This is my original idea.
Votes
Opinion: -60
Upvotes: 3 4.54%
Downvotes: 63 95.45%
Suggestion ID: 1660309 | Submitted at
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a guild system who allow you to bring 5 homies of you're guild and try to do a infinite donjon who's process generated (it's possible to do that in UR) and use the Dark for don't allow comeback, this gamemode could be only PVE of PVPVE but with larger group, with less group, more mobs and boss and a scaling level. The exist should be like the portcullis of goblin maps and allowing you to go even more down. The only way to return safely Kill the dragon you can reach eatch 20 floor down. That never end and the difficulty and the amount of wobs will kill you if you go even deeper. But you could try to reach the 40.
Votes
Opinion: -38
Upvotes: 9 16.07%
Downvotes: 47 83.92%
Suggestion ID: 1660323 | Submitted at
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I have some suggestions for structures/non open areas for the upcoming forest level that will be added soon (B1). Some ideas:
- Climbable ladder that leads into a treehouse or the inside of a wide-trunked tree. If tree house, maybe it's mostly concealed in the foliage above?
- A local underground tunnel system (like a small maze) that has an entrance tucked underneath a large root of a big tree. could have a couple loot rooms in it, as well as some mobs and no/scarce torches.
- A few buildings and a well that might represent a small village long since abandoned. some loot inside as well as some skeletons, reminiscent of past residents of the village. a slightly bigger building in the middle like a little town hall that could have a miniboss inside, akin to wraith/skele-champ.
- The well from the village could have a 1 time use interaction to crank the bucket up, and it has a couple pieces of sellable jewelry or coins in it.
TLDR: just some ideas for structures in the upcoming B1 forest level
Votes
Opinion: +25
Upvotes: 33 80.48%
Downvotes: 8 19.51%
Suggestion ID: 1660475 | Submitted at
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Maybe add a perk to the rouge that would allow them to estimate how much health nearby players have. When the perk is active and the other player is nearby and in direct line of sight, there would be a translucent color effect over the player with a color that corresponds with the amount of health that player has (Dark green for high health, yellow and orange for decreasing health, red for low health and so on) This effect would allow rouges to have a more team based play, as this would allow them to make call outs to teammates by letting them know which enemy's have low and high health.
Votes
Opinion: -30
Upvotes: 18 27.27%
Downvotes: 48 72.72%
Suggestion ID: 1660477 | Submitted at
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[As the game are not available now and we cannot battle for the leaderboard, please provide a discord leaderboard for best suggestions, atleast is something to grind for while we wait 😦 ]
Votes
Opinion: -32
Upvotes: 14 23.33%
Downvotes: 46 76.66%
Suggestion ID: 1660527 | Submitted at
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I am experiencing withdraw from Dark and darker. Please release the game and save me. I cant stop the itching under my skin. I havent fed my dog in 3 weeks in excitement for the next playtest. Please save me
Votes
Opinion: +15
Upvotes: 46 59.74%
Downvotes: 31 40.25%
Suggestion ID: 1660534 | Submitted at
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[Slightly skew enchantment rarity based on item type. Meaning, enchants like +physical damage would be slightly more common on a few items and less common on all others. Enchants skewed positively for one or two item types will be less common overall than those skewed positively for severalIn doing so, stacking the same enchants in every slot would be more difficult/expensive, but not impossible. To really flesh out the idea, the following are roughly suggested enchants to adjust for every item type. For a given item, the listed enchantments will be more common and all others will be less common. Strength, agility, will, resourcefulness, and knowledge are exceptions and will remain equally common amongst all item types. (More common on all items than negatively skewed enchants and less common than positively skewed.)
Nonspellcast weapons - +/%/true phys dmg, weapon dmg, phys power, armor pen, action spd
Spellcast weapons - +/%/true mag dmg, mag power, mag pen, spell cast spd, spell cap, buff duration
Shields - phys/mag dmg reduction, max health, armor rating, projectile reduction, action speed
All armor slots - phys/mag dmg reduction, armor rating, projectile reduction
additional enchants for specific armor slots
head - mag interact spd, buff/debuff duration, mag/phys pen, mag healing
chest - interact spd, item equip spd, max health, mag/phys power, phys healing
hands - interact spd, action spd, spell cast spd, item equip spd
legs - move spd
feet - move spd
Jewelry - all stats, move spd, true phys/mag dmg, buff/debuff duration, phys/mag healing
Overall, all stats and dmg bonuses would be less common. This should somewhat counter the one hit meta of PT4, especially for wizards who can stack both types of damage to hit 200+ with a single ignited dagger stab.]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1660639 | Submitted at
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Rework Fighter's Combo Attack
Change Combo Attack from
"+10 Phys Power for 3s after 2 consecutive melee hits"
to
"Gain +5% Action Speed for 3s on successful melee hits. Stacks up to 4 times (20% AS)."
[Note: Action Speed is the stat that affects attack speed and animation recovery.]
Combo Attack is one of the worst Perks in the game, and also one of the most consistently misunderstood.
This change would clarify the effect and its activation, make it far more useful and interesting to build around, and would better fit the fantasy of a 'combo' fighting style.
Votes
Opinion: +49
Upvotes: 58 86.56%
Downvotes: 9 13.43%
Suggestion ID: 1660645 | Submitted at
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[hello devs/mods, would it be okay for you to make a region select reaction post? So that people from different servers could join region channels, similar to how roles currently work? It would just be convenient to talk with people who play on your server.
Thank you]
Suggestion ID: 1660928 | Submitted at
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I asked chat GPT 4 AI how rogues can become better in dark and darker. This is what it said:
Shadow Step: Allows the rogue to teleport a short distance through shadows, becoming temporarily invisible and gaining increased movement speed for a brief period. This skill can be used for stealth, evasion, or positioning in combat."
This new ability enhances rogues' mobility, stealth, and strategic options, making them more versatile and enjoyable to play in the game's dark, grim setting.
Suggestion ID: 1661038 | Submitted at
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New Skills for Barbarian:
Devastating Blow: Barbarian spins around with his ax dealing heavy damage to all enemies around him, after using it he will be disoriented for a few seconds (Same effect caused by drinks).
Uncontrollable Rage: Barbarian enters a state of rage drastically increasing his strength, speed and resistance, after the rage ends he will be tired, decreasing his strength, speed and resistance for a few seconds.
Suggestion ID: 1661151 | Submitted at
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The arming sword should have an alternate attack pattern if used by itself without a shield. I think that all weapons should have some kind of alternate attack pattern or block if used by themselves
Votes
Opinion: +30
Upvotes: 38 82.60%
Downvotes: 8 17.39%
Suggestion ID: 1661153 | Submitted at
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[Adjust the formula for the amount of physical damage reduction for armor rates, changing the penalty for damage reduction from 0 to 20 from -20% to 0%.
Due to the small benefit gained from a small armor rate, equipping nothing seems superior to equipping low rarity armor.
The option of not equipping armor to increase movement speed should be respected, but we believe that a reasonable risk should be imposed on movement speed because it is not cool to be naked in many cases better than initially equipped.
The current penalty of -10% reduction with a 0 armor rate can easily be avoided with boots or gloves that do not have a movement speed penalty.
This tweak allows even very early equipment to wrap its head around the choice between taking the risk and focusing on speed or ensuring decent protection first.]
Suggestion ID: 1661202 | Submitted at
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[Add perk for rogue, "Throw voice." When hidden, your voice originates from where you are looking. This, of course, would work better if voip settings defaulted to on.]
Votes
Opinion: -47
Upvotes: 7 11.47%
Downvotes: 54 88.52%
Suggestion ID: 1661364 | Submitted at
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I wanna make a poll. After discovering and playing Dark and Darker how was your other gaming experiences effected? Personally I don't find many games I played before to be as enjoyable, I just see how they weren't great to begin with.
👎 If you don't enjoy other games as much anymore to a noticeable degree
👍 If you have noticed no difference
back to my wizard cryosis hibernation until next playtest 🗿
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1661658 | Submitted at
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[A rogue perk called “Isolation”. Rogue with Isolation bonus deals 15% more damage when there are no Rogue allies nearby. Enemies that have none of their allies nearby take 15% more damage from rogue with Isolation bonus.” So a total of 30% extra damage if you proc both parts of the bonus. It encourages rogues to play alone. Which some of us like.]
Suggestion ID: 1661661 | Submitted at
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A classic battle royale mode. Can be permanent or for special events..
Everyone starts with the same basic gear.
Loot drop rate is increased alot from monsters and chests. (greens, blues, purples)
Find loot and gear up as you fight other people.
No portals and the swarm zone slowly closes.
Last team standing wins.
When you exit you dont keep the gear, instead you earn leaderboard ranking and some points for the cosmetic shop.
It's just for fun.
Suggestion ID: 1661691 | Submitted at
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Looting treasure hoards currently feels inconvenient.
Why?
You are forced to continually drop items from your inventory to ensure that you can receive hoard loot. Dropped items stack on top of each other, making it impossible to grab what you would want to take in a bad situation with players or the storm closing in on you.
The Solution
Give the treasure hoard its own shared stash so players have somewhere to put unwanted items. That way, players can keep good items in their inventory to be prepared for a battle if the time comes.
Suggestion ID: 1661741 | Submitted at
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Aight so not to hate on you devs we all love you and enjoy your game but what is up with armor rating, like it's just not worth it unless you get to the cap of dmg reduction. Can we get a rework on this please just buff plate armor for example.
Suggestion ID: 1661780 | Submitted at
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Make watching a youtube video reset your slowmode timer in #1048762118255673428
Suggestion ID: 1661846 | Submitted at
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Since players can punch, why not kick? I want a martial arts fighter badass class that fights with his bare fists and can solo players by punching them in the gut and while they're knocked down this fighter class can loot them while they're stuck in a 3 second stun animation if they can land a punch in the gut hitbox. He can also kick players backwards like Lee Sin from League of Legends and do a spinning kick like Bruce Lee did to kick away arrows and projectiles.
Suggestion ID: 1661867 | Submitted at
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[Add a crit chance stat that scales off of agility. And slightly lower all weapon damage to compensate. Would help buff rogues and also give ungeared players a chance to win biased fights with some extreme luck. Which consequently makes for memorable moments.]
Votes
Opinion: -79
Upvotes: 6 6.59%
Downvotes: 85 93.40%
Suggestion ID: 1661877 | Submitted at
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Creating new maps, always playing on the same map is tiring, it would be fun if there were several maps you could play on, a forest, a village in the mountains, it would be fun to play on different maps, when entering the game the game would select a random map for you play, it would add more diversity to the game, always playing on the same map is depressing.
Suggestion ID: 1662099 | Submitted at
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do more with blocking, right now blocking feels like asking to get hit in a different area, it doesnt feel like it is something worth going for, it is btter to just face tank all the damage and out buff / cleric heal or do more damage before they can
Suggestion ID: 1662108 | Submitted at
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[Remove the ability to stack potion effects by using different rarities. For those that don't know, potions of the same rarity cannot stack- but potions of different rarities can. While this strategy isn't overpowered to the point of being completely game breaking because of damage scaling its still cheesy when used with higher rarity potion stacking, especially against players with less gear and even more especially with spellcaster buffs.]
Suggestion ID: 1662111 | Submitted at
·
[Add a recovery inhibiting effect during the Rupture effect time.
This effect is similar to the Goblin Mage's magic.
The amount of damage from Rupture may need to be reduced with this change, or the recovery inhibiting effect may need to be reduced to 50% of its original value instead of disabling the recovery it receives.
It feels more lethal and can increase the rogue's presence in party fights where he has a greater chance of receiving recovery from the cleric, while also inhibiting burst damage when he is caught by surprise one-on-one.
DeepLで翻訳しました https://www.deepl.com/app/?utm_source=android&utm_medium=app&utm_campaign=share-translation]
Suggestion ID: 1662132 | Submitted at
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[improve targeting with jewelry, the bracelet thing in particular, we should be able to pick it up aiming in the middle, right now you need to aim for the circle outside to pick it up]
Votes
Opinion: +108
Upvotes: 112 96.55%
Downvotes: 4 3.44%
Suggestion ID: 1662142 | Submitted at
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[Add a new spell for wizard that casts a magical pattern on the floor that explodes when someone (person or AI) steps on it, a kind of magical mine. It can expire after 30-40 seconds to stop it from being too OP]
Votes
Opinion: +57
Upvotes: 67 87.01%
Downvotes: 10 12.98%
Suggestion ID: 1662339 | Submitted at
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Parry-enabling knives for rogues. Can't attack with them but it can 'block' one direction. Can be overpowered more easily than a shield and they would be fairly small needing excellent control. one knife for each separate directional swing (vertical, horizontal, diagonal). Can be placed in either hand.
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1662404 | Submitted at
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Suggest for a Japanese translation.
item desc
- ale
15秒間酔ぱらうますが、X力を得ます。→15秒間酔いどれるが、力が X 上昇する。
Stats/Enchantment
-
一般相互作用速度(Regular interaction speed)→通常処理速度 or インタラクト速度
-
魔法相互作用速度(Magical interaction speed)→魔法使用処理速度 or 魔法使用インタラクト速度
Action keybinds name
相互作用(Interaction:Default F key)→処理 or 有効化 or インタラクト
(Interaction is a compound word combining "相互(inter)" and "作用(action)" and it is appropriate to use "相互作用" in Japanese, although it is not common. There may not be other suitable alternatives, and it may be inappropriate to translate it as "処理(processing)" Whether to use "インタラクト" in Katakana,I'll leave it to the development team.)
Votes
Opinion: +23
Upvotes: 25 92.59%
Downvotes: 2 7.40%
Suggestion ID: 1662739 | Submitted at
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rework the inventory/stash so it's easier to work with it.
I've seen someone suggest that you orientate yourself towards minecraft;
you should be able to make items switch places if they are the same size (2x2, 1x1, etc.) instead of saying that the item can't be put there.
if you want to switch items, e.g. a potion with a bandage, you need 3 1x1 slots because you can't just switch them, and you need to rotate them between the 3 slots.
I think changing this would make the game a lot smoother.
Suggestion ID: 1662800 | Submitted at
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rouges reset stealth on kill allowing them to dip in and and of the shadows in fights would make them feel really cool and add a lot of diversity to fighting with, as and against them when one of your party members gets picked off it will have you actually panicking “shit where’s the rouge!” Maybe as a perk that also lowers the duration.
Suggestion ID: 1662803 | Submitted at
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if you want to add a friend list... Please consider to put a "set offline option" is not for being bad people but sometimes if is late or if someone want to do some solo run put that option could save many lies (little lies but they are still lies) sometimes People just want to play and watch video or whatever sometimes people need to be lonely so I think this is a good addition even if a controversial one 
Suggestion ID: 1662892 | Submitted at
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celatus reminded me that we need this QoL: when picking up smaller items, they should automatically prioritize smaller spaces, rather than take up more of the open space
Votes
Opinion: +66
Upvotes: 68 97.14%
Downvotes: 2 2.85%
Suggestion ID: 1662927 | Submitted at
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Perk idea for Wizard. See below for context/explanation. (this could also be a part of the future skill tree instead)
Scorched Earth: When landing a fireball moderately near ground level (possibly form torso-height down), a "pool" of fire appears and burns, dealing damage over time (similar to skele-wizard or lantern/explosive bottle). This effect will extinguish itself after a few seconds. This effect also gives a small radius of light for its duration (because it's fire).
There have been a good amount of wizards asking to have the same "fire pool" effect on fireball as the skeleton wizards innately. While I think its a cool idea, I think it'd be too strong to have without having to spend a perk on it. While this would be strong combined with the fire mastery perk, keep in mind giving up 2/4 perk slots is no small matter. This would be a very specialized build path, sacrificing half your perk slots in order to get maximum benefit is a worthy trade IMO.
TLDR: Perk that gives the pool of fire from skele-wizard's fireball to our fireball casts. Would be too strong for innate, I think a perk slot for this is much more balanced. Read above for specific details and context.
Votes
Opinion: +33
Upvotes: 40 85.10%
Downvotes: 7 14.89%
Suggestion ID: 1662947 | Submitted at
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Currently we have "relic" weapons in the game (weapons with personal names), so why not to add their counterpart (or should i say alternative) - "cursed" weapons. main feature would be some powerful bonus, but with a side effect.
As quick example :
1 life steal. Upon hitting living targets you gain hp, but you loose it each time you hit undead creature, your hit gets blocked, or you miss.
2 night vision. You can see better in the dark, but worse in lit areas (or similar thing, but with damage)
3 blood thirst. Your damage grows when you hit/kill players and decreasing if not (when limit is reached you start loosing hp).
4 sacrifice. ability to trade hp (maybe with max hp reduction) for spell charges/power.
don't have much time to think thoroughly, so don't judge too hard please.
Suggestion ID: 1663084 | Submitted at
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Change the name of the rogue class to Thief. Current kit is sneak heavy and rewards setting up ambushes more than dueling or impromptu assassination. I like this style of play because it is rather unique compared to both other classes in Dark/er and compared to other rogue archetypes in other games. It is a class that really makes you feel the tension leading up to a fight and amplifies the feeling of reward when you succeed. Changing the class name to Thief would help guide player expectations away from modern rogue expectations.
Suggestion ID: 1663088 | Submitted at
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[I would like to see more perks, abilities, gear, and consumables with tradeoffs. For example, movement for max health, defense increase proportional to offense decrease, strong healing at the cost of a move speed debuff, cleanse and prevent debuffs for a time while also preventing beneficial status effects, move speed at the cost of damage vulnerability, etc.]
Votes
Opinion: +2
Upvotes: 15 53.57%
Downvotes: 13 46.42%
Suggestion ID: 1663159 | Submitted at
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[add a vendor recipe system with a specific special merchant/service for players to upgrade without using trade. Example: 3 white weapons/armor can be used to make one green weapon/armor (with a gold fee) and enchantments are random. 3 green weapon/armor can be made into one blue (plus a much higher gold fee) all enchantments randomised. The same could be offered with utility such as bandages or pots. This merchant will be balanced because developers can always set the gold fee high enough for it to be fair. Higher tier like turning purple into orange or orange into gold can cost gold plus candy for balance.]
Suggestion ID: 1663237 | Submitted at
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Some more cleric weapons
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The Flail: this is essentially a spiked Iron ball on a chain attached to a wooden handle
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The Warhammer: this is a 1 handed blunt weapon that looks like a long hammer
3.The Cudgel: Simple wooden club with iron rivets
Votes
Opinion: +90
Upvotes: 94 95.91%
Downvotes: 4 4.08%
Suggestion ID: 1663258 | Submitted at
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Another sweet and simple suggestion: Kill tally of some kind. It can be a discrete skull with a number of eliminations (maybe assists) or it can let you know after dying or successful escape how many travelers you'd slammed. I know this game is more loot focus than kills. But considering there's a chart and acknowledgement for kill leaders, it would be nice to know how much elims you're raking in.
Votes
Opinion: +61
Upvotes: 67 91.78%
Downvotes: 6 8.21%
Suggestion ID: 1663357 | Submitted at
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Private Chambers that can be filled with unique fun nicknacks, similar to Monster Hunter houses. A place to show off armor/weapons or unique items you've acquired through your dungeon dives. Or awards received from the adventurer's guild. The maps could have fun little easter eggs or tasks handed out by a quest board npc which offers scrolls or some mechanic you bring into the dungeon. 'Hunt x number of creatures' 'Retrieve A Goblin Crown'. Standard adventurer's guild task stuff. Surviving a raid and completing the task allows you to turn in these scrolls and receive rewards, even if a scroll was taken off of a fallen adventurer.
I just think it'd be cool to have a little place to join with friends, like a little pocket dimension of your successes, or failures.
Suggestion ID: 1663376 | Submitted at
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[Create a grudge feature that creates rivalries by causing players who have fought one another to be more likely to have rematches if they start matchmaking at roughly the same time. Also, this feature would keep track of how many times the players have killed each other. When two players have a close fight, they would get more grudge points than if the fight was one sided.]
Suggestion ID: 1663385 | Submitted at
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[ I feel like one of things that makes dark and darker so fun is the class diversity despite me and my friend having vary different play styles we can que together and have a good time playing how we have a good time he likes shooters like cod I like to chill more with games like Minecraft with some fighting some more relaxing things and that's why I feel there needs to be more non combat assist items or class for example once the cleric runs out of spells you need to set up a camp fire which is long and tedious and then there's mining that takes forever so maybe some Mana regen which is expensive but gives spells back or a mining potions to speed up the process or maybe a new class like a dwarven who mines really fast and can dig through walls with explosives and burrow to hide from enemies maybe his weapon could be a drill or pickaxe a little more tanky that gathers special items and has high defense just to make some of the more tedious tasks a little less tedious while being mediocre at best at combat he will help his team navigate and loot the dungeons]
Suggestion ID: 1663509 | Submitted at
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[Carrying a shield on your back provides zero protection. With all other classes having a solid way to flea or heal, Let larger shields stored on the back rebound attacks. If needed, this could be a perk with a fun heads up message telling the player when it has saved their lives.]
Suggestion ID: 1663589 | Submitted at
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bear traps are way too strong. If the ranger is still around you 100% will die from it. Traps should either be a heavy slow debuff from having a trap stuck to a foot, or it should go away on its own after a while, so that you can still shoot back / use shield etc. Or
Suggestion ID: 1663621 | Submitted at
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Suggestion: Monk Combat
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The Monk class, if it will be implemented , should have the ability to Faint attacks instead of dashes, if it will be to OP maybe make it on a set amount and then go on cooldown
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Buckler shields should be able to use as a melee attack and at the same time as defence
Suggestion ID: 1663626 | Submitted at
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Split HP off into a Constitution stat, currently Strength is overwhelmingly the best stat because it gives flat physical damage as well as HP, meaning everyone wants it no matter their class.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1663636 | Submitted at
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[Randomise starting weapon (grey rarity remains the same). For example, a barbarian currently always starts with a battle axe but it'd be more fun if sometimes it was a double axe, zwei, felling, horsemans+hatchet, etc. It's all gonna be grey anyway.
Suggestion ID: 1663710 | Submitted at
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add a pipe weed to the game that works similar to the current alcohol for clerics, but give wizard the talent . idk if it increases will or knowledge but it sounds fun. maybe a coughing noise with it aswell
Votes
Opinion: +75
Upvotes: 94 83.18%
Downvotes: 19 16.81%
Suggestion ID: 1664524 | Submitted at
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Make a wizard's beard length and/or hat size be proportional to the amount of dungeons they have survived. The more escapes you have, the longer your beard is and the bigger your hat is.
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1664599 | Submitted at
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add unique named items for each rarity level, these items would scale down to reflect their own rarity and have additional abilities similar to those of the current named weapons in the game. These would scale down greatly and the abilities would not be as good but still a unique feature to lower tier weapons you can find.
Suggestion ID: 1664659 | Submitted at
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2 Rework ideas for the skull key. instead of opening a lackluster loot room in highroller B3, the skull key could instead be used to open a static entrance to a hidden B4 dungeon... or perhaps when the dragon boss comes out, you or one of your teammates would need to have a skull key to access the dragon lair dungeon (it would work similarly to tarkov in how you access the labs map with a key card in your inventory before selecting what map you go to)
Suggestion ID: 1664674 | Submitted at
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is it possible to make a training room similar to the one in lobby, but its offline singleplayer with 1 blue portal in room just to check combos, spells and weapon dmg, also would be fun to equip your own armor to the doll to check defense of your gear.
Votes
Opinion: +115
Upvotes: 118 97.52%
Downvotes: 3 2.47%
Suggestion ID: 1664799 | Submitted at
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[Add gear rarity limits to the free entry crawl. Better, more equipped players shouldn't be able to pubstomp an entire lobby. If gear can't ultimately be fixed or balanced otherwise, wouldn't it be better to let them(those with purple and higher, perse) fight amongst themselves in the higher-tiered dungeon anyways? Dunno if this was mentioned yet, so soz if a double post luv u]
Votes
Opinion: -84
Upvotes: 6 6.25%
Downvotes: 90 93.75%
Suggestion ID: 1664965 | Submitted at
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Monk:
A new class that will fight bare-handed, trained in martial arts, this class will feature fast fist attacks and high movement speed.
New Weapon: Battle Glove, a battle glove for the monk.
Weapons:
Weapon: Battle Glove.
Armor: Leather.
Benefits:
-- Strong Fists: Increases damage by (X) when battle glove is equipped.
-- Knockout: Head damage increased by (X%).
-- Fast Punch: Increases attack speed by (X%) when wearing battle gloves.
-- Hardness: Increases HP by (X%).
-- Wild: Increases damage by (X%) when without chest armor.
-- Fierce: Increases attack speed by (X%) for (X) seconds when killing an enemy.
-- Fast: Reduces the base movement speed penalty of equipped armor by (X%). Not applicable to additional modifiers.
-- Combo: After (X) consecutive attacks, your attack speed is increased by (X%) for (X) seconds.
Skills:
-- Rage: Strength and movement speed increased by (X%). Defense is reduced by (X%) for (X) seconds.
-- Weak Point: The next attack does (X%) more damage.
-- Sprint: Increases movement speed by (X%) for (X) seconds.
-- Adrenaline spike: Increases attack speed by (X%) for (X) seconds. After the duration expires, your attack and movement speed will be reduced by (X%) for (X) seconds.
-- Field Ration: When eating it recovers (X%) of maximum health
Votes
Opinion: -48
Upvotes: 11 15.71%
Downvotes: 59 84.28%
Suggestion ID: 1664984 | Submitted at
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Remove the swear filter on this server. It's a mature game where you can chop people's heads off and fight the undead, why is it treated like a Club Penguin server that vulgar language is the incarnate sin while chatting. Let's chat like mature adults.
Votes
Opinion: +78
Upvotes: 106 79.10%
Downvotes: 28 20.89%
Suggestion ID: 1665197 | Submitted at
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A new wizard spell (utility) that does the opposite of the orb of light. Cast in a room, and within a certain area, turns off all the torches. Would be interesting during a 3v3 for all the lights to go out in an entire room. Only seems fitting for a game all about darkness
Votes
Opinion: +130
Upvotes: 140 93.33%
Downvotes: 10 6.66%
Suggestion ID: 1665441 | Submitted at
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don’t make an mmr system. It doesn’t make sense in this game.
Also I don’t want to be put against meh gear with meh gear. I want to have a chance of getting good gear. Also will change matchmaking times too.
Votes
Opinion: +157
Upvotes: 160 98.15%
Downvotes: 3 1.84%
Suggestion ID: 1665561 | Submitted at
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[Fix ladder climbing (bug?).
Not sure if it’s a bug, but currently ladders can be touchy and non-intuitive in how they need to be traversed.
(Rapidly repeating collision that prevents jumping)
Please make the player model interact more reliably with them 🙂 ]
Votes
Opinion: +95
Upvotes: 103 92.79%
Downvotes: 8 7.20%
Suggestion ID: 1665645 | Submitted at
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[Display the experience and adventure currency earned after the match is over.
We want to lightly recap the results of that run. We can also tell inexperienced adventurers that if they die, not all is wasted work.
It might also be fun to display the total value of the loot successfully brought back.
We think it would be desirable to display this information in the corner of the screen at the time of choosing whether to return to the current spectator or the lobby, without a screen transition to maintain tempo.]
Votes
Opinion: +128
Upvotes: 132 97.05%
Downvotes: 4 2.94%
Suggestion ID: 1665962 | Submitted at
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[add mage hand as an ability/ ability augment for pick pocket. i have three ways it could work. Option 1. mage hand simply lets you pickpocket people and open locks/doors from a distance. cooldown and range of ability subject to whatever feels balanced. Option 2 mage hand has 2 activations, on first button press, your character holds his hand out in front of him, and whatever your curser is aiming at gets a targeting glow that only the user can see. On second activation mage hand summons a blue ghost like hand (see-able by everyone) to pick up and retrieve whatever the user was aiming at. if aimed at a players in hand item, it knocks the item out of the targets hand. If aimed at a potion or weapon on targets body, will grab the item and bring the item back to the user. If the mage hand hits a target in the torso, steals a random loot item and brings it back to the user. User also has a blue glow around their hands when using ability, but does not break stealth. It is a miss-able skill shot in this version of the skill. Option 3. Mage hand is an active use ability. When activated the player assumes control of the hand and has free movement with it for a limited range, and duration, camera view switches to hand in the middle of the screen. The hand is visible to everyone in the game. The hand can interact with doors, chests, can pickpocket, and can aggro mobs if it collides with them, to lure mobs away. In all versions, the hand makes sounds when unlocking, opening, looting, and pick pocketing. In option 2 and 3 the hand also makes a faint wooshing sound when in use. The hand does not break stealth in 1 and 2, but would in 3 if its deemed a little too powerful. Mage hands aim is to give rogues a completely passive playstyle, should they want it, being able to get in get a few pieces of loot and get out without ever beeing noticed. ]
Suggestion ID: 1666043 | Submitted at
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Rework Wizard's Mana Surge
Change from:
'Increase magic damage bonus by 5%'
to
'Increase magic penetration by 10%, increasing by 2% for every 10 Knowledge.' (14% by Default)
Mana Surge is one of many 'static damage' perks that is neither interesting to build around, nor contributes to anything but the existing damage-stacking meta.
Changing the skill to Magic Penetration and giving it an alternative form of scaling with Knowledge encourages Wizards gives them a more interesting choice when building their kit, gives them slightly more consistent early PvE, and creates a synergy with the Sage Perk. Allowing Wizards to be more consistent, rather than scale harder, is an important redirection of their power budget given their incredibly divisive performance in previous playtests.
Suggestion ID: 1666475 | Submitted at
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make the Wizard’s invisibility spell work like the sneak skill with stealth (or whatever the skill is that lets you move crouched) Wizards are able to be invisible more often then the rogue and have more mobility before they even cast haste making them better combat backstabbers then the backstabbing class
Votes
Opinion: -5
Upvotes: 51 47.66%
Downvotes: 56 52.33%
Suggestion ID: 1666577 | Submitted at
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[Remove the suggestion system. Replace it with a Dev posted poll system if the devs want some direction from the community. As appealing to the community is good but it is not always objectively correct alongside those that partake in voting are not a true representation of the entirety of the community. (Best way is in-game polls to reach all players rather than those who seeked out the discord)
Not because I think there aren't some good ideas. But because there are way too many for it to be properly filtered through by the devs and ensure only the good bits of each suggestion(some are very messy) are implemented]
Suggestion ID: 1666772 | Submitted at
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The Wizard's fireball was very powerful, even after the aoe damage nerf. Also, fireball spam was quite powerful in a build where spell casting speed was prioritized. I think a good way to break up the fireball spam while maintaining fireball's power level could be making the current fireball have to be charged to a second level requiring more casting time and perhaps a second spell charge. A first level fireball could still be spammed but it would not be as strong as a second level fireball.
Votes
Opinion: -65
Upvotes: 5 6.66%
Downvotes: 70 93.33%
Suggestion ID: 1667790 | Submitted at
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Two improvements to VoIP. First have it turned on the first time you play the game so that everyone knows about it. We can then choose to turn it off afterward if we don’t want it on.
Second, allow us to hear VoIP when spectating people, either after we escaped or died.
Suggestion ID: 1668083 | Submitted at
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add pets that are available for endgame, these pet types would be mini boss monsters that you must have killed x amount of times before hand to unlock, they would just purely be for esthetic with cool animations attached just to show how far you have gone to the newbie dungeon delvers and other pros
Suggestion ID: 1668211 | Submitted at
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[Withdrawal led me to a new low, and I played several hours of Agartha Expedition. Now that game is pure detritus, but after reading other suggestions, the data from last pt, and the assumption of lots of new players, I think we can learn from that game. A lot of people thought that goblin caves was 'easier' and I personally know new players that played hours of that trying to learn the game. Not only was the loot worse in that dungeon, it was also pretty difficult for new players since the goblins 2 shot half the classes. I think adding a short tutorial dungeon for new players similar to Agartha would be beneficial, none of the items you take out would stay with you obviously, and it would mainly just be a way to introduce new players to the mechanics without having them die several times and be put off of the game.]
Suggestion ID: 1668451 | Submitted at
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Allow for more advanced blocking techniques.
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Longsword could be able to change the angle of their riposte to cover different angle attacks. This would still be counter-able by stabs or mixing up combo patterns (1->2 then 1->1 on arming sword, for example)
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Shield angles could be manually changed to block a side or above to be able to allow better coverage when moving. Not sure about this one tho, the current downside to blocking with a shield is massively reduced visibility so blocking to the side could bypass that.
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One-handed shields could be held to the side while interacting with things that require one hand, like doors, potions, etc. This would currently prob only be possible if you have a fist in your main hand, unless they add a way to only sheath the weapon and not the shield. Would obv be a major buff to one-handed shield builds on its own so not sure how reasonable that is long-term.
Votes
Opinion: -31
Upvotes: 7 15.55%
Downvotes: 38 84.44%
Suggestion ID: 1668477 | Submitted at
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Germanic Sallet Helmet, example: https://i.imgur.com/fWIVuMz.png
Votes
Opinion: +30
Upvotes: 33 91.66%
Downvotes: 3 8.33%
Suggestion ID: 1668586 | Submitted at
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[Change weapons to have certain stat requirements to use rather than locking them to class. For example, require 35 agility to use daggers or 35 strength to use felling axes. This would create greater flexibility in playstyles but still mostly pidgeonhole classes into their respective weapon types. Only niche builds aimed towards specific stats would allow classes to use weapons not meant for their class.]
Votes
Opinion: -73
Upvotes: 6 7.05%
Downvotes: 79 92.94%
Suggestion ID: 1668622 | Submitted at
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Someone suggested a week or two ago about every 20-25% having the character model become more bloodied as a health identifier - I wonder if armor deterioration models would be possible? ---- anyway -> Smaller CaveTroll/Orc Race with +1 str/stam -1 agi/resourceful/intellect and no goblin playable odd job bs
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1668630 | Submitted at
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add quality of life changes to wizard to make them slightly easier to play and to shorten the skill gap a bit. EX: remove staff colliding with objects. add a very small distance where wizard can move while casting magic missile to avoid accidentally canceling it.
Suggestion ID: 1668937 | Submitted at
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for the trade channel:
The tax should be only on the merchant... That's could be useful to set a min price to sell something that is not super expensive, like idk a inv potion or low/mid tier stuff maybe for set the thing right on both side the buyer should buy a ticket for use the trade for 24h or a week or idk tbh 
Votes
Opinion: +2
Upvotes: 13 54.16%
Downvotes: 11 45.83%
Suggestion ID: 1668968 | Submitted at
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Ranger issue.
So Rangers seem to be generally doing as much if not more damage than melee's even after the melee's catch up to them. With tripple shot and what i like to call the shotgun. But should it really be that way. Is it not an issue that a ranger can both kill people from far away, but also nuke them in close range.
I have no specific fix in mind. Some suggestions could be taking away their melee weapons so atleast they have to rely on the tripple saving them. Or just flat out lowering their super close range damage whilst making them deal more on long distance. That way their playstyle relies on them trying to keep enemies at bay, rather than walking around corners with legolas machinegun.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1669090 | Submitted at
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A unique spear called Goedendag. In real life the Goedendag was used by the Flemish in the 1400's. It was both a spear and a club, (look up Goedendag and you'll see how.) The Goedendag ingame would have the same model as the real life ones, and it would have no, "sour spots" like the regular spear. Making it unique. [also funny story, Goedendag means "good morning" it's called that because the flemish were at war with the french, and they would say good morning to people, and if they responded in a french accent they would beat and stab them to death]
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1669162 | Submitted at
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[Implement shield bashes for the fighter and barb(this would mean giving barbs a shield option). My idea of shield bash would be a push feature used to create space with a arm swing animation leaving it counterable if backstepped]
Votes
Opinion: -19
Upvotes: 19 33.33%
Downvotes: 38 66.66%
Suggestion ID: 1669217 | Submitted at
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[Allow players to salvage half of the rubysilver or cobalt from a given piece of armor. This would lessen the blow from terrible rolls while still requiring work to reforge the armor]
Votes
Opinion: +120
Upvotes: 122 98.38%
Downvotes: 2 1.61%
Suggestion ID: 1669266 | Submitted at
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maybe add a new type of spell where if you kill a skeleton or mummy or another lower lvl enemy you can throw the spell at it and basically have it under your control and itll fight for you and stuff (the revived enemy might have lower health then normal and maybe do less damage)
Votes
Opinion: -23
Upvotes: 14 27.45%
Downvotes: 37 72.54%
Suggestion ID: 1669428 | Submitted at
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Make a lobby mode where you either are physically in someones "Tavern" or just able to edit the background. This could be done through a mix of IRL money bought modifications and ingame acquired modifications by achievement or gold purchase.
An example would be to change the lobby music by "hiring" a different tavern bard.
Obviously this should never be worked on until way after the games complete release. Cosmetics should never be a priority.
Suggestion ID: 1669905 | Submitted at
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It's currently impossible to accurately gauge how well geared an enemy player is (prior to being hit by them), as item models don't alter at all based on rarity. I'm on the fence on whether this would be a good or bad thing, but it would be worth considering how gameplay would be altered if players were able to more accurately determine perhaps an average power level of opposing enemies based on the aesthetic of their gear
Votes
Opinion: +109
Upvotes: 122 90.37%
Downvotes: 13 9.62%
Suggestion ID: 1670009 | Submitted at
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[Assign a numeric value to the rarity of gear (green = 3, white = 2 etc..). Then use the summed value of this number to weigh the spawn of each party with the goal of higher gear parties spawning closer together on raid. DO NOT make the spawns the same every time. Not sure if it's a good idea but I see a lot of people saying gear is too strong. The goal of this is to allow higher gear parties to have less of a chance of wiping newer players right off the bat.]
Suggestion ID: 1670150 | Submitted at
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Please read the Devs qna before making a suggestion
https://discord.com/channels/988365908009447485/1057013969279266937
People keep suggesting things that has been addressed by the Devs more than once like add more weapons more skills more perks more maps more bosses more mobs more classes etc.
Suggestion ID: 1670276 | Submitted at
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change the rogue perk from 10 steps in stealth to a set distance which can be kept track of via a sack system (like poison)
If you have 5 meters you can move it’ll read 5 sacks etc
This will allow rogues to get the most out of their abilities
Votes
Opinion: -11
Upvotes: 19 38.77%
Downvotes: 30 61.22%
Suggestion ID: 1670394 | Submitted at
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I have heard some people say to replace invis on wizard with a short ranged teleport. This would allow for repositioning but wouldn’t make wizard a better rogue. Wizard could still maybe get flanks but it would be much more risky trying to teleport behind and then hearing a noise queue. Also reduces wizard speed since they don’t get the 12 percent speed boost from invis on top of haste. Just wondering what people think.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1670402 | Submitted at
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So can we increase the flat dmg reduction on perseverance maybe to like 5 or even 10 since 3 doesn't do that much in HR or in PVP and it would really make the cleric a great class if you pick this perk.
Votes
Opinion: -1
Upvotes: 0 0%
Downvotes: 1 100%
Suggestion ID: 1670441 | Submitted at
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Once the game is fully released and being polished, have it so that Instead of mobs being frozen/randomly wandering in rooms, certain enemies could have unique idle animations when not aggroed on players. Some examples could be zombies waving dragonfly's away, skeletons sitting on barrels and crates, wraiths and champions could be practicing thier swings, hellhounds could be scratching/licking themselves, and minotaurs could be sharpening thier weapons. This wouldn't add any gameplay, but instead make the dungeons feel a little more alive and give it some personality.
Votes
Opinion: +119
Upvotes: 125 95.41%
Downvotes: 6 4.58%
Suggestion ID: 1670616 | Submitted at
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[Make a public tavern lobby mode for chatting, bashing dummies and hanging out with fellow players. Tavern could have an "illegal" hidden small fight ring where you could do small duels (with no consequences). Taverns could be accessible from a menu: Tavern #1 15/20 players, Tavern #2 4/20 players, Tavern #3 13/20 players etc.]
Votes
Opinion: -1
Upvotes: -1 100%
Downvotes: 0 0%
Suggestion ID: 1670693 | Submitted at
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Idea for the yet to be implemented talent tree tab: A character lvl system tied directly to your adventurer's life. This system is used in huntshowdown, where aside from earning exp contributing towards your entire account progression, the surviving hunter accumulates exp which is convertd into points for a separate talent/perk system that is tied directly to that hunter's life. Implementin something like this would mean the current perk system needs to b reworkd. U can have active class skills like 2nd wind/3xshot b available from the start while the passives like axe spec/swift or even spell slots b purchased by perk points which are tied to individual adventurer lvls. U could build an entire insurance system around preserving perk points where your adventurer buys life insurance from the local clergy before they embark. Should they die they'll b refundd 50% of their points, but should a teammate bring out their soulheart they will b refundd 80%. U can also doubledown and make SHs sort of like dogtags in tarkov, where highr adventurer lvl SHs would sell for more or be used as a craftin recipe. Of course, looting another players SH would mean denyin them of their insured points. Adventurer lvl can also b used as a prereq for HR, such as makin a min adventurer lvl req for joinin instead of just payin a flat fee. U can incentivise ppl to use highr lvl adventurers for HR by cappin the amount of point they can grind in normals. We can assume that more experiencd/skilld/geard playrs would b extractin more thus lvlin their adventurer more; ideally this system would funnel these playrs into HR instead of having them farm timmy for gold all day in normals with legendry gear at almost no risk to themself. Imo this is more preferable than implementing mmr/gear score matchmakin.
Suggestion ID: 1670875 | Submitted at
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I will educate people what a Minotaur is and what a Centaur is. A MINOTAUR is humanoid body with a bull head (+ bull tail as well). A CENTAUR is humanoid from waist up, horse from the waist down. The miniboss in B2 is a CENTAUR.
Votes
Opinion: -5
Upvotes: 29 46.03%
Downvotes: 34 53.96%
Suggestion ID: 1670964 | Submitted at
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[Utility Spell Ideas
Alarm Ward:
Set an invisible trap that lasts 90 seconds.
When walked over, a small puff of smoke happens for the player triggering.
The caster hears an arcane sound in the direction of his trap.
Arcane Lock:
Cast on a door. For a 50 second duration, the door can not be broken by physical or magical means and this door takes +50% more time to open.
Faerie Fire:
Medium cast range spell. Target is now illuminated and visible through walls.
Extinguish:
After a short channel, snuff out all torches in a medium to large radius.
True Sight:
Grants darkvision and ability to see invisible players for a short duration.]
Votes
Opinion: +24
Upvotes: 53 64.63%
Downvotes: 29 35.36%
Suggestion ID: 1670968 | Submitted at
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change the ranger true shot ability to more or less be 1 hitscan arrow. It is supposed to give arrow speed but allegedly it doesn’t really. Also it wouldn’t end up being a broken skill either since it still takes a lot of aim, but would especially help for people jiggle peaking. Also would be insane with windlass giving windlass a use.
Suggestion ID: 1671005 | Submitted at
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Can we have a pod or a magical book that flies with us and we can use it for magic casting if we're another class that doesnt use magic? i think magic is fun but i dont want to be magic caster and this flying pod book will cast the magic or bullets for us so that melee now has sword attack and ranged attack.
Votes
Opinion: -117
Upvotes: 6 4.65%
Downvotes: 123 95.34%
Suggestion ID: 1671089 | Submitted at
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[Make resurrection of enemies available.
There is a friendfire in the game, but the imposition of "strengthenings" only affects allies - strange!
In addition to the elementary slip, it cuts down on deliberate use.
I sadly remember the friendly clerics who tried to heal. Or the dead, whom you want to raise on the altar for the sake of a second chance. But the mechanic is not available: "he is not on your team." Such a disappointment!
It could be for teammates, stone only for allies. If this is the reason, then it is very doubtful.]
Votes
Opinion: -18
Upvotes: 23 35.93%
Downvotes: 41 64.06%
Suggestion ID: 1671120 | Submitted at
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[Add a necromancer spell to the wizard to revive a dead monster/creature (AI that you have killed.) the revived AI can only stay in the room of the dungeon it was revived in. Will not attack any allies or the player, but will attack enemy players or any enemy AIs, The revived AI can only stay alive for a certain amount of time or until it’s hit points are out. Can only have one revived AI at a time.]
Votes
Opinion: +15
Upvotes: 45 60%
Downvotes: 30 40%
Suggestion ID: 1671555 | Submitted at
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[Add gem slots to items as a rare random roll (let’s say like 1% chance). Then make the current gems give various stats based on the gem color.
Green = defensive stats
Red = physical stats
Blue = magical stats
White = the rest of the stats]
Votes
Opinion: +53
Upvotes: 69 81.17%
Downvotes: 16 18.82%
Suggestion ID: 1671564 | Submitted at
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Instead of adding gemslots like a blatant plagiarist of Diablo, let us add the gems we find in the dungeon to crafting recipes in order to guarantee one or more of the stat rolls on that item.
Votes
Opinion: +106
Upvotes: 111 95.68%
Downvotes: 5 4.31%
Suggestion ID: 1671629 | Submitted at
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[Mainly a community poll since this suggestion is heavy speculation, and more of a wishlist. Im hoping the bard has support abilities that are unique enough from cleric, but with some overlap. Some sort of heal is a must, and in general based on DnD we can assume the spells will be mainly aoe. That being said, having an opposing roll to cleric such as 'Dispel Magic' which could remove a certain amount of buffs, as well as a magical protection spell similar to clerics, but for only against magic dmg. There are obviously other things like skills to think about, but for now these are my MUST HAVE spells :P]
Votes
Opinion: +60
Upvotes: 64 94.11%
Downvotes: 4 5.88%
Suggestion ID: 1671651 | Submitted at
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give bards or warlocks counter play to invisibility. Bard has AOE de-buff that cleanses buffs and warlock could see invisible with an eldritch invocation or temporary buff.
This would counter buffing barb/fighter strategy without nerfing it
Votes
Opinion: +44
Upvotes: 61 78.20%
Downvotes: 17 21.79%
Suggestion ID: 1671953 | Submitted at
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A discord channel for Oceania and other low pop servers, not necessarily because of a language difference but because those who are looking to find players often struggle to find players to play with because they're all from a different region
Suggestion ID: 1672228 | Submitted at
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Trade suggestion.
In trade. You could not sell rings in class channels. This needs to be changed, as it was impossible to both find good rings, or sell them in the misc channel. It would be much better if we could just post rings in fighter channel if it has fighter stats. Instead of not being allowed to post them in there.
Votes
Opinion: +66
Upvotes: 71 93.42%
Downvotes: 5 6.57%
Suggestion ID: 1672229 | Submitted at
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Buff ruby/cobalt armor or reduce the mats needed to make the armor. It takes 5-10 runs or more just to make 1 piece of armor, its stats are random, mining makes you vulnerable and pushed by circle, your team is slowed down by you, and ore/ingots waste bank space. It costs 25gp to mine and there is no upside to pay to start a horrible grind.
Votes
Opinion: +154
Upvotes: 156 98.73%
Downvotes: 2 1.26%
Suggestion ID: 1672423 | Submitted at
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I think this game needs to NOT COPY BUT LOOK AT MORDHAU, the blocking in this game is kinda bad, you are just asking to get hit or shot somewhere else, unlike mordhau where it is necessary to block, unlike in this game where fights are just whos cleric can buff better, who has better gear and who can chug more potions to stack, that is the only thing i think should really be taken tho, i dont want them to take the directional attacks, and i dont want them to take the feint / morph system
Votes
Opinion: -89
Upvotes: 21 16.03%
Downvotes: 110 83.96%
Suggestion ID: 1672427 | Submitted at
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Add a trap on the floor that can be opened and closed with a lever. This could be used to reach another floor of the dungeon or prepare traps to enemy players.
You can also have a mate on the bottom side of the trap to wait and lure your enemy.
Suggestion ID: 1672433 | Submitted at
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adding a mana potion so that clerics dont have to rely on campfires and wizards dont have to constantly meditate. This would also couple well if you plan on making every character able to uses magic to a limited extent.
Votes
Opinion: +105
Upvotes: 127 85.23%
Downvotes: 22 14.76%
Suggestion ID: 1672564 | Submitted at
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[add the lineage of relic/artifact level weapons once they're picked up from the high roller bosses until they're lost to the darkness. This would show you the players that have extracted with it successfully giving you the history of each one you might come across. If I ever get a chance to see one I'd love to be able to see who has held it before me]
Votes
Opinion: +1
Upvotes: 1 100%
Downvotes: 0 0%
Suggestion ID: 1672572 | Submitted at
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