#suggestion-discussion
1 messages Ā· Page 1 of 1 (latest)
#d-and-d-suggestions message @cursive kiln Do you mean a feature like NPC player classes, or more like random NPC thugs / non-undead?
The latter, random NPC thugs
To elaborate, something similar to a 3 person squad of named NPCs.
They might be worth avoiding due to their risk, or fighting for their loot/another incentive.
They might serve as a way to really disrupt plans or make squads change up their current play style a bit.
Their AI could be unique, maybe they're non-hostile unless approached/attacked. They might follow player squads, waiting for a good moment to attack.
Maybe they have a bounty attached to them or something, not really sure what the devs envision and if it fits in
ai would probably could be simple; spawn in after redzone is covering a starting area, and slowly goes between ea room that has already been cleared with localized return point and visual tracking/chase.
Would just have to set it up to reach the center roughly the same time it's smallest. I would probably keep them in a redzome room on the edge, so players would have to accidently aggro them as well.
@ripe quarry Is there a reason you dislike removing carry weight for a static modifier?
I meant bow instead of shield from my suggestion for the "extra sword or shield"
@shell rock @ripe quarry Wait a second - so does this mean that you guys want the current water room to have no effects, where everyone just continues to pretend as if they're 100% submerged underwater, even though there are no actual effects (or even sound effects) that correspond with being completely underwater?
just dont like water
Ah- you want the water room removed. Gotcha
@ripe quarry sorry i took your name last playtest then never played that character. i logged in and grabbed 6 nouns immediately
LMAO
channel made today, and i get pinged 3 times
this ain't gonna continue
make it 4
how many are u gonna add jesus
let's make it 4?
thats more than 4 dummy
haha Bones is a š¤”
ez blocks for all
You only baited yourself today
Either way, swimming absolutely makes sense
check this goofy ahh toxic shit stirrer
Mb <@&988703997378584596>
@cursive kiln is trolling
@cursive kiln watch your tone buddy
@cursive kiln L
dont ping the wardens theyre sleeping @cursive kiln
@cursive kiln I've timed you out for insulting others. Please follow the rules when your timeout is over.
wolf go back mimis u deserve it king
Look at bones' reacts
be quiet
@cursive kiln 𫵠š¤”
hi wolf
bro its his whole personality, stop man
but bruno 
Using reactions to insult others, even in retaliation, is against the rules.
@idle tartan I've timed you out for continuing after told to stop. Please follow the rules when your timeout is up.
thanks man, bigfafa has been acting up recently, i appreacite it
bigfafa more like bigpapa
ily wolf
For suggestion id:1453826 is there already bucklers? Because historically they were used to redirect a users attack(even though they were used more with rapiers) but maybe make that the only shield the rogue can use? I havenāt played the game just yet but Iām really excited to
Bucklers are indeed in game, though they function more as a "block" shield than a proper parrying device.
They could either change the buckler to be more of a parry or maybe add parrying daggers
I'd definitely be okay with Buckler / offhand dagger being parry tools.
I suggest a 2-3 suggestion per 24 hours limit for #1048762118255673428. It technically should encourage people to come forward with their top 2-3 ideas. This could also contribute to #d-and-d-suggestions readability and it being more spam proof, especially with Discord server of this size.
It's definitely something we'll be keeping an eye on during the playtest to ensure spam / other abuse doesn't occur š āļø
Sharpe best mod
lfg-sea gets confused with seattle by some murricans, maybe add (not seattle) to the chan name
? my suggestion got eaten by the bot
You post a suggestion in #1048762118255673428 and it will appear in #d-and-d-suggestions.
I did, I've done a few already; the bot deleted it and did nothing with it, didn't even say it was over the limit
I see three of your posts.
I had a 4th
I see.
I put this in: .suggest **[Special Affixes Pt. 1]** Special Affixes would only be available on special gear, could be named gear or some other things but these shouldn't be rollable and only found on specific items. I note what kind of items I imagined these effects on in the brackets. -(Armor) Doesn't provide a movement penalty. -(Boots) Decrease Footstep Volume by 1-90% (Weighted to avg. 1-20%). -(Amulets) Ale's Buff lasts 1-10% longer. -(Bows, Crossbows) Inflicts a -1-10% Movement Speed Debuff on Hit for 1-5 seconds. -(Chest Armor) Regenerate 1% HP per second while in Water. -(Amulet, Rings and Boots) Can walk on Water. -(Amulet, Rings and Boots) Lava Resistance 1-100%. -(Amulet) Trap Resistance 1-50%. -(Boots) Air walk for 1-5 seconds when walking off of a platform. -(Boots) You can jump 1-3 extra time(s) while in the air (Doesn't stack). -(Gloves) Lockpick success area widened by 1-50%. -(Amulet, Rings) Stores 1 item per run on Death in your Storage (Doesn't stack). -(Armor, Shields) If you have the Spell you are hit with, you have a 1-25% chance (Weighted to avg. 1-8%) to gain 1 charge of it (Doesn't stack). -(Amulets, Rings) Merchants sell items for 1-10% less. -(Amulet, Rings) Spiders ignore you. -(Weapons) Inflicts a -1-3 All Stats Debuff for 1-3 seconds. -(Melee Weapons) Has a 1-50% chance (Weighted to avg. 1-15%) to Interrupt spellcasting on hit. -(Amulet) Increases damage by 1-30% while in the zone. -(Amulet, Rings, Helmet) Alerts you when someone is looking at you with a noise (anyone can hear it). -(Spellbooks, Gloves) Scrolls are 1-10% more powerful. -Reduces <Stat> by 1-5 and increases <Different Stat> by that amount. -(Weapons) Increases Damage by 1-5% per nearby player. -(Chest Armor) Increases Damage of nearby teammates by 1-15% while dead. -(Amulets) Grants 50-1500 gold when worn but to take this off you must pay it back (have it in your inventory, gold will be deleted upon taking it off). -(Amulets, Rings) At the start of combat, boosts any stats you have lower nearby enemies to theirs for 1-12 seconds.
If you're wondering why it says Pt. 1 I intended to post this later: .suggest **[Special Affixes Pt. 2]** Special Affixes would only be available on special gear, could be named gear or some other things but these shouldn't be rollable and only found on specific items. I note what kind of items I imagined these effects on in the brackets. -(Amulets, Rings, Staves) Summons a Spider that protects you while worn. If killed it will respawn in 360-60 seconds (Stacks)(Spider can be walked through by you). -(Amulets, Rings, Weapons) Grants 5-25 gold each time you kill a human. -(Weapons, Amulets, Rings) Deal +1-2% additional damage for each piece of armor you're not wearing. -(Weapons) Deal +0.25-1% additional damage for each player killed this delve. -(Weapons) Deal +0.1-+0.5% additional damage for each consecutive hit stacking until you miss or 1-5 seconds elapses. -(Weapons) Increase duration of target's Debuffs on hit by 0.5-2 seconds (Maxing out at the original duration of the Debuff). -(Helmets) Highlights Treasure in a X-Y meter distance. -(Bows and Crossbows) Heal 0.1-1% HP on Headshot. -Deal (X / 3 (Min. 1))-(X /2.5 (Min. 1))% Additional damage where X is equal to the amount of minutes you've had this item equipped this delve. -(Crossbows, Bows and Gloves) Piercing Arrows/Bolts (Arrows can go through enemies and hit multiple times). -(Armor) Reduces Damage Taken while below 5-30% (Weighted to Avg. 10-15%) HP by 1-10% . -(Gloves, Rings, Amulets) Potions have a 1-5% chance to not be used up when being drank (Doesn't stack). -(Weapons) Heal Self & Allies on Melee Kill for 5-30 HP. -Self Damage Resistance 1-50%. -(Helmet) Max Life is lowered to 1-25 (Weighted to avg. 1-3). +80-98% Elemental Resistance. -(Amulets) Increases Damage you deal by +15-60% but your opponent rapidly heals damage you deal +10-5%. -(Amulets, Boots) +1-2% Movement Speed per nearby Teammate for both you and your nearby Teammates. -(Chest Armor) Has an additional special socket that you can socket a Ring into as if it were a Ring slot.
Mostly was just a list of potential unique functionality for special items.
You could try keeping the .suggest on a separate line and see if that works.
Alright
Hmm it says it's over 1900 characters but I used a character counter it's closer to 1800
The bot has to post additional text to describe the message.
AH ok
So you probably have to keep it at 1700.
@id 1455867 dear god dont increase bow damage i beg. Also quiver based ammo capped is already a confirmed future feature.
Some of these suggestions are asking for to big of a deal to be considered.
@somber wind The unique affixes specific to items was probably going to be a thing regardless (so far as I can tell, the vast majority of games do this anyways). A lot of the rest sounds like they'd be part of the crafting ecosystem, which we don't know anything about, yet (although they said... Ultima Online was cool, so maybe that might be a hint on design direction)?
Iāve noticed a few folks have their suggestion get eaten by the void for starting it with .suggestion instead of .suggest , if you havenāt noticed your suggestion appear yet please do make sure to use the .suggest prefix!
#d-and-d-suggestions message isnt this already in the game?
#d-and-d-suggestions message i think the only way to make this balanced is to have your secondary weapon set apply it's speed debuff at all times, or something similar, and nobody would want that kind of encumbersome system
#d-and-d-suggestions message this could probably be implemented in a smarter way, such as with wall spikes this would be a map trap. Definitely can't be used in an RNG way of potential death.
#d-and-d-suggestions message I'd like to think this would work as some kind of improvised weaponry scattered in the dungeon or rusted counterparts to existing gear. This way you don't put any real value on these but could be interesting having them break after three swings for example. Also could see something like having a boss room RNG spawn with a few lootable corpses to simulate a party that died to the boss. Or even have a boss mechanic revolve around using items/weapons from in their room.
I wonder if the wrist-crossbow will end up firing "Darts". If so, I hope it's possible to swap darts out for utility. Definitely wouldn't mind a wrist-crossbow rogue that acts like Garrett from Thief 1/2.
I remember there being a number of utility projectiles (except these would all have to be wrist-crossbow darts now):
-> Rope arrows (aka instantiated ladders where valid)
-> Water arrows (for torches, fire elemental stuff, cleaning up liquids / pools of stuff on the ground)
-> Holy water arrows
-> Moss arrows (spreads moss on the ground eliminates surface noise when running/walking -- shooting NPC's in the face throws them into a coughing fit) <-- temp disrupt a charged spell that's ready to fire (and/or reduce spell count by 1 if successfully canceled)?
-> Noisemaker arrows
-> Standard broadhead arrows (raw physical dmg)
Im sure someone mentioned local voice chat? Would be hilarious to hear people we pvp with
Pretty sure that is confirmed already
@somber wind #d-and-d-suggestions message
Nice suggestion! Iād rather have it be something you do at a campfire or a meditation type ability you take as a perk or ability slot.
I don't see any reason why it cant do both tbh; I think that it shouldn't be that restrictive since the bow is it's entire identity. I do think that mid combat it should push you to swap to the spear. I personally was thinking something like 8 seconds to fletch or somemthing like that. @granite plinth
Maybe have it be basekit but take a long time but if you take the perk it makes it quicker then.
I was more hoping to have the fletching interrupt combat more often so it could actually be a little bit more limited in the amount.
@somber wind for sure!
I just would like to punish rangers more because they were so OP last playtest.
Having it take a long time seemed like the best option.
Tbh I don't think they were all that op. Other classes could out perform them for sure, they were just very easy to play. I'd say their skill floor is higher basically @granite plinth
As a ranger main I agree campfires sounds like the way you should be able to get arrows mid match if at all
I was personally thinking a quiver holding like 10 arrows so you need to re-setup every 10 so it interrupted combat more and pushed you to swap to your spear.
It doesn't punish firing from afar of course, but it does mid and close range fights which I think is where they should be taking out their spear.
Idk that just sounds kinda low and thatās like nothing for the starter bow.
You get a few nice clean shots off at mid range, then for the rest of the fight you use your spear unless you can disengage. Then you refill your arrows by fletching.
If you're on the tower for example though, you can just keep refilling your arrows and raining down on enemies as you should beable to without worry.
It hits the power of the range in close range since they're literally ment to be a "ranger".
Iāll trust whatever the devs decide to roll with but doubt itāll be a refuel progress bar you could use mid fight kinda deal
I guess, I feel like it'd keep them feeling the way they do tbh if it didn't really interrupt combat. Gameplay wise it wouldn't feel different to your opponents. That said a middle ground of something like 30 arrows, ability to sitdown and fletch instead of it being something you can do on the go and campfires also providing arrows wouldn't be horrible.
Planeswalker @granite plinth I personally think would be ok if it was just "Wizard Perk (Planeswalker): When you use a down portal, restore all your spells to maximum and restore your health to full." and nothing else. It would still be bordering on overpowered in my mind though, when you add everything else it's just outright busted.
I agree! Itās hard to say unless we test it.
What I imagine/ hoping for would be you enter with X number of arrows and you could buy more before a raid. And you would have to rely on what you bring with you and what you find along the way; archer skellies and enemy archers. And maybe there would be a perk that gives you arrow from resting at a campfire.
I think the issue with that makes it so there is a gold cost to playing the character and it'll basically kill the class since the technical end goal of the game is get more gold out by the end and if arrows take up any kind of space even more so.
Well you wouldnāt āneedā to buy arrows, the arrows you fire would be in the foes you kill so I donāt imagine you could run out that easily. Youād just bring more if your planning a big raid, like going to kill the lich boss at end youād probably need to take a lot to go from B1 all the way to B3 and still have enough to do some damage.
But I see your point there would have to be base number of arrows to rely on so you wouldnāt HAVE to buy arrows to make the class playable.
Iām really excited to see how they incorporate the quiver.
the nodular circle suggestion (ID: 1455909) would probably functionally be the same as the regular one;
the room filling variant is an interesting opportunity due to the room-based nature of the map, offering a way to experiment with something that other games that have a similar circle mechanic probably cannot
Ya'll need to simplify your suggestions.. theres an awful lot of "so x but also y with a spoonful of z so that w" remember perks in last playtest were a sentence at most, not a paragraph.
Whoever this @granite plinth dude is, youre just letting shit hit the fan and seeing what sticks to the wall. Slow down and think of something balanced, purposeful, and doesnt stand out as the meta perk to take like a sore thumb.
Speaking to whoever this NightclubRush guy is:
I spent 6 hours a couple nights ago staying up to like 5am thinking of different possible perks and spells for both the Cleric and Wizard class.
While I donāt expect many of them to pass, my intention is to share basically ārough draftsā and leave the āshould this be added and if so is it good enough as is or can it be tweaked to be more balanced?ā to greater minds like that of the developers.
Iāll keep my suggestions to 2 a day however but I encourage you not to look at them if they bother you that much which is frankly a little odd IMO.
Maybe think about encouraging other community members, celebrating their enthusiasm/passion for the game and possibly positively adding to what is cool about their suggestion or how it could be improved instead of tearing them down or making passive aggressive remarks.
But hey, thatās just my opinion as some dude on the internet.
@robust cradle gold chest and backpacks already confirmed
@granite plinth your perk suggestions have way too many elements to them. Each sentence could be its own perk. Try and separate them rather than make them three perks rolled into one,
Hey, thanks for the feedback!
Big fan of your videos.
As I said above, itās simpler just to post it and let the devs decide if thereās anything of value there to use and integrate into future playtests!
I think there is alot of value there but its likely the devs only look at things with good upvote ratios. If you had time I would just suggest separating them with a bit more time and thought so your passion and hard work can be brought to life š„°š
P.S. Thanks a ton, im a big fan of anyone who takes the time to try and make this project better š»
I appreciate you taking the time to write all this out!
Alright youāve convinced me ā Iāll take extra time to break them down if theyāre lengthy!
Suggestion ID: 1457660 spell memory
i think it should stay, but not as a skill slot; should be available by default with slot amount being changeable with perks/equipment - maybe selectable spells could be preloaded before jumping into the game, or found on mage specific items
I'll be suggesting something about this when I'm allowed to suggest again, tell me what you think
@somber wind post formatting in the future, if you wouldn't mind
Not sure how I would without it rejecting it due to text amounts
imean, your current post is like a thousand and discord allowance is 2k iirc
My documentation for my own stuff I make is dense as hell like that too, not sure how to format it better tbh
Theirs says it allows 1900 but it actually only allows 1600 due to it having to add the voting stuff to it
commas, hyphens, dots; you know, punctuation
I did?
I also did semi-colons too actually. Edit: Oh actually no I didn't, not in that one.
lol
I did do everything you said in those DrakeCid, also I posted my thing about spell memory.
i guess it's more of an issue with the bot squeezing it into a block, but even then i feel like paragraphs would be a nice addition
Yeah I would like to do something cleaner for sure
chunks at a glance and all that
I could do so for the next ones. Try to space it out more and all that. Thoughts on the Staff idea though?
That's all the suggestions I had in me for right now lol
same idea as the spell memory thingy i gave feedback on, it's an option for sure; as for the positioning issue - git gud i guess
Nah I'll keep using spellbook, it's more versatile lol but yeah the Staff is just outright worse than the Sword if you want to go for also melee since it's better at casting and has magic damage
Staff is just a worse Crystal Sword and Spellbook, I feel like the original goal was that the Spellbook trades damage for versatility, Sword trades Movement Speed for Melee Damage and Staff is the middle ground but in actuality because the Sword is harder to clink on walls than the Staff is eeks it out in power because it becomes better for casting than the staff.
Obviously that could just be change the casting animation for the Sword but I feel something better would just be make the staffs more interesting so they can be a side-grade instead of a middle ground so there's no need to "middle ground" and just have everything have a use.
The rollable effect I feel like maybe would be better on a specific item so it didn't become a mandatory roll tbh
Staff is also just the free respawn item every single wizard gets, if it were too good then you'd be alot less encouraged to replace it
I think the complaint is that staves in general suck, not just the starter one.
No reason to pick up a staff if you find any other casting alternatives
Yeah they're not great, but I remember doing 45+ dmg headshots to the tavern dummie as a lowbie cleric with nothing more than a blue 2-hand staff.
They're good stand-ins, and they 2-shot crates and breakable barrels, so there's some QoL.
Effectively, I'd rate blue+ 2-hand staffs as decent since they help Wiz save up on cast count while in parties (aka so-so performance against slow mobs if you're always head-shotting).
I would rather have a book cuz of the movement speed, and the low risk of hitting a wall when casting, you can always have another weapon in the 2nd slot
Book was definitely better. Wiz real squishy, pops like a bug when stepped on accidentally. Speed meant more time.
But, I still value staffs cause of the QoL destructible item bashing. Love that 2-shot.
SUGGESTION remove individual categories for rules in different languages. We cannot hide categories, only channels. Just adds a lot of unnecessary clutter to the side bar.
Magic dagger? Mate the rondel is already goated with the spicy guacamole sauce and someone out here really wanna add magic damage to it?
I hear you on the clutter side, but we do try to keep English categories above the various languages so that the clutter doesnāt obscure anything.
Itās the categories. A lot of people, myself included, mute unneeded channels then use the āhide muted channelā feature. The problem is this is the only discord server that uses individual categories PER language. You canāt hide categories so itās cluttered no matter what.
I mute and close the tabs but it's not that big of a deal
I know what you mean, itās unfortunate categories themselves canāt be muted / hidden for that purpose. However, creating one general-purpose ānon-Englishā category and placing every non-English channel under it would be supremely inconvenient for our non-English members, as theyād need to scroll a category past each of the other languages (and translated rule channels) to find their own, or mute + hide every channel that wasnāt their own language.
There are benefits and drawbacks to each way of doing it due to limitations in Discord, but I personally feel the existing system provides the most legible experience for our non-English members š
Itāll be a topic I discuss with the other Wardens though should it prove to be a further issue!
I think it's fair the way it is. There's almost nothing at the bottom for us anyways, and i wouldn't wanna inconvenient the non-english members.
#d-and-d-suggestions message
Again dude you need to break these up and simplify. The first part doesn't sound like a bad idea, then next 2, even without the first is such a powerful buff that it's ridiculous. Most of your posts start with a decent idea, but then you add 2 or 3 extra layers to everything. Also i'm sure you're a wizard player so you should know but most spells cap out at around 5 charges, so all your "Small %" things pretty much has to be 20% minimum in order to restore 1 use. Because why bother implenting fragmented charges on a spell system that already works.
I guess they donāt really sound that āridiculousā of a buff to me.
Iād love to have a private lobby and some people to test all of these to see what needs to be scaled back or what needs to be improved.
Ah, well! I donāt understand why you seem frustrated though?
For me, itās because thereās so many unnecessary layers to most of your perk ideas. āOverchargeā could easily be split into 3 perks, none of them being particularly good. Instead of making up perks that are amalgamations of loosely-connected, mediocre effects, try coming up with one with a single effect that drastically alters or improves certain playstyles.
I wouldn't "argue" with Bane. I voted no on like 10/12 things of his, voted yes on 1, and maybe on the other. He then felt it necessary to DM me and decided that I "really hate his suggestions". He assigned that to me because I voted no on most of his things, which is the point of the channel, to vote on things. IF someone wants to discuss how they feel about suggestions then they'll contact or ping you in here. Confronting someone about why they voted the way they did, especially in that manner in DMs, is not what this system is for.
Bones is so salty with me because I sent him a friendly message and he wildly misinterpreted it as me āconfrontingā him or something when my follow up question would have been something like:
āOh, for sure! Why do you feel that way?ā
But he immediately got weirdly defensive and then blocked me on everything lol
But anyway, as I said before, I donāt really see that theyāre that overpowered and thereās no way to tell without testing it.
I donāt mind tons of downvotes as theyāre just harmless ideas I felt like sharing for the fun of it with interesting mechanics or effects.
Maybe a dev sees it and draws inspiration which would be cool!
Maybe they donāt which is fine.
I still get enjoyment from sharing some of the things I came up with.
Iām not here for your approval.
But I am open to positive and friendly discussion about how to make some of the ideas better or what could be added š
I'm sure he's said something against me but I have him blocked because I don't want to interact with him and I don't have to. I have screenshots so he can say and do as he pleases
šš» like why is he so defensive and scared of me??
As if screenshots matter? I have the screenshots too bro šš
Dude you misinterpreted what I had to say and got really reactive about it.
I was genuinely curious why you were the first person to downvote everything and wanted to know if you just didnāt like me or if the ideas were unbalanced or what was going on.
Now youāve made it your mission to like crusade against me which is cool.
You do you šš»
he isnt scared of you, he just doesnt need to waste his time on something he doesnt need to
@granite plinth Once again, with that Overcharge; I feel like I was reading and went "Why are people downvoting it" but then I kept reading and you kept adding effects onto it. If it was just "When you kill a monster or player, they combust and send out a medium sized AOE explosion for small damage." I would've for sure upvoted it. That was already a little powerful but it was ok to exist in my mind but with everything else it just makes it so so overtuned.
A few of his things are good, but if everything he suggested was on the classes he suggested them on then this game would be wildly unbalanced. I liked and upvoted one of his earliest ones because it was simple, made sense, and didn't seem overtuned
i cant wait to actually play and understand what yall are saying
this lil bros argument are
its not unbalanced
it has to be tested to see if its unbalanced
which is wildly ignorant
then starts to attack people for not liking his suggestion in dms
wait someone attack u in dms?
no just saying what happened to a different person
oh thats blerk, immature
He's just unpleasant, but nothing worth throwing towards the mods yet.
May we all allow civility and constructive conversation to prevail in these dark times between Dark & Darker playtests š āļø
š
don't take it so personally. i've downvoted most of your suggestions, too. it's not personal, i just disagree. you're getting way too specific. too many "also's" and "additionally's". and you can't have fractional spell regeneration; it's one or none, and there's no single action a wizard can take that deserves to get a whole spell charge returned (except meditate...). i feel like that's half of your posts at least, and the other half is health regen/ temp shields. stop trying to buff wizards. they probably have the highest skill ceiling as-is. for anyone who's watched VODs from the players who figured out how to run wizards, it's pretty clear that invis-haste is already OP af.
I agree with the majority of what ness said
if you have NEW ideas, that's cool, but enough with the MORE POWER ideas, is my point
Iām just going to keep sharing and youāre welcome to keep downvoting or upvoting as you see fit.
you can post anything you like bud. i'm just saying you don't need to be jumping into people's DMs about why they're downvoting you.
Everyone is making it seem like I was attacking the guy when I literally sent one message from a place of joking around.
My intention was to have a dialogue with the guy and now half this damn Discord is attacking me because of it.
i don't mean to pile on. i should have probably DM'd that, ironically. my apologies.
i agree with @deep berry; vendor prices were garbage for gear, to the point that no one with any real experience would bother bringing out whites/ blues to sell at all (except longbows, maybe). purps and orange were marketable, but blues were pointless. the price per cell was too low to the vendors and the market
Iām sorry I upset you all, that want my intention.
I was just excited to share some ideas I had.
I feel like an asshole now who just attacks people and posts passive aggressive shit.
I feel like everybody here doesnāt like me.
Donāt worry about me posting anything else to attack you Bones because Iām not going to waste anymore of your guyās time.
Iām deleting my Discord account.
You wonāt have to worry about meeting me on the playtest either Iām not going to play and bring my toxic energy to anyone else ever again.
relax man, that's not necessary. we just disagreed with the wizard buffing. i feel bad now. you're alright mate. and your last suggestion is doing well.
Voting seems like hard work. Hope the mods keep that in mind. There may be some self-selection when it comes to who's even willing to vote.
Couch potatoes like myself won't be able to. It's too hard
i don't know what to say to this. it's a much better system imo. instead of a channel with 10% ideas and 90% bickering, we have a whole channel of ideas for you to scroll through and single-click what you love/hate.
It's just a way for devs to see more organized forms of ideas
Oh, it is a better system. Especially when it comes to scaling- I can see this make things a lot easier, especially for an excel dump.
Just crying into the void, is all. I find the formality intimidating, now. Spamming my old unrequited love letters feels inappropriate now.
meh. it's not that formal. you can still ramble for ages about a concept; just a simpler form of validation now.
I feel like doing as you did before WaterFlask is fine, the only thing I have problems with is the text limit; some of my ideas are too large lol
@quasi glacier you can sell the default gear to to vendors. you don't make any money, but it's effectively a "delete" option. IIRC, woodsman will buy all of it.
I was thinking that @sonic pendant but thinking about it I actually think it might be good to outright add a trashcan to easily sink items out of the game from your inventory.
or more so storage I mean
yea an actual delete key would be better.
Has there been a suggestion on making the hit box on player protect/heal spells larger for allies? Was incredibly frustrating playing as a cleric during the playtest and missing by a fraction and losing a spell, or even worse, buffing enemies
I didn't see one, throw it up on there
Probably will, just want to make sure I didnāt miss somebody saying it earlier
#d-and-d-suggestions message
"Meant for the ally near it"
#d-and-d-suggestions message|
@quasi glacier why not just sell the gear back to the merchants? Even the default gear can be "sold" for 0 gold.
Close, and definitely emphasize with accidentally trying to resurrect a corpse
Nvm Iām I canāt read š¤£
Unfortunately I can't edit something i've already posted because of the bots in place that delete and replace.
I will post later but ty for link
Bloody hell thats some victim play going on up over here.
can you guys start flagging your suggestions as satirical?
@somber wind for your longer suggestions make a one sentence summary then include a pastebin link or something for the detailed versions perhaps?
Good idea
@feral scaffold I really like the suggestion you posted here #d-and-d-suggestions message !
The idea to invert movement when you hit the ball bearings is a ridiculously genius idea! I think that fits very well with the realism and danger of the game, and adds in a new dangerous mechanic that is both not too overpowered, but also super novel! The confusion one would have when they suddenly slip would be great!
Yeah and skilled players can still chase people by walking in reverse the moment they touch the ball bearings.
Indeed!
Not sure why this is so downvoted, i believe this game may want to seriously consider a stamina system for jumping/crouching. Such as if you do said actions in rapid succession the following action(s) will take longer and longer to complete
Terrible idea, stamina systems suck
IMO some of the less refined systems are the charm of the game. If everything in the game is meticulously tuned and functions like other games I won't be as interested. If I wanted to play tarkov I would be playing tarkov
True
Also doesnāt help that Tarkovās stamina system sucks balls. I do agree though that DnD is perfectly fine without it.
What do you guys think of a barb being able to pickup or drag teammates? I think it would be a unique thing to add that could be a quality of life improvement and possibly improve gameplay.
Like just pick them up over their shoulder and they can't do anything, or like their corpses?
i saw that one. it's a cool idea. like a lot of the "bring real life into the game" suggestions, however, the implementation seems flawed, to me. even if you didn't have to spend a perk point on the ability, what's the practical use-case of the ability? to slow-carry a tm to an alter? just loot them and grab the soul and move at-speed. and it doesn't help cleric res, because if the barb is able to reach the body, pick it up, and slow-walk away with it without being able to fight (presumably can't wield a 2h with a body on the shoulder), then there's no fight there anyway, and the cleric should be able to rez on the spot.
I just see it mostly as a quality of life addition. The primary reason I thought of it is due to situations where as a cleric resing a player where they died left us at a severe disadvantage and could be remedied by said mechanic, however, I do have to admit it is niche in it's use, but I think it would be an interesting addition nonetheless.
Not even barb specifically- if this somehow becomes a mechanic in the game, I hope most players can do this (based on STR stat).
Anything that moves this towards Thief 1/2 gameplay would be great for solo roleplay immersion.
I agree with this. Make it a fully detailed suggestion
I just don't see any benefits to the ability?
there are no negatives, simple quality of life improvement and advanced gameplay
and no positives. Quality of life means it overall improves gameplay
Rogues can rearrange bodies to make them easier to camp and if your boy has a lot of loot but can't run back in after revived you can carry their body
ahh corpses, I thought it just meant teammates like living bodies
oh nah
lmao my dumbass only read the talk in this, I didn't see the real suggestion in the channel my b
@toxic elk Please keep suggestions related to Dark & Darker šā Thank you kindly!
sorry homie
maybe if eventually there's a knock down system ever in place, idk how they would do it and if it really fits the gameplay aesthetic. but if it did happen i could see a drag being useful sometimes
I really hope the devs have this channel on mute
Personally strongly opposed to a knockdown system.
I agree with you, but also have fun dragging your worst teammates to an altar through the red over and over again
I like the soul system, it will be better when we have stronger map knowledge
If the Clerics big AOE attack doesnāt also purify the air of the Fart gas I believe it shouldšŖš š
Crushing the souls of your enemy for use at, a shrine, or gain used ability/spells, buff friend, sell to merchant, dog tag usage?
has anyone suggested poker yet?
The problem with this is that you then wont be able to revive your friends unless you manage to do it mid combat cause they'll almost certainly take it when they skim you for loot. If they were gonna do a dogtag of sorts it'd probably end up a seperate item like an adventurer plate or something
Cool concept, but people in a general sense are shitters. They'll use this system as a shopping list to find someone with gear they want, and gank you. If you dont get killed by the duo you'd lose rep for killing them, only to be further downvoted post game.
Hi there , I'm here to give feedbacks/toughts on skins mechanics
First , i'm gonna specify that i'm not a skin user/buyer generally I prefer to play the default look on most games. but that might be why I feel like I have a good "insight" on these things because I stand from a non user standpoint who can feel when a skin might be unfair.
I feel like monetisation is really important in a game.
I know i'm gonna look a bit picky but I also know how players react ,__ if there is any way to gain advantage people are gonna cry over it__. I'm not that 100% picky over skins I feel like sometime some of the things I will mention are not a big deal but I know it's part of what makes people angry about skins.
**How to make fair skins : **
1. You must make sure that the skinned item will not change in size or visibility.
So to take the mage wooden staff for example you want to actually keep the crystal ball the same colour , maybe add a "cool ish" texture to it (for the red one idk lava texture or smtg) and then you want to change the wood texture , you can make it more mystic / magical for example putting it in purple ish wood.
Is there any situation where having the skin would help me be seen less, look smaller , blend more into terrain ?
What you need to make sure is to always answer this question by a "No"
2. You must make sure the skinned item doesn't give advantage to the player using it while on its screen.
If you want make a skin for a shield for example, don't make it so the shield loses its ability to block sight of the player using it.
We all know that a shield is good but there are counterparts , one of them is not being able to see a part of the screen. If you do for example a skin for shield that is a "Glass Shield" and you can see trough it , it can be considered an advantage , it's a very specific example but I think you see what I'm saying , some skins can advantage players that are using them from their POV.
(Part 2 coming after)
3. You can make disadvantageous skins for players who wear them
I feel like the stat debuff is a bit too much ? We will see in the playtest I guess but from my experience some people will intentionally chose skins that puts them on a spotlight (for example a mage robe with glowing rubies which are visible in the dark on it) and they won't mind it.
Some people don't mind this because they feel good having a skin , and don't realise or accept the small disadvantage it gives them. But putting it black on white that you loose stats using a skin seems counter productive, I like the originality of the idea and I love that you guys want to make sure having skins is fair for everyone but I feel like if it goes into stats debuff no one is gonna buy them unless they give really good visibility advantage , so its gonna end up being kind of a trade off choice in the end and having the choice to be either less visible but having lower stats or being default is gonna be a paid feature. I don't know if I make sense but I feel like stats reduction skins can only lead to either no skins bought or skins bought when they offer good enough advantage over the stats lost.
Best way in my opinion is to make fair skins that respect the 3 points I made , I probably forgot things but here are my toughts on that :).
Hopefully people add up to my tought and we get to an agreement of what skins should be like ?
Oops wrong channel, well I guess its a feedback ?
Ngl i'd love the bm of shanking someone with a pink anime dagger
Yeah people love these things but as long as it's more visible only ! š
@granite plinth there's already a lfg channel
locked?
I'm sure they'll do it before
You right tho my b
I can see the whole gear quality colors working for something like the regal gambeson, as they came in any color a fighting man could have wanted. However for things like rawhide gloves and old shoes, good luck designing those to look different.
the natural dark lighting makes it tougher to make things out at a glance. maybe if you shine a bulls-eye lantern at someone, it should become more obvious
I dont mind the crystal dagger if other classes that could use daggers could use them.
honestly wondering why ppl dislike directional attacks? if someone who down voted i'm just curious what you think š
its one of the main features i'm looking forward to
So I don't like it because with predictable attacks I can both learn the enemy attack pattern and counter it where as with directional attacks there is often no information on where it is coming from.
Plus for newer players the set attacks feel more consistent and welcoming then directional
I think the fear is that it might get too sweaty (of which I believe there are multiple ways to do that) -- excessive knowledge pre-reqs to perform reasonably well (where, when, how), too many hidden back-end mechanics that don't present themselves intuitively in live gameplay, or anything that pushes up the skill ceiling via higher hand-eye coordination
And on the flip side with set patterns I can be more sure of how my attacks will work with out an overcomplicated system that takes my focus of my positioning, movement, surroundings, cooldowns, HP and other critical information in a fight
Here's an idea for cosmetics, just make it that player only. That way they could be whatever, and it only effects them. "Nobody will buy them" People still will to see their character look badass to them.
To me its a different type of skill focus then why I like DarkND. It is the run and gun fast mechanical skill compared to the slow tactical positioning skill.
Would probably work, just know that cosmetics have often been thought of as a big multiplayer social component (which is why they don't usually focus on selling single-player game cosmetics)
Yeah I understand, just one of the biggest problems I've seen is that some 'cosmetics' give unfair advantages, makes stuff harder to see, or changes where something fires out of. Not sure what extent they'd like to do with it
From what they said in the recent interview (Onepeg YT) just posted in Announcements, the devs are leaning towards pay-to-lose skins, if anything (a disadvantage, or literally negative stats)
Yup, I'm literally buying the negative stat skin when it comes out in the playtest, I hope I can keep it
it sounded like they'd stay faithful to the overall design ethos we've seen so far -- a part of me is hoping for some kind of billy-bob helpless villager / mediaval peasant farmer skin (in a way, kind of like those peasants you can play in certain Chivalry maps at the beginning)
They'd be cool
I also dislike the idea of the multiple servers merging into a single one, unless it was like that the entire time.
Imagine killing your entire lobby solo, 1 hp, only a red portal for you. Then boom, another 6 enemies in hell due to this.
It feels... off
I like it, makes it so that no floor will be "safe", even after you grow use to the PVE
I'd rather the stakes be higher the way you just described -- "hell" shouldn't be a cakewalk. Cause it definitely was in the last playtest.
But if you exterminate the entire lobby, it should be. Also not to add in the lack of time in hell
The* price for failing to grab a blue should be blood, sweat, and tears. Delicious. Grade-A suffering.
Maybe timer extension in hell if that's the case? Hell is rather 'small'-ish I feel
Always was solo basically, if you never done it before, or even the 5th time.
I think they said that the circle is faster during the playtests
So we got no good baseline to compare it to then, great.
I'm glad everything is actually sped up by a lot (which by definition implies that the real-deal will be much slower progress overall). I felt myself inching towards "I beat the game" mentality after I had lvl 15+ for all classes and about half of the stash or more loaded up.
Ya I think that was the plan, they wanted people to reach end game during the two days for better data
Took me about 35 hours for the exhilaration to come down sufficiently. At least for me, personally, this band was based on playtest leveling, loot drop rates, and rate of gold accumulation.
If it's slower, and we get maybe 2 more classes by official go-time, I'm guessing I'll easily get 80+ hours from this (just from roughly 'completing' one of each class at the new rates of buildup)
And that's ignoring the rest of the time spent keeping up with multiplayer group/solo tactics that'll emerge (probably has to, since there'll be tons more spells, utility items, and map pieces)
the thought of mtx in this game scares me. i really like the style of being naked and grinding to gear up with what you find. imo cosmetics should be outside of the game only meaning things like costumes stances pets but only in hideouts and tavern, pregame only, or things that do not affect gameplay whatsoever like portal skins
^ That's also an amazing idea. If they make the tavern usable the entire time and not just pre-game thats lots of stuff to do there. Or player housing.
id dump lot of steam wallet into a solid mtx system but only if it doesnt change/augment in game experience
Instances player-housing = easy cosmetic gold-sink. Give me Minecraft Valley. I'll collect mats for ages to build up my personal workshop/alchemy lab
Although I do wonder how they'll weave a guild system into the game in the future. It sounded like they were pro guild-UI / mechanics
Sounds more fun to me than just always knowing the enemy attack pattern to the point where now it just comes down to who gets the first hit in and who has more HP, I mean people complain about no soloq because they can't fight a trio but then also don't want skill ceiling so they could actually have a chance to take on them. Too sweaty would be something like being able to parry or having a stamina system or counter attacks, I certainly don't think that this game has to go that deep into the combat (chivarly or mordhau) but i think directional attacks would just give it that small push it needs for the sword combat to be meaningful
Like I said before I like the skill celling being more focused on tactics and positioning in DarkND over mechanical skill personally
by the way i'm only talking about sword combat, forget about other classes
I could see it being an interesting fighter perk so long as it has downsides/restraint to prevent it being to strong.
Maybe a ability that activates directional attacks for a time.
Reducing stab damage alone would be enough imo
@vapid path , im pretty sure this game will have gear wipes to keep the economy stable
They haven't had the need for them yet considering they wipe all progress between tests
and it only makes sense because what if dupe bugs allow for crazy gold and the stash is not that big either.
I don't think they'll add a perk or level wipe unless they added some mechanic that warranted it.
#d-and-d-suggestions message In regards to this @rancid void, the dev team can add any reactions they want to messages anywhere in the server šā Much of the team are not on Discord, but itās possible with Suggester bot to use a command that pulls a list of the top most-upvoted suggestions and compiles them / exports them to another platform. Voting is the best way to get suggestions noticed!
Thanks for the Info!
Always happy to help š Itās great seeing all the suggestions posted so far, thereās a lot of good ideas out there!
yeah but gear wipes aren't the best solution in my opinion. I'd rather see something more consistent, otherwise it will be like tarkov where most players only play for a few weeks and then quit for 6 months until the next wipe.
I would so much rather just see some kind of ranked game mode of something where your gear gets destroyed if you lose, that way you have a huge incentive to go deep into dungeons and get good gear so you can go and use it to try to win ranked games of whatever game mode
High roller might help with that
but honestly even with that, the game lacks a reason to play beyond 50 to 100 hours for most players. There needs to be some endless grind to reach for, which is why I lean towards having some ranked mode that simultaneously gives incentive to get more gear, but I would take anything that creates an actual never ending goal to reach for. For the vast majority of players, pvp with no end goal will eventually burn them out.
High roller will help with that though. Higher gear rarities plus 150gold sink per entry
but the issue is after you go in for 50 to 100 hours, why would people keep going? I know there will always be a small community of die hard players, but for the vast majority of people who try the game out they need something else to work towards other than just doing it for no real reason. I love the pvp in this game an insane amount, and this game's style and combat is perfect for me, but even with all of that being said I just know 100% chance I'll get bored and quit playing after somewhere between 50 and 250 hours because it will become so repetitive when there's no end goal. If there was some kind of ranked mode or something that I could grind then I could see myself throwing down 1k+ hours and to keep playing here and there for years to come
There is literally high roller leaderboard
And veteran adventurer score on the leaderboard is basically the same as MMR
I mean, that can help, but they have to rework the hell out of it then to where normal human beings can do something with it. If it's just a marker of play time like the past leaderboards then for 99% of players they won't care about it. There needs to be something that normal players can see and feel progress towards or against in their day to day gameplay.
If veteran adventurer score is basically MMR then I feel like it needs to be rebranded to be more obvious and also needs to show the gains or losses towards it after each high roller game
zoomer opinion mate
I mean if the developers are okay with a steady playerbase of 1,000 to 10,000 concurrent players forever that's fine, but I would love to see the game to where more people could have more fun for more time
This game has the potential to not just be a niche game but an actual amazing main stream game for years to come, but I personally don't see it without some kind of long term replayability other than just random gear wipes
bro what drugs are you on
i want some
š¤
I agree, but just wait and see what the devs have in store honestly, this community is hard on copium and will shit on u if u say smth against their favourite game
š hahaha yeah I hope they are aware of the issue and come up with something creative, that would be awesome
@hollow sentinel Please refrain from low-effort suggestions as to not clutter things, thank you š
So, currently there's a pretty big advantage to grabbing a down portal early, which favors solos especially. If you take the first available down portal, you know you've got a decent amount of time before everyone dies/portals and can safely use potions and campfires. As a full team taking the triple portal you usually get very little time between rounds comparably and wait to heal at the start of the round. I liked how that worked to give solos a bit of head start in B3 if they played smart, my concern in that strategic advantage going away, or worse becoming RNG with the change to matchmaking each round. I'd like there to at least be a minimum time so that even the last person/team added in queue still gets to heal up.
but the issue is after you go in for 50 to 100 hours, why would people keep going?
There will no doubt be MMR implemented later on, the competitive scene for this game is going to be NUTS. CS-Go/Valorant/Apex etc.. all have healthy competitive scenes, but the gampelay is hard to watch due to the fast FPS nature of game.... if you contrast that with LoL, the top down slower style gameplay is easier to digest for more viewers. I think DarkandDarker hits a sweet spot where the FPS gameplay is slower and more strategy oriented, it will be very easily digested as a viewer game in competitive
a ranking for "Max consecutive all 3 teammates survive in HighRoller Dungeon" would be a good stat to track
surviving 7 consecutive high roller dungeons , against other stacked teams would be quite noteworthy
I want a ranking for average gold value of loot per run, or something like that. Also average damage dealt per run and average healing dealt per run. Anything like that would be good, something that people don't have to kill themselves for months on end to achieve
Just throwing the idea out, but what if after level 20 you can keep gaining exp points to unlock cosmetics or something that visibly modifies your character like tattoos or scars or something
removing the lvl cap alone would be enough for me
but then maybe people will become too picky on who to let in their party
they should at least let us get prestige levels that don't really do anything other than being badges of honor for how much time we've played
i think the 20 lvl cap during playtests is to encourage players to try multiple classes; if you could keep leveling that character, even with cosmetics, it would give players an incentive to avoid changing classes, and the playtest data gathering might suffer
I agree with your suggestion Ness. I think it shouldn't affect doors as much as it does. Place traps, disarming traps, opening chests, interacting with shrines, placing campfires etc. I think it should def affect.
for #d-and-d-suggestions message
I said no because invisibility is not a phase shift.
Yeah I like invis being invis
fair enough
anybody else think the "thinking" option for voting is useless? i feel like it's pulling away actual votes; some people might be on the fence about an idea, but having a strictly yes/no choice would force some of them to make a decision. "thinking" is just saying "i'm not going to vote" which is the same as not having a "thinking" option at all.
I disagree
I see the thinking option as I like the idea but it should be refined more or I like that thing but part of it i'm against. Which is different from saying yes i want that suggestion as is, different from saying no I don't like that suggestion at all and different from not interacting. Also these are suggestions, people that want to express how they feel about a suggestion whether it be through talking in here or with an emote shouldn't be "forced" down the yes/no interactions as it's not all black and white.
i love the thinking option, I feel like it's effectively saying "hm, hadn't thought of this, not sure how I feel but it's interesting."
i see both of your points, but i don't think "i'm not taking a stance" needs to be said out loud. you can just not vote. you can come here to share critiques and opinions of course, but i think we should all vote yes or no on a suggestion, or just not vote at all. it's like an independent party in an election; they're not going to win anything so they don't really add value; they're just hurting one side or the other by drawing votes away. if there wasn't a third option, i think we'd see more clear winners/losers in the opinion %. just to clarify my position a bit. but i hear you. it's not that important, either way.
I definitely don't see "the thinking emote" being the same as not voting at all. I agree that we can disagree.
cat on my desk so she keeps hitting keys
fair enough, i can see the other side of it too

:howl:
I think of it more as a "This could need more thought or slight tweak"
The thinking option of it is "Potentially useful idea, but somethings sus about it, as if its poster has a bit to much bias towards it."
I like it for many reasons :D
This suggestion talks about wizard unlocking stealth, but they already have plenty of elements to mimic a rogue. Invis spells and access to daggers. And they were talking about of adding some type of spell or something for ranger. They also said it wasn't confirmed though #d-and-d-suggestions message
Im gonna hold off on suggestions because I want to see the changes first and how they implemented other ones. Don't want to ask for something and they already had it planned
@tiny ferry im getting some cycle vibes, but it could work well honestly. Put it in the centre of map (hell) and make it noticeable, requires purple tier valuables to give them a use, and makes a legendary/unique weapon after 3 minutes of no interruption.
#d-and-d-suggestions message
@runic musk you should be able to check steamcharts once the play test is live.
That only shows all active players right? Wanna know population at day and night on a specific server ie eu
Ah, you want per-server number, my bad
Nw
#d-and-d-suggestions message
While I love the idea of a deeper wounds system, and having some negative effects depending on the kind/place.... I dislike a lot the 91027241201 different meds that you gotta brought ingame. So I'm 50%-50% on this one.
Yeah, lt would add lots of complexity, keeping the game as simple as possible is better. I don't think different wounds would make the gameplay much better to justify the added complexity
Maybe a debuff when you are below 15%hp could be interesting and intuitive
My favorite part is the mention of leeches as a healing item. Very funny and very thematic
I think the rangers should have a limited amount of arrows like 10 arrows and then has to use an their melee weapons or craft arrows similar to the wizard meditate. I think that would be cool and fair
If you're trying to make that a suggestion then post it in #1048762118255673428
I will thanks
Not a fan of this suggestion at all. I think a quiver (magazine) size and a reload would work better than making them manage a resource and giving them so few of them. What are you going to do with a starter bow and 10 arrows except die to the first group of 2+pve enemies.
"I want to multiclass" No, take your weaknesses and enjoy them.
"I dont want to pvp" Then you dont want Dark and Darker.
well they confirmed multiclass for later didnt they
i was actually meaning a reload, bad wording, i meant craft being with a free unlimited resource
That's fair then, but I definitely would hate for it to be a skill that takes up one of your 2 slots. I jusy think it would be a huge negative to have to scavenge arrows or supplies to make them.
picking up arrows off of your kills would be a nice variable also
Just seems like extra time waste with no real gain
but also. just because the ranger doesnt do well for pve with that change, you have a team to help you with the rest of mobs, the ranger is still insane in pvp equipped with a bow you can find with a 10 damage extra,
I don't personally think the issue is infinite arrows. I think it actually boils down to damage bloat. There's basically no hp scaling, but damage goes off the charts fast.
Just put something together on what space quivers would take up and how they would be interacted with.
The only advantage to taking a down portal early, is that you can heal. But even if you take a down portal last, you'll still be able to sit a full campfire without being behind. In addition, I think taking down portals last, yields far more benefits than earlier. Especially if you're a strong player, the ability to remove any competition in b3 is much more powerful than being able to heal in peace
speaking of that lockpicking skill check, I don't even mind how fast it is, but they need to fix it. Last playtest it was horribly desynced to where you had to purposefully misalign it like you clicked early or late, I don't remember which one. The only way to get it most of the time was to be off by a freaking mile
It would just be nice if you didn't have to nail it on the first rotation. Keep it fast, but let it do a maximum of like 3 rotations until it counts as a fail. Way too easy to get screwed out of a lockpick because the spot you need to hit is in the first 1/3 of the circle.
I think they should make a spell titled lights out that causes the lanterns and torches within a given radius to be extinguished for a specific amount of time
Would be a cool dynamic and positioning mechanism
Potion Crafting/Variety:
I'm willing to bet this will be added in regardless but it would be great to have the ability to craft potions that not only improve the potions already available but also potions we have yet to see. Potions that could be added could be potions that mimic haste, add dexterity, or even increase interaction speed. The potions that we already have available could become more potent such as increased healing, damage mitigation, or increased time of invisibility but would be harder to craft as the effects become greater.
I'm almost certain they've already said crafting would be added but if they added specifically the ability to craft potions I think that could add a little more depth to the game.
@lusty silo idk what that means
good for you
im asking for an explanation/:
fair enough
If you portal last there's certainly not enough time to campfire in the box, it's super common for teams to heal up in the spawn rooms on B3. That's like a 30 sec head start, which is a huuuuge advantage. You can get into a ton of nasty spots and hit an invisibility potion before a team even opens their door, consistently. "The ability to eliminate competition in B3" <-Wut? Hanging around extract camping you could argue is good for loot, but I seriously doubt you'd actually have a noticeable impact on the number of people you see in B3. The overwhelming majority of players in a run die, and waaaaay more people go for blue on B2 than red, B3 is already a ghost town, And there's absolutely no practical way for a team to prevent solos from snagging single portals, you simply can't cover all the spawns at once. I think you seriously underestimate the advantage an extra 30 seconds is. The B3 round is less than 8 minutes. Even if you're alone, 30 extra seconds of looting on B3 is going to be more valuable than even all the other players loot in the lobby combined almost every time. You can tell by the kill feed if there's a group running house on the lobby that might actually have loot worth taking, and even if there is, it's way easier to outmaneuver and ambush people on B3, and nearly impossible to get 3rd partied by players.
@lusty silo Please refrain from NSFW suggestions, thank you šā
got it
A team that is going to go for b3 isn't really going to have an issue with a solo. Unless it's a new player team, while getting postion is mandatory and the third party is essentially mandatory (a team vs npcs, with the solo 3rding). I think most teams going b3 would hve the gear to kill anything but the boss very quickly. Also camping portals would have little value, you want to stomp the lobby before the portals even start appearing. Lastly, b3 only offers 4 escapes, and pretty late. Thus any solo is probably going to have to deal with the team taht is very capable of killing him
Obviously soloing a team is going to be incredibly difficult. I feel getting a head start in B3 and jumping them while they fight PvE is the best play a solo has in PvP right now. I'm more than happy to debate strategy, but I gotta say, "Just wipe the lobby before portals show up." ain't exactly Hannibal crossing the Alps.
#d-and-d-suggestions message
Thoughts ?
I think they want to improve the fair tax ?
But I do feel like taxing isn't really the issue , people who buy an item for their run is fine but making most of your money/profit out of flipping mechanics by buying , selling in bulks doesn't feel like dark and darker ?
I can't tell i'm not a dev of course but I feel like the point of the game is to fight over dead bodies , in a dark dungeon to gather a little bit of loot , not to afk chat 1 or 2 hrs to find good buys and good sells and then be able to outgear almost everyone because you just decided not to play the game ?
(I know I might sound mad or harsh in my messages but it's not the case , I also like to trade / buy / sell for profit but I really don't feel like this belongs in this specific game)
Of course if there are counter arguments feel free to say so i'm really curious about what players think about it
#d-and-d-suggestions message trading for profit is its own game, and it's fun. no need to go full tarkov with "found in raid" or some nonsense. open, free market is important.
Yeah I don't see the harm in letting people play the market, so long as everything is balanced well these market players will be just as killable as anyone else (if not more so because they'll be sitting in lobby more than crawling).
The "harm" is that you as a regular player will need to fight way more to get an item out of the fair because loads of those items will be hoarded by trading players that try to sell them way too much
Re: 'Clearer "Ready" in a lobby'
-> like it
-> low hanging fruit
-> maybe they can tie-in custom ready animation cosmetics or unlockables (maybe from prestige leveling after reaching max class level)
if they're being hoarded, they're being hoarded; that means noone is using them
you can't hoard with an inventory size that'll only hold 5 or 6 full kits. and if an item is sold at 300 and resold immediately for 400, the original seller underpriced it, or the new buyer overpriced it. either way, it's going into raid at somepoint.
and if they use them eventually then that's just called buying stuff
Class specific animations would be even cooler, for example the fighter standing up but at the same time starts to sharpen his sword, or the rogue going invisible for a second and then reappears, the barbarian shouting and swinging his axe something like that i think would be neat
Reminds me of Diablo 2 character creation animations (while player is busy entering character names).
i see, it could be for either or even both
That's true , I guess what I felt the most sad about was watching streams of people trading , that's why I'm kind against it but I can just watch other streams and ignore this mechanic if I don't want it of course
I would argue that wiping the lobby\rushing. Is what most teams do, even when they're not intending to go down to b3
More trap mechanics might reduce the blanket effectiveness of 3-man zerg rushing later on (the idea being the more you rush, the more likely it is that you'll trigger traps and accrue the costs)
i agree that it would reduce "rushing", but i also think that being able to pvp directly, without worrying that you're constantly being baited into a wall spike or similar, is important. the more pvp that is effectively cancelled because you can't safely go after your targets, the more frustrating the pvp becomes.
#d-and-d-suggestions message
QTE's aren't even a fun mechanic in single player;
mashing will also be abused with macros/autoclickers;
hard CC feels out of place in this game;
singling people out becomes too easy, just grab and let your teammates smack
This game is not single player
The grapple is incredibly short ranged, and since its a Q/E ability, has a cooldown. As for autoclicking, its moreso an interactive element, and theres a cap to the speed of which you click that can be achieved with some effort normally.
Again, this can only be used with a free hand, so you lose the ability to wield a shield or two handed weapon, two of the best tools in the arsenals of barbarian and fighter.
Youd have to sacrifice a fighters heal or sprint for this, and a barbarians ability likewise. It may be strong if you actually get to ambush a player, but as a barbarian, you are one of the loudest and slowest classes, and can easily be outrun.
what i said means "they aren't fun in sp, so why should mp be different"
even if it's short ranged, unless it has an animation, it's foreseeably problematic;
even if a "click speed limit" is in place, scum is gonna scum - unless the limit is laughably slow - in which case, why click at all
CC is king; noone will choose healing or movespeed over instantly taking someone out of the fight in a group setting
Because its against another player and not a kirby boss lmao
Battlefield 4 had it and it was super fun
I don't like the idea either personally, but technically you're pulling both yourself and an opponent out of the fight...that said, hard cc in a full loot game is usually a bad idea, especially when the ttk is pretty low.
i like button mashing as well - when it's a button mashing contest...
You arent pulling them out of a fight, they can still attack you. They are just forced to agress and attack rather than retreat.
so it's even more problematic
Its a situational tool, you don't just go up to someone and grapple them, youll leave yourself exposed, its when you predict someone is going to back off and retreat when they over extend. Alternatively, it can stop your team from getting blown away by an AoE or something.
presumably your grappler out-trades a squishy, so why not grapple every one you come across
Because it has less range than a dagger man
and running into people isn't hard if it means you get to press the "i win" button
This sounds pretty unnecessary
Like, its a fist... you can easily outrun it by backstepping, keep in mind youre limited to one handed weapons, and cant block
and you can manage inventory mid-fight
No idea what you mean by this, this isnt dark souls hard swapping, any other animation besides an attack will break the grapple
This sounds like a tool that would only be used in a fight against someone who is clearly much weaker than you, otherwise you risk getting killed because your victim can kill you before your team can assist
Yes, its a punish tool for over extending and ambushing. Like i stated.
A noob ganking tool
not mid-grapple - mid fight - as in any negative you see with "can only grapple with one hand open" can occur at any time people just pop open their inventory screen and equip a different weapon... OR they just swap to their second weapon set that already has one free
Yes, and that takes time...
Every weapon has a different equip speed, try switching from a maul to a dagger, see the difference.
I mean, if youre a noob and you get within 2 feet of a barb its pretty much over for you regardless...
It just seems unnecessary to me
Wouldn't you like more options though?
either the ability is bad with unnecessarily hard setup and noones gonna use it, or it's too good and everyone and their mother becomes an expert MMA fighter
And so far the suggestion votes agree
More isn't always better. I want more GOOD options, sure.
Fat no from me, it's common knowledge at this point that abilities or weapons in PvP games that hinder your ability to move/fight back are not fun. I agree that it's either terrible and nobody uses it, or it's good and extremely unfun to play against.
like if you want fun button mashing, an example could be the classical wizard beam fight
but even that is just the dragonball nerd in me; it would look cool the first couple of times, would probably feel awful any time after that
more options is fine. just not this one. being on the receiving end of a skill that can restrict a player's control of their character on demand would be maddening. traps are one thing, but they're planned and avoidable. this is just no good.
I think you guys are exaggerating the extent of the ability, like... even with the button mashing, at max you'll only be caught in it for like 3-4 seconds. But if its something the vast majority dislike, i guess ill just let it be.
Personally I think less options is better. I remember when an FPS game was you, your gun, and a grenade. Nothing else
It really came down to skill to be good instead of cheesimg slide and prone mechanics.
Do you remember the name?
Me? Of the FPS game I'm referencing? True Combat: Elite (TCE), it was a mod for Wolfenstein: Enemy Territory. Guess that was back around 2005 when I played that, maybe earlier. Alliance of Valiant Arms was also another barebones FPS that I can remember, but it didn't hold water compared to TCE imo.
I thought you were talking about rats instagib lol
Fresh starter kit before runs? Just stash everything and then do a naked run. Simple as
I find it funny the javelin idea states ranger only but also says usable with a shield
Would being able to buy a cheap starter kit achieve the same thing? I like the idea of being able to take good gear from raid then put bad gear back on, but I am worried people will āratā or otherwise abuse this. I think this issue could easily be solved from a gameplay and developer/code perspective by just offering the base kit in the store for a meager amount of gold
#d-and-d-suggestions message who's going to bring starter gear in when they have whites or blues to use instead? point of starter gear is so that you have something to use at all. if you have a better weapon, legs, etc, you have something.
I can see their point when it comes to consumables. I found myself annoyed having good kit but having to either buy throwing stuff/campfire or the like or go on a naked run
Me, I'd bring starter gear due to the super scare of losing my gear. I'm really bad with it
i think you're supposed to rebuy consumables. if you die, you get a crutch, here's a free set, get you back on your feet. if you survived the raid, you should buy more with your winnings
I would never bring ONLY the default. I'll at least upgrade my weapon.
HB a suprise annoucement we start the test a few days early!
"announcement: we start the test a few days early!"
*validity of announcement not guaranteed.
#d-and-d-suggestions message i hope it gets added , its such a good idea and simple to implement, adds charisma to the lobby to distinguish it self from other games š
"My source is that I made it the fuck up"
It came to me in a dream
For the starter gear, the idea is for the people that don't have much of a stash. They can get like a couple of items that are decent but don't make a good set, or a single great item that isn't worth going in with otherwise kinda not great gear. They've been talking about tuning gold and the amounts so it's lower since it's meant for longer play.
those people are free to take their starter gear back out of raid with them, aren't they?
Most people I know don't keep their starter gear when they get a slightly better item. So you'd be down 1-3 starter pieces on average for the next run if you only did just ok.
i don't mean to keep arguing here, but that's a planning failure on their part. unlimited free traps is a BAD idea.
https://discordapp.com/channels/988365908009447485/1048759403819577486/1052184771385638993 this is a great suggestion @elfin vigil but sadly the spirit of it is lost on the arbitrage-addicted gen pop of modern gamers
I know , realized kind of later on that the mechanic altough I really don't like it , some people might like playing like that and "I feel" or felt like that mostly because I saw content creator I like trading instead of playing which bothered me (At least I think that's why I don't like the mechanic bcs otherwise it doesn't affect me)
Ahaha well I guess people taste in games evolves , I know I like a good solo RPG where you don't get to buy gear and you can grind for it so I tought in multiplayer these mechanics are fun but I guess I'm almost alone thinking that ...
these days some people will play a game purely for trading purposes
Why not allow that with a perk, just like they can wield a spear with a perk. I find it boring when classes only have one build/ weapon choice and everything else is obsolete. Rangers are often seen being able to dual wield as well
We already have throwing axes! Its as if people that didnt play the last tests are making up these posts.
Yeah I don't understand why a barb needs to throw their main weapon when we already have throwing axes....
The fact that its positive in upvotes is truly concerning
It'd be nice to hear what the reasoning is from the people that did upvote it, because I truly don't understand
Played 2pt, i upvoted it cause i love the idea of a barbarian screaming and yeeting a massive 2h weapon in a small coridoor and pulling out their 2nd 2h axe with bloodshot eyes wondering if they're gonna throw it again or go smack a bitch up close instead
#d-and-d-suggestions message everyone has a different monitor, different specs, different room lighting; you can't have ZERO control over lighting, simply because each user will have a slightly different experience, meaning slight advantage or disadvantage. and besides, people can just jack up their monitor's gamma if they have to, it's just very inconvenient to have to raise/lower it when you open/close the game. not to mention nvidia setting, etc. it just can't be policed; removing it from game only hurts the honest folks
I agree being able to change settings to the point of eliminating dark spaces for players or traps to hide in is against the spirit of the game, but I wouldnāt want to see visual clarity settings outright removed from the game.
Perhaps thereās a way things can be changed in the engine that allows users to tweak visual settings without also allowing that to entirely remove dark hidden areas? Iām not experienced enough in UE5 to say with any certainty if such a thing is possible.
Theres no point removing gamma as an option from the game. Sadly yes, it can and will be abused. But gamma in particular can be changed in nvidia settings, most monitors, and windows settings in general. So may as well make it accessible. Also agree it's basically cheating given its a core mechanic but it's simply impossible to police.
IIRC, this is the dev's stance (they don't like it either, but controlling for this can't be done with the way display monitor technology works).
However, with this in mind, it sounded as if the devs are designing the lighting mechanics such that if you're in what's supposed to be pitch black areas, no amount of gamma adjustment will reveal those areas.
yea dayz sort of figured this out back in the day; you could crank gamma in the early days and it would light up everything. it would also desaturate, almost turn the whole game black and white, but you'd be able to see everything. then they changed the way gamma worked, and suddenly cranking it just showed black voids where there wasn't light
#d-and-d-suggestions message @warm obsidian
On the contrary its not cheating , it let people have the option
if there was no gamma it would only profit actual people who cheat to have acess to it.
#d-and-d-suggestions message i like this; 2:1 or 3:1 low:mid tier, and mid:high tier crafting
I like the dog suggestion just because animal abuse isn't cool. But what If the person who hits the dog gets cursed to hear random enemy attacking sounds at random intervals.
#d-and-d-suggestions message i think it's perfect. some wizard tries to MM the dog and ends up killing himself 10hp x 10 before he realizes it lolol. and then track a stat for tavern deaths/animal abusers.
if i'm not mistaken, this is how dark and darker works currently. i can't see objects in total darkness regardless of monitor or gamma settings. whereas in tarkov you can turn your monitor into night vision goggles with certain monitor configurations
You're conflating cheat engines and cheating. Cheating can refer to more than just the use of cheap programs, such as by abusing unintended mechanics or systems
The furthest you could argue for it not being cheating is instead calling it exploiting
abusing unintended mechanics or systems -- this isn't cheating, it's exploiting, which is very different. you can feel however you want about it, but if you're not interfering with or injecting code, and you're simply taking advantage of an unintentional feature of the game, you're exploiting. i feel it's important to distinguish.
Exploits are a category of cheating
That said it goes against the design philosophy and I would categorize it as cheating for that reason
I wouldn't say that, exploiting is fine as long as it doesn't go against design philosophy; an example is prayer flicking in runescape being a bug that ended up getting treated as a feature or finding combinations of 2 items that wasn't intended to create something strong but not overpowered. Gamma to outright see is for sure going against design philosophy.
it's not the responsibility of the player to determine what is and is not an exploit. if the game allows it, the game allows it. period. morality might dictate you report it, and hope it be changed, but exploits should never, ever be considered bannable offenses, while cheating always should.that's the difference, to me.
Ok so lets rephrase the suggestion then to "It goes against the design philosophy so gamma above a certain amount should probably be removed".
There are very very clear instances of exploits that SHOULD instantly be considered cheating and banable such as getting into other people's account and delete/using them
(not this game just historical exploits)
Exploiting is often debated as a type of cheating in the gaming community by players and devs. So it's really a per person opinion. It's not 100% undeniably one or the other.
Yeah for example when Hotmail had a bug that let you log into anyone's account; that was an exploit to use it. It's not hacking. Doesn't mean it should be allowed.
I would categorize that exploit as honorary hacking. Just like using gamma like that is honorary cheating.
The severity of the exploit should be considered. If someone takes advantage of an exploit that crashes the game, something that happened in Gears of war 3 years ago, they should be banned for doing it multiple times in public matches on purpose. Or atleast penalized
Story: The glitch was going to the back one of the spawns, spam aiming a smoke grenade and playing the interactable piano. This would crash the game for everyone in the lobby forcing a restart of the game. It's something that can be done on purpose once discovered. You do it once I understand, you try it some more in public matches as opposed to private, you should get warned.
again, design philosophy is not the responsibility of the player. to be clear, i've seen hundreds of exploits in dozens of games, some of them game breaking, but it''s never the fault of the player that something within the game can happen. the player should only be punished for injecting something into or over the game that changes its function. exploits are bugs. you can't ban people for bugs.
Ok then stop suggesting things if game content is not your responsibility. It sounds like you're just not being impartial.
I would actually argue it is the opposite, an unintended game mechanics should be considered against the rules until enough time has past to fix it without a direct call out or any action by the devs
Flat out answer me this. Is maxing out gamma healthy for a game where you're ment to beable to hide in the dark?
that's hyperbolic and you know it. come on, buddy. i'm being far more impartial than you are. if you download something to win, you're a scumbag and deserve permaban. if you figure out that you can double jump under a certain circumstance, you're only doing what everyone else is capable of doing. and my point is ONLY that you can't class cheaters and exploiters in the same group re: PUNISHMENTS.
Severity is everything, exploits are fine but the severity decides if it's entering the bug abuse/cheating territory.
so i get to keep suggesting things now? because that was pretty rude
At the end of the day it's not healthy for the game and you should understand that. The fact that you seem like you don't is alarming. Not all exploits are problems, this is.
What game was it that had the famous slime dupe crash the servers for like a week?
Only game I could think of that had something like that is Minecraft but I don't think you're thinking of that.
again.... my point is that they ARE NOT THE SAME. it's not alarming to differentiate between criminal action and seizing opportunity. every pro CS player can bunny hop. that's an exploit. it wasn't intentional. somebody figured it out, and it was such an advantage that everyone learned it. and the devs decided not to kill it. so for a time, if you WEREN'T b-hopping, you were giving yourself a disadvantage. it's a grey area. don't get personal with me.
Except they did kill b-hopping. They clamped max speed and acceleration in CS:GO early on. They did this for competitive reasons. It's the same thing actually. Gamma and B-hopping gave advantages that went against design philosophy.
It is a criminal action to keep money that fell off an transport truck despite it just being "you seizing the opportunity"
I feel like that's abit much, yeah I did say they should stop suggesting but I was just getting frustrated with them seeming like they were doing a bad faith argument.
i give up. if you really think that someone who actually buys a cheat engine to manipulate the game on demand is guilty of the same level of crime as the player who figures out how to b-hop, idk what else to say to you.
I was drawing correlations between criminal offense and seizing opportunity as they mentioned the two first
That is a straw man. I said that exploits are cheating, I did not say all cheating is on the same level
It's not that bhopping is bad, it's that it was removed it wasn't intended to be used in competitive. Gamma abuse is not intended to be in competitive in which this game is, so it should have something done about it. Simple as that. It's not intended, it's ment to be competitive, it goes against design philosophy and the game would be healthier without that problem.
So it makes sense to get rid of it.
that is not at all what a straw-man argument is. you can't say "it's all cheating' and then clarify later that some of it is not the same kind of cheating later. that's just losing an argument and not admitting it.
It obviously should have a different severity of banning
is it obvious? because until i said something, they were all just "cheaters." feels like you're retconning your opinions
Using external tools to gain advantage such as wallhacks should be perma ban, something like gamma should be like a week ban (unless repeated in which they should then get banned).
Stealing a candy bar is against the law, murder is against the law. By saying it is illegal to steal a candy bar, I am not saying that those who steal a candy bar are as bad as murders
now THAT is a straw-man argument! gg i'm out
LUL it's the same exact thing, it's a comparison
No it isn't ness, it's a metaphor about my own argument
straw man argument, sometimes called a straw person argument or spelled strawman argument, is the logical fallacy of distorting an opposing position into an extreme version of itself and then arguing against that extreme version.
lets simplify it so you can understand it: X is bad, Y is bad. By saying X is bad, I am not saying X is as bad as Y. But both are bad.
Does that make sense now ness?
I'm not distorting your argument I am metaphoring my own argument. Nowhere in there was your argument That was only my argument, my point of view. I am stating that I think that just like stealing a candy bar is against the law exploits are a form of cheating. I am saying that just like murder is against law, I think cheat engines are a form of cheating. I am saying that I do not think those two things are the same badness level
and my point was that until i attempted to clarify that there was a difference, you said any action the devs didn't intend was crime. there was no mention of level, or seriousness. there was no mention of desired or expected punishment for varied levels of crime. only that all things the devs didn't intend were crime. so i'm content. all i wanted was to clarify that cheating and exploiting are not the same thing. it was my initial argument. you've both now agreed. thank you. good day.
Okay do you stipulate that all crime is not crime? Cuz if not we have nothing argue about. I don't think I once brought up severity until you did
that's fair, i mispoke. i should have said that your position was "any action the devs didn't intend was crime" i'll edit my post.
Fair, I can see that interpretation of my messages
Nice
happy ending š
#d-and-d-suggestions message sort of like soul-bound gear. i like it
I get the cheating versus exploiting and tbh I donāt care how you call it all Iām saying is , sometimes supporting something infĆ¢me can prevent people from having unfair advantage, having a crosshair in rust for example put everyone even when before there was people using one with other app which was not detectable, or for example in leagues they added that now when you ping a ward the timer of the ward is on said ping until it despawns , because before people had software that gave them unfair advantages
I feel like gamma is the same , either you do a « rust likeĀ Ā» darkness that is almost impossible to gamma up and even if you do use gamma yon donāt see sh!t or you let the option in game because if you have default darkness that can be ignored with gamma and you remove the option you just disadvantage people that donāt want to use another software ( such as nvidia panel )
So it TLDR : it would give unfair advantage to remove gamma option unless you put a « true » dark that is « gamma proof »
In game * not infâme
I feel like at the end of the day anyone who is cheating has an unfair advantage, when the game itself is based around the idea of things be dark and being able to hide in it; having that option kind of ruins it. It's integral to the game and shouldn't be compromised on.
I don't think anyone is saying that they should keep it in the game
i think main problem is not with pure dark areas, but with other ones, when it is 30% visible, then u can gamma up, and while other will be - it someone in the shadows
It is a problem, but its not one that is possible to police. You cant just remove an option and wipe your hands saying "now no one can do it" in Ark there was a console command to change gamma in like 6 characters, theres a server option to remove that so instead i kept nvidia settings open on another monitor instead. Its a sad truth that unless the game becomes "lit and darkest" that gamma is always going to be abused. Even streamers and stuff can and will abuse it because it wont even show their monitors gamma on obs. I agree it sucks but removing it from the less technologically informed just means they're stuck at more of a disadvantage. Any game with PvP where you have something to gain, anything will be abused. Its a simple truth of modern gaming. Rust and Arks methods of raiding and base defence are wildly away from the spirit of the game, but its simply more effective and therefor becomes the norm.
Exactly my point , don't remove it , it's unfair for people who aren't as informed as others
Saying "Cheaters are gonna cheat anyway" doesn't really work because I would never cheat in some ways but in old rust 10 years ago I used to use gamma too (and this was also provoked by the fact that everyone was using it and saying "meh everyone is using it anyway"
so in the end everyone uses it and the only ppl that are fcked are the one that don't know or are not aware
there's a difference of level between cheats , having a aimhack or just turning your monitor a bit brighter is not the same steps to take as a player.
I'm definitly against cheating but I know for sure that when people start using easy and shady things like gamma the line is crossed very easily when you are persuaded that others are doing it too , let's be realistic there.
I like this but i want to ask, whats the end game? It needs to be more than a sinple torch for sure but if its a deployable, would it be permanent? Would it allow portals to spawn in its zone? Is it intended to just give you time to campfire up and bolt for it etc. Definitely shouldnt allow portals imo but just an example
Oh my thoughts on the idea is to give a risk/reward for solo players while encouraging teammates to cooperate in meaningful ways. Perhaps this... let's just say "Rare" Torch gets snuffed out and needs to be re-lit after 30 seconds, so it's not an indefinite "oh yeah just stay in the death circle forever" rather it's a "Let everyone know where you are and you can hopefully get some loot/move to a safer spot... minus ambushes from players"
Pros:
-Extends the effective map range
-Allows more total loot to be taken from the dungeon
-Encourages teamwork
Cons:
-Extends the effective map range -> camping could be a problem if someone hoards a bunch of the torches... but the floor timer would already prevent them from doing anything significant and they need to escape.
-Pricing could be weird.
-Probably needs to be a Consumable " Rare Torch" to prevent needlessly extending game time
-sometimes can be wasted... like if you lit the "Rare Torch" and attempted to loot an already looted area within the death zone, that'd feel really bad.
#d-and-d-suggestions message @royal dew
No , this gives balance to the game
as mainly a trio player I'm all in for this change because it actually requires skill coordination and teamwork for a 3 man group to escape instead of just wiping 2 groups and then knowing you will steamroll anyone who dares coming in the middle until game ends.
If by "rats" you mean good solo players who will use the only mechanic that might actually give them a chance to come on top
then yes it's for rats but most importantly I think it's to nerf a bit the trio which was WAY too strong and easy to extract in the first place.
You will just need to improve teamwork and it will make it work don't.
Plus I don't know why people sh!t on this suggestion without trying it out before , let it pass the playtest and let's see how it does.
#d-and-d-suggestions message #d-and-d-suggestions message devs already said; 3 mans only spawn in tiny final circle anyway. now they'll just be a few ft apart so other groups can't camp one exit location. should be better for groups, not worse
Yeah i'm not sure about the 3 red portal , I get the idea but I still feel like it should be tried without any first
to see how it goes
#d-and-d-suggestions message the first time i get body-blocked by your dog in a doorway i'm putting it down. š¤£
They will just rush to you if you are close so if it in the middle between you and me then I wonāt get to you neither you do so you just have to to knife him like a spider then continue your fight its a hardcore game I suspected it would be a very little more challenging and fun to have a pet too
Added a suggestion for Trap Crafting. Please give it a honest react
Yeah the dev clarification was incredibly important for the 3-mans. Even I thought- hmm... what would this do in the long run if they remove 3-man blue portals?
But for those who didn't see the dev commentary, the key thing to note is that the devs have swapped out 3-mans for separate individual blue portals that are all located within a set radius from one another.
So instead of an insanely obvious 3-man portal they can camp, it's a tiny bit more spread out and gives a chance for more situations to arise (but more or less still allow coordinated groups to secure a 3 blue portals all the same).
Okay why are people against the idea of a rogue with the rapier? I'm not even sure what the devs removed it but I'm also surprised by the downvotes. Can someone give me the reasonings against it or what they might think the devs took it out for?
my guess is, at the very least- more distinct class demarcation. no idea about the rest
This is just my opinion but I like the idea of rogue being a low hp high dps class that needs to be very close to the enemy to deal dmg and needs to ambush/surprise attack. It was quite easy to win a straight 1v1 against a fighter if you're using rapier since the range helps a lot (especially if the fighter had a shield, you could attack around the shield easy). I think it's better to see how it goes this playtest and maybe add it back if it nerfs the rogues that much, but I reckon it will be fine like this tbh š
I just like having the option of reach and the rapier is a classic for the rogue in a lot of media
sometimes I wonder if these guys have even played DnD.. what rogue actually uses a dagger if they've ever been to a town with any form of blacksmith
Yeah I was half about to recommend a scimitar be added for the rogue
Or y'know.. rogues entire thing being that they could dash as a bonus per turn, yet fighters have the sprint ability, or any sort of dodge mechanics which rogue get like 3 different types by like lvl 6. Seems very pick and choosi after declaring its their inspiration
Never played DnD, rogue to me it's like an "assassin" type
While an assassin is a type of rogue, rogue was generally just a term used for a general scoundrel. So in a lot of media swashbucklers are even rogues not just street orphans with its pointed sticker. That's why there's also the thug archetype for a rogues in a lot of things as well. A beefy man with a club committing highway robbery is also a rogue. (Sorry used voice dictation cuz I was lazy and ended up having to correct some terms)
https://gyazo.com/66af142d8edbe463f8a2fe01a6730153
most of this will mean nothing to you then, but tl;dr at lvl 2, cunning action lets you basically move twice as far as anyone else every turn. lvl 5 means you can take half damage from first attack every turn, and lvl 7 (not 6 my bad) lets you use your best stat to be a better dodger than everyone else
And thats what every rogue gets in 5e, subclasses picked at lvl 3 give you more stuff and flavour but those 3 things every rogue gets
Not to mention old school spring attack and the like
my entry to DnD was being the worst stated arcane trickster to get thrown by our barbian into the enemy as our first turn every combat. Ngl sold me on the game on the whole
@rancid void Krapst78 already said that a shortsword will probably be added for the rogue sometime later since the rapier was taken away.
Thank god, I must have missed that
Though now that I am thinking about it a Sap would be fun
#the-tavern message that's the direct quote
is there a reason fighter still isnt getting nerfed?
longbow fighter is a cancer that should be purged
we'll have to see but armor having ranged armor stat, and quiver may be decent nerfs. I suspect fighter + bow will still be quite common tho. also not all changes are gonna be in the notes.
honestly the quiver thing isn't gonna be enough, still get 2 shot to the chest, having to reload after killing 2/3 a team isn't really a nerf, you've got the bear trap for the last one
ranger got nerfed in a bunch of ways besides just the quiver
but imma have to see it in action before i claim anything but with the changes to armor and everything else it sounds like its been nerfed plenty
The bow fighter should still be subject to the quiver nerf and wont be as much of a problem plus getting better weapons should be harder to come by.
Didn't fighter get adjusted down during last playtest? sprint % speed boost was lowered, and shielding in general took a hit
yeah they did. but they were absolutely broken good in the 1st playtest. after 2 rounds of nerfs they're still good.
#d-and-d-suggestions message it's nice to see someone in here caring about the real issues.
speed on fighters was raised a bunch, but then lowered slightly as a balance during last playtest, per dev earlier
as far as gold pouches go they already said they're adding gold chests and now with high roller lobbys we got a huge gold sink
i was gonna respond that too, but then i realized it wasn't in patch notes. did devs confirm that today?
oh i didnt mean this update but who knows maybe i just meant its already planned
in a Q&A over a month ago they said they had already made a gold bag & chest, i don't see a reason why they wouldn't put it in this playtest
Thoughts on guilds
#d-and-d-suggestions message I like the idea of looting collectable on kill but a hand/foot seems a bit edgy for me lol. would rather it be something like a adventurer plate.
I actually recommended something similar earlier about fracturing their soul, to take a piece of it. But my recommendation was more for trophy keeping of look I killed this streamer or this person on the leaderboard.
#d-and-d-suggestions message do you want long queue times? because this is how you get long queue times; splitting the playerbase into incompatible groups.
@astral crypt #d-and-d-suggestions message This idea, what if it was Ears and you could use it as currency?
Ears were used as war trophies that were easier to tote than heads during especially gruesome wars during the medieval era.
Adventurer plate reminds me of Grimgar of Fantasy and Ash
Do you know if they are changing xp gain mechanics? My friends quit last test cause only the person killing the monster got xp so I was level 7 and my buddy was level 1..
why didn't your friend just kill some stuff? every class can fight mobs easily. and you can get xp from looting as well, so he can break boxes and urns for loot.
friction- it got in the way
#d-and-d-suggestions message this is exactly what will happend, this playtest we have only daggers, next playtest they give a short sword to the rogue , problem fix
They said they were. I just solo queued with starting kit and W keyed mobs until I hit 15 for my cleric. Didn't take too long, but they also said progression will be slower this playtest cause it's longer.
Haha he tried man but I guess I was getting the last hits. To be honest itās not the best way for an xp system to work imo should be shared so support classes donāt feel like they have to ātakeā some kills in the party. Just creates this weird dynamic that incentivizes you to prioritize last hits in a game that should just be about surviving with the boys.
idk man. sounds like you should let him get some kills. and you get XP for all sorts of stuff anyway. he probably just didn't liek the game
Thanks for the feedback man
I'm still not even sure why people want food and water in this game? I assume there's a dungeon town on the surface, and the match is only about 30 minutes. I can't imagine people starving in that amount of time and it would just bog down the game with useless or annoying mechanics.
yea it's especially silly with 12 minute raids
suggestion unrelated to any previous discussions: be hyped for the playtest tomorrow 
was thinking about posting a suggestion to not overcomplicate the amount of spells, as someone whos going to be a wizard main, i love having in-depth and selection but i am worried that too many spells will make it difficult for other players to discern what your actually casting, which i think is important when it comes to pvping a wizard, being able to read and track spells will become much more difficult is there are too many.
if i had to put a hard limit, i would probably say that you would want to keep it at a maximum of 3 for each "type" of spell, so 2-3 fire spells, etc and so forth
that already adds a huge amount of varity for a single class, and i think is almost already too much considering that may be over 20 spells other players would have to learn to read and catch on, but this might just be an oversight from someone whos absolutely obsessed with mages, i love the counterplay currently which would be animation reading and casting times(things i think are neccessary for any time of spellcaster pvp) but theres also knowing your opponents moveset. I would offset this arguement if the devs plan to have a much higher skill ceiling with the other classses overall as i think that would justify it, but as of now id love to hear the opinions of people whove played currently
milticlass time so all classes can magic if they want? XD
I think a guild system with extremely light benefits to get people to play together would be great. I do not however think that the rewards should be so great that you have or even need to join one.
I made a good suggestion about how to solve the little number of ppl going to red portals.
What do you think?
#d-and-d-suggestions message @reef cosmos From what I understand they didnt take away blue portals they just made it so they spawn a little farther apart so its not a tight grouping
and it wasnt to get more people to go through red portal they talked about server merging as a soultion to the population in the third level or am I missing somthing?
I saw you asking about how the blocking works, you basically just hold block and you need to look at the part of the enemies weapon that you are trying to block, so if they are doing an overhead attack you look up a lot more so that the center of your screen is roughly on the barbarians axe head for example
That's very informative. Thanks
What video is he referring to did I miss one?
Not seeing your suggestion, did you post it on a different account or something?
Nvm, found it. They're not removing blue portals, just splitting up the triples into 3 singles to make camping extract harder. Adding time to the match would actually probably decrease the number of players going deeper. People tend to take a red if they can't find a blue. There's more reds than blues, and they're taken less often. I don't think players wanting to go deeper and not being able to find the portals to do so is very common. The best fix imo is to matchmake between rounds.
yo i just made a suggestion for a hub/tower like idea. kinda like destiny. where we can hangout/ trade with players/npcs.craft and show cosmetics/emotes. something i think extraction games should implement
Why does everyone make a suggestion then just come in here to let people know now.. not what its for. On your suggestion though if it happens make it something you have to click to go to, pain in the ass for lower systems being stuck loading a bunch of peacocks to bloat their loadtimes for no reaspn
so they removed the rogues ability to use rapier for this test. now i was thinking, what if they gave the Rogue a small sword(not to be confused with a short sword), which is just slighty smaller and lighter, and only a piercing weapon. that might fit a rogue š
they're already working on it lad
Reduce the cost of resurrection, 9 is wayyyy too much.
Dont know if this is the right area but Rangers currently have ghost shots like 50% (Shots arent coming out). Its happening when strafing and releasing the shot
6 arrows?
ranger has been gutted rip
Ranger's attack-based skills auto-reload their quiver, however, so there might be a reason not to use the exact same skills every round this playtest rofl
The level timer with 9 minutes is not enough in combination with the bigger map size. You dont have time to have one pvp fight, and kill pve monsters
Spawn locations are a joke. You're solo as a ranger or mage? Get gangbanged by a rogue that spawned right next to you
Yeah this feels like complete shit
Load into game, guess what you've spawned right beside a rogue as a mage. Wonder how long I last.
anyone else wondering why they buffed daggers? like rouge was already one of if not the strongest class cause of spam left click and strafe
are you kidding me.... the spawns are totally messed up 2 teams right ontop of each other
Please add dmg numbers for the new spells.
Wizard feels terrible. Arcane missles full channel will only 75% a skele š¦
That sounds horrible...
they could have nerfed grey equipment, but I still have to check
last playtest solo mages dominated with default equipment, that was really bad
yea wiz is broken, had to give it up
Hi all ,
Game is to fast , not enought TP for escape !!! you play at 3 player but just 1 or 2 can escape
Bonjour, je fais mon feedback. Le jeux semble très bien et me rends même nostalgique. Mais pour moi les sessions sont bcp trop courte. J'ai l'impression de devoir speedgame le jeu et ça m'empêche de l'apprécier. Ensuite on fait des games où on gère bien, on arrive au centre et là ... pas d'extraction... on s'est casser le cul pour rien... c'est vraiment dommage. Y'a un énorme potentiel mais pas encore correctement équilibré.
Je trouve qu'il manque aussi une touche pour la parade
Is it just me or does this Knowledge change feel kinda bad?
a bit of inertia would be nice
if by knowledge you mean knowledge of where to find blue portals? ye
I like the knowledge change, the spells themselves feel worse so far though. We do have a week of balancing to go through tho so we'll see
It might feel better if I find more gear with knowledge on it, gonna have to see how much knowledge you can get with better gear.
It scales 1 to 1 with knowledge as far as I know. So a trinket with +1 knowledge will give you +1 spell point.
We need the triple portals. There's no incentive to be the last group standing now; you have to rush for portals and just get in and out
the way they sold it to us and the way they implemented it are so far apart
Ngl after how overwhelming busted the ranger was last playtest these tears are fueling my soul rn.
I'll wipe the entire lobby and not get out because there's no portals at the end of the circle
for real
Do more single portals spawn in lieu of triple portals being removed? Basically do the same number of possible exits still exist?
lightning strike isnt effective. Dmg to low for cost, cast time and the aoe. sth needs to be buffed
Dev's did confirm that the same number of portals exist They just added 3 more singles and removed three man. They did add more players to the map so that could be why it feels like there's less portals.
Another feedback that I have heard many times now. You are the last surviving person, but there are no blue portals
someone liked this toxic gas system? for me the game loses a lot with it.
They do not I saw 5 down portals spawn the entire match
The lack of blue portals is honestly making it almost unplayable
And going down is barely an option because the ring comes in before you even have time to clear a single room
change the fucking zwei hander so it isnt a pile of dogshit ty
I just hope they do something about rangers arrows. Rangers went from my absolute favorite class to least liked which just makes me very sad because I love rangers in games.
Yeah they definitely should increase the timer by a couple minutes and maybe they could compromise by doing two man portals if three man is too much and one is too little
I counted and it takes about 4.5 seconds for a cleric to open a door. Very sad is me :'[
They honestly absolutely have to do something about the portals. I went from 10/10 fun to like a 2/10 right now haha
Iām just saying warlock and Druid class so that we can either have pets or become pets would make the game 10x better
My problem with pets is that you're asking to sit back and give your enemy something else to PvE, which most PvE is the easiest part of the game so far. And if they make the pet too good then you just get trio warlocks and you're fighting a team of 6 all of a sudden. If long term the game goes away from being a tight dungeon then maybe it has a place but not in the current state
An indicator that you have seen battle VIA blood splatters or stains on clothes or weapons. To signify to other players this could be a weakened and prime target, or perhaps a tested and proven player.
I feel like if they added ammo to ranged, they need to add some sort of stamina to melee as right now they can just spam without consequence
This game is just lame...there's almost 0 healing anywhere and since you lowered how many blue portals spawn, there's barely any chances to escape. For a game that severely relies on having topped up health, you make fighting enemies harder while having the weirdest hit detections i've ever seen in a video game. No reason to play any close range character. Just play archer or have the lightning speed of rogue and that's it. 10HP from healing is just poor and doesn't feel like healing should even exist at that point. Game is just hard just for the BS except at least Dark Souls made you learn something from it.
what if the devs Give The wizard cantrip like spells, weak spells like zap but you can use it infinitely, and those would be either the lowest cost spells to use or the highest ones so you cant equip a shit load of them
does anyone have a fix for the servers are unavailable message i cant even launch the game
fix the Portals!!!!!!!!!!!!!!! FFS you went from a 10 to a 1 there is zero reason to even play this right now when you cant even get out. super disappointed
Honestly what is up with devs making EFT esq games making some of the worst design decisions out there lol. There is a difference between a hard game and a game with bad mechanics
cant play a solo ranger now. 10 arrows? you cant even get by the starter enemies. i was really looking forward to this playtest. super dissapointed
There's tonss of healing; you just gotta keep stocked up on potions, bandages and campfires. I main fighter and can clear lobbies so close range is extremely effective
why did players literally spawn inside of me in game
That's cute. If you can even survive with what feels like a 10% escape rate. I'd rather explore than deal with the ring and what feels like 4 archers all in 1 room with a broken blocking system.
apperantly enemy players can spawn in the same room as you at the start
fix the cannot connect to server issue plsss
Yeah said they fixed that but I think it might still be happening to some people, not sure
game forces me to quit on start up after failing to connect, any suggestions? I have verified and re-installed game files and restart computer
Ye i tried all of that and happen the same window "Failet to connect to the server Game Quit"
it feels like not enough Blue Portal spawn for is it just me and i miss the 3 blue spawning at the end
Barbarian speed buff.
I have played barb last play test and this one. The heavy weapon speed nerf is felt hard and for a class that mains heavy weapons it could use a perk or 2 to reduce the slowdown. I understand if you build barb tanky then he shouldn't be fast, but even as a starter barb his catchup or his ability to catch people is terrible. Throwing axes and rage isn't good enough when every class outruns you without trying. Warrior a class designed to have heavy plate is still faster with his perks and ability. Nerf Barbs damage or hp, but playing a character that can only melee is not fun when you can't get to people. I don't wanna camp corners or wait in places when in reality I don't wanna play as a budget rogue. Fixing my suggestion.
does anyone know what the deal is with rangers? why cant i grab my arrows off a corpse/the floor? how do you get more arrows? did they just totally kill this class?
do you literally get 5 or 6 arrows for the entire dungeon?>
i went from willing to pay $100 for this game to literally zero and a neg review. Monsters got buffed ? why? wasnt it already difficult? three person portal deleted meaning you lose all 3 portals, plujs the possibility of the two and one portal. so netting a loss of 5 portals times however amount? man this game is NOT fun at all anymore
Please keep this channel dedicated to discussing posts made in #d-and-d-suggestions šā General game discussions can go to #game-discussion
Reload, it evens pops up on your screen
give barbs a perk that reverts the wep speed slow on attack nerf pls, legit can't hit anyone fleeing, not even a full plate weps drawn fighter at point blank
hello my spellbook for wizard has 0 spells in it, is this normal?
for real, playing barbarian feels like a joke now last playtest I would avoid wearing armor and helmets unless they gave movespeed bonuses. Now even wearing just shoes with my weapon holstered I am getting outran by Wizards, Rogues, Rangers and fighters
i've given up using 2h vs rangers/wizards if they are playing smart and using the insane strat of shooting and moving back slightly, starter axe types just dont hit, better to punch
I only use horseman axe, everything else is either too slow or too short
NA EAST -- CANT LOG IN -- REINSTALLED, MOVED FOLDERS, RESTARTED PV -- NOTHING WORKS -- "FAILED TO CONNECT TO SERVER. QUIT GAME"
DOES ANYONE KNOW A FIX?
Have to work these next few days, hoping by the time iām back the 3 man portals are back. Feels so demoralizing killing a lobby just to die because there are no escapes š¦
Rather than mimic chest being potentially all chests, you could make it a specific of chest 50/50 chance but good loot if not a mimic
the portal situation is awful
pretty much, had a game where no blue portal spawned but there was like 10 red portals inside the circle
when i did find one outside i had no chance to take it because all the mobs were around it
would rather have the good loot be on the mimics
LOL great game mechanic. in a 3 man group. have to split up some extract some dive down. because they fucked up the extractions
wizard is unplayable anybody got ideas for a fix?
The amount of portal feels off right now. Playing as a duo. Can't imagine this change helped soloes much, because now the groups have to take solo portals.
additionally why remove the guaranteed 3 man portal at the end of the circle? it good game design that forced you to be patient and hold off any enemies.
if you clear the entire dungeon you should get a reward right?
check my post in #dnd-content for how great wizard is
Now that i'm home and can actually try to get some context on all the QQ in here. Ya'll need to chill.. rangers are still omega stronk, portals are everywhere, I feel like i've seen more blues than last playtest all together. Someone sooked about lack of found healing, buy your own or learn where the shrines are. Stop crying and gitgud
yeah, it was great. my favorite moments during the last two tests were the fights over the 3 man portals. it created a focal point for action between teams
I don't care if their strong or not. The reload mechanic feels stupid and ruins the class feel for me. Not finding something fun is a valid concern for people who play it.
Okay well I want every left click with a dagger to launch me across the room no matter the distance on my rogue, that'd be fun for me everytime I come across someone with a bow lol
See you can't even counter it without saying something ridiculous
All you rangers mains are just crying that you're not a rapid fire ballista anymore is honestly just getting old and it's been like 7 hours
Again I don't care if it does crazy damage or not. I don't like that it doesn't feel fun.
Then play something else, every single lobby is still 8+ rangers so you're the outlier
Or I could give my criticism on class feel. Get out of here with that "Then play something else" mentality.
please please please make the wall traps more obvious
NA EAST -- "FAILED TO CONNECT TO SERVER" -- REINSTALLED, RESTARTED PC, MOVED FILES -- NOTHING WORKS -- PLEASE HELP STAFF OR ACKNOWLEDGE THE ISSUE
Does anyone else hate the removal of 3 man portals
Revert portal change please. Having such a hard time finding portals this time around. Trying to get used to it but I think I just don't like the change.
Yeah you literally win your lobby, kill the final group, and ONE BLUE portal spawns end circle, just game fucking crippling.
please don't add more portals, just finish the playtest and gather the results from removing three man portals.
that last portal has to be a 3 man
So many times we kill everyone and then only 2 portals to leave
A place to report people for direct messaging you and being toxic from this discord.
I think the 3player portals are really a nice to have. Mostly a group of three tries to find portals but never succeeds in getting 3 single ones
Also please give any dmg numbers for the new spells. Playing with those is kind of demoralizing, because it feels like they don't deal dmg at all.
I just want more single man portals
yeah or you dont wanna fight in the center because there is no guarantee that everyone can get out in the first place
we usually get 2 people out then one person goes to hell or dies
there is a report wicked channel where you could probably report toxic behavior.
I don't have access. š¦ I reported to a Warden though.
where cfg file
not a single blue portal, seems like there are less blue portals this test?
Feels that way
Severe lack of blue portals
Please add Group Portals again, feels so bad letting mates behind dying cuz of blue portals beeing so rare
if you're going to force me to take red portals at least let us find more heals
Maybe fix portals? Tf is this crap
BUFF WIZARD STAFF MELEE CHADS 
leaderboards are for high rollers but it would be cool if we still have a stats page for the same "leaderboards" for our character so we could see escapes and kills
and remove these chests behind withers that require a fucking lock pick to open, ridiculous, take out a wither just to be presented with no loot, and the wither won't even drop a lockpick either
all spider spawn rate and movement is buggy. there is a spider spawner the floor above me spawning red spiders that are harder to kill. they are walking from the spawner to the basement and by the time you kill 2, 2 more show up (on the normal dungeon)
@granite plinth you know there is a tab to switch to your stash while selling right?.. lmao
if ik that i wouldnt of made the post? LmAo
well you know now
@polar sedge ty
Add group portals! Being forced to fight other teams for them was š„
This x100. Now it's really hit or miss if you get those awesome big team fights where 2 or more teams battle it out over the 3 man portals. People just descend or exit a lot earlier because there's no guarantee you'll even get 3 portals if you linger until the end
let me sell gold coin purse bags i bought tons of them thinking they would stack ik im stupid just allow the ability to sell them
imo there should be 1 group portal every floor sometimes we kill all and can't find 3 blue portals to run but dont make it 3 or 4 like in playtest 2
you'll use them when you start making money and trading. people in trade give them away just to pay 50 at a click
the issue is that im broke cuz idk how it worked
also, you can bring one into raid and save inv when you find more than 10 gold coins
can u explain that for me? wdym save inv?
gold coins stack to 10. if you find 11, it takes two slots of your inventory. if you have a pouch, all of them go into 1 slot
Pouch goes crazy.
got my hopes up
more blue portals please
that is all
please bring back 3man portals
theren are way to few blue portals
sooooooooo why cant i connect to the server
go to announcement channel
what happened to the thumbs down option for suggestions?
Just a reminder to anyone suggesting solo que/monster nerfs, we are still only on floor 2. Floor 1 hasn't been dropped yet.
And I dunno @glass wagon, seems the bot is getting overwhelmed with all the suggestions.
well, hopefully the discord team is aware š seemed odd heh
Hopefully they buff ranger so it's the only class that's playable š
lots of passive aggressive suggestions to compensate for personal shortcomings to downvote š
I'm just happy to play this game again. Wish it was always out so we could play more tho
What do you mean ranger is so weak right now, I can't kill entire parties with 3 shots
sorry if this has been posted I had an idea for mob spawning which seems like an issue but up to yall... what if when you enter a room and you clear the mobs have a 3 minute timer or something more or less where they won't continuously spawn on you or do something like Minecraft where the rooms could start off even DARKER and you can use your torch to light the area and prevent spawns momentarily not ideal6 spiders spawn in when you've cleared a room and a real player walks in just my thoughts though would love to be more involved if this idea reaches
i have so much respect for them wanting to have a fleshed out game before going into EA
Put it in suggestion with the command
people keep reposting the same suggestions
I've seen bring back 3 man portals way too many times lol
barbarian buffs when? Been very much the same thing last couples of playtest. Definitely in need of something new, maybe new weapons
ya'll need to stop spamming your salt.. you've broken the suggester bot already
Cleric REALLY needs res to cost less memory slots
what is the logic in making the barb attk speed even worse... like this class is unplayable
For clarity/consistency's sake, please add the damage numbers to the new Wizard spells, it feels weird to look at fireball and know that it is 30/20 and then look at Lightning Strike and have no clue what the damage numbers are. Same for Zap, Ice Bolt and Chain Lightning.
when will they release the training section of the level up menu?
Is that slated for a specific release?
avoiding the slowest class in the game was too hard for ranger players
I do wish there was a proper way to group up with randoms... Playing solo running into groups sucks.
wtf did you just do to wizard this shit is so op now with the fireball cooldown
For real lmao, ruined my fav class because they cant think to run away from the guy with an axe coming straight at them.
i agree u cant even counter it no more he just charges instantly 1.5 to 1.25 is an astronomical buff
cries in barbarian
they broke wizard hard
They will change it back, look at the high roller leaderboards, Barb is performing worse than any character class right now.
Yeah but you already know Barb is just gonna become the next fighter if they get buffed just like ranger is right now.
Ill take it honestly lol
They willā¦..But the circle needs to go. This isnāt a BR itās d and d. Slow paced. Timer is fine. Portals are fine. Circle blows.
I will too lmfao let me play the game
I think the circle is just way too fast, especially since they made the map "5x5" as they described as opposed to the last playtests "4x4"
only problem will be the random killing you and extracting your gear
They need to add back the countdown timer for when dungeon is going to collapse and triple red and triple blue portals for final circle.
Did they change shields at all? I just got the block noise 3 times and got the counterattack buff but died cause 2 of the hits did haalf my hp even though I blocked them
I'm also bummed out that I get no leaderboard progression for kills etc in normal queue. Feels like a very enjoyable part of the experience was shifted to high roller only
wizard light spell hurts my eyes
Better than being 1vX perma as a new player.
Barb requires an entire rework re: 2h / movement speed. The class feels slow and useless. Already penalized on less armor, no shared gear (like clerics/fighters can), and now essentially being stuck in place when attacking in slow motion makes them unable to 1v1 anyone.
imo: they need more movement and weapon attacks. Confined space runs into huge problems with them regarding hitting every wall/ceiling within 10 feet of you on your swing. I would like to see their right click on some weapons as a poke with appropriate (low) damage if necessary. I feel running 1h is not ideal as I may as well be running fighter
If you want to keep the lack of extraction portals. Create an idea, necklace or something that allows us to find portals on the minimap, or small red and blue dots on the edge of the screen within so many meters, being able to locate said lack of portals in other rooms. If we have to run through black to get to it, at least we know we can get to one. The lack of portals at the moment creates a point where you have to either leave your party early, leaving the vulnerable, or sacrifice people to the void. It's making team gameplay useless.
@quasi glacier Theres a setting for that under audio
blocking isnt working, not sure if it is just server issues or the code is messed up on this latest patch
bring back 3 portals or increase portal spawn
i dont want to turn off audio if i alt tab because i wont know if i got in a match, i only want to mute lobby
spawn more exit portals back
mining is dog shit compared to the amount of effort you spend. idk why anyone would waste their time with it vs looting and killing
increase the bows arrows or make a quiver for the bow to increase the arrows because all I'm doing is reloading all the time
rework the quiver system as I feel using my abilities to reset my arrows in my quiver is cool id rather have it not do that and have like 10 arrows'
Stop nerfing the fuck out of everything fun in the game, its making ur game feel like shit
Increase the spawn rate of bandages by %5000
Increase the spawn rate of blue portals by %5000
decrease the close rate of the circle by %5000
Rework on Rogue Perks, Rogue deals almost no damage per atk and to actually win fights he needs effects like bleeding/venom and a good strategy to ambush to gain initiative to gain enough time to apply such effects (pause to breath) and with the map now being procedurally generated it got way way way more difficult to ambush forcing rogues to go face to face against a tank full of buffs that kills you in one hit.
Fix: Buffing atk speed along with the mobility should make rogue viable again, atk speed to apply effects faster and to melt enemy armor and mobility to facilitate ambushing(buffing Stealth perk duration along with adding some move speed to it(or adding move speed to it when it ends) should do the trick). That is my opnion about it let me know if you agree with me or not
Removing the 3 man portals feels unnecessary, out of the 20+ games where we made it to the end with a 3 man we all escaped a single time, it's not fun to have to always leave at least one teammate behind
^
I agree, it feels like only 2/3 guys ends up escaping
#d-and-d-suggestions message
idk if anyone's already told you this but you can literally sell out of your stash @granite plinth this was doable last playtest too. There's a small tab near your inventory when selling to the merchant that lets you swap to your stash as opposed to player inventory.
this playtest have nice changes like making PvE less time consuming, adding new items but I think the last play test was funnier, losing or winning it didn't matter since I had a lot of fun but now, it just feels like... meh
Man, I feel fat as hell xD Can't fit past enemies with massive gaps next to them.
Is it just me or do we seem like wide units?
yea its kind of mids now i feel almost embarrassed
looking forward to future updates though, its just a test. to see how it goes/players feel
hope so
why do people want soloq i just escaped like 4 times in a row alone????
I think what is making me feel unhappy is the way the game pressures you to escape the gas, giving you less time to loot, pve, pvp or flee, I feel that is one of the main problems with the present playtest, the circle is way too fast and it get worst with how the procedural generation makes you depend on luck, if you're unlucky no matter what you do, no matter how good you are you will either die/die/die/die/escape frustrated with no loot.
neeeeed more portals
Its very frustrating to do 1v3, especially now that the map is procedurally generated and you depend on luck + perks, if you're a rogue escaping a trio is moderately easy, but if you're an archer, fighter, barbarian, cleric it gets way more difficult, with the map being procedurally generated you'll depend on luck to escape since you may run and get bonked by another trio or a series of strong monsters like red skeletons or a skeleton mage or not even a strong monsters but the weak ones blocking your way are also frustrating. I think that is why playing solo sucks, rogue have an advantage at escaping but playing rogue sucks now since he can't ambsuh anyone :/
yep, archers needed a nerf obviously but nothing like this
you can get out most of the time as rogue, fighter is a tossup and barbarian kinda sucks, cleric is slow, not sure about ranger I haven't played it much, i think if they add a soloq in the future it should be a separate inventory/leaderboard
Blue portals when??? Starting to get stupid
i miss the 3man portals too lol'
hope we can make bandage out of clothes
It isn't even 3 man, I'm just seeing a lack of portals
yeah rogue is a rogue, its easy since you make less sounds and get invisible but fighting solo being a rogue is just stupid since the new changes in this playtest. Either you play solo as a rogue and be a pacifist making playing very unfun since I want PvP or u just don't play solo
Can't really play this game with a team.
2/3 people are almost guaranteed to die, going to wait till they make changes to the portals and zone. Zone comes in too quick.
In the last play test I decimated many trios being a solo rogue with basic equipment but with the changes on the map now being procedural and there being more monsters and there being more monsters with more max hp, playing rogue sucks
The progression from last play test to this play test is a step backwards. The PVE went from hard but manageable which is fine, and now went from not worth it because nothing it is not worth killing. The balance was not perfect to last play test but it at least kept people close enough to being kitted with in a few runs even one good run. Now it feels awful. (Top 50 Archer both play test) The game feels completely different the flow is completely different. Not complaining totally understand trying different things. Just a gamers observation.
Small suggestions, I've tried playing with randoms by inviting random people in the player list, and once I have a full group we can for sure chat in the menu, but we absolutely need to have some form of in game chatting, whether it be the chat box being useable mid game, or voice chat, or both. Within 2 hours I had multiple cases where I found something for one of my team's classes but I couldn't tell them, so I had to hope they'd find it. Also, adding some sort of actual LFG in game would be massively beneficial seeing as the game appears to be designed around squad based play. It is kind of tedious trying to spam invite random people in the player list, and I personally believe that LFG tools should not require you to go out of game to access them.
Not enough blue portals. Unfortunate members of my team are already shelving this playtest after being absolutely addicted to the last.
there just doesnt seem to be much preventing the portals from appearing in completely shafted locations so you have to run in gas for like a minute to even check, which would be fine but you cant see anything cause of the screen clutter in gas, so you just have to pray and wing it. i get not having 3 mans so theres an actual downside to 3 stacking a team, you have to secure 3, but as it is you just end up picking which guy loses all their shit even if you kill everyone in the map
Yes, blue portals are way too scarce, and the way they are setup right now pretty much encourage you being greedy with your team. Some people have said it does change the way you play, and while it does, I believe it changes it in a negative way. Something in the middle of what we had last test and what we have now, with a few extra portals would be ideal IMO
Wizard and cleric are in such a bad spot it needs to be hotfixed. Like seriously cleric was deleted from the game with these changes
I was playing with a cleric earlier and i felt they were super useful for PvE, which in turn helps deal with PvP if you are caught in a fight with mobs. the previous test i felt they were far too strong for group play because of the way the game would flow
cleric was stupid good in anything other than solo last time, and its a team based game, you cant reasonably keep a class with supporting kit insanely strong to balance for solo players
like god damn at least keep the red 3 man portals in, leave the blues out just have a way so a team can keep playing together
its so aids to wipe a map and have to split with my friends no matter what cause theres 1 blue and 2 reds left in the game
I disagree, Clerics were nerfed with resurrection being disabled but still they're very strong, they do a massive damage, they apply very useful buffs for pvp very fast, they are very useful for pve and their initial equipment is one of the strongest compared to his kit and other's kits
i dont even take invisible, i just never see players and if i do i just run the other way
everything is still much faster, opening and closing doors, you dont even need the stealth
this or let the whole team escape out of one like hunt
honestly just having a single triple blue at the end would be the best, more than one ruins the whole round close desperation fight mechanic, but having none is screwed
and marking it on the map is definitely the play
yeah, I sincerely prefer the last play test map, It required strategy to win but now its easier to die to pve than dying to players
TRAPS NEED TO BE EASIER TO GET OUT OF
consider not walking into them, thats the point
no thats a dumb argument
yeah i agree with you, map size needs to be decreased again, i'd also like the 3 portal back because it makes it more fun to fight knowing that if you win all 3 party members can leave
its a trap, if it was easy to get out of it would be useless
traps does make the game boring tho
coop uses traps every raid for sure
I like the traps, it feels like they actually got nerfed, or maybe they are easier to avoid because i've played the game more
they are not difficult but they're annoying, like a mosquito in july in the middle of the night. Its frustrating, boring and annoying.
how, its a mechanic that changes how a fight plays out other than you and me running at each other until one of us dies. you get trapped, now your team needs to play around you being in one spot, probably in an ambush. you need to have a counterplay or cover if one of you isnt looking where youre walking. traps are not unavoidable, look at what is on your screen.
just avoid them lol
that is the thing there are spots that make unavailable to avoid
you can disarm them, you can see them on the ground, you can jump them. if you play edge and desperately need to go through a tiny tunnel in order to not die right now, and get caught in a trap, you misplayed and might die for it
and if you monkey mode sprint after a team with a ranger on it who just shut a door a ways ahead of you, without thinking about your actions, you are probably going to walk into a trap and get shot in the head
You'll HAVE to take damage no matter what you do, that is the thing now that the map is procedural, in the last play test I avoided all traps, but with the new map changes there are very difficult spots and even impossible to go around it, I'am not talking about the wall traps, I'am talking about the ones in the ground.
go around them, like turn around and go down another hallway
for the ones in the ground cant you just walk along the edges and not take damage
wait are we talking about player traps or environment traps. cause some of the environment traps are kinda bogus in terms of hitbox
or just bring more bandage or healing potion
with the map being procedurall there will be times impossible to go around it that is the point
The fact that dragonflies and spiders in hell take more than 4 hits from a 59 damage maul is fucking stupid and needs to be fixed
That is a problem with how the map is generated, not about the traps it self
If a player canāt take 4 hits from a maul then a fucking bug shouldnāt be able too
i think theres a couple rooms where the floor spikes are kinda fucked, like it looks like you can jump the corner or something and you cant, or the hitbox lingers too long, but that might be a server lag issue
there were more than 7/8 times (dunno how many exactly) I was running from 69 red skeletons and got my self with a trap in front of me but and for some reason due to the way the map was generated there was no way to jump or go by the sides of it, either I take the hit or turn(since there are no left of right either(also due to map generation))
blocking seems not reasonable
That is what I'am talking about
I dunno why people are downvoting the single queue suggestions. Getting cornered at half health by a trio when you are on your own is responsible for all but one of my deaths. It absolutely sucks.
Yea i dont understand either why people dont like it... Probably Group players dislike it cause they would loose all the easy gang kills
Exactly
Solo queue is fine if they wanna do that just fix extracts.
Agreed, way too few blues
lol why in the fuck does archer have a reload? this shit is terrible, and now just anyone can disarm traps, archer is dead in the water
no archer would ever just reload 6 arrows, doesn't even make sense just gimps the class terribly.
archer has had infinite arrows mouth should be shut
Yes, that's what an archer does they ahve inifnite arrows if you're going to limit their arrows melee needs a reload mechanic as well.
yeah melee and rogue should have inginite throwing knife/axes
Cleric and wizard should have to reload spells after 3 casts, doesn't make any sense to dumpster archer
where is the cfg file
Archer is still very powerful, specially against solos, archer can solo any other class(tho it depends on a little bit of luck and positioning)
Mages and clerics have a limited pool of spells so there are consequences for using them. Archers being able to spam shoot last play test was a menace and they are in a fine spot this one too. Can still kite somebody from a high vantage point with little counter play. As far as melee classes having reloads⦠yeah itās called they have to walk within range. Still one of the better dps classes
archer is absolutely not screwed, it is still really strong
They're definitely not in a fine spot, reload makes you completely immobile and traps are useless now. The whole feel of the class is dead. The nerfs were way too heavy handed. Give melee a reload mechanic if you're going to completely dumpster 1 class with an uncalled for unnecessary mechanic.
it's decent patch for archer
The portals def need to be more common. It sucks to have to let one of your friends travel through and then IMMEDIATELY AFTER get attacked by a trio.
Mad archer main. All the archers in my party are doing fine just slightly less op than last time, and leaderboard certainly says otherwise. The class is top tier, if you feel it is unjust submit a suggestion and watch how it goes
It just depends on how you spend your arrows, if you stop from here and a while to hear your surroundings, reloading will be no problem, you just have to be smart and as I said, archers can solo any other class easily by kiting (even at close range)
as the number of blue portals decreases, the game become more brutal.. I can't make random friend with emote..
sounds like a gamer got carried by archer being bonkers last playtest. the class is fine, the damage is still insane, the skillset, active abilities, and toolkit are still some of the strongest in the game. no you cannot still 360 ape into a room and shoot everyone in it 17 times.
archer is fine for me - barely a difference
you were just unlucky in your last run(which is 90% time now :/) but archers are still stronk as fck
archers very stronk šŖ š¤ š¤” š„ š„
even after the strength on passive nerf spear is still probably the strongest weapon on the class, bows can still have damage comparable to a good 2H weapon with minimal drawbacks, you start with CC and a campfire. you have 3 charges on whats probably the best heal in the game
very stronk indeed, no buff needed
pls don't buff archers š
it's a complete dumpster of the class to be borderline unplayable compared to it's previous alpha state, anyone saying otherwise is just mad they were getting outplayed by it last alpha, the nerfs are way too heavy handed and an extreme disappointment to see this level of balance on ag ame that isn't even out yet. rip
i played archer last test and this patch, if you cannot play it in its current state then you'll probably have similar difficulty playing anything else my man
brain composed of 99% cheese and 1% extra dip
I actually died once to running out of time because I feel like there's only 3 escape portals now
"anyone else saying otherwise is just mad they were getting outplayed" my dude last alpha I rappedš¤ so many archers in trios being a solo rogue, I don't need to lose to see how strong X class is š¤£
DECIMATION is not a strong enough word to express how many archers(solo archers or in group) I've dominated, and even then I've recognised they're op as fc
you killed 10% of them?
Hail Caesar
2 š¤£
Considering you've got a lot of people whining about rangers, and about as many saying they've been dumpstered, I'd say they're in a good spot?
Ranger is the most skill based class of all of them so yea I think they're in a good spot
they're just sad cuz they can't 1 shot a tank with infinite arrows anymore
i mean im not sad cause im not bad
I think bows should have a quiver stat that could be larger depending on quality and what not because 5 arrows before almost stand still reload against meat sponge AI can be rough
I'm genuinely baffled as to why people are thumbs downing item deletion. Every other game has it. Why should this be the exception.
they = Powergulnoun bruh
I love the new shotgun skill for ranger though I love instantly bisecting cocky fighters with 5 arrows to the chest/head
spear is love spear is life baby. dominating battlefields for thousands of years cause you can stab a guy from way over there
well anyways this play test isn't as fun and addicting as the last one so I going back to league of legends and cry every night before I sleep
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I think it's better than the last but the new spells for mage don't feel good or aren't as powerful
Or maybe I suck
it does seem like fireball is still just the best to me but i havent tested it out
Idk I guess tier 1 or whatever but zap just seems terrible
And I've hurt myself more with lightning bolt than the enemy
I don't know, there are good things like making pve less time consuming(tho there are more red monsters which I don't like), adding more items but it feels like the game is more luck dependent now
And chain lightning is like a meme lol I hit my buddy with it and like 4 other AI and had a good laugh
The fireball does stupid amounts of damage
Fireball is incredible still though yea
I like the ignite spell too I like buffing my friends
Wizard perfectly timed the fireball from about 20 yards away, 1 hit one guy and did half health on the other. Although it was the best timed fireball i ever saw
damn lol
The new cleric spell bind?? Holy shit it's busted lol
Completely stopping someone in their tracks and letting the ranger debrain them is awesome
a perk for the barbarian to not have such an egregious slow with 2h
based take and based name
ditch the bow and try windlass with the xbow perk
Where PVP go
too busy trying to find a blue portal
š
if you completely disregard the fact that they can use most of the melee weapons now, and one to two shot any class at range than yeah ranged doesn't look at good if you're awful at the game
Imagine playing well, killin the lobby, killin all the rare mobs, all 3 are alive, last circle and only 2 blues spawn. The fact you removed the 3 is comical. There literally is no benefit or balance. You are penalized for winning. Fix this shit before the weeks up
why wouldn't people want a normal leaderboard and high roller one lmao
because the normal leaderboard was the only way to see your characters stats like kills/extracts which now you can only see what you do in the roller dungeon
Make Ice Bolt spell have its damage in its description like other spells
they absolutely fucked the team play aspect of this game. now my friends barely want to play it when we previously had multiple groups running concurrently. even if you survive to the end of the round, you're not guaranteed 3 downs or 3 escapes which splits up the party ruining the team play aspect of the game
for real, idc what is done to fix it as long as it happens asap, it's really stupid to wipe the floor with the entire lobby and die just because you were actually supposed to portal hunt the entire game and not actually play it
Yes but there is no reason we can't have both
The removal of triple portals from final circle makes the game feel significantly less enjoyable
The tile set just being hallways filled with traps and horseshit doesn't help either
don't care particularly about triple portals, it's more that there are literally no portals available unless you spend 100% of the game inside the circle
this games hot garbage
The removal of triple portals creates these situations where 2 party members escape and 1 is forced into hell VERY frequently.
how did we go from like a 10 in playtest 2 down to like a 1 this playtest
triple portals should stay in normals, and be removed for high roller
for us it was kinda rare for more than 1 person to find a timely portal even
it only spawns 4 portals on the 1st floor lmfao so awful
@vestal bramble The removal of triple portals is a HUGE part of the problem
"do you mind if i take this, okay good luck lol"
the map design this time around doesn't lend itself to a solution at all either though, 50% of the time the circle is gonna end on that god awful maze and the portals are gonna be all right next to one another
the maze is really bad tbh mostly cause of the screen clutter in gas
maze sucks ass, would much rather have the circle room and 10,000 rangers
It's like they looked at all the tilesets that people hated and put them into one map
no i agree we need both or atleast a stats tab per character (i thought you said why would someone want that
Triple portals encouraged team play and staying together. The removal of them feels like it was done to satisfy/improve solo play maybe but trying to balance around solo play is a HUGE HUGE mistake.
ironically I had the easiest time dealing with rangers in the wheel room
Quitting the players until they add back triple portals. Sucks having one person be forced to die or go to hell
I'm not playing again until the portal issue is addressed and triple ranger is dealt with in some way. Should be no reason why rangers need to do all that damage, slow on hit and be one of the fastest classes.
Yeah almost every game we lose at least 1 person from our 3 man because theres just not enough portals
I'm all for them trying new things. But the removal of triple portals feels like something that no one asked and no one really likes. REALLY hoping they revert it back to triple portals early on in this playtest
@swift monolith we had the same exact experience multiple times all day today.
even make it so it takes 2-3 people to unlock the portal, to make it a bit more fair maybe but not just remove them and only have singles that sometimes spawn a long way from each other
it only ever spawns 4 escapes on the 1st floor š
yeah fuck the portal situation honestly it kinda discourages playing with friends
It discourages playing at all
oh really? thats probably a big part of it then haha. how many spawn on the second floor?
I haven't stayed long enough to find out the exact amount but last playtest it was only 3 didn't go any higher when I played this time around
They should be encouraging and rewarding team play. Not punishing it and forcing teams to split up
ive stayed the whole way searching everywhere until the circle closes a few times now, once 2 of us leave its almost impossible to find a 3rd portal
Best part is when you find the last portal but it's clipping into a wall so you cant go into it š¤£
on in a deadly room and your team already had to leave you and you have no hope of killing everything in time š its been a wild ride so far
oh, we are on the same page then my mistake, a lot of people downvoted my suggestion for it though which i found strange
Rangers out here coping knowing full well their class is gonna get nerfed
I also don't like that they made leader boards high roller only. It was enjoyable being rewarded with tracked stats and leader board progress from just playing the game. Putting it behind high roller is lame.
I think high roller mode is stupid, makes me want to play the game less with how it's implemented
i think high roller is a good idea, but the execution is done wrong
TO BE FAIR this is the reason they have the pre-alpha tests, so they can fix, change, and try things
Kinda blows that this will the longest test and it's already pretty awful
They're likely going to be tweaking things throughout the test
Can't wait for next melee nerf, "99% slow when swinging 1 and 2handers." Oh I can just see it now, glorious bow tarkov
the melee change is good in my opinion, makes people have to think when to strike
They made just a couple of changes and made their game significantly worse for their efforts.
Cleric feels awful now with the spell slot cost of resurrection and overall reduction in the number of spells at their disposal.
Removal of triple portal feels really bad and discourages team play in the final circle.
With the addition of high roller queue it makes loot in the normal mode feel significantly worse than before, while high roller loot feels significantly better. It's like they got rid of the middle ground which was very enjoyable last play test.
Also as stated above the removal of leader board progress from normal queue and giving leader board progress only to high roller queue feels bad. It was much better before. You could go into a game, get a few kills, end up dying, and still feel like atleast you got some leader board progress.
Those changes alone significantly reduced overall enjoyability of the game.
And enables the people getting struck to change zip codes while the attacker is finishing polishing his weapon
disagree
strongly agree
agree
agree