Give it time dude. I understand trading right now is inconvenient but it's kind of a function of the playtest. When the game goes open access/live you will have streamer and discord communities where people post pictures of w/e god tier items they found and WTS - i'm sure of it. If you've got gold burning a hold in your pocket it will be easy to find a trading discord and buy something really nice with it.
#suggestion-discussion
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10 minutes?! Dog you need to get like 10 pieces for a full set. Next playtest, we can race and see who get a full set faster, but 10 mins aint gonna be first place
I wonder how the talent trees will be.
I'll record myself playing next playtest and you'll see how it works. You really shouldn't spend an hour getting 6 pieces of gear. That's a little ludicrous.
@atomic mountain I used to think people were exaggerating, but now I'm starting to think that many are not intuitively good at trading quickly.
The problem with a listing-style AH is it kind of invalidates the space restrictions the Devs built into the player bank. That's why i imagine they wont make an AH. It's clear the Devs WANT players to struggle with inventory management. Inventory management is supposed to be a problem that you need to solve.
I'm not the only one who's had this experience
if you're looking for specific stats it can take a long time.
When I trade looking for blues, I'm aiming 100-200g for one good attribute and moving on. I'm not waiting for the perfect piece of gear with 3/3 perfect attributes and underpriced.
That's true, and I will give it time. I've said before, when you weren't present that if they were to improve the trade chat to a point where it is much much better than nobody would even be asking for an auction house because they wouldn't feel like something is grossly wrong.
So thats why it doesnt take you a long time... Cant relate. Usually im looking for specific stats 😄
I look for +Damage, +PhysPower, +TrueDamage, +Agility, +Strength, or +AllAttributes. If it has one of these, I'm happy. If you are any pickier, you should expect to waste a lot of time for diminishing returns.
I am good at trading though @wanton lintel . I have a Rocket League inventory that's worth like $1000 USD. All I did on that game for 3 months was trade, my friends hated that phase lol
should expect to in the current iteration of the trade chat, sure. Thats kind of the crux of the conversation though, huh? lol
i am champ 3 in rocket league 😎
@cobalt obsidian Yeah, but I think that's good for balance. Overtuned characters can be difficult to balance.
i think the Devs would rather players find their upgrades or loot them off the bodies of other players though
I'm not looking for crazy purples either. I usually just look for greens with ANY useful stat for my class because green gear ended up being the best bang for the buck because ppl overpriced higher rarities like the active stats didn't matter at all.
So what's the criteria you search for? I told you mine and I think they were reasonable.
You put on good greens, you can easily wreck someone in trash purples given you have just slightly more skill
You don’t need gear to wreck people honestly. Purples is where it becomes an issue for sure but until then you can basically risk nothing.
Just anything useful, I don't want casting speed on my barb boots or strength on my wizard boots, but I'll take literally anything useful
What if Ironmace made two versions, one game with a fully fledged AH, and another with no AH, no trading, all loot is self-found but can be looted from dead players? Because this is what i see happening if they put in an AH. If trading becomes too easy/problematic the community will splinter with people calling for a no-trade server
Splitting the player base is a silly move
looking for 1 good attribute on a gear piece (like boots) should take no longer than 2 minutes. And if you're looking for green, your time might be better spent in-game. Also, why not just hunt down other players of your class? Works very well for acquiring gear and is more time-efficient than trading in the market.
That's true, but I just want to be able to spend my gold rather than go in naked and it shouldn't be a painful experience making that a reality. That's all I'm saying in a nutshell.
I don’t want anything that dilutes the playerbase.
wtf lol.
The devs implemented and like the current old time system for it's player interaction, not for any balancing reasons. Making gear harder because of a trade system that artificially limits your ability to obtain items to scrolling through text and click faster is bad. It's actually curbing the prices of things down, and rewarding the people that play Board and Boreder rather than entering a dungeon. Making things more expensive, which is what auctions will do, because players will drive up the prices to the fair market value, means more time spent in dungeons without that gear, rather than sitting there trying to outclick, not to pay a cheaper amount, but just to be the first one that the person accepted the trade of. Why should the ONLY part of the game that takes an arbitrarily significant amount of time be buying items better greens when everything else is so amazingly streamlined to maximize playtime.
The current system isn't even good at player interaction, is easily abusable and has already turned to cheese strats. It's a real possibility everyone just starts using automated scripts to offer trade instantly to each new line of text unless that becomes bannable. At the very least it needs more people to be able to interact with the seller at the same time. All the people saying pro-auctioners want cheap items when it's actually the anti-auctioners that want it just without being able to admit it. Pro-auctioners want to be able to pay the fair price for the item they want and get back into the dungeon. Thinking that everyone will just enter the dungeon instead of fully gearing up because of how bad the system is, is a bad take. It just gives the people that do a big advantage over the people that don't. And it incentivizes you to get every possible advantage to make sure you don't lose the good gear that you have. The wealth you accumulate from the dungeon matters less then the amount of time you are willing to spend in trade chat. That's just bad gameplay.
But it does though. Not always, but very often it does. Other ppl share that sentiment so I know I'm not in a vacuum on this.
I agree, that sometimes it takes a while to buy things especially if you want to barter, and sorting through trash is relatively annoying. I just think the AH doesn’t solve the trash sorting, and takes away player bartering and variable prices.
I’m certainly concerned about prices not moving at all with AH.
Allow me to make a hasty generalization: You're just a powergamer and like optimizing your character to the maximum and don't care about the trading system so long as you get the maximally powerful gear per your gold. You don't like the in-built inconvenience of having to trade and would rather just dump in gold, vend yourself some power gear, and go stomp people.
@atomic mountain I think you prioritize convenience more than more traditional/classic players.
i mean imagine if there's no trade system. yeah you could still trade by dropping items in game but you'll need to risk extracting safely, and if there's no trade chat it would be extremely annoying to look for items lol
Can I get a summary, that’s just a lot of text. Paragraphs would also be nice. Please spare my eyes! ♥️
Wildy Handoffs
You've already incorrectly made that hasty generalization towards me before. Again, just implying that because I oppose your view, I am the epitome of everything you dislike, without actually countering any argument or probably reading anything I said kind of sums up all most of your responses.
It’s just a lot to read at once. 😅
You need to copy this to a word doc, I've never heard anybody say it better
Your view simply strikes me as centered on getting good gear fast irrespective of the system that provides it. You don't address the botting issues that auction house will provide, and haven't said anything about the over-optimization that will occur after AH is implemented.
If you can address the relevant issues then I will concede
Honestly, pretty convincing argument.
A few points I disagree with, but overall sound.
Idk, Dolan has a point though.
There were multiple times where our party had to pause our dives in the dungeon just to sell the stuff that didn't fit inside the Stash.
I believe a system were you can put you item for sell would hasten play time and convenience.
That sounds more important that traditional trading.
But I also agree that trading with others in real time brings a certain charm and connection to the community.
No lol. I've been rich, and broke, and rich again, and broke again last playtest. I just want to use the gold I have on hand (if there is any) to give myself a better chance at surviving the next game. Doesn't always work, but I think everyone would logically want to do that.
I feel like you're projecting your opinion onto the devs, we don't fully know why they implemented this system. But the (minor) inconvience it provides is a shield against turning the game into a trading game rather than a dungeon delving game, whether they intended it or not. And thats a good thing
if you don't have room for items in your stash.. how will you fit the gold you get from selling on an AH in your stash? First, you ask for an AH. Next, you'll want to be able to stack gold infinitely
In fact, many times.. a good item will take up less stash space than the gold it's worth. So as i said previously, an AH only invalidates a system the Devs built into the game by design. The limited inventory is meant to be.. limited!
Nope. We do know why they have trade chat. They've said so in multiple Q&As and streams that they thought of the trade chat system because they wanted it to bring back nostalgic feels of the olden days
Market considerations were not at all part of the thought process behind trade chat (based on what they've said)
Right...I forgot about that option.
You defiantly right about this, I even seen what you are saying in several MMO's where they post stuff for extra inventory.
Honestly it took a solid amount of time to find a good set, 30 minutes maybe. Eventually I just started blowing candy and gold on large items.
Yeah and I do that too, when it starts taking too long. But asking your party to wait 30mins cus you have to sell stuff or buy stuff is just, idk. Sure you get more player interaction cus you have to spend more time trading, but isn't the more important player interaction happening in the dungeon with your party? shrug
Currently, there is a way to get a bigger inventory. just make another character 😄 Yeah you have to level up again but so what? Maybe try another class.
Having infinite space AH would also allow lower rarity items to stay in the market instead of being replaced by higher value and higher rarity gear, which would also help solve the issue of newer/poorer players being unable to purchase new gear via trade because 100g doesn't go as long of a way anymore.
I would like to see an improved filter and a way to mark items in Stash as "for sale" so they appear when filtered. Then folks can send offers to be reviewed later. It's not instant, it still has room for bartering, but you can mark an item then start delving again.
Much rather sift through a pile of offers between raids.
That’s not necessarily a good thing, I don’t want to be sifting through trash for weeks because little jimmys 900g purple with two rolls, interaction speed and magic healing mace won’t sell for what he wants.
Emotional connection is the devs main concern when they talk about player interaction. I don't see alot of great emotional connections being had in trade chat. I see it in the dungeon, with your party, and between other players.
You will have 0 emotional connection to your gear if you can instantly buy and replace any piece with the exact same piece.
I think the best solution is a improvement on the new sorting system on the trade chat that can target you stuff.
Spirit brings a big concern about AH with inventory.
The best way to make a AH then should be to lock one item in you stash and only be able to price it depending on how much space it takes.
Like a Rapier takes 3 inventory space, then you can only put it on action for 150G.
Maybe you can also add the posting fee on the price.
That AH system will get rid of few low value items while on the trade chat only the big value items are that go over thousands of gold.
This will solve the concern of Spirit and I believe it would be a welcome change.
What do you guys think?
Gear is a tool, not a lover. Everybody is with you on this, including me lol That's not a good argument to discourage time efficient trading or the spending of gold. We should be spending our gold.
I've thought about this, sigh... the problem is players will automate searching with a bot and build 3rd party websites which function like Auction Houses or just give players more tools to further refine searches and/or receive notifications if something they want goes for sale. Just like what happened in PoE. Maybe this is preventable but idk enough tbh.
Yup. If player interaction is the goal, then should tavern lobbies also be extended? Minimum of 5 minutes in tavern before the game starts, regardless of how full the lobby is.
It'd be miserable and folks would complain about it being arbitrary time waste from playing the game...just like trade chat.
A nice piece of gear is something you have to feel bad about losing. Not just something representing a gold value that you can instantly replace via the AH.
I am confused by what you just said. What is not necessarily a good thing? Having lower rarity gear stay in the market? That is a good thing because if all lower rarity gear goes away because it is replaced by higher rarity gear and there isn't enough space for the cheaper stuff, then poor and new players will be unable to interact with the market.
Your example just shows that people will price things foolishly high. That already happens in the market, at least with an AH you can sort for what you're looking for. And generally speaking people will post things at roughly correct market value way more often than they do now. I'm just really confused because I don't understand why you are using that example and also don't understand what point you're trying to make.
The way i thought about it is they could give players the option to 'unlock a merchant'. You pay 5000g or something and that allows you to list items for sale in your bank, and as long as players are online they can visit your 'shop' and buy from you while you're playing a game. But i'm worried about bots scraping data and building 3rd party sites which aggregate it, and i also think it wouldn't actually save time because you would be sifting through tons of stuff. So the only way it's functionally useful is if it is searchable/filterable - in which case it's an auction house
The only time that I felt bad losing a gear is when I lost my cinder, the unique halberd.
But otherwise, epics and legendries weren't worth much emotional attention from me.
I got emotional when I saw someone swing at Otto
If you lose enough games you won't have the gold to replace lost gear anyways, I'm not sure what you're getting at. An AH would not just make it so all players can have unlimited access to gear, you still need to be overall successful in your runs, with or without gear.
Same with my Aeiges.
My view strikes you incorrectly, as usual. My view is centered on maximizing dungeon time, which is something you personally attest to. It's kind of humorous that we both want the same thing, you just want what you think benefits your playstyle the most. I've literally never bought anything beside candy and ore. I've tried to buy nice things and been unable to even having 10k+ gold and 1k+ candy. I'm not the min maxer you wish I was. I craft with ore and gamble every item just to get rid of the gold I have no room for. I'd love no trade, solo self found, or zero to hero game modes. I give away most of the gear I find to friends. Every single part of this game is so devoid of useless downtime except when buying nicer items. If I'm willing to pay 10x asking price, if I'm not the fastest clicker, I lose. I have to keep waiting until I win Click Games 2023. The inventory restraints really solidify this. If my entire inventory is full of gold/candy, and I can't turn it into an item I want that I can afford in a reasonable amount of time, going into the dungeon is a lot less appealing. I solved this personally by just making and leveling another character because I love the gameplay and would happily start over with no perks to not have to worry about it. But that shouldn't be an intended game design.
There already is botting. There already is cheating. There will be with any and every system created unless each person has their own personal developer sitting on their lap monitoring them. The current system incentivizes clicking faster. You do that by not inspecting the item, just getting into the trade window and inspecting it there. It's toxic and only going to get worse. It's very easy to see how that will be abusable. You provide no evidence why or how one system is more abusable then the next. Auction houses being instantly bought by bots, where's their gold coming from? Or just allow for live auctions.
That seems like another reasonable option
i'm jsut not really sure if that would be an improvement... like it would be more convenient for the seller, but not necessarily for the buyer. but idk it could be interesting. i used toplay FFXI (old MMO) and to avoid a trade tax from the AH, everyone with anything really valuable to sell would AFK their character outside of town. You could buy and sell items from inventory
Hard to explain it I guess. You'd need to see the system you suggest in action to understand why it sucks so much. It was in Diablo 3 and it was so terrible they to remove it from the game to try salvage it. This game is about looting dungeons and getting out to make your fortune. If you make trading via AH a thing, it will not be that anymore, because the fastest way to make money will be playing the AH.
It could be viable for the buyer too, because you can search for items that are available in someone's storefront
i just don't think you should be able to filter by specific stats, and they should ban any bots scraping together data/aggregating it into websites for search
This is 100% accurate. I've had the same experience. And when I try to sell items I get instantly traded and about half the time the person doesn't even know what I was offering, it's really annoying.
I would much rather play the game more instead of deleting items or spending time trying to sell or buy items. I've had it before where I spent 10 minutes trying to find 1 small upgrade, and wasn't able to, I eventually quit trying because I didn't want to keep my party waiting. Same story with selling items sometimes. Not to mention if I have an item for multiple classes it takes so much longer to sell stuff.
It's just a poorly designed annoyance.
The fastest way to make money is ALREADY trade chat. But that doesn't change the game into a market centric game. You can go watch a bunch of D&D videos and only very few will even mention that you can make money by trading. The market is not the focus of the game and likely never will be. Nobody is going to say D&D is the best game out RN because of trading, with or without an AH. The core gameplay is what shines, and adding a more robust and active trading system will not change that in the least.
It already literally is the fastest way, and by a significant margin. AH would regulate prices and make this far less appealing. At this point, playing the market makes thousands of gold an hour, and it isn't difficult.
Nah it's correct and exactly what happened in D3.
lol my dog came over and nosed the enter key halfway through my auction house suggestion, now I have to wait six hours to finish it since there is no way to edit it.
I mean your claim is completely without argument or logic and contradicts all evidence so why make an effort dismissing it further. Nah suffices.
idk, farming the troll boss is like printing epics if you get good at it
I've known more than one person who made 3-5k gold an hour on the market.
Do you dispute point 1 or 2?
That's about what you make from troll runs.
Yeah but not every class can do troll runs, and you still have to make it out alive. It's fraught with much much more risk compared to just flipping items for a profit. Nobody is getting 1 shot in the trade chat my G lol
You failed to read the suggestion properly. I specifically described what kind of AH I was talking about (WoW/ D3 style) to avoid misunderstandings. The very reason I defined what I meant with AH is because there are multiple interpretations possible when speaking about an AH and I wanted people thinking about the suggestion and the possible downsides of such systems to be on the same page. But you skipped over that I guess and pretend I can't come up with mitigating factors when I even mentioned those were possible in the suggestion itself.
You didn't say anything positive about an auction house that wasn't already true about trade chat. You basically just said "I don't want one cus I think there's no positive aspect they offer at all". I guess we should let Jeff Bezos and Ebay know how unhealthy their websites are for us all.
Thought the upsides were obvious enough they didn't need to be repeated.
In a discussion about the validity of an AH, it’s probably best to include the pros, especially when others can’t find any.
Most players advocating for an AH only includes the PROs. You should also consider the CONS.
Sure I think that’s a given though, I was addressing his comment though.
Instant convenient access to whatever you want, no trade time. Its very obvious but okay there it is. Now consider the less obvious downsides, the way it changes the game. The way it shifts the balance of what is the optimal way to gain funds.
Well you can't talk about an auction house if you don't have a shared concept of what it is. Which is why I referenced a very common system.
There's a lot of logistical issues too that most people aren't solving for. The Devs want bank space to be limited, and gold to be cumbersome. If you can list items for sale on a virtual AH, does it remove the item from inventory? If so that invalidates the games current design philosophy. Then what about gold? Many items have a gold value more than the space the item takes up in the bank. So can you only sell an item if you have the space for the gold? If you don't have space, do you lose the gold? This is a slippery slope towards players asking for infinite gold space.
Sorry, i don't think i understand what you're saying. Are you saying trading defeats the "limited space"? How?
No, we have value by proxy, which is just annoying. Value by proxy makes the space limited by gold not an issue.
I don’t get why people are obsessed with the market being abuseable, this occurs in literally every game with trade. Yes, you can make a few k gold an hour. It’s also boring af and not something the majority of people would subject themselves to. Not to mention how it’s roughly equivalent to how much you would make in high roller with a good team or farming troll, which are both much more engaging. Even in games where you can make significantly more from crafting/trading than actual gameplay like poe, it’s not a problem because people would rather play the actual game.
8/10 of the ppl against an AH just want to be contrarians that have ptsd from previous games or are aftraid of change. They don't usually offer a more amenable solution they think would alleviate the problems ppl have with trade chat being extremely time inefficient.
I've been willing to admit they make good points, and I've gone even as far as to say 'well if trade chat is made good enough we won't even want one'. Yet none of the contrarians can stomach admitting that a well thought out AH system would be a reasonable addition to alleviate the problems that NOT having one is creating for a large number of players. Adding an AH and/or improving trade chat further is probably the most repeated suggestion other than "release the game now, I wanna play"
I keep hearing "well bots and market considerations".
I say, ok, good point and proceed to propose solutions to combat those problems and they jump to "well other games didn't do it right".
Then we explain that D&D is it's own unique game unlike anything we've ever had, and then they jump to "well it's intended to be painful, so just go in naked". It just never ends lmao.
If all you want to do is fear monger and be a contrarian through and through, you're not going to help the players that want to improve trading find a solution that satisfies as many ppl as possible
AH just takes a ton of the annoying aspects of "gameplay" out of the game so we can play the fun parts more. It's actually just QoL at this point because gold is just transferred into high value items like candy or high value rings so it doesn't take up as much space. This whole limited space idea only causes there to be less low level gear making it harder for newer players to trade, and makes the game more annoying.
I'm not even mad or frustrated, I'm exhausted with how cyclical it is lmao
Even if gear is made easier to obtain it doesn't change the fact that it'll be just as easy to lose
This isn't a game where you should be able to make money or get gear without risk. The effort and risk involved in trying to get treasure and gear is fundamental to its weight and value. In the cases where trading already allows this that's a bad thing, and an AH would exacerbate the issues to the extreme. You would need to add extreme trade fees or otherwise make it very unappealing
Then remove trade altogether, it is a better solution than adding an AH which would make it more trade heavy.
^ yes you have a few “hideout/trade warriors” This will always be a small minority of players unless the game itself is terrible (in which case you wouldn’t have ppl abusing trade anyways)
Yeah but this isn't minecraft where trading doesn't exist and you HAVE to grind for everything. The devs want trading to be great, they want it to be active af.
And just because it's active doesn't mean people won't play the game for 90% of their time
I've proposed my solution (merchant shops), the best i can come up with anyway. If you like it upvote it! But i'm firmly in the camp that individual item enchantments should not be searchable and Ironmace will have to dedicate resources to prevent bots from scraping that data and building 3rd party AHs if they do. I'm not sure if that's possible or not though
I highly disagree that an AH would make this worse. An AH would regulate prices and make arbitrage less likely. It's also a moot point because we already have the possibility for arbitrage and nearly everyone plays the gameplay loop as intended, and not just playing the market to make money, so even if the possibility of arbitrage increases with an AH we aren't going to suddenly have everyone doing it. Every game has people amassing wealth, but few people like doing that.
Imo, since the devs do want player interaction, a market listing would work pretty well for dnd. The current trade system is the most primitive chat trade system, it’s not hard to improve on without going straight to an auction house.
Your suggestion in opposition of an AH literally got ratioed.
It's not necessarily a bad thing that players can arbitrage for items. Thing is with an AH it will still happen, difference is the Cheaters/Bots will have the advantage.
Yeah and that's a great idea. I'm pretty sure I upvoted that.
aside fine tuning a couple things maybe adding a filter option for specific stats youre looking for in an item. idk what else is wrong with the current trading system. an AH will suck
I took one look at the trading system and thought "I never want to use this in its current state"
As opposed to now where it's a clicking minigame to enter a trade window. At least with the AH I will be able to list my item and play the game more, or look for an item I want find a fair price and play the game more, and poorer/newer players can buy greens because there is space for green items to exist in the market instead of being deleted for higher value items like blues and purple.
Yeah, there is hardly interaction in trade anyways as much as they want to have player interaction, you can’t even say ty in the current system.
Look i understand the frustration, but again... it's only a clicking minigame for the underpriced items. The AH will be functionally equivalent. In the current trade chat you can easily buy items if you're willing to pay a higher price. With an AH it'll be the same result. All you're doing with an AH is changing the interface
The closest we get is in the dungeon itself and messing around with Otto. If they want more player interaction then they should remove the time sink that trading takes so we can be in the dungeon more where most of the best interactions happen.
How many videos have you seen of great player interactions in trade chat vs in the dungeon on VOIP? Just food for thought
from my experience with games involving AH systems the main reason is people want a trading system where they can go into it and be outta there in seconds and back into game lobbies
The devs care so much more about the emotional connection you get from being IN the dungeon. Anything they implement to increase this as a % total of how your time is spent will be a net positive in player interaction even with minimal loss in trading arbitrage
Maybe each successful extract gives you 1 trade token. Use wisely.
I'd be all for only having merchants that give you more reasonable gold for nicer items and having gambles and the possibility of good stuff on the vendors.
I'd be all for anything that lets you spend your gold in a reasonable amount of time.
people dont wanna sit for hours spamming their keyboard tryna sell niche stat items. I totally get where the argument comes from if anyone played a game like RS2 before G.E existed they know what im talking about lol
You never have actual interaction with trade, because players want to play the game (where you can focus on interaction because it’s the actual game). They want to get trade done quick so they can play the game
Yeah and I've seen someone put this up as a suggestion, but it got ratioed and I don't get why. It's a good idea amongst other imo.
Well matching making gets ratioed, so does universal block and some for of animation canceling, can't for the life of me understand why. I think people like the game so much they are desperate for it not to get ruined, despite there being lots of room for improvement.
and they don't have to. if it's a niche stat item it's not worth much anyway
This is not true. We have had people in this chat, and I've had the same experience, of not being able to spend my money without spending 10+ minutes trying to get a trade.
An AH would standardize the prices, and the unlimited space would allow for more and lower value items to exist in the market at once. Unless you are suggesting that gear would be so scarce that the AH would be nearly empty at all times, then what you're saying cannot be true.
This is the closest alternative to "You get X Market Board slots, each one can only be used once every Y hours (including time listed)" I've seen, but I feel like it'd just lead to just slapping an item in after every extraction.
Any sort of unlimited/fully automated trade system is destined to absolutely rip this game's already unhealthy economy to shreds, but there needs to be something to allow people to passively sell less popular items but at a very throttled rate.
Yeah, people do really really love the game as is and don't want to see too much change happen too fast, could tarnish it. I understand that, but if fear was allowed to rule all things this game wouldn't exist.
The people who made this game would still be working for a greedy game studio
Match making is not a good idea, goes against the base charm of extraction looters. As for universal block? Tf does this mean. We’ve asked for improved blocking and a way to stagger with block, which have both been highly upvoted.
What a ridiculous argument lol, you can use that to justify any suggestion you personally like while I'm sure you'd dismiss it against any you don't like.
the other thing for me is wondering if putting work into an AH system is a priority rn to begin with
The problem is you think your "niche stat item" is worth 500g, it's just not - lol. Yeah maybe it's good for a very niche build and maybe you can sell it for 500g to the right player but it's going to take you time to find that player. That's called opportunity cost. Is it worth your time to get a couple hundred gold more for an item, or are you better off playing the game? I get it though, you want to have your cake and eat it too. That's what an AH would do...
So that item should just be destroyed because it would take 30 minutes to sell? This is what causes the issue of the growing wealth gap as the game progresses. Because of the limited space, items of lower value are deleted to make room for higher value items, and the poor and new players cannot afford to start trading.
sorry ill change the wording. any item in general you have to put x amount of time sitting in a channel retyping over and over again "selling xyz for x amount of gold" not a lot of people wanna just sit their waiting till someone bites
They’ve said trade is a priority in the most recent qna. So yes, they’re working on it. Current trade system is the most basic chat spam. They don’t have to go straight to auction house. But being able to list your items on a market place would be a start as opposed to a wall of text.
The problem is, if you have an AH and you give everyone the ability to list their "niche stat item" for sale... guess what happens to the supply of niche stat items? It goes wayyy up. And the price of those items will reach fair market value in accordance with demand, which is way below the asking price you wanted to begin with. So, it's not like an AH will let you sell niche items for more money xD
Universal block, as in all weapons with rare exceptions can block in some form. Animation canceling so you can realize you made a mistake in your swing (maybe put a 30% animation cap or something and attempt to block instead) Maybe cancel arrow reload so you can run. Also "the base charm of extraction"? I'm having a lot of fun in Hunt Showdown being matched with people of my skill.
This is dumb, block is balanced due to every weapon not being able to block.
Which is good for the game because newer and poorer players can still interact with the market instead of looking at a wall of blues and purples outside their price range of the 100g they just extracted with.
i don't understand this argument, whenevr i was in trade chat items would sell literally instantly as long as it either had decent stats, or listed at a fair price... the only times items didn't sell was because no one wanted them/no one used them (like bardiches - you couldn't give +3all stat bardiches away), or because they were overpriced
Maybe reconsider this position and ask yourself why someone with a Rapier and a dagger can't block.
They break?
new and poor players should be running the dungeons and playing the game, not be looking at the AH XD
I had more of a problem with buying times then selling times, though the low ball offers where incredibly annoying, 150 for that god roll maul? Like get out of here lol.
Crush though is a separate mechanic.
looking for specific enchants?
And those lowballers are (imo) much more likely to be item flippers rather than players who just want some cool gear for the low
Which kind of makes you not want to sell to them
Looking for usable items, but for sure. I’m not going to pay 900g for interact speed.
Tarkov is the penultimate example of what having a good core idea and no competition looks like. Lead dev doing anything he wants with absolutely no consequences. Just deal with it.
They did, they have 100g after a successful extraction, and now cannot interact with the economy of the game because it is all blues+. Saying that any specific person should play the game a certain way is not an argument. I would argue that most players should be running the dungeon most of the time, which is what an AH would allow.
There is a big difference. It goes from trade chat (current system) to market listing to auction house. An auction house requires no player interaction, it’s basically players as a shop. A market board, ie warframe and poe, adds an extra layer inbetween. You can list items but you have to message them to buy them, thus you can still barter and have player interaction. It also acts as a natural barrier for instant trade, faster than chat spam but slower than an auction house. It is just the midpoint between AH and Trade chat. Now imo, an auction house is still superior, there is still little interaction with a market place but if devs really want interaction, it has more than trade chat spam and auction house.
yeah i just don't think it's going to be any better with an AH, it's all supply and demand. Good items at good prices sell quickly. If you were willing to pay 3-400g for a good blue with one good stat it was alot easier than if you tried buying it for 150-200g
Both you and Cosmo should look up what penultimate means
it's a cool word though
It’s an ultimate pen no? 🖊️
Named unique?
You could argue that they are using the word in the sense that it is the last in a series of quality because no other game could possibly be better, so it is the final form, or something.
I have 5k hours in tarkov and haven't been able to play it since the first DnDer playtest I played.
how would yall want the AH to function? what kinda filter options do you want, how specific do you want it to be? do yall want stat filters as well?
penultimate means second-to-last
Yes it is... if the game devs designed the game to be played a specific way. Just because you want to play it differently than they want you to, is not a good argument either lol. It's *THEIR *game, not yours. Anyway, you shouldn't be heading to AH after your literal first extract. You're supposed to store your extra gold in the bank and find items from the dungeon. Only when you have a lot of gold are you supposed to go the AH.
I'm confused, the google says :"last but one in a series of things; second last." WHICH IS IT
Last but one is second last.
Last but one means last excluding one more
Pen Pineapple Apple Pen
This more similar to an auction house, a market place adds an extra layer. The item is listed, you now have to message the trader to buy the item. No instant trade. Again, I prefer instant trade as interaction in trade is non existent to me in any form of trade and instant trade is significantly faster than the rest, but they’ve mentioned they want interaction
I have never used the phrase "last but one", but I accept this, with some indignation. Thanks everyone.
i think modern politics is less divisive than AH vs trade chat debates
I'd really love for Ironmace to do polls when you log in.
I have never heard of a “central market” this seems to be a bdo special, but if you wanted to apply it, as it’s instant trade, it would be an auction house. A market place is similiar to an irl market place, you have to message the trader and ask to buy the item. Instant trade is the big divider
I have no idea where you're getting this from. The current fastest way to progress in the game is to use the market as soon as you have a tiny bit of money because, especially while there is still room in people's stashes near the beginning of a playtest, decent greens and blues give huge power spikes with only a little bit of money. I'm saying it shouldn't be up to us to determine how new players ought to play the game. I'm saying that a new player will have less option with the current market once we are a month or more into the playtest because the limited storage space will cause less lower value items to be in the market.
They should make the trading channels separate by armor and weapons it's annoying that armor is being separated by different trade channels
I was using it as Tarkov is shit and DnDer is BIS. lol
No it means my pen is in its ultimate form.
Irl, you don't have to go to a producer in person to buy tomatoes lol
Talking about a street market place, a shop would be the equivalent of an auction house / the central market he’s talking about.
Oh, word, I gotchu.
The sword is mightier than the pen, but the pen ultimate….well…
Also who divides a game into twenty four queues.
I'd run a Market Board system like a lot of old MMOs used to have.
You get X slots to sell singular items, exclusively for gold. Sales are taxed with a %.
Posting an item to the Market Board removes it from your stash and locks it there for (8~24 Hours); if the item sells the slot remains locked for the duration.
The game simply can't tolerate an instant or high-volume trading system without completely changing the gear economy to match. Stashwiping seems to be intended as a real threat, and prices are heavily throttled by the limited space and trading throughput.
Central market that bdo has would be even faster than an auction house yeah, it would be like max bidding in an auction house every time to instant buy the item. But yeah, I definitely do not see that happening even though it is the fastest form of trade.
i mean isnt that what an auction house is? auctions is where you buy goods for the highest bid right?
What's wrong with bidding ? We already have that in a way with the way in which ppl try and sell items in trade chat
If they post 100g and get spammed, they repost it for 200g and so on. The only difference is it being hosted actively by the player or passively by the house for a set time
If we want to rank them off speed, it would prob be trade chat —> market place —> auction house —> market board (instant trade but limited) —> central market (instant trade but I think not rly limited?). As a player, a central market system would naturally be the fastest. But also, don’t think of an auction house as an irl auction house, you can buy items pretty quickly, compared to an irl auction house where you get into like hour long bid wars.
Market place is basically market board without instant trade. Would you prefer this over auction house.
no people want to be in and out
Another based and limited storage pilled believer, welcome to the club.
Ye, we’ll pretty much always prioritize speed. People recommend auction house because it still has some limitations. Game devs are hesitant to add unlimited instant trade like the central market youre talking about, its very rare. Auction house is usually the limit most go to, with devs that prioritize “interaction” going with a market place, and a trade chat is rarely seen, it’s just a prototype / unfinished system.
speed and efficiency is the meta guys
we only need eight queues. solo+hr, normal+hr and SSF variants 🙂
It's a cool design philosophy, I hope they stick with it.
A lot of people aren't used to running into these kinds of limitations in their games, and it shows, but I still think there's a lot of room for a secondary trading system that'll help move less popular or meta items (anyone that's tried to sell Wizard gear knows how well that goes).
for the single sword that allows you to parry suggestion they should use a bastards sword
Yea, I naturally prefer it as well, instant trade with some limitations.
And you can be in trade chat if you pay a fair price. For example, when i was selling my rings i listed some +2 agi blue rings in trade chat for 600g and got no requests after 30s-1m. Then i listed them for 550g, again no trades. But as soon as i listed them at 500g, i got spammed with multiple trades instantly. If you were willing to pay 550-600g for my agi ring when i first listed, you could have bought them uncontested. What do you think will happen on an AH? The exact same thing. Any rings priced at 500g or less will sell instantly. You can spam refresh waiting for underpriced rings to buy, or you can pay 550-600g for a ring now. Nothing changes. It's all supply and demand. But AHs are inherently easier to game, price fix, bot etc.
lil side topic, i posted a suggestion on +all attributes stat getting nerfed. opinions?
i think gear and stats are fine the way they are
gear should have the potential to be very strong. strong gear should be more rare. but we already know that will be the case.
That's more of a question than a suggestion, but yeah. +ALL should only be appearing on jewelry and weapons.
I'm okay with the market board too, my only concern now is with proxies being the way trades happen because trade windows being the size they are and gold stacks being the size they are. I still don't like the idea of high value trades using some proxy instead of gold for the trade to be made.
It outclasses every single mod so yes, but mod system itself needs a lot of tweaks to where I think they can make it work. Like limiting where it can appear etc. you always have a lot of people downvoting nerfs
rarity (usually) gives you an extra stat roll. that's significant
This is what really got my goat about gear last playtest
By the end of things our squad had a Fighter running a gold chestpiece and longsword while our Rogue was still in a bunch of greens and blues with +Damage and +All on them like it was a Fursuit for his Murdersona.
Yes the roll failed. But the likelyhood of there being ways to re-roll affixes is very high. If you find an epic quality of a very good item type, you will probably be able to pay a significant amount to roll again.
I could get behind a market board option 
Limiting mods on less rare items would be a start and also the amount of useless mods you can get. Exactly astro, rarer items should be consistently better and it’s not happening because you have item equip speed, magic interaction speed, knowledge spell memory and % spell memory on a physical weapon. So many useless mods available that makes a good rare better than most blues.
Why should rarity be inherently more valuable than it already is? Technically it already gives you higher base armor and weapon damage (which is valuable), but the enchantments are random. Higher rarity gives you more chances at rolling good enchants. It also gives you more enchants which raises the potential ceiling of an items power. What improvement are you suggesting?
You guys need to play the basics to understand how this itemization is going to unfold
Trim out the completely useless mods, rarity will naturally improve
The value is in the enchantments, not the rarity. This is always how it is in these RNG-based games.
The most popular suggestion in spirit with what you're bringing forward is that stat rolls should be relative to the gear rarity. So +3 all would only show up on purples or better, not greens.
if every item is "rare" then nothing is rare.
How is that related to trimming out completely useless mods like knowledge on a longsword?
If you trim the "worse" mods you're making everyone and everything more powerful. That evens out the average power-level and makes everything less powerful actually. Power is relative. A good item is good because worse items exist.
because if you trim out useless mods then you're only getting good mods. items with good mods are now common.
I like the rng of active stat roll possibilities, but I don't see eliminating trash gear from the pool to be a contentious issue fraught with problems lol
Trimming out useless mods doesn’t mean you’ll only get + all stats movement speed etc. higher chance to yes, but you can balance this out by lowering mod rolls on lower tier items or removing powerful mods from low tier items. Knowledge shouldn’t be able to roll on an item that has zero use for it, magical interaction speed is fine to some extent since its at least useable
Some of you would just rather trade item rarity (color) with affix roll rarity. but having both just creates the potential for godly items being exceedingly rare. also makes looting more addicting.
if you look at 100 green/blue items and compare them to 100blue/purple items then on average, higher rarity items will be consistently better. what you're asking for is every item of a higher rarity to always be better than lower rarity items. okay, fine. then you know what they'll do to balance that? they'll decrease how common the higher rarity items are lol.
It makes items better more often, and then it also makes the next tier that much more likely to be better then the previous. So each tier below you are using is a bigger disadvantage if you are unable to get to the next tier.
I also suggest making it so that suffix ranges are better on higher quality items. For example a green weapon could have 1-3 + dmg, a blue 2-4, an epic 3-5, a legendary 4-5, a unique 5. As an example.
I'm thankful for the people who don't really look too closely at affixes lol
"trim out the bad mods", y'all are literally asking for power creep lol. the good mods are balanced by the bad mods. if you get rid of the bad mods they'll make the good mods less common
That's a good point. But the current amount of loot we've been used to so far will not be as common upon full release (according to the Q&As)
I said trim out the useless mods. Does spell capacity on a long sword do anything at all? It’s completely useless. You can still keep trash mods like item equip speed.
they just need to create buckets for the applicable affixes a barb only helm shouldn't drop with +magic power
there, slapped in the Market Board suggestion so you all can get your dopamine slapping that thumbs-up button
I think that items of higher quality shouldn't always be better than lower quality, but rn it is too common that a lower quality is better than a higher quality. Things like a green leggings with +5 dmg often is better than an epic or even a legendary at times. I'd just like the range to be a bit more consistent within each rarity, but for some overlap to exist.
Yes, exactly having completely useless mods just implies the system is incomplete. You can have trash tier mods, not literally useless mods.
It would probably be better if each mod had some sort of tangible benefit for each class, however small for less feels bad. Rather than elminating bad ones from certain pools.
ye true
the useless mods make the better mods more rare. they don't want items to only be able to roll good useful mods. they want epics with 3 useable stats to be rare. that increases their value. what you're suggesting would have the effect of increasing the overall power level of all items, which raises the floor and actually makes all items comparatively less powerful. if they increase the power level of items they will need to balance that by taking it away somewhere else
You can add more weaker mods, that doesn’t mean you keep useless mods which literally do nothing as I have emphasized many times.
that still raises the power level lol
We also don't know if any weapon or piece of gear won't be used by another class or build in the future.
Green items became the best bang for the buck, unless you caught a good deal on a god rolled purple. imo. I don't altogether have a problem with that, but a +3 all attributes pair of gloves should not be best in slot compared to most purples
Yes it increases it slightly. Do you think adding smth the equivalent of % item equip speed will raise power level to the point that it’s a problem. There’s not a massive difference between a + knowledge longsword and a % magical interaction speed longsword. One just feels dumb to be able to roll as it does literally nothing.
Cool, feel free to throw your own concept into the ring
I promise I won't sue for copyright
Longsword Larry, Paladin and spell enjoyer will want those mods in the year 2024.
I understood what @abstract swallow was explaining because I first read it here in this channel, but some might downvote it simply because they don't grasp all the concepts proposed
A simple market board suggestion (instant trade listings with limitations) would have been better.
item equip speed only exists to make the actually good stats more rare. it's a BS stat that serves only as filler dude. If they got rid of the other filler stats like magic power on a 2h Axe, that would make the good stats more common and so they would have to invent other BS filler stats like item equip speed to replace them lol
Yes, thats better than having completely useless stats.
Item equip speed does actually have very niche uses, but could very easily be used to balance putting new items on your belt during combat in the future.
Fighters who swap between two fully reloaded bows don't mind equip speed
For sure. I'm not saying you didn't understand it, I'm just pointing out others might DV it because they don't.
items actually having to be equipped more frequently, like with the pocket slots, would go a long way towards it serving a purpose
honestly it looks like they just went down the list of values on the character sheet and slapped all of them into the modifiers table, itemization is super barebones rn
so let me get this straight, you want the devs to create new bullshit stats that do almost nothing to replace the other ones that do nothing?
Yes, if my Longsword can't roll +2 Glibness then it's a disappointment and a slight directed at me personally by the developers.
They might change this in the future. Perhaps they added everything to the pool to collect more data shrug
Yes, or provide nerfed stats ie lower tier mods to compensate. Having useless stats is a flawed system that reveals it’s incomplete. Not to mention item equip speed still has marginal uses when stacked.
I definitely think itemization and the way rolls work needs to be worked on. I don’t necessarily believe majority of existing stats need to be removed. I like the RNG aspect of potentially winning roll lottery n rolling god tier stats on a neck/sword whatever. I do think trash rolled items deserve a higher purpose then selling off to npc vendors for measly gold pieces. If items like that are gonna exist then their should be a further discussion on additional systems like a salvage system where items can be torn down to materials which then can be used in crafting systems. I enjoyed the Diablo 3 salvage system personally
lol, just about every ARPG game ever with RNG stat style items has useless stats that can roll on gear. you just don't understand the utility of it.
Basically anything beside having a dungeon is still open to being balanced, adjusted, and replaced.
? They have shit stats, not completely useless stats, ie poe warframe, where you can low tier stats like +1 hp or + 10 hp etc. they vehemently avoid completely useless stats
I'll post it, let's draft it together.
Market Board System
A Market Board is a listing where you can browse by individual item type and directly purchase items from other players' market boards.
A Market Board let's you sell singular items exclusively for gold.
There should be a limited number of trades you can make in a certain period of time. Maybe by having a number of slots that stay locked even after the item is sold, or a maximum number of trades per day.
While the item is posted on your trade board it would be removed from your stash, but be locked there for the duration of the trade.
Anything to add or remove or change?
I like trade as it currently is. Forces social interaction.
PoE has alot of useless stats that can roll on items. Some PoE affixes literally exist just to make other mods more rare. Like wtf do you think the utility of %light radius is?
I think the only part I would change is that when an item you posted up sells, the space it occupied is not re-usable for a set period of time. If I understand that part correctly.
Good point light radius % is one of the mods we have been asking to get removed. Having +1 life is fine because you know it could have rolled higher, block recovery for ex is a shit tier mod that only rolls on shields for a reason and not bows in poe.
Edited
The main social interaction of the game is not trade chat, it's in the dungeon with enemies and allies.
@mental lance are you a classic Andy
Do you understand that the purpose of some of these stats is simply to make the good stats more rare? It doesn't matter if they exist or not. They're just a tool for the Devs to fine tune the rarity of other stats. +1 life is the exact same thing. +1 Life only exists to make +99 life more rare. Otherwise, it's basically a useless stat.
Yes. Also shit affixes are good for gear imo. Makes good gear with good rolls even rarer.
Btw, consider adding auction house and ask people to react with thinking so we can check for if people prefer auction house at the same time.
I would rather keep it to one suggestion, and then the AH suggestion and this suggestion can be compared later
Your goggles gave it away
Yee I play 19 twinks.
Also market board, one item at a time is so miserable. Takes me like 1 minute to sell loot after a match right now. Would take forever if I could only list one at a time.
How many times do I have to say this shit. +1 energy shield +1 life +10 armour are useless stats but they do something even if they’re marginal. Yes they are to make items weaker. But have you noticed that block speed (shit tier mod) can only roll on shields and not bow where the mod is literally useless. As long as it does smth at all, it’s fine. They vehemently avoid mods that do absolutely nothing and instead fill up the mod pool with trash mods that do barely anything. Do u understand? Same with diablo 3 and warframe filler mods > useless mods
They can remove them and then just have higher chances of no mod. They could even add negative mods to make good gear even harder to find. Bad loot is a tool to extend gameplay. Otherwise just design all your own gear to perfection and have no reason to loot anything.
Negative rolls are something I would like added. Maybe have unidentified items that have a possibility to roll negative if you don’t identify them. Auto identify as soon as you exit the match.
my suggestion should fix that but I guess the bot bugged
#1048762118255673428
"The gear gap will always exist (as it should, otherwise gear is irrelevant and looting / gold becomes entirely irrelevant outside of buying healing consumables) however, the gear stats needs a change so that it would increase the importance of higher rarity gear instead of the current system we currently have. (I could literally be in full green gear and still have a better set and better stats than a full legendary player since stat rolls are in theory the same) it could be as small as for example:
Weapon damage caps at 5 IIRC
Grey / White gear = Cap at 2
Green = cap at 3
Blue = Cap at 4
Purple = cap at 5
Either that or just doing like
Grey/white/green cap at 3
Blue/Purple = cap at 4
Legendary/Unique = cap 5
Or perhaps severely decrease the odds of getting high rolls in lower tier gear and increasing it slightly in higher tier gear.
So in theory, you could still have a very good green set that could be better than a full purple but it would be much more unlikely/harder and definitely no where near as common as it is now."
Negative item rolls as a general item mechanic doesn’t feel great. Applying them to some specific rare items would be interesting. Ie an item that has a negative and a positive mod
I think unique's with negative mods, or a new tier of gear quality that is "cursed" and has negative mods might actually be good!
Sounds like you're just OCD about the presentation. Or you don't understand that maybe they don't want to give you 3 useful stats on every epic you find because that would be imbalanced and introduce too much power creep. As a result they would have to rebalance the rarity of epics and make them much more rare. Or, they would have to make it so epic items can also roll 0, 1, 2 or 3 stats with 3 stat epics being the rarest. What you're asking for would require an entire rebalancing of loot.
Okay, I posted the market board idea to the suggests channel
Filler trash mods > completely useless mods. It’s as simple as that, if you can’t understand that having useless mods is dumb, then there’s no point in arguing. We can agree to disagree
Yeah I remember seeing this, gave it an upvote I believe
If filler trash mods aren't useless you're adding power creep, and they don't want that. So how do you solve the power creep problem genius? (Yes item equip speed is considered a form of power creep if it isn't useless)
How about reduced aggro range as a filler stat.
maybe increasing items of purple/gold rarity having better chances of rolling atleast decent stats. if you want a high grade item based on rarity you should be guaranteed stats that atleast make it usable. getting 3 chances to roll a single stat on a purple is not that solution imo
It's literal layers of doing the same thing. Rarity, number of good mods, mod intensity, number of items available in a dungeon. I'm not saying they should. I'm saying that it's intentional to extend gameplay. They could do it in worse ways that feel worse. But dead mods on certain items might not be dead in the future with new classes or builds, or could be made useful. Equip speed being useless, as you suggest, is wrong. It can make the difference of you being able to swap your weapon or upgrade to someone else's gear that you killed and make the difference between you living or dying.
i don't see any original solutions from the big brain guy
This would be an interesting stat yeah, I see it having some niche uses as well like dragging aggro or sneaking through aggro.
Avoid power creep by adding the toxic system of gear score on items based on rolls and rarity then add lobbies gated behind minimum gear score requirements. Lol theirs the power creep solution
bro that is literally the definition of power creep
I managed to get pretty insane gear in one week so I think more filler stats need to be added to slow it down
avoid power creep by making items more powerful 
What if good gear required a higher level to equip. Like cant equip purples until level 20. Legendaries at 30. Uniques at 40. Or something like that.
it's always a little funny to see people arguing about gear balance from step 1, it's like watching monkeys evolve in realtime
I say let me wield Fulgor with each limb and always have all shrines active. That's the balance I want. /s
Gotta make sure there are no bad mods on the Fulgors of course though.
I like the notion of making changes that would help ensure a purple helmet is almost guaranteed to be better than a green, but I don't think the answer is to remove the rng of trash mods altogether. Would be kinda stale
@leaden tide your suggestion didn’t go through but that’s a great idea tbh
I like the idea of whoever suggested letting higher rarity = higher possible roll. So blue could roll +2 all max and purple could roll +3 all max.
Does anyone remember what the date for EA was? I’m spacing.
That gives higher rarity items a bigger advantage then they already have. An interesting concept would be allowing duplicate mod rolls with some limitations. get that 15 all stat chest. lolol
Higher rarity = higher durability?
90% of the time a blue weapon will have higher damage than a green weapon. the other 10% it might have equal damage (if the green high rools base dmg and the blue low rolls base dmg) given that a green can rool a maximum of 1 mod, and a blue a maximum of 2 mods, ON AVERAGE a a blue item will be better than a green item. maybe 10% of the time, a green weapon that high rolls base dmg AND also high rolls a good mod like +weapon damage, could be better than a blue weapon that low rolls wpn dmg and also rolls two mediocre stats
dura isnt a thing...?
late april - may but since pt 5 is 14-19 i can see it being in late may
Well if it was
yeah this is something I said. The range on suffixes would be better on higher quality.
Higher rarity already gets higher base damage/armor, and more possible mods. Do they really need more advantages?
You actually just don't understand statistics and averages. 90% of the time, blue weapons will be strictly better than green weapons - which is exactly what you're requesting. Bleu weapons have 2 rolls at good mods vs just 1 AND higher base dmg. So over a large sample size they will be better.
I wonder if theirs a stat that’s picked up the % of used/sought after vs unused/bad items. If I present 100 randomized items in front of you how many of those would be worth enough to sell in a traders market atm
Yeah. Or I also like the higher rarity also gets a higher chance for better roles, I think that would be a nice way to keep the system diverse like it is but still have rarity matter
Except greens are much more common and can get good rolls. Also a blue can be a ton better than a purp or leg much easier and you get a lot more blues than purps. ( @amber solstice we aren’t taking weapons also the more reduced damage is almost nothing on every class. It Fighter. Wiz ranger rogue gear the resistance barely matters and the max your getting is like 20 percent the roles are much better
They could add increased durability AND reduced durability loss as two more mods.
yes a really well rolled blue can have better enchants than a poorly rolled purple, but the purple will always have equal or higher base armor/wpn dmg. however, you'd be comparing the best outlier from the blue ppol versus the worst outlier from the purple pool. but on average, if you generate 100 blue and purple items, a purple item will be better than a blue.
I think itemization is perfect as it, I don't see any reason to change it. In some rare cases Greens with top tier enchants (+3 all atributes, +5 wpn dmg) will be better than blues with junk rolls and similarly blues with top tier rolls will be better than purples with bad rolls - and I don't see anything wrong with that. Why is this a problem? If every upgrade in tier was automatically better than the previous it would just devolve into "get better color, equip better color"
i really hope they don't put dura in this game.. ^^ i agree with matsume... didnt really see anything wrong with weapon or armor in terms of stats..
that being said, if you compared the highest percentile purple item (the best 3 stats max rolled) versus the highest percentile blue item... the purple is always better
Yeah, but much much more than 100 green drop for every 100 purples. We see a lot of very good greens, and not a lot of very good purples in comparison. You would need to have no more than 3x as many greens drop than purples, and that just isn't the case because we see way more than 3x as many greens dropping.
isn't that just due to greens being much more common than purples though?
i would like to see a higher drop rate for greens vs grey/white though..
that's a sample bias
Again not talking about weapons. And it’s not comparing an outlier a blue with either weapon dmg or all attributes will be better than a purple without those 100 percent. The damage reduction is extremely low and more or less useless for classes other than maybe fighter or cleric. Don’t think you can even get 30 percent dr with max ranger or rogue or wiz gear. Also great roll blue with weapon dmg and attributes can be better than a unique. Say the difference in armor for a leather cap is like 10 rating between blue and unique and having plus attributes on that blue is infinitely better then that no role unique. Also purp has 1 more role slot so 50 percent higher chance for good roles, however blue is def more than 50 percent more common than a blue. Also a green is way more common than a purp and with weapon damage attribute or all attributes it is so much better
however blue is def more than 50 percent more common than a blue. lol
Thanks if possible try posting it idk why it didnt got hrough
Yes, that's correct. The problem is that if 5 greens drop for every purple, let's estimate, idk the numbers, but it's probably even higher than that. Then you have 5 chances at a good prefix with a high suffix. That 1 purple that drops has 3 chances for that same roll. Certainly, the purple can roll multiple good prefixes with good suffixes, and that's what's makes them worth a lot, but that's an outlier, generally speaking, it is far more likely to find a green with a good prefix and good suffix than it is to find a purple with 1 good prefix and good suffix.
id like to see them remove stats from cosmetics...
Yeah the bot is being weird, I’m on cooldown rn but I have a version imma post later cause I like the idea
This channel starting to look like Reading Rainbow
It's actually a bit more nuanced than that. It depends on the mob/container being looted and the type of item. You can see the %s for each loot table on the guns and slingers wiki
I wonder if they'll add names for item rarities. Uncommon, Rare, Epic, etc
What are you talking about? Remove my anecdote then and just look at the math with the assumption that more than 3x as many greens drop as purples, or more than 2x as many greens as blues. Which is a pretty safe assumption to make.
On average you will find more greens with a useful prefix and a high roll on the suffix,
I'm going to write this to the suggestions once I can... in 5 hours:
"
Make Gear Rarity More Important
Have the possible range of suffixes (the +X% for example) have a different floor and ceiling based on rarity.
Let's use leggings that roll + physical damage as an example.
If they are green have the range be +1-3.
Blue range should be +2-4.
Purple range should be +3-5.
Orange range should be +4-5.
And unique should just give +5.
This way a green might still be better than a purple, but the odds are that it will happen a lot less often, because it will be impossible for the green leggings to have +5 phy dmg, and the purple leggings to have +1 phy dmg and two worthless prefixes.
These numbers can be worked around for balance, and applied to every kind of prefix.
Prefixes are still random, the same as always.
"
Yeah, but why is that a problem exactly? The way I see it, in most cases the higher rarity item has more base damage which can be considered as a guaranteed +wpn damage roll on a green weapon, and then it has 1 additional enchant so the odds will always be in favor of a random purple item being better than a random blue item. The problem is players go into trade chat and will only settle for a top tier green item with either all attributes or weapon damage and then they act pikachu surprised when most blue items they see aren't major upgrades 🤷♂️
that's by design. because of the higher ceiling on items with more mods they need to be rarer.
Can you explain why it "sucks"?
I see the value in having more randomization for stat rolls, but I wouldn't mind more consistency as gear grade increases as well. Seeing a green sell for 500g because it has +3 all doesn't bother me, but it does seem a bit out of place
You are correct, on average a more rare item will be better than a less rare item. But that's not a fair comparison. You should be comparing it by drop chance, not 1 item to 1 item. It would be more fair to compare 3 greens to 1 blue, or 6 greens to 1 purple, in which case we get way more good gear from greens.
Yeah, why does that suck? When I get a bad green I just think of it like a white item. I honestly don't have a problem with it. Likewise when I see a bad roll on a blue I just don't pick it up and consider it like I would a white or grey item. Why exactly does it suck to have randomized rolls on items?
Here are some numbers.
LOOTTABLE:LION'S HEAD CHEST
Weapons: 36.4622%
3 - Common = 12.7627%
4 - Uncommon = 18.9627%
5 - Rare = 3.6456%
6 - Epic = 1.0912%
Armors: 32.9336%
3 - Common = 11.5276%
4 - Uncommon = 17.1276%
5 - Rare = 3.2928%
6 - Epic = 0.9856%
So we have about 6 times as many greens as blues, and 18 times as many greens as purples.
And this is from a Lion's head chest, the other containers are even more skewed in my favor.
This will cause way more useful greens than useful blues or purples.
also .. how are you getting these numbers.. is it normal only or normal and high roller combined??
you defend that with you had bad luck. happens to the best of us
obv the two would have different % rates..
Lower rarity gear with good rolls means that the gear discrepancy would be lower since that gear is more common. Just makes that really really good legendary/unique rolls that much more rare
Drop chance for each rarity is different for each item type (gear vs consumables vs jewelery) AND is different depending on mob type (common vs elite vs nightmare skeletons) AND is different again depending on the container type (skeleton, mummies, reinforced chest, golden chest, boss) - you can look at the drop tables in the wiki for each container and see how the rarity distribution breaks down.
do you know what the drop chances are for the different rarities?
rarity is based on luck, stats is based on luck. at the same time you could have an extremely good one too. that's RNG for you, nothing should change there
I am not talking about a blue that has 2 good prefixes with both having good suffixes. I am talking about a blue that has a good prefix but low suffix roll and the second prefix being useless being way too common when compared to the number of greens with a good prefix and good suffix, making the green item better. We could technically do the math but in simple terms 6 greens X 1 prefix/suffix combo gives 6 chances at something 1 good roll, and 1 blue (because 1 blue item drops for every 6 greens at a minimum) X 2 prefix/suffix combo gives 2 chances at 1 good roll, and 1 very low chance at 2 good rolls.
Does throwing something on a trap trigger it? Would be cool if it did. Throw torches on them
^ yes and same if a mob dies on it
take gambling, does the odds need to be in your favor? if it were it's not gambling is it?
I linked it in my above message.
Here are some numbers.
LOOTTABLE:LION'S HEAD CHEST
Weapons: 36.4622%
3 - Common = 12.7627%
4 - Uncommon = 18.9627%
5 - Rare = 3.6456%
6 - Epic = 1.0912%
Armors: 32.9336%
3 - Common = 11.5276%
4 - Uncommon = 17.1276%
5 - Rare = 3.2928%
6 - Epic = 0.9856%
So we have about 6 times as many greens as blues, and 18 times as many greens as purples.
And this is from a Lion's head chest, the other containers are even more skewed in my favor.
This will cause way more useful greens than useful blues or purples.
^ which means more friendly to new players.
no i'm saying you shouldn't take RNG out of the equation just because the rarity goes up.
the only thing about gear that needs a change is that higher quality needs a slight shift in the modifiers it can get to make them have a better potential than the lower tiered gears
Sorry but that just doesn't bother me. Maybe it has to do with growing up playing games like diablo where this was a feature. Personally, I like the idea that a Green item can better than a Blue item, or that a Blue can be better than a Purple. It makes me actually look at the item and it's rolls in order to evaluate whether it's an upgrade or not. I prefer that to the alternative being "purple always better than blue, blue always better than green" because at that point you stop actually looking at the items that are a lower rarity than what you currently have on you and it just becomes a lot less engaging. Personal preference I suppose. 🤷♂️
Yeah some ppl want them to be disabled by simply hitting them with any weapon. I was more in favor of allowing throwables to trigger the pressure plate if aimed correctly. Doesn't seem too OP to me
They should just have a +1 or +5 in the item name to indicate how many rolls it has. Arming Sword +5
i fully agree with you there, rarity should mather but not enough that there's a massive gap between green and blue that you'd always take it over a green. but that might be because i too grew up playing games like diablo
18.96/3.64 is closer to 5x not 6x. And as you know blues can roll 2 mods versus just 1, so you're twice as likely to find any specific mod on a blue item than a green. Which means any individual mod is just 2.5 more times common at green than blue. This also assume there different item mod weights applied to different rarities (+attributes might be more common on blues/purples than greens - probably not but we don't know). Anyway blue items have the ability to be much more powerful than greens. How much more powerful is a +3 all attribute, +wpn dmg blue than a +3all attr green? Is it 2x as powerful? 2.5x? 3x? It's hard to say objectively unless you're running everything through a simulator. Anyway at 2.5x it seems fairly balanced to me.
Evaluating gear would still be a thing. But what he's saying is it'd be about comparing two relevant stats to two different, but still relevant stats.
I did, I showed you a lion's head chest, which has a pretty good chance for blues and purples in comparison to a lot of other loot tables. Also, a vast majority of people are playing norms instead of HR. I think my numbers prove my point. Way more greens with a good prefix/suffix roll are going to created compared to a blue or a purple with a single good prefix/suffix roll. It's not about the 90% of blues are better than 90% of greens, because they don't drop at the same rate, so we can't take percentages to look at this matter. I would prefer if I see a purple it should likely be better than the last 18 greens I looted, and that just isn't the case, it isn't even close.
That’s for a lions head chest, this is for a large oak chest
Summary:
Weapons: 18.3176%
2 - Poor = 10.8584%
3 - Common = 5.4544%
4 - Uncommon = 1.8172%
5 - Rare = 0.1792%
6 - Epic = 0.0084%
Armors: 43.71%
2 - Poor = 25.5948%
3 - Common = 13.2464%
4 - Uncommon = 4.4132%
5 - Rare = 0.4352%
6 - Epic = 0.0204%
I think there should just be more controlled suffixes, it feels terrible getting a magic dmg purple barb chest or a phys dmg wizard hat, etc
they already have an consistent increase cause without modifiers rarity has it's differences. it's just that modifiers play too much of a roll currently making green so much better most of the time. if they tweak those values to slowly go up with min and max that would fix this green over purple issue
Think its already decent, blue is on average better than green because it has an extra roll and higher base stats, but not always because two bad rolls +better base stats CAN be worse than a single very good roll.
I mean, you can do that right now in it's current state too. You just have to take one rarity lower into consideration. Again, I don't really see it as a 'problem' just one more thing to consider
And what about in B3?
Summary:
Weapons: 17.507%
2 - Poor = 9.3744%
3 - Common = 5.1842%
4 - Uncommon = 2.5914%
5 - Rare = 0.3402%
6 - Epic = 0.0168%
Armors: 41.8474%
2 - Poor = 22.0968%
3 - Common = 12.5902%
4 - Uncommon = 6.2934%
5 - Rare = 0.8262%
6 - Epic = 0.0408%
Blues don’t have to be much better, slightly better odds would be nice. A few x difference is massive when you take trade into play.
and here is Golden Chest High Roller
Summary:
Weapons: 45.5202%
3 - Common = 2.5872%
4 - Uncommon = 18.0774%
5 - Rare = 15.8169%
6 - Epic = 6.7782%
7 - Legendary = 2.2605%
Armors: 40.0026%
3 - Common = 2.2736%
4 - Uncommon = 15.8862%
5 - Rare = 13.8997%
6 - Epic = 5.9566%
7 - Legendary = 1.9865%
Jewelry: 11.709%
4 - Uncommon = 4.9302%
5 - Rare = 4.3137%
6 - Epic = 1.8486%
7 - Legendary = 0.6165%
Other: 2.7588%
3 - Common = 0.1568%
4 - Uncommon = 1.0956%
5 - Rare = 0.9586%
6 - Epic = 0.4108%
7 - Legendary = 0.137%
Nothing: 0.0185%
This is literally the best case using the lion's head chest. You're arguing the numbers when I've already given you skewed odds.
Most enemies look like this:
Zombie - 15x
4 - Uncommon = 6.0%
5 - Rare = 0.3999%
Skele footman - 16x
4 - Uncommon = 15.0%
5 - Rare = 0.9408%
Mimic - 15x
4 - Uncommon = 9.0%
5 - Rare = 0.6%
These are on armor, weapons are even worse numbers for you
i don't see your point cause it does go up like you say.
the modifiers are the issue at the moment, i just don't want it to become a thing where it's Oh a blue, always better than my green type of thing
Nobody wants spell casting speed on a longsword or a measly +1% dmg reduction buff on an Epic, and I think that's the core of the pro argument for modifying stat rolls
each mob and chest has different values, you can't just cherry pick one thing and use that as a proxy for the entire game. plus as a player you have agency and can focus on specific things versus others
Ok, so now it’s cherry picking when it’s an avg chest vs using a lions head
Nobody wants grey items either but that doesn't mean we should remove them from the loot tables...
that's where they have to tweak the numbers of potential modifiers, if you roll a bad modifier not suited for the weapon or armor that's just bad luck
1% dmg reduction is decently nice actually, let’s just not have spell casting speed when you literally can’t use it on a longsword.
Definition of Left Field man. Nobody is advocating for removing a certain rarity of gear lol
What exactly is the point of listing droprates, I don't think just because something has a 50% lower droprate it should be 2x stronger.
no i'm saying the game isn't just chests, there's mobs and also PvP, a well geared player has all blues and purples. if you want you can almost entirely ignore PvE and just farm players in PvP, take their purples and leave
but that's already how it is, without the modifiers you take blue over green. it's the differences in modifiers where you could go "oh this green is actually better to keep"
It’s much worse for mobs, as for players, they loot from chests. Literally 10x + diff for them, we can include them if you want, do you want that??
What yall think about potions/bandages stacking to 5 instead of 3?
A Blue of the same base type IS better than a green of the same base type 90% of the time if not more. The problem is you are rocking greens with top percentile rolls like +3 attributes or +5 wpn dmg then comparing it to the average blue. And yes, as Misery points out, because greens are so much more common than blues it's easier to find a top tier green than an above average blue.
Most people run normals, not high roller. Most of the greens and blues dropped are from norms. Sure HR will move the number up a little, but barely. Look at the mobs in HR like elites and nightmare instead since we kill and loot way more of them then lion's head chests.
Elite skele footman - 2.3x
4 - Uncommon = 18.0208%
5 - Rare = 7.5872%
Nightmare skele footman - 1.8x
4 - Uncommon = 24.0504%
5 - Rare = 13.2912%
We are still getting like 6-10 times more greens than blues dropping if we consider that most drops are from norms.
Yeah but when 5% is a possible roll, and that can show up on a green, when 1% shows up on an Epic it just looks like someone took a sht on a plate and said "well, you get what you get, the sht might be nasty but at least most of the plate is clean"
@pliant reef whats your argument with listing droprates?
okay so what? how do you know what the right balance of greens to blues to purples is? and why are DaD wrong? i mean the DaD Devs have their opinion of what is the right balance and you guys have your own. But in the end it seems like this is a subjective argument and it's their game so... they win lol.
No, i'm being facetious, essentially they are advocating for removing unwanted items from the game
Point we’re making with drop rates is that a massive # of greens are better than blues, which is exacerbated by the market place which I’m pretty sure you’ve experienced if you played the game
yeah that's why tweak the modifier so that the minimum of green is lower than the minimum of blue same as the maximum but not to a degree that blue is that much better than green so green is always worse. let RNG do it's thing there
We’ve never said that blues need to be better than greens, just not have the disparity be so low that you frequently use greens instead.
Theres a bunch of greens better than some blues yeah, and some blues far better than greens can ever be. Most blues are better than greens. I think thats all fine
I don't like how common it is for a green to be better than a blue or purple. I don't mind that it happens sometimes, but it happens way too often. My proposal is to have the suffix ranges be dependent on the rarity of the item, while prefixes remain random as is.
Let's use leggings that roll + physical damage as an example.
If they are green have the range be +1-3.
Blue range should be +2-4.
Purple range should be +3-5.
Orange range should be +4-5.
And unique should just give +5.
But they are not. There are just a lot more greens dropping than blues and players don't bother bringing back the junk greens from a dungeon. They only bring back the best greens which then get compared against the average blue item.
Especially when you consider that sure they can have two rolls vs one, but they can also have lower or higher rolls of the same stat
No, what you don't like is how common green items are versus blue and purples. And it sounds like you're basically arguing for greens to be more rare. Be careful what you wish for...
Assuming the odds for each enchant are the same regardless of rarity, then yes, in most cases the average blue will be better than the average green because not only does it get an additional enchant but it also gets an increase in base damage or stats which can be looked as an additional enchant
Most blues are not better than the proportional number of green items based on drop rates. A random blue is worse than 1 of 6 random greens most of the time.
This is why I emphasized trade. As long as trade exists, the game will be based off heavily off trade. In this case, price of a +3 all green vs a +3 all blue + weap dmg. It’s a difference of a 100-200g item vs 500+. Weap dmg + 3 all stats specifically is 1k+ as it’s better than most purples and highly desireable even by the best players, top 50 lb
No it isn't what I don't like. I'm fine with the drop rates, I haven't given it much thought actually, but it feels fine. I clearly stated what I disliked, please don't put words in my mouth.
To be fair, i don't hate your idea. You're basically asking for a tier system the way PoE has it, where item rolls are gated by item level. I'm just going to point out the fact that this would probably decrease player power level on average in Normal modes and would actually widen the imbalance between players that spend more time in High Roller or delving into B3. The result is the weaker players will be weaker and the stronger players will be stronger.
If there's loot to be bought and sold, trade should be part of almost everyone's gearing strategy, unless they just don't want to use it. But it's logical to use your gold and convert it into useful gear that can help give you a small % advantage in survivability to be able to get more gold and gear respectively
I'm not arguing about drop rates. I'm arguing that due to how the math works out, drop rates being part of what needs to be accounted for, there are more useful greens than there are useful blues, and the frequency where a blue or a purple is worse than a green is too high, which is what I don't like.
Think thats kind of a weird way of looking at it because it neglects the maximums each have, as well as the average value each has. You will on average always be better off seeing a blue drop which is what really matters. What I dislike about the tier idea is that it makes stuff more formulaic and possibly increases the gear gap unless you offset it.
That's a pretty good point actually
You are right. Now imagine that more players start playing high roller or entering B3 and as a result those players stop bringing greens out of the dungeon and instead start bringing only blues and some purples out too. All of a sudden the entire dynamic changes simply based on how much of the player base is going deeper or into harder game mods - which they will eventually do once the game is released and they have enough experience under their belts to survive those higher game modes. Which is why we should be careful making decisions based on these playtests.
It'll have further reaching affects, certainly. But it's not like power balance on gear is in a good place rn anyway. I don't have all the answers, just pointing out one aspect that feels off to me.
also, be mindful of what happens when they introduce B1. If B1 drops are mostly grey/white and occasionally green / rarely blue... but monster difficulty is equal to current B2, and then B2 drops are the same as they are now but the monster difficulty increases to B3 levels.. the game is going to feel very different
it's possible that the current drops and rarities are balanced for the future difficulty increase
this reminds me of that episode of spongebob, right
where spongebob throws a party
and he plans out how everyone should have fun to the minute
and nobody is having fun
and for one reason or another he gets locked out of his house and stops controlling the party
and everyone starts having more fun
because less controls were implemented by the sponge overlord that was trying to command people to have fun by controlling and restricting them
(@ tiered matchmaking / gear score / similar ideas)
let's be honest with ourselves, if the game was out already none of us would be having this discussion and we would instead be playing the game
in this analogy, ironmace locked everyone outside of their house of fun
nah they'd be on the market for 6 hours waiting for people to put stuff on it they like
You are back on top of my favorites with that one my guy lmao
you can catch me in the high rollers B3 with my white recurve how bout dat
survival bow take it or leave it
Going into high roller with any gear whatsoever is for degenerates
don't sleep on the survival bow witrh +wpn dmg frfr
starter survival bow and all armor is +resourcefulness
Oh look a free kill for the leaderboard, splat!
I disagree that is what really matter. There are just more green items with 1 good roll than blue items with 1 good roll. A green item will never be as good as a good blue item, but a green item with 1 good roll happens so frequently compared to a blue item with 1 good roll or even a purple with 1 good roll, or even a legendary with 1 good roll, that it feels bad.
what do y'all think if they let rogues use survival bows? 🤔
nah they have throwing knifes, no need for a discount ranger
They would had a easier time to...survive
Hand crossbow
I would be okay with giving rogues either the hand crossbow or the survival bow but I know a lot of players would be against that
I don't see how this would be different with my suggestion vs what is currently happening.
I mainly worry if the arrows will apply poison or not.
I think that would be a hard no
i just don't think a rogue needs any form of consistent ranged like a ranger or fighter does, they're meant for a stealthy stabby class
Yeah, that would be a nightmare
yeah it's not really about making rogue better but increasing the utilization of survival bow which currently...
They've already teased a slingshot or sling type of weapon. I'd imagine that would be an all class type of utility weapon though with limited uses like throwables
I think a blowgun shooting poisoned tipped darts would be hilarious though
but even the wizard can use a xbow lol
yeah not sure why they have access to it, then again they are a rang class of their own.
but i do get that survival bow needs something besides an extra arrow in the quiver
That sounds like a balance issue. My change would make greens less powerful, and blue and purple progressively more powerful. There are certainly some balance consideration, but the balance is not in a good place and it's pretty early to tell how things will go.
I'm just talking about how bad it feels that there I have 3 greens in my inventory with 1 good roll, and so many blues and epics I find can't match up, so I'm wearing mostly greens. Same thing with how the market looks.
How about some sort of Repeater Crossbow?
Specifically to even out rogue in pve
Blowguns and Blowdarts, cmon
Not every class needs a ranged option?
maybe they'll give bard access to survival bow? did they say what weapons bard will use?
every class has ranged btw. If you haven't stopped to consider it yet, every class does, in fact, have ranged weapons.
Judgement*
Currently the Cleric is the only one without. Judgement doesn't count lol It's only usable at a range just barely outside melee range
blowguns and throwing stars
isn't that why they have a magic sword?
Cleric has judgement
Sorry, ranged primary.
and explosive bottles, everyone forgets those, technicly holy light too but that's pve undead untill there's a nercomancer
I want to see a full consumable build. Explosive bottles, throwing knives, blue pots, white pots, oil lantern (throwable now), and more
Judgement is pretty strong, especially at low levels though
Judgement also can't really be used in lieu of a throwable for chasing down (or peaking+poking) a target more than 10ft away.
Just use bind and Judgement. Works quite well
Rogues have magic swords?
Word, yeah not everyone needs a ranged primary weapon. /Agree
oh i thought you meant wizards evening out rogues in pve. rogues do fine in pve without range
They don’t do much against shit like a minotaur
They do have bind, forgot it even existed lol
well yeah neither does a mage when it's up in their face. idk if something is up against them and they fireball the mage dies too right?
I wish more clerics used bind, but tbh it's weak in comparison to the alternatives. I think the devs overestimated how much people would value the CC
It's actually quite a good spell.
Seems bad on paper, but on practice it's really usefull
??? A mage has spells for that reason… I’m so confused by this lol. Rogues aren’t good in pve into —> wizards are dog shit in pve melee
yeah its probably pretty close to being good but not quite there, same with slow. It feels decent but never great. Maybe they can increase the duration on them slightly til they feel right
I kinda want the devs to put more charges on bind.
What I always do when someone is rushing me, is to:
Bind, Judgement and then Bind again.
It saves you from the rushing fighters and barbs
Yeah I'm sure it is. But I didn't see many use it because there were just stronger options and 4 of your 5 spells are considered essentials
You need good communication, without communication it’s meh, with good communication, they’re basically dead or chunked
well this is the thing a ranged class has range advantage, a rogue has high damage up close. they have their weaknesses and things they're good against.
if every class had a primary ranged then you'll just see cheese as far the eye can see
I wonder if it'd be too broken to make spell capacity increase your available options on a spell memory wheel from 5 to 6 or more
A rogue is not good in pve in general, for ex, against a minotaur.
I run it because I experienced that 3 buffs are kinda too much. Takes a while till you cast all those
but they are good against pve, ex skeleton archer
??? Skeleton archer is not a problem for any class, can you pick out a boss that rogue excels in
can you pick out a miniboss that isn't mostly dealt with a cheese strat?
Yeah, I didn't like the 3 buff loadout myself either, but I liked having Sanctuary or Rez as my 5th so I never really tried bind that much. Next playtest I will make an effort to use it more though
Let’s not move goal posts yet, we’re talking about if rogue is good in pve. Please tell me whether or not rogue is good in pve boss scenarios aka main pve scenarios before we get into cheese. My argument is that rogue is the weakest pve class atm.
but if you add in has to be up in the face of someone you don't want to be up in their face against, ofcourse a rogue is weakest, they're a simple damage dealer, same with barbarian. barbarian just can take more damage. the main problem there is that it wasn't meant to be a solo fight, you're missing your tank
I would recomment it as it's a safetly net against rushing barbs and fighters, keeps them at bay for quite a bit for you to distance yourself a bit more and waste few seconds of their movespeed buffs.
I personally found no room for sanctuary and resurrection... 2 heals and 2 buffs with bind to maximize PvP.
a lot of mobas I used to play balanced this by either converting it to a decaying slow, giving it stronger scaling off the caster's magic power, or by simply increasing the duration of it by 0.2
think another .25 or so and bind is pretty good, maybe 0.5 for slow
y'know i just thought of another reason i don't like the idea of an AH with searchable mods... if you play PoE you're probably familiar with PoB.. what if someone creates a DaD PoB and suddenly you can simulate the exact stat allocation/item build/BiS item list. If you can do that then an AH kind of enables that behavior.
yeah, that's what I fear the most. if AH could obscure max-optimization somehow but still preserve the convenience of drop n sell / pick n buy, then a blended system might work best. potential for max-char tuning tools should be avoided at all costs
Yes, so give smth rogue for rogue to do. Rogue cant easily backstab when a tank is tanking unless they want to get 180d and throw the tank off. They are the weakest pve class as a result. I don’t see how giving them a survival bow so they can at least do smth to bosses is out of reach.
Don't like giving melee more range capabilities. Already have issues with barbs spamming franciscas like crazy. I think if there are pve issues they should be solved by making rogues better at it via their melee
That’s fair, works as well if they fix the 180 turns
yeah feels pretty bad when you try to ambush a fighter and they wep swap to a halberd and they do a 180 attack and 1 shot you as rogue...
rogue mid-late game will almost always 2-3 tap enemies with dagger. I think the scaling needs the most fix, not the max potential
Rogue is in a good place atm. There is a learning curve and a playstyle but it's high end potential is 2nd or third overall.
Those rogues were poking our back side and now you guys want to give them the ability to poke us from afar?
The main problem with giving them a bow, is the actual existence of Rupture.
A survival bow is fast and it would totally work with Rupture.
Heck, even the Debuff would work from range.
i disagree. let's take the troll for example. Best class was ranger hands down because they had the most access to the head, then comes rogue because of their dot damage, then barb and fighter and down the line cleric and mage. that's because that one was designed to be solo.
for the tank issue that's a aggro issue which is currently bad because how people can body block minibosses using it. a rogue does not need a range primary as they can apply weakpoint and rupture from long range that way same as how throwing knifes does. if you give a rogue a bow they just become a ranger
Pvp balance can be addressed but currently rogue is shit in pve.
they could make it not work, obviously rupture or weakpoint attack on a ranged weapon would be OP
Fighting the troll isn’t a main pve scenario, I do like how you picked it out to try to argue that rogue is good in pve tho. Again, any teamfight boss. You could even weaken rogue bows against pvp, they just need smth to make them better in pve, that’s about it.
They didn't do it by fighter, why should they do it on rogue?
I mean, they could do that, but at this point why give them such a poking stick?
the troll was pve was it not? it's just that there's a difference where it's designed as solo vs trio. a rogue was strong enough against pve but as a class they're squishy that you want to dodge more. let's take a teamwork battle for example, who deals more damage the fighter tank or the rogue in the back?
Btw, out of curiosity as I never bothered to do the troll boss.
Can a wizard kill the troll?
It’s meant for solo, are you arguing that rogue is good for solo pve which only occurs in goblin caves? Because sure rogue is fine in goblin caves, but last I recall, we were talking about what rogues do in a team pve scenario?
they could but it takes them longer than other classes
I am guessing they are using rondel to do it?
yeah in pve team scenario you're not giving the rogue enough credit for the more damage they do as the one distracting the pve miniboss.
They don’t bring much dmg, they can’t back stab consistently while your tank is tanking because they’ll get 180d on. And if you don’t have a tank, who gets aggroed when the rogue leaves…
it's pretty much same tactic as rogue and fighter where they constantly stab the hand or get some zaps in
same happens with a barbarian tho? that's a mather of giving a fighter an additional aggro on their hits by default cause none is running the taunt. the reason pve 180's is because the rogue is doing more damage and now is a threat
Barb can consistently tank unlike a rogue? So are you trying to claim rogue is about as good for pve as a barb or what? I’m confused here
they're trading hits, still not good for a barb, rogue just is squishy
I think tanking in general isn't suppose to happen in the first place as in taking hits.
More like taking the aggro of mobs.
"Tanking" isn't really a thing in PvP, space control and trading hits is.
We are arguing rogue in pve, imo rogue in pve is easily the worst class. Void seems to think that rogue is good in a team pve situation.
rogue and barb are both equally good when it comes to dealing damage, the difference between rogue and barb is that barb is less squishy. the fault in team pve combat lies in fighter losing aggro because of the high damage those two do
Yes, so rogue objectively does not bring much to the table in a pve situation. And I’ve already mentioned that a rogue can’t backstab because they’ll 180 off the tank.
I don't find rogue that bad in PvE as he is fast and can dodge hits easier while also can get closer to mobs.
Though they might be the only class that shouldn't be able to kill a centaur without any cheese.
what it brings is damage, stuff die alot faster with a rogue stabbing it. what doesn't bring much to the pve table is a fighter without taunt
You’ve already said barb is equivalent to a rogue in dmg lol. Except rogue is squishier in a pve situation. Are we moving to if fighter needs taunt now?
Rogue's solo PvE is the worst outside of default-kit-Wizard, no argument there, but WPA/Rupture work very well in organized groups.
Landing a single buffed set of stabs and then doing something else can shave an entire combo-to-kill of an Elite Skeleton while your fast speed and interaction lets you handle other obstacles or accomplish other tasks.
rogue players require skill and kiting expertise. barb players have craniosynostosis
Yes, that’s been my sole point is that rogue is the weakest in pve. I suppose you can argue that rogue is fine outside of team minibosses like scouting tho yeah.
yeah both classes are damage dealers so they bring the same, rogue does it with dots, barb does it with higher damage values per swing. a rogue could play it hit and run using it's bleed and poison where a barb can't move much.
isn't that where the problem is that the pve does a 180 away from the fighter?
Yes, so you agree that they should fix 180ing off the tank.
@safe silo ur suggestion sucks balls
yeah and the way to do that would be to give the tank a higher aggro range or increase more every time they hit. it's like WoW deathknights where if they're unholy don't get much aggro unless their damage exceeds compared to the tank but in blood get more aggro from their attacks.
in DaD all there is for aggro is a taunt that's unused as it doesn't do anything for pvp
Imo, they should have some turning radius and not have mobs insta 180 on you, higher aggro on hit passive could work as well or give rogue lower passive aggro when attacking. All will naturally make rogue much more useful in pve
i mean they just move like a player could, otherwise if they had to run in a circle to attack behind them they'd be too easy
cleric needs most skill rogues are just invis mfers in dark corners
ignore him, he's just a troll. won't last long if he's that toxic in game
what class r u
i agree with you that the passive aggro would help lots more in pve scenarios so that a tank can do it's thing while rogue does it's high damage. but then comes the topic of cheesing it with said aggro and that's something else entirely
i don't main any class, i just play them all and have fun
cleric icon beside your name AND ANIME PROFIOLE PIC? = blocked
suck my nuts
They’re working on improving ai, so hopefully they deal with cheese. Imo cheese is less so abusing patterns but being literally untouchable. It goes from a strategy -> cheese. Like minotaur crouching and blocking up isn’t cheese yet, but getting into a spot that causes the boss to freeze is cheese.
guys both stay respectful atleast, there's always a block option or can ignore them. if they get out of control contact a warden.
@rocky field yeah i'm happy they are, like the pavise cheese is just horrible to look at, same with the elevation issues with a wraith. but yeah blocking isn't cheese, but when it's pure body blocking that's something different
why is editing set at 6h? in suggestions
Yea, troll is still kinda cheese but they responded to ppl crouching very quickly by making him overhand more so now it takes a bit more skill. I have confidence that they can work out all the cheese.
It’s so you make more thoughtful suggestions @brittle swift
okey but i want edit, like im testing it
You can edit them
yeah they completely changed it's melee attack to counter a simple crouch, but then again that would have been the strat to do it. i doubt they can work out the cheese completely cause people will always find a way
Fighting ai in video games naturally leads to algorithmic attack patterns, calling anything cheese is kind of silly
At some point it’s difficult enough that it just becomes the strat so yeah, I like the way they’re dealing with it
how i have 6h mute for adding
difference between getting good at their attack pattern and using 2 pavises stacked upon eachother so they can't reach you while you deal damage
So a boss freezing still when you crouch in a particular corner is not cheese? I get your point but it’s with enough difficulty that it becomes a clean strategy and not cheese.
This command has been disabled on this server
just going to have to wait to edit your suggestion, that's why it's important to formulate it well and can use this channel to get some feedback on your idea before you post it
not possible anymore
can't even from the make-suggestion section?
you can edit a suggestion in make-suggestion with the command they present
man i hope they fix the future playetests and remove the 'naked meta'
aaah that's good to know, now got to be more careful with how you present the suggestion
because people were trolling with suggestions
baiting people for thumbs up and then editing the suggestion completely to something else
like don't add p2w stuff
almost all people voting positively
then they edit
add p2w stuff
while keeping the positive thumbs up
I don’t really think it’s much of a problem but what do you think they should do? And I feel like a “meta” just in general use of the word is established by the top end players not the bottom and top players ain’t naked
oh yeah that makes sense
well... no
being naked is meta and its a problem since in a looting game like this you should be rewarded for finding good gear including armor but speed is even more important so they just drop everything
don't hold the next play test during Coachella weekends please
This suggestion is kinda trueee
I have a suggestion:
Sort items within shop by rarity and/or attributes.
Being naked is not the meta of dark and darker. having good gear is. but starter gear is objectively not as good as being naked for certain classes. doesn’t mean it’s a whole game design issue just means that certain people value move speed over others because thats more valuable to the effective playstyle of the class. (When grays offer very little protection and come with a lot of slowdown)
D&D > Coachella
Coachella is overrated
ye. early access might overlap with EDC vegas tho
well yes and no. check out a video talking about it https://www.youtube.com/watch?v=QhdYIMHOzsM
good gear doesn't outweight the speed that no gear has because even without the gear that reduced your speed there was enough damage modifiers to become a one hit wonder. that's why naked glasscannon was the meta.
If you’re just gonna link a video instead of explaining your position I could easily link the video I’m watching right now on Apollo and show you how because of his gear he’s able to nuke a three man with one magic missile spell
movement speed is simply more beneficial that damage reduction
It is in a lot of cases. Especially for like ranger and rogue or wiz where the damage reduction is small
And I actually commented on the video you linked and proposed possible solutions to the supposed problem
The naked meta is silly why would having armor make you worse off kinda defeats the point
I think what he’s trying to say is that gear relies on enchantments not armour values. Which is true for everything except arguably plated gear. There’s little point in wearing grey/white/green(shit stats) leggings.
You're way faster with good armor equipped anyway
Yeah sure it’s silly but it’s also fine lol it’s not a plague to the game or offensive
I’d like to see your high school diploma because unless you find a chest piece that has +15 move speed you are slower with gear on it’s just math lol
I played rogue so maybe its different
+5 movement speed +3 all stats +3 agility and you’re almost as fast 👍, just get those stats
its already silly by itself because you have a bunch of people going into the dungeon and taking everything off
So what silly is good silly is funny silly is variety
You could take -5 move speed off gear, naked is still better vs white, but you don’t need nearly as good stats
well there's funny silly and there's zoomies. you need to give them a reason to put on gear
I'd maybe accept the naked meta if this game was a battle royale but its a dang looting game where you earn strong gear
@neat horizon Why does it effect you so much? People start with a natural -10% PDR, so if they take their gear off you literally do bonus damage to them. They are SO EASY to kill.
They are incredibly easy to kill with white gear on anyways
don't think it's a problem of them being easier to kill, it's more the issue when they have gear they oneshot while they just zoom around naked
well the bonus damage isn't that noticable and some classes need to wear armor to even compete
You’re fixating on one aspect of the gameplay loop and ignoring the fact that the gears effectiveness and how it helps you survive and combat enemies is what matters. If it’s more of a hindrance than a help then it’s just logical to discard it and gain a net benefit which is why you see people doing it. They’re not doing it in protest of gear
for example if there was a battle between a fighter and a barbarian then it would be an unfair fight cause barb has 30hp more than fighter so fighter needs to wear armor to even compete. see where i'm getting at?
You’re essentially comparing an apple to an orange and asking why the orange isn’t red. it’s a fruit, shouldn’t all fruit be the same color?!
I wish temperature was in the game so you have to keep clothes on unless you wanna freeze to death lmao
But its not that simple lol. That's the whole point of abilities, positioning, pve, ect. Every character has advantages and disadvantages. The value of the game is to gain synergy with your advantages while managing your disadvantages. EVEN if we could agree that it was a problem - which I don't - , there is no solution that doesn't take away from the game.
With a fighter you do want to use white plated gear because you can actually get significant pdr so you chose a bad example, and you have swift as well
For every other class, including cleric plates, you don’t get enough to warrant wearing them
I mean there are good solutions That wouldn’t change too much overall but I just don’t see it as something that needs fixed to begin with. It’s an irrational gripe
Ive been catching up on the susggestions list and i see a few talking about better targetting for heals. I don't know about the rest of you but I like that the enemy healer can wiff there spell if i put them in a panic.
same
Yeah being able to lock on to people with your support character just takes all the skill expression out of being a good support.
Communicate with your team land your spells, Don’t look For an external solution to a problem that is internal
It’s not a problem, cleric heal is already strong enough, getting heals sucked up by corpses (self healing for ex) could be fixed, but not missing your heals
gear has 3 issues, too much damage scaling, too much speed difference and not enough value to defence. do i think a fighter with high armor needs a speed disadvantage? yes, but at the same time the damage shouldn't be enough to one or two shot said fighters while the other classes strip their speed debuff cause now you force the fighter to do the same.
There are some cases where you clearly pointing at you ally, but instead you get healed or buffed. That happens sometimes when you are above some rumple or behind a torch. It really needs improvement.
oh i agree on the corpse targetting, but that seems like an actual bug/mechanic oversight that i have high confidence will be solved before EA, prolly before next PT.
so the hit boxes of the terrain needs to be more inline with their visual displayed boundaries?
The hit boxes on terrain are superb, not sarcasm
i never really had a problem with it so i don't know if this is sarcasm lol
i do agree with corpses shouldn't be able to be targeted but other than that i didn't have any issues when healing with a cleric due to hitboxes
its pretty noticeable on bow users sometimes when your arrow gets caught in nothing and it floating above the terrain lol. Otherwise I never really noticed it
Mhm... somewhat. But there is other stuff too. Like I said, what you mention effects the standing torches and other stuff that is in front of you.
But there are other cases were you front is clear, but the terrain somewhat screwed you over and refuse to cast the spell on others, casting to yourself in turn.
Had it happened to me more that once and is extremely annoying.
I am not totally sure what is causing this, but it's a real problem.
I accidentally cast heals on myself a few times as cleric but I thought it was A) me running into my own projectile or B) the barb I was healing outran the range on my spell.
There’s also the hand bonking lol, which is kinda dumb but also makes sense which prevents you from flicking to the wall to self heal
It’s always a range or a targeting issue with the player
They should start by making the highest end weapons do 75% damage as last play test. And making head,body, and leg armors +5 mobility so they don’t slow you down as much. It also equalizes speeds a little bit, since being naked is no longer as much of an advantage for speed.
Casting a spell doesn’t immediately hit scan when you let go of right click there is a bit of an animation time there too so it just takes practice and getting used to it
yeah instead of just minus speed, could also have modifiers that enhance speed more.
honestly I would have it while you are charging a buff or heal , fires like normal but for self buff allow us to just right click to apply it, and just the release like normal to fire as usual
isn't +movespeed already a mod?
not enough to the extend it's a worthy tradeoff by wearing the gear with it
We’ll I don’t think armors should make you faster then if you were naked, just don’t think the speed penalty should be as much as it currently is.
It's kinda hard to explain as I don't know the specifics of the bug, but it really is there.
Once on the mummy room, at one of the paths, my barb wanted to break a door and I wanted to buff him, but I was standing on some rumble to the corner of the path and had clear vision in front. Despite that, the buff went towards me.
would be either range or missing it because the barb was in motion perhaps?
I mean... the path is pretty narrow and he wanted to break a door. I doubt that he was zig zacking while swinging his axe.
If it didn't happened more that once, I would had dubbed it as just me being bad. But it happend more that once in the play test, enough to be noticeable
But it was in such a situation that the protection should definitely had hit the barb
Only a high roll on plate for fighter
I think once they fix the fact that agility wasn't giving move speed it should be all good. That way gear can have +flat movespeed, +% movespeed, +agility, and +all stats. All to counterbalance the -speed of it
the downvotes are pouring in xd. what else could I expect from this community
If you proposed good solution to a problem you feel exists and refined your idea more in this channel before submitting it it wouldn’t be getting ratioed so much
I spent like 20 minutes thinking about it
Released an ass idea, idk what to say, you’re going to get ratioed@
And zero minutes refining it by testing it against other peoples counter points lol
like what points?
I think the main problem is that your suggestion is saying 'This is how it WILL be if you upvote.' Rather than just being a suggestion that allows the developers to make their game. I.e. "- no there wouldn't be such a thing as overheating so don't worry about being too warm."... Plus the fact that this isn't a discord full of people who want realism pve adventure. Many people are worried about keeping the pvp balanced.
The whole point of this channel specifically is to discuss suggestions people have thought of but I have yet to chop up with other players who might bring up good points that the original author didn’t think about
That way you can add in or remove certain parts of the original idea so that it’s more logical and has more appeal to a wide variety of players
im listening
You don’t need to add much, the more ideas you add, the more consistent it needs to be, if one part is disliked, then it’ll be disliked
instead of a things to stop the naked meta you could make it a suggestion for a new map type, where you fight in a snowy area or something like that. just throwing a temperature mechanic itself into it doesn't make a lot of sense.
Also true it can’t be too convoluted
Arrows from rangers drop off too fast. Change my mind.
well that's what you have a crossbow for, drop makes sense so it isn't just hitscan
Plus we want the devs to focus on the best suggestions. A temperature mechanic is a lot of work for the devs that could postpone the final product. All for very little benefit of realism and "anti-naked-meta".
throughout my suggestion im using 'would' instead of 'will'. and I wrote things like the sentence you mentioned because i know how close-minded people are and I wanted to assure them that its no biggie.
Drop makes sense but I should be able to shoot more than 20 feet without it dropping at all...
Just have to learn the drop. It gets a lot easier the more you play.
well i'd agree if there were such far open spaces and only a mage would be able to hit at the end of it, but i think the drop is pretty reasonable
Rangers have way too much potential for being op. The only way that could ever happen was if you came up with a better solution to nerf bow users. IMO I am completely fine with this nerf rather than bows doing way less dmg or being way slower to use ect.
And yet they are still one of the most played class.
they need to be this way so they will require skill. besides long bow exists
when I was playing ranger I had ni problem with falloff and had a bigger problem with timing them so I can hit a moving enemy so as you can see even someone as bad as me with ranger likes falloff lmao
btw monty there's some thing that don't make sense in your temperature suggestion. B3 you'd have to strip down cause too warm and the circle being colder while it's technicly bugs swarming and slowly devouring you and further slows you down while you have to go through it sometimes?
I remember first playing a ranger, shooting at people and the arrow only going half the distance to them, and hating it. But played way more and it just becomes natural.
I dunno even something as simple as not wearing enough clothes causes you to get a 'frozen' debuff that reduces your movement and interaction speed and can be destroyed by resting near campfires so it wouldn't have to be a meter
it's also prior experience with games that have drop against games that don't have drop. it's why ranger feels so off to most people because they're used to just hitscan headshots
I liked the way it was the playtest before this last one. Felt more natural
I'm used to drop...arrows in rust drop..the drop in this game just feels like too much gravity lol
but you can't have freezing if you don't have overheating too. i just don't think it's a solution to make people wear clothes. the concept itself more feels like a different gamemode that doesn't use a circle but a freezing mechanic where if you don't get out you freeze to death
would you feel good if arrows were limited?
They are kinda...you have to reload mid fight already pretty often.
that's still unlimited, they mean actually physical having arrows and running completely out, like say in apex when you run out of ammo
Limited arrows nerfs pve mainly not pvp,
If they shot like they used to and your quiver held 10 but you had to collect arrows Id be fine with it.
mmmmm
literally all you have to do is wear clothes even the starting ones are okay just wear clothes and you have nothing to worry about BUT for players who want a bit of hardcore can go naked and rest near campfires ever so often to recover from the debuff basically making resting near campfires more of a priority
Does getting hit by an enemy fireball remove cold from you?
Or you could decrease move speed decrease on armor by 5 instead of adding a shittily applied heat system
well yeah but adding it as a detergent for the naked zoomies meta i mean isn't a good option. yes you're slowing the classes down but that's pretty much it. they're going to oneshot you even harder, the lower gear'd people can't get away
pretty much it? they will be as slow or even slower than if you wore armor so its not a good idea unless you're stacked on campfires. basically how it would work is not wearing clothes or being near campfires slowly applies 'freeze' stacks (similar to ghost king stacks) and each stack decreases your movement and interaction speed and wearing clothes/resting near campfires gets rid of these stack and prevents you from gaining more stacks. Although you're right that being frozen shouldn't take you're hp I still think it should bring an even greater disadvantage than if you just wore clothes. Or if that seems too complicated maybe it would be applied to a singular map like 'Ice caves' or smth where you need to pay attention to your 'freeze' stacks.
I really hope they put more effort into the PvE because right now, the games just a PvP game
leave poor cleric alone he's just doing what he's told
I thought about it, but I don't think it would be balanced to give it exclusively to rogues.
having played the game, along with everyone else, the PvE is non-existent. They're just nuisances.
maybe throwable potions with debuffs (like the poison you've mentioned)?
i think any form of healing blocking is bad as healing is really just a cleric thing. sure you think it's cancer when your opponent is being healed but doesn't that also just mean you're angry you don't have a cleric of your own?
i also agree that the game already is more pvp than pve, the only real pve is on B3 because there's no players left to kill most of the time
exactly - if you're a rogue than go past the barb/fighter and kill the cleric first. thats like basic logic god gave you stealth so use it. its common sense in most game that you take out ranger/support first
because it is? its the only class that heals?
that's the whole point of teamwork, clerics aren't needed and clerics can be taken out. have one and you have healing.
same can be said "a group picked us off from long range cause we don't have rangers or wizards"
Saw some people not like the idea of rangers having to craft arrows, as this limits them a lot with the reload mechanic already. Curious on what people think if the reload mechanic was ditched entirely and replaced with making arrows.
I’m just confused on what reloading even does in a realistic sense. Never heard of a archer irl reloading.
cleric is the only support class in the game and his job is to buff and heal his teammates. its like saying ranger/wizard is op because he's a requirement cause he can deal damage from distance
Potions would probably have an AoE radius, thus making it highly likely to hit teammates. I don't think it's sometimes ppl would want. Direct teammate hits with poison would still give them this effect, but it wouldn't be so random
then no to all your points cause you can kill the cleric. simply preventing healing is a dumb mechanic
bows are easy to nerf just limit ammo and make it take space in inventory just like thrown weapons
you know how you can prevent the cleric from healing too? run infront of the cleric and you get the heal. if a barbarian is blocking the doorway then don't fight in a doorway
Any thought on this anyone ?
everything in this game has a counter. I don't believe that you cant run away from a barb just like that. and then ambush them and kill the cleric
well limiting cleric's healing would be kind of broken since you would negate his whole purpose
I'm sure classes will come along that do healing debuffs
i disslike the idea of having to craft/find arrows in the dungeon. it does make some kind of sense but it's just going to clutter an inventory more than anything
Not really, currently there's almost a complete absence of standard pve element: quests. Right now the PvE is more of a PVP-enhancing mechanic than it's own style of play. DnD is almost completely PVP at this point.
#d-and-d-suggestions message hmm interesting
Barbs and rogues have to buy or loot throwing weapons and deal with inventory issues
isn't a primary way of using a class tho
The only "fact" is this: Having NPC's in your game =/= PvE
true you could give them a quiver slot which is what it sounded like they were working on
imo this should be a thing since wizard already has limited spells but I dont think it should clutter you inventory it should just show in the bottom-left corner where you usually see how many arrows you have
Ah I didn’t mean like that. I don’t think arrows should be in your inventory at all, just your quiver. So no inventory clutter.
But maybe after a fight you’d just have to sit down like the wizard with meditation and craft some arrows. Instead of the reload mechanic.
technicly this is how you could see reload being the thing already, you run out so you quickly fletch some arrows. yes you could make quivers bigger and take longer to make arrows like meditate, but what's the difference then with a 3 second reload for a small amount? just so a ranger can run out in a worse way?
"quickly" fletching arrows, lol
but you would have more arrows per 'magazine' and a longer 'reload'
That’s all I was meaning to say with that. Appolgizes should have been more clear earlier. Also yah ! I suppose you could look at reloading that way. But it’s too fast in that sense. I think Monty has the right idea.
I mean when a ranger gets pushed and has to reload he's screwed anyways and usually make a run for it or switches to melee
i think for it to be an idea arrows don't deal enough damage as you run out you can't even hit with the bow
Just curious what people think of bigger magazine, longer reload (like wizard meditation) with no inventory clutter is what I was asking.
Ranger is supposed to be a one trick pony, either you kill them in one quiver from a distance, or you don't and you die / run
I kinda like it, campfires could slowly refill arrows too
@proud bay . You might wanna avoid putting two suggestions in the same post because some people will like one of them but not the other and you’re mostly just get down voted because most people will not like one or the other.
Like me for example I liked your first idea I thought it was really creative and would be cool but your second idea is a no for me so do Downvote you or upvote you?
honestly in the end...just keep the ranger like it is, it works good
imo the beiggest problem with ranger rn are the mutlishot ability and 3burst shot ability. both of these allow you to automatically reload
Using the campfire to fletch more arrows was one I had too! Good idea !
Agreed!
Arrows sticking out of your body should become part of your hitbox. Would be hilarious to pincushion someone and then they can't get through a door 😄
not a full reload as you use more arrows in multishot and quickshot and if they didn't they'd be unusable otherwise unless at the very start of combat
just empty the magazine and use one of the abilities to magically reload
bad idea, campfires don't last long and you only have 1 from the start. would make rangers unplayable without gear and money
No I simply meant that in ADDITION to the meditation style fletching the campfire could ALSO restore arrows ! :)
@pallid lichen rip
#d-and-d-suggestions message @pallid lichen wdym? you just said the name of the ability and thats it
oh no. i wanted to suggest an aoe push skill for clerics. where he can push all entities away from him. with a 20-second cool down.
quickshot leaves you with 3 after and multi leaves you with 1 or 0 depending on the bow you use
meditation -1 skill for rangers, it's like how wizards now are limited with meditation...not a good idea
He probably tried to shift+enter and his shift didn't work
but these abilities use the exact amount of arrows they consume so its not like you're at a disadvantage there's a reason why every ranger has quickshot these are good abilities that shoot arrows quicker
I support Malo’s suggestion seems pretty cool 😅😅
you also can just cancel the ability for multishot and use it as an instant reload, not really a fan of this, but I kinda expect it to be changed
you can elaborate the idea here, we won't mind
no i mean if they didn't refill on use if you don't have the arrows for it you can't use your abilities. if it's the only class where you can disable their skills by moving around them that would make a ranger a class none plays
i did. 20 second cooldown. and pushes all entities away. helps him from being bullied by rogues. and usefull in pvp.
he would make arrows with 'R'. it wouldn't be an ability
and that's what happens with reload currently? there's no difference
wdym no difference ? you would have more arrows per 'magazine' but a longer 'reload' which in fact would help with quickshot and multishot magically reloading
Really depends on the vision the developers have for the game. it seems the average discord user wants to push the game to become fantasy tarkov. Yet, the game that everyone has fallen in love with has more in common with 90s shooters like quake, rainbow six, and unreal tournament with a tiny bit of diablo 1 thrown in.
#d-and-d-suggestions message can't wait for a unique war maul lmao
yeah a bigger magazine isn't needed cause it's good how it is with reload, your suggestion would only make it worth it outside of combat while during combat when a ranger runs out it's game over for them, no skills and must be forced a melee weapon on hand.
that's kinda the point. rangers shouldn't be able to shoot indefinitely imo
it would be more in line with how the wizard works rn
he got that perk with spear one of the best weapons for a reason besides if he's with a team he can just hide behind them and start making arrows similar to a wizard
they don't, they need to reload that's what reload is for
a wizard meditating during combat? yeah no that's not a thing. and again you're forcing them to take a spear with them. take in account a starter gear ranger too will you
he can setup traps?
yeah trap and meditate? throwing axe and you're dead. All i hear is put more disadvantage on a bow cause they keep shooting at people
ranger can simply hit his arrows? its the same situation if he misses everything and has to reload - a barb push is all he needs to die
A guilty pleasure is reading suggestions that start with ‘hear me out before you downvote’ -> read the suggestion -> disagree and downvote -> notice everyone else has downvoted
they already must hit their arrows in the first place, why make them do even more work? you're only going to make people equip 50 quivers and then what? complain they have too many arrows?
You don’t have to get far to downvote tbh
yea cause this community is extremely close-minded and will downvote by reading the title itself and nothing else
titles is what drawn attention after all. if you expect people to downvote it then you're not showing confidence in your idea either
This community is amazing, plz no insult it kthxbai
Introducing a shittily implemented temperature system just to balance naked people isn’t a good idea, that’s about it. When you have a better solution in reducing movement speed penalty, it’s 1 faster (literally), 2 easier, 3 makes more sense, do I need to go on
its not an insult - it's just truth
Even if I were to agree that calling someone or a community close minded isn’t an insult there is a better way to say it which is “resistant to change”
Instead of introducing convoluted systems to balance range vs melee how about we just try removing headshot damage from arrows or just nerfing their total damage overall.
Someone else and made the point that the whole reason a lot of people are resistant to change is because the game is already amazing as f**k and the more drastic changes you put upon the developers to implement the more fragile the state of the game can become
now that I look back I have to admit that its a bad idea lmao. maybe implementing it in a separate map with stacks instead of meter would be better
why should headshot with a bow need to be removed while you can headshot with a sword? arrows aren't that overly broken that they need a damage nerf
pretty much. The game is crack already.
Temperature change is a decent idea for realism, dumb idea to fix naked ppl running around when the problem is that white gear is shit. Besides yeah, I’m pretty sure they would end up adding a snowy map where temp might be relevant
but still - the more far fetched the idea the more down votes it gets
except 70% of boss kills where rangers and bows can pretty much cheese all of pve
I thought about temperature systems once but immediately put it on back burner as they're complicated and it isn't an articular focus in the games general concept.
that's cheesing issue and ofcourse rangers would be more effective because they have access to a head more times than melee
It makes sense, focus on the more complicated ideas like for ex, a dwarf race (that is actually shorter) for later when the game is more polished. Important stuff like improving block recovery, improving trade, adding quests, etc.
the temprature system definitely is a bad thing for maingame especially if it's just a mechanism to stop naked speedsters. as a map mechanic it could be interesting if it's thought out more
that map could be another 'second' map along side inferno maybe called something like ice caves or msth
Eventually I see them adding a snow map where yeah it would be interesting or a volcano map where a premise is that you are at danger of freezing to death / dying to heat. It would ofc come later however.
dwarf with size i just think doesn't fit the game or there's going to be race meta because size is a pretty big deal when it comes to hitboxes
I'm not sure if they will ever add dwarves and races that change hitboxes significantly
the shrinking circle could be said is a temperature system, that is why you have to escape, adding a body value to just stop naked is silly however, I would total support it however if they went crazy with level design and added a tun of elements.
Yes, its a fun idea but also incredibly hard to balance and is completely different from the current races that are basically cosmetic. Could see it much later tho.
There are very few suggestions that the game NEEDS to better.
i'd more prefer it purely cosmetic to extreme tiny changes like the elf does now, it works, doesn't need much balancing and doesn't make a race vastly superior
Imo, it’s a great idea for them to base gameplay off of each individual map, basically can introduce unique gameplay (outside of # of players) for each map
comes down to what is their goal with level design, do they want iconic routes like moba, or a unique linear style of play introduced by diablo?
Well yeah, That’s all we’d get rn, we don’t have actual races tho, they’re pretty much just skins. I don’t consider a minimal stat increase an actual race vs cosmetic.
yeah that's why it works so well, it's why i also hope there won't be too many body sliders with character customisation
whatever the case may be I just wish they add 'Dwarven mines' map
Well, the thing is they have the freedom to make a map as creative as they want. Ie goblin cave was developed in like a couple weeks, and it has a completely different gameplay from castle. Imagine what they could develop in a few months with a much bigger dev team. (It was prob 3-5 guys or less developing goblin cave)
i did make sure it wasn't a perk too voidy ! just a base thing the ranger would have. Curious as to why you dislike the idea ?
having limited arrows is a terrible idea, and really doesn't need to be implemented. Ranger isn't a broken class, and is more or less fine, the only things that need changed are the abilities and them reloading the quiver and quickshots very low cooldown. things like that, not ranger having limited arrows, also arrows are nowhere close to as good as wizard spells so needing to wait to get them back like wizard spells doesn't really make sense
Goblin is essentially the solo map rn, equiv to running twisted treeline instead of summoners rift. Like I asked; What is the direction they're going? Cause from my current perspective I still havnt a clue, they hinted toward intentions toward a full mmo experience, so really yep nope no idea.
little correction about arrows with rangers, a quiver before reloading them currently has a total of 18 on recurve, 21 survival bow and 15 on longbow and then they need a forced reload...if they shoot all that at you and you're not dead then the ranger just failed so there's no need for a meditation style arrow fletching that would change nothing really.
and if it's a perk then meditation should also be a perk which opens a whole new can of worms
Well, it wouldn’t happen until they add more functions. For ex mining is in a extreme beta, they’ve talked about adding agriculture like plant gathering as well. So it does seem like they’re inching towards a fuller experience. And you have quests for each merchant as well, hell they could design an entire potion brewing mechanic into the game, potential is there, so much they could do that I doubt they’ll just design different map designsz
I hate ranger but even I don't want to screw them over like that. Something like that is just counter intuitive to the gameplay they're not wizard where they have 8 different things they can do or cleric so why would they have mediation from a pure gameplay and balance discussion
I feel like if ranger started with a quiver and someone came up with the idea that we just add a reload mechanic instead people would say the same exact thing to counter the idea that they’re saying about a quiver being bad
just doesn't make sense either. there are better ways to change the class, like forcing an actual reload in the first place. maybe having limited arrows of 20 total and 5 per quiver, but that is just too much. your better off tweaking the current skills like quickshot mostly and multishot kinda to force ranger to reload. rangers almost never have to reload cause quickshot gives them ammo back, multishot does, and quickshot cooldown is very low so they can just run and spam it. better off changing those abilities to force ranger to reload instead of limited arrow garbage
wait waits the ranger idea in question?
quiver that would refill like meditation does spells
replacing the need to reload? or working with reload but limited arrows, until meditate?
like R being a button that makes you meditate and then fills your quiver back up, so a way slower reload but gain alot more arrows
I got no skin in the game so I’m not gonna say if it’s a great idea or not but saying that it doesn’t make sense is just Cap
That is really... unnecessary, and unneeded for the type of game this is.
yah ! i agree with this ! but i feel as the reload mechanic in general just doesn't really make sense.. what is that ranger doing ? holding them in their hand ?
that's what i'm saying, and knowing the initial quivier sizes are 15-18-21 (if you use your abilities correctly)doesn't make it change at all if you give them a static quiver they need to refill
doesn't need to make sense. a game doesn't need to be ultra realistic, a game being realistic should not take hold over balancing.
Yeah.
You don't need realistic boundaries of reality to have a fun gameplay.
the idea makes sense, and all in all could replace reload. is it necessary, no. is it more immersive, kinda maybe a little. I think some people like the current system because its a similar idea to shooter games, which attracts those kinda players.
idk any kind of ammo management mechanic on ranger would just be a straight up mistake besides reloading. Rangers are good sure, but forcing them into a mechanic where they have to refill is not a good idea the arrows aren't like spells they're not as versatile it's just a flat damage attack
i suppose my suggestion relies to much on realism and less fun gameplay wise.. i thought this might be a way to balance AND have realism.
This, also make survival bow double quiver size honestly. Almost no one uses it and I don't think it would break the game that much
exactly. especially when you can force reloading instead of giving limited arrows.
idk why we're even talking about this tbh when ranger has like 2 free reloads and we're talking about ammo capacity because they're the same thing
They always have "free" reload. Someone is suggesting to change that. That's why we are discussing this.
If they want a free reload so bad make that into a skill instead of having two skills that reload for free and have their own powerful effect on top of it
yep. I really hope they change those skills first. I am a ranger main and I still hate them, the class should be high skill not run away and spam quickshot lmao. ( @gleaming marsh they are not suggesting to change the free reload. they are suggesting to give ranger limited arrows which wouldnt solve anything)
was watching a reaction stream the other day to a long term player quitting their game and their reasons. Their three must haves for a genre were flex, ungabunga, and sunflowers which translates to; achievements(show off), sensory depth(lots of stuff), and purpose(no meaningless paths)
wait who suggested changing that? because based.
No, don't change the reload system. It works fine. Change the abilities and damage around it so it wouldn't be overpowered by instant reloads.
Making a person reload often is better than allowing someone to shoot a lot more arrows at a time before they have to make arrows.
I understand they're not changing the free reload but if you change ranger into limited arrows that's essentially two different ways to approach the same issue and making them do some kind of mediate bs is just not a good idea. Hell give rangers a weaker ranged option if they are caught in between reloads, not a stronger one.
Ye, that’s a good way to sum up the gameplay loop
why do you think the meditation bs is not a good idea? like what is the reasoning behind that (just curious not upset)
Yeah. Changing the system just to fix an issue is not going to fix an issue. It's going to cause more problems to fix and new balancing to consider, and drive away players who grew into rangers, or who have grown to fight against rangers.
@granite plinth and this is why.
Is there people fighting for the idea to complicate and add extra steps to reloading/quivers in general?
make quick shot just reload 3 arrows. make multishot just reload 5 arrows. make survival bow have 12 arrows in the quiver. = balanced.
If they did limit arrows, having them be retrievable from walls and bodies could work. So you can get them all back at the end of the fight but not just be able to spam them infinitely.
less complicate it and more replace it.
No it really wouldn't, but thats an opinion
Yes. There are people fighting for it.
Don't harass them. Don't call them stupid.
And I still don't believe limiting arrows is a good idea. I think the current system is very creative and distinct, and just needs tweaks.
It's too complicated for one just from like a gameplay perspective and using it. I mean they'd be able to get it but it's not really intuitive, it's just better to fit the mold in these types of cases making rangers feel more sluggish because they can do ranged dps in this game would just bring down the game as a whole imo. It's hard to explain why it's such a bad idea in theory but if you had people sitting down and playing with it it would be obvious why
survival bow has 21 in the quiver while using skills, after that it's a forced reload of 7 while they're slowed and can't attack. it's good the way it is
why are people so obsessed with this ranger arrow mechanic
because they're obsessed with having some realism as a problem solving solution but it just doesn't fit
People think ranger arrows need to be retrievable but don't think Fighters and Barbs should get tired and need to sit down, its madness
None of these rebuttals make any sense when you consider that that’s exactly how the wizard plays and how the class operates they create space and spam spells or run at you and spam spells. And they also have a limited amount of spells that cannot be reloaded just by pressing R or queueing up the next fireball
Everyone is obsessed with anything that wastes time until April 14th.
because it adds realism and immersion! and attempts to fix balancing... at least that's my reasoning.
Should the pavise be removed from the game?
facts. and can't be canceled for the ammo back, but I think that was obvious, I mostly say this cause multishot cancel for free quiver. also a reload skill could be intersting, like a 25-30 second cooldown that reloads 5 bullets or something. but this isn't rlly needed.
survival bow is underpowered in so many ways. You're just against even the most reasonable change. there is no logical or gameplay reason why abilities should reload your bow.
If we go into realism like that, then after Fighter sprint he should have to sit down for 10 seconds and rest
any of y’all ever played wow from vanilla till cata prepatch? hunters use to go into shops to purchase arrows before any sort of pve they would go into. if some of y’all want realism so bad add it as a separate item you have to purchase x amount of before every game or buy enough to stash in for long play sessions
The devs have proven how aware they are of industry standards, they know how other games operate and were perfectly capable of thinking about mechanics surrounding arrows, not one suggestion about arrows has been made that the devs wouldn't have already thought of. They've chosen a direction that works for them
LeTs JuSt TuRn RaNgEr InTo WiZaRd but instead of spells that each have a lot of different things and usability we have arrows
I think sensory depth is beginning to swain for the experienced player, purpose is negligible, while flex feels a bit isolated. Need an injection of more ungabunga.
just trust the devs if they thought mediation was a good idea for ranger they would have put it in because they already have stuff like that for other class
Bro lol this man proposed a creative idea and y’all shitting all over it and saying that he’s obsessed and exaggerating and conflating the gameplay mechanics to make your points.
He literally said he just thought it was a neat idea not an obsession lol
I never played wow, but rangers having to do that would be ass. And I play cleric, I hate rangers.
im ok with the quick/multishot cancel. dont think its that broken. but them reloading your FULL quiver is illogocal and not really good gameplay.
If your weapon clanks a wall it does -5 damage for the rest of the dungeon, and it stacks infinitely
rEalIsM
thats a good point
Good thing they’re working on lots of ungabunga
Just thinking about all the rangers that would join a game forgetting they didn’t pull out arrows from stash or went n buy more lol
a "creative idea" is not suggested and downvoted 12+ times a week, thats just an idea.
I mean the idea isn't like necessarily a bad idea in terms of creativity but i just think it wouldn't work i'm not trying to shit on it in terms of trying to make anyone who comes up with a creative idea or something
thing is it doesn't fix balancing. if anything it makes it worse, the little balancing it could achieve in a perfect world would also be achieved by balancing ranger skills. it more likely however will just make ranger an even worse wizard, and take it from a bit unbalanced, but pretty good place to just bad. ( @pallid lichen maybe keeping the cancel for multishot could be a good idea, otherwise that skill becomes useless. I think the real issue comes with multishot and quickshot not multishot by itself
does anyone actually have agood arguemtn why abilities SHOULD reload you FULL quiver.
it's not a reasonable change because it just means that longbow gets more arrows than survival bow in the end.
if it changes to quiver size then that would affect the bows in that way
it's just not what you want. It's like the special ammo suggestion, it is just going to create more unnecessary admin.
You’re literally just talking out of the other End my man a creative idea doesn’t need to be popular to be interesting
The same reason that fighter and barb don't get tired and need a rest
I see, good point !! Well thanks for the discussion everyone!! Thanks for the consideration on the idea.
cause obviously missing shots shouldn't be punished, ranger should have infinite ammo and reload for free. also revert quiver to just infinite arrows
Without getting too entrepreneur-like, suggestions in this phase of the game really need to be concise. People writing paragraphs are losing sight of the purpose
did you see my karma suggestion? 
There is nothing interesting about a ranger spawning with 30 arrows and losing them all
when?
if the argument youre attempting to make is that its more fun that way. then fair enough. but you can just buff the amount of arrows in the quiver instead of forcing people to run these perks to do that.
Strawman argument that’s literally how wizards get their spells back by resting and if there was stamina in the game literally every class would get tired at some point anyway what legs are you trying to stand on here by just naming frontliners lol
I def think reload is needed. Otherwise you’d have rangers machine gunning the place
of course
yeah of course! :)
but think about it from this way. if arrows are bound to a quiver, then all bows have the same amount of arrows. and while you make a quiver holding 20 before you reload like a mage...it's what the bows already have while utilizing their skills without having to waste them at the start of every battle or they can't use their skills anymore
Devs should just write a lore explanation. Bows in dark and darker land never run out of arrows
why is that needed?
for fun :D
Shall I expand on my sarcasm
my b Im daft sometimes xD
Because if we are on the course of "ReAliSm!" then Fighter and Barb need their "rEalIsM" too, shield must break after blocking attacks, wounds would get infected even if you healed it, lowering max health. Floor traps lower movespeed permanently if they injure you
My point is realism is great, but too much is not fun. Playing ranger with limited arrows would not be fun, being unable to kill somebody because you ran out of Arrows, as the guy that is only good at shooting arrows.. It'd just feel bad, especially when many classes and monsters are capable of tanking many of them or simply healing the damage immediately.
Rangers should be able to dual wield hand crossbows
Realism is great but we’re playing a game with naked wizards running around shooting beams at people
lmaoooooo good point
Realism is a slippery slope and bad reason to make changes. Gameplay and style are better reasons that shouldn't suffer for realism
I think survival bow should be able to be dual wielded, allowing a machine gun and both bows get reloaded by quickshot and get the ability. also they should make each have 15 bullets and do even more movement slow. also they should double damage\
rEalisM
let every class use every weapon, even if they are bad with them. That way you can't say "NOOOO rogue shouldn't get crossbow!!! It'd be too OP!"
Like what is even the issue? Is it because bows can cheese too much of pve? Is it that they can clear rooms with almost zero risk compared to melee classes? Is it that they can zone new players off of portals at the end of a match just a little too easily? I have no idea what this 3 hour discussion is actually about at this point.
Just because somebody says something makes a little more sense to them a.k.a. realistic doesn’t mean you can just pick apart their entire idea by using strawman arguments because “there’s no weapon durability loss in game but there is in real life”
They should check the data to see the most arrows fired in a single game and change the ranger model to show that many arrows sticking out of their 2nd secret downstairs quiver.
The mechanic would not be fun. People ask why, you state why, thats explaining facts and then having an opinion about it.
You can use buzzwords like strawmanning if you like, Its producing counterpoints to the arguement that Ranger in the first place even needs limited arrows, which they don't. The only way that is effective is if the Ranger runs out. Would you like Fighter and Barb to run out of melee attacks and need to drink a stamina potion to attack again?
its cause many rangers don't need to reload ever, allowing a wall of bullets thats hard to counter. when you know what your doing rangre becomes pretty average and can be delt with a lot of the time, but doesn't change the fact that its a bit too oppresive. Ranger should counter missing and force a reload for missing allowing the opponent to push you. however currently you can use quickshot and or multishot and get free reloads and continue the wall of bullets
good idea !
read this like 5 times but im confused.
Ok so the problem is quick shot and multishot? Or maybe the reload animation is a little too fast?
And running out of spells on a wizard feels bad too I don’t see your point it really wouldn’t change much at the end of the day you’re just afraid because you’ll have to learn a new mechanic but I’m done I don’t care either way how the Ranger works cause I leave all that Ranger stuff to my homie, that man does not miss, But I do So I don’t play ranger lmao
mostly quick shot and multishot. I think the reload animation is fine rn, but a nerf to reload speed wouldn't hurt, but I think starting with changes to quickshot and multishot would do numbers to make the class more skillful, more contourable and less oppressive while keeping the class at least average.
don’t forget duo and 3 stack ranger squads. Even with the reload mechanic that’s 10-15 shots across the room. you might as well line up against the wall for an execution
Wizard just needs a space to sit down and get his spells back.
He doesn't have to go and collect his mana crystals from the feet of the enemy team or their shields. You don't play ranger and its very obvious, I personally got him to 20 and stopped playing it, much prefer Fighter or Wizard.
Thank you, that was 100% more useful than the last 3 hours of posts
@tame pewter oh btw I believe it does do this already ! when i smack i chest sometime i could tell by the sound and my weapons reaction if it was a mimic. But that is with barbs "smash" perk !! I also only play barb so idk if its the same for other classes LMAO
ive hit mimic chest b4 and it didnt do anything
thats when you just run. but its similar with a lot of 3 man comps. like barb wiz and stuff.
how many arrows does longbow have?
5
And in the dude suggestion he said that you could create more arrows by taking a short rest just like the wizard without it having to take up a skill slot.
But saying that it’s not a good idea just because it’s too realistic and there are other things in the game that aren’t realistic so that’s a good reason why not to put something else in the game that might be a little more realistic isn’t explaining why it wouldn’t be good
I'd rather reloading take longer but not reduce movement speed. So there is more time to push and the ranger can reposition rather than be stuck defending because he is slow. And/or what if quick shot and multi shot were just instant fire? No holding, just press it when you need it?
15 total with every skill added to it, 18 for recurve, 21 for survival
base quiver 5 , 6 and 7
but also take in acount that 4 out of all of them will never land a target
What do you guys think about changing the invisibility spell on wizard so the effect gets removed if you move ? Think it will help fights be a lot more enjoyable and not leave whoever dies to a invis barb running past everything feeling helpless
replacing this with something nice
REAL DISCUSSION HOUR: Should mobs pick up loss stones and bricks off the floor to throw at ranged players that are cheesing them with pavise/environment exploits???
i think devs added so that pavises break after a while of being hit no ?
or just improve pathing, give them more varied attacks that can hit cheese spots
you can cancel multishot, and its still useful for point blank.
pls no. I think ai and mobs need improved but not like this
Sure, but can’t a ranger either put his weapon away to move faster or choose when to reload? they’re not necessarily stuck or forced to reload when they shouldn’t
thats when you pull out the second bow 🧠
then you still just get 5 arrows, so it's basically a reload skill?
Ok can you guys vote on this idea. (upvote/downvote)
quick shot reloads 3, multishot reloads 5. Survival bow gets at least 10 arrows in the quiver.
nah reloading should be semi fast but make you slower so someone can push you
It’s only 3 seconds, and What a lot of people don’t realize is that even when someone’s invisible you can hear where they are based on audio just relax and listen. Barbarians are not silent creatures
Either the ability doesnt use arrows from the quiver or it reloads.
better idea...Ranger is fine how it is stop trying to fix a problem that doesn't exist
im ok with it being used as a reload skill sometimes since its cooldown is like 30 seconds.
There will always be cheese spots. You could also have their HP reset if their target is inaccessible rather than just sitting there eating headshots. Far easier to implement. Cheese spots at least put you in a very vulnerable position for other players. And it seems like they intend on higher player counts for each level instead of wiping B2 and having an empty B3.
and also.. guys in here trying to discuss nerfs for non issues with the ranger. Traps are the real problem.
wait what? both of those ideas are in opposite extremes of my idea, how can you PREFER either extreme?
functionally my idea basically just makes it so it "doesnt use arrows for the quiver" with the only difference being you can still cancel to just get the reload.
they're only a problem when they mesh into something and you can't reach them
The main complaint about traps is a bug the devs know about it and they’re fixing it (if we’re talking about not being able to disarm them)
Without traps to kite around as a ranger... the class would literally be useless as a solo character at this point. 😄 So bad.
They cant even nerf traps is my point without killing the class atleast in solos.
Ranger already has to reload to create more arrows?
"its only 3 seconds" sure but when ur hasted and invis'd the you can cover the same distance that would normally take you 6 seconds by the time you realise someone is invis hes already in your backline killing your cleric or ranger in 2 hits and you cant do anything about it , its completely unhealthy for fights , just watch the top 1 barbarian play using this to engage almost every fight , hes a fantastic player but the fact he knows how to play around this combo so well is what makes him rank 1 https://youtu.be/HY8ebTYKWug
i played ranger extensively and have my own ideas what the problems with traps are.
idk what lobbies I’ve been apart of lol I play both solo cave, normal and high roller and one thing I’ll say is I don’t see enough rangers using traps. 40+ hours of game play between last 2 tests and I can say I’ve only gotten myself stuck in a trap twice and in total came across hunter traps 2-3 other times
yeah ranger needs traps. tbh the main issue is the bugs with not being able to disarm. also maybe make it not do damage or slow someone down and not need to be disarmed instead of a stop in place. but yeah removed/ nerfing traps a lot would ruin ranger. especially cause ranger rlly can't outrun classes when including skills spells and perks.
honestly i think adding difference variety of traps could be cool ! Snares and such along with just the bear trap
They already exist don’t they?
maybe changing them to more of a slowing thing compared to stop in place and need to disarm could work but idk
If you let a barbarian get in your back line in three seconds you did something wrong and they did something right. Invisibility doesn’t make someone disappear from existence it’s not a teleport they still have to walk and they still make noise once people get used to out playing that by listening instead of panicking you’ll find that the issue is not with the buffs or the support class
You can stop a hasted and invis barbarian that you can't see or hear, okay buddy
As long as you keep a eye out and conscious effect to look for them when engaging a ranger they don't seem to be to much of a issue for me personally ! I think main issue with them is clipping through floor and not allowing other teammates to disarm the trap you got caught in.
And Narickk ambushes people he doesn’t fight out in the open he plays very very strongly to his characters and his comp strengths he’s not just walking around the dungeon aimlessly swinging an ax
yeah im not actually sure how "broken" rangre traps are. I mean they are good but a lot of the time its just people not considering they could be there.
when did i say that like
actually... The few times he killed me... He just W keyed at me with a wizard hasting + invising him...
I tried to run. I could not. One second hes not near me the next hes on top of me.
With his gear its a one shot. The wiz he was with did an excellent job keeping him buffed.,
#1 Barb is also insanely geared and fighting people in starter gear BTW, he's not looking incredibly skilled
Did you pass English class with anything above a D! Read… I just said they make noise and they do lol
think it would be helpful to allow other players to disarm it ! and make sure its clipping doesn't mess up. But other than that i think traps are sweet.
yeah
The haste + invis should have diminishing returns on allied characters.. Would help to prevent the barb problem.
Ranger traps are "broken" in the form that they legitimately glitch and sink inside of objects and cannot be disarmed
yo clerics don’t y’all hate it when you try casting a spell on yourself and you smack a torch on the wall instead
thats completely true. I once trapped a fighter in a trap inside a mimic he couldnt escape, I though I killed him, i hadn't then I killed his rogue teamate, a minute later I came back and homie was still sitting there dropping all of his loot into the mimic so I couldnt get it LMAO. I felt so bad
Yeah that I can get behind, But what I can’t get behind is people saying that there was nothing you could do there’s always something else you could have done to change the outcome of a fight
When you have no points or counters to the debate so you just play a card like "You shoulda just left the room when you saw a Wizard + Barb combo"
More top players need to share their lowlights compilations.
I mean in some scenarios you just get rocked with bad RNG. But it’s true you usually do have multiple options on how you wanna play out a pvp situation
They should make invisibility spell have a unique sound. problem solved
You don't die to invis barbarians in 100% of the fights you don't take.
I never said that I did, but if you are presented with this situation it is highly likely you will lose your backline. And not a single comment from Dolan will change that
Dolan will keep responding but not ever answer the question of how you counterplay that.
Saying that people should use counter play instead of making excuses and claiming that every single class and every single tactic that strong should be nerfed a valid point to make. your on copium
but be realistic, i think the ratio between how likely the invis player is to win vs the players theyre fighting is heavily sided towards the invis player , i dont know how hyper aware you are but id like to see you notice an invis player > react appropriately > kill them before they kill at least one of your team .
invis NEEDS a change you cant try and justify it by saying you can "hear them coming" thats bs
"making excuses and claiming that every single class and every single tactic that strong should be nerfed a valid point to make. your on copium "
Same guy that was saying limited ranger arrows is "an interesting suggestion"
Everybody in this game thinks everything is OP it’s ridiculous. The fact that everybody thinks everybody else is OP means everybody’s balance bro
we're talking about one thing dont generalise
Not once have I ever gone "Damn fighter is so OP dude, Barb is so strong... That ranger is busted!!!"
Wizard is very strong and needs more nerfs, he makes every other class OP with his buffs.
I think more people need the “play better win more” mentality
Exactly
but literally the whole wizard op problem could be solved with a good change to invis
are barbs OP? and why?
Just because I said it’s interesting doesn’t mean I’m arguing for or against it stop trolling me, you look goofy lol
But go off dude, pretend you know.
Or everyone just wants to play but since they can't they've all come on here to flame eachother.
trueeeeeee
I never said you are arguing for it. I simply quoted exactly what you said and put it into context of the other thing you've said.
And on the opposite hand, you have done nothing but decide the meaning of other things I've said lmao. Apparently me saying ranger limited arrows is not fun as a concept makes me a ranger main that is scared to learn
i will happily admit arguing with people in here is my severe copium from my lack of dark and darker
april 17th is heart breaking
Everybody keeps putting it on the devs to change the game instead of looking inward Or discussing possible tactics to out play something they feel is a little too strong, it’s weak
look its the new world femboy healer 💀
I agree, which is why I reject abhorrent nerfs like "Make ranger arrows limited! So he can run out of arrows and I can easily kill him on my Fighter / Barb!"
I play cleric here
The overwhelming majority of the playerbase's skill level is so low it's really hard to speak on anything's actual balance. Especially when there are essentially limitless additions to be made in the near future that will require rebalancing. The only thing I truly have an issue with is trade. Everything else is just creative thinking to pass the time.
i agree with that, tbh this game is very balanced for how little times its been out, every class has counterplay, while some things need changed there is still counterplay, there is a lot of balancing to do, but the game is still balanced and allows for counters to most characters, if that makes sense
Same lmao
Do you every try healing yourself with staff or any spell in general n smack the wall instead
I know, no other games compare anymore :*(
i think different suggestions come from a different places. for example i play rogue, but a lot of my suggestions are nerfs for way that i think hes too strong, or just ways he can be more interesting rather me thinking there is a "problem with the game, because i cant win"
but the counter play to an invis barb running towards your backline is "hear him coming" ?
nah cause you should use spell book
There is no counter play to that other than run away
@tame pewter the mimic actually is revealed in a way when you hit it. It makes a unique sound on hit that none of the real chests do. Listen for it next time, you'll see what I mean (unless they change it in the next playtest for some reason, but I doubt it)
facts. I play a ton of ranger, but my only real ranger suggestions are nerfs to it, or at least things that make the class more skill based, and less oppressive
100% would you be for the idea of clerics starting out with spellbook instead of staff as default
You hit him with your invis barb first.
what if invis spell had a distinct sound, then you can hear that strategy coming and know not to trust your eyes.
I’m not saying it’s not really strong but I’m not gonna concede that it’s absolutely busted and needs to be changed either
I love being accused of being a ranger main when the four classes I added roles for are not including ranger.
Thats how you know when I say a concept for ranger is not very fun that its not gonna effect me but I still care
haha and thats just not healthy thats what im saying it needs a change but im getting nobrainers who are supposedly hyper aware hearing every footstep and mouse click the enemy takes mid fight and reacting accordingly 😂 its just unrealistic
that could be cool. or just make it easier to hear wiz souns in general too
yeah it makes a whole lot more sense too having a holy book than some wizard staff
So the worst possible outcome, a meta that cannot be deviated from.
So if something is too strong, don't nerf it, just encourage everybody to do it.
If you want to hear some of the absolute top notch content creators and players of this game talk about it go watch this video and listen from 50:00-1:00:00
dont remember him being hard to hear, but they can nerf invis spell by being a very peculiar and hard to miss sound that even new players will make a note of.
you seem to be the only other person that understands 🙏
yeah I've said they need to remove the ability for wizard to use invis/haste on others
yeah most people arent gonna be so dialed in where the second they hear a wiz spell, wiz buff, cleric buff, barb roar or anything like that they look for an escape root and insta run away. ( @pallid lichen maybe hard to hear is the wrong word, since you can hear it, but maybe more of a better noise queue which is indicative of the spell being used. so instead of a semi quiet normal spell sound some sort of louder or more different/noticable sound, if that makes any sense
ugh yeah so the problem with top player opinions is you’re getting opinions from top 1% players. Their views won’t apply to your average gamers which is the vast majority. a lot of their points are good but I wouldn’t say their word is law
You can hear the buff ball barb building up in the room next door. Most people are way too busy looting and just not paying attention in general. There are plenty of counters to it. But beating one of the best skilled, geared, coordinated, and prepared teams require similar levels of play. They went from not dying in previous playtests to dying fairly regularly. You just dont get to see lowlight reels for when they lose.
Yeah this is just absolutely wrong because the top 1% of players are using the best Stratz and the best team play with the best skills individually together to discover the strongest tactics
cleric wizard barb is something basically anyone can make work
If you’re not paying attention to what the top players are doing then there will always be a gap in your skill level where you think something needs to be changed with the game but really there’s something you need to change in how you play
my favorite thing is when a main for a certain character has a nerf idea, and then the main for the charcter died by it thinking its fine. like i heard alot of barb mains thinking they do too much damage but as a rogue that gets one shot by them, i love that. i want to fear barbs.
a noticeable noise queue would be a good change , literally nobody is going to react appropriately to hearing some footsteps they cant see. My suggestion was changing the invis spell so you cant move while its actice otherwise it will break similar to a potion , compare every other buff in the game and think which buff allows you to turn a fight or engage with an absolute advantage and i guarantee you think of invis
that’s why I said most of their points are good but not all apply to the average gamers
We’re all playing the same game
It's funny how no one mentions the abuse of jumping to negate the attack animations swing penalty when that's probably the most offensive thing in high level gameplay.
Anyone know why I cant submit a suggestion? I am probably doing the command wrong.
I think a healer is always gonna be meta in hardcore games like this but wizard utility is turning the game into 'buff ball our melee and step aside'
No shit
Just go watch the video for 10 mins from 50:00 forward and come back and try to say you didn’t learn anything
Wizard would still be very viable if they could only self cast buffs. They would just no longer be a must have. Having Cleric/X/Barb or Fighter is still infinitely more interesting than cleric/wiz/barb
And that might be a super viable Strat on THIS map because it’s so close quarters but They intend to add “as many maps as possible” So if the next map iteration is a lot more open people are going to be saying that rangers need to be tuned
you made the suggestion correct, but the bot ran into an error
well as long as people can decide which dungeon they'd go into, at least it lets people prepare for that. "this maps open, lets bring at least a ranger"
Again I’m not saying it’s not super strong but what I am saying is that if you keep focusing on balance as the core issue for why you’re dying you’ll never be able to adapt to the next new meta because you keep looking externally for the solution to a problem that’s not external
if the beta had lasted another week, would the meta still be buff ball fighter? Would rogues have switched to pure poison damage builds or weakpoint builds to counter the damage reduction meta?
i mean the meta was more wiz cleric barb. also rogues in teams already used weakpoint, but still used poison, pretty much every rogue ran poison
if it would have kept going the way it was the meta would still be glass cannon naked insert class here
We know rangers are a balance problem because over 60% of solo boss kills are done by rangers. ADHD is right a good player regardless of what they play is going to kill a weak player.
This is exactly the point that was made in the video I linked. if we got more time to play we might not even be thinking that buff ball is the strongest thing. we didn’t get enough time with the game to really establish a solid meta
hahah what did you even play the game show me some high level glass cannon gameplay that is successful in team fights to justify calling it a meta
heard an idea to make Xbows do innate Armor Pen and less damage, to help ranger counter armored fighter.
Okay so I watched the clip Dolan posted
except how many rogue players understood that +magic damage does nothing unless you get your will to 10+?
what's the advantage to going naked, that's a lot less stats, sounds really penalizing
boss kills doesnt rlly have much to do with anything lol. also that was more of beginning of playtest. troll became a lot harder with ranger, well there is actually pavise but fighter had shield to do better. also yeah ig ranger can solo lich and stuff but a character with good range will always be good in pve. that doesnt make the character broken
how can you call something a glass cannon even if theyre literally weaker than wearing gear ?