#suggestion-discussion
1 messages · Page 147 of 1
Doing bosses requires so many arrows before retrieval can take place. Them taking up inventory space just for that one class is a huge inconvenience.
But immersion arguments miss the mark most of the time imo. Viability and player choice is a better framework for your proposal
No thanks. I'll take class development over a DCC star sign. I don't think that has any business being in a pvp dungeon crawler. Not everything in TTRPGs fits in this style of game.
Rpg customization is what will make or break the longevity zennypoo
I think you can kill the bosses with the 30 arrows that fit into the Quiver if you bring an appropriate bow. So it is just like I am saying, it rewards skilled players
i dont mind having so many arrows 60 should be fine but having to reload while having 60 arrows in my inventory is my problem
Action-RPG style customization, maybe, but not TTRPG customization fluff like what you suggested.
Also, if you don't exceed 50 arrows, you will be able to bring more
It snot fluff. Bane and boon systems have the most depth. You balance your bane and boons how you see fit. You can choose zero or 5 of each.
I guess I’m kind of split on it because if you can do the boss with 30 arrows and not rely on the Ranger to do all the damage with 100+ because you understand that he has limited space that he wants to use in his backpack for just arrows that it encourages people to fight bosses more as a team instead of just kite until the Ranger kills it
Exactly, but you get that my suggestion opens up the possibility to balance this exact issue by changing the amount of stackable arrows in the normal inventory and the quiver.
I think a big issue is probably the cost and the recuperation of that cost because you can’t store them so if you bring 60 arrows for a boss but you only leave the instance with 20 or 30 for the next run you’re losing gold and that cost might not get recuperated if you don’t get any loot to drop for you.
I’d certainly like to see arrows and bolts able to be stashed for later use
I am not quite sure if you understood the suggestion
My suggestion doesn't really change the amount of arrows that can be brought in or taken out, it just makes inventory management easier as most arrows go into that fixed slot
I fully expect the devs to add an additional backpack system given it's already part of the UI. It's likely we'll get a quiver bag that's bigger than others but only holds ammo or something.
Exactly, that's what I am saying!
Of course that will just shunt the problem. Then it'll be a choice to bring a quiver and not have extra inventory. But at least it doesn't directly penalize your actual inventory.
You don't bring the Quiver as I suggest it, It is an additional slot in the inventory
I would've expected it to just be equipment, but maybe.
quiver could go in the cloak slot
you ape I meant spectate a friend only when you wait for him/her so finish the game.
Yeah i get it. I’m not for or against it, just talking about some of the other issues I found. Like not being able to stash them and the case use of more than 30 arrows.
Bags within bags is a tarkov thing right lol?
That's also a great addition. They could then make a standard quiver that you always get, and then theres upgrades to that... green, blue...
True! The stash restriction makes 0 sense!
Upgrade quivers are dumb. Just one regular one seems fine and gives the class a touch to its unique identity
nah standard quiver holds 30 arrows, white 35, all the way up to gold that holds like 70 or 75
gives value to having a quiver and if you dont have one it could just take up standard inventory space
That's... dumb, and imbalanced. Reminds me of of when TF2 used to give soldier and demoman more than 30 rounds.
Yeah I don’t know it’s higher rarity quivers would need to be a thing so soon, IF they wanted to put one in. One size would do to start. See how it goes and go from there.
Giving Ranger 30 rounds in the quiver idea seems fine enough on it's own, and they can carry the rest of their arrows in the inventory.
I don't like having limited stash, by the way. While the topic of the stash is up.
I think they should make upgrades for stash, double the stash for like 1k gold... But pls just NO BAGS INSIDE BAGS
I think stash being limited is fine, but it disproportionately affects other classes adversely. Fighters def suffer the most in limited stash because of their build changes requiring different weapons and armor alike
having a limited stash is a good thing maybe not so limited but an infinite stash would mean alot of players would never use gear
fighters definitely get screwed
Yeah.. there should be some limit for sure.. But at the moment its not enough for me
The problem with the stash is that it would not actually be that difficult to fill past 5 days. It needs expansion, one way or another. Tarkov does the bag inside bag thing, but we can at least do something better and just pay for upgrades to the size or something.
I think the bags inside of bags thing could be a cool idea(for questing/crafting ) but I would much rather see other stash tabs specifically for armor or gold etc
The size of the stash is fine for playtests, but if I was playing the same character for more than a weak, I would definitely like to enhance the size of my stash
Fighters got screwed this playtest??... Where? 🤔
Purely with stash. The stash can't store full sets of gear nearly as efficiently as the couple of backup weapons other classes need.
and im sure the game will i think it just wasnt a concern for any of the playtests. im sure the actual content of the game is their concern
And Fighter wants full sets more than anyone. It lives or dies on its armor.
Sounds like a decent trade off for still being one of the most effective classes all around.
Most effective? Fighter is middling tbh. It's the easiest class. Its only real high-skill upper-tier thing might be parry-riposting imo.
Maybe in the 3 man castle, sure. In goblin cave, just an insane nutso class.
Honestly, most fighters just run into every fight they see, cause they are fighters... Most people don't play the game to survive, and that's why they lose their shit. It's not that hard to get out and keep a good set of items, if you play a bit defensively in the right moments
Yes and no. The fighters class appeal is that they are versatile but the problem with having so many options is that you don’t have any more options for the storage of alternate gear sets for different builds so it discourages people to explore the class in a sense. Which I think we can all agree is a bad thing. If you have such a versatile class that can change up its build on the fly you want people to explore that
No other class is as gear dependant as the fighter
I ran fighter and wizard this test. I was fully playing to survive and get money, rather than as a focus on pvp. At some point you will lose your gear. It just happens.
Perhaps on the full release of the game when builds become more in-depth and questing gets fully flushed out there will be a class specific quest for the fighter where they can get increased armor and weapons storage. Perhaps rangers to get a ammo storage box or as an additional stash tab, etc for each class respectively
I think they are basically eliminating as many possible commonalities as they can that Nexon are arguing about. They are doing it hastily with basic placeholders until they can flesh it out at a later date. They replaced it entirely with the lantern, but oddly kept it in as a weapon. Maybe they turn it into a fire damage weapon eventually but at this point they could just remove it. Maybe they just don't want to let Nexon be able to force anything out of their game entirely, but it seemed like they were willing to completely scrap the Tavern. All of the UI changes just seemed like stuff quickly down placeholders that will get tweaked to their level of quality soon. They know a lot of the changes were downgrades, but they wanted to keep their word and not let Nexon prevent them from keeping their word.
and i cant wait for that i also hope theres a well made crafting system like potion brewing etc
Yikes, because I play Dark & Darker to... harvest herbs, apparently
yikes? are you anti content? having a crafting system doesnt mean you have to use it
I guess you could view it in that light and it’s something that definitely crossed my mind as well. I think they just wanted to showcase the new gathering area that they made for ruins, And also wanted to showcase a new UI aesthetic. The utility not displaying in boxes was the most obvious change that would undoubtedly support your take though.
going to need a few muels just to store all my crafting shit
Maybe something simple like, you can convert 3 white potions into one green?
yeah it doesnt have to be complicated
I don't know why it's everyone's favorite fantasy to add crafting complexity when Dark & Darkers broader appeal is the simplicity of just being able to run back into the dungeons as fast as possible, win or lose.
True!
I wouldn’t mind something like this. It would allow you to consolidate inventory space and upgrade consumable rarity as you increase skill+gear level, whilst also providing a gold sink as I’d assume it would not be free to do
I don't think crafting will actually add too much. Cobalt and Rubysilver are completely useless imo too. As far as have a system to random-roll fixed-rarity items like that, I don't like it very much.
kind of like redeeming silver coins for gold at the treasurer just with potions at the alchemist
as much as i love the game i dont think is has longevity without additional content there already is the mining crafting system what do you thing will give the game more staying power?
If they make 10 more playtest, the game will most likely be washed up before its release XD
They’re not super useful right now but With a couple tweaks like allowing you to see the final active stats on the gear would fix most of this. Adjusting the crafting cost would further dial it in
Implying I wouldn't come back for every single one thirsty.
What will give the game more staying power is actually making the classes and their interactions as fun as possible. If you want to play crafting a gathering games, WoW and a handful of other MMO's offer that as a part-time job. At least the mining in D&D makes sense, and is fun because it forces interactions in unique rooms.
im pretty certain this was the last one
I just hope the Questing system doesn't make you want to die like Tarkov's
The Questing system in Tarkov sucks so much enjoyment out of the game it's crazy.
same the ultra hard quests were not fun
Anyway yeah, according to their intentions previously they wanted to release to EA at some point at the end of April/May. Obviously that can't happen now, but that means once it's resolved it's likely we will get EA if anything, rather than another playtest.
Probably an irrational fear lmao.
Based on what I’ve seen I think they value simplicity and increasing your overall time in game compared to prep time
i mean they still could in may if they made their own launcher and website to sell the game
That would likely get them shut down by the courts. At least temporarily.
Ideas for crafting
- Collect silver coins like crazy in order to silver a weapon/ammo cost scaling with the size of weapon. 200 for a dagger, 400 for swords/onehanded weapons, 600 for two handers. Silvered weapons deal bonus damage to the undead and hell enemies like flying imps from hell.
- Reagents for potions/potion upgrades. Could turn healing potions into greater/superior healing potions and the same thing for clarity and protection. Poison weapons/ammo could also be something interesting to explore though it should only last one run or in the case of ranged ammo 1 hit per arrow/bolt.
- Leather scraps for leather armor/coin pouches and metal scraps for armor and weapons that would serve as something better than the base starter gear. (you could choose to hoard gold AND materials in order to get better starts)
It also doesn't look good in court.
🤢🤮
There's nothing they can really do to stop them with an Injunction tbh and we'll just have to wait and see if they're gonna issue it.
I’d wager the quest objectives will be simple yet slightly challenging to accomplish. The rewards should be different based on class/character though. Purchasable upgrades/consumables like:
Armor/gear stash tab for fighter,
Quiver purchasable item for Ranger
Spellbook always available for Wizard
Campfires for Clerics
Etc
yeah and they haven't said any plans publicly which i suspect they are doing to give them no time to respond
As for the time. I think even if they did plan an early release, now that's going to be pushed back since they're dealing with a different environment and will be looking for solutions for their DDOS problem and their balance/map issues now rather than going straight to EA smoothly.
I'm down for as many new systems as they want as long as everyone isn't required to do them all. But it's rare for devs to build systems and only want a small part of the community to actually use them. They generally want them fully incorporated into the game. There is very little reason to devote resources for very selective content when they can make content for everyone.
I hope they dance on the edge of freedom more than most games do, but that's my own personal preference. It feels like we have it now, but that may very well disappear and never come back. I don't enjoy crafting or questing or arbitrarily tedious gameplay for the sake of time sinks. There are far more people that want all of those in as large quantities as possible. I love grinding when the grind itself it actually rewarding. I want more gameplay oriented games and less stories that are facilitated via gameplay. There are seemingly more people that enjoy good plot/story/lore. Popular opinion definitely show a lot of people want games on rails with all the bells and whistles.
On the note of wizard, I put in the Wizard chat but I think they need an extreme weapon overhaul tbh. At the moment only two of their weapons are even viable, and the tome outshines the orb/dagger considerably. The sword an staff lack a magic bonus and basically any place as a result - Even ignoring the sword being significantly weaker than a basic longsword.
After seeing the disastrous results of this playtest, I would much rather wait a longer or extended period of time for a more sensible and thought out test. I'm very passionate about this game, and given their circumstance I'd much rather be patient than to basically take multiple steps backwards.
Wizard definitely needs love in EA when Warlock comes out.
I also think the spellbook needs a small nerf to bring it in line with the other upgraded magical weapons. My thoughts on wizard are probably that:
Staff should be the slowest and also the strongest focus and have a large innate magic bonus. Keep it extremely mediocre in melee.
Tome might remain the fastest, but should have reduced damage output, currently it is both the strongest and fastest in every way.
Orb is in a relatively good spot, and needs very little update, but I think wizard itself needs slightly better damage output in order to make a melee wizard decent. They over-nerfed wizard with a 15% magic reduction this PT.
Crystal Sword is one of the worst contenders since it's practically the iconic weapon for a wizard in dark and darker and it's nearly worthless. Wizards have an innate negative to its physical damage. It needs to be brought up to be comparable in damage to something like a longsword if you ask me, but should not have an innate magic bonus to compensate. It should force you to want to go into melee while the rondel remains the hybrid build.
The swords magical melee dmg portion does scale with power though so it has it’s unique appeal. But the staff definitely doesn’t have any appeal in the lineup. Needs base spell magic dmg higher than than the book imo, IF it’s to also remain slow and awkward to use.
Swords could be easily fixed if they just adjusted the Physical/Magic damage split. It's less than 50/50 now. If it was 30/70 Physical and Magic it'd be usable.
I always figured that at some point, wizard would be optimized to have a route for basically a spellblade? Ignite already gives it that feel I think.
Maybe spellblade will be more viable once we have a class-progression system, but at the moment there's no reason to use the crystal sword over a rondel. A rondel dramatically improves the value of ignite due to its sheer speed.
👍
Also for weapons Wizard should have: Kris Dagger 100%
100%. Questing for useful additions would be awesome of they’re not complex or arduous. Time sinks for lifetime/limited run cosmetics between wipes would be fine.
Listen, Nerf all classes and BUFF ranger! I know you are thinking I am wrong, but you guys don't know SHIT about the game!
It's pretty bad on Rogue anyway but it'd be good for Wizard to have a bit of variety. Plus cool cultist blade.
🤢🤮
In addition, because a rondel can be used with an orb, it can be used while benefiting from its magical damage increase. A crystal sword can only benefit from its own magic-damage bonuses rolled because of rarity, while a rondel can also benefit from both its orbs innate number, its rolls, and the dagger's rolls. All of which stack on ignite.
while I agree Ranger could use a touch up, I'm 100% sure the solution isn't to nerf everyone else while also buffing ranger
It lacks range though. Sword makes pve safer in that regard
Turning the staff melee into shooting 1 slow projectile a relatively short distance may be a interesting way to make it significantly better and actually have a purpose that wouldn't be broken in pvp.
Dagorb would be in a fine place if they unnerfed Wizard's Agi. That Agi nerf hurt it pretty hard. It's why Book was meta now.
Yeah but the orb is an actual decent focus, if slow. It can cast a strong magic missile, and that's really what a wizard uses to clear mobs. The sword isn't a good focus either, which is a big problem. It has the worst magic-cast animation for interruption and is one of the slower focii.
I think C Sword has hands down the slowest casting speed actually lmao
I thought it was similar to the staff atm? But yeah that wouldn't surprise me.
Yeah true. Sword is definitely not optimal for spell casting on mobs or pvp, but it does have it’s own use case for conserving spell uses without being useless for mob clear (like the staff)
At best I think this makes it (in its current form) a sidearm, though. Which isn't... very good.
It's just somewhat usable in melee (mostly for killing Mobs tbh) so it avoids the fate of the Staff. For values: 0,625 cast speed for Staff, 0,95 cast speed for C Sword lmao
It’s the second worst, right? lol
Mhm. I've used a crystal sword (and even a regular non-magic staff) for my second slot from time to time to break pots and kill mobs.
(C. Sword) Could be worse, but it does a specific job well enough to not be trash
ADD AMBIENT SOUNDS AROUND THE GOBLIN MAGE'S PROJECTILES!!! I dunno if this was forgotten about or intentional but either way its a necessary level of feedback that is absent from this enemy. Being able to hear where the projectile is stops players from seemingly being killed by nothing with no feedback. Ironmace pls fix!
No it's THE worst. I think that's fine though, they should just make it useful for PvP instead of just being a Mob clearer.
I just really want a spellblade to be viable imo. Especially since the wizard has so little in the way of any sort of gear customization, I don't think any of its four focii should be bad.
At the moment it's tome or nothing at range. Or orb+rondel if you want to do a little melee once you close. At least when we're talking pure viability in pvp.
Yeah I would definitely like to see that as well maybe bring up it’s magic dmg split slightly or something. But if you’re running 10 spell and you don’t have a campfire on hand the crystal sword is definitely what you’re going to use to clear mobs. Over anything.
Staff 100% should be reworked to have some sort of Cantrip. It fills no niche that C-Sword wouldn't.
There's no good reason to not use a tome to clear mobs and have an orb and rondel in your off-slot for your shanking shenanigans if you can afford both. Except perhaps that the knife cannot break barrels.
No comment for Wizard stuff. I've never been enthusiastic enough to master that class, but it definitely seems that the class continues to dog new learners of the role. It seems like already functional Wizard players still know what they're doing.
I was wizard in the last PT and I definitely felt it went way down in power this PT. I think a lot of wizards also seem to have left to play rogue just because we got nerfed so badly. I ended up doing a lot of fighter instead.
Wizard still was good geared, last hours me and my bud were tearing shit up.
I fee like just giving it the highest base spell dmg would provide it with it’s unique appeal.
Rogue got nonsense class buffs that should be reevaluated entirely potentially.
I like the idea of it being the big spooky artillery-magic-casting spell stick.
But yeah they keep nerfing base wizard so much and making them basically unplayable ungeared.
See I actually enjoyed the route that they went with the Rogue, But I’d also like to see them buff everybody’s base kit to make each class fun to start with.
It was nearly across the board in terms of power. Substantial individual spell nerfs in terms of both damage and casting speed, as well as an innate -15% overall reduction in damage from will being reduced.
They 100% need to undo the Will Nerf and then revert Mana Surge.
I honestly want them to revert the changes to wizard hard, because I think they just got spooked by some of the high-roller stats in the last PT. Ultimately wizard didn't do too well except as a buff-bot in that setting, and elsewhere wasn't actually that scary in terms of numbers.
The answer to Wizard is nerf the dmg scaling, not the whole class
And the spooky buffs that made them really strong had nothing to do with their damage output. Those nerfs to invis and haste should stay.
I think the biggest offender is probably double jump, which makes their chasing potential skyrocket. When I can no longer juke and evade properly as a skilled player against someone equally skilled with an insane purple build, it just rips the fun right out. I'm not sure what the answer is tbqh.
They did that too anyway, less gear with flat Magic Damage bonuses. More just had additional or Percentages.
I definitely agree that it should probably have an internal cool down on that ability, But I liked seeing them do something fun with the class like being able to pick pocket invisible and stuff
Their thought may have been that with being able to sit for spells, it is a partial buff. but yea base wizard is too nerfed and geared wizard is still strong so I think the nerfs were poorly done
I actually really want wizard to be a big glass cannon, and feel it isn't anymore. It's more like a glass ranger, as someone else said.
I honestly think they should just remove Weapon and Magic damage bonuses entirely as enchantments. Just have Additional and true.
+1 will or knowledge to wizard hat and wizard shoes 😏
Well I think if you bring campfires you can skip meditate and run the insta cast abillity which is very very strong.
Get any bit of spacing, fast cast and turn around and you are doing some pretty broken stuff
The hat needs something innate, it's otherwise the worst hat. But it shouldn't be, because it has the most aesthetic appeal...
It’s understandable because balance isn’t really a super huge concern right now so early on but I have faith that on full release down the road they’ll dial it in proper with what they Nerf and what they buff
We need more Wizard drip. Bigger hats
This
And bigger beards
problem is the more geared you are the less value the ability to instant cast is, since your cast time will be dramatically reduced by your gear anyways
Seasonal cosmetics for hats and beards?! Lmao
I'd buy every damn one.
starter kit is Torn Wizard Hat, the next immediate upgrade is just a common wizard hat, gives +1 will, make it kind of hard to get in shops as well
I would love to see them do a sort of battle pass like deep rock galactic does. It’s unlockable by grinding out the seasonal pass which is FREE or you can purchase it with in game currency later on down the line if you missed out.
Dunce cap wizard hat when

I'd still wear it. And run into the dungeon otherwise naked.
I think all of the class specific gear should have some sort of base stat on it like the padded leggings with knowledge and will. (Not that those leggings are class specific but just as an example) just my two cents. Otherwise what is the point in wizard she was over Lightfoot boots?
Yeah I agree. It seems like wizard shoes are just laced turnshoes or whatever they are called but arbitrarily for wizards
And it would also probably fix the “naked” issue for the people that harp on that. Not a major issue imo, but yeah. Base stats on class gear would be A OK with me
spellbook and boots runs were some of the most fun i had
I don't really think it's much of an issue myself. Though I do think the lightest basic cloth gear shouldn't give you a movement penalty at all.
I did enjoy some of the new armors that they came out with like the facemask for the Rogues. Makes it easier to tell classes apart at first glance. (Ex: duel wield fighter in leather vs Rogue)
Speaking of base gear, anyone else find it strange that the wizard and cleric starting chest slot has more armor (plus magic resist) compared to what everyone else gets?
the agility pants, yeah. shouldn't be any penalty
grumbles in barbarian
Yeah I definitely find that odd. I wouldn’t mind Barbs having a northern tunic in base kit and fighters having more than the worst cloth starting armor
I agree that cloth should have a lower penalty than leathers.
Did Bard gear have any benefits at all? I'm just thinking to myself how much worse was there's by comparison to all these other talking points
Not enough for them to buy it in their trade chat, let me tell you...
also being confined to rawhides/padded leggings/robes kind of makes findind upgrades pretty hard, without trade we'd be toast
Rapier starting weapon was nice to see. I forgot what the armor was as I only played it a couple times myself to check out the song mechanic
pretty sure they start with the same armor as rogue and fighter
Rapier is okay - Again, I think the biggest issue was Lute being a weapon over a utility, and hand crossbow not being purchasable. With that said, Rapier+Hand crossbow was some of the best raid moments I had.
I think the lute should be a weapon slot. Did anyone find higher rarity lutes though?
No, which is why I think it needs to be utility. The Lute is hands down the worst weapon in the game.
now that you mention it no, I don't remember seeing any lutes
Yeah but I think they could fix that if they just included better lutes in the loot pool (slightly better play speed or song effectiveness maybe) It’s Not meant to be a melee weapon but I think it does serve a purpose to take up a weapon slot
If it were a good weapon, I would agree. But it isn't
I'm pretty sure the lute shares the same attack range as a dagger, except 5x slower and weaker.
I think if they had different instruments, similar to the different spellcasting items, it taking the weapon slot is fine
Flute for Bard when?! 🤣
Flute would basically be spell tome? 🤔
Bongos 
I’m sure as the game progresses they’ll make adjustments like giving the lute the ability to melee albeit weak dmg but a flute is only for song playing but is faster, etc (Bongos lmfao yes plz better song effect but louder?!)
since torches are equip slot now what do you think about them getting loot stats like item rarity, gold quantity that stuff
i never really thought about loot stats until bards wanderer perk
I could see this in the future. Perhaps the higher rarity of the more likely it is that when you throw it it doesn’t unequip but it’s also not retrievable? Idk. I’d have to chew on that
interesting, so looting with a torch out lets you find better stuff? makes sense to me
Torches with active stats, hmm 🤔
talk about stat sticks 🙃
i was going to say extra burn damage, but we'd have francisca axe on steroids
Was High Roller shorter in duration than prior playtests? I know there's less time in the dungeon than regular mode, but it felt way too "rushed" even from my recollection of last playtest. Also, were there less exits this time than last?
Personally think high roller should be identical to regular mode (even including kill feeds), but with the only real difference being the gold ante and having your competitors volunteering themselves to be in a mode where you expect to fight better geared and better skilled players.
My party would literally steamroll normal lobbies. 8+ kills each, no party deaths, 10+ games a night. But in High Roller we'd struggle to find escapes while still having fun engaging in team fights. One major teamfight was half the bloody time in the dungeon
The change was how the circle displayed on the map.
tbf frani axes can be stacked up to 3 each and take up less inventory space and are utility slot items
Short version: old circle outline would remain in place when red circle closed on it.
New white circle overlay moves immediately but the red zone remains paused until it moves again.
I prefer the old version myself.
true, though you'd want to pick up your torch pretty immediately so it doesn't get stolen
thats a pretty weird modification for high roller. not sure of what the benefit is other than more confusion/frustration.
something interesting to note is torches and lanterns can apply things like rupture
As far as I’m aware it’s not highroller specific. It was just an overall change. But it definitely catches more people offguard than the previous display of the circle
I definitely remember the white circle staying put until the red caught up to it while I was in the ruins
Yeah it remains in its new location but as soon as the red circle meets up with it the new white circle changes locations even though the swarm doesn’t continue until it starts up again
Huh guess I just didn't notice the change itself; just the effect. Even if we camped middle-ish area of the circle all game it was a struggle to find 3 exits on HR if we spent even a bit of time in a fight.
I just want HR to be regular mode but with epic fights against good oponents. Not a speedrun to find exits in 5 minutes hoping you dont get tied up in a 3 minute fight
ah, misunderstood what you said
I didn’t really do a whole lot of testing on this playtest for the portal spawn behavior. I’m not sure if it changed but the initial escape portals seem to spawn sparsely around the edge of the circle more often than they spawn in Center. ( until the final circle)
Hey just thought I'd pop in and ask what you guys think about this idea:
So in other roguelike dungeon crawlers you have to identify weapons, and that's a whole mechanic not knowing what something's gonna be until you use it enough, or you use an item to identify it, with some classes having a higher stat to identify things quicker. I think this would be great for DND, seeing as it's already kind of a thing with the goblin merchant, but I definitely think there should be a "curse" effect on a small percentage of items, as a penalty for equipping random items willy nilly, that binds the item to the player, and generally has worse stats compared to a non cursed counterpart.
Do you guys think this would work for DND? Or would it be too much of a change?
I do believe item identification is a planned feature, not sure about curses
highroller was too tough for me this playtest doing solo wizard, my spells felt like nerf darts
more like nerfed darts 🙃
There was a suggestion video made on YouTube about adding negative stat modifiers to tiers of weapons to help balance them a little more. I’m trying to find it right now but it might be a good idea.
Yeah this is already in the works, as I believe it says on Knowledge or something like that as a tooltip that it increases the speed of identification? Naturally we don't know exactly how that works yet though.
Isnt the movement penalty of certain weapons plus the inclusion of weight in the future already the necessaey debuff
I think what they are saying is as you get higher rarity items, they get more positive stats but also get a negative stat or two, meaning you give up things in one area to have better stats in another area
Kind of a "cursed" weapon type situation.
How do you guys feel about the idea of them having like 3 or 4 stair wells that lead down rather than having red portals?
Found the video @deep marsh
https://youtu.be/DElLof3AA3I
(The only issue I see is it’ll take a lot of work initially to balance each tier so that generally a green is still better than a starting item even given the negative affixes)
🤢🤮
They've already talked about object identification being a planned feature
Its dnd inspired
🤢🤮 More senseless tedium, great
It kinda makes sense I don't want to have to identify every green I come across though it should be reserved for high quality items
Maybe identifying will affect atfixes and rarity
I have some suggestion about the game, where do i write my idea ?
My first thought where they'd be going with it would be cursed/normal items since that's the usual use for it you risk getting cursed if you equip random items without identifying
Just lol
ah well i killed a lot of people in goblin caves and all that was left to loot from a person was soul and i tought there should be something to do with them like getting the enchantment u want on a weapon like idk 20 hearts or souls however u call em for 1+ will,strenght etc. other stats that are strong such as true dmg to be more expensive
You’re more than welcome to share your idea here if you wanna discuss it with other people. Currently the #d-and-d-suggestions channel and it’s #make-suggestion tool/channel are down temporarily. I do not know when they will be re-opened for submissions. You can PM a Tavern Master and ask though. I’d love to have them back asap.
Let me revive people so I can kill them again 
bruh 
Understood
Bad idea: Let warlocks consume the souls of other players for some kind of benefit
They will most certainly do something more with the souls but I don't think warlock will get any interaction with them that's more of a necromancer type of thing
Make vampire: they take damage over time if they have a passive skill on for life steal that works on mobs as well and get a small duration bonus after kills yes yes
Warlocks in a lot of games, including some warlocks in dungeons and dragons, have strong necromantic themes
The ideas of warlocks are they're bargaining their own souls not the souls of others there's gotta be an agreement otherwise demon dudes would just steal everyones souls
I think I should be able to hide peoples souls after killing then that way the rat who’s sitting somewhere can’t help
But you are correct necromantic themes do get pushed into the warlock class for some reason
Ever watch the Princess and the Frog?
Dr. Facilier was most definitely a warlock and he was in soul debt to his patron(s)
Collecting souls is a common warlock pastime
Mans a witch doctor not warlock but at that point it's just semantics
For a warlock they're going around collecting souls already owed to the patron which means those people had already made a deal with the patron and it's fair game
Now that I think about it, some warlocks straight up are pyramid schemes
Pretty much lol
at the end of the day, a lot of patrons don't care who souls they get, as long as they get their souls
They did say that a necromancer class was a possibility so I would like that class to get the soul theme instead of warlock as I see Ironmace implementing warlock as more of a spellblade class
There is no way they turn warlock into just another spellslinger would be very dissapointing 
Isnt the idea of a necromancer that the things they raise have no soul.
I didn't know that :D I love necromancers
SPEED POTIONSSSSS
There's alot of interpretations of necromancers but the underlying thing is mostly soul magic so they manipulate souls and give life to those without souls
would enjoy this, I agree
Like the whole idea of bringing the dead back to life is bringing the soul back to the body functionally so it makes sense they have close ties to souls
can I get a LOD bone spear necro plz
I could see an artificer class using the souls. But then again artificer is kinda mary sue tier
Naked rogue about to break the sound barrier with this
I think the skill tree will help other classes with movement it’s just gonna be rough for them early game. I hope that’s what they do but as of now wizard has the highest skill ceiling and rogue is the most fun due to how easy he is
I honestly want rogue to be more rat as apposed to an assassin
I would much rather them have more things like smoke bomb and pickpocket than things like rupture and poison weapon
Idk I feel like maybe they add bandit and make him into the “thief” I like assassin or vice verca they make an Assassin class and rogue becomes the thief
Poison is fine imo it just shouldn't do magic damage 
Troll is gonna be pissed
Hey guys just read all the things, thanks for the replies! so how I was thinking it would work would be any the rarer the item, the harder to identify, aswell as maybe not having the weapon be permanently equipped to you when cursed, but stuck in your inventory until you can get rid of the curse, or extract. I also think you play with idea of having this be just for ai loot, giving more pvp incentive as all items from players will be identified. And definitely have all loot be identified upon extraction.
This definitely could be too much of a change, but I think a different mode somewhat like this would be really fun with the high risk, high reward mechanics
I mean, once they add the skill tree there were probably be room for both
Yeah but I agree. I think being able to branch out from just stealth and just assassin would be sick.
Or a mix a both but theyre not as strong
I see where you’re going with this but I think having an item stuck in your inventory may reduce a little bit of player interaction. For instance; dropping it for a teammate to ID who has a higher identification speed. Perhaps a good middle ground for this would be that the item has some negative stats until it’s identified?
Revert high roller lobbies to less black mobs, also change pacing for the circle closing. It moves like a turtle at first when there is little PVP then in high roller lobbies when you get into more teamfights in the final circles it moves way to fast. Most fights you win you don't have time to even loot before having to scramble for portals. Very unfun gameplay loop.
Do we play the same game? I feel like it’s too slow in HR and people are so passive but that’s just my opinion
Different game for sure.
Lol yeah might just be my patience being shit
How would yall feel if HR lobbies had less blue portals and more red portals
As far as I know the circle closing speed and match duration hasn’t changed (though I haven’t tested this). the white circle and how the zone interacts with its display on the mini map has changed though, So that might be why it feels different
I like this.
Let me just clarify, black mobs everywhere slows down the high roller pacing even more to a circle that already moved to quickly towards the end. By the time its the 2nd to last or 3rd circle you have wiped 2-3 other teams that had to fight through these black skeletons. So theres even more people towards these end circles and you dont have time to loot these kills if the fight was remotely close b4 having to leave
I feel like the hell and nightmare mobs aren’t the problem. Every mob has a cheese and if u have a good weapon they die in 3-4 hits
@atomic mountain I see, I was playing solo the whole time so I definitely wasn't thinking about that loll! So maybe if this was something they were thinking about implementing, they would have to go with the stat lowering version that people were talking about, but as you were saying, the balancing may be an issue, so ig well just have to wait and see!
I'm not worried about dying to mobs, its how long they take to kill slowing the high rollers down even more.
Read the last 3 words
I mean i guess the pacing may feel fine to you, nothing worse in high roller being the team that kills 3-4 other teams and not getting any loot because the circle closes to fast and the pacing feels even more scuffed then it use to
What if they add like a 15 sec timer when ring fully closes? Gives u a bit more than just insta dying but not enough to where people won’t engage
I'm also fine with them spawning a 3 portal out/down in the final circle middle when it closes like b1
I feel that comes down to a good team playing too passively
if you are able to kill 3-4 other teams in the chaos of the last couple rings you could have probably hunted them down earlier
Nah not with current mobs, people play so much slower. Any1 who grinded both hr's only last 2 playtest i bet will say pacing feels worse then it use to. And it didnt use to feel good lol.
@restive sand I think that's the fun of it tbh, it's so exhilarating having to scramble after a fight to grab what you can and go! And most of the time, if you take your time, your dead, so it makes for a more, ig "realistic" experience, like if you were down there with all those monsters you definitely wouldn't have time to grab every little piece of gold, so I think the game does a good job of not just being a loot simulator, and it keeps you on your toes!
I'm not sure realistic is the correct word to use there
I agree to an extent but it happens way to frequently. You can make it a lil slower towards the end or give the "winning" team a solid way out with 3 portals spawning in the middle
People play too passive due to gear fear. They worry too much on staying alive rather than getting more loot. It’s optional to pvp but it’s just not fun(too me) to only kill mobs and open chest and escape
Yeah was trying to think of a better one but I'm a little fried after 4/20 lmao
I had an idea for some new unique items that could fill up the Pendant slot: Hero Charms. Basically, you would have a different pendant with an aspect of each class, such as:
Fighter Charm - Allows you to equip any item much like the Weapon Mastery perk
Barbarian Charm - Grants a damage boost and a short regen upon getting a headshot kill on an enemy with any two-handed melee weapon
Ranger Charm - Gives a damage boost that scales based on how far away the enemy is
Wizard Charm - Fires a Magic Missile projectile from the crosshair upon attacking. Also grants a large Will bonus
Rogue Charm - Grants invisibility on crouch. Is cancelled by movement and attacking like the normal invisibility.
Cleric Charm - Boosts the effectiveness of healing items. No percentages cuz this could be insanely op.
Bard Charm - You and all nearby friendly players gain a bonus to attributes that cycles periodically
Probably dumb but I think its cool 😎
I want something that helps with attack speed
interesting concept but I don't think most of these specific effects would work well for balance
I feel like Bard Charm would
Tbh I didn't get any high roller matches in so this definitely could be true, but I am not the one to speak on it lmaoo
what if they add a market so that you can keep selling your items while you are in game, you can search what you want for too instead of class specific trades hubs the prices might also get lower instead of people selling for everything for more than 100 the prices might get lower, it would also be easier than waiting for the right trade to come up and you can buy things easier by searching for what u want
so like a Runescape market?
honestly i tried to make them in line with some of the other uniques
yeah
Attribute don’t really contribute to attack speed tho
agility
Agility increases attack speed
Damn I was lied to then.
I'm just imagining sticking your boots in a magic bag then 100 gold comes out loll, but I feel that would ruin the whole point of extracting if you could just instantly trade an item you find in game
its why agility build is so good on barb
This new discord update is horrible on the phone
while there are some effects that specifically increase attack speed, it is partially determined by a stat call "Action Speed" which dictates the animation of using items which includes the attack animation
and agility increases your action speed
Everyone in ruins is just standing around in the middle trading
🤢🤮
god this Ceeps guy is annoying
Do you ever actually give feedback or do you just send reaction emoji
who?
The only feedback worth writing about is towards the people who actually know the feel and nuance with the game design ideals of D&D. Everything else seems like an attempt to inject another game's core mechanics into D&D, which is a total turn off.
oh because you know so much about the thought put into dnd's development?
Okay, so you're just being rude on purpose, understood
i just think it'd be cool to have unique pendants shrug
Considering I have blown more than 200 hours into D&D already, I'd say I have a pretty good feel of what would compel myself to spend $60 (and possibly more) on this unique product.
what
that is insanely sad if you're genuinely considering the value these items would have in rmt
Yikes
no no no, they think their opinion is more valuable because they have already spent so much time and are willing to buy the game when it comes out
i mean i feel like i probably have half those hours but i still know their opinion means nothing
just kinda fried from 4/20 still shrug
What do you guys think of adding crafting materials to the game? I was thinking like an exalted orb from poe where you can add a stat to an existing item
This is coming from the guy who didn't like the idea of object identification which the devs have already said they want to add? What do you know of the devs intentions with the game
honestly i wish they'd make meds and arrows craftable along with alot of the other consumables, i wanna be a potion seller that sells only the strongest potions of blue and green rarity on the market
It could work as a higher up currency rather than candy
could work
I kinda like finding random loot though, if we could just reroll items we don't like using objects that take up very little space it kinda detracts from keeping good gear in your stash
Agility and also Action speed
i feel like the higher rarity potions/bandages need a more consistent way to obtain tho. just finding them randomly doesnt seem like a very good way to do it
I don't think they've planned on adding craftables but it could be a kinda cool system I think the crafting stations should be inside the maps themselves so there's risk to crafting and not just a blatant benefit to gathering the stuff
Ya im against things that reroll in the current game but rather really rare currency that can add a stat to an already good piece of gear
I don't like the idea of gear systems existing outside of the maps because that detaches them from the risk/reward cycle of the game
Obviously with a cap at the same mods as uniques so you can’t infinitely add stats to items
oh fair point
maybe POE style items like the ones that increase rarity would be useful, but I still stand by my opinion that rerolls aren't a good idea
Honestly I feel like being able to pay a gold fee to reroll items isn't a bad idea, it would put otherwise useless weapons back into circulation and it still wouldn't really change gear progression as long as it's priced accordingly
Yes, stuff like this is questionable and makes me wonder if the devs do understand what they're doing here. Playtest 5 imo is indicative of many questionable aspects moving forward, which prevents me from wanting to spend my valuable time and money. I'll say it again - Dark & Darker's biggest and most beautiful aspect is it's simplicity at surface level that allows you to get back into the dungeons as fast as possible, win or lose. At the same time, build complexity, design, and resourcefulness is a driving factor for working towards the end game. Tedium is bad, all around.
A divine would be sick too, reroll values on gear. Could make certain items insane that only roll 1 damage opposed to 3
Sometimes an idea is inspired by other games, but that doesn’t mean they are bad by default. Reacting with emojis is immature and discourages the sharing of ideas more than countering with a sentence or two on how the idea may be problematic or would only conditionally work. It takes more effort to be kind and thorough in a response, but it’s the only way to respond that is worthwhile. Unless ofc you’re poking fun at an obvious troll.
I would much prefer if they increased the sell price of gear so players could get some gold for their less than ideal gear and use that money to buy something better off the trade market
If it were made to be priced according to the rarity of the item it would probably not be a case of rerolling items taking up space but rather choosing between spending gold on a guaranteed decent weapon or a chance at a better one
I’d like to see something like that further down the line. A variation on gem slotting could be cool.
I would love to see Wizard gain access to Short Sword along with a new primary slot one-handed casting weapon.
Honestly yeah, it should scale according to rarity as well so shit rolls can be discarded for actual profit instead of being endlessly shouted into the trading halls
exactly
Crafting them and/or combining lower rarity ones would be sick.
True i like the simplicity but i trust the devs to deliver on new content as they have so far
Im more for adding rarer crafting items than common ones to avoid bloat. The exalt and divine would have to be rare and maybe limited to high-roller/inferno
like ~30g for a green, ~80g for a blue, ~200g for purples, ~600g for golds is what i'd say off the top of my head
I dont think any of them are crazy enough to push features that would ruin the charm of the game
I'm not sure about the exact numbers. probably like half of what you buy them for from the NPCs
I wouldn’t want orbs of alteration to just reroll same rarity gear
I’d agree that PT5 was the worst (as far as stability and mistakes being made) but I like that they’re willing to experiment. This is when you’d want to see wild changes in design, so they can figure out what they’d like to see as devs and what the community prefers so they can take that feedback and improve to find a compromise that adds to the enjoyment value the players get on full release.
Definitely less than the npc vendor price yea
Honestly tho I also wouldn't mind some sort of trade-up system or something that let you upgrade the rarity of an item through some process
oh yeah, that would be an option instead of adding an upgrade item you could have a trade up system
I feel like there should also be quests to get some of the unique items 🙂
woof, that one would have to be very carful about
Vendor 3 of same rarity weapons and get a higher up tier weapon with random stats, would help with stash bloat and raise the value of items with bad rolls
They did though. Ruin (Forest) was an entirely new feel and was a non-optional matchmaking choice that most didn’t enjoy as much as Castle. Good thing they made it optional
Are we ignoring the existing gear crafting system?
I wouldn't mind if they let you salvage items for the various cobalt or ruby components.
The existing crafting is dogshit unless you want a high pdr chest
Would be fun though if there were some super long questline to unlock Fulgor for instance that replaced it showing up randomly in the dungeon
i hope there is a more advanced crafting system in the future where you can just fill your inventory with various trash armour just for the resources
Some of them have really cool effects that the majority of people just miss out on
actually, a long quest line as a replacement to finding it randomly wouldn't be a horrible idea
would make it actually feel unique rather than just another rarity of item
Something that could take an experienced player a couple weeks at the least
Its better to add crafting systems that are easy to understand for noobs, that effect gamewide systems. Like who was crafting leather shit with ore? It was a waste of time
Idk if they made any adjustments this PT. Previous PT I mined enough for 3 cobalt sets and 1 ruby set. Only 2 pieces were worth using.
Salvaging would make this less painful and also add a nice price floor for trash items of various rarities.
Nerf Falchions or bring the other 1handers up in power.
I think the length of the quest would have to depend heavily on how much time are between wipes
I personally really enjoyed the new map but it was a really bad idea to introduce that with double jump
Yeah, definitely. I'd imagine they'd do monthly or seasonal wipes but ultimately it'll be up to them
The only piece worth crafting is armor chest cuz of the high base armor value since you get random stats and they have the most variance
I would have rather seen a more spaced out and less mob dense Level 1 that didn’t provide as much loot value or PvP action as Castle, but provided a more new player friendly option for people to learn in a lower pressure environment.
A higher stakes HR alternative with good loot, lots of mobs and PvP minus the HR buy-in would have been a great addition later on, imo.
While I do understand the sentiments around how people perceive it as negative, the die hard community should be veering people away from ideals that make it either too complex, too tedious, or just plain unrealistic from what D&D should remain at it's core. Some of these ideas here aren't necessarily bad, but they clearly need way more thought put into it.
I'll make it fair though by spitballing a thought I had about a certain Bard passive (given that I clocked in almost 50 hours worth before being bored of it), and you guys can shit on me if it sounds dumb.
Bard has an extremely niche passive that gives him bonus armor rating for playing or channeling a song. This is extremely pointless since the class is not tanky to begin with, nor would you ever want to channel in the midst of your opponent being in hit range. In my personal opinion, the talent should have read more like "Bard receives an armor bonus, and a slight move speed bonus while playing and channeling a tune." Mobility is an extremely important aspect of any class, and perhaps allowing Bard to reposition slightly better in the midst of intense combat while playing music, would be a bigger help than receiving just flat armor.
Remove trade from the game and juice up the merchant / quest / crafting system.
true, I loved the new map but felt that rogues being able to ignore going through doors was a bit of a problem
Yeah, it was a solo Rogue’s playground for sure. Which is fine, I’m sure it was fun as hell for them, but perhaps would have been better to bring out later in time after they had more time to consider the balance more.
I dont think the current implementation of forest was gonna be how it would end up it will most likely be as you describe during early access
I vaguely remember the devs wanting you to be able to actually walk to dungeons being a thing
They just wanted testing data so balance was definitely not their priority
is this game ever going to get a mantle/climb system?
We will find out more from the post playtest interviews i hope!
probably not, no
like 99.9% chance no
ok what is that based on
It's not cod bruh 💀
Suggestion: Add a perk for bards that allows songs to be sung without an instrument at a reduced effectiveness. Skalds bebe.
Interesting thought, although it might be difficult to implement and balance. It's hard to think exactly how this all works, given how broken playing the music works to begin with.
The powerful songs could still require an instrument.
bard song that opens doors near you?
Like the AoE charm and invuln song require instruments but the songs that don't play the melody after hitting the notes wouldn't if used the perk
I’m not adverse to shidding on flat out horrible ideas, and I do think gatekeeping certain things is an important responsibility of an established community. I just tend to keep it lighthearted at first, until they poison the well then I’m going to emoji them as well lmao.
Your bard suggestion is reasonable. Move speed would help a solo whereas the armor bonus seems to be more of a group support back-liner protection perk that allows them to play music without worrying as much about taking a hit or two before adjusting.
just make the aoe for the bard spells bigger/smaller depending on the instrument. offhand horn to use with a rapier or two hand lute for large aoe
Ya. Lean into instruments amplifying the songs while if your just singing them they are less effective
I think Ruin will stay Ruin. It will likely be an HR type alternative, but I’d like to see a different non-optional Level 1 to compliment Castle.
Also I'm going to admit fully that most of what I think about is based around playing solo, which is the strongest appealing aspect for a lot of gamers. The castle is fine and what not, but I'm not going to pretend I understand the complexity of designing and balancing for a team composition. I spam and play solo, and that's what I know the best based on how it feels and plays for each class.
I'd be interested to see the community split of solo versus group players. I think the groups have the solos beat in representation.
the game is intended to be a group game, its dnd inspired. solo play is something they experimented with in goblin caves but i think they said the core game is going to be 3 player
long story short, a mantle system doesn't fit within the style of the game as DaD is heavily inspired by older generation games
mantling is a system that grants games a faux fluidity in their movement, something that would taint the conceptual design of Dark and Darker, the fact we even have double jump is a little surprising but not as far removed as a mantle system
I’m sure later on they’ll find a decent balance for each class’s viability and the feel solo and in teams. Being able to enjoy any class a player chooses and either play solo/team is probably a huge priority for them on full release. Fun>Everything based on what they’ve said and done so far.
Wizard hitting a bard allies lute with zap turns it into an electric lute for big time jamz
Ya the only solo concept that will last is solo ratting. Solo combat should never be relevant for balance
We need a gold sink so players with a lot of gold dont have as much - maybe repair items off players they kill and loot?
Duo is probably my preferred style if they ever release it. But game should be balanced around trios.
They plan to add durability to items.
Healing is a big issue in my opinion in the solo caves, which is why Cleric and Fighter are the biggest offenders. The game is still a numbers game, and those classes almost have no drawback for basically having a 2nd life. It will be difficult to balance that, which seems like a real problem. Also, if a game is forcing you to play with people to experience the "fun," that's a huge turn off in my opinion.
gold really doesnt buy you much besides mid healing and basic white armor. its the trading that gold gets strong and its already capped at the small trade window inventory. they just need to make trades expensive so its harder to get mid gear unless you loot it and big trades for great gear
I think trading is bad for the game. Wish they scrapped it all together and beefed up merchant / crafting mechanics to allow more deterministic outcomes.
nah trading makes taking the risk of looting other players gear (even if u cant use it) actually worth something. IMO its a good addition
In a good crafting system you could deconstruct the epics or other gear you looted
I'm not sure this game needs big gold sinks
gold takes up space in your stash and you only have so much space, there is a cap of how much money you can realistically have
yeah trading is huge, i just wish it was like a 100g tax on trades so you cant just pickup a budget gear set with a hand crossbow every run for 100g
Some aspects of the trading is fun, other aspects are not. When you spend a load of time trying to purchase BiS off players, just to get cheesed with that build, it can lead to a feeling of wasted time, which is bad.
If you could remove 1 modifier from an item by deconstructing it then adding that modifier to a similar tiered item with crafting mats ... Much better... I am a SSF gamer though and view trade as always leading to RMT and wasted time not playing the game.
IMO i like having to barter for gear and have it take a while... idk it just makes the game more fun to me, but i can see why its annoying for some
It would be fine if you had the stash to buy sell and trade stuff in bulk
My only gripe is just the insane competitive nature for buying BiS gear to make a specific build, only to as I said, get cheesed way to quickly or worse (dying to a hacker or exploiter). During PT4, it felt like people were borderline botting the marketplace.
yuh i understand, for me at least, after i die and i need gear, just cooling off with some bidding still has me engaged with the game, but there's no fear factor involved.
No trade means less hackers and cheaters that are doing it for RMT.
no trade means you and your group pull bis wizard gear but no one wants to play wiz so it just gets sold for 50g to a merchant. trade is important to any escape game especially since the game is supposed to be fun and theres supposed to be op gear
I think a big issues is that % value items are inherently weaker in value than all flat attributed stats. I don't know what the solution is, but I do see the problem.
How do you all feel about this? - a system with no trade and items were bound but you could salvage for the specs, then have to take those items in-game and craft in-game. So you have a chance to make what you want BUT there is a chance you will get killed getting to the crafting station?
In theory you could do it via 3rd party website but then have to group together and join a game with no guarantee you get the item.
Obviously if you remove trade you need to juice up the merchant and questing and crafting to make up for the items.
the solution is simple, boost the percentage scaling of the attributes
We need our playable skeletons back. There were no options for them anymore, and that's a shame.
I want to be pickpocketed by a level fifty rogue skeleton again.
so they arent like 0.1% boosts that give nothing
yeah, there's a lot of gear which is basically useless becuase of its stats. I feel like more average stats on weapons (like no 0.2% movespeed increase on a dagger instead of strength)
This can get out of hand very fast, we'll have to see where the middle ground and meta stands.
Having the crafting bench be inside the game that puts you at risk would be great
Eh, leave the gearset creation to outside the game, I want to just focus on fighting and looting in game.
Thank you
This was already recommend in the suggestions channel, and it bombed completely 👎
i think people underestimate how much diminishing returns there are on skills, having high base stats + flat % added can get you close to double damage or 100% dr. the two work in conjunction to make insanity. if flat % were rasied then everyone would run +5% dr and end up with 70dr
honestly i feel like it'd be different for every weapon. realistically they cant make the stats completely random because there's always the chance for them to get out of hand, so i feel like what they should do instead is have a list of different attribute buffs each item can have that it rolls for every item drop
Eventually you won't need loot. The meta can shift towards securing the crafting station to make items and get out. Sounds fun to me.
The game's skill bloat in general is a headache for the devs to balance and renders way too much gear generally useless. If they insist on keeping the current system then they should give us a crafting system similar to vermintide where we can deconstruct items for crafting mats to upgrade other pieces, build new ones from scratch, or reroll stats and it should be done in the merchant window.
The current trade post is too much a feckless time sink to compensate for the amount of useless gear generated.
But you got to think about all the people who won't get to that stage. Not just the super rich people who will
I think the crafting bench in the map idea is just going to lead to literal griefing, camping, and gatekeeping. Hard pass.
The casuals would be able to loot more if the rich don't need to loot but focus more on the crafting and objectives within the game.
I agree there needs to be some kind of deconstruct and craft mechanic - BUT if they made it that simple then it would render 90% of the items useless AND everyone would be running the same exact build.
Broadly speaking - there needs to be a way that either the rich have a harder time getting gear or the poor have an easier time getting gear. I never had a problem getting gear. It just seemed like a chore to try and be the first to trade to get that +3 all att item.
Everyone would be running competitive gear. Gear scales way too aggressively in this game to try and create artifical item level/correct stat allocation divides
I think the crafting stuff is unnecessary, and cobalt and ruby ore collecting should be better defined by the risks and rewards. As I said before, mining matches the themes of the dungeons, and forces interactions in unique rooms while also scratching the crafting itch people desire.
I vote better trading/auction system first.
Then think about crafting gear, because as noted it will cause a gear creep
But thats where its at right now. Everyone is looking for BiS and refuse to buy anything else. There isnt enough of it. I guess you could increase drop rate but that doesnt seem creative to me.
i think crafting is cringe, bis being rng is good enough for me. if you need +3 attribute weapons to be competitive then im sorry but you suck. you dont /need/ bis to kill bosses and stuff
Not really true. Plenty of ppl buying mid/low tier gear
👍
If you make a more powerful crafting system you wind up forcing players to engage w it and many probablly dont care to
I think you might be misunderstanding me. Useless gear would still drop at the same level, just after a certain point of deconstructing them instead of vendoring it for like 8 gold you could just start burning mats to either reroll stats on a piece of useless gear or build your own gear from white and level it up by spending those maps.
I think were on the same page haha - an alternative to just buying BiS. I have my preferences on what I buy but I will run whatever if its a good price.
Rerolling stats is like farthest stretch that I'm willing to go, with pure skepticism. Speculative on how broken or tedious it could get.
Also people - google the Pareto distribution.
As a sugestion.. Please stop buffing the Rougue. you keep putting buffs, skills and perks on a class that its already to much buffed.
You debuff the wizard.
And you make a quiver for the archer to carry arrows as it takes a lot of inventory space.
Ok word.
The other option to dealing with useless gear, which I'm surprised they haven't really taken a crack at yet, is to just dial back gear scaling in general. It's why wizard starting Stats have been absolutely dragged the last 2 play tests: in doesn't seem like they have a good handle on gear coefficients so they are forced to just nerd starting stats.
Rogue needed buffs, just not too the extent they got this time around. 👍
If they community was honest with itself it would say rogue has been fine since play test 3, the devs just keep lowering the skill and gear floor.
You are missing the point. Its not about creeping everyone's access to gear equally. Its having to spend time engaging w a crafting / reroll system that is not actually fun, just tedious.
I don t think they do mate.. I as a fighter, full gear hit the naked rogue 3 times. and he lost only a quarter of HP.....
the other classes should be as fun as rouge, make them squishier so a cleric can just smite them or they have to really dodge and out range to kill, make hemorage and the anti - armor not apply on ranged attacks
Yo you just summed up thoughts on the trade post perfectly lol
How you living, boo?
You probably got very unlucky or did not hit the good hitboxes or w/e. Sounds very unlikely
Agreed , make a better trading system like auction house type thing
For sure, I never tried the trading system because it seemed so time consuming and I just wanted to play.
I'm not saying equality of outcome - I am not a proponent of that irl either hahaha. But equality of opportunity would be nice. Technically it exists now. But I think there should be alternatives to just buying BiS is all I'm saying. I hate crafting. Never been a crafter. But I think there is a way it could be done creatively and would be good content for the game. That's why I suggested it be samething in match. Risk/reward,
Current trading system is there not for ease of use but to promote community interaction
Also - the perk tree when you click class should be interesting and open up a lot of options for players to play different builds. That is if its like most other rpgs.
Which is good in a way, no?
Eh you can have community interaction without frustrating systems
Yea, it's the entire point
This is probably the flimsiest defense in keeping it as is: there is absolutely no meaningful social interaction that happens in trade chat spam and the 30 seconds it takes to complete a trade.
Im not worried about it, they make it better every playtest.
I just dont want to RNG reroll my gear and sit around playing RNG reroll simulator
Yes that would suck. There has to be a way. I'm thinking ingame content.
I dont want to spend my in game time trying to upgrade my gear either
Noted, however perhaps the idea is more for allowing players to have a sense in identity in being a trader, if that's their thing.
If they did it like vermintide it would be very quick to move back into the game play loop. We're talking orders of magnitude faster than the trade house
When you're spamming low value green items for 50g that no one wants anyways, yes this is true. But for high value items there's alot to think about when it comes to pricing, and there's even people who can game the system to make money without even going in the dungeon in the first place. It's an entirely different game to dungeon diving that's meant to have a similar timesink for better rewards
I played vermintide and dont reallyy recall the system in question
Something about rerolling gear w RNG and some mats tho right? Not my cup of tea
Agreed. I've had to negotiate and reason with people the values of certain items. It can, and does happen, and it rewards those who want trading to be their identity. Not advocating for RMT though at all.
@trim maple You can still play the game as a trader with an auction house. You're still playing the market, your name is still on the listing - you could easily have a DM or note system to haggle for pricies on more rare and expensive gear that will take longer to move. The difference is removing the time sink for gearing up for the more mundane and daily play sessions.
@regal lotus in vermintide 2 you basically gets powders and materials the same grade as the item you deconstruct. Powders are used to either reroll stats or upgrade rarity, materials are used with a blue prints to build different items. It's all instant.
So say, as a rogue, after dumpstering a bunch of caster stated barbarian gear that will never sell on the trade post, you now can use the mats to build a one handed cross bow and you can use the powders to upgrade its rarity/reroll stats depending on the quality of what you've been deconstructing.
Can we get at least 90 fov plox
The difference is removing the time sink for gearing up for the more mundane and daily play sessions.
That is... literally the entire point. It's meant to take a bit of patience. You cant get stacked with god roll purples right away.
dumb question but i keep seeing people say BiS, i know it refers to items but i dont know exactly
I'm talking about just grabbing a green or blue set and playing the game instead burning half my play time for the night if I've got work or recreational grass touching to attend to. There's no reason for a time sink to exist for that level of gearing
So your options are either play the game and just roll with what the merchants have and what you can find randomly, or spend some time in the market to get some better gear
Pretty sure it means Best in Slot.
Best in Slot: gear whose stats are optimized for what you're playing and how you're playing it
👍
ty
You can totally survive with just a green weapon and some heals, you don't need a whole set if you don't have the time to get it
Some green items are literally god tier and affordable by comparison to higher quality items
Lol that sentence in and of itself handwaves the issue of how much useless gear is generated: there's nothing to say I'll have anything I actually need when it's go time.
Even then, you usually find enough decent gear just opening chests to kit you out enough to run even high roller runs if you can prevent skill issues
Trade post is a dumb time sink that exists because of nostalgia goggles for dial up era mmos. It's an archaic system that even grindy games recognized needed to away
I'm here to fight in dungeons not ego stroke strangers in chat spam
You could just buy the first things you see and roll with those lol
Lmao that solution is about as eloquent as the system itself, which isn't very
It's not supposed to be, it's literally intended to be a bit scuffed at the edges because it's not meant to be the main way you get your gear
Basically you have two arguments:
"I like trade because it's my social identity"
And
"This stage of the game is a wild departure from the actual game play loop that takes way too long for how important gear is in any semblance of competitive play"
How do people feel about insurance systems? Is it plausible in a game like D&D (does it fit), and is there a way to make it more interesting or balanced?
Booo insurance booo
Gear is already a reverse handicap: the better you are the more likely you are to not need it against someone who isn't good enough to get it as easily as you.
An insurance mechanic seems counter intituitve
Interesting, noted 📝
nah its just kind of weird how so many people complain about a system that has already been explained to them and wont be changed by the devs past qol changes lol
Making it an auction house where you can play the actual game while people can see and purchase your item is unironically a qol change
wanna know how you can play the actual game while people can see and purchase your item? hire a friend to sell it for you. if you don't have the patience you can just pay someone else a cut of the profit to have the patience for you
Idk about you but I typically play with my friends. Why are we inventing obtuse solutions to a problem that doesn't even need to exist lol
Idk if that's a realistic approach tbqh
i feel like for more expensive items it would be
It is not at all, not even remotely
Barebones mode next playtest, only go in with starter kits, loot is increased, thoughts?
If it were, I'd be prepping myself to be a professional MM where I receive 20% or more on any given item I'm required to barter lol
It's a game homie not a job no one wants to pay their friend to trade for em lol
This man gets it.
bro paying virtual currency for someone to sell your virtual item on a virtual marketboard sounds tight af tho
Not it doesn't lmao not unless you are on a huge mmo or doing some rp shit as a shopkeeper, in a game like this it sounds like the dumbest solution to a simple problem
Lmao paying your friends is not a skill solution it's just extra steps to sell stuff that sounds annoying, and a simple solution would be just be able to post stuff you wanna sell and it stays up till it sells or you take it down like tarkov

yea but then there's literally no community interaction aside from buying and selling and that's not what the devs want. you can't barter in an auctionhouse
I think the current way the market works is awesome a lot more fun then a store like tarkov, even tho it would be easier I think this way is way more fun even tho it’s time consuming
Also no this is not an mmo lmao, and yeah I don't have an issue with the current market but your solution for people who do is not a real one
If there were an auction house, marketing fees should apply there, and not to the current bartering system. I think we could agree on that. Your time spent personally should not be taxed.
Marking fees is the lamest thing in the world, it ruined tarkov market there should just be the 15 gold fee
Tarkov ruined tarkov by locking everything out of the flee lmao
They should just leave the trading system as it is, it’s fun
i think the big misconception alot of people make about the trading hall system is that you're supposed to get your items instantly and like that's literally not the point. having a chance to open a window of dialog with the person selling the item gives you a chance to buy it for your own price, or even trade items for what you need. an auctionhouse would ruin that and suck the soul out of buying things, you just wouldn't be able to barter anymore
Tarkov sucks so bad now they should just keep the trading how it is
like
i can sell purple items for ~200-600g depending on the rolls. but sometimes i go lower because people offered me a deal i was willing to accept and that level of interaction is lost with market postings like you suggest
After seeing that video about the hacking situation for Tarkov, yikes 👀
Tarkov is such a dead game it is so sad it used to be so great
I just love the chaos of it all
makes me feel like I'm in an actual market with everyone yelling out their adverts
I am a little concerned for anyone who thinks the trade system resembles social interaction
I don't think you fully understand what is and isn't a social interaction
Oh sorry, let me make this specific enough to withstand semantics:
"I am a little concerned for anyone who thinks the trade system resembles meaningful social interaction."
i literally just explained it to you, i don't see how i could make it much clearer than that
I'm not sure what you are arguing then, I don't think anyone said it was a meaningful social interaction
Just chiming in with my own thoughts, I think having a potential hub area to load into to chat and recruit as if you actually went into a tavern to recruit for your party would be a funny addition. Also a good way to flex off gear / etc.
I think the devs said they were considering that
👍 It would allow players to view and spectate builds too, which could help newer players get a better sense or feel of what they should be looking for.
I already listed all the ways you can skirt the existence of an already shallow series of exchanges to retain whatever level of name recognition you think you obtained from the current one.
@tulip hill the excuse for the current trade system that's already been improved upon for decades is that it's a "social interaction" which it simply is not.
I mean again you can barter for lower prices in the current system, in an auctionhouse you cannot. The act of bartering is the social interaction, since it needs to be spelled out.
Yes you can, you simply add a DM or mail system. If the item is actually of any consequence to haggle for then it will be on the market long enough for a conversation. At this point you're just trying to force people play an entirely separate game from "dungeon crawler" for some need to more easily roleplay a price gouger.
If you can't make meaningful pricing impact with a mail system or just good old fashioned buying low, selling high, you really don't deserve to derive a profit at the expensive of literally everyone else's time
I'm not going to say an AH system is potentially a bad idea. It makes partial sense given that time is valuable and not everyone has that time to be bartering constantly. Additionally, I spelled out a huge negative regarding how much time you can waste on making a build, to only lose it in less than 5 minutes.
At this point you're just trying to force people play an entirely separate game from "dungeon crawler" for some need to more easily roleplay a price gouger.
Huh, almost like that's the point or something
Agreed, something similar to A4 loading area, give some training dummies to test damage of your build and all that, it would mean people experiment with builds without worrying about risking losing stuff.
Hell, a year or so down the line we could even be looking at a generic dice game or card game for people to jump in and play to pass the time in this social hub area. I think the more heavily they lean into immersion and light-RP systems create more unique experiences for players that retain attention for longer.
I could never fully recall a generic fight with a Barbarian in goblin caves. But I will always remember the time a Bard ran around asking for assistance because he got blackout drunk and found himself in the Goblin caves. I killed for that naked lute player, I murdered for him. But by God's Will as a valiant Knight, I got that man out of there.
It's definitely the end result of a pointlessly convoluted system lol
Anyway I gotta go: current trade system is objectively bad stay safe everyone!
by the sounds of it you want a system not too far from the current state of trading in games like Team Fortress 2 which I find to be too sterile at this point
if they added something like an AH there would need to be a much higher tax for using it
Barebones mode next playtest, only go in with starter kits, loot is increased
I think it would bring a lot of progression issues to the forefront that trading kind of bandaids though
That would have to be ironed out, some classes are going to get upgrades much more frequently
Give skele mages like a guaranteed wizard slot weapon drop
reposted from wizzy chat
loot should be decreased, wtf
I'm not sure I understand
Give skele mages like a guaranteed wizard slot weapon drop
reposted from wizzy chat
No bias I see.
you can't bring anything in with you except the starter load out, no escape portals only down portals, hence the increased loot
eh
idk about that one chief
Yeah for sure. Even the Ranger has a self heal so they’re also strong in the Caves. I’d personally like to see some sort of hp regen on the Wizard, Rogue, and even the Barb so no gear characters can enjoy solo. As long as it’s not something that can be leveraged to make them OP in combat I don’t see why not. (Rest hp regen could apply to the Wizard meditate and Barbs could heal a small amount off mob kills for example)
I don't think a guaranteed wizard drop but a higher chance makes sense
buncha trade enthusiasts ovah here
hell ye
👍 At least Ranger was nerfed into the ground this time around and were still good. Range will more than likely always be a strong contender in the meta.
well if this is the start of the wipe then everyone would already be going in with nothing and if you are suggesting that everyone always goes in with nothing then what is the point of getting loot if you can't bring it
so you can beat the boss at the end, and get mad killz
How about Wizards just stop getting hit.
Why does Barb need HP regen lmfao.
Half the takes in here are literally "x should be buffed because I play x."
so like, you want the game to be a rogue like where you keep nothing?
Range just counters everything in this game, it's hard to make him balanced.
just a separate mode yeah
I'm sorry borg but that is a terrible idea and is just a rogue like that doesn't fit what they are doing at all
Read the message I responded to if you want the context “lmfao”. Everyone has limited regen by resting now so 🤷♂️. Just spitballing with a solo enjoyer.
it does fit the hardcore aspect though
Speaking of Barbs, was the life steal ability even good for Barbs during this PT?
Says the the fighter main lmao
ah! there is the key point
as for that, ehhh maybe, but between the different maps and potential different modes we don't want to split the playerbase up too much later down the line
Honestly in terms of a no-gear mode where everyone has starter kits but all the loot droprates are lowered I think that could be fine
I'm not here advocating for Fighter buffs nor talking about Fighter.
We always praise ranger nerfs
i think it'd be a small dedicated subset, probably like 1% of the playerbase
i'd probably only play barebones if it came out, once you fill your inventory with candy the novelty kind of wears off
Also yeah imo they kinda went a little crazy with the classes that get free heals which means other classes need a way too
I'm sure it would be more than 1%
I'd probably play it every once in a while
Honestly I really like how hard it feels to recover health
Perhaps the solution isn't to add healing abilities to all classes, but to reduce the effectiveness of healing abilities during solo play (medicine will remain effective since it is bought or found). In group comps, I can't speak about what will or wont work.
depending on what they do with the rest system this might not be a problem in the future
The more popular a game is/becomes the more options are a good thing. If DaD isn’t just a FaD I could see multiple matchmaking options in the future being great.
(The same “don’t want to split playerbase” argument was used to shoot down the solo queue idea at first. Turns out it’s a huge success that didn’t affect team play queue much if at all)
But there's no guarantee that a playerbase would be split evenly, then you get more issues with balancing as well, unless you want to start balancing around specific maps / game modes.
good point, and hell, they could do a rotation of gamemodes if they end up adding too many
the only reason i brought up skele mages guaranteeing a weapon drop is because wizard is pretty useless without a book or orb, and without merchants for barebones it'd suck
I think making changes to player balance itself is a step in the wrong direction when trying to balance the game around solo play, I think the more important issue to face is tooling maps like the Goblin Caves around 1v1 combat and adding ways for weaker solo classes to get an advantage over classes like Barbarian and Fighter
Honestly think Wizard should be default spawning with book, I know Clerics have been requesting default spawn book as well.
I feel thats more of an issue with the scaling of the class than the loot tables, though I'm not opposed to having mobs drop items they logically would have
It's because the best games thrive when they offer the option to both sides of the playerbase. If Dark & Darker was forcing me to constantly group with people, I would lose interest. I enjoy my personal time and loner like tendencies - Doesn't mean that I wont play teams either.
Wizard spawning with staff is fine because he doesn't already start with a melee weapon, but Cleric having book would be nice
Oh I’m sure they’ll test out some sort of seasonal stuff. Perhaps it’ll be maps and/or modes, maybe even abilities too.
I mean, I feel like Default spawns could be opened up a bit with options.
I just think they should buff the staff slightly
100%. Options are always great as long as there’s enough people there to enjoy them.
What if instead of starting with set gear you could slightly customize what you start with?
like how slightly
I would like to see that, but through questing perhaps.
I've heard people talk about this and I think it's possible within reason.
People spoke about a system that uses points and you change equipment based on that, remove your armour and go in with a better weapon.
Sounds familiar because it's... Yep, you guessed it; A Mordhau thing.
Wouldn't mind seeing Clerics change grey staff for grey book. Very very minor adjustments like that.
Anything above that, nah.
nah literally the cleric need be turn down . i feel like he took wizard place in term of dmg this pt .
Only due to Judgement. Wizard was still king for Corridor Lockdowns.
Plus Wizard buffs are spooky if you play against a good wizard.
Hot take but y'all are just butthurt that Cleric has some damaging spells now since he only had support spells before
I saw it got nerfed in the patch notes but how crazy was locust swarm in the third patch?
I will not fall for this bait 😏
Judgement was a bit strong and locust swarm but otherwise he seemed fine to me tbh
inb4 every class fills every role 
It wasn't crazy, it was basically just bugged. But Locust Swarm was uh... Insta-death with the right build.
Maybe after an initial class quest a book is guaranteed to always be available at the Alchemist shop?
yeah, I heard it was incorrectly scaling with flat damage bonuses and since it damaged you 10 times second it would just insta drop anyone who touched it
i like it
I think Clerics would appreciate that a lot.
Honestly we'll have to see how relation works with merchants before making any crazy adjustments.
romance mechanic with merchants 🙏
who is the hottest merchant?
I wanna cuddle with a goblin 🙂
idk man, Tavernmaster got that dad bod
I can tell you explore a lot of goblin caves
I hunt naked rogues for a living.
good thing my rogue was clothed 90% of the time
I take a Purple Windlass crossbow + Victory Strike and I one tap those little loot bugs and take everything they have.
wait I never considered that omg
One thing that was extremely disappointing in my opinion was the fact that you could not buy the hand crossbow from the Woodsman at all during the playtest. That, or within 50 hours of Bard gameplay I never once saw it available for purchase. It was an interesting weapon that increased the Bard's viability by a lot single handedly, which is why I thought it was strange it was another way to lock him out of his potential.
Purple Windlass + Victory strike is a one tap on a naked rogue (assuming they have less than +3 strength on gear) and a wizard to the torso.
selling common hand crossbows for 50g each easy money
The Goblin would only be down to cuddle as a deception tactic; he’s out here trying to take advantage. Financially and physically, so watch out! 🤣
Valentine is the hispanic lover of the Merchants
My balancing ideas
Rogue double jump: Make it only usable if you aren't using chest armor ( The reason for this is making them agile but squishy. I ran naked rogue this last PT and was able to be 1-3 hit by pretty much everyone but I was annoying to deal with and most of the fights I won were me SWEATING since I could be one shot and I had to land 10-20 hits on people in purple to kill them.)
Cleric judgement: Line of Sight should be a must for this. There shouldn't be anything in the game that allows you to reduce a skill gap by this much. I'm fine with it locking on if you're body to body but if you break LoS the attack should be wasted and the cooldown activated
Barb Achilles: Change from physical damage to actual weapon damage. Is currently a broken skill and has an overwhelming damage stack. Have been one shotted while running from barb with a throwing axe. Is no good.
Wizard buffs: Remove haste from wizard and make invis movement need an additional perk like Rogue. A fun idea would be to add a perk that allows for the arcane missile things to be cast while moving but at a reduced movement speed.
Bard: I have little idea how bard works because it seemed like a weak class to me and I didn't even bother using it, but if Haste is removed from wizard, buff their movement speed song. Another idea I have is to make it so they have a song that increases rest effectiveness in regards to getting spells back.
Ranger arrows: tune stacks back down to 10 and add a quiver. Quiver allows for carrying 30-50 arrows in the sack, increase draw speed by 5-10 percent or reload by 10-15 percent, but reduces movement speed by 15-25. I was tossing around this idea with a friend but the quiver would be useful for PvE runs since movement speed isn't the MOST important thing with pve. And if people are aiming to mostly PvP they just wont run a quiver. This of course could actually work as a buff if ran with something that can buff movement.
Just some ideas.
Quiver should only ever hold 30 arrows, and anything more they pay for it by having to lose stacks of inventory space. Additionally, in order to load the quiver it should take some sort of channeling time, so that way they can't just cheese by tabbing fast and moving arrows to it. No quiver upgrades either, totally unnecessary.
I like it.
Rogue double jump: Make it only usable if you aren't using chest armor ( The reason for this is making them agile but squishy. I ran naked rogue this last PT and was able to be 1-3 hit by pretty much everyone but I was annoying to deal with and most of the fights I won were me SWEATING since I could be one shot and I had to land 10-20 hits on people in purple to kill them.)
Or just change some areas of the Ruins so they can't parkour around the entire map. Double Jump isn't the issue. Double Jump on Ruins while Ruins has better average loot score and GQ level is.
Cleric judgement: Line of Sight should be a must for this. There shouldn't be anything in the game that allows you to reduce a skill gap by this much. I'm fine with it locking on if you're body to body but if you break LoS the attack should be wasted and the cooldown activated
You can just bait it by walking close and immediately 180, but I could understand increasing the channel time to 1 second meaning you have to trade damage.
Barb Achilles: Change from physical damage to actual weapon damage. Is currently a broken skill and has an overwhelming damage stack. Have been one shotted while running from barb with a throwing axe. Is no good.
Weapon damage perhaps, problem is you need to ensure it doesn't scale off of total weapon damage.
Bard: I have little idea how bard works because it seemed like a weak class to me and I didn't even bother using it, but if Haste is removed from wizard, buff their movement speed song. Another idea I have is to make it so they have a song that increases rest effectiveness in regards to getting spells back.
Honestly don't even think it's needed I think rest is so fast now, at least the few Wizard folk that I played with on this PT really appreciated the Meditation buffs, plus rest changes. But Bards having more songs is always 100% agreed with.
Ranger arrows: tune stacks back down to 10 and add a quiver. Quiver allows for carrying 30-50 arrows in the sack, increase draw speed by 5-10 percent or reload by 10-15 percent, but reduces movement speed by 15-25. I was tossing around this idea with a friend but the quiver would be useful for PvE runs since movement speed isn't the MOST important thing with pve. And if people are aiming to mostly PvP they just wont run a quiver. This of course could actually work as a buff if ran with something that can buff movement.
I actually think most Ranger players, based off of what I read in here, don't actually use a melee weapon ever. For anything. Using a bow to aggro and draw mobs slowly is good and all and you should be getting back all the arrows you use... And you default spawn with 30 arrows now anyway... Do Rangers just... Not use their melee weapon, ever?
No, double jump is a huge issue since they can circumvent skilled players in mobility and evading - You will not escape getting ganked by a good player, no matter how good you are if they have double jump to cut certain ledges. Being good should be displayed in how well you understand where and how you are moving in certain areas.
If double jump will exist, then it needs fine tuning in some manor or aspect that doesn't guarantee pure success.
I've found that if a ranger uses any melee weapon its a spear. Spear on ranger is pretty disgusting too. I like how its performing right now though.
I agree with this to a certain extent. This is the reason I suggested removing chest armor. I don't know if you've ever fought a full geared rogue with purples/yellows on, but they can become as tanky as a fighter but move a bit faster. This is why I say remove ability to wear chest armor and maybe restrict leg armor to only cloth or something. ORRRRRR make it so you can only double jump with movement of 320 or higher or something.
Hard disagree, simply for the fact that the Dungeons are more constricted and move speed difference is the main problem, Especially when your class default starts with 35 Agility, not specifically Double Jump. I genuinely believe, as a Fighter main, who tried a bit of Rogue, that Double Jump is not the main issue.
There's much less value in double jump in Dungeon, you could argue a few spots in HR are alright for Double Jump. I think it's a good perk, this PT I think it might even be the best perk. But I don't think that Double Jump itself is the primary issue.
Like I said; Ruins being top open, easy to access top of walls and ability to circumvent areas, while also having higher loot score and GQ levels than the Dungeon was the problem.
If Ruins and Dungeon swapped loot score / GQ levels, you wouldn't see as many people complaining about Double Jump.
Its not as big an issue in my eyes solely because I was consistently getting 1-3 shot by almost everyone. Especially rangers.
I wont comment about any other map I experienced frustration on other than Goblin Caves - The biggest offender was any area where normally you could cut the edge off a ramp to begin ascending faster. Rogue double jump allows them to chase relentlessly while you're already down in tempo from being ganked hard. If I'm an experienced player who knows my mobility and the map I'm playing on inside and out, I should not be punished over a newer player slotting for that perk.
I can't imagine how silly it gets in castle and high-roller with geared and experienced Rogue players with double jump.
Not to be insulting, but it sounds like a skill issue, man. Maybe practice more anti rogue strats....
Like, when I was fighting people, it was clear who was used to dealing with rogues and who wasnt. The people who were needed extra improvising to put down....and I failed a lot lmao.
I think it comes down to class selection. I've seen so many people in here talk with a straight face about Rogue buffs. The main reason being? Rogues can't kill geared fighters, Rogues get one shot by Barbs, Rogues get oneshot by clerics etc.
I agree, Double Jump is a really good perk. But I don't think it's a massive problem, there's a reason that 70% - 80% of Ruins lobbies were naked Rogues. Because they have:
- The highest base Agility (Mega fast open doors / chests)
- Double jump
- An open top map where they could walk above everything and avoid majority of PvE and also PvP.
- Said open top map with increased loot quality.
It was just a combination of things as opposed to just Double Jump.
But I could see an argument be made that Rogues shouldn't be able to change direction of their jump, that way you can more easily track them.
(Also I took a Purple Windlass Crossbow + Victory strike and it one taps naked rogues. Straight up one taps them, just dead. Gone. Donezo.)
I played the weakest class extensively this PT, and I can definitely tell you some anti-rogue strats most people wont think about. Trust me when I say that being chased and them being able to cut corners is just nuts.
It's strong but I wouldn't say it's something that needs to be changed or fixed. It's just... The strongest possible choice, same with Fighter, all our abilities are dogwater except... Three? And one of them you take if you're going a specific build. So we're forced to run Second Wind, is it strong? Yeah. Could I remove it? Yeah. Would I place myself at a direct disadvantage doing so? Also yah.
Players who understand the precision in mobility should not be overruled by players slotting a talent, without some sort of drawback. Mobility is one of the most important aspects of any class, also being defined by skill/knowledge.
Right but what if they changed it so that movement speed and mobility wasn't the most absolute ultimatum of what a class should focus?
Not going to disagree with you that Fighter's Second Wind is basically the equivalent of getting a 2nd life. Which means there is no reason not to run it.
It's 50% of a health bar over 12 seconds, so 10% every ~2.1 seconds, which is alright. It's more an EHP increase than specifically a second life.
Second Wind is good, but it falls off more than people want to admit. It's an ability designed to allow a comeback or efficient hit trading in a game where neither exist in a meaningful way in normal play.
It's different when the class largely mitigates damage as it's identity.
do keep in mind fighter can get by far the highest effective health already (against physical damage, not sure about magical)
In what is, technically a numbers games - Skilled fighter will always come out on top for the most part in an exchange, based on being able to mitigate and restore a 2nd life.
This is correct in an overarching sense, but Fighter is less 'damage mitigation' and more 'effecient gear advantage' (unless you build around % phys reduction, since they can actually generate that exclusively).
Fight any class on your level, and you lose that class-niche almost entirely.
Which Rogue can bypass and also us wearing Plate armour reduces our Magic Resist.
Also if you have below 0% of a Resistance, you also take 10% increased damage.
So if I have -30% Magic Resist, I take 40% increased damage.
@tulip hill Plate Armour gives the most Physical Resistance but actually puts your Magic Resistance into the negatives.
When more casters exist, Fighter will fall off in that sense - But for now, they are reigning kings in solo play.
... I thought Rogues were, that was the whole point of the discussion.
I thought there were couple bits like Dark Plate that actually gave magic resist
Rogues were definitely kings this time around compared to any other PT imo.
You gimp phys by using them though
If you're going Plate, you're full committing to Phys Resistance
Fighter is def strong solo since not many wizards/clerics in gobbo cave
I would see Clerics all the time in Goblin Cave - Fighter and Cleric for sure in the top meta, and Rogue fighting for a spot in 3rd or between those two. Rangers still great, but getting nerfed into the ground toned their position from last playtest.
Going magic resist as fighter is kinds griefing max you can get is like 40%
the inclusion of Warlock, an offensive and debuff oriented caster, alone will do more to invalidate Fighter as a class than an entire playtest of broken and overpriced tradechat ruining their equipment-oriented niche ever could have
Mm, I think rogue or fighter def solo kings but for different reasons. Fighter you're safer in almost every instance or at least you have a higher chance of surviving encounters. Rogue you can disengage and be a pacifist and just rat for loot.
I always say this but rogue is king because their skills let them pick when to fight so a good rogue should always be starting a fight with tge advantage
Fighter exists for AntiBall and that's about it.
Barbarian covers all of their niches better than they ever could, at less investment, and an easier learning curve.
For example I went from 500-2.2k gold in about an hour as rogue just avoiding pvp fights and looting but if I ever had an instance where I couldnt avoid pvp it was like....a 60 pecent chance I'd take the L.
Fighter you're safer in almost every instance or at least you have a higher chance of surviving encounters.
I think you're making a bit of hyperbole by making Fighter sound the most broken thing ever.
You realise it's only a 50% HP heal, and that it takes 12 seconds, it's basically a single-use high end health potion.
It's not +100% damage resistance +50 Strength
If you let any other class pick their fights theyre strong simply because they die less
I was the exact opposite this playtest. Once my Rogue hit level 10, I could clear entire Crypt lobbies solo with just a 100gp rupture build and a handcrossbow. Double Jump simply breaks the game.
It does; mobility is a key factor in almost every excursion that comes down to either baiting, juking, or widdling down your opponent.
60% isn't bad assuming it wasn't always 1v1s
any given fair fight to the death there's a 50% chance you die
Not at all. I mained fighter pt4 and was 1 or 2 tapping people with halberd. I could confidently solo.
There is no solution high mobility classes will always be consistent
Even just straight survivability. Jumping in place with a midair backstep was enough to ghost almost any hit if timed decently.
I heard tons of arrows, axes, and swords hit me but deal 0 damage thanks to double jump.
Until a cleric judges you for 80%
if you're a solo you aren't fighting groups with a Cleric, you're running or dropping the cleric first at range before engaging
Chief, I'mma be real with you. If you're 1 or 2 tapping people with a halberd, maybe they should consider:
A) Wearing helmet
B) Wearing the rest of their gear
C) Turning on their monitor.
or just block that mf
big fat overhead is easy pickings for that juicy longsword riposte
Cleric can still demolish in the 1v1 with the i win button
OR MAYBE, A CRAZY IDEA. DON'T RUSH IN TO FIGHT A -FIGHTER- BECAUSE A -FIGHTER-, AS THE NAME SUGGESTS IS REALLY GOOD AT CLOSE RANGE -FIGHTING-.
Unavoidable when the class is allowed to use a Crossbow, and has speed rush skills.
I mean they were but 🤷♂️
purple halberd with non-damage stacked gear can hit for 120+, which can drop anyone short of an equally geared cleric or better
it's hard to accel, but it can be done consistently if you practice the angle
Wait people were getting caught by clank fighters?
So Rangers are automatically impossible to avoid because they can use ranged?
Speed rush? So every Wizard in the game is also unavoidable?
what do you think throwing knives/franc axes are for?
Hence why rangers were, and will be good forever.
You need sprint to return to normal speed lol if youre getting caught idk what to say
Maybe fat plate clerics cant run but thats it
I think distinctions between average skill opponents and above average skill opponents need to be made...
But you can avoid rangers.
Let me lay this out as best as I can:
-
You're complaining that you can't avoid Fighters because they can use a Crossbow and Sprint.
-
I'm pointing out that Rangers and Wizards exist.
-
By your logic, you are always dying to and never able to avoid Rangers and Wizards.
Yes or no?
The thing is with ranger is if you have high pdr they literally need like 15 shots to kill you
Rangers and Wizard do not have have the benefit of mitigating large damage. That's the difference. Fighter has that benefit, also has basically a second life, and speed rush allows you to win any trade if you know your numbers.
True even at 50% they tickled me
But they slap in pve
Hella.
You can avoid ranged attacks but not consistently, and it all depends on how good their aim is. If they have good enough aim you're just kinda screwed regardless
☝️Which again, adds to the effectiveness of fighters using a Crossbow.
Just want to play Dead Island 2 but Epics authenticator aint authenticating. Send help.
CLANK CLANK CLANK CLANK
"Hmm, I wonder what that noise could be the other side of this door, I shall open this door and challenge this stranger to a fight."
Immediately rush into fight a 80% PDR as a Barbarian/Cleric/Rogue whatever
Die
"My god, if only there was some foresight for me to avoid this situation."
Credits roll
LMAO yeah pretty much
True, until you get thrown into a position where you're sandwiched by someone perhaps camping, or being chased from multiple directions. Of course you're not going to intentionally run into the armored target, but the interactions in which you're forced... it's an entirely different story, and that's what we're focusing on here.
If people commit to running a fighter cannot catch fun little game you can play just sit behind a door and fighter player will die of old age before they open it
That's just bad positioning and bad awareness, people don't play aggressive enough to secure routes.
If you were forced into that position, that's either a bad play by you, or a good play by someone else.
You should be punished for it and they should be rewarded if they capitalise on it.
That is the game.
Even with high pdr a barb can dumpster you
Yup kinda bs tbh spend 1000g on chad plate to get dumped on
reckless attack go brrt
People throw out buzzwords and phrases in here and immediately forget them. People complain about the movement speed meta and double jump, here's a reminder: Movement speed is king.
Someone in full plate is not catching you. If you holster and close a door, that Fighter will take twice as long to open it due to dogwater base resourcefulness.
They can speed themselves up, but they're also wearing full plate, it should balance out.
u can reach 120+ dmg headshots on a gray axe with the right perks now, it's pretty nice
By buddies cleric had 85% pdr and the 3 damage perk and a headshot with no buffs did like 20 dam with a horseman
If you holster and close a door, that Fighter will take twice as long to open it due to dogwater base resourcefulness.
I will NEVER get over how they gave a class 15 in all stats, and then gave them no way to benefit from 3/5ths of them
This is being intellectually dishonest imo, I wont bother engaging with this. Especially when the game can encourage camping.
Absolutely correct had a smurf game in gobbo cave where the lobby was running there is no way a plate fighter can catch someone who jsnt also in plate
You’re at a disadvantage pushing people if they’re aware you’re going to rush
Yes, which is why it's easy to figure out player behavior and to play accordingly.
Mm, I think game sense is king. Is a blanket statement.
Even with sprint/move speed perk you are so slow nobody is forced to fight you unless they mess up
Intellectually dishonest, what the kark are you chatting about. You're making me sound like I'm Megamind or something.
If someone is:
- Camping
- Full plate
- 80% PDR
- You're playing a physical damage class
- They kill you immediately as you walk through a door.
Screw it man, sure. If they do that then it's whatever, but I refuse to believe that this scenario that you're talking about that is such a major issue, happens frequently enough to warrant it being classified as a genuine issue.
Thats why wiz cleric barb is insane, because buffs counteract that disadvantage
It is a genuine issue is a numbers game, which Dark & Darker is at the end of the day... And that's totally fine. It is what it is at the moment.
Thats why the game is amazing tho, positioning and environment matter a lot
Imma be honest yall, I have no idea that the argument is at this point
a geared out fighter is very powerful but can be countered with specific strats
what is controversial about this?
Movement speed is also a number, resourcefulness is also a number.
Most people have a higher number than a full Plate Fighter. Most.
Does fighter counter any class but ranger? So many classes deal magic or ignore armour
The argument here I believe, was that Fighters were reigning kings in solo play due to the fact that the skills and tools they have are currently amazing in the meta. When more magical classes exist, it becomes less of an issue.
"Were"
Fighter is strong against cleric
Yes, the playtest is over in a past-tense.
Locust cheese aside
these are just observations!
But judgement though?
Fighters haven't been the kings of solo since PT2 before the movement speed nerfs and Fighter's weapons getting hard gutted.
That was, respectively:
PT3: Wizard/Ranger
PT4: Barbarian
PT5: Rogue
I don't think many people would agree that Fighter was the reigning king in solo play when:
- Pre Nerfed Cleric existed
- Rogue on Ruins existed
- Ranger exists
Hate it. Already said my piece on it.
Judgement cant one shot, if you got high pdr you win that fight cuz they think you’re low but in reality they just chunked you, really depends how buffed they are tho
I personally don't believe Barbarian has ever been in the top tbh. Given what was available in PT 4, Barb was still lacking.
joshJ — Today at 02:24
Judgement cant one shot
My sweet summer child.
Jokes aside, it can't literally one shot. But you can push judgement damage very high.
If Im being completely honest, I don't think any class is really "king" That seems kind of like a cop out to me. At a higher skill level, fights are decided mostly on positioning and situational awareness.
PT4 ranger flew under the radar imo
Dawg ive never been hit for more than half from a judgement, idk what cleric is stacking all mag dam in every slot but ig if they did that then maybe
I mean...it can. I got one shot by it on my rogue. ._. wasn't a good time. Felt real bad.
I believe if Fighter has second wind, he will still beat Cleric once he is within range and can stick to the target... Which he can.
I've met some cracked weird Cleric builds in HR
All im sayin is, if you got high pdr on a fighter, it kinda baits them cuz they think ur low
PT4 Franc Axes put Barbs at the top of their game, plus they had bugged Felling Axe ON TOP of the S-Tier HMAxe build
This was the same playtest Wizards ate back to back nerfs, Rangers spent half of with bugged projectile drop mechanics and with ranged weapons not correctly firing, etc. Every Barbarian hard counter was at their lowest point that playtest, and they were at their best even without buffball.
rogue is painfully susceptible to magic because of their very low will
The issue I have with judgement and rogue poison is that as a fighter the more geared you are the more damage you take from these 2 very simple abilities
But cleric has the benefit of prepping before a fight with mad buffs so you can still get dumpstered for sure
Cleric and Wizard are meta because they are the only direct buff classes that can omega buff melee frontline? No. 😮
Hmmmm... Noted, I did see the Felling Axe builds wreck - But it's still hard to believe it reigned supreme over stuff like Rangers still having infinite ammo.
Dont let them hit their final form. Or just back track until buffs wear off. >.>
Everyone can agree that rogue poison and judgement are very easy to land and if you're full plate in fighter you take extra magic damage so in judgements case with a semi-geared cleric they actually can one shot you!
I love that certain classes are stronger against others tho, I think the dynamic is really good rn except for maybe barbs achilles strike being too silly
the issue with judgement isn't its 1v1 potential, it's fine there
the real, absolutely busted part of Judgement is that it's a literal, 100% free pick if you just drop it on anyone engaging your frontliner
there are 0 builds that could survive Judgement and any followup hit from a melee class
Speaking from experience where a barely geared cleric used judgement on me with my full plate set and took me down to 20%
Class counters should exist absolutely I'm fine with wizard dumpstering on a fighter but I always thought fighters should trash rogue but then they give rogue 15% armour pen and free magic damage
Judgement should be a cast like chain lightning or lightning strike not an auto tracking skill
I think a common comp I would see constantly during PT4 was Cleric, x2 Ranger. It's exactly as you describe; if the enemy engages first you can just judgement and burst someone down tempo wise.
Like why? Rogues are meant to be killing squishies so why are they being given perks/skills to make killing tanky dudes even easier just makes no sense
wait I just saw this, barbarian was literally the best is almost all categories in PT4 according to the data (and the number of complaints)
IM SAYIN, THANK YOU
Rogues 15% pdr is way too high
Rangers were good that playtest, but bows/crossbows literally not working ended many of my HR runs, and the presence of Buffball acted as a hard counter to Ranger in geared play
if anything, Barbs being so good made Rangers even BETTER as a burst-phys damage class with their stacking traps
I think a common comp I would see constantly during PT4 was Cleric, x2 Ranger.
That hasn't changed. The best meta comp for quick clear Ghost King is still 2 Rangers 1 Cleric.
Yeah the tracking is so free u can judgement people through walls
Thats 3 gear rolls like maxed out
I've seen Judgement pass through doors as well, it's funny.
That's really surprising, because with 200 hours spent I have never seen such mockery yet. I know a good Barb when I see it, but I never felt like it was an overwhelming class by comparison. Actually, being killed by a Barb felt the most balanced by everything else in comparison.
Can't think of a more broken skill then judgement and they give it to the buff support class 
My question is how did the devs see bard competing with cleric 😂
If you’re not rocking a 1h on barb stacking flat phys you’re playing wrong
Bard is there solely for making your party smile. Its an RP class for sure.
They should give fighter a skill that deletes 80% of someones health by flexing your halberd at them 
U gotta run a 1 handed primary 2 handed secondary for breaking doors
Agreed, they should give Judgement to Fighter and rename the class to "Paladin" 
Thats called left click ._.
🤷 idk what to say then, every time you voice your personal experiences its very different from the typical person
Genius
Its kinda disgusting how much a 1h does on barb
Barb has never not been a strong class this playtest barb peaked from an op standpoint with Achilles not sure why more people didn’t play it
If they extend halberd range by 2m I will be happy to left click people to death but until then I want my fighter judgement
Barb with Achilles is the strongest barb has ever been and made it 10x stronger than any other class this playtest.
not sure why more people didn’t play it
Rogue Double Jump, Ruins and clickbait "OMG BEST STRAT EVER" youtube videos existed.
Atleast give fighter better 2h perks or something
they get nothing special
If you play it right you can get an opening hit on people for free with it before they can usually hit you. Is a lil rough.
And then achilles scales with flat phys and phys power
The amount of clips I have 1 shotting a rogue with a Francesca is absurd. Barb was the best ranged class in the game this playtest
Dude trust me I am the original halberd main the ancient one of halberds but even halberds can't compete with prayer
yeah, I hope fighter gets something for 2h weapons
Yeah, same I do on Fighter with Purple Windlass + Victory strike. I one tap naked Rogues.
that said though, shield master does work for longsword, letting your first riposte come out stupid fast
Gotta play chaotic-lawful athiest fighter then, obviously. 

Fighter needs a perk rework they only have 3-4 viable options
something ill have to try next time
Longsword is busted using defense perks. I'm afraid that a combination of defense and 2 hand perks would make longsword beyond op
Slayer was a really good addition but why do fighters need to jump through hoops for 5 damage when barbs get it for using an axe... AND ALL THEIR WEAPONS ARE AXES
The 15% defense when blocking and faster attack after block feels really nice
Why yes I would like +5 damage on everything for my halberd please game thank you 
longsword will never be more than a pubstomping tool unless they really crank the numbers or fix its mediocre moveset
I actually really like longsword fighter, though they should probably nerf the block perks and instead make shield a little more viable without them
Oh man, if you think that's bad, let me tell you about a guy who uses songs as his identity and what he was given this PT 😂
Change the first swing of the longsword and it would be 10x better
😂
You’re just too slow on fighter wearing plate
I don’t even consider bard to be a class tbh ur basically playing a character to use a rapier with 0 skills
Fighter longsword just gets eaten alive by any ranged class as they clank over to them
what are you talking about?
Like man even 80% is slow of base ms but 70% is rough man
When paladin gets added they can clank around with us fighter chads 
I too love longsword fighter but that's just the reality rn
longsword is very good at hard-countering undergeared or low-skill players, but doesn't have a strong niche outside that
But that's why you run that speed ability when you're wearing full plate. I mean even with his slow interaction speeds, good fighters could just stall a room of agro'd mobs until his cd's are up, then clear enough distance to open a door if needed.
They need to add another healing / buffing class so that they have something to balance cleric against. Right now it is hard to nerf/change a class that is 100% necessary in 95% of team comps / boss fights
Fighter was really fun this playtest tbh I think it's in a good spot it's just that rogue being rogue has overshadowed literally everything
My problem with longsword is losing a 40 armor heater shield
Add a quiver to ranger that come equipped in the cape slot that can hold arrow and bolts and can only be equiped by ranger
Absolutely disagree lol, it's busted against everyone. Longsword riposte hits a barb before the attack that was parried even finishes
Druid incoming to alleviate your worries
Only reason I run arming / shield don’t even block ever just worth the armor rating
It's supposed to be Bard, and I don't believe buffs and dots are good for this game. The ones that are in now are fine, but they shouldnt be adding a bunch like if this is WoW.
That is what everyone said about bard
How many Arrows / Bolts do you think a Ranger should be taking into a match, or what do you think is a good number?
Dude sprint is not nearly enough to offset the move penalty from wearing full plate you only get caught by a fighter if you mess up by letting him get close enough to hit you
a got 4 stacks 60 arrows / bolts
I was at capped pdr with taunt up or when blocking and the attack after defense is almost instant with a falchion
30-45 for pvp 70-90 for boss fights
And a plate fighter without sprint is a sitting duck that is the perfect time to fight and destroy them because you can weave in and out of range to hit them and they can't do anything about it with their 2 ton plate armour
Use throwing axes to catch people I honestly never had a problem with the movement speed it felt pretty normal relative to other classes
0 delete rangers from the game 
this is to make ranger a bit more better with bows than fighter because he wouldn't be able to wear a quiver
Dude taunt is honestly sick af
Seeing fighter shouldn't be an unstoppable juggernaut force, it should be an incentive in wanting to kill them and to see if they have valuables. Part of the strategic gameplay is understanding how to put them in a vulnerable position to waste their CD's, especially second wind.
Yeah but Rangers have access to bow specific perks.
If you have access to any magic damage or armour pen which is a majority of the classes a plate fighter is not some invincible brick wall that can shrug off everything
still the versatility of fighter with a bow is unmatched
If they take a perk that lets them use a bow, but also reduces their damage with a bow as well.
In 3v3 with a pocket that's a different story but in solo unless you are also a fighter then gl lol another plate fighter is not a raid boss
You 3 shot a fighter that has like 65% pdr on barb with a horseman
Wizard is going to be buffed next patch and hugely meta again making fighter not viable unless ur stacking magic res jewelry and magic res on all ur gear
Exactly like has nobody played barb into fighter? Or if you really want to shit on fighter just go wizard and laugh at their move speed
and i think a quiver would add a buff for ranger because he would be able to hold more arrows and not have to compromise with his inventory
I really think barbs base health should be tuned, I shouldn’t be able to run around with 170 health, a cleric prot, a shield prot and fight people with 100 base health
Barb wins matchup against fighter in my opinion and has insane magic damage reduction as someone who has played both in high lb
Just split hp gain stat into constitution boom problem solved no more tanky rogues with 40 strength
It's not an opinion, in most outright DPS checks, Barb beats Warrior. That's a fact.
How do i post on the suggestion bot
I’d be most scared of a max pdr fighter with a falchion and heater over anything melee
It's a skill matchup which is barb favoured unless they run horseman and get up close then it is a left click matchup
Does Barb beat Fighter with purely buffs active, like Strength shout? I fail to understand where the advantage is at, unless it's Felling Axe with headshots
Pop rage right before you attack and achilles strike and they die in 2-3 hits

If barb has shouts up it becomes very difficult to strafe but a decent barb is running 10 of the other bs barb skills instead that just ignore armour/insta kill you
My horseman on geared barb did 120 a swing my arming sword on geared fighter did 75 a swing with full phys damage buffs. My geared barb also has 166 health
My achilles was adding 28 flat to my attacks not accounting for the 5 you take when you move
Oh with Achilles Strike? Yeah def - I was thinking more around the common issues around PT4, it's very clear Barb got some very good tools for PT5, and it makes sense.
does breakthrough cancel the movement damage from achilles?
Don't get me wrong barb should be winning in melee they are the king melee class after all but it's a bit sad how helpless fighter can be in the face of one
It was pretty bugged I think it was more like 40 dmg a step tbh
Oh right, they have the armor cut ability - I can see it now if it lands
No, only movement suppressions such as slows.
But even without achilles the other skills are really strong, fear for pve if ur solo and 25% health shout in group play is nutty
Yep it's such an insane ability the barb has to either be really undergeared or complete dog at the class which going by most barb mains happens quite often
A high skill good movement barb is a menace
Cuz rage gives 30 flat health ontop of scaling strength for health, so 190-200*1.25 plus prot shields and cleric prot
I think I could get ChatGPT to pilot a barb and kill a lobby would prob do better then the average barb
I think barb would still be really strong without achilles being absolutely busted tho despite the 5 flat nerf on axes
The only saving grace fighter gets is crossbow vs barb
The amount of games Fighter has stalemated me in over the last portal available in Goblin Caves 💀
or block the hit
What is this blocking you speak of me halberd main me left click 
If a longsword fighter parries a barb its like a guaranteed kill
if one of barbs hits gets blocked they normally die they dont have that many resistances
And it's not that hard to block it
Ye longsword is good vs barbs because of all those juicy overhead swings halberd is just too good to give up though
tbh most of the tiems it just comes down to a cleric gap and who pockets frontline better
I think your issue is that Halberd just doesn't have anything going for it. Definitely needs some perks
uh no, the damage is crazy theres a reason every top fighter uses it
Woah woah woah I see some halberd slander here. Doesn't have anything going for it? It is absolutely insane in the damage department
The only weapon that doesn't have anything going for it is the spear imo why would I ever pick it over halberd unless devs release a new map that is 100% tunnels you cannot swing in
its a ranger weapon not a fighter weapon :D and i love it
Agreed ranger is the best use for it the weapon is very misplaced on a fighter
also, wizard uniques when :(
Ranger being forced into melee weapons was a good thing this PT.
Staff unique just to watch all the wizard mains seethe
i would legit cry
Staff is the coolest looking wizard weapon let's give it a unique 
Technically there are Wizard uniques.
You can get Orb to roll as Unique. It just doesn't have any unique effects.
Rangers barely even existed this playtest in the gobbo caves it was wild
well named item
New named items didn't even come with special effects like the new named plate helm 
Yeah, because most of them were displeased with the changes. 😂
i think the changes are fine if arrows take up less space i was running boss runs with my team and i barely had space for loot
Seething rangers is always a good sign well done devs 
"Noooooo you can't take away our infinite arrows! How will we cheese the entire game?" 
"Bro I take 120 arrows into Goblin cave, never pick up my arrows and never use a melee weapon. Give us a quiver right now as compensation."
Ranger and Fighter will likely both see huge number drops because they were the designated novice classes, plus Ranger is no longer exceptionally cost-effective for PvE content now that they have to give both space and cash investment for dungeon runs
yeah but why they gotta take up so much damn space 😢
Fighter will never see number drops because it is the beginner friendly jack of all trades anybody who wants to just shut their brain off or learn the game will find their place as a fighter
At least the Quiver idea is a cute and fundamentally plausible way to give the class more to its identity lol
And Bow specific perks / abilities aren't?
Quivers are already soft confirmed by the devs, and fit well with the inevitable inclusion of wearable containers + weight
Rangers are the Resourcefulness class so them starting with a Quiver makes sense
Problem is that Quivers will have to be absurdly rare and default quiver never rolls with stats.
So it matches the current iteration of how rare capes are.
- Because fighter can use literally everything they're really flexible with loot so it's very easy to get some gear
Yes backpacks are indeed confirmed not sure if that will include quivers but you'd assume so
you know your class is fun and well designed when their redeeming early game feature is "can eat trash off the floor like a filthy animal better than other classes"
but fighter was a lil too strong this playtest i feel after the barb nerf they seemed a bit too prevalent, i think nerf sprint a little bit imo
Exactly let me play my trash eater in peace devs
-
Press x
-
Turn 180 degrees
-
Hold w for 6 seconds.
unironically it's what I enjoy most about Fighter, hopefully the Class Training system obsoletes the need for Weapon Master and lets us just pick up proficiencies normally
Nerf sprint? heresy if they nerf sprint fighter will actually be dead I'd rather they nerf second wind before sprint
maybe not sprint, but i think it needs a small nerf after that barb nerf
Most other classes you vendor/trade 90% of the gear you find but with fighter if you find something you might aswell try it out
uh, bro?
barb got BUFFED this playtest
But why does Fighter need to be nerfed if Barb got nerfed. I'm not following, plus Barb got buffed.
What barb nerf?
it legit lost half damage on a neccesary perk?
Let fighter eat scraps on the floor in peace no more nerfs please they better not touch my halberd
did you not even make a Barb to see the changes?
they got a free +10% headshot multiplier with axes lmao
Achilles
my friends a barb player and we looked over all perks on release, and i did forget ab achilles im ngl. but after its nerf i think it was fine
Man thinks barb got nerfed
The only reason more people weren't playing barb was because of how busted rogue was on the new map so everyone jumped ship
an actual Barbarian nerf would be them implementing diminishing returns for stats instead of softcaps and nerfing Rage
Barb was the strongest it has ever been this playtest just no one was smart enough to test out a few skills
ironic that Barb, king of PT4, was the strongest counter to Rogues with Achilles Francesca in PT5
I am truly praying that double jump gets looked at because alot of the planned maps most likely will also have entrances which means even more open maps to abuse rogue on 
on top of maps is a little unbalanced lmao
It was fun getting into the forest lobby and seeing only naked rogues
Rogue double jump was rlly good on castle I don’t rlly think it is that strong tho just needs a cooldown on it
Knew you were in for a good time when before you even cleared your spawn pve they had traversed the walls of your spawn area and had come for blood
it badly needs a cooldown, even just for movement/footwork it is ungodly powerful (disregarding the ability to ghost hits with it)
Yeah I've been saying this, Rogue Double Jump worth is inflated by the existence of:
- Ruins
- Ruins having better loot
- Ruins having guaranteed triple extraction at the end
Castle and ruins it was good castle because u could jump across to mid 😂
But the devs have been a bit wacky with balance there is a datamined spell for wizard that will let them fly
My soul aches at the thought of next playtest
Achilles wasnt busted cuz of the ms reduction
Ruins also needs to make top-end surfaces you aren't supposed to stand on make you 'slip' off like the old roofs in EFT
I mean flying is useless unless it is ruins or castle
where did u hear this???
Bro in forest they will prestige class into attack helicopter
old news, there's also an unlocking spell but we aren't supposed to talk about datamined content
Ban incoming 
No Achilles was beyond busted the only people who don’t think it was didn’t use or want it not to be nerfed to keep abusing it
Oh ik it was absolutely insane
Being able to one shot a rogue/ranger/cleric/wizard and be able to take 90% health off a fighter/barb before even getting close is wild
It should only have ms reduction, no damage on movement
Achilles is incredible because not only are the numbers amazing and it can be applied at range
but it gets better against opponents the more geared they are due to how its tendon damage works
It’s time to introduce high-roller Goblin Caves and leaderboards for solo players.
Yeah I could see that or make it so u actually have to hit people in the ankle and it doesn’t proc on Francesca
When are they gonna stop these weapon skills applying to ranged/throwing weapons? It's not fun getting poisoned by a rogue and turning that 1 damage throwing knife into a quarter of your health
In which case I'd argue that Rogue shouldn't be able to use throwing knife to apply poison.
I agree
rupture on throwing knives was cool
rupture+WPA on hand crossbow needs a call to human resources for sexual harassment
Rogue cretins figured out near the end of playtest that by combining the naked double jump strat with hand crossbow/throwing knives they could turn into something unholy
Weakpoint and rupture proccing on a hand crossbow shot
The only saving grace was that crossbows were bugged the entire playtest and it was especially bad on hand crossbow
Ya they wouldnt shoot half the time
I got no clue how people kept using the hand crossbow it took one time for it to annoy me out of ever using it again it's a testament to the rogue players commitment to evil
Let Ranger duel wield hand crossbows
Death by a thousand paper cuts
They sold for so much, it was fat muns getting them
Hand crossbows dropped for you? They were elusive as cloaks
Ya I got quite a few, I didnt even pick up the white ones for the longest time because I didnt think they sold for so much
yeah, anything added but not yet added to shops is always a killer
quarterstaves were like that too until they got added to shops
Even stuff like spears that would show up in the shop sold for alot and I have no clue why
Petition for ironmace to add riposte to spear to make it a good fighter weapon 
Stuff like halberd and spear feel so good for pve
"Fix" the Longsword parry hitbox by making it 1/2 the blade and not 1/3 
My problem with a lot of the 2handers is the environment blocking swings
Longsword soys when their block area isn't bigger then a shield 
learn to angle your hits, only truly garbage attacks like Longsword-3 clank out of your control, or that clanking can't be exploited for faster recovery
longsword block is easy enough as is in my opinion
Yeah? That's me. Cope harder. Buff my parry. It doesn't need to be buffed. I just want it buffed to sew chaos in balance discussion. 
Halberd chads when their right click is instead objectively useless 
i nearly dropped a geared duo with a grey longsword ripost, only my lack of helmet was my downfall against barb axe
Chaotic evil fighter main 
honestly? just give it a sourspot block with the rest of the blade, watching attacks go THROUGH the blocking object when LITERALLY EVERY OTHER BLOCK IN THE GAME IS SPECIFICALLY BASED AROUND THE EXACT MODEL OF THE BLOCKING OBJECT TO THE POINT THAT IT IS SPECIFICALLY CALLED OUT IN MULTIPLE LOADING SCREEN TIPS is complete garbage
First time? I love weapons phasing through a shield to cut me very fun and enjoyable experience
Idk blocking feels kinda jank in general even with shields
blocking was especially bad this playtest, which was a shame
PT3/4 was fairly consistent and getting better but even without Zwei/Spear I was chewing through people's blocks or just walking straight through them
Yeah, as much as I joke about Longsword parry getting buffed, it's more that blocking in general is just absolutely dogwater because stuff constantly phases through and hits you regardless.
My issue was barb axe blatantly going through stuff
Achilles wasnt consumed on block either
But this playtest the servers were laggy af so I can give them a pass on client/server desync
It would be
if next time we get to play the fighter shield skills did anything 
I sure do love giving up 50% EHP or revert movement back to baseline skill for 25 damage and a block which doesn't do anything 
I really like the 50% faster swing after blocking
Neither of the skills can be activated while blocking and the shield slam doesn't even get block frames I can't even
That perk felt phatty
Ironmace singlehandedly saving shield builds with this one perk
Hournskull was a phat addition too for pdr stacking
Hound felt like a straight buff for Fighters/Clerics, that 2% is so incredibly important after the Barbarian buff
Man what is up with this server I can't say a * s but I can say shit and fuck 
Just more flat armor in general too, just had to get a couple pieces with additional armor or pdr and you were sitting at like 75-80 base
And it triggers the slowmode timer aswell it's killing my zoomer brain
I was able to hit 50% with green plate and blue barbuta helm which was kinda crazy
Nothing wrong with that 
So one cool thing I found about Bard (out of the very few things 😂) was that if you are in a situation where you must tread through an unlit passage or corridor in which you know your opponent is camping, you can play the disarming tune to not only disable the gank, but to also alert their positioning as well. You would not believe how many Rogues can be shut down this way 😂
But then you have to play bard so is it worth it?