#suggestion-discussion

1 messages Ā· Page 157 of 1

spice zephyr
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That is a censer

restive drum
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Are we forgetting there adding a warlock class and theres a hell floor what are u guys on about

granite plinth
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OH LIT

fierce relic
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sorry... im metalhead. i dont belive in anything, but roleplaying as templar makes me hard šŸ˜„

granite plinth
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Your good shawty

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they should add a musket.

spice zephyr
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Yeah and it should work only in the ruins map since all the other maps are too humid for blackpowder to reliably burn

glacial sphinx
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Musket in fantasy setting? blasphemy imo

dusky field
granite plinth
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it was a joke bruh

spice zephyr
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Rod of Ascelpius would probably be a named item and not a normal magic casting tool for a cleric, right?

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Maybe some bead necklace, like a rosary without the cross/specific beads

spice zephyr
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I also kinda wish that clerics could cast spell with bare hands

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Since well, majority of religions include hand gestures in their prayers

fierce relic
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same. but how to balance it?

spice zephyr
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Just make it slow af, it doesn't have to be fast since it's the mose barebone method, eventually you could add a signet if you want to keep it limited to items

spiral spindle
# fierce relic same. but how to balance it?

Maybe just like a prayer they would still fold their hands or something so they can't swing and cast at the same time and I guess you lose stats or spell damage for not using a staff/book so not sure if it would be even worth it tho

lucid root
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Suggestion bot done broke

spice zephyr
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Yep

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Feel free to post your suggestion here so I can take uncredited inspiration

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Damn, the idea machine is working again

lucid root
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Now that i blew my cooldown

spice zephyr
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That happens to you quite often. Probably because you suggest a lot

lucid root
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Blacklisted Whaat

spice zephyr
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Deserved for calling it a smoke pipe and not a toke pipe

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I might have messed something up

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Huh, toke is the action of using a pipe and not a type of pipe

lucid root
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Long pipe/reading pipe is what id prefer for wizard

spice zephyr
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I don't quite get how exactly it would work, but the idea is neat. I assume it would help regen spells somehow

lucid root
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Even if its just cosmetic like part of the rest animation i wouldnt mind

spice zephyr
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Maybe it would be like ale but instead of increasing the strength, it would increase will and instead of being drunk, it would give -movement speed or something

abstract swallow
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I long to be a Rogue stabbing Wizards for their shireweed and jumping onto a roof to smoke it all

lucid root
arctic lagoon
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have they done a road map for stuff?

lucid root
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I dont think so. Their development is more short term goals from one playtest to another

dusky field
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I have absolutely no idea what the frick pepeochin tried to say in his suggestion

lucid root
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The closest thing to a roadmap is what they express interest in at dev qna

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He wants the wizard nerf reverted

dusky field
abstract swallow
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spend enough time online and you'll learn to speak ESL too

arctic lagoon
vast terrace
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opinions on "pull" specials. Think warpick hook & pull

pallid vapor
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@shy scarab yup when I first was checking out all the changes, I saw how barebones bard was and ROGUE of all classes got jokester when it would fit perfectly in bard I was confused lol. Hopefully they move it to him

shy scarab
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I agreee

pallid vapor
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Rogue already has waaay too many perks that he’ll never use. So weird lol

shy scarab
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yeah bard needs some love

abstract swallow
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Rogue and Fighter both suffer from the Perk & Skill system just kinda not being a good fit for the game
there's way too much stuff that establishes class identity and helps alternative playstyles that just shouldn't be taking up the same space as the stuff that makes the class viable/function

pallid vapor
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True. Some of the perks should just be passives built into the class. Then perks should be more unique things that add flavor but like u said not make the class viable

abstract swallow
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hopefully the class trainer lets us take things as actual passives and stops limiting us to 1-2 skills
the skill system in particular screws spellcasters and classes with a 'mandatory' skill like Fighter/Barb

abstract swallow
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I'll take hard to balance over boring and meta-oriented

arctic lagoon
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Shield bash should slow attack speeds imo

proud tinsel
proud tinsel
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They need to add the mechanic that games like albion online have where like 80% of the gear is broken when you get pked to keep more stuff out of the economy.

lucid root
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šŸ˜‚

abstract swallow
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he's more right than he is wrong
durability is 100% needed if the game is going to have anywhere NEAR the current lootbloat

lucid root
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Loot was tuned way up for the pt

rigid prawn
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if they add durability, repairs should be possible but costly so you can keep 1 or 2 items indefinitely

abstract swallow
lucid root
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Uhh

atomic mountain
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I’m all about more challenge, but anything that increases the proportion of prep time to play time makes me apprehensive

abstract swallow
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it doesn't matter how low the rates are if items stay in the economy indefinitely

lucid root
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Welcome back dolan

atomic mountain
abstract swallow
atomic mountain
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Do you guys think that durability would add depth to the experience of the game? More challenge is usually more rewarding right, but sometimes a feature like that could be argued to be the definition of bloat itself. Depends on how they implement it ofc, just curious what y’all think are the pros+cons.

lucid root
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We saying gear will be unrepairable?

abstract swallow
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the devs want gear to be repairable given there's already menu UI for it in the shops, so it'll probably be a 'pay to repair with a chance of the bar getting shorter' that most MMOs use

lucid root
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Id be alright with that, if you can just fix it at a merchant whats the point

atomic mountain
lucid root
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A combination of reduced loot and limited season lengths will be fine i think.

abstract swallow
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I don't think that durability should be in the scope of a single 3-floor dungeon run, at least not when fully repaired/without significant max durability damage. It should be purely for economy/gear management, unless you're (intentionally) pushing your luck.

Durability comes with three key benefits:

  1. It naturally filters items out of the economy through outright deletion.
  2. It creates a goldsink that presumably scales with item rarity.
    2a. This naturally punishes 'punching down' into content below your gear level, and encourages self selection into appropriately lucrative (and dangerous) content.
  3. It reduces the profitability of recycling items into the economy.
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Ideally it'd just be as simple as swinging into the Merchant tab, clicking 'repair all equipped' and going on with your business.

lucid root
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Now that you mention it, durability will pretty much only affect the whales, most players will be dying before anything breaks

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Thats a good thing

abstract swallow
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pretty much, if you're running a piece of gear until it breaks you can 100% afford a new one
and if you can't, you probably shouldn't have broken that epic/purple Felling Axe pubstomping F1 over and over while looting grey treasure items

quick blade
abstract swallow
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If he died it probably wasn't doing him any good

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Realistically though, gear should be damaged on death to enforce repairing it, cutting down on the absurd profit margin of looting kits and making it harder to loot full kits.

quick blade
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Durability is not going to be a fun mechanic and will likely hinder the fun of dark and darker no matter how it is implemented. A big part of the appeal of Dark and Darker is it's simplicity.

lucid root
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Maybe not have an extra durability penalty from dying, just from taking damage

abstract swallow
lucid root
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Give shields more durability to compensate

abstract swallow
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yeah, and durability should probably scale with how large the item is
it'd naturally balance them being less slot-efficient for profit/less likely to be taken by keeping more of them in the economy and at better condition

quick blade
abstract swallow
lucid root
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Seeing as how they were going to add durability anyway šŸ¤·ā€ā™‚ļø

serene minnow
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Durability enjoyers are people with entirely unsatisfying lives who always need another thing to make their escapism feel more compelling 'because its just so much more realistic man' prove me wrong

abstract swallow
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I will never get over how the devs redid like half the UI, including the inventory screens, and intentionally kept in the repair screen, the weight meter, and the bag slots and people are still coping so damn hard about those things never being added

abstract swallow
atomic mountain
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I think badger made some great points as to why it could be a benefit but I think placing more limitations on a players ability to experience DBD in better and better gear could result in a net negative if not done with care

serene minnow
abstract swallow
serene minnow
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DND is fun because it's simple, hop in and chop and, if you're even slightly good then you very quickly get more gear than you know what to do with which makes durability moot

atomic mountain
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I think the challenge argument has a great home here in DaD because the inherent risk and tension is what makes the triumph and the losses so much more emotionally impactful which results in a better gaming experience.
However it is a multiplayer game so you can run into a problem ā€œwallā€ when you have to consider the ideal population and approachability of the game

abstract swallow
abstract swallow
# atomic mountain I think the challenge argument has a great home here in DaD because the inherent...

I don't think that Durability would have much impact on new players or fresh characters, as almost all of their equipment is going to be factory-new or box-looted.
If anything it could slow down their ability to scavenge into early upgrades and slow down their midgame capital acquisition, but I feel like that slight setback would be easily outweighed by those new characters and players coming into a healthier, longer-lasting economy.

atomic mountain
lucid root
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Imagine forgetting to repair a unique

abstract swallow
serene minnow
atomic mountain
serene minnow
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I think their challenge is going to be filtering out the signal from the noise when it comes to things that actually make the game feel more hardcore vs the typical things gamer nerds get fixated on, like durability/hunger..even sickness systems

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All of those things very quickly become solved, and so rather than being some sort of active challenge, they just add a layer of ritualistic tedium which provides 0 challenge

abstract swallow
serene minnow
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someone figures out the optimal way to do it, and then thats it, all thought and challenge gone

lucid root
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Dolan why are you chatting on two accounts

abstract swallow
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slow mode makes a man do shameful things

lucid root
atomic mountain
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What lol

lucid root
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No idea how they're going to implement it, but since its coming anyway might as well discuss it. Cant wait for the weight system too YoloRage

serene minnow
atomic mountain
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I’m split on the durability idea myself.
On paper I can see why it would be a great addition, But I’m also over the moon with where the game is currently overall so I just think that any additional feature changes warrant a great deal of thought and care by the devs so they are adding things that make the gaming experience better

lucid root
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Wait until you hear about their thoughts on adding flying mounts and flying between maps

atomic mountain
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Gatekeeping is a communities responsibility, no to mounts. Unless it’s a stick horse for when my weapons are away

serene minnow
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Inb4 they add tarkov style weapon malfunction to bows and make them snap sometimes

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Durability as a way to manage the general game economy is a pretty interesting point, but that's all way too arcane for me to comment on

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That said, all of this discussion is a bit pointless given that we don't know what the final loot drop rates will actually be

abstract swallow
# lucid root No idea how they're going to implement it, but since its coming anyway might as ...

I'm honestly hype for weight and bags
I will hobble into an exit portal with an entire team's bags after I wipe them for it
I will savor the seething of a team's survivors trying to loot my body, only to realize that I dropped my bag in the swarm somewhere
I will treasure finally being able to wear armor and use polearms without having the equivalent of -50 Agility
I will have entire bags of utility explosives on any and every character that starts with at least 15 resourcefulness

serene minnow
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Though I really hope they don't make it so starved of good stuff that durability matters

lucid root
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95% reduced move speed when overencumbered

abstract swallow
lucid root
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Unlimited poise

abstract swallow
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it does not matter if my Ranger is at the 10% movement speed floor if I can carry three bags of traps and util
I have decreed that you are unable to approach, and that half of the map's doors will be met with fun ankle minigames

lucid root
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So is the - movement speed stat on gear getting deprecated with the addition of the weight system, hows that supposed to work

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Make cloth and leather not effect you very much and plate just makes you slow as sht

atomic mountain
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I think it’s high time they did another Q&A video with Onepeg.

abstract swallow
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this is all speculation based on the existing -MS system and existing design decisions, but the best I can come up with is:

your weightcap is based on str or str+rsc (ala interaction speed)
bar 1 of weightcap is normal movement, bar 2 is proportional slowdown (% over bar 1), bar 3 is "dude you don't need to take that 4th grey plate set" wackiness with penalties beyond current heavy sets that you aren't intended to actively play with (since you'll be able to equip more bags and such, I assume reaching red weight means carrying MORE than we are able to currently for most classes)

given that the usual slowdown of an armor set ranges from -20 to -60 and weapons will usually run you a little under that, we can guess that equipped items will have a 'full' weight penalty, while equipment in your bags will be at significantly reduced weight (it's possible that weapons will maintain static -MS penalties, but that'd shaft polearms and dual wield guys)

with your equipment making up the most of your pre-loot weight budget, it'd give lighter classes more capacity while heavier classes rely on their strength to pad out their weightcap to mitigate their heavier equipment
with classes like Ranger and Fighter, both characters described as being good with supplies and utility, being the best of both worlds

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given how easy strength is to come by, weight would probably only be an active obstacle for looting at very low gear levels, which Class Trainer might be able to solve (though it'd remain a consideration due to equipment weight until you're juiced with +ALL like every other mechanic SkeleSad)
I'd imagine a green ox pendant would be enough for a Wizard to pack a full back of slot-efficient treasure and a few pieces of pricey equipment at a roughly equivalent speed to what they can do now

and all of this is without speculating on any looting/weight based abilities that might crop up after its implementation (I'd be surprised if Wizard and Rogue didn't get these, possibly even as team-wide buffs while they're alive)

placid canopy
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I can't imagine they make strength even stronger than it already is

abstract swallow
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I'd be very surprised if weight wasn't moreso mitigated by resourcefulness than strength, otherwise I couldn't fathom why they'd have pumped Wizard's resourcefulness three times in a row

rare agate
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Nerf double jump buff Cleric who's with me

hasty sedge
vivid warren
real trellis
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Dude are you serious? You don't need to go advertising your suggestions in a bunch of different channels every single time. Voting it down just because you're attention-starved

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You even tried to use the "here" ping in general oh my lord who do you think you ARE bro

atomic mountain
prisma dock
real trellis
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Also doesn't your "about me" say something about literally gatekeeping

prisma dock
real trellis
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40k fans when you don't recognize an esoteric quote from a long-dead character

prisma dock
real trellis
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How am I supposed to "comprehend" that it's a quote if I've never heard of the quote in question you knob

prisma dock
real trellis
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You're not making any kind of effort to explain anything.

prisma dock
atomic mountain
real trellis
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The quote is literally about gatekeeping what ideas you will consider wtf are you smoking

prisma dock
real trellis
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Someone who closes off their mind to all opposing ideas is just as much a fool as someone who accepts all opposing ideas without consideration

atomic mountain
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To be fair to you I used to actually think the same way as you: gatekeeping is toxic. (Black and white type viewpoint).
I’ve since changed my outlook on it and find that responsible gatekeeping is different than toxic gatekeeping.

prisma dock
atomic mountain
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But contextually when I said gatekeeping is a communities responsibility it was said lightly in jest in reply to a ridiculous idea about flying mounts. It wasn’t meant to spur on some philosophical deep discussion for someone to reply to 4 hours later with some perceived burn

atomic mountain
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Oh ok ok we frens than lmao

prisma dock
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I posted ngl and a bunch of zoomed shit at 4 am as a joke lol

prisma dock
prisma dock
peak ermine
peak ermine
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Give the barbarian male muscled tits too

Ladies need some spice too

elder jolt
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@tardy zenith I kinda like the idea of crafting weapons weapons from Rubysilver and cobalt. It might open avenues of different playstyles if they implement it the same way they implemented armor crafting, do you think it's a poor suggestion?

prisma dock
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If people don’t like milfs maybe cougars

peak ermine
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We deserve to be able to make fat characters too. I want the chunkiest barbarian chasing kids down dark hallways screaming in voip

peak ermine
tardy zenith
prisma dock
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Short stack donny mommy sigma barbarian

wary junco
tardy zenith
elder jolt
peak ermine
wary junco
elder jolt
prisma dock
wary junco
normal thorn
peak ermine
elder jolt
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We already have rubysilver, so making a gold variant the most rare would make thematic sense

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and Black just looks cool to me hahah, hence Obsidian

tardy zenith
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i think they should add another gathering mechanic, similar to mining. maybe gathering plants or mushrooms on the ruins map?

wary junco
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Aight did a crafting sugggestion

elder jolt
wary junco
tardy zenith
peak ermine
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The problem with all this gear and what not is that escaping can feel unfair when there’s no portals to extract. There’s also other players who will just murder anything that moves cause there’s no soft or hard punishment from being serial killer besides risking your own death — and is in fact encouraged

spice zephyr
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I will say this again, I don't think cleric should get an item strictly related to a real religion, something like a censer seems much more fitting

spice zephyr
signal rain
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Tbh there were quite a few games I never looked at a chest or broke a vase it was all about kill in players

signal rain
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I mean he prays to god right? Holy light. It’s already been decided also judgement that screams Christianity-to me

elder jolt
spice zephyr
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While yes, the setting heavily implies that the cleric serves a god akin to The Chrisitan Father, the little lore snipets clearly mention demigods, hence making it non quite christian. A censer is a metal container to burn incense with and spread the fumes

elder jolt
peak ermine
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Players are loot pinayatas and I think it goes against the spirit of the game if people just started to death match because they think they get better loot that way

signal rain
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@elder jolt Ty @spice zephyr yea never played drungeobs and dragons but dnd has made me look into the lore seems like there’s a bunch of god like things. Would be cool if we could pick which one we wanted to worship

elder jolt
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I didn't realise how conflicted I felt calling the genie's lamp a lamp until now. Were they really used for lighting?

signal rain
elder jolt
spice zephyr
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Isn't a lamp also considered an synonym for a storage of liquids, hence for example a lamp of wine?

peak ermine
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Yeah. They need to make mobs more fun to fight and make the variance in gear not have too much of an effect in PvP

elder jolt
spice zephyr
signal rain
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Controversial topic but I feel like all class balancing should only take team play into consideration. Solo play should always be a after thought and team play mechanics should take priority over solo play. What do you think

elder jolt
elder jolt
signal rain
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I see ppl making balance suggestions and I’m like bro this is not a solo game. Stop trying to cater to that play style and I just really hope the devs don’t fall for it

peak ermine
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The game has a serious issue trying to balance for PvP and that’s where all the problems come from

spice zephyr
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Majority of competetive games balance mostly in regards to the best players and optimal play, as much as I want a fullfilling experience for solo, the balancing should be done with the 3 man party system as the main focus

spark crest
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f me suggested an idea with wrong format then removed it my own, now have to wait 6 hours before next suggestion Skele_FacePalm

spice zephyr
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L

signal rain
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Lol yea took me a day to figure that out

elder jolt
spice zephyr
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I suggested 3 things so far, and 2 were pretty well accepted, quality over quantity

spark crest
elder jolt
peak ermine
spark crest
peak ermine
peak ermine
spark crest
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besides avoid a unwinnable fight also the way to play.

grim fiber
signal rain
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I think TTK is fine. Getting third party is part of the game. That’s a risk you gottta calculate before you engage. Like guys if we get hit here this is what we are doing then this is what we will do. For my group it was simple like if we get hit we are going out that door second person out the door closes for the last person and first person out the door goes to the next door to make sure it’s open. That way we always had a quick route to leave and give us time to kite. I believe a lot of peoples gripes just come down to being bad at the game. Which is not unrealistic cause most people have played for 2 weeks

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This game punishes the usual I’ll fight whoever I find play style. Some fights you should avoid. Some can be handled in in out if the box ways. Like a mage camping center room just so they could haste and ignite the wraiths or skeleton champ as someone was fighting it. He said he got a skeleton champ to wipe a 3 man. He killed 3 ppl and never attacked them

jagged swan
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Relase the game

restive drum
wary junco
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Damn iam suprised how many downvotes i got in my suggestion. Do ppl not want crafting to be better?

wary junco
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And that would asume if you stuff your entire inventory with red ore which is impossible in most maplayouts due to the circle.... so you can asume that you get 2-3 bars of red ingots every run

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Which atleast will be 1 hour investment for 2-3 bars

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1 hour that HAS TO BE sucessfull considering you cant make it out everytime 1 hour isnt realy accurate more like 1 1/2 hours

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So A you get super lucky on a random drop in highroller and get the gear instandly or... you work hard for good gear for hours... i think the working hard part to realy achieve good gear is the better way

arctic lagoon
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Crafting needs an overhaul for sure, its a pain to get it done because you need to hyper focus it as well as be lucky enough to get to a portal. Plus you have to pay for a pickaxe each time you die. It ends up being a grind not worth it if you end up loosing all of it, only goblin mine has the easiest to reach ores but that still sucks because mining speed is so slow!

restive drum
meager jasper
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Nah I think that it's reasonable to downvote the specific mechanical suggestion there. However it does need overhauled in general. Crafting isn't good. But to be honest I don't want crafting to supercede trade. Having played Marauders recently, it's less satisfying to have the main systems be based on crafting and grinding out a half dozen goblin knives and taking away from bringing out real loot. The way it is now does have some value and sets a high precedent for the value of gear, but I would much rather high tier gear was found in dangerous places, and was rare, and also that much of it would naturally be sold because you're not likely to pick one up for your own class. If the value of ore was increased it could have a knock-on effect on inflation and make good gear much more common, making the game much harder for early players. So that expression being described isn't actually good unless it's really intensive and sweaty to get that much ore for reds.

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The more you encourage crafting, the more gameplay becomes a degenerate mining-fest too.

spice zephyr
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As long as I main cleric, I refuse to mine

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with my base 8 resourcefullness, I would rather just go naked

woeful elm
spice zephyr
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at that Point I just rather go do my routing for loot and buy the ore from misc

grand mirage
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im pretty sure pick axing is effected by resource. so cleric/barb are the worst for it

spice zephyr
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yes, yes it is

reef spindle
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Increase zweihander Impact power from 4 to 5

Right now zweihander has as much impact power as longsword, querterstaff, mace, battle axe, felling axe and spear.

I feel like zweihander should belong to impact power 5 like weapons:
Morning star, bardiche, halberd and double axe

ivory cosmos
#

any australians up?

dusky field
ivory cosmos
dusky field
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Love the suggestion for the flail because god damn it I want flails, but the magic dmg scepter that can also cast spells is way too powerful, unless it's damage is ridiculously low, like that of the staff

spice zephyr
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wizard literally has that in the form of a magic sword, it's not a strong weapon and almost never used for casting due to it's big hitbox

dusky field
strong cedar
dusky field
spice zephyr
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the damage of the magic sword is like between 20-30 in most cases, it's not a strong tool for offense

strong cedar
dusky field
strong cedar
dusky field
strong cedar
spice zephyr
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I would argue that it would in fact not create that much differnce, it would be just a different magical staff, The damage will not be amazing and the biggest potential would be healing mid fight and or casting protection. Choosing to use a weapon which is both worse than a mace in damage and has to be double handed in a melee combat situation does not seem remotely close to how strong you're portraying it to be

dusky field
strong cedar
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its most likely going to happen. I know they have thought about necromancer which isnt a class, its a subclass of wizard

wary junco
# meager jasper Nah I think that it's reasonable to downvote the specific mechanical suggestion ...

You see, you take the point of high gear Inflation as bad. I think if ppl have better gear in generel the game would be more fun/fair considering everyone can get it. Its not like you are beeing prevented from doing besides maybe competition to contest the mining spots which btw would encourage pvp. Also ores in genrel will be more valuable like that is a pro for me too it will be something like candy which has high value... which also would allow players to get much more gold if they intend to do it to sell it. Its quite funny that the points that you see as negative i see as positive

strong cedar
wary junco
strong cedar
wary junco
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So what doew it mean out of your perspective i might not understand it properly then

abstract swallow
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"Gear Inflation" is a net bad that does not result in more accessibility to items like you would think it would-- the game has an ABSURDLY bloated economy right now where high value items stay almost indefinitely and literally 2 days into a playtest with no event shopkeep, nerfed drop rates, and no public trading until the map rollback STILL had enough lootbloat to push the gear floor well out of reach for fresh characters/casual players.

strong cedar
wary junco
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The more lootbloat happens the cheaper things get so easier to get for non geared ppl or am i wrong

strong cedar
wary junco
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I think it will make ppl leas afraid of losing their good gear and fight more

strong cedar
strong cedar
strong cedar
autumn flare
# wary junco I think it will make ppl leas afraid of losing their good gear and fight m...

I think it's good part of the game that sometimes you just want to escape the dungeon and avoid fights. There are some ppl that joins to the game to loot players corpses and others that want to get as much treasures as they can and escape with them. Usually it's 50/50 and you can't always avoid fights even if you want. For me it's fine that the game is not only about the mindless PVP 24/7 and you have to hide sometimes and use the surrounding. The game has some strategy and economy inside.

#

And if you loose your gear you can easily get new one by just playing safer and collecting everything you see.

late roost
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@warm river u don't like pole hammer? ):

wary junco
# strong cedar is gear fear a bad thing?

You see, iam a dayZ Player. I learned to be never attached to my gear otherwise it will influnced my mindset in RL. I simply learned that beeing attached to gear is a mistake period

meager jasper
wary junco
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So beeing attached to your gear is kinda a big oooof for me. If i would play someone that is highly attached to his gear i would avoid playing with that Individual because i cannot trust that person in Hot situations

meager jasper
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We don't want to level the playing field, we want gear to be more important than in-combat skill, or those with high skill will literally push out anyone who isn't the sweatiest of sweatlords.

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And that's ignoring that having gear be important is a core part of what makes the game interesting and rewarding.

dusky field
abstract swallow
#

Equipment should be important-- perhaps not as important as it is now, but fixing the scaling of gear is a very different problem with its own solutions.

lucid root
#

Just want to add that gear does go out of circulation, the amount of bodies that dont even get looked at because of the zone closing

wary junco
#

Saving gear facing an impossoble situation is something else in this case though

dusky field
# wary junco You see, i simply dont understand gear fear. Gear is a reccource that is supp...

Yes, but at the same time, high-end gear should be an "achievement" for most players (ignoring those who are extremely skilled and can consistently win on high-roller, and streamers who get everything for free). Better gear means you can earn more but it also means that if you lose it, you lose a ton of work you did trying to save gold and trading gear to get your ideal set.

wary junco
dusky field
abstract swallow
spice zephyr
#

@abstract swallow is your suggestion not a thing already(albeit just partially)?

abstract swallow
spice zephyr
#

I see

abstract swallow
#

What does and doesn't count as a weapon, or "bow type", etc is all stuff you have to look up outside of the game right now, which sucks.

reef spindle
#

New talent for Barbarians:
Reduces the base movement speed penalty from equipped weapons by -30%. Not applicable to additional modifiers.

Weapon's version of fighter's Swift talent.
Such talent would make Barbarians better with heavier weapons than clerics and Fighters. This would be an answer to problematic duelist rogues poking from safe fistances with rapier as Barbarians are so slowed.

autumn flare
#

That's actually good idea. Barbarian was pretty useless in last playtest cuz everything he could do, cleric and fighter did better and provide even more. This would make him a little bit more dangerous and actually barbaric.

#

My idea is to add barb perk called Rage:
Improves movement speed while getting hit by something, +1% for every received damage, stacks up to 10% and effect lasts for 5 sec after last dmg received.

abstract swallow
#

That's a great Barb perk, honestly you could share it between Fighter and Barbarian since they're both polearm/2h users with no real way to specialize in them.

signal rain
#

And your fear that sweat lords will push everyone else out I think is a little unfounded cause there will always be more casuals then sweats. So you will just naturally have games where there’s no sweats or one .

meager jasper
signal rain
#

The game already is based around skill that’s why I like it. You can beat ppl in legendary items with just a decent wep and good team play

meager jasper
#

"with just a decent wep"

gaunt cargo
#

Don't bother talking to that guy. He's in here every day trying to make this game a /played check.

meager jasper
#

You don't seem to understand how gear heavy the game is. Try playing a fighter or wizard next time naked and see how much your skill matters, even against greens.

signal rain
#

Yea if you have starter gear and fight a dude in full legendary I agree you should lose. I mean I argued a few days ago if gear means nothing then why get it.

#

But I don’t think that someone with a green wep should be incapable of killing Someone in legendary if they play the fight well

#

To me decent wep is like green to me

meager jasper
#

Again, that's not where the game is now. You need to be extremely bad to lose with legendary gear. And the game is better for it.

signal rain
abstract swallow
#

The big issue with gear isn't that high-end gear is so much better, it is that low rarity gear isn't functional and that high rarity weapons get increasingly efficient damage gains.

signal rain
#

And if you didn’t kill some legendary geared ppl maybe that’s just a representation of your game experience and not a general rule

signal rain
abstract swallow
#

You can have better armor than someone, but if their weapon is good or they're optimized for damage you can't out-itemize/out-scale them outside of a very small set of class builds with very high investment. The best you can do is also be efficient with damage scaling, which turns the game into the super lame 'rocket tag' oneshot meta that started in PT3 and still holds strong.

signal rain
#

But if someone has a unique and you at least have a blue I’d say you have more then a chance you are a credible threat to anyone. We only have like 100-150hp not counting barbs

gaunt cargo
meager jasper
#

You call me ignorant yet it's clear you are pretending the game isn't the way it is? Get the hell outta here with that.

signal rain
meager jasper
#

You're intentionally misrepresenting what I said. Gear is the deciding factor in combat at the moment. I said that specifically versus greens.

#

Are you claiming you have a sliver of a chance against legendaries with greens? Because you really don't.

signal rain
meager jasper
#

It takes signficantly poor play to get there. I remember in one instance with all blues I walked into a trap as a fighter, took multiple shots, failed to get out of the trap, and still walked over to a half-green half-white ranger and just killed him.

gaunt cargo
#

Dude probably played a fighter where his only fighting options were W key and mouse click.
yep confirmed lol

signal rain
#

Lol

meager jasper
#

I also play wizard, which is equally gear heavy. Are you going to claim that a purple wizard is anywhere near a naked one?

signal rain
#

As a ranger skill is huge. Like knowing when to run. Setting up a path as you move through the dungeon so you can kite ppl back. Knowing which rooms I can jump up or down to areas quickly.

signal rain
meager jasper
signal rain
meager jasper
#

God the people here have such trash opinions about game design. Seriously, go and play Marauders and learn what a heavily skill based game feels like with flattened gear before you whine that skill is such a huge part of DaD.

signal rain
#

I think what you may find tho is yes the people with the most skill often have very good gear to go with it.

abstract swallow
#

it has to be a pretty severe skill difference or situational disadvantage to lose to someone one or more full gear tiers under you, unless they're a class that is modifier dependent and not rarity dependent
even then having a weapon one or two rarities above an otherwise equally geared opponents doesn't just shave off multiple hits to kill, it opens the door to oneshots for half the classes of the game because they have 0 defensive scaling

meager jasper
#

It sounds like you're just trying to convince yourself that you're skilled.

signal rain
#

Shit I’m average I win some I lose some. I try to not die the same way twice your not gonna find me on a leaderboard

meager jasper
#

And also, I'm not talking about positioning and strategy here. I'm talking about literal reflex and combat skill.

signal rain
#

Now we are playing a different game cause positioning and Strat come into play in a 3v3 fight

meager jasper
#

That is the deciding factor when the playing field gear-wise is equal, but it isn't the deciding factor otherwise. It's all positioning, mostly.

signal rain
#

If you limit all factors that allow skill to be used as a factor and force 1 guy to stand infront of the other then yea gear matters

abstract swallow
#

positioning/footwork is by far the most important skill in the game imo, if damage was not so absolutely broken then the game would be even more focused on movespeed than it is now

meager jasper
#

But positioning and combat skill are both distantly second to if there's one or more tiers separating you from your opponent.

grand mirage
#

i hope some ttk would be slightly nerfed (mainly the issue what is it 2x headshot?)

abstract swallow
#

fair enough, thanks for clarifying

signal rain
#

I take back calling you ignorant zen that was a personal attack and was not needed. And I agree at the top end of gear things get wacky. That’s why when I’d go hr I moved very carefully cause pt3 and 4 I’d had kits as ranger where I could 1 tap all classes but barb to the head and most classes 2 tap them in chest. And that’s just me a avg player I’m sure the streamers can get some wild dmg kits together.

meager jasper
#

Thing is, I actually like gear the way it is in this game. Inflation needs to be addressed but I find this system significantly better than something like Marauders where it's flat and you can get the best gear extremely easily and then it just becomes a game of whether your combat skill is better rather than anything to do with your build. I don't want the game to be too much about combat skill and while the current design can cause frustrating circumstances, I consider them just part of the game's loop.

At that point it becomes Mordhau in a dungeon, essentially.

gaunt cargo
#

Just came back. Glad everyone could shift their goalposts to pretend they agree. DaD unity.

meager jasper
#

You're a rogue, your opinions do not matter, knave.

signal rain
#

I hope that gear is harder to get by like 2x in ea. I was able to get some dumb damage kits together in just a week. Feel like within a month at the current rate everyone would be in purps and blues

meager jasper
#

Early on in this PT, when the ruins didn't drop good loot and was all white, it was a terrible map specifically because of that imo, despite having some of the roughest enemies and terrain to deal with.

abstract swallow
#

ruins had a pretty comfortable rarity when it was F1 imo, I pretty consistently pulled greens from monsters and there were lots of good static spawns for loose gear

gaunt cargo
#

They've already confirmed the PT drop rates have been boosted.

meager jasper
#

Maybe I just had bad runs, but I felt like they did something between it being F1 and standalone.

abstract swallow
abstract swallow
dusky field
abstract swallow
#

honestly I played very little Ruins once it stopped being F1
being able to navigate to stairs was nice, both for avoiding player contact and looking to pick fights (before Rogues found out about Double Jump)

gaunt cargo
#

Logically, with what they've said so far, along with the fact that a good player in the PTs will be in epics by the end of day 1, you can assume that the drop rate will be much lower to fit with the progression of wipe cycles.

abstract swallow
#

forcing players to be level 15 to enter high roller was honestly the single best thing they've done for the game's economy yet

gaunt cargo
#

Sort of. It ended up creating a bit of a "rich get richer" scenario since most HR lobbies on day 1 were less than half full.

abstract swallow
#

it still allowed whales to get ahead, but it really cut down on the number of high-rarity bases that flooded the market (which is saying something since people had 2 full days to hoard them for sale)

gaunt cargo
#

could also be a product of the playerbase being further split than previous PT with the addition of a new map. Hard to say. I do agree that a lvl 2 that got their first 100g extract shouldn't immediately be able to rat HR

meager jasper
#

I'm not convinced HR should exist versus more Floors. But Floors have their own problems with numbers of people.

abstract swallow
#

that's true, it also helps that the lower pop had a much more chill market (outside of Fighter chat, which was just depressing)

gaunt cargo
#

When they add lobby merging, I wouldn't care if they dumped HR

abstract swallow
signal rain
abstract swallow
#

Lobby merging, a real 32 man F1, and bosses on every floor will be HUGE boons for the general multi-map flow and playability

#

okay I know that Rune just does gag/intentionally bad suggestions
but having birds patrol the upstairs of the map and screw with people up there is an actually good idea, as is just having birds (or other wildlife/non-harmful 'traps') in some locations to make a bunch of noise to give away the position of people camping/traversing there

#

they already kinda do that with bones and stuff breaking underfoot, which has saved my life before

reef spindle
#

Do you agree zweihander should have 5 impact power? One more than longsword
For me it makes sense as morning star has 5 but mace has 4

abstract swallow
#

zwei being impact 5 is pretty reasonable, though impact 5 is mostly reserved for blunt weapons iirc
if we had some sort of weapon clash system it would make a lot more sense though, since zweis are basically designed to slap other weapons out of the way

reef spindle
#

It would allow to stagger buckler and round shield

#

But not heater shield

#

Bardiche, morning star, halberd and double axe have 5 impact power

#

So polearms and heavy version of weapons

#

Double axe is heavy version of axes
Morning star is heavier version of mace
So zwei should also as heavier version of swords

abstract swallow
#

makes sense to me, I guess it's not something I've really thought about due to a lack of support for zwei making it unpopular to run
and the few people that do run it are Chiv2 turbo-nerds that do the block-piercing accel into a clank reset

gentle otter
#

weapons rarity should actually help for getting bonuses. if a weapon is purple and ONLY for fighter why the fuck would it have spell capacity bonuses

worn pewter
#

i'm wondering, why does my suggestion have so many dislikes ? #d-and-d-suggestions message
Is it really that bad of an idea ? Do people not like the idea of knowing somewhat how much hp does the enemy have ? Or maybe they didn't like the gruting idea ?

elfin aspen
#

Out of curiosity, to whomever downvoted my proposal for increased weapons with riposte, why?

abstract swallow
# elfin aspen Out of curiosity, to whomever downvoted my proposal for increased weapons with r...

@worn pewter
try to be more concise and cut down on typos, your formatting and idea are fine but you're a little meandering

@elfin aspen
people are very hesitant to say approve of anything that would expand mechanics that make the game more similar to other popular first person fighting games like chivalry and mordhau, not that you expressed any such intent, but it's still a raw nerve for most folks

don't be too discouraged by getting dogpiled with thumbs down though, the suggestion chat is like the same 90~ english speaking dorks with tons of bias

dusky field
worn pewter
#

fair, thanks

elfin aspen
dusky field
elfin aspen
abstract swallow
elfin aspen
#

Sad 😭

arctic lagoon
vocal lodge
#

SO QUIET WHAT HAPPEN NO NEWS NOTHING NADA

arctic lagoon
gaunt cargo
#

The last filing in the court case included screenshots of things the devs said in discord, so im sure their lawyer advised them to say as little as possible so Nexon doesn't snap a pic.

vivid rover
gaunt cargo
#

There are spies among us.

#

Graysun should start using eggplant emojis so nexon has to explain it to the judge and how it's relevant.

dusky field
lucid root
#

whats the word on why they switched the warmup map from tavern to the encampment?

gaunt cargo
#

One of the similarities nexon claimed was that the games begin in a tavern. Despite it being incredibly common and generic, they likely changed it to be safe.

lucid root
#

oh that makes sense

#

petition to change it to a brothel

signal rain
# arctic lagoon honestly yeah this, would help a lot https://discord.com/channels/98836590800944...

Maybe this is just the dayz player in me. But I hate games that have hit sounds. If you wanna know if you hit the guy go Look. But I’m sure I’m in the minority here. But to me those sound cues just eliminate mystery and the tenseness of fighting. Especially games where you have a headshot sound. It’s much more intense to take a pot shot and have no idea if it hit or not. Finally building up the confidence of alright we gotta push this. As you get closer the tension rises and rises and then you peak the doorway and see the body. Such a feeling of relief and you sometimes laugh thinking all that anxiety over a guy who was dead’. Those moments do not happen when you have hit sounds and kill boards. But like I stated I think I’m in the minority

#

Or with the fog they got you throw a arrow into them and run look back to see somthing huddle in a corner so you throw more arrows into its just to realize it’s not a crouched player but a dead one

shrewd lagoon
tulip venture
signal rain
abstract swallow
#

I don't think people are asking for hitmarkers, just different sfx on hit
it's a fairly common suggestion for hit locations/resisted hits

shrewd lagoon
#

No rust headshots please šŸ™šŸ»

lucid root
#

early dayz on arma were the golden days

signal rain
signal rain
abstract swallow
#

I know what you're getting at, but combat feedback is really bad for a game that's all about commitment to actions and footwork

#

hearing 4 different hits connect and not being able to figure out why the shirtless rogue isn't dead doesn't invoke wonder or mystery, just frustration

signal rain
#

I’m up for sounds effects on hit like the sound a arrow would make hitting plate helmet or somthing I guess what I’m really trying to say I don’t want is like hunt showdown the noise it makes when you land a headshot or the hit sound for cod

gaunt cargo
#

Csgo dink.

signal rain
#

I noticed in suggestions there talking about different levels of impact power. What is that?

abstract swallow
#

all weapons have a value called Impact that deals with how much damage it does to objects and how it interacts with blocks
more impact means breaking better or causing more blockstun

teal axle
reef spindle
lilac silo
#

@rocky warren just so you know, jokester already benefited the rogue who equipped it
solo rogue could get 10 more stat points than anyone else just by equipping a perk and it's probably not the healthiest of perks

lucid root
#

whats the consensus on it, remove it entirely?

cyan nymph
#

how do i add suggestions nowadays? i dont see the tab for it besides the suggestion discussion and the DaD suggestions.

cyan nymph
#

or am i just smooth brain right now?

lucid root
#

I hope they add torches back when the case is over, i miss torches, i know they're still in the game, you know what i mean

brittle jasper
lucid root
#

throws my only light source on the ground making a loud metallic clang

signal rain
abstract swallow
gaunt cargo
#

It's a great passive, in theory, but in practice you hardly notice it and it's often beneficial to drop it for something else. For that reason, I'm not sure why they would remove it.

reef spindle
#

Torches were still in game

brittle jasper
#

hey horrid idea: remove jumping from all classes and have rouges double jump only give him jumping back

lucid root
#

i think i'm actually banned from suggesting lol

#

Oh well, give lanterns the same on/off function that the old lanterns have, then have it visible on your player model the same way potions are, so you can take it out, light it, then put it on your belt for a light source while you're walking around with a weapon drawn

#

Also not sure why they didn't re-use the old lantern

#

that was my third time in a row that my suggestion didn't post so i'm just going to assume i'm blacklisted or something

#

still would prefer being able to throw a couple torches around a room for better lighting, but a wearable light source seems like an okay substitute

#

give me back my utility slot torches before i nerd the frick out RageBarb

#

what a strange hill to die on

lilac silo
glacial sphinx
#

I feel the perk is extremely out of whack with the value other perks provide (generally ~10% power), and should be changed regardless of which class gets it. Bard can be improved in other ways

rocky warren
glacial sphinx
#

Making it only affect the rogue is against the intended purpose of the perk, which seems to be to make rogues a more desired teammate rather than a pure solo. I think a lot of people are jumping on the "give it to bards" train mainly because of the perks name and because bards were kinda weak.

rocky warren
#

eh rogues could be desirable teammates for a lot of reasons already. 1. the lockpick perk 2. baiting and ambushing from stealth 3. caltrops and smoke 4. fast looting they're already a good option. having a whole perk dedicated to being a good team player doesn't make much sense for rogues thematically. for as long as i've seen the fantasy rogue archetype portrayed they have been sneaky, backstabbing rats that work best alone.

abstract swallow
#

just include weight/bags/itemID and give Rogues a teamwide weight mitigation and ID speed buff since they're burglars
much better than slapping out two slots worth of the single best item roll in the game

restive drum
rocky warren
#

their skill issue doesn't take away from the fact that they can be good teammates on paper

lilac silo
stoic thorn
#

Bard needs so many adjustments ngl

rocky warren
#

they are the best solo class so why not give them a perk for it? it could be a noob perk too where the higher level players opt out but it benefits new solo rogues. maybe like a small flat damage buff or damage reduction, faster looting while solo, somthing like that

gaunt cargo
#

Jokester is the noob buff perk. Higher geared players often drop it for one of the damage multipliers.

rocky warren
#

exactly so the lone wolf would be the noob buff and bard can have jokester problem solved

gaunt cargo
#

Jokester exactly addresses some of the biggest problems with low gear rogue - shitty str and will, along with the minor benefit from extra agi. I'm sure they can come up with more useful and cool things for bard.

lilac silo
# rocky warren they are the best solo class so why not give them a perk for it? it could be a n...

well it's like...
they're already the best without it, and also it's not exactly relevant to whether the perk's design is healthy
why is +2 all attributes relevant to solo strength? why not just give them a perk that actually matches the design of their strengths/weaknesses and abilities? +2 all attributes would be good on any class, it doesn't match the theming of the class and it would be unhealthy design no matter who you put it on

#

it would theoretically help noob rogues, but high-tier rogues would exploit it even harder (as they did in this test)

rocky warren
#

they really arent the best in terms of skill floor, a solo cleric is gonna have way easier time. solo bard is a cake walk but thats just the way bard works. the good players play solo rogue but noob rogues are awful

lilac silo
#

solo bard is a cake walk...? huh? what universe are you in?

lucid root
#

lol

rocky warren
#

literally would only die if i tried to be friends with people, it so easy just to avoid everyone and pick your fights

lilac silo
#

I mean that's impressive if true, but I'd need evidence of that to truly believe it

regardless, just giving a class +2 all as a basekit perk is not good design

gentle otter
#

"leave blood on the floors/walls in where fighting occurred and hits landed to tell a small story of what happened in the fight and clue other players in" i feel like this needs to be heard more and expanded on. Fireballs should leave scorch marks, chain lightning should leave a cracked burn mark, zap could look like a small hole. blunt weapons should leave bruses and dents, slashes should cut through cloth

stoic thorn
#

Ah sht I started a debate

lilac silo
#

nah, someone suggesting giving rogue a solo-only jokester did

rocky warren
#

if you can't extract as a solo bard idk what to tell you, you can clear the entire dungeon of mobs without even the slightest threat of damage from npcs. easily just run and loot, use all your gold to buy ale, repeat. the pen is the only weapon i need

#

other players? not a problem i just speed boost and close a door and aggro all the nps on them. i see a team and someones lagging behind? give em a little pokey poke

rocky warren
lilac silo
#

generally 1v3ing is a bad idea as any class, but obviously your tactics affect it
bard is definitely on the low end of the 1v3 spectrum

#

in terms of rat style and avoidance, they're not bad I'd say though

rocky warren
#

people don't even play bard right so there's that. it doesn't really matter if they seem weak when most people just play bard like a weaker ranger

lilac silo
#

personally I don't even know what "playing bard right" looks like
they don't excel in any department, every other class has a very dangerous specialization but bard is kinda just "here's a few generally useful things but nothing that will win you a fight"

#

bard doesn't have a hide, or a rage, or good armor, or meaningful buffs

#

(assuming they're even meant to be on par with other classes, of course. it's possible they're meant to be a goofy, less effective class)

rocky warren
#

mostly people not using their lute enough, not healing people who have healable health, not spamming accell when we are getting chased. stuff like that, also people not letting the npcs aggro each other when the bard plays the chaos song but that's just people in general not knowing it could do that. pacify has big potential but it takes coordination within the team to capitalize on it

signal rain
#

Yea bard needs improvement. It does some cool things but as a whole every class is a better option to have in a 3 man

lilac silo
#

I think the only "encounter-winning" skill bard has is pacify, and that's because wizards can still cast while under its effect
that's probably unintended and the moment that gets patched, bard won't have much to work with in terms of true power

glacial sphinx
#

Bard is basically ccing itself while providing support that is inferior to a clerics' as it is. With a bard you're essentially playing 2v3 or maybe 2.5 v3 at best. Some of their stuff needs to last longer than the actual playtime of the song so they can actually do some fighting. Or the buffs need to be that much more powerful, but I don't really think only playing songs is a great playstyle.

rocky warren
#

just let bard be the weird step child support we all know everyone wants a brainded cleric to pocket heal them they are the most requested class in the gathering hall

glacial sphinx
#

Well it doesn't need to fundamentally change imo, if the buffs just lasted a bit longer so you could use your skills and weapons for a bit in between playing I think it can be fine. It wouldn't become a cleric copy

#

and ofc they can add some more songs and perks

lilac silo
#

the buffs can't be as strong because they're infinite use, but that really limits their power

#

accelerando is probably the best one, but it'd be miles better if the bard could move quicker while playing it so they benefit more from the boost

smoky yoke
rocky warren
#

yeah would suck if someone could just like heal someone infinitely by resting to recharge spells talk about bustd

lilac silo
#

resting is a good mechanic for wizard
don't know about cleric
it scales with knowledge, so maybe cleric needs a knowledge nerf or something idk

glacial sphinx
smoky yoke
#

you can also take a clarity potion and rest at the same time and it will stack

lilac silo
#

or they could up the tiers of cleric's spells so they take longer to rest

trail forge
#

Talking about bard balance as the class is now - especially as it compares to cleric - is a fool's errand, though I'm sure everyone's intentions are well meaning.

It's like the bard players pretending they are authorities because they placed on the HR leader boards even though 1st place was like 15 kills and the only top 100 bard got carried by his team.

There's zero sense in pretending this play test netted us any useful feedback about bard other than its a class that's maybe 30% finished and knowing the devs at IM will not continue in this state

lilac silo
#

as usual, it's a mistake to care about balance this early into development
obviously something that was just added and hasn't been tested yet or finished isn't going to be in an ideal state
gotta let them finish the game

lucid root
#

bard gear was cheap af though, best part of the pt

trail forge
glacial sphinx
#

Well I don't think what I said was necessarily about balance, but also about gameplay. To me it didnt feel great that buff and perk effects ended almost immediately after finishing the song, since you didn't get to weave in any swings/shots

smoky yoke
#

according to different dev qna, bard was very unlikely to be in the playtest 5, they just added for fun so that players could try it even though not completed and it's fine
in the future would be most likely completed, adding features ect

#

even ranger still not completed
missing of the additional type of arrows

glacial sphinx
#

sure and supposedly there will be talent trees and probably more spells for wizards etc

smoky yoke
#

we love casting spells

gentle otter
lucid root
#

frozen orb, blizzard, ball lightning BuffedWizard

smoky yoke
#

to be honest i'd like a spell area denial like cleric for wizard

#

blizzard or meteor swarm

glacial sphinx
#

fire wall, disintegrate (short channel) petrify

lilac silo
#

give fireball the funny ground effect that the skeleton mages have

smoky yoke
trail forge
# smoky yoke according to different dev qna, bard was very unlikely to be in the playtest 5, ...

My theory is that the devs are skeptical about Peacemaking being too powerful on paper so they let the class ride as is.

I also think that, knowing Terrance played a bard in EQ, it's not a coincidence that you can almost maintain 100% up time on accelerando and tranquility when played back to back.

I hope they fix the issue of people abusing error noted to play the song faster and reward us by playing the song correct for the first 3 notes and having it auto complete, while giving us the same robust support kit that cleric has given how strong they are in physcial/judgment combat

lucid root
#

pros: wizard getting new spells, cons: they're gonna add a magic protection pot fml

median nymph
smoky yoke
#

i like those spells for cleric because it's nice
new ways to fight, more diversity
and gives those extra seconds to think ect

gentle otter
#

i feel like the worlock class should have some sort of magical trap

glacial sphinx
#

Yeah was cool to see some new spells for cleric as well

trail forge
#

Cleric is going to suffer from spell bloat so the devs can feel justified having 2 spell memory slots

glacial sphinx
#

But yeah would like to see some more wizard ones as well. Think it would be interesting if there were another offensive spell thats useable in PVE other than MM. Some utility like petrify/ wall of stone or misty step as well I guess.

lucid root
#

10 spell wizard will be insane if they just had like 2 more good spells

trail forge
smoky yoke
# trail forge My theory is that the devs are skeptical about Peacemaking being too powerful on...

I'm not sure about this, but isn't playing a song with mistakes, make some songs less efficient? like the one where you can recover the recoverable HPs
iirc with mistakes, it will not heal at the same as playing the song perfect with no mistakes
but i'm not sure
btw yea you could play songs faster like that. I'm not sure if it's intended or unintended
some specific songs if you do more than 2-3 mistakes then the song won't really start at least

glacial sphinx
trail forge
# smoky yoke I'm not sure about this, but isn't playing a song with mistakes, make some songs...

So accelderando and tranquility have tiers of success, but any song can be abused to finish early after you successfully play the first 3 notes.

The issue is that the songs are already so underwhelming - were talking about restoring a grand total of 2 to 4 hp with tranquility and a very small movement speed buff when "quick casted" - that forcing us to play them incorrectly, along with the audio of playing a song poorly, doesn't really feel warranted

smoky yoke
#

ah yea

trail forge
#

All it functionally does is let us put the lute away sooner, the people who are huge proponents of "quick casting" wont own the fact that they would have been more effective simply not taking the lute out at all mid combat, or even worse, simply playing another class

smoky yoke
#

i hope in future we will be able to play the lute also for fun manually with some cool system

trail forge
#

Being able to free play would be awesome, but I don't want the class to be a gimmick

smoky yoke
#

yea i agree
we will see in future about the Bard BardSymbol

trail forge
smoky yoke
glacial sphinx
quick blade
#

You were able to glitch it into playing double notes, as well as play failed notes to craft your music in a limited way

trail forge
#

Playing failed notes has nothing to do with "crafting" your own song beyond abusing a design flaw

quick blade
trail forge
#

I can't imagine the unwarranted self confidence necessary to think that playing the songs incorrectly in order to abuse a design flaw was unique to themselves

restive drum
trail forge
# restive drum U guys are hilarous I played everyday of the playtest not once did i die to bard...

I'm not sure how that's relevant at all to what we're talking about. Yes, bard is in an awful place. Anyone who pretends they aren't because they got on the HR leader boards as one with less than 15 kills is wrong and has no idea what they are talking about, as it's an undisputed fact they got carried after sand bagging their team.

What WE are talking about is how you can cheese the performance mechanic to get a song out a little faster. What @quick blade is talking about is this weird delusion that only a handful of elite players (spoilers, no one elite was playing bard, including the fact this Play test had maybe 10-20% of the players it would have if it were on steam) as some sort of larp to stroke their own ego.

restive drum
trail forge
reef spindle
dusky field
reef spindle
#

This is my take on how weight system should work:

Every loot is giving -1 move speed
per slot taken

Special backpack and chest to bring to dungeon, loot inside doesnt slow you down but you only put loot inside

Armor and weapons in Inventory weight 60% less

dusky field
#

Weight system on top of inventory tetris is way too much. Keep the tetris, get rid of the weight idea. How much weight you can carry = how much stuff you can fit on the tetris

restive drum
reef spindle
#

If you have full inventory of loot it just -16% to your movement speed

restive drum
reef spindle
restive drum
reef spindle
#

I played bard and got 2k loot if not more as i had full inventory of weapons and armor

placid canopy
#

Ngl 16% is horrible for just playing the game

reef spindle
#

How often you have full inventory of loot?

placid canopy
#

Almost every match

restive drum
#

i got some good ideas guys im always so upset when my guys so slow in the dungeon lets add cars and enchant that makes my crossbow fully automatic with a pvp mode! how bout the pavise right? but with diffrent templates u can make with it maybe ramps and floors and pyramids

reef spindle
#

If you are always 50 slots out of 50 you could buy backpack, more slots for your loot and wont slow you down

latent tundra
#

Never add inventory weight, dogshit mechanic

restive drum
restive drum
reef spindle
restive drum
reef spindle
#

No

#

Below your inventory

restive drum
#

there not even slots?!?!

empty patio
restive drum
reef spindle
empty patio
#

No thirst, no weight, no hunger. No speed reduction from loot. Keep DaD fun and not Tarkov.

restive drum
latent tundra
#

Reduce quality of life for no reason

glacial sphinx
#

Don't really see how slowing down a player with loot would benefit gameplay, just benefits people camping in stealth or something and then killing some completely slowed down guy right near the end rather than going around trying to find good stuff yourself

#

there is already a meaningful tradeoff for having a lot loot, which is having fewer consumables

white cliff
warm nimbus
obtuse lichen
#

sounds boring

warm nimbus
#

Everyone has different taste šŸ˜‰

bleak junco
#

go play modded skyrim Skull

ebon valve
#

Would gems with stats be a thing people would enjoy. dont make every piece of gear have gem slots. but any variant of quality gear could have a small chance to house a gem slot for a variety of stats each class could chase to bridge a very small gap to higher geared players. gems could be obtained via mining / rare spawns / off boss content / high roller runs with dangerous mobs like champions or wizards / and make lower quality gems craftable from a professions tree or a purchasable item from the goblin trader. the stats should remain extremely low even on higher quality gems to keep the high tiered players not too high above the rest as well as the gap bridged from poorly geared players who are lucky enough to find gear with gem slots able to compete a little better against slightly better geared players. interpret the way i describe "quality" in terms of gear and gems in your own manner. for this is an idea that could be wildly tweaked by the community entirely. as the gems should not be completely game changing, rather give a slight advantage on a single extra attack given or received less or more impactful that could change the fight. The gems should be completely stacked items that are completely op. rather an extremely small nudge in combat that forgive or punish misplays or greedy minitours of players

white cliff
#

Why is that necessary to add, or why does it improve gameplay.

ebon valve
# white cliff The question is why.

ive had several fights were ive had players on the ropes at 2-5% and they die to ai in the fight etc. having the chance to have an extra % of damage could get the kill b4 a trade is made between players. also please read the entire message. i posted it roughly 10 seconds b4 you asked why

smoky yoke
#

i'd say that gems could be cool
so that there may be less rng when it comes to rolls

white cliff
smoky yoke
#

enchantment or gem socketing was mentioned in one of the dev qna
And the developer said that something similar is sure to exist in future

white cliff
#

This isn’t really a place to post entire suggestions either, it’s what the suggestion channel is for and this channel is to discuss them.

ebon valve
#

my apologies

smoky yoke
white cliff
#

Yeah, but if you want to see how it fairs post it in the actual suggestions channel. It’s just going to get lost in the chat.

white cliff
#

It’s funny, a lot of the suggestions that are made are similar to mechanics expedition argetha already has, and that game is dead in the water.

smoky yoke
#

that is how the game works for now though
in future may change ThinkingFace
we know for sure that something similar to gem socketing/enchantment will exist according to developers

white cliff
#

I just don’t think it matters too much. Like did cloaks really cause a change in the game as whole? I didn’t see anybody complaining capes where OP or that they even made a significant change.

#

But nobody was requesting them anyways.

smoky yoke
#

i like capes
they may give a hint of people being very geared

latent tundra
#

Gems could be cool, kinda like some diablo shit. Could add extra depth with gearing. Caps and limits of character power would have to be considered heavily though

abstract swallow
#

Gems could definitely work, especially with a durability system to put a hard lifespan on anything socketed

woeful elm
#

I can't make suggestions. if this is someone's subtle way of telling me my suggestions suck, just say so. I promise I won't be mad. 🄹

smoky yoke
signal rain
#

Cloaks were a fun addition. One you get that drip of having a cloak and 2 seeing someone with a cloak was like seeing red hyper focused on killing that person which led to some funny fights where multiple teams were focused on the cloak guy

grim fiber
reef spindle
#

Isn't this a case already?
I remember two test ago players were only PvP, no looting

grim fiber
abstract swallow
# grim fiber Actually a good idea, but don't you think people (more likely in HR) would stop ...

That wouldn't be a drawback, that would be a good thing.
One of the main parts of Dark & Darker's strong core gameplay loop is its emphasis on dungeon navigation/interactions and map control, it's why Interaction Speed is a major with a core attribute attached to it and why so many classes have explicit interactions with locks, destroyable objects, and looting.
Your composition doesn't just matter for its combat prowess, but also how it handles downtime and how effectively it can interact with its environment.

reef spindle
#

If loot is worth the time than people will do it

grim fiber
reef spindle
#

Most valuable is other players gear

woeful elm
grim fiber
abstract swallow
# grim fiber Wait what you mean, you are saying that looting is core (and i totally agree) th...

It's not about 'stopping' or 'punishing' looting, it's about making item management a slower and more conscious decision that applies more to party composition and player preparation.
Killing someone, stashing their backpack somewhere, and retrieving it in a risky maneuver that slows you emphasizes all of the core dungeon-looter elements that make the game so consistently fun to grab treasure from in the first place.

reef spindle
#

This, also by being slowed down you wont go after other players

grim fiber
#

Yeah i totally missunderstood, Ok you have a point, i disagree personally, i don't see it like a good skill expression (just my opinion ofc) so i think i would end being pissed more than having "fun" wth it

reef spindle
#

So this could reduce player with good gear clearing entire dungeon

grim fiber
reef spindle
#

Especially when they do it with many utility items in inventory, like throwing weapons

grim fiber
#

Why are talking only about pockets or all the inventory? whole inventory right?

reef spindle
#

But if this was a case I would suggest being able to drop your starter backpack

abstract swallow
#

Don't look at Weight as some sort of Tarkov-style 'we added this to the game to make it less fun :)' deal, and start looking at it as class identity for looting.

Rogues can move through the dungeon quickly and bypass locks, but this also means they can quickly navigate to high-value, slot-and-weight efficient items.
Fighters and Barbarians can choose to wear heavy armor, using their STR to mitigate the effect at the cost of their looting ability. Barbarians especially have access to Smash and ways to temporarily scale their Strength, allowing them to dip further into the Risk VS Reward of going overweight.
Wizards and Rangers are masters of Resourcefulness, who can carry a variety of consumables and utilities as well as specializing in slot-efficient items-- which the Wizard will also excell at identifying.
Clerics cut down significantly on a party's downtime, and have access to several helpful buffs that can mitigate the effects of Weight, but are slow to move and interact which makes their party more spread out and vulnerable when interacting with the environment.

grim fiber
abstract swallow
reef spindle
#

DishonoredBadger told about positives of this

#

Sadly we can't post images here but I would post the backpack every player has

#

Its on the left side connected to inventory grid

grim fiber
reef spindle
#

So during a fight you may drop it to be faster in fight or escaping

grim fiber
reef spindle
#

And if you drop it to fight it means you are defensive player as you have to near it

abstract swallow
glacial sphinx
reef spindle
#

But gear should weight more

glacial sphinx
#

movement speed is probably the most crucial stat in any pvp engagement in dark and darker, I think its a bad idea to disadvantage people that much because they looted another player or some rooms. It'll incentivize the least interesting and overall fun kind of gameplay

abstract swallow
# glacial sphinx Looting is already slow enough, very often you can't take everything off the cor...

Looting is insanely fast and effective, you can pile the kit of a single person into your bag with room to spare in seconds my dude. We don't have item transfer/unequip times and opening bodies takes less than half a second even for Clerics.
You can rat literally any HR lobby by just walking the edge of the zone and then looting the inner ring of coliseum to walk out with 10+ pieces of equipment.

reef spindle
#

We will have to see if any stat like STR will make you not as slow

abstract swallow
grim fiber
reef spindle
#

The biggest issue is fighter with many weapons, Barb with over 10 Francisca axes, rogues switching weapons to bypass slowdown

glacial sphinx
#

it'll take you at least 5-10 seconds to go over a persons gear, rings and manage inventory if they are wearing stuff. Slowing people down with loot literally makes ratting more beneficial

reef spindle
#

Fighter may have like one crossbow, one bow, polearm, longsword and pavise
And he is switching those freely

abstract swallow
#

I do kind of like how complaints of a weight system potentially slowing you down is just people telling on themselves that they're fullblown loot goblins

glacial sphinx
#

How is it telling on yourself that you're playing the game as intended? Getting out with as much loot as you can

grim fiber
dusky field
abstract swallow
#

oh nice you got me with my usual zinger
(if you're saying that remotely seriously though, then no lmao you're supposed to learn to identify value and manage inventory quickly and efficiently, it's one of the key parts of looter games like Diablo and PoE)

dusky field
#

Yeah, but unlike diablo and poe, you're not supposed to have such an absurd amount of items dropping so as to need a loot filter. You still got to choose which loot to pick as it is in it's current implementation. Even faster still because the circle is always closing in, unlike PoE.

Feel free to post the suggestion and perhaps the community will like it though. But I personally 100% don't. Inventory tetris is enough inventory management for me.

glacial sphinx
abstract swallow
dusky field
abstract swallow
abstract swallow
dusky field
#

I'm gonna give up on this discussion and simply go with the democracy system. If people like your idea for a weight system, so be it. I personally think it's needlessly complicated for the benefit of absolutely noone and which would ultimately only benefit people who're already geared and going into the dungeon to play murderhobo

abstract swallow
#

I mean we ARE getting a(nother) Weight system, the devs didn't just slap a bunch of resourcefulness on people and keep it in the overhauled UI for no reason
the best we can do is speculate (and intentionally goad people into arguing about it :^) )

dusky field
#

Welp, I'm just gonna wait to see what they suggest. But slapping a bunch of movement speed reduction on items individually will only harm fresh spawns. Which is not something we want.

I'll throw my 5 cents and say that it will have no effect on your speed until you're at, say, 50% capacity, and again at 75%, forcing you to measure risk vs reward.

glacial sphinx
#

Well I don't think its right to try block anything they were planning without testing it, they have to have the ability to do that. But I don't think i'd very much look forward to being slower just for looting some stuff I doubt it'll feel great

dusky field
abstract swallow
glacial sphinx
dusky field
abstract swallow
#

sounds about right, and lines up with the Dev's vision of gradually more dangerous and limited floors

pseudo needle
#

do we know any date, when we can play dark and darker again ?

dusky field
glacial sphinx
#

Think its decent yeah and I liked the idea behind it, only sometimes things can also turn out a bit different from what you might expect. If the first level loot isn't great you might get mid and high geared players just roaming the map at max speed slaying people regardless of the circle. And I could also see how it might be an issue with games taking too long when you have a ~12 minute map into full size crypts into inferno.

#

You might need to make loot a bit too scarce in the first one to feel satisfying in order to make people not fill up even before reaching crypts. Think that happened with the original version of ruins they launched.

quick kestrel
#

I suggested 100 gold in gold pouch instead of 50 and got downvoted why?

dusky field
# glacial sphinx Think its decent yeah and I liked the idea behind it, only sometimes things can ...

Well, games only take too long if you survive all 3 floors. If you extract on the first one, that's kinda it. An alternative was that people who didn't extract on the ruins map simply returned to lobby instead of being killed: no need to find a portal. That's less punishing for noobs while encouraging them to enter the dungeon. I think it could work well since then it makes sense for freshies and geareds to be in the same place, only with different objectives. The possibility of high-end-people to roam around and kill freshies adds to the emotion I would say, and that can already happen with the circle. Without the circle, the freshies get to run faster trying to escape

dusky field
latent tundra
#

Inventory weight would add nothing positive to the game

proud tinsel
glacial sphinx
#

Think they can add some more gear on the vendors and maybe make the prices of stuff above grey slightly more appealing. Most of the time for a wizard or cleric buying a grey spellbook is a great choice, but white or green ones offer very little compared to the cost increase. Would help the average player have slightly better gear and also delete more gold from the system when they ultimately die

abstract swallow
#

iirc you'll be able to improve the contents of shops by questing/trading with the merchants over time

dusky field
# proud tinsel have most gear break when you die

It makes pvp unrewarding, why would you risk fighting someone with lots of gear when you might not even get the rewards? But I guess two of the items they're wearing being broken could work...

On the other hand, I feel there should be more things you could invest your gold in that aren't rewarded with gold per-se, and that are optional.

glacial sphinx
dusky field
#

The game definitely needs to have some more gold drains on it, something beyond gambling with the goblin. A Higher-roller and then Highest-roller, maybe even an RP tavern working as a lobby to "drink" and whatnot. Things that optionally drain gold from the market

proud tinsel
abstract swallow
#

A normal durability system with some extra damage on death would get to the same outcome with less problems.

north inlet
glacial sphinx
#

Think thats planned, I do kinda regret that it would mean you go a level down and then suddenly other players that were with you in the level might be gone.

timber shore
# dusky field The game definitely needs to have some more gold drains on it, something beyond ...

I have an interesting suggestion which could possibly work to help remove gold. I was waiting for more people to get on to post it. Essentially: Jewellry crafting using green/blue/purple/orange Gem Rings/Necklaces and the corrsponding rarity Gemstones + a gold fee (eg: 100/200/300/500g) to craft Rings/Necklaces with fixed base stats and randome rolls (eg Ruby = strength, diamond = resourcefulness, emerald = agi, and sapphire = knowledge). They would need to add a Knowledge base type Ring, and a 5th Gemstone type (Pearls) for crafting Will rings/Amulets.

north inlet
glacial sphinx
north inlet
#

Solid suggestion Spirits89 I can't imagine it not being done in the long run honestly.

timber shore
# north inlet Crafting with a gold cost, use of in-game gems, and a random output, seems legit...

i just submitted it, upvote if you like! It's great because it would use in-game items that already exist. Remove gold from the economy. Increases the supply of Rings which are scarce. Additionally they could nerf amulet drop rates to compensate if they wanted to. It fits in with everything so perfectly i suspect this may have been by design. So maybe i'm only suggesting something they were already thinking of doing but i love it. Plus gambling is fun! XD

north inlet
#

Especially if the gold cost can be dynamic to give a logarithmic increase in success (spend more and more gold for less and less gold efficiency per gold regarding outcome chance).

#

I upvoted it. Really good!

timber shore
hollow remnant
#

thoughts on my suggestion (it failed :/) Buff cleric’s requiem perk; make it increase interaction speed on altars. Something like 1.5x, 2x, or even 3x interaction speed on altars. The terrible cleric interaction speed really hurts on altars, so I feel like this would be a reasonable buff to a fairly niche perk.

dusky field
white cliff
signal rain
#

Am I the only one that thinks. Stuff will just get naturally cheaper on the low end and more expensive on high end gear just due to demand. And the constant Ebb and flow of gear

#

What’s wrong with people have lots of money and coming in kitted every game? Do you guys want to fight freshies? And if gear becomes expensive then once a new player gets out with some@gear they can sell it for a lot of money and boom even playing field

timber shore
# dusky field I'm not sure this will work as a gold drain. Like yeah, you're taking away gold ...

Well this takes gold out of the economy in two ways, one it removes the gold you would get from selling the crafting materials (gem rings, gem amulets, and gemstones). Two, it removes gold every time you craft those items. Also, it doesn't necessarily guarantee a good outcome. The mods/rolls are randomly generated so some of the time the items made wont be very good anyway. Personally, i don't really agree that equipment needs to be taken out of the economy any more than it already is. OTOH, i do think Rings are relatively scarce, while amulets may be too common. So they could easily adjust or nerf the drop rates to compensate for the increase in supply from crafting to balance things out. Alternatively, i think a disenchanting system could be interesting. A lot of people like to horde bad amulets that they will never use and that wont sell. Since trading can also be a pain for some, especially if you're trying sell unusable junk... it might be interesting to allow players to break down green/blue/purple/orange rings and amulets into usable parts (gem rings/gem necks and gemstones) which can then be recycled into crafted rings.

signal rain
#

Feel like money sinks just make the game more tedious for the average and bad players. As the good players are always gonna have money and gear cause there killing the bad players for theirs. So any money sinks are not really gonna affect good players cause they get plenty of money and good gear of what they take from others. Where as it’s more the avg and bad players getting there loot from mobs and chests that now gotta get into these money sinks to get gear to rival the good players

#

Look at tarkov lots of money sinks their. But the people at the top find making money so easy they make up their own rules to make the game challenging like only use what you pick up and etc

timber shore
# signal rain Feel like money sinks just make the game more tedious for the average and bad pl...

I wouldn't actually consider my suggestion as a money sink, necessarily. Yes, it would take gold out of the economy as a side-effect, but it's main intended purpose isn't to do that. And I think it would actually benefit the casual players more than the "good players" because the casual/solo players are usually the ones that are looting and trying to leave with small trinkets like gem rings/gem necklaces/gemstones. Whereas the geared 3-man groups don't usually spend as much time looting the environment, instead they're PvPing and filling their inventory space with gear/potions/bandages they looted from their victims. So the crafting i suggested would actually allow solo/casual players a way to more easily acquire rings/amulets which they could potentially sell and trade for other gear.

small panther
#

the stats do really show how op they made rogue and how they messed up wiz and clerics casting speed

abstract swallow
#

that new spell suggestion isn't too bad, it's got its heart in the right place
variations of spells with more ease of use (or higher base damage and less scaling opportunities) wouldn't just help novice wizards, but also make people wanting to specialize in specific schools/elements/spells more viable and make things like 10spell more consistent

trim maple
#

I'm on the same boat with everyone else asking for Goblin Caves Deeper portals/HR

#

I dont get why people are against Ironmace expanding their experimental alpha gamemode in their experimental alpha game

abstract swallow
#

the big issue is that it's pulling a lot of players away from Crypts in smaller servers, which is a problem given that the game is meant to have collapsing lobbies across multiple floors
also a lot of players don't want HR Goblin Caves simply because of how tight and dense the map is, and would rather have a unique HR solo experience
there's also the mild issue of it simply being too lucrative, goblin caves has the highest GP/hour outside of HR Inferno already due to how fast rounds are

trail forge
#

Goblin caves were made as a concession to people crying for a solo queue in a game whose emphasis is on group play. They've said point blank that they will always balance the game around group play and that solo isn't their priority.

This play test is a glimpse into a very possible player population within 2 years of the game going live. I never saw a full crypt lobby in the last couple of days of the play test.

gaunt cargo
#

I was staggered by the popularity of gob caves. I don't think that's sustainable in a group focused game.

hasty vigil
#

gob caves is a perfect tutorial area and also a place to do chill runs

wooden ridge
#

35% of players were in the goblin caves. It seems very likely they expand solo content when 1/3 of their player base is there.

abstract swallow
#

hey, anyone that wants free thumbs up?
make a suggestion for bard music effects to not be visible through walls

gaunt cargo
#

It doesn't help that it was overly profitable for the type of content.

trail forge
abstract swallow
#

Goblin Caves' loot as "floor 1.5" will be a lot more reasonable when we have real 3 floor dungeons

gaunt cargo
#

What do you mean by matchmaking?

abstract swallow
#

either opt-in party matchmaking or collapsing lobbies, probably the former

trail forge
#

A system that quickly assembles relevant groups

#

The thing about adding a 3rd floor is that I can't see it pulling a meaningful number of players from goblin caves on its own.

An automated LFG tool that can recognize and allow you to filter for party comp/ilvl/game type with a much more intuitive voip would go a long way to get the people who are afraid to go into group maps and just camp goblin caves all day

gaunt cargo
#

They've said they intend to have lobby merging between levels. Otherwise too many people get filtered for each step down.

trail forge
#

Yeah but that won't really alter the population discrepancy between solo and group maps overall. We couldn't get a full crypt map out the gate for days. It's a group game: they need to make grouping with strangers way more accessible

dusky field
#

I like solo because I don't trust other people to play with in full gear. That said, on PT4 I played with randos when I died and had 0 gear, and would go in with the gear I found while playing with them. This time I played purely solo

trail forge
#

I think a matching making system should play with having one of the adjustable parameters to join a group or invite some else be a minimum ilvl. Not necessarily to making balanced lobbies (I have no dog in that fight) but to help match people in similar gear taking similar risks

abstract swallow
# trail forge Yeah but that won't really alter the population discrepancy between solo and gro...

3F maps will naturally incentivize players to gravitate towards them once they become appropriately geared for the deeper levels, even if they 'start' in GC, since they'll be struggling to reach the second half of equipment progression without extensive trading and troll bossing
this goes doubly for when they implement durability, which will assuredly tax the gold of people running higher-rarity gear and encourage them to pursue appropriately high-reward risks

opt-in matchmaking instead of the buggy lobby menu would be neat to try though

dusky field
abstract swallow
#

that said, the gathering halls have proven shockingly good for me when I did use them
you could pretty much always find a decent spread of classes, which usually came to be better than running Crypts solo even if it was a poor comp or they were low skill
(except if they brought Bards, which were an open invitation for death-by-3rd-party)

trail forge
# abstract swallow 3F maps will naturally incentivize players to gravitate towards them once they b...

Maybe, but according to the statistics nobody really left goblin caves regardless: I think it's more indicative of people finding queuing solo to be way less stressful, and a match making system that isn't older than smart phones would help with that.

@dusky field I'm not overly concerned with the "spirit" of game mechanics outside of actual game play, especially when they are clearly hurting player density in group maps on a group game.

I also don't think we have as strong a read on the "spirit of the game" as we like to think. Exhibit A: Double Jump

abstract swallow
#

I was surprised that people were so surprised by double jump's addition
what caught me off guard was that they didn't add any baseline mobility or other class-specific mobility options to go with it
it's clear the devs had a lot of fun playing with it though, Ruins being a playground for Double Jump ||and Fly|| was very intentional

trail forge
#

It's been a low mobility game at its core since the beginning. That's why I personally was surprised. It was decidedly not an "anime" inspired new age game with its movements.

They of course are welcome to try that with every class, but suddenly its janky charm just becomes outdated and uninteresting compared to other modern BRs

abstract swallow
#

I think people confuse the game's methodical pace and high-commitment movement and actions for it being 'slow' by intention.
The game has never been 'slow', just very directed and intentional. I think that the randomized spawns, which did fix a game-breaking issue of spawncamping and death circuiting, lend a lot to this misconception.

trail forge
#

I mean there's no shift sprint, no slides, no wall running, no teleports, no mounts etc. I think you are correct calling its moments high commitment for sure, but that is because there is usually no rapid way to course correct, because movements are slow.

Like, double jump in and of itself is only as notable as it is given the context of the game itself.

lone crescent
abstract swallow
#

I feel like double jump would 'fit' a lot better if there were some simple form of climbing/mantling
I mean obviously double jump is the first addition of this kind because it's very easy to program, anyone could do it with a youtube tutorial, but it's still surprising that it got implemented on its own

lone crescent
#

If they keep double jump other classes should be able to climb ledges

#

One class can't have so much more mobility compared to others

glacial sphinx
#

I dont think they should give everyone insane mobility though, it'd ruin melee and the threat of PVE/traps

lone crescent
#

That's why they should remove double jump imo

glacial sphinx
#

yep

lone crescent
#

It can never be properly balanced

dusky field
#

I absolutely hate the idea of the rogue getting double jump. The dude already has so much stealth. What, not only you've got to deal with his ambush / find him, but the dude can just fly away if it doesn't go his way? Nah man... If they keep that, then give my fighter a dash, and let the cleric straight up fly for all that matters..

abstract swallow
#

It'd probably work better as a walljump if they added mantling/climbing
then just slap the usual 18s cooldown/slip timers/no activation while slowed/better map design and call it a day

lone crescent
trail forge
dusky field
abstract swallow
lone crescent
abstract swallow
lone crescent
#

Yes but he disengage too easy

abstract swallow
#

my comment was implying that you should just leave when he does that, I'm sorry that my toxicity went over your head
I'll find ways you'll understand so I can continue to gas-light you into believing all balance problems are your skill issue

lone crescent
#

Skill issue lol

#

Every time something op gets added to every game someone will say "It's fine, learn to play"

hasty vigil
#

double jump is fun af. stop asking for fun things that are put into the game to be taken away. ask for more fun things. also git gud. rogue is fine. coming from a cleric who gets rekt by them

trail forge
#

Yikes

dusky field
abstract swallow
dusky field
# trail forge They have sprint.

A temporal movement speed boost that brings a fully-kit fighter to a movement speed comparable to a rogue or a ranger. Not to mention that's a chosen ability with a cooldown, not one of the four passives you can choose. Awful comparison.

hasty vigil
#

barbarian leap would be fun af. now there's a comment worth reading.

abstract swallow
vivid rover
#

#d-and-d-suggestions message this is a very good suggestion, cheating leading to RMT is a big problem in games like these, and streamers getting gear donations have a huge advantage reaching the leaderboard. This suggestion fixes both issues at once

trail forge
#

Lol "I can achieve 90% damage mitigation and completely negate my movement penalty with a cool down, that's not a charge at all." Okay buddy. It's a charge given the pacing of the game. When they keep adding asinine stuff like double jump it breaks the continuity of movement, so I see why sprint confuses you as being your gap closer.

wary junco
#

Anyone who defends double jump is kinda delusional it does not even fit into the game... never should have been added in the first place

vivid rover
#

They need to remove trading from the game @boreal flint convinced me

boreal flint
#

@vivid rover i totally agree with you. Streamers do have a great advantage in this game.

hasty vigil
#

ah you all joined april. i see now.

dusky field
trail forge
wary junco
trail forge
dusky field
#

To fix the free loot for streamers you just need to make trading completely anonymous. Can't give free loot to the streamer if you can't see who the streamer is.

vivid rover
dusky field
trail forge
# vivid rover well the bigger point is that the **playtests** were already full of cheaters, t...

I'm going to give what is likely an unpopular opinion: IM needs to have a $40 price minimum and I say let them thrive off of idiots RMTing in a game with such a small gold cap. Keep banning and let them just rebuy the game if they are that eager to part with their money

@dusky field I don't, it needs to go away imo. This game needs to lean into its antiquated mobility system. It can do that really well, or try to do what everyone else does poorly.

vivid rover
wary junco
#

Either give double jump a cooldown which makes the Player think about using it or completly remove it because this bunnyhopping is toxic

trail forge
wary junco
#

Give rogues a slide or something instead where they can quickly dash into a direction that would be better then double jump

dusky field
vivid rover
wary junco
# trail forge Disengage

Exactly even though since i did play a lot of wow i'd like to see that on the ranger rather... even though it might be completly broken

dusky field
abstract swallow
trail forge
abstract swallow
#

also wow, keys deprecated in price hard, holy shit

wary junco
dusky field
spice zephyr
wary junco
wary junco
spice zephyr
#

I have never seen someone write per se as persei

dusky field
vivid rover
# wary junco Yes i do agree, but if you take mobility away you gotta give some mobility in...

rogues already have the highest movespeed and high interaction speed + invis, thats more than enough. rogue was fine in PT4 before all the buffs tbh. It has to be weaker than other classes head on or it just dominates since it runs faster, rogues should be about stealth and ratting, not double jumping over peoples heads and dueling them with a rapier.

id be okay with bard getting the double jump for balance sake, but thematically itd be better to remove it completely

abstract swallow
wary junco
wary junco
vivid rover
dusky field
#

He can't just keep getting away to go invisible and stab you in the back again. Like damn dude, how immortal do you want the class to be?

vivid rover
#

If you want to keep double jump on rogue you will have to give wizard teleport, warrior a horse mount, ranger climbing walls etc, and you wont be playing dnd anymore

spice zephyr
#

Realistically, I would rather let ironmace do their thing, They will most likely come back with a plethora of new perks for other classes, possibly balancing what we now find as busted

wary junco
#

I get it guys, dont worry. Iam on your side. ^^ i never liked double jump and never will.. it is a completly unfitting ability for the dad game.

vivid rover
spice zephyr
#

off with the double jump redittor

wary junco
#

Iam well aware that this perk should not have existed in the first place, i was basicly just talking about the fact that maybe you just dont wont be instandly take the entire toy away which kevin got for his birthday xD

spice zephyr
#

Comparing rogues to children seems like a very fitting idea, And I will gladly take the candy away from children

wary junco
#

Fair point, fair point. Candy is pretty valuable in dad so it makes sense

vivid rover
wary junco
#

Baseline wizard is not playable.

vivid rover
wary junco
vivid rover
wary junco
#

Like iam aware that wizard is garbo in that regard but it doesnt change the fact that wizard is by far the strongest class if properly played. Its utility and playmakingpotetial far exeeds any other class

spice zephyr
#

I kinda wish the stats were more specific, Like we cannot properly estimate the state of cleric right now due to the locust swarm problem. The kill to death data is not date divided so we cannot see how if Cleric actually performed better than last playtest in therms of Kill/death ratio

vivid rover
abstract swallow
#

nah Wizard lost waaaay tooo much tech to be the highest skill ceiling class
Ranger and Fighter both have way more skill expression than him now, but that'll probably change in the future when he gets more toys and finished mechanics

wary junco
#

Well lets agree to disagree then. Because i believe that spellcasters dou to their utility and playmaking potential build in their spells are naturely better in specificly doing these things.

vivid rover
#

youre not gonna make any plays when you die after eating 2-3 arrows and the game is full or rangers and crossbow fighters. rogues also 3 shot you and jump over your spells

wary junco
#

None of them can haste invis blender you though

vivid rover
#

A single arrow from a longbow is more powerful than a fireball, it deals more damage, flies way faster, is hard to dodge, doesnt have a huge visual, can be fired a lot quicker, and is way more spammable

wary junco
#

All this thinking about spellcasters lets me want to main cleric next playtest. I imagine it to be so fun to activly peel for my ranger with binds and earthquakes

vivid rover
#

cleric was the best magic damage dealer last test, judgment needs a nerf

abstract swallow
#

LS/EQ is nutty good if you play the terrain well

wary junco
#

I always thought wtf why is judgement doing 75% of my hp as fighter xD

spice zephyr
#

yeah, the magic of stating constant numbers which don't show actual end damage dealt

wary junco
vivid rover
#

you dont get short fights vs rangers unless they fuck up. and rogues are better in short quick engagements than wizards

wary junco
#

I hope they dont nerf cleric into the ground. I realy want to build a team up to take down bosses

wary junco
spice zephyr
#

Cleric will be in a pretty good spot even if they take away half of the judgement damage and rest restore

vivid rover
wary junco
#

And a good wizard instakills the enemy ranger anyway, barely any counter play ranger has against that besides wizard randomly walking into a beartrap while sprinting in for the stealth blender

vivid rover
wary junco
vivid rover
#

nah lol if you try to magic missile you either have gear with +20 magic damage or triple shot kills you faster than missiles kill the ranger

the stronger wizard playstyle with gear was ignite + dagger anyhow, not magic missile

wary junco
#

Idk what rangers you had in your games but if a ranger is able to react to you before atleast 3 missles were fired then your rangers either had an aimbot or godlike reactionspeed of an ultrainstinct son goku on seteroids

vivid rover
#

if youre running bis gear wizard id assume youre in highroller vs geared rangers that pay attention to the audio of you running at them lmao

invis does not mute your footsteps

wary junco
#

Which is barely hearable in actual fights

vivid rover
#

they might even have the perk showing your footsteps coming in

if theyre distracted you can get the jump, sure. but then you arent opening the fight so you need that opportunity

wary junco
vivid rover
spice zephyr
#

Imo the biggest difference between wizard and cleric is the fact that cleric is more defined, His role is to support and initiate fights. no matter how you look at it, none of the cleric spells are meant as a mean of damage offense, The 3 damaging spells are not offense oriented, they are oriented to keep control over the area, with earthquake forcing others to stay, locust swarm forcing others to either not approach, approach or even in the most complex cases, it causes teams to split. The holy strike spell has the easiest condition to punish others, as such it deals very little damage and should only be use to initiate. Wizard on the other hand focuses on pure damage and support, he has no true "area denial" abilities and as such the gear on him is much more important. The balancing is blatantly compensating the damage that a wizard deals with his spells with the tankiness of a cleric. The problem is that wizard is one of the more lag dependant classes on top of having a really harsh start. The idea of having a ranged dealer is harshly punished in a game so melee oriented, but the size of the castle does not allow wizard to shine

wary junco
vivid rover
proud tinsel
vivid rover
wary junco
#

I still do not believe that this perk would see much more use if wizards would be stronger, probably the sweatiest of the sweatiest would take it. But even then the information that it gives has to be used properly which is not always possible

vivid rover
wary junco
#

Every 4th ranger had it last playtest. Hm

spice zephyr
# vivid rover wizard is shit at long range though because all his spells are very bright and f...

The intend of the game is to revolve around melee combat, However you are right in the fact that 6/7 classes can use items other than lamps/bottles to deal damage at range. I fear that the game will in the end collapse to a fight of poke damage before either side decides to rush the other, which can be heavily punished. As for the slow travel rate of the spells, I have to again agree, with how trivial it is to not receive full damage from a spell, wizard is essentialy cursed to stay to mid range at best, which is not comparable to ranger's capabilities. The potential of a geared wizard is presumably offense, but with the current balance of classes, Wizard is outclassed by better comps in 3-stacks and nigh impossible to play solo with how prominent Rogues have become

wary junco
#

Lets get RMP from WoW arena best combo lul would be RWC here though

vivid rover
wary junco
#

Yeah i never understood why they buffed the weapon mastery perk... 10% Rreduction is pointlwss might aswell make it with no penalty... it probably should get reverted to 20%

spice zephyr
#

Streamlining a role for Wizard and ranger would probably help their niche, currently I feel that wizard has no niche other than being the only reliable magic damage dealer(where you could still argue that rogue is weaker in that department, but still reliable). As it stands now, The only possible ranger niche I can notice is trap gameplay, since ranged damage has become so common that calling it a role specific niche is akin to admitting blindness

wary junco
vivid rover
wary junco
#

Honestly though i think they just have to nerf longbow and maybe recurve a bit then it should be fine

#

Poor survival bow sitting in the corner and eating glue to get daddy rangers attention

spice zephyr
#

it's just getting worse and worse, last playtest it had to eat crayons and not glue, the survival bow really need a better noticable aspect

vivid rover
#

all they have to do is make projectiles deal less damage the further they fly. makes sense too, its the same way IRL

wary junco
wary junco
#

Has no traveltime its just hitscan and no bulletdrop

placid canopy
#

Weapon master doesn't even do anything to additional physical damage. It's effectively the same as or weaker than -10 strength and only affects weapon damage

spice zephyr
vivid rover
#

thats really stupid. im not a fan of the uniques in general

wary junco
#

I like uniques, never had one but its atleast an achievement that i want to get eventuely. I probably would be most exited about Aegis

spice zephyr
placid canopy
#

It's -10% flat physical power so if you had 25 strength it would be the same as -10 str, but if you only had 15 it's wayyy less punishing than -10 str

wary junco
#

Reflecting fireball sounds dope or magic missled

spice zephyr
#

reminder that strength is also repsonisble for max health

placid canopy
#

Yeah I'm just saying that the penalty to weapon mastery doesn't really do much

#

I was just using strength as a comparison for damage

spice zephyr
#

It all comes down to the figher's ability to take the role of a Barb or Ranger in my opinion. And currently I think he can copy both of them a bit too well at the same time

placid canopy
#

Last test barb was just "1shot someone and be a worse fighter after"

#

But that's arguably very powerful to make a 2v3

spice zephyr
#

with a cleric, yeah

#

Barb has been doing good for the last few playtest, keeping the same average K/D between pt 4 and pt 5 and now being the best average gold gainer in goblin cave, while clearly being stronger in a team. I think that Ironmace will strive to keep it in a spot like this since I would be better to now give more perks to classes and then see how the overall system reacts

latent tundra
#

I think what makes barb good is not needing much gear

placid canopy
#

They can invest into pure flat damage cuz they're basically already at the strength breakpoint caps and their armor isn't great so there just isn't much left outside of pure damage

compact barn
#

Ranger will always have more dps at ranged than a fighter. Same with barb having more dps in melee. I’d say Fighter is currently filling the jack of all trades well.

They just need to find a way to tone down the effectiveness of the high physical damage reduction. Maybe introduce hybrid damage weapons through enchantments or something to enable physical damage classes to have reliable chip damage on the fighter tank builds

placid canopy
#

They just need to change how their armor scaling graph is. It's superrrr weird and doesn't make any sense right now

#

Physical damage reduction also probably shouldn't exist as a mod or make it multiplicative with armor instead of additive

compact barn
#

Those would both be good options to adjust it I think

dusky field
#

People keep trying to add complexity to the pvp when the game is going to be a dungeon-crawling game first, pvp second

strong cedar
dusky field
strong cedar
placid canopy
#

The game is horribly balanced, but balance is the least of the devs' concerns rn they've stated

#

It will matter more once they implement everything first

charred wing
latent tundra
#

As long as broken shit isnt in the game its fine, balance is whatever as long as the game doesn’t get completely figured out as to what is optimal. The pve and pvp provide two vectors to balance around which is sick. A game like this will benefit a lot from frequent changes so people have to figure shit out

abstract swallow
placid canopy
#

It's already possible to math out the best perks and stats on gear at least so that part is solved, just not well known

dusky field
#

It's a cool idea in concept because I wanna see swords clashing and going pchwing but well, pretty sure there are other things more important to focus on for now

placid canopy
#

Only thing I don't like about clashing weapons is that you can still deal damage half the time anyway like a shield block

abstract swallow
#

I doubt the clashes would cause blockstun/recoil unless there was a severe mismatch of Impact values, we'd probably see something more like limbhits where you deal less damage after a nice chambering sound and some sparks with the swing slowing down.
Hard agree on other things being a priority though, we really need them to finish the substats and inventory systems. People are getting way too used to the barebones monobag-of-holding.

arctic lagoon
#

no idea whats the difference between a grey lantern and a green, no one said anything about why they are different

dusky field
arctic lagoon
rigid prawn
#

A lot of barb mains getting real scared of ranged options becoming more available lol. Add more spells, add more bows! Make them quake in their boots!

lone crescent
signal rain
#

Barb with a inventory of spells would be funny

rigid prawn
#

Also, unpopular opinion, rogue was fine with the new additions (minus jokester) but because it was the new hot thing it got a large amount of traffic that normally wouldn’t be there, ruins should be adjusted to prevent total map access though

lone crescent
#

They said "small spells", i think they will be rarity related cause if they make them will related they are sheet for other classes and op for wizard

#

Rogue is broken, a good rogue is unkillable in 1v1

#

Cause it can escape too easy with double jump and go out of range in an instant, if they remove double jump then rogue is fine

rigid prawn
# lone crescent Cause it can escape too easy with double jump and go out of range in an instant,...

Rogue without double jump is free food for most classes, there’s a reason the community was chanting ā€œBuff rogueā€ after playtest 4. An agile fighter should be flighty in combat because the point is to not take hits. With current fighter reduction, pt4 rogue would have been useless against them but with double jump could use hit and run tactics to actually win through attrition. Might as well ask to remove rogue pt4 rogue was doggy

glacial sphinx
#

The community chanting that was wrong though, rogue just needed some small buffs

lone crescent
abstract swallow
#

the overwhelming community consensus is wrong 9 times out of 10

#

especially because they all make the totally braindead mistake of trying to balance around the current playtest's content, resulting in the coldest takes imaginable

#

not us cool suggestion-discussion chat guys though, we're all smart and have good opinions

gaunt cargo
lone crescent
#

I saw Rogues destroying lobbies in high roller 1vX in PT4, 2-3 hits and geared enemies were dead, ofc you die easy if you are a glass cannon

rigid prawn
glacial sphinx
#

they could remove double jump and rogue would be fine now, above wizard and bard somewhere around barb level

rigid prawn
lone crescent
#

I'm not a developer and I'm not in charge of balance so it's not up to me to discuss the matter

#

They even gave him double jump + ranged option, that's just wrong

rigid prawn
lone crescent
#

The hand crossbow alone is enough for me

#

Crossbow is strong, double jump is op, how is it fair to have both?

rigid prawn
lone crescent
#

If they really wanna keep the double jump in the game they should remove crossbow or make his melee damage sheet cause he can dodge every attack imho

rigid prawn
#

Like badger has said, coming at things from a balancing focused perspective instead of what fills the game out is doing things backasswards

lone crescent
#

And make him slower too

gaunt cargo
glacial sphinx
#

20 second CD on double jump, hand crossbow can't proc rupture, and the new +1 all stat helm gets some movement penalty added. Think then its roughly okay

rigid prawn
abstract swallow
lone crescent
#

You want to keep double jump? Fine but you need to nerf other stuff
Or you remove double jump and the class is fine like it is

#

He's fast, deals a ton of burst damage and have ranged option, he doesn't need vertical mobility

rigid prawn
lone crescent
#

Making you unkillable is fair then only cause you have low health

#

For me rogue was fine in pt4

rigid prawn
rigid prawn
gaunt cargo
#

Add the qualifier "to melee weapon" on rupture and weakpoint. Problem solved.

lone crescent
abstract swallow
rigid prawn
lone crescent
#

The overall kit of the rogue is too strong, something need to be nerfed, either double jump removed or nerf the other stuffs

#

With double jump the rogue is the best melee class in a direct 1v1 fight

gaunt cargo
#

-remove DJ
-no skills applying to Xbow
-add a fast directional roll with a small hitbox animation

glacial sphinx
lone crescent
#

And I don't think it should be this way

rigid prawn
gaunt cargo
#

There's nothing wrong with rogue being #1 in 1v1 considering they are low prio in group play and it's a group game.

rigid prawn
#

They are only best at 1 v 1s in a no mistake situation. What makes rogue hard is that getting punished for mistakes is usually an instant death

glacial sphinx
# rigid prawn How so?

Because based on those statistics rogue overall performed just fine, far better than wizard on average and similar to other classes in terms of extracts and treasure gained

lone crescent
rigid prawn
glacial sphinx
#

they had better KD than wizards and clerics, 1:1 roughly

rigid prawn
lone crescent
#

90% reduction fighter is wrong too for me, no one should reach a defense that high

rigid prawn
glacial sphinx
lone crescent
#

I'm a supporter of more dmg reduction for other classes (just a bit) and less for fighter

lone crescent
rigid prawn
rigid prawn
lone crescent
#

There's literally a series on youtube of a guy playing rogue in high roller pt4 1vX and he does even 8 kills in a game versus geared opponents

rigid prawn
#

So? I can show you a guy doing the same with wizard but wiz ā€œ is the worst classā€ statistically beside bard of course

lone crescent
glacial sphinx
lone crescent
#

Wizard is heavily gear dependant, in early game he's trash

rigid prawn
rigid prawn
glacial sphinx
gaunt cargo
#

The perk and the helm are fine if you remove the other 2 issues.

lone crescent
rigid prawn
glacial sphinx
gaunt cargo
#

No good fighter or barb is going in without a ranged option. Barb only has to hit 1 achilles Francisca to kill a rogue