#suggestion-discussion
1 messages · Page 242 of 1
Add a training area you can enter with any character and gear and have dummies with white gear of each class to see damage to each
Can't take credit for this idea, but felt it deserves mention. A perk for Cleric that allows them to equip either a spellbook in the offhand, or crystal ball
There needs to be a quest page only
Make sourspots on weapons do significantly less damage, would introduce alot more skill into the game
I want to play as an Artificer with the ability to enchant my weapons and armor
Fix goblin cave portals, it makes no sense to not having a single damn portal in v3
Make the debuff stack count number bigger and RED
didnt realize centi poison stacked and DEAR GOD did it kill me fast
Add fall damage and with it splints to fix broken legs
Don't give tank classes a skill that gives them a speed shrine worth of move speed if the only weakness those classes are meant to have is speed
Wow someone with common sense!!! It’s crazy that the tanks classes can reach speeds that rogue can’t reach unless they have perfect gear.
pls bring crypts back, ruins almost every game is annoying
remove surrender emote and solo VOIP
no
very not fun mechanic.like stamina. there is no reason for it
IM needs to rework the classes instead of changing gc
Make teaming in general bannable in solos, the fact that I'm seeing entire lobbies of friendlies in solos makes the game so unfun. I signed up for PvPvE, not left for dead.
Such a shit spot for solos to be left in.
game uninstalled until invis is out of the game 👍
someone died
yep, can't walk into a room, even with un-aggroed mobs
what class do you play?
doesn't matter, invis is corny in a PvP game no matter what, especially when they can cross a whole room invis
depending on the class there is counterplay. its still insanely annoying to die to landmines though
i feel like creating a few escape portals in the final circle is common sense...
PLEASE OPTIMIZE GOBLIN CAVES THIS IS UNPLAYABLE
Gelatinous cube that eats empty corpses (not players), big enough to make some hallways hard to walk through and would be a first of its kind. A wandering monster!
Remove fun and player interaction/socializing, you sound fun.............
how about we fucking remove goblin caves till you guys can figure out how to fix your game
please stop spawning solo/duo/trio across the map from the initial circle. Spending your entire game playing catch up with pve, being extremely vulnerable to anyone that already spawned inside to set up.
LMAO AND CROUCH ALSO
fix goblin caves holy shit,
also making crafting mats more common no reason i kill 40+ centaurs and not a single horn or hoof, b4 they changed the rate on troll pelts it took my 80 kills to get one which is fucking stupid 1% chance is fucking dumb FOR A QUEST ITEM some items arent even at 1% which to me is crazy. A gold key off champ at 1% makes sense but quest items/crafting mats at 1% like does ironmace not want people making weapons??????????????
so what weaknessess are you talking about. I don t play barb
i think it's a build issue that you're experiencing
give barb nordic chants to buff defence , cant stop when casting , takes 10s.tired hear them screaming
goblin caves needs more escape portals this is ridiculous...
playing barbarian, breaking door after door since THIRD circle and still die because there are ZERO escape portals. this is not a problem in ruins or crypts.
unlucky
Buff rouge. 😩😩😩 rouge is so weak now
losing your best gear to bad luck sounds like a design flaw
There is always a guaranteed blue in the final circle when it’s tiny, just go there lol if you got control of the room
Bladesinger wizard pls
change ap system
Bladesinger wizard pls
LET US TURN ITEMS AROUND IN INVENTORY
also second this - the treasure thing is nonsensicle and doesn't reward better players
Add layers to goblin caves, gobbo village on the surface with a shaman boss. Goblin lair underneath the caves
Alter ranger's field ration to give a buffed up version of tranquility, healing the ranger very quickly while he rests, functioning similarly to how wizards meditate does, where he sits down and eats- but stopping ranger from being able to just runaway and eat a ration, allowing him to escape any situation for no reason
yeah trash system
hi what's the "ruby ore" cost?
spawning on the very edge of the map as far away from the circle as possible is total bullshit
Welcome to BR
they ll remove swarm i hope
Race skins need more love in terms of racial traits! Please leave your vote, if you agree!
https://darkanddarker.featureupvote.com/suggestions/509121/racial-traits-need-to-be-special
I’ve been thinking about Druid a lot and I just want to type what I think would be cool to make this class so spells I think the 5 base spells should be cure wounds goodberry wall of thorns bark skin and entangle this next set of spells is more utility and what I would like to see in the spell list fog cloud jump locate object or creature and tree stride somehow for skills I think wild shape should be split up per animal so you can’t use all transformations at once so you can take the bear and spellcasting but you can’t turn into a cat or bird unless you give up spell casting depending on how spells are balanced I.e entangle would work like earthquake where you have to stand still a good skill would be to allow the Druid to perform the spell while still moving and maybe even attacking I unfortunately don’t have any good perks outside of typical stat buff ones like 10% + move speed in wild shape the most interesting one would be a perk that allows Druid to move through “rough” terrain so tar pits in the dungeon other Druid entangles earthquake would still dmg but wouldn’t slow
I also think Druid should be more of cc and utility class that controls the area while provide utility support to the party
Hey, i just made a suggestion that i think is perfect for the type of game this is, just check it out! https://darkanddarker.featureupvote.com/suggestions/522167/the-maps-should-be-bigger-and-the-zone-should-not-exist
only teamers in solo pathfinder+ do something about it
fix the skeleton ai why is it getting aggro'd from a mile away not even the skeleton archer that was closer aggro's
rework classes before worrying about bugs
just kill someone then, people usually respect the 1vs1 beefs lol
No, they dont. I've tried killing people and I just get an army of people after me.
fair ive killed a few people in self defence and people didnt care
no one if friendly in gc
ALL FOR BANNING ALL TEAMING - ORGANIC/INORGANIC MAKE NO DIFFERENCE TO THOSE OF US WHO ARENT TEAMING.
people just dont want to coinflip getting to inferno so theyd rather be friendly, besides the devs dont want everone to kos, thats why kills reward so little ap
i had a great time the other day when 7 of us decided to do inferno boss
Not to be a sweat or anything but, it removes all of the challenge in the game.
I signed up for PvPvE not vr chat.
Nobody 'respects the 1v1s' especially not in ruins. Third partying is the easiest way to get free gear lmao.
from my experience people do
What rank are you?
blue div 1 - pathfinder i think, my lobbies consist of purple-demigods
Do you use VOIP?
sometimes, 80% no
Dunno then, my experience as is most others is that if you're fighting someone 1v1 you probably will get third partied. Unless that person is already low themselves.
people like to spectate lol
Yeah and then after the fight they kill you when you're low. Usually happens.
I love getting spawn rushed as a level 1 less than a minute after I spawn
Ruins moment
so true
Pretty new to the game, got it less then a week ago and just posted my first suggestion, based or L? https://darkanddarker.featureupvote.com/suggestions/522235/titles
The reason why players play teaming is because collecting items and killing monsters is enough points. Killing monsters gets 7 points and killing players also gets 7 points. It's not worth the risk of fighting with other players, so lobby teaming also helps. For a bunch of Chinese people in the lobby to gain momentum, why not make the game so that killing the first player gets 15 points and when you get a double kill, you get x2 the player's kill points?
just make kills 35 ap or make teaming bannable alltogether
Chinese people in lobbies do not care about AP gained, they care about treasure. If you increase the AP gotten from kills it will not affect that at all.
you not play in asia sever so you don't know Newbie chinese stay in low rank farm gold high rank they farm gear from player there are no save place
Was hoping for some community feedback on my suggestion! please upvote if you like it, or tell me why you hate it. https://darkanddarker.featureupvote.com/suggestions/522241/new-altars-of-sacrifice-update
My point is that your 'solution' doesn't change anything. These people are just trying to make a quick buck off of dark and darker.
NERF BARB LIKE HOLY SHIT? 2 TAPPING ANY CLASS
the game is not fun or enjoyable with barbs screaming hitting 200 hp like its nothing ffs devs fix this trash shit
normal dungeon no pvp hr pvp and add an arena
I just came back from after a while, and having to go into high roller just to use my greens seems absurd
match is still in progress eternal loop? is there still no fix for this? has my team just lost all our items
quick lil suggestion for the game pretty minor but a toggle crouch unless im dumb and havent seen it in settings
The most typical hack that helps one Chinese guy win against another is using lag switch. Every time I look at it, it's normal, but just one attack and the game lags. There are times when just looking at that Chinese guy causes It lags immediately, when that Chinese guy dies from monsters the game returns to normal and no longer lags
Hae the Lights for an exit thats going to open, be on,
we can TELL when its closed, thank you
what you mean by 2 tap? bard is fine
Just run away. The skills have an timer
dont barbs become like one of the fastest characters in the game once they scream?? or if you get one that can actually aim their axes (which almost any competent barb can do) you will just get achilles strike and die. so yea just run away
Use your ears to hear them come near. It’s not like when you hear people you immediately wait at the door like a dog for its owner, I’m in the middle or move away to gauge the situations
And Achilles is dodgeable. Even if they are cracked Fortnite gamers there are obstacles to hide behind
what is stopping them from just hands out W key you with it just to punch you then pull out their weapon just to 2 tap you.. dont say just kill them before that either. cus anything outside of solos they will 90% of the time have a cleric pocketing them so you got to burst dps thru like 300+ hp
If their hands are out then they don’t do much damage. When they pull their axe out their ms is decreased so you can back out and repeat, or even then their health is low enough to be able to potentially kill them first
okay run from a barb after he punches you with achilles before he can pull his weapon out and end you lol
Does Achilles have a timer before it runs out or is it infinite until you hit someone?
imagine after everyone on a team is dead you could take their souls and go down to inferno to use a soul forge to reroll items
no
I would like a use for souls tbf
yeah thats fair
😂
afaik its like weakpoint or rupture on rouge. it lasts until you hit something. all they have to do is pop it and rage at you with fists. you will NOT get away
Tf? I why don’t they all have timers…
Either way you can outspace and dodge fists until rage stops
easier said than done in most scenarios. you will also be dodging their ranger/wiz/crossy bard and if you run too much you will end up swarmed with PvE it just comes down to picking how you want to die atp
at the end of the day the solution to these problems should not just end with just dodge and run lol thats how you kill your game imho. oh wait its already dead lmao
End this debate with a firm handshake? 🤝
more with a kiss
I would rather have the ability to sell/collect the souls like Tarkov dogtags... but I would also like the souls to take up 1 slot rather then 4 and an item box for just souls... I just want to be able to collect the names of everyone I've killed.
Wolf hunters should be upgraded to epic tier. 5 wolf pelts of 600+ each makes them cost more to craft than golden leggings. They should have a 5str 6hp base and 3 rolls for their price. Golden leggings have 3 innate stats + 4 rolls and cost less. Reason ofc being that gold is much more easy to come by than wolf pelts. Which is why their tier rating does not make sense atm.
wolf pelts are used in a lot of things including the gold bag which is probably why people buy and sell them at such a large price tag
the rest of the gear that is crafted with wolf pelts are the same rarity, though Wolf Hunters does take one more pelt than the otherwise comparable Gravewolf recipe
perhaps both Gravewolf and Wolf Hunter could both use 1 less pelt. That way, of the 4 bits of armor that uses wolf pelts, they use 1, 2, 3, and 4 pelts rather than 1, 2, 4, and 5
game crashes way to often freezing mid game
this wipe wolf pelts are also held back from the supply because they are used for quest items. Still last wipe they were also really expensive. Either drop rate needs to increase or number of pelts needed for crafting needs to go down. There is no reason a lower tier item should cost 600 more to craft
agreed
Barbs too strong in solo.
Also doesn't Rage in DnD reduce damage taken instead of increase?
Rage doesn't increase damage taken, you are thinking of reckless attack. In dark and darker reckless attack lowers your armor rating causing you to take more damage, in the original DnD similarly reckless attack enemies that roll against you to roll at advantage.
i was reading about rage on roll20.net and it says rage makes you less vulnerable to blunt attacks and some other stuff
Not sure if the movement speed increase is necessary
It does half the damage you take from those sources in dnd. Though rage in dark and darker does not increase the damage you have taken.
Zweihander Barbs are impossible to beat head to head in normals, unless you get lucky and they just miss somehow. The amount of luck/skill it takes to outplay them is really irritating and has a negative impact on the experience of playing solo.
stop arguing about classes and skills you dont even know about, achilles has no cooldown from when you pop it and the only way it goes away is if it hits a target or their weapon hits a static object
make all teaming bannable
ruins ruins ruins ruins ruins ruins ruins ruins ruins
hey what do yall think about this: https://www.reddit.com/r/DarkAndDarker/comments/198dqsd/more_apperances_for_chests/?utm_source=share&utm_medium=web2x&context=3
Maybe if you’re a noob, or you’re in lower ranks. Just find a good team comp. Rangers are a problem? Get a good fighter with PDR, or another ranger at that. There’s endless amounts of things you can do. Don’t push in as hard, go around the map and find where you can get in front of them, use REAL strategies instead of just expecting to go in and slam them. Rangers are so easy to kill it’s crazy, however good rangers are still easy to kill but take a little more brain cells from your hollowed out skull
Yea if you encounter a ranger and one of your plans isn’t to immediately fall back to a doorway to force a closer fight then it’s a you problem. You can’t win every situation but if your losing the majority it’s something your doing. You may not like it but it’s the truth. Look at what your doing and try and find out where you went wrong or what you could have done
nerf ranger
I'm down for more variety for loot containers
off the top of my head we have all the different chests, a few different types of coffins, skeletal remains, the treasure hoard, and a handful of breakables
while the devs do populate dungeon space with stuff like tables and bookshelves with loose loot on them, stuff like gore bags and cocoons could definitely be used to spice up what you're shoving your grubby hands into
bonus points if the container has some kind of unique mechanic to it, like maybe a buried stash could require a pickaxe to access or a cage hanging from the ceiling could be shot down
does eldritch shield work on ghost king
Y'all need to reduce the drop rate for warlord man spawned in 5 games in a row he was greedy for the spotlight can't even get lich or ghost to spawn in when we got these specific quests we don't want warlord
totally agree
I don't see why it wouldn't, though I haven't tested it
as far as I know eldritch shields works just like shield pots or cleric's protection spell but it absorbs magic damage instead of physical damage
do keep in mind though, most of ghost king's damage on his big slam is physical
Remove Gob Caves from map rotation until you figure out how to optimize them so its not rubber-banding every 10 seconds, between the lag and the "Goblin Pits" module and its absolutely trash mob agro ranges, the caves absolutely suck
So far my only concern and issue with the removing of crypts and having 2 ruins is that ruins is a very biased map it’s openness, the amount of jump tech for rogue and a couple other factors makes it very biased towards and against certain classes, skills, spells, and perks. And while that can be a good thing in some cases I think that for the most part it’s more detrimental. As far as fixing it goes I’m not entirely sure other than to remove the 3 map stack temporarily Until a better balance is figured out
That would be freaking awesome 👏 giving general utility items like the pick more general use beyond mining would be really cool
Also some sections of inferno are really poorly optimized and drop frames on lower end pcs
oh! cocoons could be burned away quickly using and explosive bottle or oil lantern
yall should make a hell level to the goblin cave, but make it the Under Dark. Make glowing mushrooms for light source, lots of bats spiders, and some new type of enemy like cobalt. Then the boss can be a beholder.
underdark would be sick
They should release community tools imo, I think we can balance the game better and I wouldnt mind playing custom maps that you dont get to keep loot from
underdark map with drow race to coincide its release
Lightning Strike should be more consistent and its deal damage in a cylinder at least the height of a player.
Imagine Dark and Darker were more like Runescape. An MMORPG that's open world, has a bank that never resets, and has several mini-games. Imagine Dark and Darker wasn't confined to a pre-game lobby and dungeon instance. Instead, you log into a city thriving with other players wearing their hard-earned gear. There are safe-zones and there are areas where PvP is enabled. There are quests all across the map. The merchants are real people. They ask you to go on the same missions Dark and Darker boasts now. You travel to an instance of ruins, go into the crypts, go to hell, and return to complete quests. There are quests all over the map in the overworld. There are more minigames than loot and extract. Balances will have to be made. Rare gear needs to be RARE. Especially if the game were to never wipe. Major economical balances would need to be done to this game. Dark and Darker classes, PvP, but open world. This is a game I would play forever.
no i want extration shooter 😡
No
Gonna prolly get alot of hate for this but there needs to be restrictions on multiclassing. No reason to have two rangers from the same team machine gunning arrows at you making it literally impossible to move.
that's more of an issue with ranged combat being so effective right now, not really a problem with having multiple of the same class
they could do just about the same thing with a bard or fighter instead of a second ranger, hell its probably be more effective if they ran a bard since they could also buff the ranger while still contributing to the arrow spam
WTF is wrong wihth the servers??????? i jsut rubberband 100 times an hour and it's starting to get really old
FIX the servers plz it's absolute DOGWATER this year
fix portal spawning why is it always on the second floor and not the bottom floor and fix teaming in solos sick of seeing 3 people waiting on the last fucking 3 portals and killing anyone else that comes
{Vulgun's Ranged Weapons Update}
In order to alleviate the significant power of ranged weapons, the following changes are applied:
-Projectiles are now considered their own category of damage.
-Projectiles can no longer trigger the effects of skills, spells or perks unless specified otherwise.
-Utility Projectiles now have a max capacity of 10, but only one instance of these weapons can be on your person at a time. You cannot exceed the max carrying capacity of these projectiles.
-Utility Projectiles now have random aim when moving and jumping. This aim gets "tighter" the slower you are, and will be perfect when stationary.
-Francisca Axes are now always common rarity, with damage being reduced to 12.
-Throwing Knives are now always common rarity, with damage being reduced to 8.
-Bolts now have a weapon damage value of 4.
-Arrows now have a weapon damage value of 6.
{Bows}
-Bows now deal damage based on the charge of the weapon.
--When a Bow is "ready to fire", weapon damage is 50% of the normal damage.
--When a Bow is "properly steadied" 3 seconds after being "ready to fire", weapon damage is 100% of the normal damage.
-Bows now have 6 less weapon damage universally.
{Crossbows}
-Crossbows now require the user to aim down sights to fire them accurately.
-Crossbows now have random aim when not aimed down sights. This aim gets "tighter" the slower you are, and will only deviate by 20% when stationary.
-The Windlass and Hand Crossbows now have 4 less weapon damage.
-The Crossbow now has 8 less weapon damage.
{Quality of Life}
-All ranged weapons will now have a special sound effect when "ready to throw/fire".
-A fully charged bow will now have a subtle "gleam" effect at the tip of the arrow to indicate "full charge".
{Drums}
-Drum weapon damage is now always a static 6 weapon damage, regardless of rarity.
-Drums do not benefit from any physical damage, power or weapon damage bonus anymore.
Bro rangers already dead chill out
This doesn't just affect Rangers.
idk if I like the random spread
cutting the damage already hurts their usefulness
so making them inconsistent in a chase would make them not even worth attempting, you'd be better off just following with your fists out
not to mention they much easier to dodge than arrows since they are a relatively slow projectile
also, what is the point in moving damage from the weapons and onto the ammo? I don't get the point to that change, please explain
a 50% damage cut once you are able to fire seems extreme and nonsensical, once the bow is drawn fully it has all the power its going to get. You could justify it by granting the ability to fire partially drawn shots but 3 seconds for a full draw is silly. The base reload speed of the crossbow is 3.46(?) seconds so with a little bit of action speed it it would be faster to use a crossbow than to fully draw a bow
crossbows having an ADS would be an interesting change, depending on how long it takes to go to and from aiming this could be a good change
and finally making drums do a flat 6 damage with 0 scaling might as well remove their attack altogether, throwing a torch would do more damage
Check Vulgun's post history before deciding if you want to respond.
Can we get a Barb and Cleric or just an All round general Movement speed Nerf, It is not okay for a Barbarian to be able to Out run a Fighter with Sprint even after dropping all his Movement speed debuff gear and the Barb is just chasing him down with a Zwhi out swinging it and still manages to catch up, IT is also NOT okay for a Cleric to be able to Outrun a FUCKING NAKED WARLOCK with his fists out while this cleric is running with his weapons out and plated up, its so BS, Very unbalanced, A barbarian shouldn't be quick at all, The MOFO weighs atleast 180KG just in Muscle mass itself, plus if your stacking Vigor your Barb without rage can have upto 274HP How is this fair when a Fighter Barely hits 200 unless your Getting rid of stats you would need to stack for max health, currently And it has been for awhile now, Barb is meta and it hasn't changed in a VERY long time, everyone sits here bitching about Ranger and how it needs a nerf, Why don't we talk about the movement speed of some of these classes instead considering that even if one class gets changed to Satisfy the Masses, IT doesn't change the factor that you have Classes being able to out run other classes that AREN'T a rogue or a ranger which have the higher agility.... so my question would be, Movement speed nerf and when? (copy and pasting from another channel as i was directed here)
https://www.youtube.com/watch?v=rX5JiYAG-3U fix that shit class
so basically castrate bards even further while doing nothing about high mdr and pdr classes that move at the speed of light and one shot everything, gotcha
ONE VS ONE MODE - WINNER TAKES KIT
Hello! What if there was an interact-able npc called the stasher that spawned at the halfway timer in the middle of the circle that lets all players guarantee stash 1 or 2 items
Or just an Interact-able minecart that you open like a chest to store those item(s)
Game just needs stat caps that are different for each class. Fighter and Barb should have their MS capped after a certain amount of agility, only able to get additional bonus from their skills. Basically everyone but rogue and ranger should have a huge cap for their MS. This could help give back rogues early game stats because the late game wont scale as hard. Right now rogue specfically is so bad anywhere but high level gear.
I personally think this dev team should release community tools and custom lobbies that you cant bring loot into. Let us design the maps and monster placement for a change. I feel like whoever is making the maps is just trying to check some boxes lately
remove or lower small spiders
Focus hard on anti-cheat
Makes absolutely zero sense? what on earth is this, guts bard even more than these other changes do for no reason, 6 is nothing, horrible idea
i honestly think having a way to see enemy health would benefit this game tremendously. you never know if you're going to have to hit the pdr fighter 2 times or 20 in order to kill him and it would allow for more educated plays
Charismatic performance needs to be changed. It's the meta way of playing bard but kills the game
I'm enjoying the new goblin caves but the stability in them seems to be really really bad. Both me and a buddy are just constantly stuttering there to the point where we're constantly getting hit by unavoidable arrows we dodged and stuff like that.
if it doesnt already stinky stick should spawn the cloud when you block with it, it seems horrible compared to the other uniques rn
FIX the STABILITY IN GC!!!! plz rubberbandmace PLZ
fix fighter's heal ability
To be honest part of me disagrees with this because the goal of each class is to have the ability to build your character the way you want and have different build for each class. Yes I believe that different caps would help but they would still have to be done in a way that you still have the ability to build your class the way you want it and right now for a lot of people that’s speed for barb and fighter. The issue is that they can build up all this speed without sacrificing anything because they can reach that max speed easily due to abilities and armor being insane right now. They are able to get all stats good because they have decent base stats. Rogue has terrible stats and makes it hard to be good at everything.
I think they should give a class the ability to do this.
Rogue should have it 😛 blood lust. Can sense if a player is a half or below, dont need to see a HP bar just some kind of visual thing
Omg yes!!! This would give rogue some good use in getting more intel for team settings.
Day four of saying bladesinger wizard and that goblin caves needs three layers
Race skins need more love in terms of racial traits! Please leave your vote, if you agree!
https://darkanddarker.featureupvote.com/suggestions/509121/racial-traits-need-to-be-special
Add a confusion spell to the wizard / cleric where it messes up player movement
it would be super nice to have some type of insurance system like tarkov has, would be good for newer players and everyone in general. and some type of "secure container" maybe call it a magic pouch
Nothing like being Shadow Bolted across the map at full HP to die. Or whatever the spell is called
ban all teamers in hr solo
Hey to fix land mind Rouge they should add a cloaking and uncloaking animation nothing long just a .5 second animation for putting a invisible cloak on for hide and the Rouge taking it off for another .5 seconds to give whoever he is jumping a chance to react I believe the Rouge should have an advantage for stealthily getting onto someone but a fight should not be decided by him just getting directly infront of someone and stabbing them to death before they can react. Further more they can also add a uncloak sound to help the person orient themselves but that might be a little too much
fix cleric spell damages
Not needed because most classes have ways to see the rogues coming and that’s if they really need it. If you’re smart and listen then rogues are super easy to kill since they die in 1-2 hits.
oh not trying to be an ass but what ways do most classes have a way to detect it the main one i know is ranger perk and wizard light spell?
Hydra with the warlock, the tracking footsteps with the ranger, and the light orb for the wizard which those are the classes that rogue is strongest against because they are weaker. If you’ve played rogue then they die quick if you can get the jump. Fighter, cleric, barb don’t have anything but take lots of hits so most of the time can still kill rogue before they get too many hits off.
Also I’m not trying to be mean because I am a rogue main but I do see the issue with landmine rogue is there and I think the main issue is that there’s not really any other build for rogue that works. If rogue had a real way to move and be fast and dodge attacks then people would do that more rather than hiding invis all the time.
They need to make the incentives for being naked, much less. Makes no sense how a fast naked person can beat an armored person. Literally impossible IRL. Why have gear in the game at all if half the lobby is naked
I dont understand what youre saying because ive never seen a naked rogue take out a full plated fighter unless they were just trash and could hit the rogue once in the time rogue hit him 10 times. if that would even kill him.
Personally I think that the Hydra and light orb from wizard are kind of niche to where if hydra detects it, its from luck since I don't believe a warlock is going to just drop a hydra in any room he is about to walk into, and as for wizard I think that light orb has such a small range but is good for a Rogue check. Although I think ranger is a good counter I don't think it should be rock paper scissors if I get to live or not. Personally I believe that the class itself should be tweaked to have power brought away from the hide to make it to where the class can be powerful in a different aspect, in my personal oppinion I think that pickpocket should be a basething that a Rogue can do and put more emphasis to playing around people and stealing from what others have done, in a form that isn't just killing before you can react
all classes
Half of the other classes just wear cloth armor so it doesn’t make much difference if you think about IRL.
I believe that the rogue should be changed but I do think the rock paper scissors should be a thing and that it takes a lot of skill to counter what you’re weak against which I believe they’ve done a good job of. Can’t be perfect either because it’s early access. Honestly everything they do now is just for data and knowing what they want the real game to be.
Also almost all smart warlocks set hydra in room that’s been cleared.
that still adds to rock paper scissors what does the other 5 classes have to do as a counter, and a rogue is also not limited to just sitting in a cleared room if they are just in a random hallway with no enemies or by a portal/stationary exit or really anywhere that is not a empty room since hide drops agro
And to as rock paper scissors there should be inherit weakness and benefits to picking a class and to what it's up against, but the weakness shouldn't be I am just killed for not being able to see him in a random spot the counter play should be a fast reaction to where by the time i can understand what's happening I'm not 2 and a half stabs from a dagger and 1hp or dead as for any other class the matchups are in favor of one or the other which is good but there is in a sense counterplay beyond just walking in and seeing if i lost the rogue lottery. I believe that adding a small window to know a rogue is out of a stealth, short enough window to where rogue still has an advantage though, would fix a lot of the issues people are having with the class
I can agree that it’s hard but it’s the same as a barbarian sitting in a dark spot or using an invis pot. There is not difference in the landmine. I don’t like landmine and I think it’s stupid but right now all of the rogues skills revolve around it. If you make barb a better landmine class then that’s what these landmine will change to. That’s just making the weakest class in the game even weaker.
who thought it was a good idea to change centipede poison to stacking and not say it in patch notes wtf XD
I believe that the fix could extend to all forms of invis, however for rogues its directly built into thier class and as such it has no direct drawback for use besides taking a skill slot, whist with a potion you atleast have a noise to when it is activated and you are unable to move (I know that it's a rogue's perk to do it but the option is still there
Make warlock spell damgage STOP when they are dead. Wiz spells disappear... the burn dmg too right?
burn and rogue poison doesnt disappear, why would lock curse lol that makes no sense
Poison isn't magic. Fire dmg disappears when the wiz dies right? Why shouldn't warlock?
once again fire burn does not disappear on death
Fire dot doesnt disappear after death
Poison is magic. It actually says that poison is felt as magic damage.
I take back my suggestion
any current insentives for gaining AP other than fighting players with higher gear and end of season rewards? i feel its better to do a few naked runs to stay low AP in order to get lots o loot from non geared enemys
I mean, what is the loot for? gaining AP? fighting stronger enemies? If none of that, then yeah, maybe remain low
good point
https://darkanddarker.featureupvote.com/suggestions/522858/dungeoneering-mechanics-cartography
https://darkanddarker.featureupvote.com/suggestions/522875/dungeoneering-mechanics-herbalism-alchemy
https://darkanddarker.featureupvote.com/suggestions/522889/dungeoneering-mechanics-bestiary
Added 3 new suggestions.
General theme is Dungeoneering and things to do in the dungeon that essentially distract your attention but open up future interactions, sales and loot potential
I feel like the game's balance of damage and health should be altered in a more meaningful way, something along the lines of...
{Health Changes}
Health now has a base amount of 150.
Health now increases by 3 for every point of Strength.
Health now increases by 5 for every point of Vigor.
{Armor Rating Changes}
Armor Rating now goes up to a maximum of 200 AR Points.
Armor Rating now scales less, granting a maximum of 50% PDR at 200 Points.
Armor Rating can no longer go into the negatives.
These same effects also apply to Magic Resistance.
{Weapons}
Weapon damage is now scaled down by 20% for every weapon in the game.
Weapon attack speed is now increased by 12% for every weapon in the game, except projectiles.
Weapon attack duration is now reduced by speeding up all the active swing animations by 50%.
Remove percentage based stat improvements
add some cleanse potions please
trap placement should be infinitely more louder, that is absolute BS, you cant even hear it if youre a node close to it
Fighters should not have the ability to use crossbows
cleric spells buggy asf need to be more consistent
hey if you play fighter or ranger can you please take a break from the game so the rest of the playerbase can maybe get a chance to enjoy it thatd be awesome thanks
Now that we only have two maps let us pick s/d/t for either. Only 6 queues, and we aren't forced to play the map we don't like.
what about barbs?
barbs biggest weakness is the fact that other characters have legs
i have 108% movespeed on my barb
yeah and a fighter will keep up with you in full plate. ranger will kite for a million years
a fighter will not keep up with me in full plate
then i guess were not coming across the same fighters bc i just got killed 20 minutes ago and running bare handed and he caught up and killed me anyway. not to mention they also get crossbows so they dont even need to chase
please fix the goblin caves circles, I dont understand why I have to traverse almost the entire map running through entire modules just to get into zone, its utterly ridiculous that a player has to spend the entire game just chasing a circle and most likely dying to scores of PVE as a result
me too. i hate goblin caves nvm no emoji
Not to mention that asscheeks servers that are hosting the GC instances are so laggy that much of the player base now just waits 30 minutes for GC be over
Add a new system to rank that only allows you to bring the rarity of gear to your respective rank
So Wanderer for example only green and below gear and Pathfinder blue and below and so on
any1 else having the latency too high for ur normal server issue rn?
Nerf Warlock and Barbs already you bozos.
@fresh narwhal Dumbest thing I've ever heard
i like that idea tbh
I think it would make the game WAY better
What makes it dumb?
ROGUES AMBUSH IS BUGGED. "50% DAMAGE BONUS FOR 3 SECONDS" BUT ITS ONLY APPLIED TO THE FIRST HIT AFTER HIDE
That’s how’s it’s always been bud.
I'm pretty sure queues aren't segregated by rank so that would lead to higher ranks having an innate gear advantage
@frigid current 99% sure that isn't a bug, its just a misleading tooltip
WELL ITS OBVIOUSLY AN ISSUE IF ITS NOT DOING WHAT IT SAYS IT DOES "BUD"
It’s them not specifying correctly of what it should do. Also you need a chill pill bud.
true, the tooltip should be updated, back in the day a lot of tooltips were mislabelled
YOU DONT SAY
idk if you've noticed but you seem to have caps lock on :)
in any case, another tooltip on Rogue that could use better text is Hand Crossbow Mastery
the +2 weapon damage only applies to the crossbow itself while the language of the tooltip makes it seem like it should apply to your main hand weapon as well
oh, and Jokester's tooltip makes no mention of a range to its buff. it should probably read "Give all nearby party members +2 all Attributes"
found another one, Hide Mastery states it extends Hide's duration by 40 seconds when in reality it extends it to 40 seconds
not seeing any other obvious ones on Rogue, but yeah, game is still full of not quite right tooltips
a bit annoying but not the end of the world
I think we can all say. Fix these horrid studder lag on every game lobby. Its getting to be like Escape from Tarkov.
Watching people teleport left and right like Nightcrawler from X-Men and shooting bows and you see them only a split second.
me and my friend just issntna died to mobs on goblin caves and i mean i didnt even load in
i just extracted and my stuff was as if i never left
i tried to reconnect and the result is it says im still in a match and it wont reconnect, i had a SHIT TON of stuff too
Provide a way to transfer your chaf purchase to iron mace client because chaf keeps dc'ing you mid game...
they cant do it unfortunately, chaf games is the issue. i had this issue from day 1 of release and i had to buy the ironmace version
❤️ thank you i triple that ever since the last update. the game will suddenly freeze and you have to be super fast to close the game and hope it gets you back in time before you get wrecked by mobs,players,storm, ext. i lost a golden dagger and a prime set and rank. due to this problem. but the most frustrating thing is my and MULTIPLE players have tagged and made notes of this issue and it has continued to happen. but worst there hast even been a pin or a post or anything remotely close to an acknowledgement of the issue so we are not even sure management knows about the issue OR is working on it. because there has been no information on if there is something being done to it.
you have to have the worst takes I have ever seen lmao
Taking crypts out is worst decision you ever made
+1 Would really like the devs to come to this realization soon! Ruins is not a fun map to be forced to play on all the time!
Stop @ every, 4.35 ms
an update to voice chat option, a way to choose what mic you are using, i cant use in game voice chat cause it uses my computers default mic which is a program that controls my mic and not my mic directly. cant talk to friends in game unless its through discord right now cause they cant hear me in the in game voice chat.
Add battlepass
https://darkanddarker.featureupvote.com/suggestions/522858/dungeoneering-mechanics-cartography
https://darkanddarker.featureupvote.com/suggestions/522875/dungeoneering-mechanics-herbalism-alchemy
https://darkanddarker.featureupvote.com/suggestions/522889/dungeoneering-mechanics-bestiary
Added 3 suggestions yesterday. Just posting them up once more.
General theme is Dungeoneering and things to do in the dungeon that essentially distract your attention but open up future interactions, sales and loot potential.
The goal is to make the dungeon more interactive with what are essentially self-made side-quests with loot anc crafting benefits
BAN ALL TEAMERS PLEASE SOLO IS UNPLAYABLE
US west servers are being played and filled by non-US players again GJ ironmace you failed again ❤️
why cant we shift click items on gathering hall ?
give wizard the lightning skelly shield thing as a buff, thats a worse ice shield with a small dmg reflect instead of armor rating
and damages on blocks of course
#📢announcements message these are Nakita tactics im ashamed
Please remove spiders temporarily while the servers are having issues 😭 the amount of times I get juggled and bounced around is getting ridiculous 😦
dont try to jump over them, strafe diagonally back to the right, and walk in circles around them
how about we jsut fix the servers????? they are stilll terrible! especially new GC map. and if the servers can't handle new gc m,ap adjust that ❤️
Please fix spawns on Ruins. It's silly that you spawn cemetery or anywhere near it and can get rushed by 3 different people that have spawns right next to you. Constantly losing kits because of that...
if you cant handle spawning at the best spot in the map, run away from that spot
If they are literally coming at me from all directions with nowhere to run for safety, then yes, its a stupid spawn. Its a great spawn for melee classes, especially rogue that can jump into a damn tree, not for ranged classes that get hard pushed with nowhere to run to.
new gc map literally unplayable with the amount of stutter/rubberbanding. idk i thought we had a 2hour maintnence to fix it but it's worse now????
where can i check all the unicues?
https://darkanddarker.featureupvote.com/suggestions/523280/spell-adjustments
Some changes to fix the issues with Lightning Strike not hitting since the patch and soloing
Give kills more ap through a multiplier rather than straight AP. For instance you get 1 kill .05 multiplier on your ap gained through loot. 2 kills .15 3 kills .30 etc could also add more to the multiplier based on player rank. So if you get 3 kills and 200AP worth of loot you'd get an extra 60 AP. This encourages pvp but also keeps with the theme of looting and dungeon crawling I'm sure a balance can be found. Also give less ap on portal opening.
I appreciate your tempered approach
nothing too extreme, mostly focused on quality of life, but while still addressing the balance implications from those changes 👍
that's actually not a bad way of going about it
and yeah, its a little silly that you can run around and open 9 reds before leaving out a blue and you get a bunch of AP for opening those reds
Is it just me or does anyone think we should have a gem bag that we could bring in to bring out gems in greater quanities.
Might not be a good ideia as it might contradict the ideia of the game. Let me ask you, what is dark and darker? A survival dungeon looter right? We, the adventurers are tasked with what? Retrieve good loot right?
See, it isnt really about killing other humans. Only if necessary or in our agenda. Actively promoting it makes DaD feel more like a war game with multiple aggressive human factions that fight each other and everyone for loot and bloodshed.
That's my take. But I do think the more you go below the more tge survival aspect should count. Not necessary getting more AP from kills but rather the other elements counting more.
Also, it is realistic from a psychological point of view tgat everyone is friendly and nice on tue first floor. Loot is plenty and easy. Try that on crypts or hell...
In my opinion like you said it's a survival dungeon looter, you can't trust people everyone is trying to survive and escape with loot. They should want anything you can give them through killing them everyone here is trying to make it rich and become renowned through any means necessary, if they are exploring dangerous dungeons who says they wouldn't want to kill others if that means making it rich and getting more renown (AP). Actively promoting it makes the game feel more dangerous rather than a loot farming simulator, you have to be wary of everything especially people.
I feel the way I implement it makes pvp secondary to the aspect of loot gain, rather than a total non-objective.
ruins blue portals are too rare, specially at end, there are simply none
i dont always want to go red
Not necessarily. At the end it is better to survive and live to tell the tale than die trying. Not saying that killing/attacking isn't an option. But being a murderhobo (doing anything to get rich tends to escalate to more than you can handle) and distrusting everyone will lead you to a quick problem/confrontation. Like, sometimes to survive you can do pacts with others. If both players go their separate way no one dies. And there is also how much you can bring with you, which to a point, killing is redundant. You can trust people, to a degree. How can you tell? Body language and distancing. Also, small acts of friendship for example, help them with monsters or give passage. The factor I believe IM should consider it isn't player killing but surviving, because you are bringing home. Also, more dangerous than an bloodthirsty enemy is one you didn't knew you had 😉 .
fix the crashing issue
Tell that to every pirate or highwayman that's existed, some people would rather risk it all than live in squalor. These adventurers are essentially grave robbers they arent supposed to be Robinhoods merry men. But that's all semantics and storytelling tbh, because the heart of this game lies in the pvp imo, without it the game would of never gotten popular it would just be a bad skyrim dungeon clone. Right now pvp should be incentivized because it brings more life to the game. Again the game is leaned too much toward loot farming simulator ATM and needs pvp to be incentivized more.
People are loot piñatas, I think pvp is already pretty incentivized
You aren't playing solo ruins than.
I play solos and duos, pvp a good bit
A majority of my games in ruins are people playing friendly and choosing to just loot for better for AP, it's not worth it. So clearly it's not incentivized enough.
High rank solos are pretty friendly. Exemplar rank and above.
Reasons are as follows:
- You don't get as much AP for looting gear or killing players, people hoping to rank up are incentivized to loot, not fight.
- Ruins is the primary map that people play on, it's incredibly easy to third party on this map. Why risk a fight?
- Dungeon runs are 3-layered now, and thus incredibly long. There's not a lot of incentive to fill your inventory before the first level.
Once I hit wanderer, I see a lot of fighting compared to the lower ranks. I think the player interaction is the true beating heart of this game. I enjoy the pvp greatly, I also enjoy bullshitting with other players. I like how it feels like a mix of that. I think it’s good
What rank are you now?
Wanderer one, I’m a cas, not much of a tryhard
Wanderer is still a low rank. It's only when you get to the higher ranks you will see everybody friendly. (Think Voyager and above)
Risk is too great at those levels id assume, the buy in costs are super high
I listed the reasons why it is. Everything is designed for you to lose rank if you fight someone in a straight and fair 1v1.
This it's not a big deal at lower ranks but you'll see why as you get higher. Also looting players gear makes you lose ap since treasue and portal opening is how you rank up.
Yeah that's what I said, voyager and above people become incredibly friendly because there's little incentive to fight and every incentive not to.
I have put a suggestion about cheesing monsters in Dark and Darker. Leave a vote if you like!
https://darkanddarker.featureupvote.com/suggestions/520191/ai-reaction-to-cheesing
you know that is more complex than a generalization. But if you really wanna go that way of generalizing play Kingdom Come Deliverance, the quest about finding the bandits. Sure what the game is is your opinion but not the whole thing. The game is PVP but also much more than that. Let's just agree on it. Also, if you want to compare DaD to a single player RPG dont use Skyrim. Skyrim is pretty mehh in melee combat. Dark Messiah of Arx Liberatis would be more of your vibe.
how exactly would you propose this would work in game?
would it just a really weak crossbow with a super short reload?
as neat of a weapon as it is I feel like it would end up too similar to the survival bow in practice
the survival bow isnt bad tho and rangers have a crossbow perk so i think it would see a bit of use
I didn't say the survival bow was bad
I just mean we already have a rapid fire ranged weapon, so a repeating crossbow would either land in the middle of the survival bow and recurve bow, or would be an even more extreme survival bow
that is unless it's fills some other niche like the hand crossbow but I struggle to see what that niche could be
longer ranged poking would be the niche? since its a crossbow
also crossbows have a bigger slow effect on the player
make barbarian have a slower MS cap or remove the cap. barb shouldn't be tied for fastest and have the most health and dmg in the game it makes no sense
yesn't
generally the on hit slow of a weapon correlates with the weapon's damage
a harder hitting weapon slows more and for longer since harder hitting weapons tend to have slower attack rates
yes the crossbow slows more than the longbow but that is because it only shoots once every ~3 seconds
if the repeating crossbow were to shoot comparable to the bows than its on hit slow would also be around the same
makes sence, but i honestly dont even think the weapon would need more then to be another survival bow, just low MS reduction and high ammo count crossy
hard to say, ranged weapons are kinda in an iffy spot atm so its tough to add new ideas to that hat atm
i've been able to successfully bug out the HR troll multiple times. I reset it a specifc way and it becomes unkillable and won't aggro anymore. most likely an unintended bug? hopefully ironmace is aware
If you've figured out a way to trigger the bug on purpose it would be wise to submit a bug report with as much detail as you can give
even if they are aware that it is possible any information on what causes it can help them fix whatever the root of the issue
Yes it PvPPvE I was just trying to say you need both they are both equally important to make the game DnD. Right now the game feels more leaned on PvE because the PvP isn't as well incentivized little reward too much risk.
i think that has more to do with barb press W to win, no? I mean, some classes have amazingly strong kits but others, for the efford they need to put, dont exactly compare (wizard cof cof)
No it has to do in higher ranks people wanting to farm AP for demigod/leaderboards, you lose loads of ap if you die and so PvP is hurting with everyone teaming just to farm loot because they are scared to lose their precious AP and rank. Particularly in solos.
right that makes sense
but if you go around making pvp the best AP well good bye solo bards as there is no point. My class doesnt stand a chance in normals 1v1
that's a whole other can of worms they need to make changes to balance between solo,duo, trio lobbies imo
an increase to the gold coin purse bag, or a way to buy a bigger bag if we get more reputation, cause right now gold coin purse bags eat up a lot of stash space.
---50 coins a bag doesnt seem bad at first but after a while it really does add up, 100 or 200 coins per bag would help a lot in quality of life
a lower cost to stash space at the start, 3,000 is a huge investment for just the first stash tab upgrade, then 10,000 for the second one.
---1,000 for the first and maybe 5,000 for the second would be a lot better, not looking forward to having a stash space full of nothing but coin bags
add a way to view the whole map
barbs need a nerf. I just 5th hitted a barb already damaged by a mob and he still killed me. purple wep but no body plus only low armour gear like leather caps.
agree on this one, but would also like to have a way to unviel the map as i enter new rooms, and be blind in knowing where to go so i can learn the maps better
Ironmace please forbid to create twinks because player with high rank in hr creates a new character of same class and goes in low rank to humiliate low skill players. It is sick
reduce level for trading? now that theres no minimum entry for HR, i think making trading level 5 would be enough, it takes a new player a good 5-10 games to reach it, and a new character only about 2-3, which i think would make it a bit less tedious for newer players with no experience and only stuck with the gear they find
iirc they increased the minimum level for trading to cut back the amount of trade bots
but yeah, ultimately that's just a bandaid fix and realistically the level requirement should probably be lowered at some point
Y'know what, I'm about to cook something that will make everyone (except Rogues) happier.
{Ambush}
After exiting Hide, gain a 15% action speed bonus for the next 4 seconds.
{Double Jump}
Unlocks the ability to jump mid-air, but suffer a -15% physical damage bonus penalty.
{Jokester}
The Rogue lightens the mood, granting allies within 6.5 meters a +2 All Attributes bonus.
This bonus does not apply to The Rogue.
{Hide}
Become invisible for 20 seconds. While hidden, the following effects apply:
-You suffer a -20% physical damage reduction penalty
-You can change your equipment in this statePerforming an action, such as attacking, interacting, using a skill or moving, will deactivate Hide. Pulling out a light source will also deactivate Hide
{Rogue's Gear}
The Rogue can no longer use the following gear in order to reduce the amount of damage output the class can still deal:
-Shadow Hood
-Padded Tunic
-Heavy Boots
bruh
just remove rogue ability to walk
Add new content
Ah jeez, they're still here
Rangers damage is a joke now in normal lobby. Clerics/Fighters/Barbarians can easly survive 6 arrows while rangers dies in 1 maximum 2 hits from any sword
Arm stamina for shield blocking or make the shield heavier to use so that blocking affects walking speed a great deal. even with barbarian impact power "Crush" you still get the shield back up to block the next hit.
Here’s an Idea, stop nerfing classes and fix the underpowered ones. Nerfing everything just makes the game less fun
But i really think the shield block is too over powered to be in the game as is, even for clerics, not talking about just fighters.
@keen onyx When will fix be implemented for cave troll gets bugged when you go in vis and stays in middle of room takes no dmg etc And same thing for war lord when you use warlocks invis
When i queue with my friends, they get inside the dung and i dont, this is my 12th time like this, how do i fix it please tell me
magic missile needs a dmg nerf. Just got popped by a green mage with it. so fun
honestly it needs a buff to make early pve more bearable, if you died to MM you messed up 100%
remove little spiders or fix it we cant move
nah need a buff try it on barb nothing happens
all teaming outside duos and trios should be bannable, fuck organic teaming, its no better than pre-planning when you've got groups of 3+ runninng around in fucking norms
its funny when you manage to scare 4 people into running away single handedly by all inning them
Add dandori battles
Please for the love of god stop forcing me to play goblin caves
Thoughts on a system where you choose a boss to summon, instead of rng. So when you get to the boss there’s a alter you have to decide which boss to fight and it costs a set amount of AP for hr and they could even make the more difficult bosses cost less to encourage attempting them, and if you beat the boss you get your AP back. Obviously though in norms it would just be free to fight them, for the ability to practice them and questing.
exactly
I really hope you unchecked the @ on that reply because they said that almost a week ago lol
Ruins should be 5X5, Crypts 4x4, and Inferno 3x3. Take out swarm, and keep the timer the same on all maps.
AP should be based on mob clearing, and interaction primarily.
I like the idea of summoning the specific boss you want, though I'm not sure I agree with using AP
There is also the matter of the room being empty before the boss is summoned, making moving through hell a whole lot more safe
perhaps the boss alter could be located on the Crypts, selecting the boss before heading down to fight them (with it being on a random one by default)
See I picked AP cause what else would you sacrifice to boss other than gold or a item which would further limit who can actually do the bosses. Also for the picking a head of time on crypts is a interesting choice it could create a point of interest for players
If we kept it random normally and just added a way to choose at the cost of some kind of token or existing item, while it would be a limited system, would still grant the option to control the RNG and stimulate the economy
For example, the Rusty Broken Sword could be used to change the boss to the Warlord. The Rusty Broken Sword only being used for the quest and crafting the Falchion of Honor. Unless you can use a Flachion, you don't really care about the Rusty Broken Sword after you've done the quest
Interesting idea, but I feel it would boost the cost of the items to high, think of the golden key or how the amount of players who actually boss is already so small it would be limiting even more to just the people who are like full timing the game like jay.
this wouldn't affect people who don't interact with the new system
its random now and if no one puts in an offering it would still be random
the only way this could negatively impact people who want to boss but don't have the funds or luck to get the items is if they want a specific boss but other people put up an offering that isn't for the boss the first group wants
actually sounds like a pretty good idea considering quest tell you to kill 15 lichs when half the time is gk
Bad news for you if you don’t know you also have to kill another lich for the 4th stash and also 10 ghost kings for tailor
Yea it’s back to luck and how bossing is the only way to get insane items so it would end up limiting people more and with the quests already being a issue it would only make it harder, plus you would be switching the rng for a map spawn for a item spawn so it’s just one for the other, and I feel it’s even worse odds at that point, or you will be spending a lot of gold to buy the item
you’re joking i’m on like 13 lichs and i can’t progress the other dude because of mob drop rng i still think some form of summoning would be cool maybe there’s a random summon or a way to tribute an item for a specific boss
idk what the numbers actually are but lets say for this hypothetical we ignore Warlord and just say it's a 50/50 chance of either Ghost King or Lich
so you have a 50% chance to get Lich
but also, at any point, even when you are not going for the boss, you have a chance to get an item you can use to force the boss to be Lich
and you can save that item or sell it
even if the items cost like 1000 gold to buy from someone else, you can make that money in like 2-4 runs if you really focus on getting high value items
all this suggestion does is add additional ways to get to your end goal, the only way it limits what ways already exists is if someone else is also trying to do a specific boss
well the limit factor you’re talking about would just be first in first served which i think is pretty fair for bosses
Teaming in Solo HR is rampant ive lost 360 ap for 3v1 and 2v1's
Yea I’m dead serious it sucks, and the rng is no fun but workable with items but the boss sucks cause to get there you have to wipe lobbies then also get luck with boss and that’s like 30minutes… but I wish you luck I just have 4 ghost kings left
fix spider hit boxes
I have put a suggestion about cheesing monsters in Dark and Darker. Leave a vote if you like!
https://darkanddarker.featureupvote.com/suggestions/520191/ai-reaction-to-cheesing
Does anyone else think that the cyclops rock fall phase is messed up? At least on high roller it seems to be really difficult to power through
yeah, lots of people have complained about the rng nature of the phase
while most attacks in the game are easily dodged once you learn them, the falling rocks seem really out of place in this game
I seriously hope they fix this, this has been the most difficult part so far. I’ve managed to kill hr troll easily but the rock fall for cyclops gets me every time
its hard to say how exactly they'd fix it
if they made it a set pattern than it would probably become a little too predictable
sure combat with mobs, including bosses, is rather formulaic, but you still need to react to what move they are doing
the rocks being their own phase with nothing else really happening for a while would make a set pattern rather meh
so hard to find someone to play with. gathering hall should be more useful and need to make people willing to use it.i dont really want to use discord lfg channel while we have gathering hall
what if they made his tantrum constant shockwaves where you just had to jump over them similar to the ghost king jump but less damage and like 5 in a row
that could work but I do like the idea of rocks falling
its a very classic hazard, though its probably better used elsewhere in the game
I like the idea of rotating game modes but only 30 mins to play goblin caves then stuck on ruins for a hour is rough especially when you're limited on time trying to do challenges that require you to be in the caves dunno bout you but I don't like going into trio caves as a solo.
not sure what a fix would be other than giving us more time with the caves or If there gonna keep it like that maybe give us a way to access the caves from ruins too then.
Ranking: split the colored ring around you class icon in half. One is kills/kda(pvp orientated) the other loot/survival rate. Add different rewards(skins) for both since that's what the people want. They often note prolific killers and looters separately with some prelobby inscriptions anyways
double jump and u take 0 dmg
Remove hydra until you fix the stuttering that's been going on for months. Can't walk within 10 feet of it without being perma-stunned
Nerf Barbs you shit balancers.
I’ve taken out the troll probably well over 70 times. I got 13 trolls pelts, but the rock is really not that hard to dodge. Just jump lol. You can literally get double jump to make it easier but half a second after the hammer hit the ground (not the rocks hitting the ground) is when you jump. You’ll miss it every time, It was hard at first just like any boss fight. Learn the mechanics, stop complaining about them.
You need to mass damage him while he’s down. It shouldn’t take more than 4-6 rolls falls to get him out of his phase
Guessing this is after they adjusted the droprate because troll pelt you used to run 100 times and lucky if you found one troll pelt.
I'll keep trying, most of the time what happens is I take damage either way, or air strafe into a boulder and die
When he goes into the phase, go to where his back is turned to you. Start stabbing him there and he should shift to the left and you will be stabbing at his head. This is the sweet spot. Also buy WHITE daggers, don’t go in there naked. Also have the poison build on you will do nearly double the damage if you are constantly stabbing him. Keep trying, you’ll get the mechanic down eventually and then you’ll laugh how easy it really is
hmmmmmmmmm I will try to go to his back and jump instead ty
SERIOUSLY FnCK you dussy @$5 rogues! Go play a sitting simulator!
ban all teaming
Barbs gwetting -50 base ms at this point
Gonna be real, shields should all have sourspots when blocking. You shouldn't be able to cause a clank (wall hit) on anyone with a shield at any point. What should be happening is that the edges just have half the impact resistance of the center.
that does happen. have you not used a shield? if you hit the edges it recoils the shield opening for an attack, sometimes still hitting through the block for decreased damage
Report pre-meditated teaming to @stiff edge please!
They need to add the ability to push mobs.
This game is cursed
To have bad game design written all over it? Pretty much.
so much teaming its not even fun sometimes im not even really trying to push fights but still ill get runned down, there needs to be a strict pve map or some system to get the casuals out of the way, or more portals to allow easier escape when the lobby is in plushie mode. perhaps a scroll you can summon a portal?
ALL teaming boonbox
theres no premeditated tho, its only organic and solos has gone to shit
Make kills count like 50+ ap so teaming will be solved
remove invis ? 🙂 i think its a boring mechanic afk rogues just not playing the game also i think that you should get more ap from getting kills since its a high risk high reward type beat
^^^^^^
do you think auto fill teams could fix this
just remove voip
ew no remove a shitload of the games content?
in SOLOS
reduce loot ap and increase kill ap is the BEST solution to the issue, and maybe even enhance the base loot at higher ranks to encourage people to go up the leaderboard
treasure ap is 1:1 with sell value, increasing kill ap wont do shit
still, no, i have so mana funny interactions with people that make this game enjoyable, even if theyre not teaming. removing voip even in solos would make it more boring
then half it? no one said it HAD to stay at that point
that would make getting treasure useless and cracked treasure not even being worth 1 ap
its just gonna increase teaming
then make gear the main source of AP. that way people would be encouraged to kill other people for their gear, or even make ground gear more appetizing to pick up
LUCK POTION
?
that wouldnt work because handeled and looted
also its not treasure, its PORTALS giving a shit ton of ap
once again, they dont have to play by that rulebook all the time. they can disable loot AP by disabling AP from teammates gear, but enabling Handled gear on other players
thats basically imposible to do, and would increase farmers because they can js drop gear to another person and have them drop it to the player
there is so many ways to get across that barrier its crazy
never said they had to make it an insane amount either, they could simply make it the same value as getting loot now. therefore while yes it could happen, its not gonna be more broken than base is now, also if they make it so that gear and kills is more valuable in AP, then getting out of the dungeon in that case would be even harder for those people trying to que in same lobbies anyways * since more people will be after them to kill them
that would make looting gear basically same as treasure which means ppl will team and get gear instead of treasure?
simply make it exponential, make everything up to blue meh, and purple up give alot of ap, so just farming gear is not super valuable
purple gear is incredibly easy to find
true, but not super common either as much as a full inv of blue sellables is right now
once again making kills the main source of AP would make teaming and naked farming alot less effective
seeing a naked would make you wanna kill them MORE, while right now you simply dont really care about them
a full inv of purple gear is EASIER, and theres no nakeds in anything above path
then it goes full circle. kills should be peak AP. easiest solution for all 3 game modes. literally almost no downside
removing voip fixes everything, and that downside is ruining the game for newer players by being spawnrushed every match
removing voip makes the game less fun and interesting
they have non HR, if anything non HR should increase up to allowing blues again. that way they can actually use gear, and have fun with it. maybe even a green cap to use copper gear making it BIS, which isnt even way too insane
that would break the economy
how?
making bis blues incredibly overpriced. it happened before
then cap it at green, in hr almost no one wants greens, but you get alot of unusable greens in non HR. i do agree tho seeing overpriced blues would be ass
literally same thing
no its not? once again people in HR use blues alot as good easy to get fillers. but no one really wants greens, so it wouldnt affect high roller almost at all, while allowing people in non HR to use their items and if greens do get pricy, well they have their version of golden items
a 5 phys power green advent tunic is gonna be going for hundreds 💀 blues and purples will be less than greens
except for not alot of players actually want to play non HR. sure there will be some people trying to pub stomp, but it wont be as bad as people using full purple in non HR before the HR patch
did u see non hr before the norms patch
yeah, thats... exactly what im talking about
its gonna go back to hr being dead and that happening
once again, green cap. and HR has alot going for it now too. actual fun loot, rank system, actually difficult fights , which people play this game for. sure it may split the player base more, but itd make it more healthy for new players actually trying to have fun, because even now a new player going into HR due to non HR being so boring, and could encourage more to stay longer
once again its gonna break the fucking economy and hr will be dead
HOW? listen im listening to what your saying but just saying its gonna die with no reason aint telling me nothing
good greens will be 600-900g and the best way to make money will just be ratting norms and being in norms
greens went to 400-500 in price when blues were allowed, and blues were over 1k sometimes.
except for no ones gonna buy those greens for 600-900, because no ones gonna wanna invest into something like that. if your good at the game in non HR youll get a kit mid game and be able to stomp, so people will realize and the prices will drop. sure they may be a little more pricey than now, but not that insane as you think itll go
ALSO, thats when HR had NOTHING going for it, and a 150g price tag, which, it now does not have, as well as alot of other stuff
investing in a 3k-4k green kit will make u unstoppable in norms because everyone else has no attribute gear
its really not that hard to get a kit going in no hr, and sure theyll be better off, but your overestimating greens too, as well as the fact that people will EXTREMELY rarely want to spend that much on non HR, other than the people that have a shitload of gold due to them only playing non hr and having nothing to spend that gold on
a dude with full greens can easily be doing 25 more a hit
ANYYY!!! NEWSSS!!! ONN THEE FREEXING... ERROR.. that keeps on logging on off during games. with the chaff launcher? why is it so hard to communicate with devs over critical issues on the game? i dont see anything on bugs and i know multiple people have tagged and talked about this issue multiple times.
warlock needs a hydra nerf , why can a warlock heal off his own hydra ?? and it also can just see invis people?? OP
they should hard buff ap per kills and you could also make it increase the deeper you go like 50 in ruins 100 in crypt and 150 in hell for example (if they keep the current system) its a ladder i dont think ppl should be as rewarded for an afk killing skele playstyle like it would actually make the leaderboard a challenge ect and to balance the extra xp make the entry fee a little higher to make the just looting playstile still good but harder.
Also they can block doorways with hydra and phantom through smh.
If an npc has wearable gear it should be visible on it. Like a zombie with pants etc. also if goblins have bucklers you should be able to take their weapons
nuh uh keep the ap bad and make it so teaming is meta and killing is outlawed. But yeah maybe more ap in hell so it somewhat incentivizes some type of bloodbath fight for ap (or even increased xp as well for people doing casuals and arent max lvl)
lower ap for ruins, so if you extract in ruins you have to have an INSANE run to break even in exemplar or demigod. increase AP for crypts and inferno and increase AP gained from pvp there. in addition, allow AP for gear taken from players (things they were wearing) to incentivise PVP and looting. increase circle closing time for ruins and increase # of down portals. result: more people going down and creating pvp in crypts/inferno, and it's actually beneficial to them. if you found any issues lmk
https://darkanddarker.featureupvote.com/suggestions/522858/dungeoneering-mechanics-cartography
https://darkanddarker.featureupvote.com/suggestions/522875/dungeoneering-mechanics-herbalism-alchemy
https://darkanddarker.featureupvote.com/suggestions/522889/dungeoneering-mechanics-bestiary
Added 3 suggestions a few days ago. Jump bumping for visibility. Likely add more in the future for more dungeon mechanics
General theme is Dungeoneering and things to do in the dungeon that essentially distract your attention but open up future interactions, sales and loot potential.
The goal is to make the dungeon more interactive with what are essentially self-made side-quests with loot and crafting benefits
Hard to imagine that allowing three dudes to roam together on a solo server is the intention of the game.
bard needs a buff for soloing. It feels so wrong without charismatic performance. And that perk is broken. All the guides on solo bard highlight abusing song skipping. It completely contradicts the class. It feels that if you dont play a specific way solo and even team bard isnt viable. They need to remove charismatic peformance azap. Only then they can start balancing bard for solo and teams
the ranked system is so pointless i created a new character and got to wanderer 3 in 2 hours and my character was only lvl 18
pve system
fun to see the game turning into kill skeletons and group up simulator
why don't they just remove pvp at this point
i just want to see a good separated pvp and pve ranked systems
Bought game for pvp dropped the game because pvp is not rewarding
People are just runnning unless it's trio where everybody is a meta slave and plays meta comps which is boring
fix axe throwing everyone hits the target make harder to use any bow make harder to use throwables
true if landing spells takes skill make all range take skill, this is why any phys based ranged counters casters
Warnings if you're going into a raid without spells / any form of healing
I think it's more of a portal problem. Too many blues spread throughout the Ruins and Crypts at the moment, since (I think) the portal count stayed the same for both maps even though it's one full adventure now. Ruins should revert to the low portal count it used to have previously
Another dungeoneering mechanic suggestion:
https://darkanddarker.featureupvote.com/suggestions/523947/dungeoneering-mechanics-infernal-rituals
The idea of this one is essentially map mutators that also impact delving deeper into dungeons while having a related object for crafting and quest use, which in turn generates more potential loot.
The Infernal Rituals also create visible tension points on the map that can change each game. This mechanic may be limited to high roller or simply have weaker effects in low roller.
I can also see seals having both positive and negative impacts for the Delve Effect (ex. Bonus monster damage and bonus gold loot chance)
What is the cause behind abnormal disconnections. Why does it take so long to get back in? I've lost another set of gear and it's making the game unplayable.
You can jump over the hydra
any bod who will craft for me dm me
Doesn’t matter, unless u prove they were teaming before they joined game
It’s legal for the entire lobby to team as long as they only planned it in game, and not outside .
I have no idea how u can prove such a thing, but I wish u best of luck
Teaming feels like a region thing? I know it’s weird to say this, but I rarely find any teamers when I queue, I play on EU.
I have found less then 10 teamers since queuing since September
Same. EU has the language barriers, so most people just have mics off and go murderin'
I read so many comments about teaming, dam, that’s honestly really rough , sorry for that
I'm in favor of some sort of teaming penalties for solos, such as a gradually increasing debuff (-10% stats > -20% stats > -30% stats) when within a close proximity with another player for an unnatural amount of time without damaging them - encouraging them to split up after a minute or so. You can also debuff them with an AP deduction if they are close to another player for too long without dealing damage.
https://darkanddarker.featureupvote.com/suggestions/491649/give-warlock-kris-as-an-option-because-its-spooky Give warlock Kris. (and hatchet to Ranger I guess :3)
https://darkanddarker.featureupvote.com/suggestions/495264/ranger-equip-hatchet
Vote up if u wanna
Brov nobody wants hatchet
It for the theme more than the fact that hatchet sucks.
feel
wipes are tooooooo long you cant keep it
Wipes are fine. Content has become bad
Running plate on fighter is soo fucking worthless and always kinda has been but now it just feels completely useless. If you aren’t going slayer fighter your actually trolling
I think I know a better redistribution of all classes' attributes.
let people choose which map they want to go to again and add back crypts as a map as im tired of playing the worst map ever ruins
Or at least the ones that need it the most right now:
{Barbarian}
Strength: 20
Vigor: 30
Agility: 15
Dexterity: 10
Will: 8
Knowledge: 5
Resourcefulness: 17
*Less power, attack speed and buff duration to trade off for higher interaction speeds and health.
{Rogue}
Strength: 9
Vigor: 10
Agility: 20
Dexterity: 20
Will: 17
Knowledge: 5
Resourcefulness: 25
*Higher health and slightly higher damage at the cost of attack speed and move speed. Will heightened for magic interaction and buff duration.
{Ranger}
Strength: 5
Vigor: 8
Agility: 20
Dexterity: 25
Will: 10
Knowledge: 12
Resourcefulness: 25
*Glass cannon.
{Wizard}
Strength: 6
Vigor: 13
Agility: 13
Will: 20
Knowledge: 25
Resourcefulness: 11
*Better survivability through higher health.
{Warlock}
Strength: 18
Vigor: 20
Agility: 8
Dexterity: 11
Will: 20
Knowledge: 17
Resourcefulness: 12
*Trade off power and health for significantly slower speed and attack speed. Those attacks are gonna have some oomph to them at least.
With friends on your friend's list.... Can we please confirm delete or have it as an option somewhere else....It's right next to invite and sometimes when I try to invite someone quickly, I accidentally select delete friend and it does it instantly
No zone, no maps, no high roller( all in the same except for.a.little mmr system, more incentive to explore not just extract, better quest system (its just too grindy at the moment, like a merchant need a legging with 2 max health), no waiting lobby... Anything else? (For the perfect dnd experience)
Re-enable cross server without ping lock. 200 ping shouldn't block you from playing on that server.
Why the F Watch time is 300 second but can only watch for 30 sec and got kick out
it kinda should. and there was a big reason for ping lock. rmters were ruining many servers without it
rmters will exist regardless of server lock. Locking people away from playing together should not be a thing
an update to voice chat option, a way to choose what mic you are using, i cant use in game voice chat cause it uses my computers default mic which is a program that controls my mic and not my mic directly. cant talk to friends in game unless its through discord right now cause they cant hear me in the in game voice chat.
an increase to the gold coin purse bag, or a way to buy a bigger bag if we get more reputation, cause right now gold coin purse bags eat up a lot of stash space.
---50 coins a bag doesnt seem bad at first but after a while it really does add up, 100 or 200 coins per bag would help a lot in the quality of life
a lower cost to stash space at the start, 3,000 is a huge investment for just the first stash tab upgrade, then 10,000 for the second one.
---1,000 for the first and maybe 5,000 for the second would be a lot better, not looking forward to having a stash space full of nothing but coin bags (edited)
Jump
a choice to toggle between unveil the map as i enter new rooms and the normal way we have now, and be blind in knowing where to go so learning the map can be more impactful (fog of war mode being optional in settings)
a way to open map in full screen instead of just the corner alone
no it should. idk if you have seen the oceania servers and stuff without ping lock. every single game had many teamers and rmters all playing together and ruining servers. Many of them from a specific region.
Not having ping lock ruins servers
i play on oce and no
I suggest watching a few of spudhunters videos showcasing the issue lmao.
🤓 . I played the game. Its not a big issue.
must not play hr then. cause everything I have seen of it before ping lock has been horrible. like 6 mans all in discord vcs together in 9 man solo lobbies all teaming. almost every game
like I said watch a few videos about it. cause if it wasnt "a big issue" there would not be ping lock. think about that why dont ya
Crystal dagger
i only play hr
A unlock feature where you pay X gold to choose your starting gray weapon loadout that is native to your class. Fighers could start longsword, rogues could start gray rapier. ext. Make it enough money that its an investment and you dont have to rely on weapon vendors rng or take the time between games
How about each map you will have 30 minutes of goblin cave and 30 minutes of ruines. Instead of it being 2x back to back ruines and then when goblin caves finally happen you already on your way to the inferno and once you finish you again will have ruins only.
Change wizard spells and skills some are pointless in the current game and no one uses you gotta make them usable again and add more arcane spells 1 just makes the arcane perk useless
Warlock needs a nerf. Phantomize makes you immune to Phys and current will give you too much MDR(which warlocks stack). Also warlock has a perk with MDR so it's a class that can withstand both Phys and Magi damage for quite a long time. AND HE EVEN CAN HEAL HIMSELF DURING THAT. thats not cool game design. Make phantomize last less(or cool down more) and change the will curve
Phantomize literally only lasts for like 6 seconds the skill by itself is worthless unless you have built into high move speed or are in a room where you need to run through mobs. The skill is literally built so a warlock who most of the time will get two shot by almost any class stands a chance.
Zweihander needs more movementspeed penalty... barbs just insane broken with this... come on
Let us rotate items in our bag
you do realize during Phantomize you get -50% MDR right?
well geared warlock has 70% MDR man. this -50% makes him just a normal character with mediocre MDR. But this monster can also heal like 12hp per second
To address the obvious problem with AP and PVP. Make killing someone in raid worth it. Instead of giving 5 AP for a player kill have 1 player kill cover the entrance fee by 100% or even 50% at all ranks. Just the first kill so it doesn't promote full on lobby wipes. Subsequent player kills should just give little to no AP.
I shouldn't go in a dungeon clear my room, kill a player, loot their gear, leave the dungeon and lose AP. That was a full adventure and the intention of the game by design.
barbs need to be SLOWER. genuinely would fix a bunch of the problems people have with barbarians if rogeus couldn't get chased down by a raging barbarian like a gazelle being chased by a lion.
obviously no class should be able to facetank a fully geared barb but they should be able to run away and kite
Instead of nerfing barb, should just bring everyone else up a little bit. Barb legit feels useless in this super ranged meta. This patch he didnt even get a buff, its just easier to hit max movespeed. (which everyone can do, making barb not any better at all). Yeah he is super strong and has 20 more base hp than fighter, but his weapons slow him down a ton, he has one ranged option which isnt exactly free. you can buy 2 stacks of grey fran axes every 30 minutes. If you land them, you cant pick them back up. One person takes atleast 2-3 stacks to kill. Just increase everyone elses base movespeed and i think thatll solve the issue. This game is all about movespeed, if it wasnt barb, itd be fighter or rogue messing yall up
Small change that should happen I think you guys messed up the rubysilver cap a wizard should be able to wear it goes with the rest of the rubysilver line up that the wizard can wear cuz it's funny we go from a cobalt hat that's clearly a wizard hat with armor pen strange buff choice to a rubysilver hood seems more fit for a ranger with 5 strength strange wizard can use it I think the leathersmith and tailor need some adjustments it's bizarre and weird right now
Can we please get a toggle crouch setting i have such a messed up pinkie finger its not even funny
Yes, please, I’d love this 🙏
Please fix the lag on goblin caves, it is unplayable.
They need to put something in the game that detects invisibility. That's the reason rouges are soo annoying to deal with. Just go invisible and you can just get up close and stab whoever in the head. But then you'd have rouge mains bitching and moaning about how they cant use their main strategy; despite being one of the fastest classes in the game they only play the class because they can use invisiblity soo offensively with no counter play to stop it. If there was something you can use to detect any invisibility in the area then I guarantee you would see rouges changing their strategy for the first time in their lives. Heck, they'd probably not run invisibility soo much and take other perks and abilitys.
There is
Is it a consumable or a throwable that anyone can use? Or is it just a perk on one class?
Off the top of my head, warlock hydra can, and I’m pretty sure there are a few other ways to
Bard damage AoE is good for it too
So there are counters, an overall counter would be too dumb though. Some classes counter others better, that’s just how it is, and how it should be
They need to nerf all ranger weapons and classes because that’s the real issue here and then after doing that fix how fast the barb is. This game is turning into a shooter game.
Dude there are ways to counter play. First off it’s called skill and listening. If you don’t have that then you have ranger who can see footsteps or the hydra on warlock or the light orb on wizard.
I personally don’t think rangers aren’t that big a deal, if anything the problem is engaging someone is too free as a ranger. It starts you with so many arrows you aren’t worried about conserving them really, so it is hard to punish over aggressive rangers
Also doesn’t sound like you’ve ever played rouge. I’ve been a rogue main since the begining and I try everything to do a non invis build and it is close to impossible and be successful.
Ok I can see that but let’s be honest here the fighter can pull out a cross bow and take half you life in a split second and then sprint and you can’t do anything.
Bro im a solo fighter main, nobody wants to be that paranoid. I never said that it should show their precise location. If they get detected they can easily get away and open doors fast. Not to mention ive been pelted by 20 throwing knifes from rouges before with poison and rupture. They have double jump, hand crossbow and a bunch of other things they can do. So there are other ways of playing rouge you just want your cheapest strategy to stay safe because you cant play anything else properly.
And you have sprint and one shot capabilities as well as a crossbow. If you are losing to them hitting you 20 times and you not able to land two shots then it’s a skill issue.
How can I hit them if i cant see them. I just want a warning for invisible rouges not too much to ask for
Also I’ve played fighter and barb to slap kids left and right because it’s easy. I like playing to be skilled. Most rogues have switched to barb anyways. I also hate the run and poison build because it’s a chicken way of playing. I charge with hide and out play kids with skill not op classes.
You’re saying you couldn’t see them in time to hit them with one swipe? And you couldn’t see him throw 20 throwing knives?
Literally different scenarios i was talking about. You're a great representation of what i meant when I said rouges would complain and mald over this suggestion. Please cope more it's funny
I’m a cleric main, and I support the right of rogues to be funny little guys. Already the worst class in the game, stop kicking them while they are down lol
hell no
What’s funny is that I’ve branched out and tried other classes and it was easy and you haven’t tried rogue and you’re complaining about it. If you’re not willing to even gain your own information and complain then you have no right to say anything. Also you say two different scenarios but I gave you questions for both. The throwing knife if you hit him twice with Crossy than he’s dead. If you hit him once with falchion then the invis guy is dead.
My man!!! Dude I respect clerics so much they are hard to do anything to but they also take skill with how slow they are unlike barbs who tank more and deal more damage and are a lot faster.
Every time I’ve died to a rouge, I’ve just been like, “I’m dumb lmao”
No ive played rouge and it’s extremely easy if you take invisibility and its perks. But ive been kitted into oblivion by rouges who build agility and take 20 throwing knifes. There are more ways to play rouge, but who cares when you can just rat and backstab with no way to visually see it and get a full kit off of someone? Like I said please cope
I have a hard time believing you get free kits as rogue unless they were already weak. Rogue can build for speed but every class has the same max speed and the fighter and barb both have sprints. If you play rogue and you know how they think then you never lose to rogues ever.
He isn’t the one making factually false claims lol. He listed multiple other ways to see it, fighters can’t because there should be no way you lose in a 1v1 to a rogue if both players are at equal skill levels
what quest would you like to see when they re-do the quest system?
Wraith and champion kills. I feel like those are the main mini bosses and they had nothing. I also think they should add a legendary shield that is made using a new material from the centipedes armor.
rogue is dog shit lol
Bro what? Have you seen how quickly a geared rouge kills?
more like a quest about recovering item for the goblin or bringing ale to the tavern master, or messages
have u seen how fast a geared barb, fighter, ranger, wizard kills? Every class does more damage than a rogue, rogue is literally afk pve class
Against what? A Timmy? Have you seen a geared rogue go up against a geared barb or fighter?
In the first seconds out of invisibility he completely kills faster what do you mean
and gets 1 tapped to the head by any melee class sure, who falls for rogue invis anyway?
anyone else think it would be cool to start in crypts and choose to go down to hell or up to the ruins? then have goblin caves as a separate queue
Not if you take the back stab perk and attack from behind
Like holy cope
u get caught by a rogue invis thats skill issue
To get one hit in and for them to turn and it do nothing.
u see 0 rogues in voyager+ the class is shit
That’s actually a pretty cool idea tbh
ah yes, the "just be paranoid" counterplay. Nah this is what i mean, you should be able to have a consumable that tells you that there’s a invisible rouge near you or anyone that’s invisible for that matter. Non stackable btw
no, the just have game sense and awareness stratergy
The only ones you do see are ones who are only in it for loot and run from every fight with smoke pot and double jump.
lets kill the weakest class even more by getting rid of its one tiny strength that can easily be waited out
Dude a barb hiding in a dark corner is a lot more scary. Should you have a consumable that tells you he’s there or allows you to see in the dark? Barbs literally camp doors all the time so as soon as you open and walk through you die in one hit.
Dude honestly it sounds like pvp isn’t your style if you want crutches for everything in this game.
i would never suggest that. i should have probably said that instead of visually seeing them with this said consumable you would get a audio notification, sound better? I dont want their one strength to be completely gutted but also it should have more counter plays because its fucking invisibility. Think of it this way if this consumable gets added then there would be more room to talk about rouge buffs. You cant just walk around while invisible with this said consumable existing so you could buff the invisibility stuff a bit if this one thing is added ill say that.
How is that not just the same “play paranoid” strat you were vilifying?
Honestly I want rogue to get buffed but in a way it doesn’t change invis because i think invis is close to being balanced. what rogue needs is a way to actually be fast and dodge and not get out matched by barbs and fighters who are fast and deal a lot more damage. how does it make since for a rogue who should be the fastest and high dps to lose in both those catagories to classes that have a crap ton more health and defense capabilities.
The backflip ability having a faster animation could be a cool buff
ill admit barb is waaay more broken but invisibility just pisses me off because of lack of good counterplays
I mean, anyone can use invis too with a pot
It’s lack of skill. Dude if you want an easy game that you don’t have to pay attention to then go play something else.
activation is faster on rouge tho
Wow it’s almost like they are better at something that they are suppose to be better at. It’s like me saying it’s unfair for a barb to have more health than a rogue.
This is the cope im talking about. Rouge mains are soo defensive over any discussion about, not nerfing invisiblity, but helping others stay clear of that bullshit
You might as well rename rouge to assassin.
fighters having 60% pdr, 120dmg headshots, a shield to block attacks, a crossbow that does 70 body fine tho
but no speed. I will die on this hill when I say movement is king stat in this game
"no speed" has swift perk, sprint meaning he has upwards of 300ms still
sure there’s sprint
Every class has stuff that they are better at, take hit and run stealth tactics from rogue, and what exactly are they good at?
Dude you keep saying that but lose every argument. If they made rogue faster and had a chance then I’m down for invis to be completely removed. I dont want 90% of my skills and perks to revolve around invis but that’s what the devs have done. It is the only way to play a strong rogue to still struggle against almost every class.
and that is what i want changed. why not have perks for caltraps or smoke bombs? faster back roll? Like come on
Caltrops should just be cooldown and not limited, true
they listen to feedback you know?
rogue is dead and it will be as long as people complain about it because they dont like dying to a class being played as it supposed to, I dont like that rangers use bows to kill me from range, lets remove their ability to use ranged
I’m down for that but you’re complains about something that is easily countered by just being smart.
Maybe just nerf ambush and buff the rest of rogues damage then
I will compromise for this. But also i really dont think it’s the damage that does the killing more as it is the attack rate
Omg somebody get this man out of here. Attack rate??? Like that is what rogues are known for. I’m every game there’s classes that are fast, high dps, and attack fast. That’s part of the class.
Classes are there for a reason and have different strengths and weaknesses. Rogue has very little strengths right now while barbs and fighters have taken the rogues strengths.
im not saying the attack rate needs to be changed lmao im just saying
Then what are you saying because you are just all over the place right now.
Here’s my whole opinion on rouges. Invisiblity is what makes them broken and i will admit devs have gone about nerfing them in the wrong way. But it really didn’t matter because invisiblity with its damage perks are still crazy good regardless. Their ability to kite is also good but that isn’t what needs changing. Like I said once this said consumable that detects invisiblity makes it in the game then rouge will have more room to be buffed.
You’re saying that the only broken thing about rogues is the thing that can be avoided just by playing smart. See that doesn’t make any sense.
bring back clarity potions plz
My take on rouge is that it changes my entire play style when I enter a room. If I see a room cleared and don’t see the class that cleared it I have to avoid the room entirely because I have no way of knowing if there is a rouge behind the door getting ready to two shot me with no counter play
This👆🏻
I have no problem if a rouge is fast and dodges my attacks that is skill.
Hit and run tactics are completely viable and that in my opinion is what rouges should be
yes that is completely fair. Invisibility however needs someway to be soft detected by a utility
i would have less problems with invisibility if there wasn’t soo many sounds that sounded like footsteps like the abient cave noises
Just make the 10 steps automatic without needing the perk, then add an activation sound to invis letting you know they are in the general vicinity then
Now this just an idea but what if torches acted like light orbs so if a torch came into the area of a rouge it would expose them I know torches do damage now which would expose them but that requires you to get lucky enough to hit them with a random throw but this is just an idea I thought of on a whim
What class are you playing?
Oh warlock I know I can spam hydra but not all classes have that luxury
Ok then why are you complaining on other classes behalf? You and all the other classes have capabilities to one tap rogues. The only one I feel bad about is ranger because if a rogue gets close to them out of invis then yeah no way of winning.
So I have to play a certain way throughout a whole match just because I saw a rouge in the lobby does not make any sense
You say that but as a rogue I have to play a certain way if I see a warlock or a barb. Your complaint is not viable or realistic.
But I mean, footstep perk is easy counter to that happening, so you shouldn’t feel bad imo
Exactly thank you!!!
Of course but not every class has those options only two classes have the ability to detect a rouge who is hidden wizard light orb and warlock hydra that’s it so how are other classes suppose to play against you just hope they one shot you before you one shot them does not seem like a very fun game mechanic
I believe rouge should have a perk that raises the threshold of the max move speed allowing them to be hit and runners
Dude warlock has hyrdra and fighter and barb don’t have to play safe because they won’t die from 6 hits and can one tap the rogue.
I literally stated warlock has hydra and barb just has a large enough health pool but if a rouge brings weakpoint then a pdr fighter is dead easily
So how do other classes bard ranger cleric even stand a chance against you
That goes against your thing of playing a certain way because of other classes. You have to play a certain way when you see rogue and rogues has to do the same. I mean PDR fighter complains more about wizard than rogue to be honest so idk why you’re complain on their behalf.
There is a reason all you see right now is barbs because not so long ago all you saw was rouges
This game is suppose to have strengths and weaknesses. You act like rogue being strong against very few classes that are even played is making the game unbalanced.
Rouge is a headache for most people I literally am giving ideas on how to rework the class to be something less annoying and all you rouge mains do is cry
This☝️
Dude I am down for a rework but most of you guys says it’s a rework when it’s just a flat out nerf without saying it’s a nerf.
How is buffing rouges max move speed to allow for hit and runs tactics a nerf
All everyone does is cry when you can’t play smart enough but when a mindless barb is running through lobbies charging no one says anything.
this guy loves his invisibility too much
Like allow rouge to equip a perk to up the threshold of max move speed to be 400 instead of 350
Like I said earlier I’m fine with invis being taken out completely bugs it’s the only thing keeping rogue alive right now. And even with it it’s still close to impossible to win against most classes that one tap is after we come out of invis.
But then it takes a perk slot when getting to that speed would still require a lot of speed gear which takes away our ability to actually deal damage.
Bard has AoE damage, ranger can see footsteps, cleric is tanky/can block
Also you’ve lost all arguments before so dont come in here acting like you know what youre talking about.
Alright well do you at least like the potential idea of having a move speed buff or not
that's your opinion bud
And can self heal with two tap and sometimes one tap capabilities against a rogue.
Because this is the suggestions tab I’m down to debate on different class ideas
You literally stopped talking for almost an hour because you had nothing else. How’s that for a fact.
sorry i dont no life on here?
Can we go back to suggestions
To be honest I’m a rogue main that does hate the state of rogue. I use invis only after people see me. I charge them and fight them tactfully because that the play style I enjoy. If they gave me a way to actually dodge and move then I would love that.
Killer how would you rework rouge if you had the choice
I agree, wish a balance chat was separate. Too many people start balance debates here, and I can’t fault people for continuing the discussion
Give me a sec. Making pancakes.😋
no you have to stay and argue or else you lose remember?
Haha you’re cute and toxic.
Bruh
applying your standards bud
Yes, give rogues invisible and ability to move 400. How is this so hard? Go ahead and give them a base of 140 hp too
There has to be trade offs and you know this try to be reasonable
Is it really this taboo to talk about changes to a certain class
only rouge apparently lmao
Anyways a lot of the perks revolve around using hide and most of them should be changed or taken out. Personally I would take hide out or make it so they are translucent or something but a lot of rogues would cry a lot. Anyways tumble needs to be completely changed to soemthing that allows use to get into close counters and dodge. I had two different ideas for this which is some sort of dash/slide either straight back or in the direction that you’re moving. Or give them a sort of phantomize option so no matter what one attack will phase through them. But only one attack. Next is giving them a way to build damage on poison or rupture because compared to BOC on warlock that has many ways to up the damage it’s nothing. Also maybe giving rogue a perk to make daggers not slow you or a reason to run two weapons because it’s sound more reasonable for a rogue to have that perk and not fighter but I do like it on fighter as well.
Just some thoughts but I’m not going to lie it would be hard to rework rogue because speed is king.
See this is great, ideas for us to think about
Trying to tell someone they didnt respond in a discord thread for an hour only says something about you.
So you want to make tumble more of a dodge heavy perk and not just a backflip to style on your opponent
I like that idea a lot it would allow rouges the ability to stay close but also back off if needed
It’s not that he hasn’t responded but he hasn’t said anything worth while even when he’s been here. Just toxic and lashing out.
surely
Dude I’m just vibing with pancakes and the office. Let’s get back to suggestions.😂
nah this man just doesnt want his precious invisibility to be touched or changed
And it would up the skill ceiling. So your cool with limiting buffs to invis and distributing some of them to other skills
all I did was suggest there be a utility that soft detects invisibility audibly
Like if you for example were to tumble you would get a small speed boost and that would in turn take away the perk showdown runner?
My only issue with it is that I could be too strong but you won’t know unless you try it.
and 3 people jumped on me
EXACTLY!!! I’ve already suggested this many times to other people and this chat.😂 I also think that dex or agility should effect tumble and make it better. But it’s just a joke right now.
Maybe if you gave it a timer like you would get the speed boost every 10 seconds
Just so it doesn’t get abused.
or give tumble a cooldown
Yup I agree with that since tumble doesn’t have a cooldown.
but honestly they can have tumble i just want invisibility to be more counterable
I’d say allow tumble to be directional
I think if they rework rogue to not have so many perks and skills revolve around it then that would fix the issue and less people would run it because these ideas posted here is exactly the play style I’m craving.
So compact certain perks together like pickpocket and hidden pockets for example
they dont have to remove perks just add in a utility for soft audible invisibility detection
make it nonstackable and hard to find and expensive
Well rogue already has too many perks as is and most revolve invis so that’s my main reasoning. I’d be happy to not have invis. I’ve tried builds that dont use it and I’ve even tried tumble. Non of it works right now.
i dont want invisibity ripped out just more counterable. this would be a bad thing to do to rouge
But that ruins the rat play style, which is fine and cool. Maybe make more trade-offs for the invis perks, like the ambush play style is kinda dumb. Maybe the perk that extends hide gives you -30% damage for 5 secs after exiting hide for example
Interesting I like the idea but that may gut it too much but who knows
That’s a pretty huge trade of. At that point I dont even think they would be able to kill a wizard.😂
It’d still be a viable way to play in teams but not miserable to play against in solos. Numbers aren’t exact, I just meant as a proof of concept
Maybe a slow effect instead of damage effect?
But even than that takes away from the class that’s suppose to be fast.
I like that idea, that might be good
This is so much better now that we’re not ripping each others throat out umm what other perks need new some sprucing up
I only agree to these things if e get other buffs and way to play though.
I mean that should be a given the reason all rouges play like this is because it is the only way to play
Well, it just makes it branch. You want to be a fast rogue? Go ahead, but if you want to be a sneaky assassin, that’d be a good trade-off
One thing that I have an issue with is how bards should be a weak and squishy but can you the falchion. If they can do that then rogue should be able to use the arming sword.
I think that’s fine
Also falchion is over used right now. I want to see a meta change.
I like classes to have options in play style which is why I like warlock as I can play magical healing hydrain plate warlock there are just so many variants
That’s what I want for rogue.
Rouges feels kind of meh so I want there other perks to have unique characteristics like what we were talking about with tumble
I think if they made tumble better and had some perks behind it then they would be perfectly balanced.
I agree with you one hundred percent
I think rupture is in a fine place and weakpoint has its uses what kind of changed do you think should come to caltrops
Maybe give you unlimited but give it a cooldown
caltrops hitbox is tiny its pretty useless
compared to hunting traps its a joke lol
Still not enough portals out in GC, explain to me why I would be able to go an entire GC run kill MULTIPLE TEAMS and STILL not find ONE PORTAL out \
A unlock feature where you pay X gold to choose your starting gray weapon loadout that is native to your class. Fighers could start longsword, rogues could start gray rapier. ext. Make it enough money that its an investment and you dont have to rely on weapon vendors rng or take the time between games
personally id like to see caltrops work more consistently overall, i dont even care about it doing much damage
off the top of my head itd be cool if it worked like a moderate/weak but persistent slow that only ends when you hold a button to remove it, kind of like how some abilities work in valorant
helps facilitate a hit and run playstyle where you can get a hit or two in and run, dropping caltrops to cover your escape and maybe tempt people into extended and unfavorable chases
so like hunting traps?
sort of, but traps are more immediately threatening i think, whereas caltrops wouldnt be the big reason that you die
itd be more like a tool that makes you undesirable to run down in a straight line, so the rogue can make some space
obviously itd have to be on a longer cooldown for starters, among probably other changes
basically it sucks to see it work like lego bricks instead of an actual strategic hazard lol
Disclaimer: I am a Rogue Main, and I do not like the current stealth/one shot meta for rogues.
Suggestions to give Rogue more counterplay, and counterplayability
Stealth/Hide Mechanic changes
Remove Ambush Perk
Remove Hide as an active, and Hide Mastery
Combine Stealth and Creep Mastery into one
Change "Back Attack" to "Sneak attack". "Attacking a target from behind, or while hiding, deals an additional 30% damage". This would only apply to one ability from hiding and at only 30%, rather than 50% for 3 seconds.
Rogues now by default, 'stealth' when standing still or crouch walking in a dimly lit spot for 3(?) seconds without taking any action.. This effect can be removed with any light source, being attacked, or taking any action.
Other Rogue mechanic changes:
Add "Fencing" Perk. "Successful hits with a rapier increase movement speed by 3, stacking up to 5 times".
Add Hand Crossbow back to baseline.
Add "Paralytic poison" Skill. Coat your weapon in a poison that lowers the targets' action and move speed for 3 seconds.
Make Lockpicking baseline, or add it to Pickpocket, rename to "Subtlety"
Add ammo to caltrops instead of only having 2 uses. Change Caltrops to "Set your throwing star up as a caltrop." Add a small arming time, like .5 seconds after ability is used before they function. Lower damage to 5.
Change "throwing knife" to "throwing star" so it can be used for Caltrops ammo.
Addendum: By combining some utility perks, rogues do not have to limit themselves to a "Landmine" playstyle, and can choose combat perks that allow them to skirmish by setting up for a kill with debilitating effects (slows, caltrops, poke damage) without being a one-shot from stealth.
free stealth on 3 seconds of standing still would mean even more landmine
damage lowered to 30% and only applies for one attack; if you let a rogue run off and repeatedly 'restealth' mid combat, then that's an outplay and should be recognized as such
Dark and darker coaching when
idk i think the changes you proposed are way overtuned and will be abused in ways you dont anticipate
50% dmg for 3 seconds lowered to 30% for one attack is a massive damage decrease. having to 'restealth' constantly, especially in combat, in order to do -less- damage than previously just camping in one spot is a player skill issue
similarly, letting a rogue repeatedly restealth, without attacking them, them attacking, or throwing a torch, is a player skill issue once again
This is the definition of counterplay; where an encounter can go one of two ways based on player actions and decisions
Landmining right now, is quite frankly just a stat check and the outcome is purely determined by the attacker. if they position correctly, geared correctly, and don't miss their attacks, they simply outstat and win
10/12 people in my voyager lobby are barbs... interesting
Wouldnt listen to a rogue who wants to nerf all other classes in order to make rogue better
I am saying nerf ranged weapons because they just deal too much damage with no real risk. IDK about you but I play this game for the midevel hand to hand combat. If you enjoy sniping from your hiding hole then go play COD.
yeah "hand to hand" bet you play ambush rogue
I play agressive rogue and only turn invis when they have seen me go invis. I like being agressive and needing skill to win not just yell and one tap everyone like barbs.
I wonder what the game would be like if they actually banned teamers.
Solos is a joke right now. No one fights anymore because of teamers and the ones who do want to fight can’t because if they try then everyone targets them.
Ban teaming its ruining the game
Not having gray longswords in the merchant really ruins my day, usually i have to stop playing till they have them again
melee fights are boring as shit i dont know what u guys are on about
ban all teaming
id say just let it not disapear when it hits something
and maybe increase it to 5 because its a good amount but just never comes back
this change also invites other forms of ambushes to come into play like a less game over situation of a ranger trap
they might have to lower the dmg scaling though i dont think +10 true on a very hard to see trap that slows you for 50% is a good idea
Wait "When it hits something" are you talking about caltrops? I think I'm just confused with the wording you used.
caltrops disapear after anything walks over it including you
im saying let it "break" but you can pick it up later
Remove Bard instruments. Let him pull instruments automatcliy from its A-hole wenn we select the music. We need that utiliy slots
How about make map rotating actually balanced instead of 2x ruines then 1x goblin cave. When you are in infero you miss goblin cave there is no way in 16 hours play session i am doing each day that its only 1-2 hours of goblin cave that i can actually play.
each level only lasts for 10 minutes you can only miss out if you take exactly the longest time you can at each floor while also waiting until the last minute to queue into ruins
change to duos or trio and go goblin , be brave ma man!
https://darkanddarker.featureupvote.com/suggestions/524371/seoul-server
please help korean
vote this suggestion
Can we add the ability in discord to collapse voice channels for the tavern, and duo party categories?
they should apply poison if you took the perk, they should also remain the floor forever unless a player looks at them at pushes E to "clean up". They are so bad atm, worthless, you can only use them when you are being chased and its not strong enough to justify using over anything else, you have better chances just popping stealth and breaking it with shadow runner. They can avoid the trap easily during a chase as well. The only thing its good for is a door way chase
Caltrops should also cover a larger area.
yeah that would work too but they shouldnt go away on hit I want them to be a secondary ambush strategy you bait them into a room filled with caltrops or something like that
I also like the idea of caltrops being a utility item and not a skill. left clicking should drop them behind you where as right clicking should throw them in front of you. Depending on whether you want to use them to escape or set up an ambush.
please vote. For korean
yeah they dont need to get consumed, its really bad
Making Caltrops a utility item should also involve resourcefulness in some way. Probably increase it's size or clean up speed.
no need to waste a slot let it be a returnable skill like how it currently is just make sure it doesnt despawn if something walks on it
I'd rather waste a utility slot than a skill slot. It's not like I'm running potions in all my slots as a rogue.
i personally disagree i think the idea of a skillslot that you can reuse is novel and good enough to work here with caltrops just needs to be more reusable
That goes against the design mentality they went with the hunter trap. It's basically the same thing.
yeah and silence and dissonance are the exact same but one is on a class that 2 shots wizards and has 25 agility and the other is on a class that is one of the premier support class with cc guess which one is better
It's not about one being better than the other, it's about applying the same design mentality for the rest of the game. You wouldn't for example include tab targetting abilities in this game because everything is aimed manually.
My point was an overarching design mentality here that the DPS class has better cc than the support classes in an area they really shouldn't here that being the concept of "sound" and "silencing"
The dps class didn't get nerfed every patch for 6 months.
Fix shields tired of people swings just phasing through makes blocking meaningless.
Let's go back to caltrops under the assumption that we cannot remove or fundamentally change the current skills in the game
If caltrops were changed to be reusable and maybe bigger would it not be in a serviceable spot?
Then there's no point in anyone ever taking that skill.
Why not? And how does my proposed change make that so as I am guessing you are saying here
It wastes a skill slot better used on many other skills.
How would you buff it then? That's what I want to talk about not remove it from the skill list entirely
I think 10 DMG and a 3 second 50% slow is good the only problem being you get 4 hits of it and that's it
One of the biggest problems I have against barbs is any time im using a class with a shield it's like a 10-20% chance the blocks actually works. Any ideas to help I have tryed turning more using diffarent spacing but the attack just phases through the shield almost everytime
Barbs use axes and the head of the axe is most likely going over and hitting you
No that is not what is happening they are using the sword and swide swings or doing the stab but it just goes through my sheild very occasionally I can get it to block. My spacing is correct and direction of my shield
Dm since this is suggestions and in slow mode
The only thing that would buff it sufficiently is not making it compete with weak point, rupture, stealth and other options for skills on the rogue.
I have submitted bug report
Ohh viking sword overhead swing is really big, like you cant even imagine how long it reaches until you try it for yourself
if you cannot remove the skill how would you buff it?
No its going through the shield on my screen Im guessing its some kind of desync but last couple of patches it's been really bad for me I just can't block most attacks
Make it affect a larger area and not consume the trap when it's stepped on I guess. Make it slow anyone who runs through it for a significant amount of time while applying a bleed effect. Slow Walking through it would still slow but only while in the area of the trap. The idea being that you can avoid the worse of the trap if you walk through it while keeping it "relevant" if people do walk through it.
But it still suffers from a few problems that would be resolved with making it an utility item.
literally what we were saying earlier and btw it is the hardest hitting cc in the game right now 3 sec of -50% is the biggest slow in game for the longest time
yeah its strong when it lands but its worthless cause I personally think it should be used to trap players or trick them into dangerous routes, it just doesnt do anything if you chase me and see me throw em
It doesn't matter that it's the strongest slow in the game. It doesn't feel appropriate given the theme of caltrops. Being able to walk through it to avoid the worst of the trap is a compromise to redistribute it's power budget elsewhere.
someone said ealier to let it proc poison thats why i said thats what we were saying ealier not to diss on you but you didnt add anything except counterplay
Well one of the things that can't work with it as a skill is being able to use a different button to drop it behind you or throw it ahead. Because using a skill is a single button. With an item this becomes a possibility.
i think a rework on poisoned weapon would be nice, if it was just its own poisoned damage, not physical or magical, so it doesnt get its damage decreased by stats, maybe a race could have poison resistance so we could have one more race too, and rather then every hit make it every 3 successful hits poison the target and slow them, or at least give us a kit of 3 different poisons we can equip, like one is damage, one is a slow, one is a weakness that lowers defences and resistances, one is a weakness that lowers attack speed, one could be a silence, each type of poison could have its own cooldown so switching between poisons fast could be a skill and challenge to learning or require you to be in a resting state to swtiching to other poisons, idk i feel poisoned weapon is far too weak but it seems so fun as a rogue to have poisons
poison spellwheel would be alright but as for its own damage type that would make it no longer scale and would be worse with its current damage
Honestly I'd like to see poisons as utility items that can apply different effects depending on which one is used. A poison for every situation sort of thing.
could just up the damage so scaling wouldnt matter, or make a potent stat specifically for rogues that make poisons do more damage or last longer
you really want rogue to be like bard huh?
Just make poison damage true damage. Once it's in your system it's silly that armor or MR would help. Same with things like eldritch shield.
i dont want poisons in my utility slots, i like having those open for healing items or loot i find
i dont want any class specific utility slot items other than the ones we have
an update to voice chat option, a way to choose what mic you are using, i cant use in game voice chat cause it uses my computers default mic which is a program that controls my mic and not my mic directly. cant talk to friends in game unless its through discord right now cause they cant hear me in the in game voice chat.
an increase to the gold coin purse bag, or a way to buy a bigger bag if we get more reputation, cause right now gold coin purse bags eat up a lot of stash space.
---50 coins a bag doesnt seem bad at first but after a while it really does add up, 100 or 200 coins per bag would help a lot in the quality of life
a lower cost to stash space at the start, 3,000 is a huge investment for just the first stash tab upgrade, then 10,000 for the second one.
---1,000 for the first and maybe 5,000 for the second would be a lot better, not looking forward to having a stash space full of nothing but coin bags (edited)
Jump
a choice to toggle between unveil the map as i enter new rooms and the normal way we have now, and be blind in knowing where to go so learning the map can be more impactful (fog of war mode being optional in settings)
a way to open map in full screen instead of just the corner alone
No, I want more utility items in the game. And those items are good candidates for it. I want a use for "Utility Effectiveness" and for resourcefulness to be more than just setting campfires faster on 90% of classes.
more overall utility items is what you want not rogues having to play like bard for their 5 poisons and caltrops
If you carry potions in your utility slots it makes you easy to spot in the dark unless you're going to waste a perk on it.
i know that, i mostly put banages or potions in my slots when i reach the second floor so i have a bit more room for loot i find
Honestly, I think caltrops and smoke pots as utility items is fine for the rogue. There are other ways of implementing poisons that would work.
poisoned weapon should be a skill and rupture should be a perk, more poisons could be cycled through like caster spells
When it comes to bards, I don't like instruments as utility items. I think having them as weapons would be better (and more challenging to play).
I don't really like poisons as caster spells. Poisons require careful application, not spamming different ones in the middle of a fight. As a perk though it should have a floor for damage. Taking the perk and having it do 0 damage because of low will is sad.
Although a utility wheel wouldn't be a bad thing.
could just up the damage so scaling wouldnt matter, or make a potent stat specifically for rogues that make poisons do more damage or last longer
what about this i mentioned earlier, a single stat that effects damage, duration, and effectiveness, with thresholds to go for or something, idk i am new to the game so i am having fun stealthing and ratting around trying to just stay alive with the small loot i find
Scaling always matters. If it doesn't seem like it does, it's likely going to be completely broken at high tiers. That's not to say it needs to be a super high ratio. A floor would preserve what we currently have for scaling while bringing the lower end up a bit.
so what is your opinion of a potent stat or poison stat or whatever we end up calling it
how should it scale with poison damage, poison duration, and poison effectiveness depending on the poison you use that is effected by it
Since it's not magical I'd use resourcefulness. It could be resisted mainly with the victim's vigor and gives rogues a reason to stack resourcefulness which should be a typical rogue stat. Outside of rogues, once we get quivers I think rangers could appreciate different arrow types which include poisoned arrows.
yeah i guess that does sound like a fair point, then they dont have to make a whole new stat too
poison scailing with resourcefulness would be nice
Does anyone use the Encore skill on the bard? Would it be better if the skill enhanced the next song played? Something like expanding the range of the next song played?
I used it for a little bit, it’s straight up to be lazy. I think it’s fine but there needs to be more skills lol
I'd like to see one that doubles your spell aoe range. It would be a neat skill to have when not going 10 song bard.
encore should refresh your existing buffs imo
Yeas!!
Or just make it similar to wizard’s instant cast
It’s insane that it hasn’t been touched since it’s “rework” that did nothing
@vale pivot hey tell me why it’s a bad idea here the two min wait time is terrible for discussion.
what if wizard had a perk where they recovered spell on pve damage
well just lost 3 bis kits to abnormal connection or w.e
Should be able to wear 10 rings and 5 pendants at a time.
that seems like a warlock kind of spell
I feel like maybe something that lets you take a low level spell as a cantrip with -x% damage would achieve what I think he’s thinking about
But ¯_(ツ)_/¯
fix portals GC. Its impossible to go trio GC
Can we just get a complete rework of rogue? The concept of "The Flash, but also with invisibility and smoke bombs in case being The Flash isn't good enough to kill off entire lobbies on floor one of a three floor dungeon" is kinda sorta dumb. Low health doesn't actually balance out anything that can stab you four times before you finish a single swing while also still not being there by the time your swing finishes. These people don't even fight mobs and loot things, nor do they have to do so; they just traverse the map killing players who probably haven't even left their spawn area yet.
What a broken game when it comes to quests ... Some of items you can buy easily on market and offer them to merchants but others just doesn't work what completely doesn't make sense
Can we get preset custom classes? I’m tired of having to change my cleric build based on whether im going to goblin caves or ruins 😩
the other day I've bought rusty broken sword for 200g because I've needed it as a last item to finish the quest but apparently the Tavern Master didn't accept it for some reason and then I've sold the same item for 300g so the next guy can have the same problem. But when you buy Gold Ingot on market or any other item -> you can offer it for the merchant to finish quest. f** logic ?
its looted vs handled. Anything you buy from a merchant or from another player is tagged as handled, and you can't use those for quests, Exception is ingots, because they're all crafted and thus handled. If you bring it into a dungeon and leave with it, its also tagged handled.
So in short, you gotta loot 99% of the stuff quests want.
remove double ruins bro no one enjoys being forced to play that shit
quick suggestion, make it so that goblin caves doesnt drop your fps to TEN WITH A 2K PC (my friends are also having this)
i love ruins it’s actually my favourite map we should breed and see what our offspring think
Suggestion. Fix the damn audio so it doesn't sound like a freight train every time you pull out a bandage, potion, etc.
solo lobby Ruins spawn locations are actually a joke
Could we get class channels please? Might be able to get useful info instead of random scroll of complaints/ trolling
Go to the very very top of the discord till you see channels and roles and then look for the class you want to have access to its class specific channel
suggestion: fix the game
it'd be nice if you could just press the up arrow key to re-put the last message you typed in the trading post to make it easier to just re-advertise the same stuff again. Wow has this for channels in that game
Finish making all the additional classes to introduce some variety
please please please disable the forced map rotation, i hate feeling like i have to wait to play the map that i wanna play on (especially when goblin caves is so cheeks rn)
Maker a Dwarf with a flintlock
implement custom keybinds based on class? while i like having certain abilities on certain keybinds, its uncomfortable for other ones
no
its not even good idea LOL
One thing that can limit "cheese" for AI could be to make torches damage you when standing on them, sorta like the blood in hell
can we reduce the cost of emotes to 1 blue/red shard each? 2 is a bit much with how long they take to earn
it would be cool to see a arena/colosseum mode where you could fight players/strong enemies for varying rewards. I think it would be good way to test new monsters and buffed/nerfed classes
that status of the item "Handled / Looted" You cant loot ingots (yet) so they dont lock them to a "looted" status.
https://darkanddarker.featureupvote.com/suggestions/524764/ap-points-rework
Let me know what you think guys!
The Dread Hood (Craft -able Blue Agility Hood) only has 1 agility on it and no special stats. I think this is a mistake
consider adding a healing salve or similar item, same as potion but physical healing instead of magic
Fantastic idea actually, I second this
This sounds scary given the fact that warlock loses magical healing when using Plate armor. This would just give them the healing that they lost.
Plate lock is already worthless in its current state so if anything it would make it playable
Class can 1 shot out the gate with grey items. Not sure they need another buff while wearing plate armor.
Literally just walk away from them and they’re helpless
This was the logic used before barb ms buff. Just hope it doesnt go the same way with locks.
There’s a reason you don’t see plate warlocks above pathfinder 
Can fighters get a perk that increases their shield impact resistance by +1?
Bard need some magic damage buff like add +3 weapon magic dmg or +10% armor penetration
Ruins Map Suggestions: 1. No more jumpable walls, make people go through doors like every other map. 2. Remove access to the towers that allows people to see activity all over the map. 3. Make it so engagement with NPCs is going to happen if people are trying to skip them and rush opening a door. Make it a risky choice like with other maps were if you ignore the NPCs you risk getting hit in the back opening a door.
thats called ruining a good game ... no pun intended
How?
you want to prevent people from rush opening the doors.. now imagine scenario where mobs rush towards you when you try to escape circle or fall back from pvp to heal. Jumpable walls are there so people dont complain much about Rogue-s double jump advantage, and doesnt really give you advantage over others because they added skeleton archers next to it. Towers are there for exact reason you want them removed. its tactic, and its called being 2 steps ahead of your opponent. What i would like to see is a bit of fall damage so players think twice before jumping on someones head, and makes it harder for people to escape/avoid pvp.
Yeah, remove the jumpable walls for EVERYONE including double jump rogues and every other map has you deal with mobs around doors with the circle pushing them and it works.
make it so these broke bums cant advertise in the trading post if they dont have money for the trade fee
So more cheese spots to get away from mobs and also taking away the advantage of using double jump (which btw reduces movement speed and takes up an entire slot).
Race skins need more love in terms of racial traits! Please leave your vote, if you agree!
https://darkanddarker.featureupvote.com/suggestions/509121/racial-traits-need-to-be-special
Unique diversities. Races should be unique, but not unbalanced.
No I don't think your suggestion makes it unbalanced. My point is that races should have something unique to identify them. For example, Orcs could lift boulders without tools or Elves could understand a language other races cannot, making them able to communicate with particular NPCs without difficulties. Stuff like that.
Well not really sure about locking one race to a class. As for the Lizardmen, Ironmace have made progress with underwater gameplay. Now, imagine Lizardmen can breathe underwater and other races need a potion or a spell to traverse certain underwater locations.
EDIT: I kinda get the whole "world of warcraft" approach when it comes to character creation and there will be wipes so this allows players to change their race to something else for their classes.
Well, Lizardman can withstand poisons and toxins in DnD universe correct?
Whatever the case, I would love to see races have unique traits to have some diversity. People might get pissed about races being locked to one class before wipe, but then again Ironmace could have some sort ingame mechanic to allow players to change their race/gender for a price that is not IRL money like you need to complete certain quest chain to unlock certain dungeon area to make the change.
Yea, it would also distinguish fighters from the other classes as premier shield users, and prevent them from being beaten down as easily without buffing shields for other users like clerics, bards, rangers, ect
Give us pvp arenas or something similar... no mobs just pvp, i think it would be fun to have tournaments in a smallish arena and have 1v1 2v2 3v3 or 5v5
Stuck floating in the air, once again, due to tiny spiders standing between me and a wall. Love it, doesn't seem like a flaw in the game at all.
Increase Barbs base Vigor and Lower their Base Strength, nerf all 2h weapons damage (and longbow) by about 8 base damage. Lower the amount of movespeed barbs recieve from rage by 5%. I think thatd solve the issue
🗿
barbs are meant to be high health and strength what they are not meant to be is fast however. They need to reduce barbs agility to what it was before and i agree reduce rage speed increase by 5%
they already said they wanted to do this
To lower the chances of spawn rushing even more, i say you should recieve a % of the person-you-kill's AP they have gathered throughout the match. That would allow players to start farming AP before PvP starts.
decrease rangers vision by 30%, sprain one of their ankles so they limp around. Reduce bows damage by 8 and increase their knowledge to help them with their decision making
good idea but then it can snowball a lot at the end i think, which is not bad
Right, so people who are trying to go down wont be so keen to group up on bridge ya know?
yeah , would be a nice incentive , but I guess an even easier way is to just reduce portals at the end , just spawn 2 and maybe only put 2 safe exits
Suggesstion remove barb hp bonus on rage, also reduce MS bonus. Reasonable?
no , ms bonus yeah would be good , but he already looses armor.
Make crypts able to be played always for trios
Done till they nerf Barbs. Busted as class.
Nerf HP, Nerf Speed, Nerf Slow.
Also fix Ranger. Sick of having Ghost arrows all the time.
And remove invisibility entirely.
I think a much needed change to combat ranged meta is to require weapon mastery for fighters to use crossbows.
They should give Warlocks a talent that recovers a small amount of hp passively
remove barb
its not that simple. they did that to rogue and now rogue is shit at low gear and balanced at high gear. we dont want that for barb. the scaling has to be changed
+2 damage stat should be +2 total damage not +2 damage every tic. Yes im talking about the rogues and warlocks
https://medal.tv/games/dark-and-darker/clips/1R7PU3dtoHVIHY/d1337ebQIEaq?invite=cr-MSxSV1QsMzgwOTg4NTQs the game thought we had all perma died so we got brought back to lobby. lost alot from this, any way you guys can fix this? @dawn grotto
i was going to hell thru reds and got send to lobby with nothing
https://tenor.com/view/hellsing-gif-22052356 (shoutout to TeamFourStar)
and also... like you already dont have ton of ways to (how you say) "cheese" mobs.. you can literally jump on small wall/shrine/box/large chest/sidewall/behind fkn wall cuz pathfinding level master, yet you wanna complain about jumping on wall cracks...
meow lemme be clear... im backing devs on this one... i love the game, i enjoy the game, and this isnt me being salty about game or game mechanics... im just sayn if wall cracks are reason for suggestion, then every type of "mob cheese-ing" is bad...
Amen
Check this out!! Thrown torches applying achilles still for barbs but not rupture for rogues!! Upvote to get this changed!!
Still a thing.
Well seems like they listened to my sugestion LOL
Lizardman nerfs? lol, we playin the same game?
Just make it a cosmetic race holy...
Alright, I've cooked up some good ideas for once. Actual oven-roasted ideas with a hint of spice.
Undo:
- Lizardman's headshot damage reduction bonus has been changed from 15% → 10%.
Lizardman as a race is already completely thrown away by the time you have blues. No reason to nerf it unless there is complaints about it being pay to win, I argue that since you start with 5 blueshards it's not since you can pick any race at the start ad if you picked wrong that's your fault. - Warlock's Demon Armor has been changed from -75% reduction in magic healing bonus to a -50% reduction. The perk also reduces Will by -50%.
I do think this needs a nerf but the -50% Will I feel like just kinda defeats the purpose. - Zweihander's movement speed bonus penalty has increased from -40 → -45.
Zweihander was JUST starting to be useable.
{Vulgun's Patch}
[Potions]
-Knowledge now affects the usability of Potions and their durations by a marginal amount.
-Potions of Healing do not require Knowledge to use.
-Potions of Protection require 15 Knowledge to use.
-Potions of Invisibility require 10 Knowledge to use.
-Potions of Clarity require 10 Knowledge to use.
-Potions of Clarity now have a new effect, granting increased spell recharge speed by an additional percent amount while resting.
[Healing Items]
-Bandages and Potions no longer reduce movement speed while in your hand.
[Weapons]
-Zweihander now has new hitbox distribution, now having three hitboxes for every 1/3 of the blade.
-Zweihander hitbox damage distribution is now 100%/70%/50%.
-Halberd now has an additional hitbox near the base of the weapon that deals 50% damage.
-Double Axe now has an altered animation on the first two hits to increase its effective range.
[Classes]
-Fighter's defense-oriented perks now remove the ability to use Potions of Protection.
-Fighter's Sprint is deactivated when attacking and returns when not attacking.
-Barbarian's Strength is reduced to 20.
-Barbarian's Savage perk now grants 7% bonus damage.
-Barbarian's Achilles Strike now has an ability duration of 8 seconds.
-Barbarian's Achilles Strike now deals 5 instant physical damage.
-Barbarian's Achilles Strike debuff duration is reduced to 2 seconds.
-Barbarian's Rage now applies a +8% movement speed penalty.
-Barbarian now has access to the Halberd and Round Shield.
-Rogue's Vigor is increased to 10.
-Rogue's Knowledge is increased to 15.
-Rogue's Ambush perk now increases attack speed by +10% for 3 seconds.
-Rogue's Ambush perk no longer increases damage output.
-Rogue's Double Jump perk no longer reduces base move speed.
-Rogue's Double Jump perk now reduces all bonuses gained from armor and affixes by -50%. This does not apply to interaction speeds.
(1/2)
Neft double jumb is both a right and wrong decision. Double jumb op is because the ruin map allows jumping too high. Rogues just need to use their handcrossbow to stand on the roof and shoot arrows down. What Devs need to neff is the forbidden ruin map. jumping too high
I see from your Profile that you are new to the community, so i will clarify some points.
They already removed duration and power from potions scaling from will. Before a cleric with some basic gear could have more than 150% of the blue potion effect. Also they removed the clarity potion for a good reason , it was very OP and gamebreaking.
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Movespeed on bandages etc. You really want the 320 movespeed rogue to heal AND outrun you at the same time?
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On the zweihander, It already has 3 zones , the zones you described are the ones we had 2 patches ago....
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Fighter buffs make no sense , this is a hardcore game , if you press the button it is YOUR fault. why make it so easy?
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Barb nerfs make sense but dont fix the issue of 350 movespeed. Also , in which univers did barbarians use a freaking Halberd?
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Make rogues tanky? really? With some minimum gear you already have around 25-30% Atkspeed , so 10% means nothing. Double jump nerf is reasonable because it gives you WAY TO MUCH mobility!
Brother, look at my history and you will see I am 100% not new.
(Also any inaccuracies ain't my fault. The wiki needs to update their crap. lmao)
[Classes Part 2]
-Wizard now has access to the Arming Sword.
-Wizard's Fire Mastery perk now grants Fireball the ability to set the ground ablaze for 3 seconds.
-Wizard's Ignite now lasts 30 seconds when cast on themselves.
-Wizard's Lightning Strike now has a blast radius of 1 meter.
-Warlock's Blow of Corruption no longer deals additional magical damage.
-Warlock's Blow of Corruption now changes the next attack's damage into pure dark magical damage. This does not scale.
-Warlock's Demon Armor now only affects self-healing.
-Warlock's Demon Armor reduces Knowledge by -25%.
-Warlock's Demon Armor does not affect Will.
-Warlock's Vampirism now increases magic healing by +30%.
-Warlock's Curses and Evil Magic can no longer be cast on summons.
[Adventure Points]
-In order to incentivize players to play in a variety of ways, Adventure Points are changed as such:
Once a player dies, all Adventure Points earned from loot and treasure are lost. All Adventure Points earned from killing enemies, players and interacting (merit-based achievements) are added together and then halved.
This should incentivize players to take more meaningful risks in their adventures, including fighting other players, now that the risks of loss are greatly diminished.
so fighters, the tankiest class in the game with the second highest dps in the game, can use potions of protection but rogues or barbs cant? lol no
The reason that Barbarians are unable to use them is extremely simple: they shouldn't. They are currently the highest HP class with the best damage output and have incredible mobility to boot. They do not need extra stuff.
And yes, Fighter does have the ability to use it, but that's partly because of how the character is designed and partly due to the totality of their kit. Sometimes Fighters aren't tanky. Other times, they are.
Although with Rogue, I'll add one more thing to them.
i mean i hate barbs so thats fine but just fighters being able to use them is dumb
I have altered it so that any defense-oriented perk on Fighter removes the ability to use protection potions (since Fighters will naturally have higher base PDR over time). And now Rogue has 15 Knowledge.
Also the perks on Fighter affected are Defense Mastery, Barricade and Projectile Resistance; the ones that actually increase damage reduction.
Now to address these:
- The move speed on bandages only applies when holding them, not when using them. There is no reason that holding a Bandage in your hand has the same effect as holding an Arming Sword. They're not that god damn thick.
- Again, wiki inaccuracy, but my version would just be an outright nerf to the utility greatly, regardless. Point still stands.
- These are not Fighter buffs. These are nerfs.
- The Rage nerf does fix the issue of 350 move speed somewhat. It going from 15% to 8% means that Barbarians will have a worse time catching up regardless, but I could see Barb getting an extra nerf, perhaps to Agility, now that we have tier-based attributes on items.
4b) Also, to add on to this; if Potions of Protection cost 15 knowledge to achieve, then Barbarians would have to risk not being in movement speed gear just so they can have extra tankiness, which then results in them having multiple playstyles they have to choose between. Either it's movement speed or being able to take more hits. So that kind of also solves the speed Barb issue. - The fact that Barbarian doesn't use Halberd despite it being a heavy weapon is ludicrous.
- At no point did I ever mention that Rogue would be tanky. At 10 Vigor and 5 Strength, Rogue would still have less HP than a Ranger.
- The reason I made Rogue's Ambush +10% attack speed is not just for the more base level Rogue, but to also remove the single worst part about playing against Rogue...literally that exact perk.
Regardless, I do feel my newest batch of change ideas are completely sound and address a lot of the issues with the current state of the game (and the latest upcoming patch).
CAN THE FUCKING WARLOCKS HYDRA NOT SEE INVISIBLE PEOPLE PLS
-50% will on demon armour is a huge nerf that's completely unjustified, and you still haven't fixed the healing applying on potions. What is even going on? Nobody liked this perk. Do you not understand how high a number that is? That's about a third of your magic damage gone from damage.
I assume nobody on the dev team has the guts to say "this is a bad idea".
It literally did not need nerfed at all. It's like they looked at warlock suddenly surviving normally and decided it was now way too strong or something.
Or maybe it's their observed fighter-favouritism kicking in. Demon Armor hard-counters fighter.
Additionally the heater shield has zero place in a demon-plate build. They don't seem to understand how vital magic damage is to boc and dark reflection. Nobody should be forgoing a magic item for a small amount extra PDR when a crystal ball gives you an effective 12 damage when taking into account both boc and reflect.
There's no reason as far as I can tell for a warlock to use it unless they put a main-hand magic item in the game or something like that.
They still can't catch a ranger for example with a shield out. It's a crossbow that would resolve that, not a heater shield.
invis pot change is moving in a good direction but need to change the knowledge requirement to scale with rarity Demon plate aint gonna be good unless a purp staff heals for like 30 hp total with hydra drain, which is doubtful with the will nerfs, nerfing rogue double jump back to basically the original speed is kinda feels bad considering it just started to get some usage again, but I guess it just makes miners cry spell memory on warlock is not going to be used as long as magical healing warlock is removed spell memory on cleric is too strong at extremely high gear requirements, basically requiring an oracle robe and leather chausesses at purp
add autofill gold bag button plz
nobody on the dev team is an idiot like the player base just keep that in mind
https://darkanddarker.featureupvote.com/suggestions/523280/spell-adjustments
Still believe these Wizard changes should go through.
Would love to see Bard get different spell memory skills since their current alternative skills are kinda "meh"
e.g.
Memory of Longevity
- 2 Memory Slots
- Songs in these slots have your current Knowledge applied to your Persuasion skill when played
Memory of Perfection
- 3 Memory Slots
- Songs in these slots are played at maximum speed, but must be played perfectly with no skipped notes to succeed
Memory of Protection
- 4 Memory Slots
- Playing these songs applies a 6 second damage reduction buff to you and nearby allies. The reduction scales with your Knowledge
Basically just memory slots with bonus effects, but less overall spells, while still having some Knowledge scaling
I think this would be a good idea for pvp/pve in the game.
Detailed Mechanics of the AP Multiplier System
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Base Mechanism: In "Dark and Darker," players accumulate Adventure Points (AP) predominantly through PvE activities, such as looting, completing objectives, and defeating PvE enemies. PvP does not directly award AP but significantly amplifies the AP earned from PvE activities based on various factors, the loot score in particular.
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PvP AP Multiplier Concept: When a player engages in PvP and defeats another player, they do not receive direct AP from the kill. Instead, the defeated player's final loot score determines an AP multiplier that is applied to the victor's accumulated loot score AP.
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Calculation of Multiplier:
- Player Rank Factor: The multiplier is partly determined by the defeated player's rank. Higher-ranked players signify a more skilled and potentially better-looted opponent, thus granting a higher multiplier.
- Loot Score Evaluation: The total value of the loot carried by the defeated player at the time of their defeat significantly influences the multiplier. More valuable loot leads to a higher multiplier.
- Map Tier Variable: The level or tier of the map where the PvP kill occurs also affects the multiplier. Higher tiers, which are more challenging and risky, offer a larger multiplier for PvP kills.
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Example Scenario:
- A player has accumulated a certain amount of AP from PvE activities.
- They engage in PvP and defeat a high-ranked player carrying valuable loot in a high-tier map area (e.g., Inferno).
-Inversely engaging a low gear, low-ranked player on a low-tier map rewards very little (e.g., ruins). - The defeated player’s rank, loot score, and the map tier are calculated to determine the multiplier (e.g. , 0.05, 0.50 ,1x 2x, 3x, etc.).
- This multiplier is then applied to the victor's existing loot score AP, significantly increasing their total AP.
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Encouraging Strategic PvP Engagement:
- Players must strategically decide whom to engage in PvP based on potential AP gain.
- Attacking a higher-ranked player in a riskier map area with valuable loot becomes a high-risk, high-reward choice.
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Balancing and Progression:
- The system ensures players must engage in PvE ,but PvP becomes a compelling option for maximum AP gain, for maximum risk.
- It creates a balanced progression system where risk and reward are closely tied.
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Adapting to Player Behavior:
- Players might adapt their strategies, such as targeting certain ranks or venturing into specific map tiers for PvP.
- Carrying valuable loot becomes a double-edged sword, increasing potential AP gain but also making one a lucrative target.
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Dynamic Game Environment:
- This system ensures a constantly evolving game environment where player decisions have significant impacts.
- It maintains a balance between PvE and PvP, making both essential for progress.
In summary, this AP multiplier system intricately links PvP and PvE, making strategic decisions and risk assessment crucial for players. It encourages a dynamic and balanced approach to gameplay in "Dark and Darker," where players must judiciously engage in PvE, but PvP rewards become a compelling option to maximize their AP gains.
I think the game is good
that would mostly just encourage rampant kos since you have no way of knowing what target is actually valuable. an ap multiplier means if i want max ap, everybody dies. I'm also not going to do any pve at all because the multipliers i can stack plus the loot taken from player bodies would be far more than if i did pve and killed one or 2 people. you would basically be making pve obsolete for anyone that doesn't specifically want to do the pve
it's not a bad idea. just the multiplier doesn't work. maybe high value targets are just worth a little more ap
You need to pve in order to get any meaningful pvp score. You do have an idea both in pregame inspection and by just looking at them. So if your in pathfinder and happen to kill a demigod great, but if somehow a wanderer or lower makes it in you wont get much. But ya obviously there is no way to know whos rank is whose but usually you can guesstimate with the current game. It's tied direcly to your loot score, so you need to go loot and or do PvE.
you dont need to pve. you just need loot which you can get off of people you take out. mobs dont give much ap. bosses maybe but thats a bit different
Sure if they happen to have a bunch of treasure loot that works out, but you could also simply make loot score based off loot gained from the dungeon not off of players or make the multiplier tied to other PvE instead of Loot score.
treasure off of players is "looted" meaning it's from the dungeon. having it be "handled" after one player picks it up would destroy the quest system. there's no reason to be forcing pve. it's already pretty in your face.
Currently it's not rewarded enough at all particularly in high rank solos, it wouldn't destroy the quest system if anything it would help encourage pve more since quest items can't be gained from players.
either way, you would want to rush spawns, stack your modifier then go do pve/loot. pve/looting with a bunch of players on the board will get you ganked
quest items can be gained from player. they require the "looted" status
pve is rewarded plenty though. pvp is hardly rewarded at all.
That looted status means from a dungeon directly, handled means it came from a player who already looted it from a dungeon. Also sure your rush spawns wouldn't be lucrative but ya, then you have to rush the games clock to get kills, risk death yourself and have no idea who you'll be up against , and if they will be worth the time or not, then rush to loot things from the dungeon. Another simple way around this would make the multiplier only apply with existing loot score.
Did this hotfix address the Chaf games crashes?
no, "looted" applies to stuff as long as it was in that dungeon. even if another player picked it up in the dungeon and you took it, it's still looted. it doesn't become handled until it goes back into a dungeon or moves to another players inventory after the dungeon
Maybe I'm confusing something, but all I know is it wouldn't break quests. If i loot a bangle from a dungeon I can turn it in, if I loot it from a players body with the the workaround it couldn't be used for a quest, therefore PvE is still encouraged for quests.
it's not a bad idea. just the modifier would have the opposite effect of what you're going for. it would over incentivize pvp because a modifier is very strong. you get a x1.5 and now you're pulling 50% more value from everything.
making higher rank pvp kills worth more ap is good though
The values were just random, I have no idea what more balanced values would be, it could be as low as .05 doubling up, also like it says depends on the player rank,gear etc.
yea it's not bad just that with .05 i'm thinking i need 5 kills to get .25 so i get the best ap i can
no reason to loot til i get modifier. if i pvp after looting i'm risking all that loot. if i pvp first im risking nothing
well if you consider the average loot score in tier 1 map ruins, from a full bag is about what 300 ap loot score? that would mean after 5 kills on an average player your only making about 75 ap which seems worth right after im assuming 5 kills ? Which wouldnt be easy to do in time im pretty sure.
5 kills isn't bad if you rush spawns. especially on teams. then looting is a breeze so only take a min or 2 to load up before leaving
If this became a big issue you could also, just make kill multiplier worthless until you've accumulated a certain amount of AP from loot.
i mean that's a lot for a company that already struggles to meet their own deadlines. would just be easier to make higher ranks give more ap on kill and it would have pretty much the same effect
They basically have the system already there , from a coding standpoint it wouldn't be very hard from my experience as a webdev not a game developer though. The more AP on kill thing just encourages people to huntdown high ranking players, PvP and PvE should both have pros and cons. Right now there is no pros to pvp in highranking lobbies. Pvp should be encouraged for everybody to have a reason to do it or choose not to take the risk.
nope they dont care about anything i guess
Can you bozos get your shit together and give Rangers a quiver. Sick of having 1/3 of my inventory taken up with Arrows.
remove map rotation and go back to how it was before, bring back crypts
please add an option to turn post processing off.
add pigs to game 🐷
we already have orcs
Plz plz plz, repair the game bug freezing so bad and sad.
Hello, the game is really very good, but it is very punitive in terms of the player's inventory space during the match. This becomes even worse when playing as a Ranger because you spawn in the Ruins, then descend to the Crypts, and then to Hell, all instances with little space and still carrying arrows, requiring a significant inventory for the arrows.
The game still has the freezing bug even after the update. It's complicated because you play for almost an hour, and when you're about to extract from the match, the game freezes, and you end up dying to the mobs.
why do we move slower going backward. Why does it make sense that turning after you swing and moving is faster than swinging then stepping back. Why would I turn my back to the enemy in a real fight?