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Please cap consuambles in arena to 3-4. 12 resets are too many.
Currently you can bring 12 health pots and 12 bandages and if you are sayh a rogue or wizard just reset over and over. The belt and pot size is tailored towards extraction, but we get too much consumables for Arena. Is it possible to just cap everything to 3 or 4 once you are in Arena so people can run out eventually.
Arena Mode
Please add requeue buttoun so that we dont alwais need to leave the match, since it takes soo long and about 15/20 times that i have to press my mouse
Arena Mode
Cool idea would be make different types of arenas for each class (Like a Background) for example i was thinking for warrior we could make an arena that could look like caelid(red background) in the radahn festival from elden ring, and lots of cropses or skelly bodies, i think it would be a good idea for the game when the time is right For Mages you could make like a backgroun in a castle like raya lucaria will post another picture
Sword Rogue Tech Attack Idea: Spend Mana/Adre to anim-cancel parry with an attack
I don’t have that many hours on sword rogue so take my observations with a grain of salt. Currently the Parry mechanic seems quite punishing. This is not necessarily a bad thing because the upside (riposte) is big, but combined with it currently being not much usable against half of classes (ranged) and not even very good against an actual melee achetype (warrior guard breaks the parry easily with many attacks), the parry mechanic just feels… bad. So, I came up with the idea of adding a Tech Attack to the sword subclass, allowing trading a resource (Mana/Adren) to effectively cancel the Parry animation and possibly doing some kind of attack out of it. This would help to alleviate the risk in using Parry while not removing it completely, while adding another layer of skill expression: Resource management Cancelling bad parry Juking with parry Additional attack type (tech)
Add random chance to recover gems from disenchanted gear
title; Gems are way too scarce in endgame, disenchanting good gear with good gems should have a chance to save the gems, maybe the chance increases with the level of the enchantress ?
Increase loot throughout a season instead of decreasing it
Other games typically have catch-up and easier loot later in a season. Having the most loot at the start and then less loot for anyone who joins later is counterproductive.
Leveling alts idea
For every 2 levels above level 20 on main char, let us gift level to our alt chars.
Locked chest suggestion
I think it would be a good idea to either keep the (This chest requires a Skull Key) whether you have the key or not.. to help cause less accidental key uses. For any key, not just skull key, btw. OR maybe just put a picture of the key required when looking at the chest if it’s easier. Or add a Lock to the locked chests to show it’s using a key.
Open World PVP
I propose we merge solo, duo, and mixed que for the PVP map. Move all players to 1 shared world, thus promoting the mini-mmo tag. The truth is its never been solo 1v1, duo 2v2, or mixed 3v3 its always been you living in a dangerous unfair world 1vX. Allow for players to join solo, form premade groups (2-3 players), or match make before joining a match. Turn on team damage: team play becomes a true skill rather than a stun followed up with a damage nuke. Buff Loot at points of interest: Guaranteed legendary at Ogre and guaranteed purples/blues/upgrade materials for all elites. Buff players “ear” rewards: 1 ear = purple ticket, 10 ears = legendary ticket This was brought on from my perspective of experiencing teaming in solo que, white knighting in solo que, extremely low population in duo and mixed que, and solo players or groups able to free farm on empty/uncontested maps. This is a social game, we already have secret alliances, not so secret alliances, and a constant flow of new archnemesis. Lets open this world up.
Hold ALT opens bookmark to equip items.
In WoW, if u hover over an item slot such as helmet, and hold ALT, u can see every helmet item open as a bookmark next to the slot, making equipping items easier without looking for it in ur stash / inventory. Would be a nice implementation to have.
Ogres adjustments
Ogres on day or night need to spawn MAXIMUM between 17-20 minutes Ogres on night need to get a 25% HP reduction, if you’re in a full pvp lobby, they’re dead objectives for a solo player, way too risky. Add a map wide shout when an ogre spawns/dies Ty for adding the secondary ogre on night, but we still need some adjustments to make them viable as objectives for solo/duo, they take way too long to kill atm.
Let people create presets so you can 'craft and gem all' a full set at once after you die
Currently, after you die you need 50 or so clicks of making whites into greens into blues into purples, gemming them, making pots etc. Can we add something like presets that does a ‘craft all’ and also tells you what resources are needed for the whole preset you made explicitly?
Map Pin/Compass Tracking
Suggestion: Allow players within their party to Pin on the map (limited only to 1 pin per person) and show up/track on the top compass similar to the extraction location. It can be default color coded to identify which party member is pinging which location on the map/compass. Rationale: I play mainly on the PvE maps and if there is a specific area I want to check out or run to right out of the gate, I would like to be able to move towards that location without having to constantly open the map to check I’m heading in the right direction or if I accidentally passed it.
Randomize map rotations, instead of a fixed schedule each day.
It’s really boring to get off work during the week and each time log on the game during a map rotation that I don’t want to play (or that people don’t want to play ie: crypts pvp) Please make it random
Small rewards for arena
Give some material incentive to do arena; example : bag of materials after a certain number of wins, essentially a repeatable weekly quest with lesser materials, just so it doesn’t feel completely useless to do arena. Maybe better rewards depending on the number of winstreaks ? rare chance of spawning reputation tokens or rare materials ?
Suggestion: Transitioning from pve to pvp
An easier transition to pvp for newer player may be a full pvp map where only one piece of gear is lost. Or a full pvp map where it is like the social hub where you simply get downed and come back up. I know having a pvp zone within goldbrook was an attempt at this but I think the “soft pvp map” may be more obvious and immersive an experience. Potential cons: Highly geared griefers who keep downing someone new. No Interest in playing if there are no distinct rewards/experiences for going to this map.
WIpes
Full wipes currently undermine long-term engagement. Systems like cities, vendors, research, and PvE progression require significant time investment, and fully resetting them feels punitive rather than refreshing. This directly impacts motivation and player retention. Many players ask a simple question: Why invest in long-term systems if everything is wiped every season? Proposed Solution: Soft Wipes Soft wipes preserve balance while respecting player time. Reset: Inventory, stash, and equipped gear Character level / XP Preserve: Cities / Lodge / Research Vendors Campaign progress Utility and long-term unlocks This refreshes the economy, controls power gaps, and enables seasonal resets without deleting long-term PvE progress. Permanent Crafting Recipe Progression Introduce crafting recipes as permanent unlocks: Armor, weapon, potion, and utility recipes are obtained through farming and exploration Recipes unlock crafting options in cities Recipes persist across seasons Each season still requires resource farming, ensuring balance, while long-term unlocks provide continuity and purpose. Why This Matters Full wipes every ~3 months accelerate burnout Repeating identical progression loops becomes exhausting PvE-focused players are disproportionately affected Retention declines over time Personally, I enjoyed the game, but had I known about full wipes earlier, I likely wouldn’t have purchased it. Conclusion Soft wipes combined with permanent progression (cities, vendors, recipes) would: Respect player time Reduce burnout Improve long-term retention
/roll
With it being considered a mini MMO, I /roll to roll on loot pieces would be a great addition. Many times party members fight over what loot they want. A /roll would help alleviate a lot of that headache.