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[DISCORD] Ed's to-do list ? for build variety and more

Elrise Rogue Lv.13 ·
Feedback/Suggestion

A lot of players have enjoyed the game but felt that the build they wanted to do was too weak and in the end were forced to play one of the couple meta builds.

Maybe nobody wants this but I and others have suggested a couple of things that I think would make the game better and that are not that far off Ed's vision, so I've gathered from the suggestion channel the "best" and most "urgent" suggestions that revolve around build variety and balance. I know Ed is already thinking about some of those things (health spell casts, trait tree), but maybe those can give him some ideas and even address some things he didn't see. I'm sorry if you think I'm polluting the channel by "reposting" (but I also suggest and or comment new stuff)

**Minor scale changes **

- Add “dps” stat to Ability randomness tooltip

- (Fix tooltip) https://discord.com/channels/358965624107696128/1468657343381114892/1468754862765506762

- Are “Ability spells” tooltip correct ? Why most of those spells have around 30% scaling when magic spells have 80%, 130% etc ? (see image attached)

https://media.discordapp.net/attachments/1468657343381114892/1468739321245991138/image.png?ex=698bb516&is=698a6396&hm=d4cf0652e0c3f6d0700166ce91694ce3bca602916a0be7c76580f1f98869e376&=&format=webp&quality=lossless&width=765&height=218

- (patch 3.0.5-3.0.6) Don’t nerf ALL “ability spells” damage by 25% but 0%, and balance all “ability spells” accordingly instead.

- Using HP for casting spells:

https://discord.com/channels/358965624107696128/1469939684506341553 kinda same as https://discord.com/channels/358965624107696128/1468824133617062004

https://discord.com/channels/358965624107696128/1469141129332261045

- Does Darkness embrace also reduce the **health** cost of Death spells ? I saw ode deal himself 300 damage by casting dark beam but I don't know the specific values. (https://www.youtube.com/watch?v=2OoLmaTjh5U)

https://discord.com/channels/358965624107696128/1469384587800215705

(What’s important imo : don’t make ConjureDeath a pale copy of ConjureFire ? Maybe add curse spells)

https://discord.com/channels/358965624107696128/1469234899360682075 (Setting similar to (1) ?) same as https://discord.com/channels/358965624107696128/1469437258439463043

https://discord.com/channels/358965624107696128/1467733684437254197

https://discord.com/channels/358965624107696128/1470276459158311015

https://discord.com/channels/358965624107696128/1470242677097369758

https://discord.com/channels/358965624107696128/1470080601569628190

- Mages have been complaining about not having mana and having to wait and saying that’s boring. Ed you said you wanted people to use resources, potions, regen rings etc… I say let’s satisfy both. Give mages actions (spells) that makes them feel active while being effectively very weak, if they don’t use a resource, they’re still as useful as a flower pot but they’ll actually be using buttons so they won’t complain as much.

So : New basic spell that slightly recovers mana while doing some damage. (Example with numbers: 30 magic to learn, 0 mana cost, deals 5 with 20% magic scaling, recovers 1% of missing mana on hit)

**Fishing **but you have a chance to attract agressive (water) monsters. You stated that you don't want players to have passive income while standing afk. That they need to go to their depot from time to time, to buy/prepare food etc. Having to fight monsters will make the players need to spend resources so they won't be able to camp a spot.

If this is not enough, you could set a sort of (dynamic) cooldown on fishing spots so you can only do it once or twice for example. (you get an error message "There are no fish in this area" something like that). Then you'd need to find another fishing spot (or just keep walking towards your destination)

If you do this, fishing could be this on-the-way feature like checking boxes and bags.

https://discord.com/channels/358965624107696128/1469268045301284980

https://discord.com/channels/358965624107696128/1467637774416085096

https://discord.com/channels/358965624107696128/1469276241080094824

https://discord.com/channels/358965624107696128/1470025407154884618

Traits :

https://discord.com/channels/358965624107696128/1469105194716631364

https://discord.com/channels/358965624107696128/1468446837651275942

**Major scale changes**

https://discord.com/channels/358965624107696128/1467892966873104454

https://discord.com/channels/358965624107696128/1469441497261801567

https://discord.com/channels/358965624107696128/1469449372386459729

Make (almost) all traits require you to use the according equipment to benefit the trait.

And/or make strong/major traits like "Hand finesse" deeper in the branch. Given previous suggested trait reworks, such traits could be centered, circled by other traits and/or you would need to put points into the surrounding traits to finally unlock the trait.

Comment : I saw Anugy use crossbow + brass knuckles with the Hand finesse trait to benefit from all the ability he boosted with levels. Since he was not using knives and barely put points into the dagger tree, I felt it was unnatural and unbalanced to access such traits so easily.

What are your thoughts on classes. Will you add more classes or always only 3 ?

https://discord.com/channels/358965624107696128/1468491386138660940

https://discord.com/channels/358965624107696128/1403993151131353150

traits, spells for melee-phys and hybrid magic-rogue

https://discord.com/channels/358965624107696128/1466208723763462164

There has been a lot of discussion around the trait "Highlander" which is very very weak right now, mainly because you have to wait like 6 seconds between your spells. Having a basic blade spell would "fix" this trait while allowing melee rogues/dps knights more options and more actions/second.

I heard you say that it's normal low level knights press space and just wait until the mob dies, if that's what you want (and a basic spell would hinder that), you can always adjust gold cost, mana/health cost, ability/magic required to learn so low level knights can't use it. I have seen a lot of people ask for a basic blade spell. If you've already planned to add one then sry and nvm.

https://discord.com/channels/358965624107696128/1388621921096044554

A LOT of suggestions are about weapon size and rogue, double dagger rogue etc... Part of this is because we have a defined image for what's a "rogue" in our mind, which can differ to the image Ed has.

The question is : does Ed wants players to optimize their weapons to be the highest size (10/10) or does he want to allow players to have various builds, various weapon combinations ? The community has been asking for the latter. Solutions for that could be the one presented above, or some others in the suggestion channel. Like, more weapons ("bigger" knives, orbs etc) ? Traits that gives stats depending on how much size you have free ? A passive applied automatically (like using 2 shields make their strength reduced by 35%) ?

I want to insist that it would be better for build variety if we could have all sorts of stat boost with all sorts of weapons combinations. (not just dagger-dagger but 1Hsword-orb, dagger-orb, orb-shield etc...)

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