First of all, I would like to say that I truly like the game hence why I’m writing this. Usually if a game has certain flaws that I don’t like, I just simply uninstall and never play it again. I’m just hoping that some if not all of these issues will be addressed.
Lets start with EXPERIENCE:
I honestly don’t understand the reasoning behind the Exp. nerf in the recent patch 1.1. If your reasoning behind that is to get us to play longer, I get that but we have to be honest here the game is not yet at a point where there’s enough end game content or a number of pinnacle or uber pinnacle bosses where it would justify longer play time on a single character to min/max, there is currently no incentive at all to even try to reach lvl100. As I understand it, the game is designed to incentivize build crafting which in tales playing multiple characters and trying different play styles every cycle. I myself would like to kill the pinnacle boss on multiple characters with different builds, but the Exp. grind is just soul crushingly boring.
- My suggestion is: revert the recent nerf and in fact lower the Exp. requirements.
CORRUPTION AND MONOLITHS:
the fun part about corruption is being able to push higher corruption and test the limits of the build, not resetting the corruption on every monolith multiple times just to kill different harbingers. In addition to that there are a few timelines where the end result of the time put in to doing them are useless blessing that have absolutely no effect whatsoever in the character progression, for example the increased drop rate for shards/idols and so on. As well as corruption pushing on each character separately is disheartening.
- My suggestions : 1- change the harbinger kill requirements to where it no longer matters which timeline you kill them but keep the corruption requirements at 50 corruption increments till 300 corruption and lower the required kills from 10 to 6.
2- remove the timelines that have no useful blessing to the character progression and bring them back in future cycles with specific cycle content in them, or change the blessing to where they actually have an impact on the character.
3- make corruption progress account wide and change it to where it changes with 50 corruption increments instead of what we have now where you would have to reset the entire board just because you’re missing 1 or 2 corruption for the harbinger. On top of that, the single digits have no significant impact on the difficulty and in my opinion 50 seems like a reasonable jump.
CAMPAIGN AND PASSIVE POINTS/IDOLS
doing the campaign at the start of the cycle with new content is fine, but doing it on multiple characters is just boring especially with a geared 2nd or 3rd character where the entire campaign is extremely trivial is mind numbing. Especially having to run around doing the side quests for the passive points and idol slots. You might say that doing the dungeons is a way to skip parts of the campaign, that’s true when the dungeons function well without bugs and on top of that you still have to go around looking for the required quests for the passive points and idol slots.
Suggestions:
- 1- remove the passive points and idol slots from quests and just make them linked to certain levels whereby you get extra passive points and idol slot at certain level breakpoints.
2- after completing the campaign with the first character, give us an option to just skip the campaign completely after getting the mastery, where we would get asked after choosing the mastery if we would like to skip the campaign.
ITEM SLAMMING:
the fact of the matter is that doing an entire dungeon to slam an item with a high probability of bricking the item especially 1 or 2 LP items, is frustrating. On top of that, the current difficulty of the content doesn’t really necessitate slammed uniques. I know that a rework of Temporal Sanctum is in the works but I don’t think that’s enough.
Suggestion:
- keep it as a feature of the dungeon (plus the rework) but also give us a special forge at The End of Time that we would have access to after we have killed Aberroth, where we would be able to slam uniques at a cost of gold. At this point there’s only corruption pushing, might as well make it more efficient. Someone who has killed Aberroth would most likely steamroll through Temporal Sanctum, so it would just feel like a boring chore.
SKILLS RESPECCING:
Again this goes back to the core of the game, which as I understand is to encourage build crafting. Having to re-level every skill point after respeccing point is counter productive and discourages testing.
Suggestion:
- leave it as it is but also give us the option to respec the point at the cost of gold without having to re-level the skill. This way end-game characters can easily switch points and test different things, while leveling characters can still respec and level the skill without the cost of gold.
GROUP PLAY
I’m not sure exactly what the reasoning behind not having shared results in group play (for example corruption). If it’s to try to prevent RMT or boosting or whatever, well lets be honest RMT is already happening in the game and this is not the major issue in regards to RMT. In regards to boosting, well… that’s what friends who play together usually do, they help each other level up faster by boosting each other that’s part of every game. Playing with someone and pushing corruption together but not being able to continue where you left off and play solo at the same corruption level because your friend holds the progress is for some people a major reason to just quit and uninstall the game. Because it makes you feel like all the time and effort you put it is just simply deleted, and the progress that you have made never existed in the first place.
Suggestion:
- give us shared progress, so that friends can actually play together.
MERCHANTS GUILD
as we all know RMT is a major issue in every online game that has trading, with no simple solution to it because people will always find a way. when you see idols being sold for 1.5 Billion you know things are far too gone.
As well as the whole reputation level gating of being able to buy/sell certain items is in my opinion counterproductive and goes against the whole point of trading.
Suggestions:
- 1- place a gold cap (not sure if there is one atm) at a reasonable amount seeing things being sold for billions is not feasible by just farming gold.
2- change reputation level benefits to actual buffs instead of gating trading. For example: increased gold drop rate, discounted stash tabs, higher gold from actually selling items to the vendors, access to an actual auction house where people can bid on items, or at lvl12 you get the ability to open the shop UI from anywhere to buy/sell without having to travel to the Bazaar.