Hello EHG and players 
I really like to lay open my thoughts in a detailed way, so sorry in advance, if you might have to read a bit more xD…
[1. New progression or gameplay systems]
[NEW PROGRESSION] - Idea for Monolith:
I like the fact, that the monolith is split into various timelines, Fall of the Outcast, Fall of the Empire, Winters… etc. but i see unused potential there.
It would be cool to further progress into each timeline, beside the corruption mechanic, like an advanced progression to boost this specific timeline by a lot.
I think it could be cool to give each timeline a deeper purpose BESIDE the blessings. and those “special item echos”. There barely is enough incentive to really switch between timelines, espacially for CoF players, due to the prophecies.
Maybe we could juice up each timeline with special items, to “enhance” that timeline.
Enhancements should not only increase droprates to certain items, but also “further empower” the boss echo, which means, boss+optional harbinger fight gets more special, maybe with champion spawns within the boss echo, a special trial to solve or a special spawn, beefed up boss echo mechanics, like the new omen windows or stuff like that…
There could be unique rewards attached to this mechanic and a progression system the player really really want to focus on. Different timelines would offer a really special and unique touch of rewards.
To picture it in a very cheap way… something like a “faction’ish” progression system with certain thresholds for example.
The player would have to play that certain timeline to progress there For exmaple… Rank 1 adds more T7 drops, Rank 7 could beef up the boss echo and with it, brings AWESOMENESS to the boss echo, Rank 10 could add certain new affixes, the player wouldn’t be able to get anywhere else.
Dropped items get tagged by that timeline, adding these affixes also into the pool for drops and also crafting via runes etc…
Example for Winter timeline: Rank 10 = Adds three new affixes into the item pool
- Converts 20%(T1) to 100%(T7) of your damage type to cold damage
- You have a 20%(T1) to 100%(T7) chance to also apply frostbite whenever you apply bleed, poison or ignite on hit.
- xx% chance to yy% chance to use cold skills twice
Example for Fall of the Outcasts timeline:
- Hitting an enemy has a x% chance to trigger a gold drop
- Killing an enemy has a x% chance to trigger a loot lizard spawn
- Whenver you evade you gain a haste or frenzy for X to Y second
Example for Spirits of Fire timeline:
- Fire skills cost x% to y% less mana
- Ignite on Enemies lasts xxx% longer
- xx% more mana cost to fire skills and xx% increased area
Wild idea and hella work to do it for each timeline…
[2. Reworks or meaningful improvements to existing systems]
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Make the weaver tree a global tool, not just for monoliths, let dungeons scale with them, the arena and everything that will come.Maybe an activation via the weaver tree itself…
I would like to see goblins drop Uniques en mass with the weaver tree note chosen and a scale charm used for example… Everyone just jumps on the dungeon endboss and the rest doesn’t matter, also sad for the design team
…
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Removal of bad maps and/or an overhaul to certain map tiles. Some maps are not fun, because they are too spread out in too much directions, if echo objectives split too, it is way too much movement required to progress in an echo OR just put all echo objectives into a limited area away from another. (Punishes non meta movement/builds)
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Global increase of ForgingPotential
Up the lower rolls by at least 10, increase the top value too. Maybe add a minimum value? Reduce the value nemesis empowerings bring. Everything beside Nemesis items are hard to get value on, because of that. If items drop with 30FP they are more or less dead on arrival.
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Make the “Monolith waiting area” a hideout please^^ and bring something to the table with that addition.
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Ambush screen announcements with a better info for the player. Bring a small popup on the edge of the screen, different ones for Orobyss/Beasts/General
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Rework Siege Golem Nuke → too much ouch, barely enough sounds, barely visible on nemesis window. Monster needs complete overhaul
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Cooldown Reduction on Gloves for more possible gear choice
[3. Alternate game modes or experimental ways to play]
[NEW CONTENT] - Boss Gauntlet
Multiple Bosses the same time. (“Diablo 3 Uber Boss’like system”) -->Random System?
Doesn’t have to be just timeline bosses…, there are so many cool and interesting bosses that in a duo or trio could make our life hard. New key to open a new “arena”. Could also be a “multiple round-feature”
The player faces maybe 3 waves of stronger and stronger monsters that might hint to the bosses he might has to attempt (thematic/style) and than the boss trio spawns in a triangular way around the player or at certain points because the boss usually spawes at a fixed site, Lagon or Draal Queen…
“thematic/style” hints for the player: fire boss → fire enemies spawn, void boss → void enemies spawn etc… Maybe certain arenas could also hint to certain bosses or ground effects area ground effects. Void Pools, Fire Pools on ground, maybe mortar shots…
PS: Imagine facing Last Ruin and Black Sun boss while a 3rd one already laughs on you…
[4. Brand-new skills or revamped versions of older ones]
Idea for new skills:
- D3’s Cluster Arrow for the Rogue’s marksman
- A tidal wave skill for the Shaman (Lagon skill/Alluvion(<–item))
- A tri-elemental whip skill for the Mage
Revamped version:
- Forged Weapon should become a new seperate skill with its OWN SKILL TREE
- Forge Strike should get an overhaul
[5. Quality-of-life features that elevate the overall experience]
- Runes/Glyphs
- Make glyph of hope’s mechanic a permanent tool if the player didn’t chose any other glyph.
- Make Glyph of Envy a Rune. If all stats are naturally maxed and the item still has FP left, it would be cool to at least try to change the base items after that point to use up all the FP left.
- Limit the potential maximum of Rune of Evolution FP consumption and general crafts aswell. T8 exalts are NOT fun to make. This goes hand in hand with the limited FP a lot of items have. → This buffs T8 exalts?!
- Bring back sealing of experimental affixes
- General
- All recolor colors for the lootfilter map icons/beams, not just the “default” ones like “unique” or “rare”, i want all colors we can already recolor.
- Pause option for solo play
- “Force Pause” for interactions windows in solo → Nemesis, Altar Options in tombs etc., whatever will come…
- Hideouts, a central point for every important NPC, a test dummy, an option to switch blessings etc…
- Better ambush notifications
- Let us trade arena keys in chapter 9 town
- An option to lock character item loadout
- A “tag option” for items to make them “unbreakable/unsellable” → lock symbol on the item
- A Merchant NPC in turtle area (woven echo)
- A “Sell all” Option for Merchants
- Friends/Multiplay
- Playing in seperate groups/sessions and then rejoining later does not feel satisfying. Revamp or completely overhaul the party play expirience!
- Remove the Obsidian Resonance
- Shift the obsidian resonance requirement to the golden resonance and remove the golden resonance requirement completely.
Everything should be tradable if people were on the same map.
→ The old “obsidian requirement” require is now a → golden resonance requirement.
NOTE: This MIGHT be abusable for people with a boring life…
Maybe add a 10hr playtime requirement to friends/players to get this treatment.
→ notification → You are now eligible to trade more open with that player →
Everything found together (same map) is now completely free for trade, BUT the best of the best still requires a GOLDEN RESONANCE.
This means: Crafted Items like Exalts with a sealed affix, legendaries, LP Items and also blank ultra rare items like “Red Ring” would require a Golden Resonance. Everything else should be free for trade, if both were together on the same map. Remove obsidian resonance completely after the players played enough together.
- Uber Aberroth fight
I don’t know… the maximum duration of beams maybe, the high frequence of void balls flying over the map, anything that doesn’t stress “slower” paced characters and builds.
The fight should be very hard, but shouldn’t force you to stutter step 10minutes to make it possible for non meta builds.
The reflect build with the primordial chest is so strong, because you can focus purely on movement, the damage automates, you don’t have to aim to the boss and you play the dodge game cause of the stressing environment.
Non meta builds or “weaker” builds, have to aim to the boss, which lock them in position if they want to hit the boss, and standing still is just not fun at this boss, due to the void ball frequence and/or the persisting beams. IF those beams would have a maximum duration, you could at least win the fight with a good endurance run, that wouldn’t be possible if the map is just pruple.
Readjust visibility of his skills, everything is purple, blue, black, flickers purple or blue’ish black, beams are purple. Readjusting transperencies could help, new colors or something else… I don’t know.
I don’t want to make this fight a joke, i just want less “sh it” rain on my face so i can actually play my builds.
Last Word:
Sorry if the picked categories aren’t the best choices.
I still see it the same as always. This game has a really really solid base. It offers already so much good QoL and is very fun to play.
Great game, keep it up!
PS: I am currently playing Guild Wars 2 and the game is good, but it is a content/DLC hell which actively locks people from playing content that they didn’t pay for, even core class specializations… It is frustrating…
I just wanted to say, you made the right decision making the expansion free and the class paid. Just my opinion on it and wanted to share it with this post. Maybe an unpopular opinion though…
Content gated behind expansions are pseudo choices and force the people more than just optional class DLC’s.
Anyway, keep it up, the current way of communication and its frequence is very nice to see!