Me and a few friends love the game but have some long-standing (and new) requests. If us 4 agree on ALL of this, I’m sure there’re more people.
Universal
- Transfer Materials - Auto occur. Also auto pickup for shards/glyphs.
- Boss Ward/shield - Please undo this. It’s an ARPG, with endless difficulty scaling already. Plus blowing up a boss after a long time of progressing your character is the pinnacle of feelsgood.
- Campaign/alts - Idol/passive point quests are frustrating and ruin the various boost/skip/etc mechanics in the game. Especially with the hard-locked mastery…
– If campaign unfixed, let us respec Mastery. I know people flame this but imagine the class creation screen had 15 options. That’s what this does, and 15 hard-locked choices for a season-based ARPG is crazy.
Echoes
- Global corruption. Maybe a slider or something would be awesome too. Backtracking progression is not fun.
– If you won’t fix corruption – Shade needs to be more common. You shouldn’t randomly reveal a gigantic web not seeing it…then see 2 next to each other. I get that you need to “find” it because it has some unique loot, but still this is just silly. - Remove Environmental explosions. Dying while trying to loot or check uniques is tilting. Some are well advertised, others are barely visible and hidden by the screen full of shards, and some bug and happen before animation. Just why.
- The end-of-echo reward chest needs to hurry the heck up. Dribbles out loot like it’s clogged.
Harbingers (if you’re considering keeping core)
- Shouldn’t be 20x stronger than the boss you killed before it. A little stronger sure, but the current gap is an oversight.
- Don’t force the first one. People struggling to get their blessing shouldn’t be stuck on this. Maybe this is just a bug since it lets you uncheck it but happens anyway though.
- Needles shouldn’t need to take an idol slot. Just let them be consumable, or work from inventory.
- Consider boss layouts. There’s no way someone spawned a Harby in Lagon’s tiny crevasse and said “yeah this is good”
Dungeons
- Stopped being fun after the 3rd run in each. Having to re-do these…strange design choice dungeons… is rough. Maybe taking one of the two floors out of each would be a good band-aid, but they’re just not fun. Especially w/ how the boss drop rates and LP work, the runs feel unrewarding on top of unfun.
- Just let me do my LP. Poor T3/4 Julra doesn’t need more deaths.
Guilds
Merchant - One NPC.
Merchant - Default “Gold: Low to High” setting.
Merchant UI/QOL updates - Low priority, but things like: unique affix choices, alphabetical order for unique names, stuff like that.
CoF - You shouldn’t get 100+ Corruption prophecies when you are just starting monos…Same for T3 Arenas. IMO campaign options should also just be removed entirely (without burning lens slot)…but don’t know enough COF people to say if that’s a hot take.
CoF - The renown needs to go up about 100x faster. By the time you get to the nodes that make it worth the time, you’re already pushing corruption. I REALLY tried to make it worth this season. I didn’t even get rank 10 by the time I was doing empowered monos.
Nemesis/Altars
Should be able to put LP items in, and just let it roll the dice. Maybe all 3 empowers do nothing and it comes out with the same LP… Sure why not, still fun to try. Meanwhile pushing corruption = more LP items = more 1LP items you don’t need = less items to put in eggs = this is just common sense.
Also Nemesis needs to go baseline/core. This thing is saving the game’s progression. Unsure if that was planned already.
TL:DR - Too much friction. We’re getting a moosh of fun fast ARPG blasting, with forced time-sinks and backtracking progression in-between. And COF needs help. And make Nemesis baseline.
So yeah, thanks for attending my ted talk.
<3