QoL Suggestions/Feedback for 1.2

Hello Devs,

First off this season is great you did an amazing job! I wanted to share some feedback that in my opinion would be improvements for this patch and future patches.

  1. You added lizards to the game and a way to buff them via the seasonal faction making there be quite frankly A TON of loot. The issue is we as players (unless in groups) to my knowledge cannot leave an echo and return if inventory is full (this more applies to early / mid end game players with not as strict loot filters.) I think players should be able to leave and return as often as they like unless they die with how you currently have it setup. A death resets echo which works but if we dont die and we want to loot more I think the availability to do so is a huge QoL upgrade here.

  2. Can we allow for uniques to not be “host only” drops for players in CoF? Im not sure this is possible but since items dropped in CoF cant be sold/traded on the merchants guild even if a player swaps I feel like this would be more applicable to a “SSF” style playstyle just in a group which I believe is how you intended this faction to be. For example, if a friend of mine and myself are playing the same build and both need an abboroth unique to drop and only me being the host can get it now we have to farm him 2x minimum for both of us to get it and I would have to “gift” the item to the other player. Whereas, for CoF only (so market doesnt get inflated/oversatured) I believe all party members in that faction should have the same drop chance to get it as well. Makes coop play more sustainable and fun for everyone.

Again, think this is one of the top seasons in an ARPG i have played so great work! Just some food for thought for you guys to consider!

Regards,
Someone who shares the same last name as Judd :slight_smile:

1 Like

Cov only Multiplayer drops sounds like a nice idea!
A friend of mine play together on Discord, but not nearly as much ingame?!
Because we cant farm end monos together because of this, basically.

#1 has been an issue for forever. Not just a prob with lizards. There are many instances when you will get too full of loot. This happens a lot in cemetaries and tombs. Happened to me multiple times in campaign, and some times in normal echoes, too. And there are other reasons you may want to leave a map, too (like to visit stash after level-up to equip something you couldn’t previously).

The main prob is that their instances do not persist. They need to implement something similar to what POE does. In that game, the instances persist for a few mins (I think it’s 5-8 mins). Would like if they copied that system, but gave us a little more time, maybe 10ish mins.