Suggestions of a Fan

I’m a big fan of the game, and really interested in the game going forward. I’m not a game Dev so please take all my suggestions with a grain of salt but I do have a long list of things I personally would like to see make it into the game.

Weapons:
Currently 1-h weapons even with a shield out perform 2-h weapons largely because all flat notables on skill trees apply to both, simple fix to affixes is to make them on average around 12% ish stronger and make Flat bonuses on trees scale at 50% or even 75% when two handing.(another topic went into this and got a response but this was my two cents)
1-h Swords are kinda boring and need a different bonus other then attack speed, most of the time on my own characters (bias so with salt) I only use a sword if that’s all I can Dual wield and I don’t even try to go for the strongest sword just the fastest as i’m not generally wield swords for damage.
2-h Scepters/Scythe this is a pick your poison I think there needs to be an Alternative to Staffs as a twohanded Hybrid Spell/Physical Attack weapon, honestly you could just remove the physical attack on staffs and then give this weapon the Physical attack and reduce adaptive Spell power with a fix to 2-h this could be a welcomed alternative.

Classes
Sentinel- I’ve made a few sentinels and what bothers me is all the Specializations pull me away from Melee which seems very odd to me, I think having caster alternatives in the tree is nice but both Paladin/void knight gain 1 additional melee ability and the rest are either utility or spells. This is just personal to me I suppose but I like to play melee on Sentinel and with so much benefits to not doing it later on it just kinda confuses me. Possibly smooth out some movement skills as they feel abit chunky maybe that’s intentional based on the character. Aesthetics though I honestly preferred the female Sentinel from way back when because the armor was more sleeky and didn’t have large shoulder pads, this is 100% personal and can be ignored but I don’t like how the shoulders on my dear boy sentinel are so bulky.
Rogue- Pretty good spot, maybe bows do a little too much damage or it’s all the flat damage available to rogue but it feels smooth and feels nice.
Acolyte- Haven’t played this class enough as it’s playstyle/Aesthetics don’t appeal to me all that much but once I’ve put some big time into her I’ll add too this. (Don’t hold me too it though)
Mage- This is the class I put this most time into and have the most thoughts(opinions) on, Sorc while not weak the skill tree feels barren and seems to try to force rotating elements which I’m okay with that being an option but some times I just want to do one element and most single element focus would be nice, also some Adaptive Spell damage early in the tree would be nice as waiting to the end of the tree to get that boost hurts alot. Spellblade on the other hand which I’ve made more then any class is the one I also have the most issue with, as it’s a class that seems at odds with it’s self. It has no innate bonuses with swords outside of skill trees getting a bonus with them, however it’s called Spellblade and it’s got more synergy with daggers/axes/Scepters then it does with swords, my thoughts would be to remove the mana spent on melee converted to ward passive and add Physical Damage on Swords(2-h included) are Converted 1/2 to Adaptive Spell damage and 1/4 or 1/2 to Elemental Adaptive Attack Damage and then remove the Adaptive Spell Damage Affix from swords as it’ll be unneeded. Now I actually don’t like the Elemental Attack nature of Spellblade, I actually prefer the Attacks cast Spells variant such as stacking Arc Charge or Cast Flame wave when using firebrand and while I don’t think it’s a good idea to limit people, I think the nature of Spellblade should be just that, attacks cast spells not attacks that deal elemental damage I know the difference is almost entirely meaningless but it’s a feeling when playing the class. Also this is entirely personal but please remove the Flame Aura from Spellblade and add it to Sorc, I feel swapping that over to Sorc and then adding more melee oriented passives would be healthier? Sorc needs all the passive it can get, and Spellblade has plenty and has some that could just be added. Aesthetics melee attacks should actually just be melee swings, I appreciate the person who created the telekinetic thwack that they gave the mage, but it should be for Staff/Wand only all other weapons the Mage should actually just swing himself potentially all fancy like a fencer since Spellblade has Dex scaling.
Primalist Seems to be in a good spot, I haven’t played him enough to give a opinion but once I put in some time I’ll add to it. (Don’t hold me too it thought.)

Tooltip change
Show all things adding to the damage of a skill, Adaptive spell damage, Flat Elemental Damage, Flat Physical Damage as sometimes I’ll gain like 100 Adaptive spell damage and I assume the skill has a 10% Multiplier (meaning it does 90% reduce damage scaling) because it hits rapidly but I have no indication that it’s working like that. I just want to know what is scaling my skills and I generally do know but I want to know by how much.

I know this seems like a lot but as said this are just suggestions I’m not a game dev, and I’m not sure what these changes could do to the game as these are just thoughts. I’m also not a professional gamer so alot of my thoughts come from a slightly above casual gamer perspective. Otherwise this game is fun, and I enjoy where it’s going I look forward to the future updates as they always bring me back to create a few characters to play with the changes.

“If My Calculations Are Correct, When This Baby Hits 88 Miles Per Hour, You’re Gonna See Some Serious S***” -Rogue Probably.

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