1)LP option for loot filter
2)% option for Idols affixes (loot filter)
3)Forging potential option for loot filter
4)TP close to Majasa
5)TP close to Lagon
6)Explanation about 100 lvl monolits activation for new players
7)DPS meter for dummy at arena
8)Chests and prisons of exiled magicians are further from the beginning of the monolith map
9)Option to instantly go to boss fight for t4 dungeons
10)Lvl 9 rank reward for circle of fortune
11)Option for circle of fortune players to check prices at bazzar
12)Extra item slot for weaver items (to get exp without change active items)
13)Make arena monolit maps faster.
14)Weaver’s will option for loot filter
15)Сompare all rings at once
16)Auto pickup for runes and glyphs
Airowird add:
17. Loot filter addition for Faction-locked items CoF
18. Toggle option to apply Loot filter on items in stash/inventory. Also would help as Accessability option.
- yes
- I think there are? for example health % is of the Ox and flat health is called something else. The tooltip isn’t great at explaining this however.
- yes
- for me thisisn’t an issue really
- same as 4
- you mean the 100 corruption of the empowered ones? Yeah it’s not explained that well, but I also don’t think it that complicated either
- YES!!! and damagetype / skill name for each dps
- not an issue imo
- dungeons are not great at the moment imo, but im not sure this is the solution
- didn’t know it was missing?
- why? you can’t sell them anyway
- nooo
- all areanes are a bit boring tbh
- yes!
- YES!
- I think this is by design and I am also not sure it is an important change
I think for the CoF rank 9, I’d slightly disagree I guess. I’m currently trying to farm a very rare set sword that I just found out had a 1% drop rate from mono rewards, so I’m thinking I might be faster to just get the rank 9 CoF and get it from that instead. However if you want to argue it’s too weak for where it’s at in the rank and move it to earlier ranks, I think that might be a good idea, since from what I heard sets are generally considered not that strong anyway
2 - He means loot filter on how good an affix rolled.
6 - How to get to empowereds. Like walking to the shard in the middle after doing the 3 90s is not explained.
7 - Very unlikely, it’ll push content creators into dummy-meter comparisons vs actual gameplay tools like defenses & mobility. Anything to measure epeen will always be abused by certain people to rank themselves against others and it’s toxic AF.
10 - They said they’re adding more for sets in 1.1, will wait on that to judge the usefulness of CoF 9 until then.
And to add:
17. Loot filter addition for Faction-locked items CoF
18. Toggle option to apply Loot filter on items in stash/inventory. Also would help as Accessability option.
4 - Becouse of CoF
5 - Becouse of a new players (they ask about help 10-15 times in a day) Imo better option then party tp.
8 - Becouse players can abuse it. Just restart monolith map again and again and loot chest if it close.
11 - Becouse if i want to buy something i need i want to know that it will be on a the bazzar. No reason to get fraction change penalty for nothing. (it dont give me any advantage against another fraction anyway)
16 - I dont see the reason. Why not? I cant sell them i cant do anything with them in my inventory. I just lose time and life at 700 monos becouse i need to extra click every time they drop. They can fill inventory full in the middle of the monolith map run thats annoing.
Definitely sounds like a CoF exclusive problem I can get behind lol. I’d also want dropped items to have a number next to the name to signify Legendary Potential.
Oh man do I want this when searching on the bazaar
Interesting.
Definitely sounds like CoF Exclusive problems. That’s rough.
They need to deliver a ton of fixes for introducing new players to things. You think that’s bad, there are players who have played 30+ hours and haven’t crafted, shattered or used their factions yet.
Would be interesting although since the dummy is level 1 the numbers would have to be applied differently.
Random is fine. I don’t understand this request.
They have to do something about these mazes. They are designed to waste your time but they have to have a more fun and engaging method of design to make this time-wasting mechanic feel a lot better.
Lol. I feel like if they buffed set items or gave them LP, this could be absurdly powerful effect.
Strange request, although anyone utilizing cross faction benefits usually have a 2nd character.
Pretty sure the design behind it was that you sacrifice the slot to level it up.
I am on board with making them rewarding. They are tuned to not drop anything due to leaderboard ladder reasons and it shouldn’t apply to monoliths.
This would honestly be nice.
Yeah a lot of people suggest this. I still want rare runes/glyphs like despair/ascendence/creation to require manual pickup, but yeah the rest should pick up like gold.
+1
I’m Solo Character Found. I’d like an autoforge option
I would like world building and lore be improved in the campaign more than anything else.
Just feels like a complete waste of an amazing world brimming with stories to tell not really have anything going for it narratively.
I would even take a medium like a spirit stone telling stories to us about the world randomly like Kratos and Mimir from God of War on the 1st playthrough with an option to silence it on new characters.
I’m about 4 chapters into it. With the story about time travel, I was hoping for some drastic choices that could change the future.
I think the crux of my issue is that world needs to feel a bit more alive with characters.
Granted… I know that amount of work is a massive undertaking and bringing an established RPG writer isn’t easy.
I mean, to be fair i just touched Lightless Harbor so far, but i geniunly would hate it if the kill them dungeons off by make it another stupid boss-runs mechanics.
They aren’t perfect for sure, i’d love if they would make better layouts/mapping/pathing for them and also play a bit with the Amber-Ability (like buning down the obstacles), but the core-idea is amazing of the Key-Mechanic which gives running them more weight, the dungeon-ability brings something fresh to the table and just not a different coat like in other games, and to give them exclusive mechanical rewards adds another value it. To cut the Dungeons Part (instead of fixing them) and make them just Bossfights would really devalue them/kill the concept.
I wish it will be optional. If u want u can run full dungeon. Or you can skip it and kill boss, you lose drop but save time.
What would be the point if you lose all drops by going straight for the boss?
And what would be a point by not skipping right to the boss if you got drops for killing the boss?
Simple if i just target farming dungeon specific items im need only boss.
For dungeons it would be nice if at least after a certain amount of enemies are killed that the exit is highlighted on the map similar to many monoliths where you kill enemies to reveal the objective but you can still come across it by happenstance.
Right now dungeons feel too much like a chore maze. I’m fine with the maze but making me backtrack so much just to finally find the exit after ten minutes seems like too much.
More loot filter options would be nice. One that I would really like to see is a Forging Potential filter.
If you don’t get the drop there is no reason to target farm.
If you get the drop, there is no reason to do anything other than farm the boss.
That’s why it’s bad.