i wanna have. I really like that kind of idea that you have the opportunity to raid the open world for some special items... it would be great when there would be some secret bosses and stuff that drop unique items, also when they all have a own difficulty so everybody can farm some items, and some are only possible to get when youre in an endgame group. It would be nice to be able to get some awesome cosmetic items like pets or mbe special colors, a title or smt like that.
Trash mobs (you know this guy you rek and dont even know why you dont just ignore them) have a chance to drop runes. Only trash mobs drop runes and every enemy has same drop chance and can have white green blue purples and mbe. red drops. Then there are like 3 different types of runes with like 15 slots (drop from Archers, Clerics and Mages) 10 Slots (drop from Rogues and animals/monsters etc.) and 1 with 3 slots (drop from tanks). Of course the higher the difficulty the higher the stats. The runes could have different Stats like Health, Range Power, Atk Power, melee Power, Crit. Atk speed etc. . Every Character would be able to have like 3 Rune Pages you could swap around like you want so you can optimize your gear for solo play, group play etc and always improve the stats you need atm (more tankyness? More damage? Movement Speed? Just do it!). This Way you would also get a use from killing every foe running over your way and dont just stealth rush the bosses. Almost every player would be able to make a steady progress and you can get rewarded for every mob you slay( when you have good gear and some money, slaying Trash mobs is useless since there arent paragon level or anything).
I'd love to see the non-primary stats take on a larger role, but currently the randomness is an issue.
The theoretical all 18 roll vs the all 3 roll (granted no one would accept the all 3 roll), the issue is simply in the number of raw stats each roll has.
My suggestion is either to create pre-determined balanced rolls, or alternately allow each character to distribute points (removing some here, adding some somewhere else). This allows an even distribution of power and the player is allowed to determine how they wish their character to perform.
The fact that the racial modifiers do not exceed the 18 cap is also an issue. In a point distribution model, this is less of an issue as the modifiers will always have some benefit.
As it stands the rolling for stats is simply begging for players who are even remotely interested in min-max to sit for hours rerolling until they get a stat distribution that is perfect, or as close to as they can get.
Even if the stats do absolutely nothing, this will still be an issue because it will always be perceived that they do.
Thanks for the feedback. It sounds like it could be fun. We are working on tuning many things at the moment to make the game better overall. Once those are completed we would love to look into additional game modes.
I don't think the team that is holding a capture point should respawn within the same capture point. There should be some lag time between killing them and them getting back to defend. There needs to be some kind of window of opportunity to make a large chunk of progress on flipping a node if you wipe the opposing team.
I'd like to see some physical objects looked in in relation to Wall Run. I was unable to run up most of the vertical structures because there is a lip at the top. Kind of mad that I can watch Rangers zip lining through windows or Clerics hovering between nodes, but I can't run up a wall.
Door Health needs some kind of balancing. If I'm attacking an undefended keep then it shouldn't take me very long to bust down the door and take the node. I also think the the overall door health of all nodes owned by a team should decrease for each node owned as well as over time to prevent stalemates.
I would like a way to ping my location to alert my teammates. It would be great if there were multiple types of pings like a moba.
Thanks for the feedback. I think you will see several of the QOL improvements you mention here in the new UI but you also mention some good ones to add. Thanks for the support and we'll look to get these in the pipeline.
We are potentially looking at a way to make a pseudo transmog system. That may be a bit away. Any additional quality of life things let me know. AI that follows is being worked on and may come sooner rather than later.
The Holy light spell - I know the AOE radius was recently changed to do more damage and a bit wider (with higher recharge), but the visual effect did not seem to change since launch. I do not seem to use it as often as Smite.
What about changing the Holy Light to an actually be a light source for in dark areas like the Wizard's light spell?
Smite definatley is the primary damage dealer. Not sure about changing holy light into a light spell, though. Maybe an AoE debuf with the possibility to insta-kill undead?
Divine Shield - Does it only work for projectiles or does it work for melee as well? I was thinking maybe on the higher levels of the spell, there can be a chance to reflect the projectile/damage back at the source so it will do some damage back (in Rogue Legacy there was an item you can craft from the blacksmith with 'Retribution' status that would do 50% damage back to any damage you received from enemies or traps that worked really well).
Divine shield does not work against falling damage. I'd still like it to scale depending on equipment worn. Cloth biggest DR - plate smallest
Blessing of Wisdom - I think it should be permanently applied to your character's spell power, but you should also be able to cast it on allies, maybe with a longer cooldown? Sometimes when i aim to cast it at an ally, it will just cast it on myself instead.
Hmm, something like 'permanently add 5/10/15/20/25% to your wis stat - can be cast on friendly targets (excluding self) for 1.5/5/7.5/10/12.5% ' ?
Healing spells - Right now we have Heal, Group Heal, Channel Heal, and Regen
The Group heal, right now it looks like you need to stand in one place and hold the ability button you have mapped, and it will heal those around you but the description says it sends a blast of holy magic to those around you , which makes me think its an instantaneous spell.
Channel Heal and Regen: Are they pretty much the same type of spell but one you have to target and heal and the regen you cast once on your target and then it will gradually heal? In this case I think the Regen might be better and have it as a 'fire and forget at your alliy' type spell.
Keeping with the Holy theme or the Cleric, what about adding a 'guardian angel' type spell? You could cast it as a familiar on yourself or on an ally, and it could fly at about shoulder height or so and protect the target by taking its damage & healing, and maybe doing some melee damage as well.
I suppose familiars and such would be Summoner spells (assuming we'll see summoners) but the angel could be a light source and AoE debuff against undead creatures?