My Big List

dyanrilliams

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13/01/2016
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Here is a big list of suggestions. Sorry I didn't feel like making separate posts. I know the game is in beta and things are still in the works. These are just changes I would like to see. I hope they help. Also sorry if some of these are already suggested.

Classes:

Cleric

Sacred Fire - I feel like aiming this is a little bit of a pain. I think making it a circle burst would be great. Another option is to increase the hitbox as you rank it up? Just a personal opinion on that one.

Heal Wounds - I know I've already posted this but I would like to be able to heal or target companions

Holy Shield / Arbeno's Might - I would like this to be able to target companions as well.

Intervention - I feel like the only reason I die is when I run out of mana in general. So it doesn't really help to have this ability often. I feel like if you could pre cast this with a mana cost to heal a certain amount and have the effect last for 2-5 minutes would be great.

Thelumes Wisom - I never feel like switching my highly valuable slots for this skill. especially since with awareness I tend to find stuff anyways. Maybe turn this into a passive skill with a lower % to find hidden passage ways.

Warrior - I honestly havn't played much warrior and havn't much input.

Rogue

This will mostly be for using a bow.

Stab - There arn't to many Ranged skills. I'm not sure if stab works with a bow, however if you changed the name to pierce and make it work with melee and ranged weapons it would be a great addition.

Volley - I know ranged combat is still in the works. I think a multi arrow cone shot would be really great. Similar to the cleric's Sacred Fire. This would work really well in sticky situations if you get jumped on by multiple oponents.

Possibly even just make it a new class named Ranger. However trap and kick work really well with the bow.

Sprint and Evasion seem to do the same thing. Why not just lower the cd and combine the skills.

Mage

The mage class isn't out yet, but from what I have played I'm going to assume they are ranged squishy characters. If so they will need a shield of some sort. Low cost mana skills, and a default ranged magic attack. Possibly the ability to summon a creature to help tank things so mages arn't so heavily dependent on companions.

Character Graphics

This is just a personal pet peeve. When you move left and right your weapons switch from left to right hand. We are never able to actually see the front of a shield if one is equipped. I think it would be great if we could see more of the character.

Maces just look like swords. There seems to be no blunt end to them. It just bugs me a little.

HUD and UI

The joystick being stationary bugs me a little. I personally love the option of the joystick popping up when I place my finger down and drag from there. I feel like it works really well in some games. Not sure how well it would work with this one. (also not sure if it would cause complications with targeting people later.

Companions

I would like if companions had there own separate inventory.

Also I would like to be able to gear out companions that you hire for money. At the risk of you losing the items when they die. I think it would be an interesting concept to add to the game.

Vault

The vault seems small, I feel as the game goes on we will need adittional space and I think it would be great if we could purchase more space.

This is all I have for now, I'm sure I will think of more things later. Hope this helps :)
 

DavidBVal

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Too late in the night to reply in depth, but yeah, most of it was already my mind or similar, we'll be talking about these in the next weeks.

Thank you very much, this is very useful to me ;)
 

dyanrilliams

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13/01/2016
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Just thought of a couple more things about using the bow and the Rogue as a whole.

It would be awesome if there was auto targeting. As in your character shot towards the closest enemey. Aiming the bow is kind of a pain. I often miss shots while trying to kite enemies and shoot in random directions on accident.

Trap Master

I think as you level trap master up having it stun enemies at later levels would be a great idea.

Also trap master tells you nothing about the traps you lay. The damage. The amount slowed, or the duration slowed. I think this is key information that we should be able to see. Also does leveling up trap master increase the damage or slow?

I decided to play a ranged character so we will see how well this works out. I can give you more updates later when I find out more.

When I unlock the rogue I will give him a bow and see how well that works out as well lol.

Also Specialist skills, when will we unlock those?

And the 4th general skill. Any idea on when those will be unlocked?

They don't have level requirements or anything. They are just ??? so I thought I'd ask.
 

DavidBVal

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Will reply to most of this during the weekend but, regarding archery auto-targeting: have you tried the latest version? since 0.6.867, arrow is targeted at the closest enemy that is in the direction you're looking at (there's 8 directions).
 

must_rise

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01/03/2015
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15
auto-targeting feels good for me, it works if you look at that enemy, more or less. I prefer that to *always* autotarget, so I can actually choose who to fire at. But maybe there could be an option to choose?

sacred fire, would rock if the "fireball" kept moving forward and burning a path ahead of you.

thelume's should give some other passive bonus, I dont like a skill that you can replicate with scrolls.
 

dyanrilliams

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13/01/2016
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Yeah, I did start to notice the auto targeting. Now that I've had a little more experience with using a bow. Seems pretty good to me.

Thelume's Volume, Thats the point so you dont need to constantly purchase scrolls to do. However it would make a great ring or amulet to have an active like that.
 

DavidBVal

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dyanrilliams":15400k8t said:
Classes:

...

Agreed for the most part, cleric must be able to buff/heal a companion if you choose that gamestyle. As for rogue volley or other archery enhancement, those will be advanced skills.

dyanrilliams":15400k8t said:
Mage

The mage class isn't out yet, but from what I have played I'm going to assume they are ranged squishy characters. If so they will need a shield of some sort. Low cost mana skills, and a default ranged magic attack. Possibly the ability to summon a creature to help tank things so mages arn't so heavily dependent on companions.

That's the concept, yes, although it's still being designed, when the first "draft version" is out, we'll see plenty of discussion and adjustment about it.

dyanrilliams":15400k8t said:
This is just a personal pet peeve. When you move left and right your weapons switch from left to right hand. We are never able to actually see the front of a shield if one is equipped. I think it would be great if we could see more of the character.

Well, this is sadly a neccessity. It's a technique called sprite mirroring, used to reduce memory usage. Basically, instead of having sprites for all 8 directions, you just have 5 and "mirror" the other 3.

While it produces the visual effect you mentioned, it allows many low-end devices to run the game, and reduces the game size and loading times significatively. Maybe, in the future, I'll release a version with the full sprites and make mirroring an option, but won't happen soon.

dyanrilliams":15400k8t said:
Maces just look like swords. There seems to be no blunt end to them. It just bugs me a little.

Someone is working on this right now. And also we'll get axes, mauls, etc :D

dyanrilliams":15400k8t said:
The joystick being stationary bugs me a little. I personally love the option of the joystick popping up when I place my finger down and drag from there. I feel like it works really well in some games. Not sure how well it would work with this one. (also not sure if it would cause complications with targeting people later.

I'll give this some thought, but definitely after targeting and point&click movement is implemented, to make sure it doesn't interfere.

dyanrilliams":15400k8t said:
I would like if companions had there own separate inventory.

You mean separate backpack... well, there will be new storage options available. House chests, additional vaults, probably scroll case, etc. After that, I'll consider.

dyanrilliams":15400k8t said:
The vault seems small, I feel as the game goes on we will need adittional space and I think it would be great if we could purchase more space.

I'll allow to purchase more vaults and to give them custom names.

Thank you, this kind of feedback is really appreciated.
 

DavidBVal

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dyanrilliams":216s66fp said:
Trap Master

I think as you level trap master up having it stun enemies at later levels would be a great idea.

Also trap master tells you nothing about the traps you lay. The damage. The amount slowed, or the duration slowed. I think this is key information that we should be able to see. Also does leveling up trap master increase the damage or slow?

I decided to play a ranged character so we will see how well this works out. I can give you more updates later when I find out more.

And the 4th general skill. Any idea on when those will be unlocked?

They don't have level requirements or anything. They are just ??? so I thought I'd ask.

Agreed on trap information needing to be better, I'll look into it. I'd like you to be able to set different kinds of traps, but I have to design a way to not disrupt the existing UIs and skill mechanics.

4th general skill is for Crafting, so probably in 0.8.

Requisites: yes, they will have requisites. But don't worry, I'll add an option to reset traits and skills when it happens.
 

VoidWalkerZ

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25/01/2016
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47
I think a "mega dungeon" would be interesting. Like a 100 floor dungeon where nonsters start out at lvl 1 and get stronger (also adding the stronger monsters later in) this could give a real challenge to look forward to and if you wish to risk going for good treasure.
1 recall scroll can be disabled but have an exit available every so many floors(or at end) this would increase the risk and challenge
2 randomly generated so you dont just map out the best course through to get straight to the best stuff
3 named monsters could be rare encounters or possibly mini bosses with a mega bossvat the end

Just an idea that could be added way later once there are alot more items places and monsters :)
 

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