QOL, combat design, and general feedback

Introduction: Hello, i hope you can read this whole think i just worte in one go and hopefully that helps you, i mean everything to be constructive feedback, please take no offense, english is not my primary language too.

Boss in the crucible: The boss in the crucible became a sponge, bosses should have longer stun periods and/or mechanics that lead to a window of time where you can deal tons of damage and then start to read mechanics again, legendaries are really bad.

Game focus: You should focus on single player and story first because that is top class, meanwhile change the combat/ effects/ stats design Increase the high risk high reward mechanics and make everythink work based on damage dealt and taken, just quit that % and hit thing that is bugging averythink out.

General combat design: Imho the design of effects and stats based on number of hits and % is killing the combat experience. Atm we just need a couple of effects and can spam skills doing tons of damage perma stunning everything while healing. Ranged felt super cheap and easy with the locking on enemies from so far away and ability spam.

Skills Design: Add skills that are more than a spin or jump and hit, give them a cooldown other than a focus requirement/consumption and balance the game based on that (just look at mmos or mobas and take inspiration from there, can have shields, fear, silences, grabs, disarms, sleep, polymorphs, reflection of projectiles, energy beams, turrets, magic orbs, healing auras, elemental forms like fire that make you intangible and can walk through enemies setting them on fire, or water to wet them and then combo with electricity, shadow to posses enemies at execution trashold to walk them in a group and make everythink explode, ice to create a slow aura or barriers in form of 1 hittable walls, stone skin, stealth, dashes that displace enemies and stun on wall collision, marking enemies to teleport on them, tricks to lure enemies in a different direction with thinks like summoning illusions, trowing items on the ground… taunts and so on).

Weapons stats requirement: The stats requirement to use a weapon is old news tbh, all weapons should be used in their normal state and we should have increasing benefits for having a higher amount of the correct stats and not be punished for not having a base requirement (benefits like, cooldown and focus cost reductio, higher damage, higher effect duration, movement speed for 2 sec after using a skill, damage absorption after using a skill, guaranteed crit after using 2 skills etc etc and maybe a special skin/icon image and weapon visual effect for maxing out the correct stats).

Healing and resources management: Insert a flask system and make the current recipes become a power up to flasks, early game is stressfull to go around gathering herbs just to heal a bit while knowing nothink: resources position, game mechanics etc… is just a burden too heavy to carry. Also reduce the amount of different resources gatherable or make all recipes use all tier of materials or even better make recipes upgradable and craft them using all tiers of materials in different amounts or we will have tons of useless materials and recipes after a week of playtime: assign every material a value of contribution to a recipe, for example T1 mats contribute 1 point so you need 1xT1 mat to complete a 1xT1 recipe, when you upgrade to a T2 recipe you then use 2xT1 mats to craft 1xT2 recipe or 1xT2 mat, this way you thin out the menues and ease players life, oc T3 and T4 will need multiple of 4-6-8 times the T1 mats but this way all the zones resources stay valuable, you just balance that how u want.

Buffs: You should split bufs and hp recover items and make buffs not share cooldown with eachother, makes no sense to wait 4 min to start a fight with buffs, make buffs time duration of the same type and tier stack, example a +10 strenght that lasts 10 minutes should be stackable to 20-30-40 minutes…

Character investment: To invest in a character and “make every choice matter” is old news too, new players dont know what they are doing, casuals will never know, metaplayers will copypaste the unbalanced build of the week. So design based on that, we play mobas, mmos, class shooters, fighting game where you can switch and play all type of characters, builds and tactics every 20 minutes, you need to understand that, you need a dynamic and modern game or people will end up with tons of weapons and armors in their chests having nothing to try and have fun with for days just because they need a + 5 int to use a shield but they dont want to commit points because dont know the game, people will get bored and quit.

Conclusion: Point is that you need to keep the depth but refine the complexity, so players can experiment, adapt their playstyle to the situation and benefit from everything you crafted.

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as some feedback. I get that this is your first wholesome feedback for the game. we all share a similar sentiment. Many issues already have a couple of threads going and were already discussed ad nauseam so you might not get feedback on this megathread.

if you want to get the best bang for your buck, split this megathread up into smaller ones only discussing one topic each. people are more likely to respond to that, especially when they are pretty unique, like the stat req replacement, skill design, buff duration.

that being said i find those three interesting, let’s see if this thread here is going somewhere , if not, you know what to do. (also if that isn’t happening people are more likely to respond on the weekend or after an update release) :wink:

stops patronizing now

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TY for the tips, i made the post better with your input. :sweat_smile: i will come see what people say in the forum from time to time. I felt the duty to give my opinion to make the game better, i think all modern devs need to be more inclusive of all the steps foreward gaming has made, despite genre or playerbase.

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noice, welcome to the forum :wink:

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NONE of these are QOL :face_with_raised_eyebrow:. Also everything you list as “old news” is in fact not old news, like at all. I appreciate the sentiment and even agree with some points but huuuuuh, weird basis. It’s like listing coca-cola as old news.

We have a different idea of qol them. To me having a gather and crafting system that makes everythink usefull from early to end game is a qol. Having 10 recipes that you lvl from start to end game instead of having a menu with 50 recipes to navigate is a qol. Being able to use weapons and gear in a standard form to decide if you keep it or not wo being forced to hold 50 chests in the house is a qol.

The first one is 50/50 quality of life and a major game design decision, the last one is DEFINITELY a major game design change. Because you’re not just saying make all weapons tryable like we have now, you want everything single weapon to be viable regardless of stat composition with no investment, that isn’t QOL. That is a major act of rebalancing you have to do and a fundamentally different approach to the RPG mechanics we have which push towards a soft-class system.

dude, stop ripping him apart man you can do that in a civilized manner, he’s new, to all of this. you can just explain why not or wrong, instead of being pissed. you CHOSE to answer. so instead of venting, put in another minute of work to be constructive… please… :wink:

This isn’t me venting, this is me just pointing stuff out, I also came in expecting QOL things I could agree with(cuz I agree with almost all of them there’s a lot of communication & UI that needs to be improved) but everything I see is mechanically related. I just think the post should retitled. If you think this is me tearing stuff down I’ve got a lot of words on just one paragraph in particular I could raze. Also what does “new to all of this” mean, genuinely asking. Are you saying they’re new to gaming, forums, discussion? Cuz I can’t gleam any of that from what they wrote.

thats why i recommended to split stuff up. and its nice that you try to deflect now, and i expect when i point that out that you get pissed about it. your answer is just your reckless version of mine and you could have just confirmed what i wrote. and just pick one topic and what thats a bad idea. but you didn’t. you just puked all over the place. being nitpicky about qol when your mental capacity should actually be able to understands what OP means. but you don’t. you want to vent. because what you read offended you. we don’t know why, we just know that you think that op is a shithead and needs to be bullied out of any conversation. EVER

If you just want me to be nice, I do agree on the recipe thing being a thing you just upgrade. 4 of the starting herbs to make one T3 dish, then 8 for a T3 is a good idea, I don’t agree with homogenizing every recipe and reducing it though because the game kinda doesn’t allow that. The recipes aren’t nearly as plentiful as they seem to be implying, it’s just 4 recipes per tier(health buff, stam buff, focus buff, and a standard one basically) and meat/fish are split up amongst that currently. We have some meat & some seafood put in there is the main problem, so unless you categorize meat & seafood the same it can’t quite work yet.

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perfect, thank you very much :wink: (ill remove my previous comment if it helps avoid any escalations… ahh too late)

uuuuuuuhhhhhhhhhh bro it sounds like you are having a way worse day than I am if my first initial post freaked you out that much; you’re also implying like I know the guy. I ain’t saying sorry for any of my first one, almost none of it was QOL(telling the devs what to focus on & how to balance EK isn’t QOL by any metric) & they have no basis for any of what they said afterwards other than “old news”. Which is a really funny thing to say about a genre dominated by Diablo-likes(which lock weapons to classes) & soulslikes(which lock weapons to stats). I see something weird I point it out.

^^
“uuuuuuhhh bro, im used to sprayfarting into people’s faces and them having to deal with it, it’s my way of pointing stuff out”

it’s not that you point that out it’s more like that you write in a way that feels like a slap in the face. Mostly because you don’t care about the repercussions. but you actually have to deal with it. either the discussion gets heated, insults are thrown or people become ignorant.

How often do you have escalations like this? i can remember at least one occasion where you didn’t want to answer to anyone anymore or the opposite. and i think i could find another case or two…

it’s just, don’t you realize that this is happening more often then it should?

I get it, you want to stay true to yourself. and you can, i also thought that not blurting stuff out the way i always used to is changing who i am and changing my opinion, but thats not true. it’s just about removing all the toxicity in one’s wording while leaving all the opinion in there.

I also get that it takes time, to get a feeling for that. but honestly. everything runs so much smoother when we don’t have to spew at each other.

Maybe, if you want to, you can read what you wrote, and try to guess what might be destructive wording what would probably also trigger yourself and what a better sentence would be.

I’m tired i don’t want to lecture too much it is just something that caught my eye and i’d be very happy if you at least think about what i wrote :slight_smile:

see you next time :slight_smile:

If anything I respond too much, I’m still responding to this thread perfectly appropriately I feel considering your outburst, and I discuss a LOT in here. I mean you think I’m mean sure whatever you’re allowed to think that, but if the person makes a completely false claim, how do I rebute that without sounding mean or arrogant huh?

If a person goes “you shouldn’t lock weapons via stats anymore obviously it’s an old thing that no one does” when literally the most critically acclaimed Developer of the last decade released the most critically acclaimed game of the last decade that spawned an entire freaking subgenre, how the heck do I tell them they’re wrong and sound nice? I’m not looking to criticize the OP for the sake of criticism, I needed them to defend themselves because the foundation was just … wrong. Like they cited fighting games as an example of flexibility… FGC characters are essentially classes lol

now youre getting there. you started to ask yourself the question.

perfect, you’re doing great :wink:

I mean you say that, but it doesn’t mean anything to me. I’m not obligated to be a teacher, don’t make false claims, don’t let it get started in the first place.

yeah but you want to convince people, right? and pissing them off isn’t helping your case… it does the opposite

I mean it depends? In this case, no, I’m not convincing anyone, I need the OP to convince me that they’re right about the design choices they want to change. That’s my problem here, they’re making a claim, I made a counter, they have to refute my counter.

Biggest thing I agree with is the Skill Design part of the post.

I have argued many times in the past that Wicked should draw inspiration from Moba’s and MMORPG’s in regards to combat, runes/moves and PvP. It would help making runes more mechanically distinct from each other if we have shields, grabs etc. Rather than just raw damage.

The cooldown element, which a lot of people dislike, but I love, would make combat feel more fluid for me. With focus being a shared resource you will always decide between using runes rather than using them in addition to other runes. Cooldowns create this, MOBA’s and MMORPG’s have such fluid combat and combo’s innate to them. With the rune system we could create our own combo’s free from the limitations of focus. I still think V-Rising is the closest comparison to Wicked in terms of combat. And, I prefer V-Rising’s combat.

Sorry if this was a bit of a rant, but, I have a very strong opinion about this :sweat_smile: