Dueling: Would be nice to be able to decline a duel. I guess one could just run outside the circle, but it seems kinda annoying when some randoms get a little too gung-ho on dueling. Especially being dueled consecutively is kinda annoying. What would be nice is a toggleable Flag to enable PVP and show others that PVP is welcome.
- I have been dueled by someone with a modded armor set. Example being they had EACH and every armor piece with damage resistance per % of durability. Which is impossible without modifying with Cheat Engine, I would know, I have used Cheat Engine before its very easy to look up tables for almost any game, including NRFTW. I would like to disable automatically being called upon to duel if this is gonna be more commonplace as the game becomes more popular.
Comfort System: Pretty fun to have an incentive to build up oneâs home for sleeping buffs. BUT I would appreciate a more direct improvement to the overall purpose to homes⌠IDEAS I had for buffs would include-
- 5-10 additional storage slots in containers. Small and medium chests getting 5, and Large Engraved Chests getting 30-40. Why 30-40? It seems to me that the medium chests are close to 1/2 of the size of a large chest, meaning 2 medium chests can occupy the same space while having 60 total slots compared to the large chest with only 40. An extra 30-40 slots in the large chest will indeed have more space at max comfort level for the space it occupies.
- higher comfort increases the %chance to create an EXTRA unit of crafted items, food, armor, and materials like ingots and planks.
- sleeping should increase XP of Class XP so when the Class System is implemented, players will be able to grind classes more efficiently.
Nerfing Rune Spam: As much as I too enjoyed spamming runes and killing bosses within a few hits or seconds, it is a general detriment to the game entirely. So many new and regular players I have come across have little to no idea how many mechanics work due to the easy access to spam builds. Which leads these playerâs skills and understanding to atrophy, no need to worry about the focus bar, no need to worry about positioning if one can just insta kill and spam said ability with little to no up time or end-lag.
angry anecdote : Its annoying enough when players spam certain spells and abilities right on top of me due how easy it is to spam their abilities without ANY detriment to themselves. these abilities donât outright kill me, but it gets on my nerves cause they ARE killing mobs like anyone should, BUT with how easy it is to spam attacks that have a small AOE, im bound to get hit if players are auto target locking, spray and praying and I happen to be in the blast radius.
If Rune Spamming is there by design please skip to the next idea. If not below are my ideas on how to fix Rune Spamming.
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Battlecry Ring should sap health the more health is used as focus.
- example of 50 health used as focus would result in -5 hp for 5 seconds, if 100 HP is used then the debuff would be -10 hp for 5 seconds. Effects should stack to deter players from spamming within a short timeframe.
- OR instead the reduction in healing could also scale with how often health is used as focus? example being after 5 spammed rune attacks, the healing debuff is 5x the -20% making it so that healing does NOTHING (-100% healing reduction).
- example of 50 health used as focus would result in -5 hp for 5 seconds, if 100 HP is used then the debuff would be -10 hp for 5 seconds. Effects should stack to deter players from spamming within a short timeframe.
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Ring of Determination should instead reduce focus cost at max 50% based on the percentage of playerâs total focus.
- example: with a focus bar 100% filled, the next use of focus will be reduced by 50%, and multiplicatively effected by enchants of similar effects. When player focus bar is at 50% of its total, then the reduction is 25% focus cost reduction.
- if above system is not enticing, the focus cost debuff currently on the ring should scale as more health is used. Example being after 5 spammed attacks, the rune cost debuff should be multiplied by 5, making runes cost 100% more for a maybe 5-10 seconds?
- for players with larger focus bars (mages?), this new focus cost reduction mechanic would scale advantageously in their favor with a focus bar of ~3-400, compared to someone with only 150 focus. I do not want to disable the idea of spamming a few initial rune attacks to debuff a boss with blights, but I do not want to see said spam last the entire fight or an entire run of the crucible.
- example: with a focus bar 100% filled, the next use of focus will be reduced by 50%, and multiplicatively effected by enchants of similar effects. When player focus bar is at 50% of its total, then the reduction is 25% focus cost reduction.
to my understanding, these 2 great rings are the only reason people are able to spam so effectively. I like them, I LOVE the idea of spamming runes, but so far this game feels as if it is trying to be both engaging and a dopamine rush. Engaging needs players to adopt the systems in place, but these rings throw the entire focus bar, the idea of gaining focus and solely relying on healing/lifesteal to work. Either these rings change or someone changes how lifesteal and healing work which sounds like a larger can of worms to open.
Some other things that surely help with rune spamming below could be changed as wellâŚ
- Certain runes like Fire Blast costs 50 focus instead of the 100 focus of similar runes of different elements. make it cost 100 and I think things will be slightly better off.
- Plague Ring helps a lot with the viability of many rune spam builds, ESPECIALLY those that include using the black mottled gem. Instead of low health being 50%, make it 33%? Surely that will deter new players from adopting such a glass cannon style of gameplay early before they have a grasp of basic game mechanics.
A rebuttal I would like to address pertains to lifesteal for bleeding. There is an enchantment on plagued gauntlets with 20% lifesteal on bleeding enemies. I would implore that this NOT be nerfed, WHY? Cause unlike the other methods that range classes use, as far as I know this is the ONLY way a melee user can effectively TANK heal through enemies without the use of the rings I have listed above. Melee classes are in the thick of battle, and to be able to Poise Tank through attacks should be viable not just with a shield. As a 2-hander user I find it difficult but not impossible as of now to tank without a shield :). Ranged elemental attacks cant utilize bleeding, only bows can but with how bows have been recently nerfed I donât see them rune spamming from an egregious distance on bleed alone.
Nerfed Enchants and Gems should be changed, not nerfed.
the elemental gems that were nerfed to 25% enchantment power feel absolutely useless. Especially with how almost every enchantment got nerfed, compounding with a nerfed 1.25x multiplier does very little compared to other readily available gems like the Jewel, Black Pearl, Shield Emblem, and Marbled Gems.
I think it would be better to change these underperforming gems to have lesser effects of good enchantments like armor pen, barrier on kill/dodge/eating food/parry. Barrier would be a VERY good thing to have players introduced to early so that they can learn the mechanic, and be eager to then upgrade said mechanic by using the barrier enchantments.
Grinding for Facets
Not one of my most MAJOR concerns. But an annoyance for sure when I craft 40 pieces of armor without the ONE facet I want. It would be very neeto if on a further upgrade of the vendors(Fillmore + Meri and Mira, maybe Eleanor if its Mystical or Ritualistic Facets) could later on be persuaded to add/alter a Facet for a STEEP price of 1-2 gold? If not with money, maybe a BUNCH of resources to barter with.
Concern over a lack of a offset tool/weapon for 2-handers
One handed weapons have it good with the ability to wield a shied as a defensive option, or as a stack stick. Whereas 2-hander players are stuck with only the single weapon, and from what I have seen donât seem noticeable do more damage compared to one handed weapons.
I remember reading/hearing that wands(+ staves?) are getting grimoires to add more spells? I would VERY much like and believe it would benefit the game more if 2-handers got some sort of offhand tool too.
2-Hander Offhand IDEA: Some sort of bracer that give a small damage reduction% based on the dmg of the last attack.
- charges from player attacks, if player gets hit it loses a charge and therefore loses its damage reduction. The more charges the more damage reduction.
- if player attacks and does for example 100 dmg, the bracer will charge up 1 out of 4 charges. And will require 4 hits from enemies to deplete charges.
- if player does a charged attack and does lets say 500 dmg, it maxes out the charge meter BUT will lose all the charges if hit, due to being charged with a single attack.
- Overall, a tool that helps mitigate damage. Will charge and drain slowly depending on the number of attacks and how hard the player is hitting. The harder hitting attacks give less charges but more damage reduction.