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Poll Results
From the ‘Most Popular Suggestions’, which of the following is your favorite?
more options to build your character
a more in depth rune system
more keybinding options*
0voters
From the ‘Popular Suggestions’, which of the following is your favorite?
a more in depth enchanting system
more equipment recipes
better ichor rewards
0voters
The poll was based on a list of 39 distinctive suggestions and were categorized based upon popularity: Least Popular, Popular and Most Popular.
Poll Results II
In case people can’t see the results.
Most Popular Suggestions (81 votes):
64% - more options to build your character
30% - a more in depth rune system
4% - more keybinding options (this was before key rebinds were added)
Popular Suggestions (80 votes)
56% - a more in depth enchanting system
31% - better ichor rewards
12% - more equipment recipes
The poll seems to round off so we are missing a few percentages.
Discussion
If people want to discuss the results you are free to do so. However, I think it would be better to start a new topic on the matter and you can then ask me to add your topic in the posts list.
Question to the Community
Should I re-do the poll with the 4 most popular suggestions?
Relevant Post List
a list of topics about the most popular suggestions. If you want yours added DM me or post the link to the topic at the bottom of the page; I’ll add some myself if I think they are relevant. When they are added to the list, I will credit the topic with it’s author
These are my 3 pie-in-the-sky changes; systems-level stuff that I really doubt will be done given the current level of investment in those systems, but I think the game would be significantly better for it.
Skill Trees / Passives / Powers to establish build identity. I want to feel like I’m crafting & playing a particular build, instead of increasing a few numbers by 1 just so I’m allowed to equip a certain weapon. Also, disconnect Ichor with inventory upgrades, this is so deflating currently.
Reworked defensive systems to align with perfect-guarding like Lies of P (reduce the robotic, passive, and floaty features of the current system; add to the precise & visceral design pillars with perfect-guarding).
Rework magic system so that spells feel mechanically distinct (not just deal damage in 4 different colors) and actually integrate into the Staff moveset (like runic attacks with other weapons).
Make boss drop blueprint or crafting recipe for unique armorset. Chests or enemies drop white armorset pieces that are themed in that specific area/dungeon so i have a reason to go that area to farm the gear. (less randomness for armorloot).
Dismantling gear yielding a crafting recipe.
More control to create the armor i need for my build. boss armorsets with unigue setbonuses.
-We should be able to sit on the chairs in the city or on the seats in the vendors. It would be nice to sit and chat with friends, especially on the seats in restaurant and inn.
-It would be great if we could use a single arrow as the main weapon. Then it would feel like a real archer. We can only kill with a bow and arrow. We can have an arrow stabbing animation like a dagger as the main weapon, but we can increase the focus and use it to shoot arrows.
-It would be nice if bufs and debufs were described in the character info menu because some symbols are unclear what they mean.
OP, will you be updating your post with a list of, say, the 10 or 20 most popular ideas? I will think about my own top 3, but would like to support the following already mentioned ideas:
Pennytoast’s "Rework magic system so that spells feel mechanically distinct (not just deal damage in 4 different colors) "
-To me theory-crafting a build is about picking skills that have mechanical synergy, to a lot of mechanical variety in the runes is absolutely essential.
Lamni’s “Manual Jump (I would even say: give more usages for the jump in the game fights)”
-I don’t need the manual jump, but I’d be thrilled if the game allowed you to create an acrobatics/ninja build based on interacting with the environment. Charge attacks that require pushing off a wall? Dodging shots by shift-upping the vines on a cliff to rise higher than the projectile arc? Yes please.
All of Astont36’s list
-I’m going to assume that by “better ichor rewards” we don’t mean more powerful, but more distinct - as in, a distinctive part of your character build.
1-More building project that are mostly for estetic purpose
2-More interaction with no puepose environment like (chairs,non esencial obiect, NPC)
3-More places for purchasing a house (Some house can be purchased after completing a building projects)
This requires some clarification. The word is often erroneously used nowadays, this attributed meaning is described by the backronym “Most Effective Tactic Available” - since you used all caps, I assume you meant this, and then I agree with you. There should be no “most effective tactic”.
The original definition of the metagame however is the game of coming up with rogue tactics that will perform well in the environment of currently popular tactics - mostly, tactics that will perform well against opponents who use currently popular tactics - at which point, of course, these rogue tactics will rise in popularity and establish a new environment, inspiring yet other players to come up with new tactics to counter the former rogues.
The two definitions of meta are opposed to each other, because the metagame is a mechanism that ensures there is never really any “Most Effective Tactic Available”.
I want the stats system reworked to be at least intuitive and not misleading.
Skills outside of rune system (basic magic, basic archery, etc). Rune could be reserved for weapon-specific skills or special skills that couldn’t be learned.
Make the endgame more of a roguelike than a farming simulation. Ie: clean slate every crucible run, no items, no checkpoints, stagger difficulty, progressive difficulty & reward.
If the game has a strong META orientation it will invalidate some playstyles and/or some fantasies because the content can, and surely will, push its boundaries towards this META.
Allowing/Forcing the developers to voluntarily/artificially/ridiculously shape the content.
And it may lead to some questionable game design decisions like the fight against Malenia in Elden Ring.
And I want everybody to play their prefered playstyle and fantasy without having the feeling that they are undervalued.
Elements (fire/cold etc.) and passives (int/Str) identity. Fire put a dot on the enemy, cold slow him, some like that, Int speed up cast and dex increase roll distance, dunno identity, not just numbers to equip weapons.
1-) Manual jump
2-) Resource gathering with normal weapon hits rather than contextual pick-axe, shovel etc. usage (shovel could be replaced with jump attacks for instance)