I’m new (have already posted here before though). I have some feedbacks that I would like to offer though, based on my experiences so far. And yes I’m prepared for everyone to tell me to git gud or quit being a whiny sonofabitch Here goes.
General:
I’m just going to go down a list of things I have noticed that could do with some improvement that are not class specific.
- Gear having to be swapped out 1 by 1 whenever you change class. Just save a different set of armor for each class, and let the weapon-swap trigger the gear swap.
- Beginner weapons that I can’t seem to do anything with. I can’t sell em, break them down, or trash them. Let me do something to get them out of my inventory/storage.
- Talking on the compass between party & guild. Supposedly there’s a color change involved. I don’t think there is - as shaking it and triggering the lightning keeps it red. Sometimes when I tilt it just right, it randomly turns green - but makes no difference between who I’m talking to. Make the color VERY OBVIOUS to show whom is being talked to.
- NPC’s such as the Fishing guy keep taking my stuff, and I don’t even know about it. “Hey go fish 5 fish” translates to “I’m going to take your 5 fish, sucker.” State in the quest that the NPC is going to steal my stuff.
- Quest items keep filling up my inventory. Who thought this was a good idea? It’s not liek I can sell this stuff, just more inventory management in the inventory mini-game!.. Stop giving me more quest items then are needed, and actually consume/remove them when I do the quest rather than letting this hammer, rope, and mushroom stick in my inventory after the quest is over.
- Why do talent resets need to cost anything? Can’t we just toggle them when we’re out of combat? Why can’t I be a functioning DPS Musketeer until I find out my party is in need of a healer without me having to break the bank? Let me freely swap talents around outside of combat so that I can enjoy all aspects of the class I’m playing when they are needed. Also when I find out I can’t stand a talent like left-hand cast guiding I shouldn’t be punished for the lack of documentation on these things!
- I would like a beard option please.
- I would like to see where I am on the map when I look at it. The compass is not that useful for figuring out where I am.
Ranger:
Initial Impressions: I LOVE the concept of this class. Finally an MMO where you have to actually aim your bow to hit an enemy. Very well done and a lot of fun.
- Picking up loot as a Ranger sucks. You have to constantly be putting away bows/arrows to pick up your loot, and this right now is exclusive to Ranger as the only one that holds equipment in both hands even after combat is over. Warrior has a shield, but they can still pick things up while wearing it. Perhaps remove “holding arrows” from the off-hand, and instead just make them appear when pulling back the bowstring? And for special arrows make the a “tap” followed by glowy-finger for indication. That way we can pick up items.
- Only being able to use two special arrows feels very limiting, especially compared to Mage that has an arsenal of different skills to choose from. I would like to request a 3rd special arrow slot option.
- The trap is pointless for solo-play and leveling. Perhaps a shake-option like the Musketeer turret can be added, where it gets a different effect such as “pushes the enemy back and slows them”, also a much shorter cooldown would be appreciated.
Warrior:
Initial Impressions: Yet another instance of an MMO adding a tank class, and then making them simple/a complete bore to play. This class feels like a chore.
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Enemies constantly get stuck in my body, which makes doing a combo basically impossible. Make Warrior (and all future melee classes) deflect targets out of their hitbox by default so they can actually face the monster they’re attacking without having to reposition/turn-around?
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Large shield feels too penalized. In a 2-person lowbie group I was in, Large shield made overall combat take seemingly 2x as long as small shield, and I ended up just taking more overall damage than I would have with small shield because of how long combat lasted. Can’t we differentiate between buckler & shield with something other than a damage penalty? Maybe just give each type of shield different skills? Ideas below.
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Combo’s seem very non-developed. Cleave feels like it does standard non-combo damage, but in an AoE… Hamstring seems to be useless in pve. Provoke seems to not actually provoke even small mobs (such as the Sprites). It’s a very small library of skills to choose from in the first place too. Some of the talents seem like they should just be baseline. Make cleave stronger. Make default attacks cleave by default. Make wound apply a DoT to begin with.
New Skill ideas:
- Large Shield - Repel: Targets hit by the shield are stunned for 2s and knocked back a small distance. This requires the shield to be smacked at the enemy, not just “enemy runs into shield” as it works right now.
- Buckler - Bum Rush: Holding your shield out when using Sword Rush stuns the enemy for 2s, and increases the damage they receive from all sources by 10% for 5s.
- Both Shields - Throw: (offhand trigger) - Lob your shield at the target in front of you, dealing damage.
- Mighty Strike: (combo) - Deal strong damage to the enemy, and stronger damage if they are already bleeding from Wound.
Musketeer:
Initial Impressions: This probably changes later on, but this class feels like ez-mode compared to Ranger & Runemage. I love the aiming and very long range. I love the dual-purpose turret. I love barrel-loading my rifle with specialty ammunition. I love having 4 different orbs to choose from. The talents look very game-changing and interesting. It’s just great. I feel like this class just has a lot of very well done everything.
Runemage:
Initial Impressions: I feel like a powerhouse with this class. I love memorizing the rune patterns and implementing all the different spells. I can’t stand how quickly I die…
- Rune recognition is bothering me on some spells. Specifically pushback2 (I don’t care if you think its worthless, I want to use it anyways!), frostbolt3, and arcane missile. I’ve followed the guides, watched the videos, have body-watched other rune-mages that can near-flawlessly spam these skills on a whim. I understand that its a matter of “practice and muscle memory”, I get that. But here’s the thing - if I slow it down reeeeeeal slow, taking my time to painstakingly draw the most perfect imitation of a rune based on either its picture, its shortcut, how it is in the manual, or any other source - I should feel confident that its going to work. Yeah its not going to build muscle memory, because I’m doing it super slow - but it should work. “Holy hell it looks just like the image on the box. It took 30 seconds to draw it, but its perfect!” - and then it doesn’t work. Out of the thousands of attempts to do PB2 and frost3, I’ve gotten PB2 to go off exactly 0 times, and Frost3 to go off exactly once. How can I even begin to build muscle memory for a skill if following the directions on the box to the letter can’t even get the skill to work in the first place? AND POLYMORPH!, WTF! It’s the most simple bow-tie drawing in existence. Fails 9/10 times. Meanwhile mana shield activates 100% of the time no matter what retarded shape I come up with for it. And my perfect Frost2’s become Fire2’s!? I don’t get it. It feels bad. I love what Runemage is capable, but what the heck. Don’t make it easy-mode by making rune recognition super accepting. But make it at least recognize shapes that the book advertises. Frost3 should still be possible to cast if you spend a long time drawing it and re-positioning to make a perfect impression.
Here’s a list of spells that are inconsistent even when drawn perfectly:
- Fireball 3
- Frostbolt 3
- Polymorph
- Arcane Missile
- Fireworks (lol)
Here’s a not-list of spells that are consistent even when drawn by a blind/drunk 4-year old:
- Literally everything else
Thanks for listening/reading if you made it this far! I am enjoying this game and looking forward to see how it continues to develop!