“*Please reply below with what the biggest problem is for you that has/will put you off playing so that the biggest problems are clear.”
I’ll try to make it as brief as possible or my post would be ginormous. There are lots of ways to improve the game.
Summary: Classes/Combat/Content (C^3). (and may be +community for C^4, though this is part of content)
Classes: Runemage, while itself could improve in many ways to make it an extraordinarily enjoyable class, is the only class with enough depth to catch my interest. There’s no appeal for me to level other classes other than to be able to play more roles in dungeons. I’ve made several suggestion threads / comments on how to address every single class, I am pretty sure. I’ve made this section small, because it’s all in my post history… this is very important.
Combat: There are only 3 or 4 types of mobs outside of raids/bosses. The mechanics are simple, like the ranged mobs can be 100% circumvented just by teleporting a short distance such that they pose no threat. - I DO like the dodge mechanic. It’s just that they there’s not much else and the reaction time required is also quite low (sometimes some of them can cast an unavoidable dot). Combat is also super important.
(Meaningful) Content: The hardest open world content is easily soloable. Repeatable missions are abused, and you can get a class to level 30 without leaving Highsteppe, so you can end up with level 30’s bad at their class too. There’s little incentive to level up in a group, it’s mostly doing dailies/porting around to world-events. There’s the grinder, but there’s not much incentive to really go back into the world and do things (like leveling your alt classes). There’s no like open-world epics, J-for Jester kind of items, droppable tradables, mob-specific cosmetics/tradables. I’d kind of rather loot dram sometimes than an item I have to break then sell the shard of, in amounts maybe more than 30 dram(green crystal). Why farm the hardest mobs if they are equally rewarding? I also hit level 30 super quick, probably largely due to the ease of leveling with world missions and dailies. Maybe each class should just instead have it’s own set of quests, starting with Randall outside of town? And keep the weeklies(per class), but remove the dailies? Also all the dungeons are just located right in town. It used to be more community/group oriented when you had to meet up, gate, and get over to the dungeon / take in the immersion. The accessibility of raids/dungeons makes the feel of a dungeon more grindy/mechanical. I liked the exploration aspects much more. There is a vast world, and Highsteppe is large, but it’s actually mostly empty. More quests - even if they were just dumb (find the kids teddy bear in the Jungle…). These would be better than daily missions, do world events, harvest, fish… because they would build the world and give you reason to actually explore the various points in the world. Which, ideally, would be more populated with more diverse mobs. As well as more local NPCs in each region so that when you actually travel somewhere you can pick up all new local quests. You used to get like jungle-themed armor, and so forth. It gave a sense of progression/region immersion and not just a generic leveling experience. You want your next best weapon? Go explore the next region. Not just level up, get a chest, and equip whatever you get. Dungeon mechanics should evolve as shards level up, like more boss-mechanics so that players have to learn new things, experience the new challenge, and grow more rather than just juice up all the numbers and add a few more affixes to the shard. The world events are kind of meh. Throw the fish into the boat, throw the shards into the portal, pick up the crystals falling from the ceiling and put them in the grinder. Defend these walls, get mobs out of the circle. In moderation this is fine, but you simply can’t pass up the xp. You simply repeat an action to fill up a bar, and the XP/rewards are strong enough to not pass up the chance. I wish these were less often, and more evolved than their current state. I would be happy if you removed most of them, and slowly added back improved world events. Or like how about player-triggered world events instead of just a clock-cycle? Get a special -RARE (so people don’t just have stacks of 99 of them) item drop that can summon a world-boss out of the high-steppe portal? Maybe limit this event so that it can only happen once every 6 hours(to prevent people who might have 99 stacks)? Maybe announce some of them globally/drop the light beacon that they are happening? For something like the portal mission in highsteppe, how about opening the portal to fight some kind of boss, with some kind of crazy mechanics on top of where they are shooting the arrows/crystals at you(and u cant just toss them back) and you have to fight all the crap that spawns from the arrows while trying to do several other objectives? Maybe these world events have a chance themselves of getting some kind of rare loot specific to that world event, which was already rare to get the item to spawn it? Then players could organize groups of people and meet up to take on the challenge. How about players can actually fail these events? And don’t make it where failing still can give u 5k xp instead of 7.5k? I can go on for awhile. There is neither risk nor, often, a feeling of a deserved reward. This last one is perhaps more a personal preference, but there is not really unique equipment in this game. There is +% crit dmg, projectile dmg, etc… your upgraded wand does more damage. Some of the affixes are bad. I’d personally wish away 100% unbending (just get rid of it, it’s obviously way too good…), and all of the affixes & add armor/weapon enchanting into the game. Then add unique weapons/armor effects like for unique wands with unique designs: (Frostheart: your frost spells travel farther, slow attack speed, and do increased damage - to include ice lance). (Firestarter: Your fire spells now apply a charge of burning, doing increased damage per charge in the stack of burning(up to an amount)). (Wand of Torment: Your affliction spells do increased damage, and have a chance to spread to nearby targets every tick). (Arcane Echo: Your arcane blast does increased damage, targets hit have a chance for each target hit to explode a second time, in a smaller aoe. Your arcane ray spell condenses itself over time into a more powerful version of itself, and can be channeled while holding the A button, doing increased damage the longer you channel it, for up to 8 seconds) And so forth… to start adding more flavor/diversity/choices within a single class. It probably would be a good idea to take a fire mage/ice mage to stack their benefits, rather than have two identical mages. “Who wants to be the frost mage tonight?” Or to be known as the best-type of a mage for a particular archetype. To promote different tilesets, etc. The old plant boss was pretty nifty that you atleast had to drink ithecac to get there, which at the time wasn’t NPC-purchasable(thus hard-capping the price one can craft/sell the potion…)
Dyes used to be kind of rare, so were mage reagents, now both are very common except for rare dyes. People sell stacks of 99 of them. It would be cool to like instead combine-dyes(like alchemy), etc. I like the auction house, I’ve used it, but there’s a limit of what can go up there. Also all these alchemy pots require fish…harvesting is one thing but fishing is another. I’d rather see like cooking added (like faster hp regen, in-combat stamina regen, some other kind of buffs?), and maybe the occasional fish used insome alchemy? It makes alchemy much less accessible. Also, more pots that can be aged would be fun, really like every potion, just to use make mechanic more appealing. Honestly, just more potions too. They should have value (especially because the aging process) but there should be tiers of potions. Yes there is regular/enhanced. It’s just that nobody super uses alchemy except for fishing or raids. How many noobs have you seen actually buy an hp pot and use it in combat outside that wasn’t from the initial quest? Imagine if players could craft/sell them reasonably. Go ahead and make the enhanced dmg ‘raid’ potions super expensive and difficult, that is fine honestly because it’s for serious raiders. I’m glad an economy exists now, to some extent, but it’s very rough around the edges.