I decided i would just post a list of all suggestions i had good or bad take them or leave them hate on me or love on me what ever but really i think they would all help the game a great deal..... these are listed in no perticular order i feel they should all be done none more important than the other.....
TLDR:
pvp= more group size choises seperate quese, more maps, random locations for flags, resurect points.
Balance= increased cooldown doesn't = balance make tanks more fun.
Guilds = wars, guild levels, housing, buffs
ToC=cap 100 waves, make mobs smarter add more skills they use, have mirror match at end.
Combat pet= each boss very small chance to drop a BOUND ON PICK UP mini version of them, about half or less of the stats of an average player of that level
PvP
This needs some serious work.... first off you need to seperate the group and solo ques... 2nd you need more veriety in team sizes.... a 5 vrs 5 ALWAYS is just silly... it should have 2 vrs 2, 3 vrs 3, 5 vrs 5, and 10 vrs 10 (the 10 vrs 10 being a guild war que but more on that later)
Additionaly it should have larger maps with other battle formats... something like a trapper atoll map for a "capture the base" type of event, 1 base on each cornter with 1 base in center, it'ld be like domination is now but spread out harder to defend and more bases, each base in the corner would give half as much per second of control as the base in center.
aswell as randomized locations for the flags/base points on the current maps.... and there should be multiple respawn locations so no one can "spawn camp" respawning after death should check distance of the enemy and put you in the one furthest from any enemy.
And lastly it should give everyone the amount of tallent points to spend + small time to spend before the fight that they would have if they was level capped.... a level 20 that enters would get 25 more talent points upon entering the pvp zone to assign as he saw fit and a level 40 would get 5 more points to spend and a level 45 would get 0 (untill the cap was raised again).... players would get a 30 second or 1 minute timer to spend these points and they will be removed once the pvp event ends...........
ToC
this needs a lot of work.. it feels like it was kinda tossed in as a place holder and then forgotten about... which several other things in game do aswell.... i know its a (somewhat) small company but yeah... things this incomplete shouldn't be in a game at launch...
What i would suggest is first dont let it continue forever if you do that it is impossible to scale its difficulty without making it simple redundent scalling like hp/damage increase on mobs.... so cap it at 100 waves... make the 100th wave be a mirror match where you fight AI controled versions of your team... these can even be boosted versions to make up for AI ignorance could give the AI versions something like 100% haste and 90% crit
also the levels between 25 and 100 need to continue to increase in difficulty aswell, again i'll stress giving mobs more hp/more dmg is not the way to increase difficulty... neither is simply increasing the number of mobs.... make them smarter, make them have more skills do things like a boss with a special attack that chains one of the party members to the ground, you have X time to free him from those chains (any way the devs decide they want to do it) if he isn't freed in that time the player is killed and can not be resurected untill the wave is over... or give bosses a type of charm ability to take control of a party member.... oorrr give bosses a "chaos" or "confuse" skill that gives players a % chance to hit their own party members or self with attacks just anything like that........
and lastly the loot.... this is a very difficult thing to do..... you have to make the loot useful or there's no point in doing the trials... but also cant make it too good or you'll have what we had with the gems... so first we REALLY need more ways to get prestige/valor so giving a progressive amount of prestiege per wave completed as reward (something like 10 prestiege*number of waves + 10 + 5*number of waves) that way you cant just farm 10 waves drop out repeate 10 times doing 100 waves total and get the same amount of presteige as someone who completed 100 waves, but presteige alone wont be enough also give 1 rare or better equip per 10 or 20 waves completed. and for completing 100 waves you have a 1% chance to get a COMBAT PET not just a vanity one. (or not but i think it'ld be cool and more on this later)
Guilds
This is something thats seriously needed.... i mean SERIOUSLY!!!!!!!!!!
Guilds should have a max members but this should be able to be increased by donating "stock" to the guild donations can be gold or EP (both not one or the other)
Guild's should give buffs to all its members based on the level of the guild (stock increases the guilds level)
Guilds should have 10 vrs 10 guild pvp the winner of these wars steal a % of a companies stock. aswell as guild kills in open pvp area's such as trappers atoll
Guilds should have a seperate from pvp guild wars, i personaly would perfer this to tag all players from both guilds during a war as hostile and make completly open world pvp, war status must be aproved by both you can not reject a war status more than 5 times from the same guild or it auto goes to war (aslong as the guilds are withing 2 levels of each other)
Guilds should have guild lands, housing, and banks
Balance and hybrids
ok this is a very tricky situation i know... but in my not so humbel (hehe) opinion you have been going about balance updates all wrong... each update has restricted our freedoms more and more you advertise this game as a classless system then nerf and change things to the point where not only hybrids are virtualy impossible but you've also limited us to only one possible builds..... might aswelll make someone pick a class at level 6 and then auto assign talent points for them.......
What i would suggest is stop this "balancing a skill is increased its cooldown or increasing its mana cost or both" that simply isn't it.. adress the problems as they arise directly single out the specific problem then look at other situations the talent/skill is used and check if it is also op in those situations... THEN assess the best way to go about fixing them.... this post is already way tooo long for me to go threw each one now and offer my thoughts but if at all interested i'ld be more than happy to go over things with you maybe you'll like my idea maybe not...
but that doesn't end there.... with that last major patch you all the sudden decided you wanted to FORCE everyone to invest points into energy... why you would want to force anything on anyone is beyond me but thats what you decided... and thats just rediculous.... why not instead of raising the energy costs to try to force us to build how you want us to build adjust what bonus's we get from each atribute and make things more apealing and melee, ranged, and sorc less apealing (to a degree) i propose (you can adjust it how you see fit
- Vit = Health + deffence increased per point spent here (adjust armor from equips proportionatly)
- Energy = Mana max and mana regen rate increase + haste increase (close to how haste was before the nerf) + healing power (equal to % of what sorc would give....)
- Focus = Crit chance + dodge chance
- Melee = Melee dps
- Ranged = Randed dps
- Sorc = Spell dps
Players would then chose to hit harder, crit and dodge more, OR cast faster.... this would make a lot more build options within the classes themselves aswell as open a lot of hybrids so you're problem of "no one is using these atributes" is solved while not only NOT forcing people into using them but also opening up a lot of posabilities what is wrong with that???
Lasly for balance templars/tanks seriously need some love... you have made them better tanks with the last patch the increased threat added to impale really helped. also tanks are learning to use empathy more but they still SUCK to level as and they are still boring as hell to play....... we need to make them more interesting and more fun.. i'ld suggest giving them 1 more aoe skill (make them a usable class in solo play) AND give them a late game active talent that gives them a castable SELF buff, this buff be something like "you lose 70% off each deffence and gain 20% of your health as melee attack power. since deffence caps at 86% losing 70% off that puts them at MOST at 16% deffence so thats a huge deffence loss for 3k attack power (about 300 melee dps) this would make them be able to switch between tank and dps class aswell as open more hybrid type builds toward end game.
Crafting
Again this seems another unfinished aspect of the game.. it is almost pointless aside from cooking/alchemy for the buffs and the helm/weapons every 5 levels... so why not each tier have a whole crafting set (perferably with bonus's atuned to pvp and/or world boss fights) this would give 1st solo players a way to get decent armor, it would give crafting a longevity of usefullness that it's been needing since day one, and will help stabalize the market with more frequant transactions....and will increase the usefullness of gathering professions aswell because a lot more things will be needing to be crafted.....
Mentioned above Combat pets
This is just a nice little addition that would help making farming things more interesting... imagine a 1% or even a 0.5% chance to get a combat pet mini version of shade..... or kongar....... all world bosses should have a VERY small chance to drop one and they should be bound on pick up. they shouldn't be crazy strong or anyhting but say kongar be a tank type pet and have threat control skill and able to tank about 3-4 mobs of its level (its level would match the owners level) something that gives a nice assistance but doesn't make the player crazy OP so some pet specific ideas.....
Kongar = Tank pet, has impale, inciting cry, and empathy, at level 40 would have 10k hp, 30% deffence and 300 melee dps
Shade = Mage pet, Hase dragon breath, erupt, and ignite. at level 40 would have 4k hp, 10% deffences, and 500 spell dps 50% haste 30% crit
Defilier = assassin pet, Has leathal concoction, frozen spires, and blind, at level 40 has 4k hp, 10% deffences 600 melee dps 20% haste 50% crit
Amun = prophet pet, Has radiance, Crimson chain (fully talented), and revitalize, at level 40 has 3.5k hp, 20% deffences, 600 healing power, 40% haste, 20% crit.
Zorskabar = Ranger pet, Has explosive arrow, storm, and Envenom, at level 40 has 3.5k hp, 10% deffences, 550 ranged dps, 50% haste, 10% crit
and ToC pet = Hunted Cow or something special that you design.
well believe it or not i actualy had some more but i think i'll end it here........... this is already so long no one will read but eh atleast its posted
Edited by awollsd, 02 April 2014 - 06:18.