Adding a thing to the things I'd like to see:
1. As we have armor value: 1000 armor = - 10% physical damage reduction ( both ranged and melee) there should be spell damage reduction stat given in the gear/ especially this magical resistance would be nice to be added to the items that actually make sense to be added to like rings, trinkets, necklaces. Because it looks normal for let's say pants, gloves or helmet to give you armor value but it doesn't make sense for these items to give you magical resistance if they are not some sort of magical armours. Although it makes sense to put MR into the items that seems magical - the off set. The magic resistance could work the same way as the armor 1MR = -1% magic damage reduction ( since there are less items that can give you MR the scale is lowered) but let's not make different resistances for every school of magic - that seems dumb lol
2. Boss mechanics. Making MR a thing therefore you can add mobs and bosses doing some spells with huge dmg which can be reduced with MR and some buffs that gives you more %MR.
Cool boss mechanics would be something that makes you move constantly in a boss fight. Not just staying there hitting 1,2,3 to do dmg. Or spam healing the tank.
Boss spawning adds! Yeah totally a must!
Some bosses don't spawn adds but rather have them as companions all the time. 2 tanks needed - 1 to tank the boss 1 to tank the mobs. And killing some of those adds can either enrage the boss ( bosses have friends too imagine some group of nerds killing your friend who you spent the last 7thousand years in that instance with :( donno for you but I'd enrage and wipe you nerds!!!) And vice versa slaying an add could lower the boss's strength as the adds might be healing him or infuse him with more power.
Make optional dungeon/raid bosses. BUT! Only when the raid instance is fully slain for first time. Like attunement lol. And your whole raid group cannot skip to the last boss or atleast skip few of the fights if some of the group it's not attuned. And attunement require slaying the whole instance for a first time. This will be good if you need just one item from a certain boss in the dungeon/raid.
3.As I am speaking of attunement - don't make long quest-chains of attunement quests. Or don't make any attunement at all. Some small quest chain would be cool tho. But 25 quests chain to enter a raid - hell naw.
4.Make raid lockdowns - 24h is enough. Entering a raid instance and slaying 1 boss inside would lock you for this raid for the next 24h. Therefore you cannot kill the same boss twice today. Anyway you can participate in another raid that is locked to the same instance progression. Lets say the instance has 7 bosses - the system counts that and if you have killed 2 of them you can join another raid that have killed only the same 2 bosses. A guy that hasn't been locked to the instance can join a group that have killed bosses inside and kill the other bosses that are left. This could easily be made by creating doors/portals that you cannot open or get through if you are locked out of them for today. You can still be in the raid group just not being able to participate in this specific boss fight.
5.Here is a dumb idea i just came with. Make people lose exp gain of killing monsters after 2 hours of leveling. Yeah i know it's dumb just stay with me. At the other hand make Coffee a real thing! Make some cafƩs inside or outside the cities where people can and maybe should go. Connect with other people while drinking coffee (for low price of course nobody is spending money in Starbucks cuz their coffee is just so damn good - no. ), and regen their "tiredness" for let's say 5-10 minutes. I saw an idea from another guy posted somewhere in the forums - Bar fights. I think there could be a combo of both our ideas here hehe.
Ok I think this is for now.
Regards,
Shock! :)
Hello again!
First I am thinking Dev should make an option to automatically hide most of the message in the forum topics and an option to "read more" because scrolling through my full messages is hard due to they being long. š
Secondly.
Dynamic leveling difficulty.
What I am talking about is that certain classes will have a much faster leveling than others. Here some system can be implemented to either increase your xp/hour if you are toooooo slow in killing monsters or maybe make mobs slightly easier. I am not talking about the opposite thing - making you lvl up slower because there will be a lot of guys who love speed running and lvl speed runs are something really nice to see! So if you are doing great so be it! But if you are kinda slow or suck at killing monsters there should be this dynamic leveling difficulty. Although this would be effective only in solo leveling because in group seems fair everything to be back to normal.
Regards,
Shock! :)
Last edited: 2020-05-03 19:06:12