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  1. #1
    Player
    Mattgamerff14's Avatar
    Join Date
    Feb 2022
    Posts
    6
    Character
    Matt Storm
    World
    Midgardsormr
    Main Class
    Summoner Lv 54
    thank you very much for your help and answers to a bunch of my questions
    (1)

  2. #2
    Player
    localman's Avatar
    Join Date
    Mar 2016
    Posts
    21
    Character
    Carissa Mondragon
    World
    Twintania
    Main Class
    Summoner Lv 50

    Part 1

    Re 6.
    No... Damages the game and the com much more than it brings.
    This has already been proven x times in other games, how it ruins the game in virtually all facets ultimately incl. the com.

    I would like to have:

    - In the character window, instead of just numbers that don't tell me much, percentages. How high is my critical hit value exactly in percent, for example? A value of 1000 basically tells me nothing.

    - Skip all conversations and videos for a new character right away. Having to click through them is sometimes tedious.

    - Gameplay
    Please slow down the work mode a bit and build more on staying longer in certain places. Currently, this quick change of scenery and back and forth and ported and quickly there and here in, is just not really purposeful. I run/ride back and forth and don't really take in the world.
    Through this acceleration and all the port options, much of the game and the game world degenerates too much and seems trivial, but at the same time also exhausting to always be briefly in one place and immediately run away again, after a short intermezzo.
    Here, a bit more peace, so that you can also get involved in a situation, is an important thing.
    So I feel more like a letter carrier who runs from mailbox to mailbox.

    - Class gameplay and mechanics
    * The sounds of the caster classes are rather weak in parts.
    Fire magic should have more of a burning effect. A fireball should sound better when it is summoned, when it flies and when it hits without exaggerating, for example.
    * Reduces the effect storm for some classes and makes it more coherent and the identification to exactly the class clearer.
    * Does not accelerate the gameplay of the classes. I really liked how in the beginning the pikeman had a more tactical, slow fighting style, but it was straightforward and offered good maneuvers. That the Dragoon later flips around in all of them instead of specifically rewarding certain style chains with such a jump at the end could have been done better.
    (0)

  3. #3
    Player
    localman's Avatar
    Join Date
    Mar 2016
    Posts
    21
    Character
    Carissa Mondragon
    World
    Twintania
    Main Class
    Summoner Lv 50

    Part 2

    Wishes
    - I would like a shapeshifter class. As always, the first thing that comes to mind is the idea of a werewolf. How sensible that fits in here is another story. However, there are still other options such as transformation into an animal, which one then entwas visually upgraded and with increasing level, the player automatically become wilder optically... So to speak as a visible development and also as a difference to the low level shapeshifter.
    Playfully a mixture of wild berserker and with weakened sneak option for hard first strikes.
    Weakened sneak option means that you can only sneak up to a certain point, like predators do and then they have to aggressively pursue the prey like cheetahs or cats generally do, for example.

    - Another class idea would be some kind of ritualist or a runesmith/rune priest
    The ritualist is a class that works with offerings and casts ritual circles when casting spells that trigger certain effects and as a highlight temporarily open portals/cracks/gates from which gruesome blood demons and other damonic creatures step out and temporarily serve the ritualist as long as he gives his blood as an offering. In doing so, attack and engage the enemy in melee or as a magical beast from afar.
    So a mix of support class with caster traits and servant class. I'm missing a bit of a pure servant class in the game.

    Runesmiths are melee fighters who wield their two-handed hammers or fight with a one-handed hammer and shield, drawing rune symbols, on weapons, armor, and as self-buffs in combat, which then trigger bonuses and effects when they hit the enemy with them, or as a reactive procc when they get hit. They mix melee with some rune magic, but are perceived melee fighters. For their mechanics, they rely on the mix of runes and melee maneuvers in combat.

    The Rune Priest, on the other hand, would be more of a typical Rune Master than a caster/supporter/healer. He attunes to an element and his power grows to a specific element in combat.
    Later he can combine two elements, but not the opposite ones. So no fire and water, but fire/air or fire/earth and so create unique spell synergies. So a wall of flame with the element air becomes a wave of flame, or a pillar of fire.
    If he combines fire with earth, he creates lava rocks and magma geysers.
    Wind and frost spells create icy winds that freeze enemies. Or one combines water with a blast of air to create a wave of healing.

    Wonderful rune symbols are drawn in the air or on the ground and then trigger their effects. Well implemented a rather pretty class. The important thing here is that the whole thing feels like rune magic.
    So not like a spell of a magician where the magician conjures the fireball directly, but the effect comes from the symbol, like a written word on a piece of paper, which then comes to life. So more like an invocation than like direct magic.

    Ok enough for now...
    (0)