I'm playing the game with a group of friends from the open beta start, I played in alpha and beta too.
And I think this game can become A LOT better, at the actual state it has some BIG problems but they could be fixed if Cryptic is interested in making a good game, not the actual "generic-themepark-wow-clone"
Here are my suggestions.
CHARACTER PROGRESSION
- Remove equipment linked to the class. Give passive feats with bonus/malus to equip various kind of equipment. At least for the armor (the weapon could be more difficult because most powers are based on the weapon of a class). Obviously it's matter of balancing bonus/malus. If a wizard decide to equip a plate armor, that could be possible, but he should spend some feat points to do it and then he could get more AC and Defense, but losing Power and Critical.
- Insert the ability to multiclass, just like the D&D rules allow. A Cleric could take some levels in Guardian Fighter, get some powers and feats from Guardian Fighter class, and he could use sword&board for the powers derived from Guardian Fighter and holy symbol for the Cleric powers. This could lead to a nice customizable character progression so advanced players could make some characters based on what they like.
- Respec in the zen store is ok for you, but people should be able to try some powers and skills and not be forced to spend real moneys. Give some free respec every some levels (every 10-15 levels) or give the ability to respec with AD, a lot of them, so who is in a hurry can buy ADs with Zen, other players can respec just collecting in game ADs
COMBAT MECHANICS
- Fix the delay/lag when moving and using a power/interacting without stopping. Sometimes if the character is moving and you go near a npc and use F to interact, nothing will happen. Even with powers, sometimes if the character is moving and you use a power, it won't start and you must stop the character and then use the power
- Remove the root in place when using a power. It's ok to have some malus when moving and using a power, like moving at half speed, but being forced to stay rooted in place is totally against the "action combat" and give only a old-style combat system.
- Fix the too large hitboxes for npc/mobs and for players. Actually aiming to a mob takes no real skill because hitboxes are very large and just only moving mouse near a mob texture just select it to use powers. Even the character hitboxes are wrong, it's easy to see, just try to move the character out of a red circle (without using the dodge class mechanic) just before the a nimation of the mob skill hit the red circle, if the character is out of the red circle often it will take damage. That should not be this way.
- Remove auto-facing and auto-targeting from some skills which have them. Take for example the first at-will power of rogues, it's totally unnecessary to aim mobs, just use the power and it will select the nearest mob, even if behind the character... Totally against a more skill based combat and remove the need to aim.
FIGHTS AND DIFFICULTY
- Actually the fights are based not on strategy and tactic and player skill, but fights are simply a chaos mess because there are lot of adds that spawn and elite/bosses have not good AI. An elite mob or a boss should be at least a bit smarter, should try to avoid being hit by players, hiding behind covers or moving around instead of staying still taking hits like a dummy. Spawning lot of adds it's not the right way to make an harder fight, it make it only more chaotic. Less adds and more boss mechanics, please, with reaction to player actions, using random skills and not only the usual 2-3 skills in the same sequence, and so on
FOUNDRY
- The glowing trail when in foundry quest should be disabled by default
- The storyboard should allow not only a linear path, but multipe paths in foundry quest. According to some actions of players (could be multiple choices in talking to a NPC, opening a door instead of another, ...) the storyboard should evolve in different paths so players could have different ways to complete a foundry quest.
- In the foundry could be possible to use random or timed events, not only event based on objectives or waypoints or interaction from players. It should be possibile to have items/npc/mobs spawn in random places, have timed events (players should complete some objectives in a given time), have some random map elements or more than 1 map when teleporting (you could design some maps and when using a teleport you could end in a random map of the maps designed)
- In foundry it's necessary to give author the ability to make some boss fights, not only elite mobs with predetermined AI. Give the ability to insert bosses with multiple phases, skills chosen by the foundry author, pathing and reactions to player action, and so on. Fights should be interesting and "epic", not simply a lot of elite mobs + a lot of adds, this generate only chaos, not an interesting fight
CHARACTER PROGRESSION
1: Remove equipment linked to the class. Give passive feats with bonus/malus to equip various kind of equipment. At least for the armor (the weapon could be more difficult because most powers are based on the weapon of a class). Obviously it's matter of balancing bonus/malus. If a wizard decide to equip a plate armor, that could be possible, but he should spend some feat points to do it and then he could get more AC and Defense, but losing Power and Critical.
2: Insert the ability to multiclass, just like the D&D rules allow. A Cleric could take some levels in Guardian Fighter, get some powers and feats from Guardian Fighter class, and he could use sword&board for the powers derived from Guardian Fighter and holy symbol for the Cleric powers. This could lead to a nice customizable character progression so advanced players could make some characters based on what they like.
3: Respec in the zen store is ok for you, but people should be able to try some powers and skills and not be forced to spend $$$ /
(edit: forum took out a long part of my post, rewriting it...)
1: this I kinda agree with, but as it's based on 4e, and I've never played 4e I couldn't tell you how it's run there
2: again, 4e. 4e has no multiclassing
3: not touching this issue, I don't know anything about it, nor do I care, really
Comments
1: this I kinda agree with, but as it's based on 4e, and I've never played 4e I couldn't tell you how it's run there
2: again, 4e. 4e has no multiclassing
3: not touching this issue, I don't know anything about it, nor do I care, really
http://dnd4.wikia.com/wiki/Multiclassing
I have fixed the initial post with the other suggestions I wrote and forum did ruined because I put an euro symbol. Read and comment.