1. fix bloodleft enchantment, its ******ed broken atm
2. Add some sort of CC immunity for clerics. Every class now has multiple knockdown\stuns\dazes, especially the Guardian fighters, and I am not complaining, but it'd be nice to play my class in PVP once in a while instead of being forever stunned\dazed\floored. Each one of our encounters worth casting have a 2 second casting time and we legit can't do much besides slide. the only reason we currently survive is because of passive healing from faithful build... virtuous\righteous is unplayable in pvp atm against any decent players IMO.
1 - Fix the "fixed" launcher issues (again), tired of waiting for half an hour so that I can finally select a character and then get "disconnected from login server"
2 - lag, lag, lag
3 - See point 1
Not really part of the patch but the most important improvement for me would be communication - what is the point of logging a support ticket if you only receive an automated response and then deafening silence after that?
I love everything else and it's a fun game WHEN I get to play
My biggest hope, by far, would be a return by the devs to the K.I.S.S. rule. This is an example of how they could have done mod 6:
1. Leave existing difficulty at mod-5 levels (in other words, leave it alone).
2. Introduce the four new zones as 60-70 leveling zones.
3. Introduce interactable locations that let you manually enter existing MC and VT (read: for level-60 players).
4. Introduce "epic"(or "legendary", call it whatever you like) MC and VT versions for level-70 players.
5. Place a queue-level-cap on level-60 versions of MC and VT and all current epic dungeons.
6. Over time, start introducing "legendary" versions of current epic dungeons with an appropriate minimum queue level.
7. Introduce a "legendary" Tiamat HE. If you enter above a certain level, you automatically go to that one.
8. Item level? HAHAHAHA. There is no way in Hades that I would waste developer resources on converting all items over to it. GS wasn't ideal by any stretch, but it was good enough.
9. Begin work on level-70 Elemental Evil dungeons, to be released in mod 7.
10. Level-scaling? Goodness, no. Talk about your Rube Goldberg contraptions. I wouldn't waste resources on developing it and I sure wouldn't make balancing infinitely harder by introducing it.
Keep
It
Simple
Stupid
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
And thus the meme "Because of DC" has been created.
+1 ! by far the funniest thing I read in a while hahah
Nancy - Dragonborn, SM Guardian Fighter A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based? 2). Yes. I am panzer! 3). Get ACT if you want to celebrate your epeen. 4). Horniness will not stand between me and what I believe - "MM"
1. double RP Event!!
2. double RP Event!!
3. double RP Event!!
Rest is fine. Mod 6 is nice to play. No more kindergarten dungeons anymore. Ofc the HR/DC bug is anyoing. But theese exploits are everytime ingame after new module.
Comments
2. Add some sort of CC immunity for clerics. Every class now has multiple knockdown\stuns\dazes, especially the Guardian fighters, and I am not complaining, but it'd be nice to play my class in PVP once in a while instead of being forever stunned\dazed\floored. Each one of our encounters worth casting have a 2 second casting time and we legit can't do much besides slide. the only reason we currently survive is because of passive healing from faithful build... virtuous\righteous is unplayable in pvp atm against any decent players IMO.
2 - lag, lag, lag
3 - See point 1
Not really part of the patch but the most important improvement for me would be communication - what is the point of logging a support ticket if you only receive an automated response and then deafening silence after that?
I love everything else and it's a fun game WHEN I get to play
1. Leave existing difficulty at mod-5 levels (in other words, leave it alone).
2. Introduce the four new zones as 60-70 leveling zones.
3. Introduce interactable locations that let you manually enter existing MC and VT (read: for level-60 players).
4. Introduce "epic"(or "legendary", call it whatever you like) MC and VT versions for level-70 players.
5. Place a queue-level-cap on level-60 versions of MC and VT and all current epic dungeons.
6. Over time, start introducing "legendary" versions of current epic dungeons with an appropriate minimum queue level.
7. Introduce a "legendary" Tiamat HE. If you enter above a certain level, you automatically go to that one.
8. Item level? HAHAHAHA. There is no way in Hades that I would waste developer resources on converting all items over to it. GS wasn't ideal by any stretch, but it was good enough.
9. Begin work on level-70 Elemental Evil dungeons, to be released in mod 7.
10. Level-scaling? Goodness, no. Talk about your Rube Goldberg contraptions. I wouldn't waste resources on developing it and I sure wouldn't make balancing infinitely harder by introducing it.
Keep
It
Simple
Stupid
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
+1 ! by far the funniest thing I read in a while hahah
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
2- DC Ap gain
3- DC Ap gain
2-duel system
3-and duel system +arena 2v2+guild wars(idk)
2. double RP Event!!
3. double RP Event!!
Rest is fine. Mod 6 is nice to play. No more kindergarten dungeons anymore. Ofc the HR/DC bug is anyoing. But theese exploits are everytime ingame after new module.