Increase the Attachment size to 10or more for mail
Currently The Companions are Character bound Change them to Account bound so we can swap companions very easily between characters and don't have to invest lot of ad/Zen to upgrade same companion on each character. And create A Companions Tab in Inventory and Put all the companions in that so we can easily in equip and transfer them to other character.
Remove the Useless Mark of Potency And Enchanting Stones Rank 1 to 3. As now the rank 8 or above enchanting Stones are very easy to get and not using them for upgrade any enchant from rank 1 to 15
1. have preview tabs actually preview whatever fashion or armor is there. If I go to collections and highlight a tab let it show as what will equip on my toon instead of a blank space. This last event with the starry wear, I still have no idea what most of it looks like. 2. Allow dragonborn to wear all fashion. 3. Allow toons to be like mounts. ie. let me equip metallic dragonborn as my core toon type but let me choose to look like a human.
Goal to make it easier to look good.
drawbacks. Haters, hatin cause they ain't me. oh yeah!
Description and Goal: Ability to send an Alliance-wide mail. As an alliance leader that holds events/lotteries etc etc I currently need to post a mail to each of the 12 guild leaders to send out to their respective guilds to inform their players of said event/lottery. I have an alliance discord, but not every member uses this and they can end up missing out.
Area of Impact: Ease of use
Risks & Concerns: Would be subject to spam/abuse, thus you would need to put some limitations in place of who could send them and how often.. (Only Rank 7's or only the rank 7's in the helm guild? Only once per day?).
Description and Goal: An Alliance wide roster tab. Currently i need to click a bunch of things to see who's online in each guild of the alliance, and inviting people from another guilds roster is awkward as the right click menu currently 'hides' under the roster window. It would be good to have a tab where we can see everyone who is currently online within the alliance and be able to interact with them from there.
Area of Impact: ease of use.
Risks & Concerns: None that i can think of.
10
greywyndMember, NW M9 PlaytestPosts: 7,152Arc User
Fix everything that is broken in the game. Even if the devs don't feel it is a priority.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
Description and Goal: A 'Sell all' Button. As others have mentioned, selling things in Neverwinter is tedious. Having a 'Sell All' button to replace the 'sort all' button or in addition to it per bag would greatly improve the experience, my mouse longevity and save my poor finger from RSI...
Area of Impact: Ease of use
Risks & Concerns: None, you can buy back miss sold items within a specific time window.
Description and Goal: Ability to send an Alliance-wide mail. As an alliance leader that holds events/lotteries etc etc I currently need to post a mail to each of the 12 guild leaders to send out to their respective guilds to inform their players of said event/lottery. I have an alliance discord, but not every member uses this and they can end up missing out.
Area of Impact: Ease of use
Risks & Concerns: Would be subject to spam/abuse, thus you would need to put some limitations in place of who could send them and how often.. (Only Rank 7's or only the rank 7's in the helm guild? Only once per day?).
this would also work with my alliance wide bulletin board idea
Description and Goal: Allow PS and XBox characters to be imported to preview server. Or just allow level 80 characters and gear to be available for us to use on preview.
Area of Impact: Currently we have no way to test anything without using our *actual* items/AD etc. Though many people would never bother to change to PC to look at/practice something because PC is different, some of us would very much like to do so.
Risks and Concerns: Well, it's not like the data can get transferred back, so I don't see any risks. But it would probably require some work to set up the translation system.
Description and Goal: Allow Refinement Points to be an accountwide pool, the way Zen works. All of my zen is available to all of my characters all the time, no banking needed. Actually, why not my AD too? I want ALL of my currencies to work this way. If you're going to have a bazillion currencies, they need to be accountwide.
Area of Impact: Having my resources available so I know how much I have and can plan/spend it accordingly. This would be a huge time saver from having to jump characters and bank and take from the bank and put back in the bank and jump characters, and you get the point.
Risks and Concerns: Well, I suppose the risk is that somehow it would get messed up and suddenly I'd have nothing instead of a bunch of stuff spread across six characters. That would be a pretty big mistake. And it would probably be a lot of work to reimplement all of these systems to be account wide, but since it already exists in Zen, I don't see why it wouldn't be possible.
9
plasticbatMember, NW M9 PlaytestPosts: 12,406Arc User
Description and Goal: make all stackable with one stack size of 1000. If it is hard to do 1000, I can live with the current max of 999. Many items can do 999 already.
Area of impact: all stackable items. Save a lot of inventory space.
Risk and Concerns: AH may be affected initially with an enlarged stack size for many items but that will be temporary.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
If you are going to use the hunt system in future mods pls allow us to sell stuff on the auction, it's so boring to sit there and ask over and over again if someone wants to buy your stuff. (Also apply this to the current lures to those who are new and may want do do hunts)
Risks: none
Allow us to sell companion gear
If someone doesn't want to farm or rely on RNG they could buy the undermountain gear from ah / or just simply put them all on the undermountain store for chaotic writings
Description and Goal: easier to upgrade toon on preview, with less click - sell all tipe of marks, enchanting stones, pres ward, coal ward, companion experience tome, companion upgrade token, companion (like te choice pack), mount (coice pack) and if possible new introduced gear so that we don't have to fight RNG to try a new pice of gear that might or might not be useful in the bazar under 'preview only', make possible to trade insignia for a 'insignia choice pack' like we can do for enchantment make possible to trade runestone for a 'runestone choice pack' and not only enchantment
Description and Goal: Friend list more friendly Area of Impact: QoL. Risks & Concerns: none
On Xbox friend list is ALWAYS break in two parts.... is it possible to have a filter button that show ONLY ppl playing NW? Because now is an hell to find a friend in second part of the list.,...
Description and Goal: Chart at the end of trials Area of Impact: QoL. Risks & Concerns: none
Idk on PC, but on Xbox i can see only first 5 ppl.... is it possible to show all PPL chart in 10 ppl events? I think it is very easy to do....
Description and Goal: fixed private Queue Area of Impact: QoL. Risks & Concerns: none
If you respect queue requisite, yes in private queue also, you can receive more rewars for example extra chest to open. If you don't respect requisite you can run it but without chart and only open payment chest. So finally space for all classes, stop elitism and stop breaks meccanics...
Description and Goal: When there are several offers made by a player with equal amount of zen to bought (for example 1000 each) it can be difficult to see which order was added first after seeing these in some time in the future. Add description to each list item of when it was added.
Area of impact: ZAX Listing
Risk and Concerns: It might be confusing with current log for some people.
2. Companions that increase currency gain
Description and Goal: At the moment, there are several companions whose sole purpose is to improve campaign progress or give more influence (Stronghold Cleric). May it be Vistani Wanderer, Hell Hound, newly added Skyblazer or Chultan Hunter, they all require to switch them to utility slot in order to receive this extra stuff. Option1: Make a system check if one character has got such a companion and based on that add extra currency/influence automatically upon finishing quest/obtaining heroic encounter reward. Option2: add extra window for those companions only and separate those from utility companions.
Area of impact: Companion tab, rewards
Risk and Concerns: Adding extra slot might confuse players. It's not really that much diffrent from using utility slot as it is now. Option1 is preffered one.
3. Bounty items and sharing in bank
Description and Goal: Several old bounty items (such as Kessell's Sigil, Fomorian Concoction, Onyx Fragment, stuff from lvling zones) are not bound at all and allow to transfer them via mail to other characters. Allow those to be stack in shared bank.
Area of impact: Inventory wealth tab, bank
Risk and Concerns: None I can see.
4. Morale crafting
Description and Goal: As it is right now, each time we craft an item with morale, we need to click 2 times. One for making an order to craft, second to accept if the item was (or was not) crafted. With items that cost 40 morale it is not a big issue. 400 morale pool allow 10 such operations = 20 clicks. But when it comes to morale items with cost of 5 or 10 it become tidious and boring. (80 operations for 5 morale = 160 clicks) Allow us to use morale crafting in bulk. Similar to the way ordering works, make it so that with crafting we have additional window to input how many times we want something crafted. That window could be toggled on/off in recipe display options. Also, allow those item to go into overflow bag if there is not sufficient inventory space.
Area of impact: Crafting, inventory
Risk and Concerns: It might cause some lag from server part with the way it currently works.
5. VIP reroll tokens
Description and Goal: Reroll tokens are character bound and one has to reclaim each and every single one on other characters not to lose them in the future. Not to mention, most of those characters can be alts whose sole purpose is to get invocation boxes/events stuff. It's simple here: allow reroll tokens to be bound to account instead of bound to character and add ability to get all tokens from all account at once on one character. Add like extra button to claim them in VIP tab.
Area of impact: VIP daily rewards
Risk and Concerns: Accounts with bigger number of characters might have lag upon obtaining all tokens at once, similar issue as with Morale Crafting.
6. Universal "legacy" / shared dungeon keys
Description and Goal: There are several keys in the game, all bound to character, most of them useless. Make them bound to account and allow them to be stored in bank. Keys for older campaigns (up to mod15-16) should be changed to "legacy keys". Those legacy keys should work for any dungeon/skirmish/trial within "legacy aspect" (for example up to mod 15-16).
Area of impact: Keys, bank, older campaigns windows
Risk and Concerns: It might take some time for people to adjust to changes
Description and Goal: make stronghold a little more useful and integrated with the game put a vendor (possibly a fixed one, but even a temporary one is good) that sell (for guild marks) useful and rare item like companion upgrade token, old gear fashion, weapon and armor that scale with your level (can be equipped at lvl 1), currency for legacy campaign. let there be other sources of thing to donate to the mimic (adventurer shard, epic shard, ..), ability nodes,end dungeon chest, from the maps (new area, chult, river district), or make them drop like the campaing currency voucher drop from mob in all the maps if you are in a guild, or allow them to be buyed for campaing currency fron the store.
Area of Impact: better integration of stronghold with the game, new player experience with stronghold
Description and Goal: balance weapon and armor enchantmet and if possible would be nice to have them divided by role played (so effect generated when damage is dealt, or when you heal, when you take damage, when you have aggro, if you are near the target, far from it, if you deal physical, magic damage, etc)
Description and Goal: quest, role play and story; some of us play only for theese aspect. a lot of quest and lore need to be read (an some didn't even have a short text), let us see them, not read them, with a short video (like the explanatory ones in the beginning of barovia) , in repeatable quest make it skippable, and in dungeon this is important (in codg, if you die the moment before the scene of the atropal, nobody can pick you up because the video is too long and can't be skipped)
Area of Impact: immersion of the game
Risks & Concerns: a lot of work to upgrade leveling and old campaing quest
Description and Goal: make easier to find a title and achievement that i'm searching for, i just got, or i'm curious about can be done with and order by time (last received first), search by keword, serch by requirement.
Area of Impact: display option for character journal
Description and Goal: healer have a lot of power all bound by a single key (tab), make it easier to use them new method: when we press tab our encounter powers changes so that we can use the power on tab: tab -> right click: put mark, e: big heal; tab -> normal powers (something similar to the old 'divine mode') vould be nice if we can put mark by pressing the name on the hud, and we (and all the party member) could see the mark in the hud; for this 'tab' need to 'free' the mouse from the job of moving the visual, pressing tab again, all return to normal.
Description and Goal: Redesign the UI so that healers can see the health bars of all ten players in a trial. It's kind of daft that you can only see the other 4 members of your party when there are another 5 players who may be in need of your help. Healers currently rely on having all the health bars showing which is sub-optimal and leads to a lot of screen clutter.
As a bonus, allow the UI to be customised more by player e.g. I drag health bars to the bottom of the screen so that they are just above my character, BUT - the downside is that the buff icons are then all over the place.
Finally -> display the target of the "Mark of Divinity" buff clearly in the UI - change the outer frame of their health bar to glow yellow, or some other obvious easy to see mark that avoids having to keep checking the buff is still present.
Area of Impact: Functionality, better gameplay.
Risks & Concerns: No
6
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Make Collections account wide and give them something
Description and Goal: Is absurd that collections are per character and not per-account. Also you could make collections useful giving titles or transmutes when a goal is reached (points, pages or whatever)
Area of Impact: Collections Risks & Concerns: none
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Make profession interface more usable
Description and Goal: You can get lost in professions when you have to make 1 item that depends on other 3 items and each of those depends on other items. I would like to jump from one item material to his crafting, or know the exact materials I need to make all the items in the pyramid, and also if I am able to craft all that items.
Area of Impact: Professions Risks & Concerns: ¿Hard and long to implement? not more time that I lost chasing all the items and materials lol.
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
edited July 2020
Inventory Rules / macros
Description and Goal: I would like to create rules / macros for inventory items (only for picked items now that we have autopick). Here are some examples: If peridot reach inventory, convert it to refinement If a refinement item (group) goes to inventory, convert it to refinement If a blue insignia of dominance goes to inventory or a blue insignia (group), convert it to insignia powder If a lockbox goes to inventory, put it in bag number 4 If a potion goes to inventory, discard it
Or at least some controlled / less options to the most common items
Area of Impact: Inventory Risks & Concerns: If the system has lots of options it could be complex / confusing and some people may discard some items they dont want to.
Description and Goal: Make the enchants bound to slot and not bound to equip. This is a need because different paths lead to different needs. For example Devout Cleric needs more crit than Arbiter (wich needs more arpen, acuraccy, etc). So my companion gear needs to be different in each path. In the current state my devout is subpar cause I won't trade runestones everytime I change my loadouts so I stay with "dps" equip. Area of Impact: gear/loadouts. Risks & Concerns: None.
Description and Goal: Separate enchantment from items. Some items are used in many loadouts, but only with different enchantments, which in this case means that each change of loadout requires additional time to swap the enchantments. With this change, you'll be able to manage items and enchantments more easily Area of Impact: ease of use, UI Risks & Concerns: After separation, enchantments should give stats without items or not
Comments
Currently The Companions are Character bound Change them to Account bound so we can swap companions very easily between characters and don't have to invest lot of ad/Zen to upgrade same companion on each character. And create A Companions Tab in Inventory and Put all the companions in that so we can easily in equip and transfer them to other character.
1. have preview tabs actually preview whatever fashion or armor is there. If I go to collections and highlight a tab let it show as what will equip on my toon instead of a blank space. This last event with the starry wear, I still have no idea what most of it looks like.
2. Allow dragonborn to wear all fashion.
3. Allow toons to be like mounts. ie. let me equip metallic dragonborn as my core toon type but let me choose to look like a human.
Goal to make it easier to look good.
drawbacks. Haters, hatin cause they ain't me. oh yeah!
Area of Impact: Ease of use
Risks & Concerns: Would be subject to spam/abuse, thus you would need to put some limitations in place of who could send them and how often.. (Only Rank 7's or only the rank 7's in the helm guild? Only once per day?).
Area of Impact: ease of use.
Risks & Concerns: None that i can think of.
Area of Impact: Ease of use
Risks & Concerns: None, you can buy back miss sold items within a specific time window.
Area of Impact: Currently we have no way to test anything without using our *actual* items/AD etc. Though many people would never bother to change to PC to look at/practice something because PC is different, some of us would very much like to do so.
Risks and Concerns: Well, it's not like the data can get transferred back, so I don't see any risks. But it would probably require some work to set up the translation system.
Merge the PC, X-box and PS4 servers together!
Area of Impact: Having my resources available so I know how much I have and can plan/spend it accordingly. This would be a huge time saver from having to jump characters and bank and take from the bank and put back in the bank and jump characters, and you get the point.
Risks and Concerns: Well, I suppose the risk is that somehow it would get messed up and suddenly I'd have nothing instead of a bunch of stuff spread across six characters. That would be a pretty big mistake. And it would probably be a lot of work to reimplement all of these systems to be account wide, but since it already exists in Zen, I don't see why it wouldn't be possible.
Area of impact: all stackable items. Save a lot of inventory space.
Risk and Concerns: AH may be affected initially with an enlarged stack size for many items but that will be temporary.
Allow us to sell hunts stuff on the ah
If you are going to use the hunt system in future mods pls allow us to sell stuff on the auction, it's so boring to sit there and ask over and over again if someone wants to buy your stuff.(Also apply this to the current lures to those who are new and may want do do hunts)
Risks: none
Allow us to sell companion gear
If someone doesn't want to farm or rely on RNG they could buy the undermountain gear from ah / or just simply put them all on the undermountain store for chaotic writings
Put a mailbox/bank on all HUBs
qol upgrade for new player without max rank vip
Areas like sharandar, dread ring, barovia or underdark don't have a mail/bank
Either remove all current campaign currency and merge them all together or put a vendor that allows us to trade stuff from 1 campaing to another.
Make boons more usefull...
With mod16 changes boons don't have the impact they used to...I was gonna talk about improving all the invoking mechanic stuff but i already heard you are gonna do something about it.
make possible to trade insignia for a 'insignia choice pack' like we can do for enchantment
make possible to trade runestone for a 'runestone choice pack' and not only enchantment
Area of Impact: non-gameplay mechanics, preview
Risks & Concerns: none, it's on preview!
Area of Impact: QoL.
Risks & Concerns: none
On Xbox friend list is ALWAYS break in two parts.... is it possible to have a filter button that show ONLY ppl playing NW? Because now is an hell to find a friend in second part of the list.,...
Description and Goal: Chart at the end of trials
Area of Impact: QoL.
Risks & Concerns: none
Idk on PC, but on Xbox i can see only first 5 ppl.... is it possible to show all PPL chart in 10 ppl events? I think it is very easy to do....
Description and Goal: fixed private Queue
Area of Impact: QoL.
Risks & Concerns: none
If you respect queue requisite, yes in private queue also, you can receive more rewars for example extra chest to open. If you don't respect requisite you can run it but without chart and only open payment chest. So finally space for all classes, stop elitism and stop breaks meccanics...
1. Zen to AD Exchange Listing
Description and Goal: When there are several offers made by a player with equal amount of zen to bought (for example 1000 each) it can be difficult to see which order was added first after seeing these in some time in the future.
Add description to each list item of when it was added.
Area of impact: ZAX Listing
Risk and Concerns: It might be confusing with current log for some people.
2. Companions that increase currency gain
Description and Goal: At the moment, there are several companions whose sole purpose is to improve campaign progress or give more influence (Stronghold Cleric). May it be Vistani Wanderer, Hell Hound, newly added Skyblazer or Chultan Hunter, they all require to switch them to utility slot in order to receive this extra stuff.
Option1: Make a system check if one character has got such a companion and based on that add extra currency/influence automatically upon finishing quest/obtaining heroic encounter reward.
Option2: add extra window for those companions only and separate those from utility companions.
Area of impact: Companion tab, rewards
Risk and Concerns: Adding extra slot might confuse players. It's not really that much diffrent from using utility slot as it is now. Option1 is preffered one.
3. Bounty items and sharing in bank
Description and Goal: Several old bounty items (such as Kessell's Sigil, Fomorian Concoction, Onyx Fragment, stuff from lvling zones) are not bound at all and allow to transfer them via mail to other characters. Allow those to be stack in shared bank.
Area of impact: Inventory wealth tab, bank
Risk and Concerns: None I can see.
4. Morale crafting
Description and Goal: As it is right now, each time we craft an item with morale, we need to click 2 times. One for making an order to craft, second to accept if the item was (or was not) crafted. With items that cost 40 morale it is not a big issue. 400 morale pool allow 10 such operations = 20 clicks. But when it comes to morale items with cost of 5 or 10 it become tidious and boring. (80 operations for 5 morale = 160 clicks)
Allow us to use morale crafting in bulk. Similar to the way ordering works, make it so that with crafting we have additional window to input how many times we want something crafted. That window could be toggled on/off in recipe display options. Also, allow those item to go into overflow bag if there is not sufficient inventory space.
Area of impact: Crafting, inventory
Risk and Concerns: It might cause some lag from server part with the way it currently works.
5. VIP reroll tokens
Description and Goal: Reroll tokens are character bound and one has to reclaim each and every single one on other characters not to lose them in the future. Not to mention, most of those characters can be alts whose sole purpose is to get invocation boxes/events stuff.
It's simple here: allow reroll tokens to be bound to account instead of bound to character and add ability to get all tokens from all account at once on one character. Add like extra button to claim them in VIP tab.
Area of impact: VIP daily rewards
Risk and Concerns: Accounts with bigger number of characters might have lag upon obtaining all tokens at once, similar issue as with Morale Crafting.
6. Universal "legacy" / shared dungeon keys
Description and Goal: There are several keys in the game, all bound to character, most of them useless. Make them bound to account and allow them to be stored in bank. Keys for older campaigns (up to mod15-16) should be changed to "legacy keys". Those legacy keys should work for any dungeon/skirmish/trial within "legacy aspect" (for example up to mod 15-16).
Area of impact: Keys, bank, older campaigns windows
Risk and Concerns: It might take some time for people to adjust to changes
put a vendor (possibly a fixed one, but even a temporary one is good) that sell (for guild marks) useful and rare item like companion upgrade token, old gear fashion, weapon and armor that scale with your level (can be equipped at lvl 1), currency for legacy campaign.
let there be other sources of thing to donate to the mimic (adventurer shard, epic shard, ..), ability nodes,end dungeon chest, from the maps (new area, chult, river district), or make them drop like the campaing currency voucher drop from mob in all the maps if you are in a guild, or allow them to be buyed for campaing currency fron the store.
Area of Impact: better integration of stronghold with the game, new player experience with stronghold
Risks & Concerns: bot might use this
Description and Goal: balance weapon and armor enchantmet and if possible would be nice to have them divided by role played (so effect generated when damage is dealt, or when you heal, when you take damage, when you have aggro, if you are near the target, far from it, if you deal physical, magic damage, etc)
Area of Impact: gameplay
Risks & Concerns: i can't see one
a lot of quest and lore need to be read (an some didn't even have a short text), let us see them, not read them, with a short video (like the explanatory ones in the beginning of barovia) , in repeatable quest make it skippable, and in dungeon this is important (in codg, if you die the moment before the scene of the atropal, nobody can pick you up because the video is too long and can't be skipped)
Area of Impact: immersion of the game
Risks & Concerns: a lot of work to upgrade leveling and old campaing quest
can be done with and order by time (last received first), search by keword, serch by requirement.
Area of Impact: display option for character journal
Risks & Concerns: none
new method: when we press tab our encounter powers changes so that we can use the power on tab:
tab -> right click: put mark, e: big heal; tab -> normal powers (something similar to the old 'divine mode')
vould be nice if we can put mark by pressing the name on the hud, and we (and all the party member) could see the mark in the hud; for this 'tab' need to 'free' the mouse from the job of moving the visual, pressing tab again, all return to normal.
Area of Impact: easy of use, gameplay
Risks & Concerns: none
As a bonus, allow the UI to be customised more by player e.g. I drag health bars to the bottom of the screen so that they are just above my character, BUT - the downside is that the buff icons are then all over the place.
Finally -> display the target of the "Mark of Divinity" buff clearly in the UI - change the outer frame of their health bar to glow yellow, or some other obvious easy to see mark that avoids having to keep checking the buff is still present.
Area of Impact: Functionality, better gameplay.
Risks & Concerns: No
Make Collections account wide and give them something
Description and Goal: Is absurd that collections are per character and not per-account. Also you could make collections useful giving titles or transmutes when a goal is reached (points, pages or whatever)Area of Impact: Collections
Risks & Concerns: none
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Make profession interface more usable
Description and Goal: You can get lost in professions when you have to make 1 item that depends on other 3 items and each of those depends on other items. I would like to jump from one item material to his crafting, or know the exact materials I need to make all the items in the pyramid, and also if I am able to craft all that items.Area of Impact: Professions
Risks & Concerns: ¿Hard and long to implement? not more time that I lost chasing all the items and materials lol.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Inventory Rules / macros
Description and Goal: I would like to create rules / macros for inventory items (only for picked items now that we have autopick). Here are some examples:If peridot reach inventory, convert it to refinement
If a refinement item (group) goes to inventory, convert it to refinement
If a blue insignia of dominance goes to inventory or a blue insignia (group), convert it to insignia powder
If a lockbox goes to inventory, put it in bag number 4
If a potion goes to inventory, discard it
Or at least some controlled / less options to the most common items
Area of Impact: Inventory
Risks & Concerns: If the system has lots of options it could be complex / confusing and some people may discard some items they dont want to.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
More belt slots please
Description and Goal: Please we have lots of items that we want to play in belt. Even if I have to pay to make the belt slots bigger I dont care.Area of Impact: Inventory
Risks & Concerns: The numbers asigned to belt slots can be a problem but you could configure them as you like.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
Area of Impact: gear/loadouts.
Risks & Concerns: None.
Area of Impact: ease of use, UI
Risks & Concerns: After separation, enchantments should give stats without items or not