Compared to the last time i was writing about bugs, glitchez, game mechanics that should be fixed and changed,
you guys took a great step towards the good direction with a couple of changes:
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Hunting grounds: Instanced Area for Everyone for Free (Path of Exile/Diablo alike). Great implementation,
the Whole game should be like this, so players wouldn’t fight over limited amount of resources (see: Battle Bracelet,Mithril… etc.). -
The next great step here would be the Polishing of the areas so characters wouldn’t stuck in rocks, trees pools of water,
or other parts of the environment because of some invisible walls (this problem was in the game from the beginning,
and it is still urgent to fix), and turning all the current areas/maps in the gameworld into Instanced areas,
for every entering characters individually (Hunting grounds alike). -
Implementation of a Randomised Terrain Generator is another great idea, it would push the replayability of the game
significantly higher.
Having the same areas with different arrangement of the environment each time we replay the story, would lead to 2 major factors:
Fix of the current game Environment, smoothening the surfaces, enhacing the interactions between the characters and
the environment. More players/More income. -
Skills and interactions: You did a great job by Fixing the skill Range of the Monks’ Double punch! This sort of fix should be applied to ALL Melee Skills, talking about the Range and Area of Effect of Meleee skills.
Let’s take a couple of Good examples for the Melee skills: Earthquake (Cataphract c1), Cartar Stroke (Highlander c1),
Dust Devil (Corsair c1). All theese skills are GREAT because of the area they cover, the damage they deal the ability to be eighter able to charge them up for more damage, eighter be able to spam them multiple times before they’d go on cooldown, theyr Crowd control effects!
All the Melee skills should have about the same Area they can cover, as theese above mentioned ones: large circular area in front
of the character, large circular area around the character, or Large Cone shape area in front of the character.
A Couple of examples for the Bad aoe Skills: Giant Swing, Pouncing, Crown, Embovel. Small rectangular pattern for the
area of effect is really wierd, no swordsman covers a rectangular area in front of him by the swings of his blade. -
Urgent to fix Issue here: Players’ Characters are freezing time to time into the animations of skills, even auto attacks, and they’re unresponsive to any inputs for a couple of seconds (this causes sometimes characters’s deaths and players rage).
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Implementation of a system for separate cooldown timers for each overheat charges for skills would be welcome.
As you mentioned in the announcement of the Damage system overhaul: you’re reworking the skills’ scalings in the game,
i hope you’re giving a % damage effectiveness for every offensive skill in the game, and scaling with the appropriate Stats. -
Chat needs an urgent fix, where words wound’t get separated randomly to fill the chat wondow. The proper word separaton was
allready in the game once, i don’t know why it went wrong again, but chat and skill wordings are a total mess nowdays in IToS. -
Urgent to fix issue the Cluncky mouse support of the game. Mouse buttons should be configurable in the game so players can
allocate skills to theyr mouse button 3-4-5-aso. The Usage of the mouse should be much, MUCH smoother in crowded areas, where
Players would want to use theyr left mouse button to move around, but they currently can’t! because the game thinks:
players’re clicking on monsters, other players, environment… etc. instead of clicking on the ground simply to be able to move.
This must be fixed asap. Since this game is much more a ‘Hack and Slash’ than anything else at the moment it Should support
smooth mouse usage above anything else. The left mouse button should be allways a: ‘Move only’ command instead of letting it
have Any other interactions with the environment or characters. Right click should be allways ‘Menu window’,
to be able to interact with the environment, or other characters.
Many glitchez, input problems would surface if you’d play your own game time to time. -
You talked about: letting players have double experience from monster killing below lvl 100 for a faster leveling experience.
You should let everyone get 100% more exp from killing monsters, and 50% bonus exp for Token users for a total of 150% bonus Exp. -
Skills that buffs monsters, so players can benefit more from killng them should work on every monsters exept for bosses.
For Example: Double pay earn: should have 2 charges, each one on 30 sec Cooldown. It should buff 5 (+1 monster/level) monsters in the vicinity of the character for 10 (+1 second/lvl) seconds at lvl1 and triple the
damage that our character suffers from monsters attacks for the same duration. The Exp, Drop Chance, and monsters’ loot
should allso scale with the lvl of the buff: lvl1:+120%, lvl2:+140%, lvl3:+160% and so on.
Another example would be the Thaumaturges’ Swell body: it should Double the monsters’ life and heal them for the same amount,
but it should be applied to all monsters for 10 seconds at lvl1 (+1 second/lvl) in front of the character regardless of the
monsters’ size. monsters should have a bright purple glow on them (instead of growing bigger) for the duration of the buff and the scalings of the buff should affect Exp gain from the buffed monsters, Loot amount and Drop Chance aswell: lvl1:+120%, lvl2:+140%, lvl3:+160% and so on.
Theese special Buffs that effect Loot, Exp gain and Drop chance from monsters should only be able to be applied only once (unlike Thaumaturge can apply the same buff twice on small size monsters at the moment).
Hope you’ll pay attention to theese above mentioned problematics, and fix/change them before the release of the DMG system overhaul.
