Hi all, @STAFF_Bob mentioned last night that he was compiling feedback from itos on what we know about Rebuild. I figured it would be helpful to compile as much constructive feedback as possible in a single thread, and would ask that others participate. Also, I’d like to ask the following:
Please keep posts here constructive, with as little back and forth/shitposting as possible. No one image macro replies, no bants. Just feedback, constructive arguments/reasoning for why you feel the way you do.
To start, my own feedback:
Shields should not be equippable by all classes, or should not be an auto-swap feature on all classes. This leads to every single class using a shield by default and using autoswap to swap back to their weapon.
The current monster/damage balance favors really high damage output, and very low incoming damage, making content feel very easy. This includes things like Velco–which are just drawn out slogs because you can’t kill him, but he can’t kill you either. Damage balance will continue to need refinement, but this will significantly hurt the impact of Rebuild if it’s not addressed.
Boruta’s reward structure is a problem. Seals having an RNG destruction element is a disastrous mix of yet another unrewarding loot system for best in slot gear. Furthermore, while a few players (myself included) have a lot of the materials needed for the new accessories, and I understand you want to make sure that old achievements don’t go to waste or are unrecognized, it will be nearly impossible for newer players to catch up and obtain this gear due to using so many old world boss accessories.
Very positive: Number of skills at max level. The videos posted highlighted this, seems like a huge improvement and is deserving of praise. Big QOL saver for many people with too many skills for the amount of viable hotkeys we have.
Class Specific Concerns:
- Appraiser being a predominantly self-buffing class hurts its overall utility.
- Quarrel shooter still feels like it’s missing something. My recommendation would be to encourage a playstyle with it, one way or the other.
- Hunter pet AI still needs work.
- Pre-emptive strike was re-added, but tomahawk still exists, giving falc what feels like more skills than many other equivalent circles.
- Sniper’s serenity makes musket still feel very limiting. Not sure if the planned new class will fix this, but information on said new class would be great.
- All magic can crit and magic DoTs can crit… but Wugushi DoTs can’t. Is there a reason for this?
- Wugushi feels very starved for skill points, yet many possible “paths” lead to a similar result.
- Monk seems to still suffer from an unknown “role.” What role should this class serve, how can it be different enough from chaplain or zealot or other melee DPS?
- Squire needs help! I know this was addressed in one of the blog posts, but making this class even a little combat viable would make a lot of people very happy.
- Some classes seem too much like they are simply made to support other classes and have no individual identity. Monk, sadhu, bokor, QS, chrono, and rogue seem to suffer the most from this.
- Chrono needs major help, on that note. Needs more skills, needs to have some kind of more than niche functionality.
- Nak Muay needs a complete rework. The Rebuild video even highlighted some of its biggest weaknesses. No one wants to use a buff and then spam the same skill over and over until the buff goes away.
When people ask “what class should I play?” I tend to frame the answer based on what they want to do at end game. I think the concerns right now for Rebuild focus around the fact that many of the classes seem to serve no ultimately end game purpose that has its own unique identity. Classes should not rely on other classes to function and you’re going to see the same “meta/23 viable classes” problem pop back up because certain synergies are still good, primarily because of those handful of classes that ultimately only buff another.
Naturally, there are a few more concerns that Rebuild doesn’t seem to be addressing, that I think serves as a starting point. Client latency/stability, RNG/unrewarding gear upgrading, PVP balance, and broadly the lack of interesting PVE/PVP content are really the core issues that cause players to leave the game for long stretches of time. While I know Rebuild will ultimately lead to bigger changes involving improving these other core issues, we can only hope they happen quickly.
In the meantime, let’s get the most feedback and information we can over to Bob and the Staff and hope that by the time iTos sees Rebuild, it will be stable and enjoyable for as many people as possible.