Here are some suggestions i hope will make game better.
Some people might have mentioned some of these issues, particularly linear progression. But here is my take on some of these issues:
Party exp distribution needs to be map wide
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Mobs tend to clutter in a spot where noone is clearing them.
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Also the monsters are so easy 1-2 player is enough to take over the grinding spot, and yield higher exp than 4-5 player (since exp is split by the players and there is only so many mobs in an area)
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Add more channel per map? its easy to not get any good grinding spot simply because good spots were taken (even when channel got 1 white dot)
Monsters have to be progressively stronger with exp that scales with the level
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Remove exp penalty for hunting monster weaker/stronger than you.
Example: lv10 give 50 exp, lv130 give 3500 exp -
This will give reason for players to form bigger parties to grind in higher level areas (like group of lv80 grinding in lv100 area), as of now, grinding in a party of 4 and 5 is slower than solo/duo (my exp bar barely moved in Mage Tower 1F party of 5)
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A higher level player within the party will absorb most of the exp gain (prevent boosting/power leveling)
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Currently, the difference between high level and lower level monster in terms of exp is not so much.
Reduce exp card reward from quests
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Increasing monster exp and reducing quest reward exp will prevent the very linear feel of the game
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As of now, when I party with my friends, its always…
“have you done this quest? have you taken the quest?” -
The progression with your friend/party is really locked to the quest as the exp card is so rewarding its silly not to do quests and grind instead.
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1 option is to make quest that rewards you with head costumes/equip (difficult to complete of course)
Give more monster variants
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Not the model, but their behavior. Such as movement speed, attack speed, passive/aggressive.
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Monster are only aggressive when your level is lower than them (outside dungeon maps), which makes it great for mobbing and grinding. Once you reach a certain level, they no longer aggro you.
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Despite their different look, they do the same thing throughout the game, such as slow, deprotected zone, heal, etc
Improve/clarify evasion and accuracy system
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Builds without any dex invested never misses, what is the point of accuracy then.
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Despite having high dexterity, you cant consistently dodge the enemy. You do get hit here and there which makes evasion moot.
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Reduce monster with magic skill or their frequency in casting them. If a monster is capable of casting it, it will cast them. Once its off cooldown, it will cast them again. Dodge is useless on these mobs that constantly use spell (which many has) This is particularly annoying in Grand Corridor dungeon where you can get permanently frozen till death.
Improve monster/boss loot or equipments in general
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Loots are not very rewarding and equipment are very linear (lv40, lv75, lv120)
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This removes the incentive for any player to return to lower level maps to find item, which makes the game feel linear as well (what is the point for lv160 player to return to lv50 area if the reward in the area is lv40 range stuff, this really limits game content)
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For field boss loot, players who happen to pass by and joined the fight, even by contributing some damage will get same reward as player who fought from beginning all the way to the end.
The reward for everyone regardless the contribution in the fight is this 1 purple box which opens to random loot. (from Noisy Mineloader)
Field Bosses are too predictable
- They repeat the same attack pattern cycle until their last 10% hp where they start spamming a single skill.
- I only killed noisy mineloader so far, but the attack pattern is as follow:
Electric charge > green laser spin while moving forward > blue electric laser which explodes > pink cannon shot > repeat
10% hp > spam pink cannon shot - The only reason i get hit is fps drop, or lag (cant turn around)
Autoattack is still too weak
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When skill could kill enemy in 1-2 hit, autoattack is not very viable
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Autoattacking exposes you to mob attacks, which end up costing a lot of hp potion (in fact it outdmg your pot healing)
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I end up kiting in circle around the mobs waiting for cooldown (both my barbarian and pyro, not that wiz class autoattacks, but both barbarian and pyro share similar downtime waiting for skill cooldown)
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Although with cleric support(buff n heal), while autoattack becomes more viable, its still very weak compared to skills
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1 suggestion is to increase autoattack dmg or increase attack speed (increase animation speed or add new stat that increases attack speed, like agility)
Make sp potion a luxury, and give wiz/cleric class sp regen passive

