Since the Open beta is coming up, apparently in Korea at least, i feel i need to do this ASAP.
PROBLEM: I think this is the biggest one. Classes Feel unbalanced because killing AoE is more efficient than killing single target mobs, so AoE Classes feel stronger. Also, support feels unncessesary because klling higher level mobs is not as effective as mobing because of the amount of exp they give.
FIX: More variety of monsters, some stronger that take longer to kill, some weaker to magic (with a noticable difference not just 50%) so we get different zones for different classes and styles of leveling (Maps with monster of various weaknesses focus on groups that can do all sorts of damage.
PROBLEM: Second biggest problem. Tier requirement on items. You just go to the AH and buy the best or second best for the tier and drops are just for sale, no emotion or excitement at seeing a drop since chances are is worse or at best, the same you have.
FIX: Remove level tiers requirements. You can have level requirements but not as tiers (15- 40 - 75 etc…) make them vary. Also, take advantage of buffs that are not level-related so some lower level items can be used for a long time, so its worth investing in them (Vubbe Fighter Gauntlets, or the +10 stamina boots)
The next ones are minor things.
PROBLEM: MoneyDumps, (Attributes, Repairs, Upgrades) are annoying. Most Passive Attributes are fine, but all those (+1% are just plain annoying). Repairs to make you go back are also annoying since you have no choice over it.
FIX: Remove the +1% Attributes, having money and time consuming this is just annoying. Same suggestion as before for Upgrades, since now they don’t matter. Use repairs as a mechanic not a grinding time control/money dump, such as stronger items with lower durability so there’s a choice and a tradeoff. Also, better durability for blue-purple-orange items.You can even use weapons that selfheal over time, for example as a “secondary status”. Add some RNG moneydumps, they make the game more exciting, like “Recipe Books” that when opened contain 1 random recipe (controlled for rarer and such), and such items.
PROBLEM: Dungeons-quests-monster levels-penalties make it hard to party with friends, we need to be in the same questline for that and having a limit to dungeons as a minimum makes it so lower level of the party cant go, and later on, for higher levels is not worth it, since items and exp are “for that level”.
FIX: Same as above for items, have allrounder drops, at least materials or recipes, so its worth to go to lower level maps. Or it is worth for lower levels to start quests that are above 10 levels. I should be the one who sais “nope, this is to hard for me right now”, not some random NPC. If i am strong enough to kill monster 20 leveles above, that should be my decision.
PROBLEM: Status feel somewhat simple, you usually go full something. Stats on gear are usually really strong or just feel like “meh”. (changing from +22 physical def to +33, feels like w/e, or getting +10 evasion and such).
FIX: We need more information about how formulas work for skills, gear and such, currently it feels like putting 1 or 2 points in strength has no impact in the damage output. (monsters that didn’t die before, wont die now). Getting +10 Physical defense feels like whatever, since monsters either don’t even touch you or they do A Ton of damage.
That’s it so far. There are a lot of things i would change (such as more maps for leveling, orbs feeling weak as hell, stats too simple and such) but they are not by any means “game design related” as they are personal preference. I also avoided things i assume would be changed when the game releases (immortal pet, name changing, amount of drops)
Thanks for reading.