101 Things I would Add or Change in Dark and Darker

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  • Опубликовано: 1 фев 2025

Комментарии • 473

  • @alie2762
    @alie2762 3 дня назад +192

    SDF: Nice tips! next patch I will buff barbarian.

    • @greentext2345
      @greentext2345 3 дня назад +2

      Brother we haven't gotten a buff that lasted more the one patch that then got turned into a nerf in several months.

    • @JARM3Z
      @JARM3Z 3 дня назад +6

      ​@@greentext2345barb has been patched about 6 times in a row and only lost 5% hp on one of its perks...

    • @NotaClassMaster
      @NotaClassMaster 3 дня назад

      @@JARM3ZMs cap in full pdr

    • @BigJJono
      @BigJJono День назад

      Axe perks need to be merged to make them useable 🤷‍♂️

    • @NotaClassMaster
      @NotaClassMaster День назад

      @@BigJJono frock no

  • @SqueakyFrank
    @SqueakyFrank 3 дня назад +82

    7:48 IMO this is the most important change that IM can implement right now.
    5-10 second interaction to activate an escape, it stays open for 10 seconds, then closes and needs to be interacted with again to use it. All extraction points would be given infinite uses (except ropes which have their own cool mechanic already).
    It solves the problem of no extraction points being left, it allows full teams to use a single extraction point, and it removes the lame meta and promotes honest combat.
    Good stuff my dude

    • @marcussawyer4751
      @marcussawyer4751 2 дня назад +1

      Honest combat? If you implement that, you will get pieces of shit camping the exit interactions to get easy loot.

    • @NeedBackup_
      @NeedBackup_ 2 дня назад +3

      @@marcussawyer4751 that's already the case

    • @marcussawyer4751
      @marcussawyer4751 2 дня назад +1

      @@NeedBackup_ Yes and people can avoid it by baiting and then taking the exit immediately. If you add the animation thing, you will make it impossible for people to avoid the campers

    • @NeedBackup_
      @NeedBackup_ 2 дня назад

      @@marcussawyer4751 good. u shouldnt be able to take static for free. fight for it or look for another one.

  • @WellDoneOnTheInternetEverybody
    @WellDoneOnTheInternetEverybody 3 дня назад +96

    5:37 that fran axe to weaken the crate was sick

    • @EnrickRogue
      @EnrickRogue 3 дня назад

      Holy shit XD fax lol! @Ryan6DaysAWeek you GAMIN' right there!

    • @ryan6daysaweek
      @ryan6daysaweek  День назад +2

      ty my dude
      for anyone that read this, the other way up to the ledge is by jumping on the barrels to the left of the box or from the other side you can spam crouch jump into the left corner of the bricks (not recommended to do while being chased since it is such a finicky jump)

  • @Verbose_Mode
    @Verbose_Mode 3 дня назад +258

    Congratulations. You’ve put more thought and logic into this video than the last two patches combined.

    • @hobosnake1
      @hobosnake1 3 дня назад +10

      Some of these guys have a relationship with Ironmace, so let's just hope the devs watch this and take it to heart.

    • @gbigs
      @gbigs 3 дня назад +4

      And all of the suggestions are easy to implement, they just don't work on it for some reason

    • @hewas9738
      @hewas9738 3 дня назад +9

      Your telling me randomised dungeons and continuous dungeon didn’t have any thought or logic behind it?
      It literally solved half the problems a the game had. No more 3-6 minutes wait timer to play the map you want. No more dead lobbies. No more waiting to go down layers for questing. No more random bosses all the way in inferno. No more spawn rushing. Etc.
      Maybe recognise when ironmace actually does have good changes.

    • @dontheaccountant
      @dontheaccountant 3 дня назад +4

      @@hewas9738completely agree with you. Really the main thing that bugged me last season was the spawn rushing on ruins in hr it was really really bad by the end of it. But now with continuous dungeons and fog of war on inferno and crypts the game feels really good again. I’d love to see fog of war implemented on goblin caves but I know that will take some time as they would have make some new modules.

    • @silversy9031
      @silversy9031 2 дня назад

      last two only?

  • @partychip
    @partychip 3 дня назад +90

    havent even watched yet i know its a banger
    that cleric fight in mid was a movie btw

    • @BadManOhBadMan
      @BadManOhBadMan 3 дня назад

      Everyone hates you at a party

    • @iCeLEntMen
      @iCeLEntMen 3 дня назад +1

      You know what else is a banger? Making your own kits not taking kits from viewers lol
      just joking your the goat, keep trolling ggx its funny as hell

    • @partychip
      @partychip 3 дня назад +9

      @ VIEWER KITS VIEWER PROFITS BRO

    • @sv4rt
      @sv4rt 3 дня назад +4

      @@partychip you're so generous and skilled despite your condition. keep up the good work m8!

    • @dontheaccountant
      @dontheaccountant 3 дня назад

      Respect Chip

  • @aybudd4166
    @aybudd4166 3 дня назад +35

    no evil eye in the warlock section is criminal

    • @michaelglatz1145
      @michaelglatz1145 3 дня назад +3

      I miss my evil eye :’(

    • @r0nnoc935
      @r0nnoc935 3 дня назад +1

      Fr, it could be great if it could go through doors.

    • @JonnyMortal
      @JonnyMortal 2 дня назад +1

      This guy warlocks. Oh what the suggestion to get 3 thanos skeletons on your team wasnt to your liking? >.

    • @calebbaggett2010
      @calebbaggett2010 2 дня назад

      The Randell dagger idea has go to be the biggest dofshit idea I've ever heard. You want a 1 handed dagger to have a reset on miss the same as the felling axe? Like one is 20 plus pounds and the other is less than five man that just doesn't make sense. If anything makenit where the dagger has lower damge until you score consecutive hits that resets to the minimum on miss. Pick up a knife irl and see how many time you can stab or slash the air. If anything the dagger hitting someone should make them recoil especially if fully armored

  • @itsweeb7823
    @itsweeb7823 3 дня назад +17

    One thing that I would like to see added is achievement rewards to give endgame/longterm players something else to grind for. Something like at 25% percent of achievements completed u get an emote, 50% a torch, 75% a banner and at 100% u get a sash or cape skin

  • @jacobhenniger
    @jacobhenniger 2 дня назад +3

    All these craftable drinkable items make me think that an alchemy table in dungeon that allowed people to have a chance at crafting pots with a reduced cost would be so cool.

  • @zoeowo2032
    @zoeowo2032 2 дня назад +6

    Ryan knows what keeps us addicts coming back, leaks and theory crafting

  • @zyro.
    @zyro. 3 дня назад +25

    this is such a banger video idea, thank you! hope ironmace adds alot of these

  • @ExoticCatLitter
    @ExoticCatLitter 3 дня назад +9

    I would like to see a blocking riposte added to the rapier. Imagine blocking an attack and getting in one quick stab like an Olympic fencer

  • @Repoze
    @Repoze 3 дня назад +14

    ryan6days does it again 🐐

    • @iCeLEntMen
      @iCeLEntMen 3 дня назад

      Hey King you dropped your 💁‍♂👑

    • @ryan6daysaweek
      @ryan6daysaweek  День назад

      Repoze the King
      I will write to my father of this

  • @thiskid1244
    @thiskid1244 3 дня назад +12

    Make gear account bound minted instead of character bound, I hate finding BIS on one class and never able to use it in arena.

    • @Иван-я5т8д
      @Иван-я5т8д 3 дня назад

      it's better to change a status of such a item from "handled" to "own" for all the characters in your account. This is the same thing, but name on this item will still be your character's, not your account name.

    • @KingIngramII
      @KingIngramII 2 дня назад

      I agree to an extent. I just think it should be a resource to grind for. Would give the goldsmith some extra functionality

  • @callumsevers776
    @callumsevers776 3 дня назад +8

    This is such a well thought out and insightful video, if even half of these are added the game will be going in a great direction. As a wizard main the skills and spell ideas sound reaaally cool, like exactly what i'd love to see. A fun mix of offense and defense with balance in mind. The rogue toolbelt would add so much fun to the class as well, makes me excited for the potential of the game

    • @jophiohip
      @jophiohip 2 дня назад +1

      yea but some ideas would be really bad, why should i get punished when a new player attacks me and i kill him ? xD
      Cant wait for the moment a reinforced door kills me in a random module because it takes 2 times the amount to open it. We totally need unavoidebale room deaths.

  • @Retrolizer
    @Retrolizer 3 дня назад +7

    As someone who's mained demonlock the past 3 seasons, we DO NOT NEED the kris dagger back. It becomes the BEST option hands down, and decreases build diversity. I personally love having to build around the weapons currently at warlocks disposal, and they are all more or less equal in terms of dps, ignoring the crystal sword. The issue with kris dagger on demon form wasnt the amount of health you got, which was bad, true, but the fact that it was outright the highest damage output on the fastest weapon possible.
    Also, for the 2h weapons change, I think more ripostes should definitely be in the game, but only if the weapons were historically used in that manner. I would much rather see the polearm class of weapons have special mechanics unique to each weapon mirroring their real world use. I mention this because I've very recently fallen in love with the pavise after seeing someone actually pull off a Phalanx maneuver with a teammate. This is what i believe the way forward for more skill expression is, not just alternate damaging moves, but instead, actual tactics and team coordination.
    Edit: Shadow Step is cool, but i always thought tumble should just get buffed to be a dark souls type roll.

    • @notmychannelname42
      @notmychannelname42 3 дня назад +1

      Tbh, they need to remove all the melee options for caster classes except cleric. Ruins the flavor of the world they are building. As for parries and repostes. They should rework weapon mastery to instead say that the fighter can parry and reposte with all weapons that the fighter class can use. So they cannot use every weapon in the game but instead have more fighting ability with the weapons they actually have. Then remove the parry and reposte ability for any other classes.

  • @elmacmado
    @elmacmado 2 дня назад +2

    102: ADD LORE!!! If DnD can´t be scary with mobs anymore, make it scary and disturbing with lore (and yeah i know dopamine pvp players think lore is unnecessary... zzzzzzzz)
    I mean imagine all the lore can be added only with wizards: alchemy, astronomy, spell origins, gods
    Warlock: demon stuff, corruption, summon lore
    Fighter: Family bloodlines and boss hunting (similar to Belmonts/Dracula)
    Rouge: Dungeon knowledge, etc.
    Also i think a cool feature would be dungeon interaction with specific classes
    Wizard: open rooms with magic base items, gear and lore items.
    Warlock: Open inferno rooms with demon base items, gear and lore items.
    This would make every class in trios usefull, not just for pvp
    Voicelines: i know that would be a lot of work, money and audio porblems... but if someone here has played Darktide you know the have over 40k voicelines and at least half are lore and upcoming content.
    If i asking too much actually don´t care... DnD has too much potential for everything, not just pvp

  • @_Soma
    @_Soma 3 дня назад +12

    Great video! Too bad my tongue forgot how to speak in my little intro clip.. lol

    • @iCeLEntMen
      @iCeLEntMen 3 дня назад

      Write them down ✍ those are a lot of good ideas 👀

    • @Ellrise
      @Ellrise 3 дня назад +1

      Please make sdf know about this !
      And bring warrior of the element monk subclass 😭

    • @deajm3332
      @deajm3332 3 дня назад +1

      ​@@EllriseI can't wait and hope the monk will come soon. On the other hand, I'm afraid that they'll screw him up somehow

    • @ryan6daysaweek
      @ryan6daysaweek  День назад

      yooo! ty Soma, that podcast was awesome and it got my Dark and Darker brain gears turning again haha

  • @Hair_Wizard
    @Hair_Wizard 2 дня назад

    The infernal bond skill is such a perfect opportunity to put in an awesome D&D spell with a little bit of changing. Rename to Wither and Bloom, take 10% of your max health as damage, deal x (0.5) times that damage in an area as magical damage, then heal nearby allies for 50% (0.5) the total damage you dealt. Make it stack with will, add a soft cap, and instead of having a flat increase, will adds a multiplier to the multipliers, making will scale really well and adding a really cool alternate play style to warlock.

  • @alecmarlow1692
    @alecmarlow1692 2 дня назад +1

    A lot of good ideas, but the things I want the most
    creature resist necklaces
    time gated interaction for escapes/downs
    small tasks for hunting loot (like tarkov daily quests)
    bosses targeting corpses (spectral/dragon has killed me so many times by being weird with this)
    a way to find special mobs
    a way to find specific modules
    a way to increase hunting loot
    a way to find boss rooms
    Self found only (would like luck benefits for this)
    adding gearscore to crafted items (I think i would just prefer gearscore to be linked to the rolls on gear instead e.g. every stat point is 1 gear score, +tdmg is +10 gear score, ect)

  • @Zoshiiii
    @Zoshiiii День назад +1

    Some very good Ideas. What you did not really address is the Itemization which alters the balancing. Rogues for example seem way to strong right now if they stack true phys power and action speed, a good example for that is actually in your video: at 24:33 where the rogue kills you in just 3 quick stabs before you were even able to swing the Longsword twice. At that point, there is nearly zero counterplay as Fighter and many other classes against something like that. We really need some balance changes there with true phys scaling or something.

  • @davidevargas6794
    @davidevargas6794 3 дня назад +10

    Warlock necromancy sounds soo good XD, I also think there should be a perk for warlocks that enables immediate or at least slightly faster transformation to demon form, but with the disadvantage of not being able to use Exploitation Strike

    • @bolenarrow9286
      @bolenarrow9286 3 дня назад

      Necro warlock would be awful to play against in inferno… three warlocks collect a couple of feling axe skeletons, black nightmare bats.. miss me with that shit man no thanks

    • @paladuckduck
      @paladuckduck 3 дня назад +2

      @@bolenarrow9286 i think raised undead should convert to a regular difficulty mob and their attack damage should instead scale with warlocks magic damage bonus (something like 0.1). Also dont forget that raised mobs stay alive only for 20 seconds because they lose 5% hp every second

  • @orionizaqt
    @orionizaqt 3 дня назад +4

    I love all of these changes and would absolutely take all of them being implemented right away if that were possible. I have a lot of ideas for classes that I think would be cool, like each of them always having unchangeable Class Ability, similar to a skill, unchangeable Class Passive, similar to a perk, but specifically one that makes them better than other classes a specific thing that every class can do, and an unchangeable Class Mechanic, that passively changes their playstyle to differentiate them from other classes a bit, but that would be a pretty large overhaul to the game. Sorcerer actually already has 2 of these 3 things atm, with Spell Merging basically being a Class Ability (though it requires a perk rn and shouldn't) and casting with hands being a Class Mechanic. Example of a Class Ability for another class would be for Wizard to always have Meditation to get spells back faster, allowing for them to need less rest. Currently Wizard gameplay without Meditation is pretty obnoxious and unfun and requires a lot of campfires/clarity pots and/or a Bard to actually get spells back, which is gameplay I just don't personally enjoy. A class Mechanic example for Wizard would be for them to be able to slot one Tier 1 Damage Spell and one Tier one Utility Spell as Cantrips, which would weaken the power of said spell significantly (like half power, duration and scaling), but it would have infinite charges. There are only 2 tier 1 spells atm (Zap and Light Orb), so you'd have to move/add a couple to Tier 1, (probably Ignite and Magic Lock, _maybe Slow_). This change would let Wizards always have some magic on hand for a little damage and utility, and not need to rest to get back some crazy basic spells with low impact already. Finally a good example for a Class Passive, using Wizard again, could just be something simple, like permanently having the Sage perk (10% more Knowledge), or something a little more interesting, like gaining a small amount of Magic Power Bonus from Knowledge, instead of just from Will like every other class. I have ideas in mind for every class, just using Wizard as an example cuz it's easiest to compare to Sorc, which already kinda has these ideas implemented and is a class I really enjoy playing, unlike Wizard that I dislike playing, despite both being casters. Obviously these changes would instantly make Wizard too good, but that's only if the other ideas I have for Class Abilities, Mechanics and Passives aren't implemented as well. I could talk about all of them, but this is already a super long comment, so that's that for now I guess lol.

  • @silversy9031
    @silversy9031 2 дня назад +1

    holy w. your new ability ideas seem so awesome. void pool particularly would be so fun to have a floor skill shot

  • @Panurome
    @Panurome 2 дня назад +1

    I love all of these. Giving Rogue some extra mobility is a good direction because Rogues are supposed to be the mobile class but they are very punished if they bring mobility (-10 speed on double jump and tumble is not good) and their mobility isn't even as good as the druid, maybe they could even go a bit further and give him some mobility that isn't just teleporting behind someone to be able to use it to traverse the map or escaping quicker
    The possibilities of Echo stones are great, setting up ambushes with that sounds fun and the dust to remove all light sounds cool, specially if Rogue had more benefits from being in the dark (maybe a new perk). It could combine well with pickpocket hiding your potions if pickpocket gave anything else. Maybe pickpocket could give interaction speed while in the dark and allow you to interact with stuff while invisible
    It would also be cool if he had something like a "poisoner kit" that worked similarly to the Assassin's toolbelt but with different poisons. Maybe you could move rupture, cutthroat and weakpoint there so that Rogue is a bit more flexible with how he uses them instead of choosing who he wants to be strong against. It could also create new effects, like a poison that makes your next melee attack aply anti heal that stacks with the anti heal from poisoned weapon, maybe a flask that you drop and makes a poison puddle on the ground

  • @takefive5607
    @takefive5607 3 дня назад +1

    Ryan i love the warlock necromancy change. I feel like that is such an obvious move for ironmace to use for warlock but they never do, Necromancy would be so cool inside the dungeon. I also think that the summoned undead should do less damage than the actual mobs do.

  • @felixthecat249
    @felixthecat249 3 дня назад +11

    bro the frockin polearm mastery ryan was talking about at 17:09 is something ive been wanted since launch what he said was perfect but the polearm mastery should also have a thing where it gives u plus 5 move speed or sum cause the main reason dungeon delvers dont use it is cause there just to big and clunky also whenever u hit wall ur not stunned for several years

  • @BenjiScrilla100
    @BenjiScrilla100 3 дня назад +5

    I’ve been saying that warlock should have a spell that heals friendly units at the cost of their own health. Like a reverse ray of darkness

  • @gearofrage
    @gearofrage 2 дня назад +1

    I demand a second vid "202 things". These ideas are good. Love your content so much

  • @zacbranch2083
    @zacbranch2083 3 дня назад +1

    New player here, my first time down to the crypts I made it from the bottom left corner all the way to the top right corner without finding an extract. I think roughly 11 minutes of the round were spent looking for a way out, and I was still unsuccessful. 100% agree with the increased fog of war range, experienced players are going to know extracts anyways and right now the game dissuades new players from doing pretty much anything outside running squire kits on the first level of most maps.

  • @Alex3Mythical
    @Alex3Mythical 2 дня назад +1

    Every one of your ideas are actually excellent and thought out

  • @Lothane95
    @Lothane95 3 дня назад +1

    I hope this shit doesn't fall on deaf ears. great stuff Wyan.

  • @WizardSnakes
    @WizardSnakes 3 дня назад +11

    Ran into ryan on my team in arena. Such a funny wholesome fighter giga chad! keep doing what you do man! Look out for that guy floor spikes... He might be stream sniping you

  • @misterdrprof
    @misterdrprof 2 дня назад +1

    YES RYAN I FEEL SO STRONGLY ABOUT THE GOLD CHANGES!!!
    KEYS SHOULD NOT BE THIS EXPENSIVE. Either massively buff loot which they won't, or change how gold is stored

  • @lordcollector
    @lordcollector 3 дня назад +1

    I loved the video its great to hear peoples out there thoughts on things to add to the game! I agreed or was neutral on everything I didn't comment on bellow but I thought I should share my thoughts:
    2:30 | No need for a chance at recovering the gem as you are destroying the item it should always work
    3:00 | Just let it always give you 1 part back when smelting
    4:09 | An interesting concept I think the smoke thing may be problematic so seeing just a color change should suffice
    4:50 | This would also give solo players a way to complete the interact with an alter of sacrifice quest but it might cause sac alters to be used up on mass in low end lobbies.
    5:14 | It should be something like a 50/50 chance otherwise it would just end up being a tax that would always be run when doing herb runs (exact thing has happened in mmo games) [Should last game long]
    5:18 | It just making your movement slow and sway from side to side when moving would suffice IMO [Should last game long]
    5:42 | It wouldn't be worth increasing luck if I was basically guaranteeing that someone knows I am there to get run down, fun idea would see almost no use.
    5:47 | It would be a worthy addition but the wording could use some work like "all hunting loot from mythic/non-boss beasts" // I don't know if it was just my luck but I have never had problems getting wolf pelts, I have gotten like 30 this wipe from casual wolf killing...
    6:16 | Its been very odd that they are craftable, my guess is to try and protect the timmies by not letting them get rolled by shield pot maxers every game but eh...
    6:24 | I don't see that as a big problem but then again I am not a PVP guy so its just a nice QoL find for me
    6:45 | Make the explo slow by like 5% and the lantern reduce healing by like 5%
    6:58 | I would either want them to make this effect triggered by interacting with a rune in certain sub-boss holding modules or to make a control rune (consumable) drop from sub-bosses commonly which can be used to reveal the direction of the boss room.
    7:31 | I can see the conceptual use to new players but please realize that no new player would ever know to do this. I think that it should be instead that when a team is eliminated that you can remove and consume their soul to reveal the nearest escape portal
    7:47 | I am not a huge fan of this as this would just push out the camping even harder, they camp the stairs partially for the safety but mostly cause everyone goes there to leave.
    8:07 | this would likely flood the market with these mob drops unless the task was very difficult then it would end up niche. Its a workable concept though I would love to test an attempt at this as the exact missions and rewards are VERY important.
    8:27 | Bug fix alert! (also the wyvern can sometimes randomly shoot in your direction if they can see you outside the arena which is odd)
    9:11 | Thank goodness you said it! I have been telling people this for ages as that is literally what it feels the intent was to me.
    9:33 | Decreased duration I can see but the AoE seems fine to me
    11:46 | This has been long overdue!
    11:55 | I get the concept but knowing the Timmy stompers exist I think people would 100% hunt SSF guys intensely BECAUSE they are SSF
    12:09 | I like the idea but man leaderboards bring out the worst in people
    12:18 | I think the game needs a more bespoke gear score system in general cause a pair of green gloves with +phys healing should not be considered the same strength as gloves with +dex
    12:30 | See above
    12:37 | This feels like a good concept but it just leads to more tedium as you need to walk between existing nodes rather than standing in one spot to mine more than once.
    12:53 | Man I mining already has so little upside don't increase the risk! PvP people don't mine us collector guys like the somewhat relaxed experience of knowing where to find stuff, navigating there, dealing with on-route dangers, then gathering and scooting. Mining can be heard a module off already!
    13:23 | YES
    13:23 | YES, YES
    13:23 | YES, YES, YES
    13:23 | YES, YES, YES, YES
    13:23 | YES, YES, YES, YES, YES, I cannot fathom other than paid user conversion rates why they haven't done this! It is intensely difficult to get people into the game when they have to pick a guy out the gate or risk loosing their meager gains.
    13:46 | As mentioned before this could increase the targeting of new players but would be worth a test run (I still have SOME faith in the player base)
    14:06 | I would just run a check to test if a player kills ONLY new players and if they do flag them and perhaps wipe acc
    14:25 | Very good point but also the FoW should expand in a vision cone not a tiny circle around ya.
    14:35 | Yup seems good
    15:04 | This limits the developer freedom to add more than one attack move set but I can see the desire for more blocks
    // I think the devs should ad a martial training function that lets you customize how your character attacks by selecting from a list of approved movements! It would increase the variability of the game I think but could go very wrong so throw it on the test realm pls!
    15:16 | Not all weapons need to riposte man its less interesting when everyone can do it just add more weapons that riposte like the rapier, dual wielding daggers, etc
    15:44 | A lot of extra work but yeah its a lot like the martial training function but limited to a special key so I approve!
    16:14 | If so please make them not have a knowledge requirement cause its annoying to limit potions in that way
    16:24 | I don't really feel the need for this but increasing the pull out time on hit could be a decent chance if it really is a big problem
    16:41 | I agree but make it an EITHER OR scenario where you can un any ranged OR any melee weapon, it would increase the balance points for fighter allowing them to get better balance adjustments!
    17:37 | I would like to see them test this style of diminishing resistance on all res types in the test realm, I think it would be an interesting experiment to see how it would impact the gameplay
    18:09 | I think that them not allowing to be cast while attacking would be the better initial change then iterate further if that isn't enough. We dont want a patch 69 style reversal!
    18:18 | As a crossbow ranger enjoyer I am biased so wanted to say that first; I think this is an issue with the balance of crossbow damage and hot swapping right now not necessarily with the applicability to crossbows as a whole. There are already a scant few skills and perks which can be used with crossbows as is so reducing that further seems foolish!
    // I also want them to add more crossbow perks perhaps one that limits you to not using bow-types in exchange for a reload speed increase or similar.
    18:34 | I am still shocked this hasn't happened yet I remember when they added ammo thinking that this would surely be next along with limiting how long the bow can be drawn (although I remain apposed to the bow drawn duration change not the perk duration change)
    // Again please separate this into iterative changes not a massive chance all at once where first it would be the held duration and then perhaps tweak the dmg, No patch 69s
    19:20 | I am opposed to this only cause it would buff the mosquito duck and run playstyle where they never truly engage and just keep you slightly out of range!
    19:25 | Call it survival mastery but yeah
    Continued in comment

    • @lordcollector
      @lordcollector 3 дня назад +1

      19:36 | I don't think they should have poison as stated above but think they need the elemental arrow training as mentioned by IM.
      // My thoughts on easy arrows training would be fire for magic damage, ice for a slow, earth for a drunk-like dust effect, wind for knockback, and electricity for a small magic AOE on landing(could be problematic with shields)
      20:04 | That was more or less my thought for earth arrow training
      // I just realized I am not sure IM ever said they would call the system training but yeah I think that would be a good system to open up more little tweaks to all classes through selecting optional "training types" to have give and take bonuses (lose phys dam to add mag dam)
      20:15 | *Gasp* Et tu brute, joking aside I could see the need for the decreasing of damage at the peak but I completely disagree with making crossbows an primarily anti-armor weapon as they ALREADY have the reload time issue making them even more niche is just odd, Anti-tank stats should come from your build.
      20:33 | Very needed as it also throws off the balance points of warlock making them harder to get a grip on without killing the non heal-bot cheese builds
      20:47 | I don't think this was thought through as while it does hurt you this ability would, have a short CD, AoE damage and healing without aiming, scales dmg of YOUR HP...
      21:08 | They could add this to the spell predation use case but otherwise yeah it would be a bit niche
      21:30 | Small aoe with scaling healing reduction seems fine
      21:44 | I am not sure you though this through all the way as while this would make the (already quick casting) dark bolt cast instantly there are 2 other dark magic type spells in the game; ray of darkness could see some bonus from reducing the cast time but it might cause problems with the duration (I am not sure how its coded just flagging an issue), the MAIN issue is this would have negative synergy with eldritch shield which grants a magic damage shield... you would lose ALL YOUR MR in exchange for casting an ANTI MAGIC SPELL faster...
      22:13 | I disagree with it being able to animate anything other than an already undead mob type partially for flavor reasons but mainly cause I don't want locks to reanimate fucking wolves or bats or other similarly annoying beasts! I think this would likely end up just deleting a corpse to summon a skeleton knowing Ironmace's style.
      22:30 | Iterative balancing try it at 2 charges first not 3 then see if it needs a tweak
      22:40 | The explosion should have a delay to not allow broken ranged summon bomb spam, ALSO the void pool stuff is cute flavor but would be hard to program so not sure that would make it
      // This is where I realized these new abilities would give you slightly nerfed boss abilities namely the explosion from the warlord, fun concepts though
      23:25 | It would be fine if it was a short range teleport that made you invis for 1 sec but the whole "teleports behind you" thing is absurd
      23:55 | Great minds! I have thought this would be a fun addition to rogue for ages as it would increase their niche versatility which is SUPPOSED to be their strong suit
      24:54 | I think it should just set the time higher as rogues could be real annoying by preventing access by extending the open time on long interact time objects
      25:08 | I like this (I didn't at first) as it follows in the tradition of giving classes a perk/ability which grants an artifact effect to a class, maybe dont do the magic resist thing though.
      25:23 | I like the idea I have thought of the same thing but this would be the KING of bugs as it has the possibility of opening otherwise locked containers or doors which COULD go horribly HORRIBLY WRONG given boss doors, skull doors exist, and it would have to track your interaction speed or create hand with its own.
      25:50 | It doing damage based on the number of targets pulled to the center would be a good change, seems strong though
      26:06 | Could be interesting as long as its directional and channeled
      26:20 | I have a change I recommend: "Arcane Shift" Teleport up to _ distance forward, you chose to teleport the full distance, halfway, or not at all before casting and at the locations not chosen create arcane illusions that mirror your movements.
      27:04 | I agree but I think they already planning on this in the form of a podcast like thing
      27:27 | Security through obscurity, anything that is too powerful should be quietly fixed but like cosmetic or trivial stuff should be posted
      27:34 | YEEES! I have been begging the devs for this to happen again! I think the one time they did this they were just repurposing an investor pitch deck.
      Thanks for giving your time and sharing Ryan!

    • @ryan6daysaweek
      @ryan6daysaweek  День назад

      yo Lord Collector ty for these my man, this is an excellent read!

  • @zoxe5596
    @zoxe5596 2 дня назад +1

    Man honestly I love the rogue utility belt idea. I feel like they could implement that on ranger with all the shots they have. And have it on a wheel for them but it only effects one arrow or bolt at a time.

  • @ericmorneau8819
    @ericmorneau8819 2 дня назад

    I have almost zero problems with all of the changes you said. I would simply add to make all doors larger, or larger when broken (I hate door stalemate, right now it's almost only that), and have more double, triple, quadruple size rooms so there's more way to flank without having to go through a door, but make sure there's still plenty of cover to not give too much advantage to ranged.
    I personally love the balance changes for all classes and the block/riposte mechanics of two handed weapons

  • @Isaax
    @Isaax 3 дня назад +1

    The proposed change to the Projectile Resistance perk on fighters is a master class in game design, well done.
    I disagree with adding too many overly specific potions/consumables that come with puzzling downsides, and some other stuff. For example, the dwarven mining potion giving a 5% action speed and move speed penalty together with the proposed change of making mining audible from further away, which is already absurdly loud (imo), means that it's super easy for nearby players to hear you and then not only sneak up on you, since mining makes you vulnerable as-is, but also have a strong advantage thanks to your debilitating debuff from the dwarven potion. This would mean that I go from the occasional mining to just about never doing it. But I liked the change for nodes to yield less ore but become more frequent across the map.

  • @TinyBagel7
    @TinyBagel7 3 дня назад +1

    Great video, would love to see another 101 to see what great ideas you have for spells with classes like Druid, cleric, ect.

  • @moneystasher
    @moneystasher 2 дня назад +1

    really good ideas for skills, perks and spells would love to these in the game

  • @creepyoutdoors4451
    @creepyoutdoors4451 3 дня назад +7

    As a 2500 veteran player i cant say if ill ever come back but i will say this. It would take drastic changes and improvement for me to ever consider playing this game again...

  • @iAangRaid
    @iAangRaid 3 дня назад +1

    i'd love to see "101 more things", thanks for the awesome content as always!

  • @sagekins4083
    @sagekins4083 2 дня назад +1

    i thought alot of the stuff in the first segments of the video wouldnt do alot for the game, but the classes segments i think would definetly spice up the game alot

  • @duckchapstick
    @duckchapstick 3 дня назад

    Ngl I think you are legitimately one of the best people for new players or experienced players to watch videos on to keep up with the game in general. You're ideas are ones that would benefit the ENTIRETY of the community, Great content man

  • @red2314
    @red2314 3 дня назад +1

    Huge Ryan W, amazing suggestions.

  • @maksimal3498
    @maksimal3498 3 дня назад +1

    So the PVP changes
    First of all, I am glad to be not the only one with the opinion that all 2-handed weapons require a blocking and a riposte mechanic. Although, there is just a small suggestion to the new 2-handed weapon mechanics: Instead of having to press shift + m1 in order to perform a secondary attack, how about the RMB changing between the block and a heavy attack action by a press of the R key. I think it will be rather easier to: 1 make (as in programming it into the game), 2 learn (we already have bows in the game and sorc spells, which most of players got attuned with, so the R key, would be more natural, than having to press shift mid fight), 3 utilize (pressing shift mid fight would slow you down by some %, which might impact your attack dodging or chasing with it)
    On another addition, I think every shield should have 2 mechanics: afterblock attack speed increase (similar to one of the the fighters perks, but instead of 50% addition, its just 10%); an ability to shield push (after blocking with a shield, you can perform a small bash, shorter range, less damage (for example 20-25(10), however it does bonk away your enemies, thus making it rather viable to create some room between you and the opponent if you got cornered as a shielder)
    Also, since this video did talk about class changes (and I was too lazy to listen through it all... at least I dont see some of the classes in here) I have some suggestions on how some classes should be handled in terms of balance:
    Druid changes: I think druid is overall a rather one way class, the recent addition of healing ability, which locks away shapeshifting was one of the best additions this class got during the latest seasons. I think druid should be able to expertise in 3 ways (as in, he can do all 3 things, while not being too good at them, or he can take some perks and skills, which would turn him into a master at some ability): Druid Healer, Druid Shapeshifter.... and the most controversial one - Druid Summoner.
    Druid Summoner would be able to spawn allied creatures, which would fight both PVP and PVE. Such creatures might include the trent and some animal souls, like deer, birds, wolves or panthers. It would be great for overwhelming teams with enemies, however, the druid himself would be rather weak and fragile, relying on avoiding 1 to 1 fights as much as possible.
    Barbarian changes: Barbarian should be treated as a juggernaut class - Huge hp, huge dmg, but low movement speed; and Berserk class - Low defence, low hp, but high damage and high speed. Thus, Rage should not give you movespeed bonus at all, unless you have a Torsoless perk equipped and active. As addition, barbarian should get a ranged weapon - The sling (yes, the same one the goblins have), you can throw a rock at an enemy, it would get stunned and get their movespeed reduced. It would deal small amount of damage and would require you to charge it before the throw. Also, instead of adding a new type of ammo + wasting inventory space, it should work based of cooldowns, thus not allowing you to throw it every few seconds, making it into a more of a weapon for chasing.
    Bard changes: Bard should work based of the amount of teammates around him. Right now he gives of a lot of buffs, while himself he gets rather op with them. I think to balance it out, bard should be able to give the buffs to his team in full, while himself getting the reduced effects based of the amount of teammates he buffed. So in solo, it would remain powerful enough to give a fight, while in Trio he would be more of a support class.
    Thanks for listening to my yapping, I am going to get breakfast now, adieu!

  • @Totitardo
    @Totitardo 3 дня назад +6

    SDF: nerf bard , buff barbarian and more armor penetration for bows i get it

  • @smszx
    @smszx 2 дня назад +1

    The ap change would be huge... so many people are afraid to even queue up for highroller because of the point cost, this would make the grind a lot more manageable even for players that don't necessarily want to pvp a lot and get more people into hr

  • @Ether_of_Ruin
    @Ether_of_Ruin 3 дня назад +1

    IronMace needs an Idea Man that plays a lot and knows the game inside and out like Ryan. Hire this guy already!

  • @Lfmyjaw
    @Lfmyjaw 3 дня назад +1

    5 minutes in and already can say : props to chef! very nice cook. Wanted to make video like this long time ago. Time to fill up my notepad with suggestions.

    • @Lfmyjaw
      @Lfmyjaw 3 дня назад +1

      Havent watched till the end yet, if there was suggestions like this. But I had Idea about flammable liquid, chatgpt helped me wrote this :
      Suggestion: Alchemist’s Fire Flask
      Introduce a throwable Alchemist’s Fire Flask, a fragile glass container filled with a volatile alchemical liquid. When thrown, the flask shatters on impact, spreading a flammable liquid over a small area. The liquid itself does not ignite immediately but can be set ablaze through various means, such as:
      Shooting a flaming arrow into the affected area.
      Casting a Fireball or similar fire-based spell.
      Striking the ground with a metal weapon, creating sparks that ignite the liquid.
      Using a torch to directly set it on fire.
      Once ignited, the affected area burns for several seconds, dealing damage over time to anyone caught in the flames. This can be used to control chokepoints, flush enemies out of cover, or create hazardous zones during combat.
      Balancing considerations:
      The liquid should have a short duration before evaporating if left unignited.
      Fire damage should be moderate but persistent, rewarding tactical placement.
      Can be found as loot in dungeons or crafted with alchemy materials.
      This addition would provide an interactive environmental hazard, adding depth to combat and encouraging creative use of fire-based tools.

  • @joshua_graham897
    @joshua_graham897 3 дня назад +1

    a warlock necromancer sub class would make me the happiest man on earth fr fr

  • @arTE_
    @arTE_ 3 дня назад

    what i would like to see is some sort of utility only perk slot, so classes have some more identity, let's say each class has 1 utility slot and they can choose, like rogue for example can either take trap detection or lockpick mastery, ranger can take campfire mastery or hearing distance, wizard could detect shrines for example,
    also there should be way more minor artifacts or ~500g utility items, like lantern increasing map reveal radius, or boots that slightly increase jump height ~20%

  • @Joel-wj9ql
    @Joel-wj9ql 3 дня назад +2

    I think passive damage ticks for any player within a given radius of a blue or red stair or unopened portal could be used to reduce camping

    • @marellius2868
      @marellius2868 2 дня назад

      thats a pretty good idea

    • @ryan6daysaweek
      @ryan6daysaweek  День назад

      good idea, this could work if in the same form as the crows so it activates after a small period of idle time

  • @falseshadow1220
    @falseshadow1220 2 дня назад

    Missed probably the biggest PvP update we all desperately need; All weapon abilities (Achilles Strike, Rupture, Weakpoint Strike, etc.) last for a certain amount of time before going on cooldown. 15-20 seconds should be plenty of time and will make it easier to play around these abilities without needing to block them or bait them into hitting a wall.

  • @Drathrin
    @Drathrin 2 дня назад

    A "skinning knife" would be best for using on enemies that you need to collect quest items for. Molitov fire should be spreadable. So if you catch someone on fire, they can catch other players on fire for 5 seconds or something.

  • @barryhaggerty1663
    @barryhaggerty1663 3 дня назад +2

    Your warlock necromancy ideas are incredible. Regardless of viability I’d main that playstyle for vibes alone.

  • @Drikkerbadevand
    @Drikkerbadevand 22 часа назад

    1:10
    A horde is a large gathering of people or creatures, often implying agression or chaos
    "A large horde of tourists" for instance
    A HOARD is a collection of valuable items that is accumulated together

  • @roymain36
    @roymain36 3 дня назад

    The warlock suggestions are pretty good but honestly the "nether siphon" lifedrain skill should just come stock with the spell. It's currently useless without hydra, has a slow casting speed, makes you very vulnerable if interrupted since hydra+lifedrain is a lot of health, and is just a giant "I am low, push me" sign. Ever since meds were buffed it's almost always a better idea to surg or bandage up, ESPECIALLY in solos. It's slightly more usable in duos/trios but it still feels like sacrificing a very valuable spell slot to save some money on meds.

  • @chick8495
    @chick8495 2 дня назад +1

    Yes, to all warlock changes, make him mote like a necromancer

  • @kingcinder5466
    @kingcinder5466 День назад +1

    Would be a relief to see some of these changes.

  • @alecroller2154
    @alecroller2154 2 дня назад +1

    I love 99% of the changes, but personally I very much dislike Wizard having even more skills. It already feels bad enough for the Wizard to genuinely want to take 5 spell, as its and antithesis of the class fantasy.
    Personally my direction of the Wizard would be to scrap several of their skills, and give them a wheel of Metamagic Feats on the R key that have cooldowns.
    Ex- Extend Spell increases the duration of Ignite/Haste/Invis
    Maximize Spell casts a spell at 100% MPB
    Intense Focus scrapped as a skill and converted to Quicken Spell Meta Magic on the wheel
    Etc- make 10 spell Wizard the default with cooldown based Metamagic and keep the spell charges system, your Crystal Sword suggestion is a great alternative to Meditate

  • @ledfloyd9035
    @ledfloyd9035 День назад

    The community is so lucky to have this man.

  • @hitbu9471
    @hitbu9471 День назад

    Holy shit- Ryan is cooking with these. SDF, I'm tired of rowing the boat with you boss. Pass the keys to my boy Ryan for a few patches.

  • @gameclub0531
    @gameclub0531 3 дня назад

    Solve the kite problem, as well as the shield and long sword blocking system, stiffen the ending animation of the Western sword and the Rundel dagger, weaken the true damage, so that the combat in this game is no longer just pressing the left button and praying that your DPS is higher than the opponent , but a technical confrontation

  • @maciekmmj
    @maciekmmj 2 дня назад

    As strict PvP mode has been introduced #Arena, what do you think about a PvE mode?
    To avoid complications as much as I can as, a simple example: it would be only for goblin caves or the castle. But there would be many special rules:
    - Own gear can be recovered (after own death) only by allies (no goblin recovery for gold)
    - Dead enemies cannot be looted and OR gear looted from enemies is retrieved for them like for party members
    - Damage to players is halved (it could be even no team damage to simplify or players have x2 HP) and there is a SPECIAL punishment system for killing any player (e.g. killer may not extract with any loot from dungeon except the gear they brought in + PvE timed ban, which increases with extra player kills) (+ forgive player mechanic if someone want to spare the killer #accidents)
    - Monsters/bosses might be either harder (more HP) or get additional spawns at specific timings (this could be the 'noobs map' and HR version would be hard PvE mass overwhelming experience)
    - Maybe removal of doors or even cheese spots ??? (to PvE is harder)
    - Evac is unlocked close to the end of match and even players might need to achieve some goals to unlock it (e.g. kill total of 10 bosspower where 5 is boss and 1 is miniboss) (or personal goals)
    - Pickpocketing does not work / cannot queue as rogue with this perk (and idk how many similar changes are needed)
    - There could be some mobs that hunt players through whole map and they e.g. enter stasis after they are dealt certain amount of damage (and after being in stasis 3 times thay can be killed but is not really worth much)
    etc. these first came to my mind
    And this could have a whole theme of either 'reclaiming the Goblin Caves for some Adventurers League' / Humanoid Races or if it would be in castle, some reclamation of the old ruins campaign. #EVENT And in future wipes we free different places, e.g. crypts.
    Also bosses could deal 3x less damage and have 3x more HP so there would be 'raids' and ppl going in and out healing. Also now I thing there should be 2 piles per boss room and no boss loot for such map.
    What do you think?

  • @jarmuzz
    @jarmuzz 2 дня назад +1

    Sick video. On board with 90% of them

  • @Giideonh
    @Giideonh 3 дня назад +3

    honestly could see most of these actively make the game better or make the experience more stable in the long run

  • @creeperslayer3897
    @creeperslayer3897 3 дня назад +1

    I love that they added a special room in ruins if you defeat both bosses… and I can almost promise not a single soul has been inside that room other than maybe the first week they announced it.
    I don’t understand why they gatekeep stuff they’ve added by making it virtually impossible to get too.

  • @zagobous9300
    @zagobous9300 3 дня назад

    The ability to scrap any crafted gear for a small chance to get ingots would be so insane. I absolutely love that change for how healthy it is to just recycle stuff into what you want.The MTG card appearing on screen is a nice touch thank you I am a big fan of these. Big respect to you also reaching out the f2p players too because I would like for some new people to get more slots especially with new classes are coming to the game. Overall thanks for making this Its been fun watching the whole thing.

  • @proxy8878
    @proxy8878 3 дня назад +2

    7:47, I can smell the griefing from someone between a door and the other room with their pre-opened portal as you're desperate to open the gate if this were to ever go live.
    25:20 this would be interesting if you could cast and it would linger on that object for x seconds and anywhere within that time frame you interact and it will be automatic. Speaking of hands, touch spells like oblivion would be interesting. High risk close quarters for dealing damage/dealing effects.

  • @murgeous
    @murgeous 3 дня назад +1

    Would you guys like to be able to rotate items in stash? kind of like tarkov

  • @noahjones-mg7xm
    @noahjones-mg7xm 3 дня назад

    the best change I would like is an ability for demon form where you're able to switch out your Q ability for one that would utilize the wings allowing you to use a dash attack that would carry you forward and upward as well as 10 seconds of no blood loss

  • @jacobhenniger
    @jacobhenniger 2 дня назад +1

    Man, so many of these things are things I've said to my buddies so many times before, especially the problems with keys and true damage.

  • @Vecshan
    @Vecshan 3 дня назад

    SHIELDS should also have riposte by default size of shield scales the riposte dmg.
    IMO Weapons mastery should be removed
    BAN - daggers, bows, Magical weapons | ALLOW - ALL physical weapons, allow recurve bow if not wearing plate.

  • @skaterweather4294
    @skaterweather4294 3 дня назад

    Firstly, I thought it's impossible to fit 101 improvements in 30 min video, but damn..
    What a quality work!

  • @PrivateNoodle
    @PrivateNoodle 3 дня назад +2

    The amount of times i have return to huntshow down purely as they got cool event skin i can earn is very high, i like to see that for dark and darker. Added skin and visuals take alot time without really changing much to the gameplay loop it self and could possible effect the dark and darker vibe. So earnable reward that are unique would be nice in general not so much just skins like a gold bag that chrismas themed or unique loading wallpaper/music could be good one.

  • @42shini56
    @42shini56 3 дня назад

    ANother change regarding fighter / longsword
    #1: speed up its initial stab attack. its the slowest attack in the game, speeding it up would mean you can properly dps check barbarians
    #2: rework its parry.
    the parry should not be a NUKE but rather a utility tool.
    change it to a pommel strike & bash, or maybe a half sword thrust that causes debuff like drunk effect (concusion from mordhau strike) or a bleed (half sword thrust).
    that way it doesn't end a fight cause you got a parry and also means a lot of people will be head on with it and won't have such a strong incentive to panic parry / holding down your blocking button the entire fight hoping to phish parries. it would make it an actual weapon.
    #3: fix its hitslow, its lowest of all two handers and worse than falc.
    I think this would make the longsword a genuinly good weapon that doesn't rely on gimicks.

    • @42shini56
      @42shini56 3 дня назад

      Ontop of this, add another effect to shield bash, make the shield bash cause a 0.5 stun or bind / concussion if it hits the head of the enemy.

  • @egorlokotkov5422
    @egorlokotkov5422 3 дня назад

    Some changes that came to my mind:
    Bunnyhop should be heavily reworked or removed. It does too much advantage to any range-class and not so much to melee-class. Also, it is bound to your fps, and many people are just not able to perform it even if they know how to do it. After all, it just does not fit the atmosphere of the game.
    Hot swapping abuse and other interrupting animation should be removed: changing one weapon (or lantern) to another without animation is actually broken. But there is more: you can interrupt the animation of picking throwing knives\axes by changing it to a different knife\axe, it's almost double your speed of throwing it and extremely broken if rogue does that. Also game should prioritize the slowest animation if you take out two weapons. For example, if you are wearing a heater shield and a rondel dagger, the game will use a time of taking out rondel instead of a heater shield which is significantly faster.
    Rogue Hide skill or Ambush perk should be reworked (again). Now many rogues just use hide as a free "sprint" and dps spike even if they are in the middle of a battle. It could be balanced with "stacks" as well. For example, Ambush could give 5% phys dmg bonus for each 1 second in hide up to 30%, same for movement speed bonus. And ngl pure invis shouldn't be in the game. For wizards they balanced it though.
    All Items you retrieve from the dungeon with the "Found by" mark should be account-wide, not character-wide. All items you crafted should be account-wide. Also (maybe), all items you retrieve for Reward Tokens or as a quest reward should be minted to your account and have a use in Arena as well.
    Many brand-new in-game models should be changed. All frostlight
    gear looks just ugly and not natural. Almost all rings were better before they changed it last season. And ok If better\worst is just subjective sense, but they objectively should be looking different (especially Ring of Wisdom and Ring of Courage). Spectral bag is ugly too. I understand that they started trying to make their own models instead of buying on the Unreal market but still.

  • @DrewTheRotund
    @DrewTheRotund 3 дня назад +3

    Ngl, I feel like wizard's already had the solution for movement, but it just requires some reversions.
    Instantly being able to reposition might sound good on paper, but with how unreliable the game's current form of teleportation is, I wouldn't want to have to rely on that as my only movement option whilst other classes can stay way more mobile way more consistently.
    What I would like to see is a reversion to wizard's invisibility spell, if arcane mastery is equipped. Wizard's invisibility had an after image attached to it in an old attempt to reduce buffball, and it should definitely stay, but for anyone with arcane mastery equipped, that after image should not apply. It would also be nice if footsteps were muffled for the duration of invisbility, but it's not necessarily needed.
    The wizard should be elusive, but not impossible to catch. I can already foresee how teleportation would really affect some class match-ups to the point of impossibility, even with the long cooldown.

    • @parasails4770
      @parasails4770 3 дня назад +2

      Yeah man just give wizard unconditional instant cast true invis you're cooking!

    • @DrewTheRotund
      @DrewTheRotund 3 дня назад +1

      @@parasails4770 I am indeed cooking. If wizards had an instant teleport, you'd wish they'd have true invis instead, lol.

    • @johnwittgen5255
      @johnwittgen5255 3 дня назад +1

      @@DrewTheRotundI think you do this but it needs its own perk or on arcane feedback would make mastery the best perk in game

    • @DrewTheRotund
      @DrewTheRotund 3 дня назад

      @@johnwittgen5255 That's a great idea, similarly to how blood pact consumes dark shard stacks, stacks of arcane feedback could progressively increase invis' effectiveness 👀

  • @ExileDarker
    @ExileDarker 3 дня назад +1

    May be it would be cool if heart of player will be used on altar of sacrafice or may be on craftable relic to show direction to boss?)

  • @gabrielmoreno3027
    @gabrielmoreno3027 3 дня назад +1

    These warlock changes were so fun and interesting, holy shit how i would love seeing my duo have that

  • @bradleynicotero6515
    @bradleynicotero6515 2 дня назад

    I think the thing that would make dark and darker better and less of a meta is more abilities and spells from all classes, reducing ttk reducing magic healing, and more grevious wounds from all classes

  • @eneas9038
    @eneas9038 2 дня назад

    good video I just want to add that they should introduce different recipees to the gold coin bag with items dropped by other bosses (Lich and GK cloth, etc) to decentralize the troll pelt farming, and it would be better for the economy and gameplay experience

  • @ArcaneArmor
    @ArcaneArmor 3 дня назад

    102: IM to hire Ryan to help with game design, optimizations, animations, and work with Odin and Soma on anything community related. Pay him no less than...1 MILLION DOLLARS.

  • @Fullywtf
    @Fullywtf 2 дня назад

    New barbarian skill The W: Gives barbarian 10 ms when moving forward. Removes the ability to move in any other direction

  • @Lyrebird-lp2vt
    @Lyrebird-lp2vt 2 дня назад

    What I want to see is not just keys becoming commonplace, but so commonplace that you can justify them being deleted upon extract. In other words, no way for players to trade them - purely an item that exists in the dungeon.

  • @Not2Shoddy
    @Not2Shoddy День назад

    Awesome vid. My two cents on rogue since it’s my favorite class. The perk that cleanses on hide sounds horrible, even without the reduced charges downside. Hide already requires Stealth and borderline Creep to be usable. A third perk is not reasonable, especially if it nerfs hide to one charge. Also too niche. Maybe instead it could say “Taking damage no longer removes Hide”. Shadow step, assuming Blind is like ‘eyes closed’, sounds crazy OP. Blinking behind is already insane but leaving a clone that blinds, which most people would already be mid-swing and hit instantly, just seems insanely strong. Badass conceptually though. As for the toolkit skill, love it through and through, awesome idea!

  • @Isaax
    @Isaax 3 дня назад

    I enjoy the idea of playing a Ranger with Survival bow, high action speed, crippling shot (with the proposed bleed) and Multi shot (with the 30 base damage, making it worth using even on the Surv bow). Although I can imagine that would be broken, since Survival bow gameplay means you are much more adept in melee-range combat anyway

  • @matt-z5j
    @matt-z5j 3 дня назад

    -To make keys viable coin storage and transaction needs ro increase. There is currently no way to transfer amounts higher than 50k through the market. And if you are to transfer higer sums through trade post, it requires both parties to have multiple coin chests each trading empty for full coin chests. But the chests themseleves are worth so many times more than the actual coin contained, so the coin is redundant and the chest itself becomes a currency.
    We need coin storage to increase and a higher cap of transactions on the market. If this happens, keys will naturally drop in price since their role as a currency becomes redundant.
    -Id say also remove necklace of peace and just keep the bear pendant. The bear pendant is mostly redundant becaus of the necklace of peace.
    -make fog of war shared between teammates.
    -give lich king and warlord two separate rooms instead of being on a rotation.

  • @franpschorr3646
    @franpschorr3646 3 дня назад +1

    12:17 maybe normal dungeons might be an issue but as someone who spends 90% of their time running 1-2k budget kits in 224 HR, I actually really like it when people bring in a bunch of crafted gear. Even though they have an advantage over me, they're still definitely killable and the game is a lot more fun for me when I have a chance to kill someone running around in a 8-10K kit.

  • @trevorolson1049
    @trevorolson1049 3 дня назад

    Give Druid the Crystal Sword to enhance his versatility and damage output, while removing his Spear to streamline his weapon options(he is a caster after all). Make the Quarterstaff a more viable option by significantly improving its stats and functionality, so it's no longer considered garbage. Similarly, make the Wizard Hat and Shoes more useful and competitive by improving their base stats. Introduce Armor Polish as a fun, rewarding mechanic: for every round you survive, you earn the ability to customize and improve the appearance of your kit, making it look even more impressive. Lastly, remove racial stat buffs from skins in order to promote a more diverse selection of skins used in the game. This would help avoid the dominance of 'meta skins' and allow for a wider variety of cosmetic choices, giving players more freedom to express their style, instead of just running what's "best".

  • @fabulis8850
    @fabulis8850 2 дня назад

    It is so obvious that bosses' health must be scaled according to party size, I've been saying that since the implementation of solos, but it still didn't change. This video made me realise how much could have been done instead of constantly buffing and nerfing classes every patch, there's so much lack of content...

  • @jerm1499
    @jerm1499 3 дня назад +1

    Only one I dont get is the gem horde, I have TONS of gems from hitting the HR pile, even uniques. Great vid as usual

  • @notalan1160
    @notalan1160 3 дня назад +1

    It's hard to disagree with anything, considering how dry the PvP mechanics are. So any addition is welcome

  • @TheLeviathan333
    @TheLeviathan333 3 дня назад +1

    Thoughtful video. Well done

  • @MartianRofl
    @MartianRofl 2 дня назад

    Great video, thanks for putting the time in to get these thoughts together.
    I agree with near everything. I don't think they should make any changes to the current boss system besides like drop rates/spawn rates and maybe loot or farming strategies. Also the bosses targeting players corpses has to be a bug right?
    I would love the old leaderboards stats and the player statistics!
    Overall im just excited for more content to the game.
    The last point I have is I've been a huge advocate for making changes to the movement speed gear and capacity as that seems to just be the best stat in the game and should probably get nerfed.

  • @waveyzen
    @waveyzen День назад

    ironmace: "nice ideas dude, unfortunately we dont have the manpower or brains to add any of this so the best youll get is a flip flop fighter buff and a broken class in a year or 2!"

  • @adrianoss.bougas3720
    @adrianoss.bougas3720 2 дня назад

    The warlock skills you propose mean nothing if the reliance to torture mastery is not nerfed.
    All the skills cost nothing and you have no reason to purge curses on others, you will heal more for letting them tick

  • @overtime9766
    @overtime9766 3 дня назад +1

    out of every boss that needs to be reworked is wyvern. The target switching is the main problem, if anyone come into the boss arena ur basically not killing it. They need to make it where it doesnt switch targets as frequent.

  • @mythcrafts
    @mythcrafts 2 дня назад

    what about something simple like nerfing druid bear/panther damage and scaling by 35%, make dreamwalk into a skill, give cooldown to thorncoat, nerf longbow damage and nerf shotgun skill to be only 3 arrows, nerf shriek of weakness to be 5/10/15% instead of 10/20/30%, reduce magic missile scaling and damage, remove scaling from Spell Predation, reduce purge shot to 5 true damage, remove true damage completely except for the necklace, remove scaling from sorc air spells, make is so you can buy infinite amount of throwables from merchants including explosive bottle, give frannies to cleric, give throwing knives to druid, give buckler to ranger, give fighter recurve or survival bow, give pavise to barb, give warlock arming sword, give sorc kris dagger, make a new one handed crystal sword, make an off hand small shield, add Scutum shield that covers the feet but has less width than pavise and can be wielded with a sword, fix shield and block desync, combine shield mastery with barricade, combine creep with hide mastery, Give more MDR options, make a new light pants that give str similar to occultist pants but for all classes. Edit: also add poor magic protection pot and explosive bottle to squire.

  • @estudiogogo5903
    @estudiogogo5903 3 дня назад

    loved the pvp changes, been playing the game FOR SO LONG, riposte and blocking are the main thing for me in this game, the TING on longsword hits HARD