My big... wishlist

I have compiled a comprehensive list of changes that I believe the game requires. I would appreciate it if you could bump and comment on this post if you agree with at least some of them. I hope the developers will take note and incorporate these suggestions into the game.

1) QOL
* damage logging - an additional panel is needed to inform the player about the damage they have received and from whom (amount, type, and source in order of receipt, with a separate column for the last damage received within 4 seconds - this is useful to display when the character dies) + what damage was inflicted by the player (total average dps, total maximum dps within 4 seconds, average damage per hit, maximum damage per hit, average gradual damage per second, maximum gradual damage per second), this panel should have checkboxes to enable and disable tracking of each piece of damage information, as well as the ability to reset the received information to 0
* training dummy for testing damage - it is necessary to add an immortal NPC in the hideout or on a separate free map, with which you can interact to test damage without spending cards or shards
* comparison of changes in characteristics and damage to abilities when viewing another item - this should be done via Shift/Alt (as is done in the passive skill tree), which will be especially useful before purchasing an item from an NPC or another player
* visual effects - the visibility of delirium fog effects and character abilities should be reduced (make them more transparent; currently, many effects are completely opaque and draw too much attention to themselves). The visual effect of delirium on instilled maps should be removed altogether or possibly made rarer (similar to ground effects), while leaving the bonuses on the entire map. This will also allow the main mechanics of activating delirium on maps to be implemented, so that this mod does not disappear for instilled maps. At the same time, the negative abilities of mobs or ground effects on maps should be left more visible

2) CURRENCY
* reduce currency drop reduction - it is necessary to change the approach to currency drops. As I noticed at the beginning of the league, currency drops significantly more, but after a couple of weeks, currency drops become much smaller. It seems that when all players accumulate currency, the drop rate is significantly reduced for EVERYONE. If this is the case, make this change more proportional so that those who have earned a lot of currency receive less than those who rarely receive it, gradually reducing this penalty. But don't just kill the currency drop for everyone.
* unfair earnings - some users use bots \ second players with rarity to get more currency and items, which negatively affects the market price of items for regular users who earn their loot honestly. To start with, you can weaken this abuse by distributing damage between characters in a party - the more damage one player deals to enemies relative to other players in the party, the less damage they deal

3) MAP MODIFIERS WITH EFFECTS ON THE GROUND
* temporal chains (and other cursed effects) - the effects of appearing on the ground need to be made more noticeable. Currently, it is difficult to notice the effect in a crowd of monsters (or among their corpses), and you get an unwanted debuff that you try to avoid at all costs. In addition, the temporal chains effect itself has too high a slowdown, which makes its effect stronger compared to other cursed effects. I believe it should also be weakened somewhat (for example, 20% slowdown of abilities and 10% slowdown of movement)
* chilled ground - the debuff effect needs to be changed so that the slowdown is not constant when standing on such a surface, but gradually increases from a much weaker (than now) slowdown to a complete freeze when the freeze factor accumulates (i.e., when running quickly across it or accidentally touching it, the slowdown is significantly less and the character receives a minimum number of freeze stacks)
* ignited ground - it is necessary to change the effect of the debuff, making the damage not constant when on such a surface, but with a gradual increase in damage from significantly weaker (than now) up to ignition, which will last for some time after leaving it (i.e., when running quickly over it or accidentally touching it, the character receives significantly less damage)

4) SKILL GEMS
* the mod in the equipment that increases skill gems level (projectiles, melee, spells) seems unbalanced - this mod gives too much damage increase, making them significantly stronger and more important compared to other mods in the equipment. I suggest reducing the damage increase (the difference between levels) with the growth of skill gem levels by 20-30% and reducing the health increase of mobs and bosses with the map level by 10-15%. This will help to slightly balance the power of these mods compared to the rest of the equipment, without weakening the overall power of the characters themselves
* monk skills with the ability to absorb power charge - some of these abilities are almost useless or cannot be used at all without power charge, they need to be made stronger in the base and made available without power charge + they should be weakened by absorbing power charge. at the same time, it is necessary to make it easier to obtain power charge, as most of the current options are very inconvenient (unlike, for example, obtaining frenzy charge, especially with deadeye), and the ability to obtain them by sacrificing minions seems completely wrong

5) SUPPORT GEMS
* ataluis bloodletting seems unbalanced - a cap of ~30-60% additional damage should be added
* rakiatas flow seems unbalanced - only resistance ignore should be left without inversion, or resistance inversion should be capped at ~-10%
* currently unused lineage support gems seem weak - need to be buffed at least a little bit to make them more interesting compared to regular support gems
* support gems that do not require spirit for passive skills - it is necessary to add a few more new support gems of this type (not only for spirit gems, but also for passive skills from various ascendencies) so that it is possible to insert 5 support gems into ALL such skills without additional spirit costs

6) META GEMS
* in many builds, their use currently appears insufficiently powerful for their spirit requirement - it is necessary to add mods to increase the skill level of ALL gems in weapons (up to a total of 3-4 for two-handed weapons), gloves (+1) and amulets (+1) (this can be added directly to general mods or to desecrate or to essence) so that meta gems work better with the weapons of archers, warriors, monks, and amazons

7) BOSSES
* add impenetrable health stages for each boss - necessary to prevent bosses from being farmed too quickly and to weaken unbalanced builds aimed at doing so, which will emphasize the developers' vision for the game (for example, when reducing the health of bosses by 20-25%, give them an 80%-100% reduction in damage taken for 2 seconds)
* Kulemak is interesting, but weak - it is also necessary to make 3 types of offerings for entry, as is done with other boss mechanics for shards, increasing the reward and difficulty for each higher entry level + make drops for it a little more frequent + it would be interesting to add the ability to level up this mechanic like the others in the atlas and add it to maps via precursor tablets instead of desecrate (desecrate can be moved from the maps to these tablets) - this approach would look less conspicuous among other mechanics and more understandable, especially to new players
* intro for bosses - the idea of a well of souls through the company at Kulemak is interesting, in my opinion it would be good to add a similar intro for other bosses for shards, removing teleportation through the atlas

8) UNIQUE ITEMS
* Ingenuity - drop rate should be slightly reduced, but the maximum bonus from rings should be increased (to ~40-50%)
* Hand of Wisdom and Action - need to give attribute boosts a bit faster (not every 20, but every 15)
* Morior Invictus - make it drop a bit less often (but not for the uber arbiter), but slightly increase the effects for the socket (~+15-20%)
* Megalomaniac Diamond - make it drop a little less often, remove corrupted, leave 1 random built-in node property from the passive tree and allow 1 to be instilled independently (as for the amulet)
* Strugglescream - keep 1 enchantment as with other amulets, but add the ability to insert Megalomaniac Diamond inside + add an additional general significant bonus (such as “increase global defense +20%” or “+1 to the level of ALL skill gems”)
* Original Sin - add the effects of flammability, freezing, and shock based on the type of initial damage (before conversion), as is done with the Blackflame covenant (+ it would be great to add a purple visual effect change for all abilities, as is done with the Blackflame covenant) + it might be worth adding a small increase chaos damage (~15-30%)

9) EFFECTIVENESS ATTRIBUTE STACK
* weak nodes with bonuses from attributes - some nodes related to bonuses from attributes that were significantly weakened earlier need to be strengthened a little (this mainly concerns Falcon Technique - the bonus should be at least for every 20 agility points, not 25 as it is now)

10) ASCENDENCIES
I can't talk about all the ascendencies, even though I've tried 6-7 different ones for different classes and seen even more, but what interests me most is the monk's “chayula” (I've also heard that “kitava blacksmith,” “ritualist,” and “tactician” are quite weak), so here are a few suggestions regarding it:
* change the Grasp of the Void ability so that it works with a chance when striking and also with a cooldown (but with a slightly shorter one - 5 seconds is still quite long), and mb with less damage - in its current form, few people will want to use it (especially in the endgame), as it does not correspond to the desire for a higher game tempo
* add a full-fledged spirit gem to Chaos Herald (the one with poison is difficult to use in a build based purely on chaos from the elementals or combining chaos and the elementals, and elemental ones don't work at all with pure chaos), which would work similarly to the one in the Altar of Darkness with explosions upon killing, and would only require intelligence
* add more support gems (NOT REQUIRING SPIRIT) for passive skills such as “Into the Breach” as I wrote in the point above (specifically for it, interesting options would be - duration of the effect, speed of appearance of new flames, splitting into smaller ones - flames that are half the size and give half the amount, but there are twice as many of them and, accordingly, an increased limit of purple ones - there are twice as many of them, and as an option, it is also possible to give the opportunity to receive energy/rage/endurance charges there)
* allow the use of the spirit from darkness (which is given in the “Embrace the Darkness” node) for spirit gems (i.e., instead of the spirit, darkness will be constantly held, but the price will be increased, for example, by 3-4 times), since spirit gems are very important - I would always like to be able to use at least a couple of them, especially on a melee character

11) IMBALANCE IN CLOSE-RANGE AND LONG-RANGE COMBAT
In close combat in this league, I felt a lack of survivability with a build focused on evasion (monk with ice strike) - when you are surrounded, it is almost impossible to fight, you are constantly stunned, you need to gain a huge amount of evasion, not like in the previous league, (and much more than is necessary in ranged combat for comfortable play, since in ranged combat you almost never get surrounded). In addition to this, some mobs and bosses (such as Kulemak) leave puddles under themselves that deal enormous damage. As a result, ranged combat has a much greater advantage when using this defense mechanic, so I propose several options for balancing (any of them, not all at once):
* slightly increase survivability if the melee skill has been used recently: increase resistance to stun and damage (~ +10-15%) or add deflection equal to evasion
* add deflection equal to the default evasion, and when using a ranged combat skill, apply a penalty that removes this bonus
* increase the total amount of evasion by ~30%, and when using a ranged combat skill, apply a penalty that removes this bonus
Additionally
* in close combat, there is no comfortable mechanic for quickly moving around the map, as is done with Roa for archers and amazons (and why is this not available for crossbows? Strange). In addition, many nodes for movement speed in the passive skill tree are concentrated specifically on archers and amazons
* playing with Storm Wave on a monk is very annoying - the ability is not considered ranged, the wave constantly hits some kind of protrusions (which other ranged attacks ignore, this is especially annoying with Abyss cracks), and it has a movement penalty and a fairly slow attack speed

12) PS
The game has many advantages over its competitors, but there are many things that make it less exciting than it could be. In my opinion, it needs an endgame improvement—I'm looking forward to new classes, abilities, and equipment items (I especially want to chop monsters with axes), as well as new bosses with their own unique mechanics. I don't know what the priority is in the game's development right now, I was happy to go through the new acts in this league, and I would be interested in going through the rest (which are not available yet), but I think that at the moment this should be less of a priority than improving the endgame, improving QOL, changing the balance, issues with the stability of the game client, and other changes that I mentioned above.
Last bumped on Oct 24, 2025, 6:43:42 PM

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