Feedback & Suggestions

[Abilities] & [PVE]
Auxiliary Weapons

Bring Back Auxiliary Weapons along the rest of their Original acquisition Mission.
the Return of the “Missile Crisis” left a particular gutted felling that i didn’t Re-acquire the Rocket Launcher in The Secret World: Legends, after completing the mission.
It’s 19 months overdo in comparison to it’s arrival in The Secret World, and we are still waiting for them to be ported ported over and the final 3 to be introduced to us.

  • It’s Weapon Tab could easily be the 3rd tab in Ability Window, with a single page for every Auxiliary Weapon Acquired.
    With The Abilities and passives could easily be under a page together, unlike Normal Weapon which have each have a tab for Ability & Passives for themselves.

  • If there is any Stat passives they should only affect the Auxiliary Weapons, example: +Hit, +Crit, +Crit Power, +Damage, +Targets hit, Cooldown Reduction.
    (Although if there is a Cooldown Reduction it should probably be suited for the Skill level)

  • With Their Glyphs and Upgrade/fuse parts could be from Reward Bags unique to Scenarios Missions, or Nightmare Zones (Look below).

In the Ability Augment system Pretty much is the Support Agent part of the Agent System.
I can under if some people think “Gadgets” replaced Auxiliary weapons, but i recall there ware items similar to “Gadget” in The Secret World, but they didn’t have a item slot they were in your backpack, which you could use them every so often for buff, and effects on Mobs.

But, Unlike Weapons “Gadgets” cannot be leveled. fused to get next quality tier
they can only be Replaced, by finding/trading/buying/unlocking it.
and Unlike Auxiliary weapons, they have limited flexibility you have to have a new gadget for each functional option. where each Each Auxiliary weapon had a couple options, sure some were Single Damage, AoE Damage, but all also had utility.

Of all the Legacy content since The Secret World: Legends Re-launch
It was something i was expecting and waited to get back after all the Story content had been added to Secret World: Legends.
But going 2 years without them is like missing a part of yourself. not something essential to living, but still an important part of you.


[Misc] & [PVE]
Elite Zones

  1. Elite Zones:
    A lvl 50 version of every non lvl 50 Zone:
    New England: Kingsmouth Town, Savage Coast, Blue Mountain.
    Egypt: Scorched Desert, City of the Sun God.
    Transylvania: Besieged Farmlands, Shadowy Forest.
  • With Mobs and Mission rewards scaled to lvl 50
    so you don’t fell like your forced to make an new alt if you want to fo back to new England
  1. Nightmare Zones:
    Higher difficulty then lvl 50 Zones: New England, Egypt, Transylvania, Tokyo
    with Much tougher and stronger mobs Recommended for People for in 850+ item level
    but not to the point where you require a tank (or be) to do anything.
  • With better mission rewards: more Anima Shards and reward bag amount or quality
    Possible 312-350 distillates instead of Non-enhanced from Talisman/Weapons reward bags.

The option to switch between The Zone Difficulty could could be part of the UI
or near your faction handler, making the set Difficulty the Default when you next enter a Mission Zone.
and if anyone “Meets up” on you they enter your variant of the instance, and you enter theirs if you meet up on another player.

When Entering an Nightmare zone will have the same screen effect as a Lair.
with the Nightmare Lair getting the Gray screen effect from The Secret World Nightmare Areas in additional to the Lair effect.

The Missions should shares cooldown between the difficulty variants.
For instance: If you completed “The Pagans” on Normal, you will have to wait 8/72 hours to do it on Nightmare.

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