Feedback & Suggestions

Yes, because new users are limited to the links they can post on these forums. This is for everyone’s safety. I can manually edit user’s trust levels as needed, though.

2 Likes

There is also a post limit for new users, so many people are probably finding out they can’t post till tomorrow now :speak_no_evil:

1 Like

[Achievements] Two minor things just to get the ball rolling:
A. A jimmy the rabbit themed achievement in light of the fact that he is one of the guys that shows us how crazy cool stuff you can do in SWL (and previously TSW)
P.S.:I think he also would love if you made some achievements repeatable. For example Lavagame or Cataphile

B.Can we exclude the timed jumping achievement from being necessary for the unseen completion. It’s hard, it’s bothersome and it doesn’t have anything to do with unseen. Not saying “remove it” but make it a achievement of it’s own that is a seperate thing from the unseen achievement.

3 Likes

[Interface] Can we please get a search function for the achievement names, i’ve spent too much time scrolling through the list trying to find one specific achievement so i could try to get a specific piece of clothing or item. A search function would make it so much easier.

Also, the maximum lore number on the overall progression bar needs to be updated :slight_smile:

7 Likes

[Crafting] Please revise the “Purified ■■■ Distillate” system. I seem to end up with too many Glyph and Signet ones, about a perfect amount of Weapon ones and way too few Talisman ones. Ideally I’d like one type to be used on all items, but one could also consider skewing the distribution either on a fixed rate or, even better, based on what you have.

4 Likes

[PvP] As PvP is currently only avaidable as Shambala and it’S pretty hard to get a group big enough to queue it together I suggest to measures to bridge the gap until time, priorities etc. come together for a pvp rework:
A. Lower the player amount for shambala from 10 per team to 5 per team making it far easier to get a shambala game going from nothing.
B. Make Shambala a main mission. If polaris story can be a main cheap main mission, why shouldn’t shamabala get the same benifit

Would it do pvp good? Maybe, maybe not. Is it worth the shot? I don’t see why not. All changes would just be like walking toward the community so the community can meet one halfway.

P.S.:One even could think and that’s the more radical though of implementing the ability to make unrewarded “private” shambala possible if people want to do tournaments, or cabal intern battles or any kind of lighthearted pvp event.

3 Likes

[Misc] Please consider fair pricing. Right now there is a 1:1 conversion between USD and EUR. If I were to buy 10k Aurum, the difference between 100 USD and 100 EUR (the latter which I need to pay in) is currently ~180 NOK, which is enough to buy additional 2k Aurum.

~Nord

8 Likes

[PvE] After we get season 2, is there any chance we could have a balance/bugfix pass over the existing content, specifically bosses? There’s a bunch of bosses that regularly bug out and do things they shouldn’t or just behave unpredictably (Darkness War 3 with his aoes that turn slightly as they go off or go off immediately while the chalk outline is still casting, for example) and Hell Raised is still an order of magnitude harder than all the other dungeons in e5 and up.

There’s also a bunch of stuff in lairs/regionals/megabosses that seems iffy (the padurii megaboss doesn’t animate properly/has no hit indicator for branch whip - both it and the New England regional sometimes do double or triple hits, the Voivode in CF randomly turns and kills a raid member every so often with seemingly no way to prevent or predict it, etc etc).

I realise new story content is what’s going to keep the lights on (and I’m looking forward to it immensely) but it’s worth noting that the gaps between story content are filled with a lot of dungeons/lairs/megabosses, so it’d be nice if the experience was a little less uneven. :smiley:

8 Likes

[Items/Pets] It would be nice to have a shortcut to call a pet marked as a favorite. Like the sprint.

7 Likes

[items/pets] In the department of minor annoyances - Can we get an ETA on the missing museum items? The ones that just give extra poses don’t matter, but there’s the Tank Commander Blade needed to complete the Orochi wing. It was a bummer to realize it doesn’t exist. Any info would be appreciated! :pray:

9 Likes

[PVP] stock post saying bring back the old maps that we know the answer to but i say anyways to show there is interest in it :3

[Items/pets] stock post showing Interest in WING SPRINT!!!..oh and my black and white hair color :3

5 Likes

[Abilities] Reconsider the design of Pain Suppression and its passive No Pain, No Gain(referred to as NPNG), and potentially similar percentage based healing abilities on tank weapons.

To preface, from a pure mitigation standpoint Pain Suppression without any passive investment is on par with the Chaos ability Twist Fate’s passive Backlash - Both effectively reduce damage taken by half. This is fine on its own because Twist Fate comes with extra protection and Backlash with a reflect component, but Pain Suppression’s passive NPNG is what blows the ability’s mitigation out of proportion. With No Pain, No Gain the tank will heal for 113% of damage taken before damage is taken which is functionally 8 seconds of immortality on a 20 second CD provided the tank’s HP pool is capable of sustaining a singular hit. This means Pain Suppression is no longer a damage mitigation ability - With NPNG it becomes a full healing passive on a tank weapon.

In practice, NPNG is a longer Immutable that in combination with Immutable and Thick Skin nullifies the healer’s role in both low level content and high level content - The only requirement is to have these abilities and passives unlocked. I choose to focus on suggesting tweaks to Pain Suppression & NPNG as the primary culprits because where Thick Skin is centered around preventing damage, NPNG allows the tank to become a more reliable main healer than a dedicated healer can be which is one cause of our current Sustain Tank meta(1 Tank, 4 full DPS).

However, under ideal circumstances(E10 NYR) the healing from NPNG alone can generate similar threat to a tank spamming pulverise. This may be an unintended benefit but it’s actually very good design for tanks because an extra source of threat generation is in line with their role’s intended obligation. This function should be preserved, because with some tweaking it can also help struggling low level tanks maintain aggro over higher level DPS.

Therefore, Pain Suppression & No Pain, No Gain’s three primary issues are:

  1. It is a healing ability on a tank weapon with a percentage value which is not based on Healing Power.
  2. 113% of damage received as healing for 8 seconds is a longer, more reliable and often more powerful heal than even the best Fist/Blood/AR healing abilities(which are all subject to Healing Power).
  3. The combination of above factors when used with other Hammer/Chaos mitigation abilities mean any healing from another player is redundant - Tanks have enough healing built into NPNG(and Immutable) to sustain themselves indefinitely.

So, how do we solve these issues?

Instead of Pain Suppression & NPNG’s current forms I’ll suggest three options. The intended goals of these suggestions are to balance all tiers of meta in favor of incentivizing healing to be the healer’s job, while reinforcing mitigation and threat generation as the tank’s job:

  1. Pain Suppression and NPNG could have better synergy with their names and Hammer’s specialty. They could perform something like:
  • While Pain Suppression is active, # extra rage is generated when hit but rage can not be spent while Pain Suppression is active. Damage taken will be significantly reduced based on the amount of rage stored. (2 rage = 1%-1.5% damage mitigated? Max rage would be 50% or 75% damage suppressed - Less than 113%, but still very meaningful.)

  • No Pain, No Gain is the release of what pain wasn’t suppressed. All damage received during Pain Suppression is gained as additional hate(but not subject to 10x hate generation). (Therefore with low rage more threat is generated but with high rage more damage is mitigated.)

  1. Or, preserve Pain Suppression as is and change NPNG to no longer heal for 113% of damage dealt but to instead count all damage received throughout its duration and turn that value directly into threat generation. Additionally, gain even more extra rage when hit which will result in more frequent enraged Pulverises(which means more frequent healing from Pulverise’s passive)

  2. Or, preserve Pain Suppression as is and base NPNG’s additional healing off of Healing Power, balanced so that 8 seconds of immortality can’t be achieved without overwhelming investment into Healing Allocation.

Simply reducing the duration of Pain Suppression, while it would have some effect, wouldn’t meaningfully incentivize healing to be the healer’s job and tanking be the tank’s job in the meta. Healers would still have little or nothing to heal, but sustain tanks would feel like weaker(yet still immortal) tanks.

Option 1, IMO, creates a fun and powerful ability for hammer tanks without being “8 seconds of immortality powerful” or reinforcing redundancy for healers because healing would eventually need to come from another member of the party. After the ability ends the tank will have a (nearly) full rage bar to spend on Percussive Maintenance. Temporarily maintaining full rage also synergizes with Bristling Rage. However, any of the three options would be an effective first step to incentivize having a healer in a meta group’s composition without unjustly nerfing hammer tanks.

2 Likes

[interface]
1.) The AH needs better search options. Can we get options to search for special (red background) items for each talisman / weapon category. This can be done if you know the name of the one you are looking for, but makes it hard when searching around for skins and such. Also while adding allow either * wildcards in searches or give checks/pull downs for pip and type (of energy, of havok, etc). The wildcard would allow searches like:

desp * havok * III to find all Fuming Despoilers of Havok Mark III
[edit] apparently forum doesn’t like asterisks

2.) Look into talking to some of your modders to incorporate mods into the base. Some of these should be standard.

ALSO:
Echoing the request for more info on the 64 bit client as well.

4 Likes

I feel that’s an abandoned promise at this point. Prove me wrong, FC.

Also, I posted this on Reddit a while back. Still needs attention. Just straight up copy/pasting from Reddit:

Well. Elemental and Rifles are getting some love this upcoming QoL patch, so I figure it’s time to start complaining a little louder about Shotguns.

Don’t get me wrong, I think SG is a great, well rounded weapon, but the mechanics are borked pretty bad by design oversight and some nasty bugs.

Here’s a list. Feel free to add to it.

Reconstituting Shells has delay
When you use Reconstituting Shells, there is a full 1 second delay (it might actually be longer) before the heal happens. This ability is an instant cast and it’s off of the GCD because it’s supposed to be an “Oh, shit!” button. Please remove this delay, the healing should be instant. The cleanse is instant (on the caster), so why not the heal? There have been instances where I’ve used it, died, and then had my corpse receive the heal.

Trying to reload right as combat ends uses ability
If you try to reload at the same moment that combat ends, you can end up using some ability on your bar. Typically, this is just an annoyance, but I’ve accidentally pulled a group that I wasn’t planning to pull because of this. I don’t know what kind of solution could be done here, but something needs to be done. You know how you got Elemental to work without the bar flip? Maybe come up with something like that here. I don’t know. Anything.

Leaving combat with 0 shells before you can reload = wait time to regen shells
If you have zero shells when you end combat you have to stand around and wait for your shells to reload themselves. When you’re doing solo crap or right after a dungeon boss, this is ok, but if you are in the middle of a scenario, for instance, and you lose combat with zero shells just to go right back into combat? Now you have one or two shells for the next fight instead of the 6 you would get from a reload. There is also the nasty problem of some bosses dropping combat on you at random points. Ahnk 6 for instance can do this. You drop combat for a split second, but go right back into combat meaning if you had 0 shells when that happens, you will regen only a single shell. Not bad on that boss, but there are other cases where something like this happens. Leaving combat should give you 6 shells. You shouldn’t have to wait if it means getting rid of this problem. No other weapon requires you to wait between fights just because your gimmick was timed incorrectly when combat ended. Why should SG?

Why is there a gcd on reloading?
While we’re talking about reloading, why the hell is there a cooldown on reloading shells? Am I the only one who thinks this should be instant? Oh, it would clip the animation. So what? This game isn’t about watching purdy animations all day. The delay on attacking after a reload has gotten me into trouble many times. You know that whole 1 shell thing I mentioned above? If you somehow drop combat and end up with one shell and then get back into combat again while in a dungeon, good luck holding threat with one shell plus a cooldown before you can attack again if you have more than one target.

Elites requiring minimum shells
Why do two of the shotgun elites REQUIRE you to have a minimum number of shells? Why not instead have it require UP TO that number of shells with scaling damage the way Kneecapper does? Yea, ok, it might end up not making sense with the animations. Again, so what?

As /u/DigitalVibrations points out below, Cleanup requires 5 shells as well and causes a whole host of problems making it a nearly useless ability to slot.

Can’t reload after crash sometimes
After crashing, you sometimes get a bug where you can spend your shells, but you can’t reload your shotgun until after you die. So even if you somehow miraculously survive during a boss fight, you’re boned anyways. Happened to me on DW6 tonight. Crashed on an add phase while Viking Jesus was up, so everybody was one shotting the adds when they stood up. Gave me time to get back in, but just using my offhand I couldn’t hold aggro, especially after Concuss wiped it.

Glutton for Punishment taunt doesn’t work half the time
The taunt on Glutton for Punishment has either a broken radius or it affects the incorrect number of targets. Since I started using Into the Fray instead, I’ve realized that the taunt problem is just GfP. It seems to always work fine on single targets, but once you have a lot of adds up it fails spectacularly, only taunting two, maybe three out of a pack even when you’re right in the middle of them. Into the Fray has never seemed to fail to taunt the maximum number of mobs from your point of impact. The biggest drawback is the minimum range on it, so I’d much prefer GfP in most circumstances, but it’s unreliable as a taunt.

Can’t change shell type out of combat
Well, technically you can, but only if you count switching to Dragon’s Breath. What if using Shell Salvage out of combat forced the reload swap bar to stay up for a few seconds? I don’t see any real problem with that. You know what, why not do this anyways if you exit combat with zero shells. Just keep the reload bar up. There’s no need to just default back to whatever shells you had and call it a day. Just leave the reload bar up, I can choose to reload what I want. It solves the problem of accidentally using an ability at the end of combat with 0 shells and it solves the problem of quickly exiting and reentering combat with 0 shells. Just leave the damn swap bar up regardless of whether you’re in combat or not. There’s no reason for it to go away at all. I’m not suddenly going to forget how to reload just because I’m out of combat.

So… feels like you might be using some stock word list. Can’t even say things like b-u-t-t and c-r-a-p. Not that I approve of any wordlist given the nature of FC games. I just don’t want to have to keep going out of my way to uncensor even the most PG words like the aforementioned b-u-t-t and c-r-a-p, etc.

1 Like

[Abilities, Tanking] While they are at it they should remove the healing/cleansing abilities from shotgun and replace them with actual tank abilities (such as abilities than take advantage of it being the only ranged tank weapon), make Chaos’ distortion passive stack protection bonuses (not just charges), combine several of chaos’ universal passives together and make additional passives that place paradox results more reliably in the hands of the player (rather than relying solely on random chance and special weapon effects), and add bonus paradox generating boosts to a few passives (similar to how extra rage is so easy to obtain for hammer)

Just to name a few.

Edit Oh and maybe add more protection aspects to all healing weapons. I use blood/shotgun on my healer because it offers a substantial heal + protection + cleanse, which is perfectly within the role of a healer yet its a tank weapon.

Same with pistol, a dps weapon that heals/cleanses, its cute but when it becomes mandatory in a group’s makeup of 4dps/1tank for 2 to use pistol solely for the cleanse/heal, something is wrong.

More sources of Komainu (sp? jade dogs in lair) would be nice, outside of the lair. Something that does not require a whole group to farm?

3 Likes

[Abilities] Rework Chaos ability distortion mechanics. As for now there 3 tanking weapons in game - hammer, chaos and shotgun with each weapon having 3 energy primal hate generator ability.
Hammer - Pulverize : melee hate renerator. When enraged hp increased by 30% which is great add to overall tank EHP and pretty much essential on endgame content (bursting health numbers up to 30K+).
Shotgun - Rocket Pod : first advantage it is ranged hate generator which is great utility in many encounters, second passive adds stackable protection bonus (up to 35% EHP gain).
Chaos - Distortion : melee hate generator. Without passive doesnt have any bonus effect or advantage. Veil Deformity passive gives 950 protection bonus (when the stacks are active) and targets attacker dealt back small amount of damage if attacked.

The problem is : Hammer and Shotgun hate power abilities are focused on one aspect. Pulverize - effectively increases health, Rocket Pod (with passive) - effectively increases protection. Distortion (with passive) - effectively does NOTHING useful, comparison of EHP gains of distortion (+4%EHP) and Rocket Pod (+35%EHP) is laughable and little bonus damage which is not even having hate modifier to be effective is close to non-existant in the endgame.
Solution : Change Veil of deformity passive mechanics. Hammer is built around health manipulation. Shotgun is build around pure mitigation. Chaos is (as I think) should be built around evasion. Veil of Deformity new passive mechanic : while using distortion on enemy chaos user gains stacks up to 6. each stack adds 6% evasion chance (up to 36% max). While being hit chaos user loses one stack. After reaching max number of stacks (6 stacks), new stacks cannot be gained until current stacks is reseted (drops to 0). After that new stacks can be gained.
In any case Distortion its the key single target ability of chaos users, so it must be reworked, because as for now it seems like a beer league ability in comparison with other tanking weapon power moves.

[PvE] 1.) After completion of Season 2 development bringing the remaining 3 dungeons (HF, SH and Facility) up to Elite tiers should be one of the remaining priorities.
2.) Reduce Elite dungeon tiers from 10 to at least 6 (current game 1,3,5,8,10) to unite already pretty thin player base around group content.

[PvP] I will be very original here. BRING BACK OLD PVP MAPS ASAP. Community doesnt ask to create BRAND NEW PvP content because everyone realizes that it is not focus of the game and it is not possible under current conditions, but bringing back already existing PvP maps shouldnt be out of your league. Reintroducing real PvP (I am not talking about Shambala) in SWL will bring splash of interest to the game from players, especially people who didn`t play TSW before.

[Cabal] Remove the restrictions of cabal bank for non-patrons. While the intention of restriction is very clear but it is just plain bad design move. It can be easily ignored/avoided (every cabal has handful of patrons) but just ■■■■■■ off people. Patronage should grant bonuses to players (XP, shards, MoF, Cache) but shouldn`t restrict players in cabal management.

[Interface] Rework AH interface. Make it possible to view your own auction items listings (price, time of expiration).

[Misc] 1.) While it was also very clear decision of bringing all the HUB functions to Agartha, but people who have lag/fps issues should also have alternatives. Bring AH, vendors and training dummies to Seoul, London and Tokyo.

2.) Player housing : a long-shot for sure but the idea of making player housing available and selling housing cosmetics/items for MoF/Aurum would benefit both developer and players.

6 Likes

[PvP] Add Fusang and Stonehenge

Despite everything Tilty said about your internal stats, Shambala was never popular among the core PvP community in TSW. I’ve spoken to enough PvP’ers and the general consensus was, the map lacks strategic depth. Most of Shambalas player base consisted of people who wanted the “PvP” signets that were only accessible through Shambala. Now that Shambala no longer has special rewards this becomes pretty evident.

I’m not asking for El Dorado because it already had major balance issues in TSW, and I believe some of the changes in SWL might further highlight those problems. Considering the team size and what is going on in the background I’m not delusional enough to believe Funcom would allocate the required resources to rework the map. Stonehenge and Fusang on the other hand were in a pretty good shape when it comes to their core mechanics and mostly suffered from the low population of TSW and premade groups (specifically in SH). So separating the group and single queue would be the only actualy change needed.

5 Likes

For shotgun reloading outside of combat, I’d suggest not having the shotgun auto-reload when combat ends (just wait for us to press a button) but instead make the shotgun instantly fill to six of the current shell when combat starts.

That way, you don’t accidentally use an ability when trying to reload, you aren’t denied the chance to change ammo types by combat ending and although we can keep the “one shell at a time” reloading effect on the UI, we still enter combat with a full six shells.

1 Like