Feedback & Suggestions

[Interface] Give us an option to skip the cache opening animation. It’s cute when you open one or two, but makes opening them in bulk a chore.

There’s a mod for that.

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So there is. I completely missed that, on the second page of Curse.

https://swl.curseforge.com/projects/fast-caches

The window is definitely not designed for that though and it will crash if you open them too fast.

Ideally, a volume adjuster for noises from others’ abilities could work, as then you could find the level you feel comfortable at, even if that’s zero. Being exposed to some unexpected bangs could help build resilience in the long term, but you need to start at a point at which you’re mostly comfortable, and be able to stay there if it’s the only way you can enjoy the game.

In the meantime, does drowning it out to some extent with music help?

Yeah, been troubled with it for a couple of years now.

To be frank - I did undergo some sort of shock-therapy for this very condition, started out with fireballs, worked my ways up until I hit granades, then so on… step by step at each peak. However, it’s the frequent or rather the amount of explosives that goes off that causes it. One in itself, causes flinching, but 2-3… 4-5, then a barrage… of explosions going off in rapid succession? That is more than I can manage, and more so.

I’m often given the advice, that takes in mind the adjustments of sliders and overall volum - heck, the suggestion of using music has shown up more than once. (Which shows that so many wonder, care and wishes to reach out to one another this way or the other. Makes a fellow speechless at times. :smile:)
I’m glad you mentioned it however, as some does have that as a part of their own “proc”. (I try not to use the T word here.)

In fact, due to mono hearing - I could resolve any audio issue. ^_^’

That being said, it’s the visuals that causes my reaction.

I’m uncertain how that might be resolved, but I do hope it won’t go unseen or forgotten…
there’s more who is in similiar shoes - shares some of the same situations and issues.

Thank you! I hope you’ll have a wonderful day ahead of you, alongside with this one at the current time.

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[Interface/Misc] Signet Icons.

As Signets are Talisman specific, it would be nice to give their icon icon the same form as the signet they fit into. By doing this, each Signet could then have a distinct image, so you can better spot the Signet you are interested in, on the first glance. It might also help indicate for newer players, which Signets can be put where.

I realize this would require a lot of work, but it is something i often miss. It would make it a lot faster to spot that Head Signet you are looking for in the cabal bank, among all the other types of Head Signets.

[Interface] Empowerment Match Highlighting

Not all of my alts have their various glyphs in the same slots, so every time I want to use a fodder glyph to empower a slotted glyph, I have to mouse over everything I have that isn’t green to find the matching item.

There’s already a blue “+” glow graphic that means that kind of match. Could we possibly have matching non-capped items highlighted with that glow in our inventory when we choose something to empower with and haven’t selected what to empower? And possibly the other way around. (But maybe only unmodified items should volunteer to be fodder?)

So, for example, I open a glyph bag and get a basic green one pip Devastating glyph and put it in my empowerment materials. The ring in my inventory with a level 13 Devastating glyph glows, but the book with the level 25 blue Devastating glyph doesn’t.

Probably not necessary for weapons and talismans, but I imagine this would be just as useful for signets. Just highlight anything that would cause the selected material glyph or signet to glow, I guess? And if there’s assorted material that doesn’t all match, skip it?

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Turns out it didn’t, despite the announcement saying “a couple thousand Anima Shards”.
Oh, how this world must have gone down the drain when a couple is a single.

[Misc] Small changes to hub areas to reflect story happenings

Just a small suggestion inspired by a conversation over the WoW practice of mixing it up with old towns/hubs in line with in-universe events. Might be nice to have, say, faction/police patrollers on the hub streets, heightened surveillance on the Morninglight booths, that sort of thing. Something to make the hubs feel more alive and reflective of where we’re at in the story.

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[Feedback/Request] Can you make the Drunk females in Agartha a little less intrusive and annoying? I mean the drunk males just look suicidal by the edge of the platforms, but the females come out to the dance floor like every 30 seconds or so and take up a good portion of the dance floor where we don’t WANT to use it because the NPC is going to run into us every 30 seconds…

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You mean Randy the Random Drunk NPC Chick? Different outfits in different instances, but always alternating between the same two dance moves and then stumbling back to laugh with her friend the wallflower? Yeah, she’s a little past caring about personal space. She musta got that one slightly off bee that only gave her the power to stay that drunk 24/7 without ever having to go get another drink or find a restroom.

The dancing NPCs in both The Rooted Groove and The Horned God clear the dance floor and hang out at the sides when players are around and chatting in vicinity. Maybe Randy could also use that cue to go get a drink or just boogie at the side of the dance floor, or, like random spots off to the side between tables, not really caring which bit of floor is designated for dancing?

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[Suggestion] I think there’s some inconsistency in the extra distillates provided by the final dungeon chests. If we count the total of extra distillate XP we get in dungeons, we’ll get 1 extra (glyph) distillate for 6 baseline distillates. In scenarios, the equivalent is 1 extra (weapon or talisman) distillate for every 3 baseline distillates (not counting the occasional 4th, it is not baseline). In lairs and regionals, i didn’t quite establish any average, but from my feeling, it looks like the extra (glyph / weapon / talisman) distillates represent 1/3rd of the baseline signet distillates.

TLDR:

  • Scenarios’ extra distillates: 1/3rd of the base distillate XP
  • Lairs’ and regionals’ extra distillates: roughly 1/3 of the base distillate XP
  • Dungeons’ extra distillates: only 1/6th of the base distillate XP

Solution: please Funcom, add 1 extra glyph distillate in the final dungeon chests, so we’d be able to get the baseline weapon or tali distillate in those chests, and 2 extra glyph distillates as total.

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[Suggestion] Implement a turbo mode for scenarios which has no timer, but makes the waves of mobs appear as soon as the previous wave of mobs is dead. It could be for example a totem to interact with in the scenarios themselves (like we used to interact with master planner totem in dungeons in TSW). As it stands, the current E10 difficulties are clearly not designed for fully geared people and can be trivialized very quickly even without being fully geared. In this situation, we simply have to wait the timer and the base 15s of spawn time between waves of mobs, which is not fun nor challenging at all.

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I kinda miss the “double-wave feature” :stuck_out_tongue:

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[Ultimate ability]

Would be nice to have an optional transformation ability as a alternate to the wings ability. Something like Devil May Cry’s devil trigger but Ophanim based, with forms that are representative of the choices made in the story campaign. Would also be nice if Alternate forms could also be bought from the clothes store like the alternate wings.

Mechanically, Maybe boosts all stats by 100% (+ whatever percentage from the overwhelming power signet) for 30-60 seconds?

Back at relaunch they mentioned that they had plans to do more with the Ultimate Ability, potentially alternative more healing and tanking focused. I believe this is part of the reason why it isn’t as strong as it was in TSW as well =).

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That would be roughly a million times stronger than the current ultimate ability and there’s just no need for it. :v:

They should really get rid of the “one wings per ten minutes” rule, given that it’s not that much stronger than other abilities and all the bosses have about eleventy billion health.

That’s what the other signet is for. It makes your wet noodle available more often (granted, not on the same boss)