"There is no moving speed boost, like a enchant etc......but it can be increased as the player levels....it also appears to be affected by armour vs robes......"
>>>It also is considerably effected by using demon or angel wings (equiped) currently.
"yes we are looking at other classes of weapons..... some of them may be visual only, while others may have more effects ...... cross bow and shield I will suggest.......we are looking at redoing the skill system and expanding it."
>>>That's all I can ask. Know it's really out of your hands, but kind of felt bad for those wanting to archer/hunter main being at a disadvantage not only in; current, late game equip potential, but uninterupted skill versatility by not being able to double up.
"two poison skills ? there is 3 green skills listed in the shop but in the game there is poison and toxin which are different skills.....poison is affected by resistences and energy shield but toxin can not be resisted, it has to be avoided"
>>>? Um... maybe your shop is differnt from mine? In mine under that section there are 3 skills and 3 runes. Of those you have bow use poison arrow, spell use poison pool(unsure it that's the actual name but that's what I'm going with), and melee use stun. While one of the runes can give poison damage to everyone, the fact that it does to everyone defeats the point in balance i was making, so it makes it irrelevent. The two points I was making in terms of the balance the 3 skills should be at, is that the stun skill as is is not comparable to the effect of the other two. This is why I made, what I believed to be a fair suggested change in the original post.
"so we have a list of changes, PET system ( in testing ) change of merc system ( in development ) mount system ( in development ) costumes ( in graphic design ) talent system ( will be changed for RoG v2 ) weapons and skills ( in development ) skill changes include making poison ignore energy shield and elemental resistance, adding a immunity skill which lasts 3 seconds to warrior carrying shield, will not apply to dual wielding or ranged characters."
>>>Yes, the merc system could really use some work for sure, as outside varying aid when attempting to solo in the static protect side-event; on maps that you attacked in essentially a ring, you can essentially go without them, and not miss them. Yeah, sure you can mass some open world skill/rune gain, but get that too high at a point and you either have to dump into talent/gem regain, or eat mana pots left and right, so that's a bit of a pointless double edge imo currently. While re-vamping it, if it hasn't been suggested, maybe pass along having the merc auto-respawn; if dead, when exiting another field, be it dungeon or the side dailies. As if you bother to train it up right now, it takes quite an annoyingly long period of time just sitting around waiting for it to re-spawn. Cosmetic costume choices would be nice, though personally I'd want to leave it at that, as feeling the need to collect a wardrobe of crap I likely won't use beyond the point of purchase/collection for the typical stacked stats "skins" of any kind often give, isn't something that appeals to me. That particular point might be in the minority opinion though, as I've definitely seen at least some, that never seem to give up on the "dress-up" trend; at times even over a variety of things far more important, as if they have no sense of self otherwise or something...When re-doing talent; assuming it's not being re-worked from the ground up, changing one of the 2 that both oddly pertain to what seems like doing just about the same thing in limited testing pertaining to energy sheild, to a mana cap increase would be appreciated. As outside of dumping into blue gems atm there is certainly an offset. One of my 2 60's ended up with about 11k health to like 950 mana -_- Admittedly there might be an increase somewhere in the gear additions, but I can't read any of that anyways. In regards to the proposed poison change, I think it might be the better route to keep posion resisted as is, and instead do the same with toxin. Mainly because, I found having to consistantly pre-target the damned toxin pulse mages; not to mention being unable to see said pulses if there's an enemy in front of said wizard, or having to keep a "jump" at the ready to quickly disengage from the neon green vomit/death pulses to be a bit irritating. Not because of the fact of actually adding in that component of added depth to the game, but simply because even if you built yourself to only minorly be effected by other magic damage, or even damage period, those attacks comparitively would still treat anything you could throw at them as if you where running around without any armor on. This might not be too big of an issue, for those that like to rely on glass-cannon-esc builds; as if touched they'd die by just about anything equally, but for everyone else I'd assume it's a shared frustration. Also, yes if you slam and sacrifice for a mountain of dodge you "can" avoid some of it. Though I found death rolls regards of the kind might be excluded from the dodge check of something.
"classes: druid / summoner, being considered, monk ruled out, pure class such as pure mage, pure warrior, pure ranger being worked on, they will be diamond characters with specific skills and equipment because a non mage pure, will not use elemental skills or abilities but things like a warrior becomes a paladin, need to be addressed...."
>>>While i generally like a paladin route, outside heavy yellow gem and/or rune/talent lifesteal stacking; both of which can make you a pain for pvp, with time crunches make it currently disadvantagous overall I would think. In how it's currently set up, I would think a berserker would do much better. You can almost make the stereotypical one as is, you'd just need a good 15-20 sec cooldown gain that converts damage to attack, and a talent skill to convert a decent percentage of ranged damage (be it magic or physical), into health >:)
"anybody can build a pure and level it up by running in a team to get exp but we envision in game events and contests that will test a pure build and the skill of the player...."
>>>Yes, keeping in mind the solo crowd is always appreciated. Especially so to have the system well in place, before the seemingly ever inevitable scarcity of regularly actives. That way even those that are party reliant types don't end up with a sheer cliff in front of them. From my current perspective of soloing both fully, the only aspect that can be slightly irritating in the previously mentioned full encircle maps to the static protect event. Granted, the maps do rotate to easier ones, so it's just more of a slow gain compared to the others, so while I wouldn't mind seeing that adjusted it's fine as is.
"I am a personal challenge gamer, things like dungeon 42.3, cleared in under 40 seconds, solo.....but my next challenge is to clear it solo in under 40 seconds with 3 stars ( I failed on the 50 kills ).....
so I want to see things like a personal best rank sheet for players, that can be viewed by other players.....a overall server ranking would be nice but in CoA, players leveled up, got over powered then went back to team dungeons and cleared them with 10 second runs... so they get their name in lights but it shuts out the players doing those TDs from having their name in lights......"
>>> You could always restrict the achievements in a way that either prevents that, or just makes it undesireable to do so. To begin with taking away any continued prize pool for them would be essential. You could leave a 1-time collection; like for the current achievements, that is specifically made to be of help to around the level/power expected to rank in it, but about useless to those much higher. In this case think a few peices of free proportionately best gear for the bracket. While it wouldn't matter much right now, once the official game is out and you're not getting a high rollers gambling debt worth a gems it would be something to aim for as you go instead of contemplating wasting your likely scarce non-paid gems on repeat gear box uses to flesh out your current set. As far as restrictions for those that would still go at them even if it meant essentially nothing then robbing lower players, and boost to fragile egos I would love to say just level set it. Unfortunately then you run into those that would complain about not being able to be carried, or for those that rather then taking what they learned on prior ones as experiance to use for the higher; that if gauged correctly the cap would far exceed those available to challenge, seek to continually improve on past attempts; especially during down time or end game. To this while it would take likey more work then the coders would really prefer to bother with you "could" just limit any team with a said over leveled/power capped character entering; be it team or solo, from being rewarded or ranked. This would still allow for carrying, and given times and such do show upon completion while in dungeon, those that truely seek to improve would be able to take note of it, without all the "look at me I'm so strong, I beat something so quick so easy, I better then you, hahaha" kind of laughable overpowered, overspending, grandstanding, pageantry.
"I also want to see a monthly or weekly arena ranking reset, this was done in Empire revenant, and it stopped the top players holding the rankings, getting the rewards but they had quit the game..... so I want to see a game that is fair for new and existing players, where they can have their name in lights in the arena because they earned that position and fought to keep it... but when they go inactive, they lose it......."
>>> Fully support that idea, and not just for arena, but for all rankings. If it's something you hold you're removed from it. If it's something you ranked for (think power level, or floors cleared type deal) your off the rankings. I've seen the later done well before, where it was like your off for a week, and while your taken off, if you decide to come back; or in most cases "gave away" *sold* your account and it re-logs then upon the next cycle whatever total you had is then re-adjusted to the current standing. Of course for anything you have to physically place in, you would have to re-gain. Though to be fair, I do believe; if possible, there should be a single chance even in those to say for example hit back to your previous place, then having to climb again if you can't re-take, or use said attempt at one near them, rather then having to entirely re-climb. Not that for example the way the arena is atm that would be an issue as you can hit from anywhere; well once the first page blinking bug is fixed lol, but making sure to keep that in mind for possible future events it doesn't.
>>>One other thing on the topic of events, and fairness. While I expressed in-game chat before that I'm not really a fan of daily timed participation events; or more to the point when there's either far to many, or spaced oddly throughout the day, if and when said events do more then likely happen, there should unquestionably be a time limit to enter. This prevents future complaints from those taking their time to be in the event from essentially being trolled by someone or someones waiting until about the absolute least amount of time they need to enter to usurp rewards. I get it, that can be a strategy for time-management and other less honorable ways of playing, but from what I've seen should you want a larger community, as oppossed to catering to the top, then it's the better course of action.
>>>A few other things I'd like to address:
1. Before the official launch, assuming equipment collection isn't re-tooled in some way that makes this irrelevant, the scrolls for gear sets need to drop, or be fairly granted in some way; especially later sets like 60 scrolls for now. If they actually do drop somewhere already I do apologise, but I've not seen it happen.
2. Not adding things in game before we can use/do them would be nice... Specifically atm looking at the mercury filled pots, that while you can craft, and waste drops that could otherwise actually give something useful, end up sitting there. I believe these are meant for a gear grade after gold, so likely whatever typical red or orange hued "mythic" or whatnot grade not yet in game. Possibly also for part of future 70 or 80 gear recipe as well. Also, looking at those tier 2 and tier 3 numbers where side quests normally pop-up once you start full clearing the last like handful of 4th area sets, and then continue at least for a bit to increase 1 per each level gained after you've finished them all. These in map point you to a way-point icon whose way-point doesn't exist yet, for an area, that is sealed off; though ironically has a boss you can't get to. At least the boss clicking gives some kind of error message though. Small thing I know, but when you've been dungeon crawling and come to and end, and then think "oh there's more?" only to be let down and led into a wall it's kind of disappointing.
3. In regards to the stack issue I mentioned in chat before. After going over drops and thinking about it for awhile, rather then material increases if just any duplication stacked it would solve the issue. Specifically runes and skill books, though might as well check off other inclusions as you go.
4. The safe zone issue. While the directly from dungeon, first log-on, and thankfully updated at some point I believe granted when first exiting the side daily dungeon/event things, is well and good, the peace icon still needs to actually work. Otherwise in the longterm to get from point A to point B at times without possibility of being bug-robbed; although thankfully there's only been 1 person I've really seen an issue with this so far, it's essentially like you're saying buy transport stones to be safe. Don't want to spend gems on them? well tough luck, guess you want to be a lamb to the slaughter. Which to clarify, you know I don't have an issue picking things up, but making someone feel as if they need to do so, will definitely end up cutting into your possible player base.