QUOTE(buktore @ Apr 16 2011, 07:35)

Remove Spark from the game entirely; it make everything stupid.
Likewise, remove or change the stupid monster skill that do 20k damage in one hit.
I agree with this to some degree. The fact that the ONLY way to survive certain attacks (Puff of Logic, for instance) requires Spark of Life is pretty annoying. I guess it's nice that it does make your Spirit bar meaningful, when it would otherwise be totally useless to almost everyone, but I'm sure there's a better way to improve on it's usefulness than Spark of Life.
QUOTE(buktore @ Apr 16 2011, 07:35)

Have, at most, 3 difficulty level... It can be done by using more brain and less herp-derp.
I completely disagree here. I only recently discovered the real value of the tiered nature of the difficulty settings. As you gain more levels, get better equipment, and grind out higher base profs, you start becoming dramatically more and more powerful than the enemies you face. At my level, the game is boringly easy on Normal, and I've developed to the point where playing Arenas and IW on Nightmare is the perfect fit for me. Playing on Herioc works, but I get less EXP and credits and Nightmare isn't significantly harder. However, Hell
is too hard for everyday play, so Nightmare is perfect.
If you could only choose from Normal, Hard, and Insane (IWBTH), there wouldn't be any gradual stepping up of the difficulty as you realize that you've getting more powerful, and capable of fighting stronger monsters. It would be too scary to try playing on Hard, even when you're getting bored of Normal, because there's no stepping stone difficulties to try out to see if you're powerful enough.
QUOTE(buktore @ Apr 16 2011, 07:35)

Integrated RoB into Arena; EX: [End Game] > [Real Life/Something] > [Twisted Plots] ... You can't go further until you beat the Arena 'guardian'
This is a
terrible idea. The Gods are just that...
Gods. They aren't anywhere near the same difficulty class as Boss monsters, or even Legendaries. They have been specifically designed to be optional challenges, not huge cockblocks that stop players from participating in the fun challenges that characters of their level deserve.
QUOTE(buktore @ Apr 16 2011, 07:35)

Give a small to moderate Parry to ALL non-staffs weapons that didn't have it yet. It's dumb that, given the same cloth to wear, a Katana-wielding Samurai have the same defensive capability as a stick carrying Mage...
Put more emphasize into gears or change supportive spells to work in conjunction with players equipment; my Shield spell give more absorbs than my whole armor combined, and the AC/Heart give more Crit than most weapons... The game have too much reliance on magic and the amount of mana you have, not how you build your char and the thing you wear.
Generally, I disagree about 2H weapons having parry. There has to be a significant defensive disadvantage to using a 2H weapon over a 1H; 2H's are sooo much more powerful, mostly due to of Domino Strikes. I think Tenboro has done an excellent job in balancing the power and defense of the wide variety of melee styles in HV.
However, I totally agree about equipment. The differences between heavy plate and silk, in terms of defensive bonuses, feel much too small. Especially at higher levels, where the Physical Absorption stat is essentially meaningless, Plate just totally loses compared to gear with high evasive stats.
As for magic, mages being able to proc Channeling almost on demand just gives them an extremely large advantage in terms of longevity. I have spent
maybe 500 mana on each of Regen, Arcane Meditation, and Spark of Life in the last WEEK, while melee characters need to rely heavily on RNG to get Mystic Gems if they want to avoid the costs of these extremely expensive buff spells.
This is most obviously evidenced by the fact that Bunko was (rightfully) very proud to have gone over 1300 rounds in Grindfest as a melee build... yet Ichy, a mage, went 5000 rounds in one Grindfest without breaking a sweat, and then 8500 rounds in the next.
Anyway, that's my respose to Buktore. Here's why I came to this thread in the first place:
1) I'd like to suggest that the standard player auras be slightly improved. Mostly I'm worried about the Green and Blue auras, as their Physical and Magical defense bonuses are, in a word... worthless. Except for the fact that
very low level players benefit greatly from Green aura's 2 points of physical absorption (though that's been nerfed by the "you always take 1 pt of dmg" change), it would make much more sense to have those auras provide a %-based defense. Perhaps to balance out the fact that %-based defenses are less powerful at low levels, the aura could provide both flat Absorption and % Mitigation. The flat absorption is meaningless at high levels but good at low, and visa verse.
If nothing else, please fix the typos in the Orange and Violet aura's hit bonuses. They've been missing the % symbol since as far back as I can remember.
2) I realize that this would require some significant editing to the UI, but there really isn't enough room in the Buff and Debuff bars for all the effects that can be active at once. When I've got all the supportive spells running on me, plus Regen II, and then Channeling procs, or I have an elemental gem active, I can't tell what all my buffs are. Thank goodness for Spark's color-change effect on the Health Bar, or it might be impossible to tell if the effect is active.
And for Debuffs, I find myself constantly applying more debuffs to Boss-level+ monsters than will fit on the Debuff bar. Slow + Weaken + Blind + Nerf + Poison + spell debuff (like Searing Skin) + Coalesced Mana/Ether Theft is too much to fit on the bar, which means that the one with the longest remaining duration can't be seen. And this will just get worse at level 250, when I learn 2 more useful Deprecating spells (Lifestream and MagNet).
Holy crap this turned into a wall of text. Sorry about that.
tl;dr verson:
Auras could be better, especially their defensive stats.
Please add more buff and debuff slots.
The difficulty system is awesome.
Plate gear doesn't seem strong enough compared to silk.
Spark being absolutely required against certain monsters is annoying.
This post has been edited by coredumperror: Apr 17 2011, 11:59