Suggestion #40 by the Infamous Cyber Dream:)
Juggernaut is literally unplayable at this moment and it's long past due for an update. I've suggested a couple ideas in the past which may improve this game mode and I will re-suggest them for this post.
This alone may make jugg playable again. Bring back Passives for juggernauts only. This way, we could save some skill/stat points that would normally be invested towards actives and put it towards some other skill that may help us in battle.
Bring back boosters for juggs only. It's no secret that juggs are underpowerd. Boosters could be used as a small boost/advantage.
Always give Juggs the first turn in a match.
Remove the underdog/ranks system all together Why? Because it's literally (excuse my language) stupid. Why add in an underdog feature to rival higher players? Because lower players are having a hard time competing? Well, start with the source of the problem before adding in handicaps. IMO, a combat rating will work just fine in epic duel. Keep the max level at 40, remove ranks, lower the skill points and stat points and lower the amount of xp it takes to hit 40. Matter of fact, add in a solid story and by the time you've completed the story, you'll be max level. Use this system I am about to suggest.
-Your combat rating will be determined by the level of gear you have and by the amount of stat points you have within your gear, it will also be based on level a little. So lets say the max CR is 100. You can be level 1 CR100 all the way up to level 40 CR100. So basically, your cr is based on your gear at your current level. To avoid players purposely lowering their CR to get matched with someone with a lower CR. A system should be added in to detect if a player has gear or recently had gear which gave him a higher cr prior to battle. If this happens then the system will give the player's next opponent a boost similar to underdog mode which should be scaled to the difference in the CR.
Class specific roles/items
Basically, give each class it's own strengths and weaknesses and make class specific items with modified stats which contribute to both. So tanks will have tanking gear, dps will having dps gear and healers will have healing gear. Also, giving each class a base dps role seems to work out well in games. So basically, make each class unique.
Better PVE/NPC events/experiences
I have a couple ideas which could bring the ED community closer and add in more competition besides pvping.
Add in a world boss where all the players will be competing to see who inflicts the most damage.
-Add in scaled PVE weapons which should be f2p and have no kind of p2w aspect added to it. So the more you play, the better you get.
-Add in shops for these scaled pve items.
-Add in PVE leaderboards/rewards for such events.
-Add in new achievements related to this.
-Add in a storyline with more of a battle map style where you fight npcs based on their strength. So basically the first storyline boss will be the weakest and the last will be the strongest.
Npc hour? This could be similar to power hour but instead, players will be fighting npcs to level their pve items.
Add in some type of farming system
-The farming system we have now which is npcing is to plain and boring. Add in something a little more interesting. Something like blueprints, basically we can build any weapon and class in the game but to do so, we need to collect parts. As to where we could get these parts? Npcs? Why not? Im pretty sure you guys know what farming is. Add in something to make us work for while keeping it fun. Make us WANT to farm.
Variations and Arcade
Ok, this is the best idea to me. Add in variations of items. I wanna give an example but I can't think of a game that has this right now so i'll try to explain.
-Lets say I have the Delta Armor. A variation would be an alternate version of the delta armor with a different color scheme, name, or even a slightly new look.
-To get variations, you can farm npc for certain styles or use arcade tokens for the arcade.
I would suggest adding in two types of arcade tokens. One type being cheaper in credit and varium cost which gives you a lower chance at rarer items while the other type of token will be higher in varium and credit cost with a higher chance at a rarer item. This could be a good way to get players to buy and spend varium.
I know I suggested alot of things but in a way, all of these are connected. If you feel as if any of these suggestions may go well with your suggestion then feel free to us it. Also could anyone with knowledge of flags/tokens make a suggestion on it? I would but im short on time right now.
< Message edited by Cyber Dream -- 10/28/2016 22:12:28 >