- Increased drop rate when in a party (and the party members are in the room)
- Faster movement speed for some classes (ninja, chunin, dragon shinobi, yami no ronin, blademasters) or keep the double click sprint functionality only to some few.
- More aggressive monsters to make some environments feel alive/dangerous, especially harsh ones like deserts and caverns.
- Weapon weakness (less damage when dealing with selected monster species) which is going to sum with the next 2 topics
-Elemental Amulets (or monster amulet): Adds a "monster kind" tag to the player when equipped (with human or dragon kind being the default). To buy any amulet would be necessary rank 10 on MonsterHunter and a drop from a high level monster from said species.
- Currently we have 5 "elements" (chaos, dragon, elemental, undead and human) so I propose adding 5 more for higher diversity and balance: Spectral (for ghosts-like), Beast (for animal-like creatures), Fiend (for demon-like), Artificial (machine-like) and ??? (for unidentifiable creatures).
- Pet NPC (based on DragonFable's "invite as friend" feature): A temporary battlepet which gives the area's quests, restricted to the map of origin (once the player leaves the assigned map with the pet equipped they become a yellow question mark). The idea is to make the npcs more of a partner, someone you are actually helping, fighting alongside and less of a lazy guy telling what should be done.
-Armors that when equipped to certain classes will trigger different animations (I had package armors in mind to be clear).
> In the topic of skills animations, some of the most recent ones are made pointed to the 'camera' and not to the character 'front' which can make it seem a bit off. Also, some skills animations are so big detailed and slow they simply lag the game too much (understandable for special classes like vhl, lr and dot tho). I like the work you've been putting into classes over the years, just tried some constructive criticism.
That's all, thanks.