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RE: 2022 AQ Wishlist

 
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1/27/2022 5:02:37   
Noremak Soothsayer
Member

I'm waiting on the tier 2 class armors to get higher level versions. I want to be dragon slayer at higher levels. For that matter, I want targeted trigger items to be buffed. I want a reason to go collect dragon trigger items rather than use my normal stuff. If I have a dragon blade, a dragon trigger shield, and armor (preferably an update dragonslayer), I want to feel strong and worth the effort I put in to collect those items. I realize noone else is asking for this and that it isn't part of the general meta, but one of my favorite things about AQ is the idea of preparing and slaying a particular thing. (Paladins for undead, vamphunters for vampires and werewolves, dragonslayers for dragons, etc.) I always thought it was cool.

(On a low level char, I collected a bunch of dragon hunting gear and took the The Choice to Fall challenge fight and had alot of fun. I want to have more experiences like that.)
Post #: 51
1/29/2022 13:15:20   
Deaf of Destiny
Member

need more tomes
Post #: 52
1/29/2022 13:41:41   
Macho Man
Member

I just want one thing, the stats update. I wanna be able to use pets and guests and still be able to hit anything at all. For the past year I've been running the meme backlash build for fun and I don't have a legit build at all.
AQ DF MQ AQW Epic  Post #: 53
1/30/2022 12:46:04   
Zennistrad
Member

quote:

I'm waiting on the tier 2 class armors to get higher level versions. I want to be dragon slayer at higher levels.


I believe Cray has said in the Discord that the current plan is to have Tier 2s in their full skillset only be available up to about level 90, since class tier progression is supposed to coincide with level progression.

To make Tier 1s and 2s relevant to max-level players, revamped Tier 1s and 2s will have a "master [class] armor" which will have some of two or three of the class's skills on it.
AQ  Post #: 54
1/30/2022 13:59:49   
  Lorekeeper
And Pun-isher

 

What I said several months ago, while clarifying that it was explicitly a purely personal musing and not representative of a design plan, is that I would like for such a feature to be made for lower tier classes.

Scaling the full classes all up to level 150 would still take as much effort as a class revamp, as most are too outdated to not call for a full redesign, and carry numerous negative consequences for the entire game. To begin with, it would result in each of them completely dominating their respective armor element.

Beyond just limiting design space for future armors in those elements to something insane enough to compete with a class and somehow not overlapping with the niche of any class, this would also extend to the development of the Tier 3 class revamps. Each fully scaling T1/T2 class skill would close off design space for T3 class ones

The results of having to balance around a full inventory of classes would also not be good or fun for anyone involved. We would have to either begin designing around the assumption of said inventory, which would make modern content much rougher until one fills their armor slots accordingly, or impose much more severe title restrictions. All while still dealing with the above problems, and the consequences of rendering the vast majority of armors obsolete.
Post #: 55
2/2/2022 1:23:22   
Noremak Soothsayer
Member

quote:

impose much more severe title restrictions

Personally, I favor this and in general, dislike the tiering system. The tiering system makes sense when there's a natural progression (mage > Wizard > Archmage). It doesn't make sense when classes like vampire hunter, dragonslayer, and dracomancer don't fit as there's no next step. To add insult to injury, all the time and effort just seems wasted on revamping anything tier 2 (or tier 1) when you're going to outlevel it and quickly. Early game (levels 1-45) is kinda slow, mid game goes really fast (lvl 45-75), and high levels ( lvl 75 and up) is a crawl and where you'll stay. At the current stage, it feels like I get stuck in paladin armor and can't play with anything else. In short, I prefer 1 class armor per inventory restrictions but masterclass armors is a nice compromise.

To OP, I'm sorry for getting off topic. I wanna be a warrior with STR/DEX/END stats and FD armor that can out-tank bosses. Shields with an END scaling damage resist skill would be nice. More low proc weapons would be cool too.
Post #: 56
2/6/2022 10:31:11   
.*. .*. .*.
Pfft hahaha!


I am not sure how easy it would be to implement this but I think it would be great with a separate menu for all toggleable items and with a dedicated slot per item category.
There are situations when it gets a bit meesy and icons overlap or you simply click and you toggle something else which you don't want to do, so you end up changing gear instead just to be able to get the desried toggle.

This menu could use the same category icons as in the shops, if you would equip a toggleable item, it would pop up and be highlighted in the toggleable menu.
This way you would have a clear overview of what equipment you currently wear which is toggleable and it would all be done with a few clicks.


Post #: 57
2/19/2022 8:57:51   
Shadow Spawn
Member

My simple wishlist is the introduction of the Archmage and Ranger class.

A tier 3 spellcaster class and as well a class that some of us long ranged fanatics wanted for a long time.

Absent for a decade and still no ranger class
Post #: 58
2/19/2022 12:01:45   
bvd
Member

my wish is for the staff to increase the inventory slots from 150 to a super high number so I can collect all the armors that I want.
AQ  Post #: 59
2/19/2022 16:28:29   
Branl
Member

quote:

What I said several months ago, while clarifying that it was explicitly a purely personal musing and not representative of a design plan, is that I would like for such a feature to be made for lower tier classes.

Scaling the full classes all up to level 150 would still take as much effort as a class revamp, as most are too outdated to not call for a full redesign, and carry numerous negative consequences for the entire game. To begin with, it would result in each of them completely dominating their respective armor element.

Beyond just limiting design space for future armors in those elements to something insane enough to compete with a class and somehow not overlapping with the niche of any class, this would also extend to the development of the Tier 3 class revamps. Each fully scaling T1/T2 class skill would close off design space for T3 class ones

The results of having to balance around a full inventory of classes would also not be good or fun for anyone involved. We would have to either begin designing around the assumption of said inventory, which would make modern content much rougher until one fills their armor slots accordingly, or impose much more severe title restrictions. All while still dealing with the above problems, and the consequences of rendering the vast majority of armors obsolete.


I think in the case of Dragonslayer, if there was enough popular sentiment for it, an argument can easily be made for it to be treated as a T3 armor. It's in the same boat as Paladin, being specialized armors that have plenty of room to be out-competed by it's competition unless they are fighting the type of enemy it's supposed to be. I would view T1 and T2 armors as accessible by as many sub builds within it's intended build demographic as possible, and T3 to focus on either specific build sub categories (Necromancer) or specific combat niches (Paladin).

I just think it'd be a shame to miss out on combat niches or sub categories at endgame because classes that could be made T3 and serve a niche without being the absolute best in slot option are classes are dismissed.
AQ DF  Post #: 60
3/18/2022 6:35:41   
Ninjaty
Member

Sharing/trading items between accounts is the only thing I want, in terms of functionality. Ideally a full trading system between any accounts, but if that is too much, then just a cross-account vault system using our Artix accounts would be nice, or a way to transfer our characters between our accounts.

As for content? I would love for there to be a lot more retro items added. I wouldn't mind seeing a handful or so every month. They could even make a lot of retro house guards, so we can build our own small retro quest wonderlands.

< Message edited by Ninjaty -- 3/18/2022 6:39:05 >
Post #: 61
4/1/2022 1:52:44   
OG Ranger
Member
 

Just wanted to point out that the new sonic movie is coming very soon (April 8) which is prime time for hedgemog to return. That's my wish.
AQ  Post #: 62
4/3/2022 4:18:05   
legendd
Member
 

Jelly pet clones as permanent addition (premium, like maybe UR?)
Post #: 63
4/3/2022 4:52:29   
Guardswordian
Member
 

Personally, I'd like it races like Dracopyre got a boost. Originally, storywise, they were fearsome beings that threatened both Vampires, Werewolves, and Werepyres. However, all we've got is lvl 90 armors with a couple of skills.
I think part of the reason Dracopyres were overlooked for so long is because of the playstyles in place. Each race has a playstyle suited to it except Dracopyre. Warriors choose werewolf, rangers choose neko, mages choose vampires, hybrids choose werepyres. It's a set deal. All playstyles seem to have a race pre-decided for it. That's why I have a idea: why don't we make Dracopyre a race for a playstyle outside of the other races? I'm not sure how Backlash builds work, but if that doesn't work, an entirely new build could be created for the armor. Such as having same values for all stats. or having a FO style vs FD style combination of two playstyles (since there's two sides for Dracopyre, this would fit).
Well, the idea goes on, and this would probably take a while to implement, but I really just want the Dracopyres to be boosted beyond their lvl 90 forms.
Though yea, Dragonslayer Tier 3 sounds cool too.
As for Tier 3 spellcaster class, well knight/warrior class need Tier 3 as well.
As for rangers, yeah that'd be a good class to add. That reminds me, there should be a Bow of Awe added into the list.

Edit: Let me correct myself. Everything I said above still applies, but above all I want higher level armors for pretty much all classes. Higher tier armors first of course. But I'd like this eventually for all class armors, because by the time you completely level up some class, you are usually higher level than the armor level, and therefore it's better to use armors other than the class armor. I think this is something that needs work, even if you don't add new skills like Paladin or Necromancer and just scale resistances and damage output.

< Message edited by Guardswordian -- 4/6/2022 5:18:41 >
Post #: 64
4/5/2022 4:37:22   
Spendin
Member

What I desperately want is an update to the Paladin Rider and Necromancer Cavalry armors from the Golden Giftboxes that would give their users access to Paladin and Necromancer class skills respectively. Basically letting them function as an alternate option to the standard Class Armor with a few extra abilities. It would go a long way towards making Paladin Rider an actually viable armor to use.

I'd also like a proper Guardian Class with its own questline and skills. Dragon Fable, Worlds and AQ3D all have Guardian classes, so why not Classic? Seems a bit weird that the game that introduced the Guardians is the only one without a Guardian class. Ever since I was a kid waaaay back in 2005 I have always thought the Guardians were such a cool concept. They always deserve more love in my opinion.
AQ DF  Post #: 65
4/5/2022 10:23:47   
Rafiq von den Vielen
Member

Trading. Please.

I have so many characters with items spread all over the place that it almost makes me sick (regrettable choices here and there, I won't talk about that) but hell if I could salvage them all onto one account I would be a happy camper.
Post #: 66
4/9/2022 5:17:48   
OG Ranger
Member
 

Just realized a luck stat drive shield (+50 LUK) doesn't exist. One of those would be nice.
AQ  Post #: 67
4/9/2022 12:23:47   
battlesiege15
Member

Wasn't there plans for the Pet Whistle before they switched to not needing a turn to change pets?

Also, updates to Aria's temporary guests and Koofus from Fairwind Spring would be great!

Maybe updates to the Jagged Peaks? It's always fun to see what shop you get at the end
AQ AQW  Post #: 68
4/11/2022 16:59:50   
igloo4
Member
 

New no drop items. A Bow of Awe would be the biggest one for me, though it would be cool to have an axe, a wand, and even a tome with a few of the Awe specials (Guardian Dragon, drains, and/or spiral carve) as tome spells. Also a whip or something I guess if they are planning on making more 100-proc melee weapons). A Lance of Awe would be cool too on the off chance rider builds with lances become a thing.

No-drop armors could use an update, as they're a bit too vanilla to be very useful for most players at the moment. Perhaps add an armor skill? An Elemental Guardian Dragon for Ultraguardian, either a straight nuke or with an offensive status like elevuln. Armor of Awe could get a defensive skill (Defender of Battleon is a nice name), maybe MRM/multiplicative elemental resistance or a defensive status infliction like stun or choke. Stat drives would be another good option for spicing up no-drop armors, with the boosted stat depending on the type of armor.

Also the Ultraguardian shield desperately needs a visual update.
Post #: 69
4/12/2022 8:42:56   
battlesiege15
Member

Can we also bring my color customization for the Armor of Awe? :(
AQ AQW  Post #: 70
4/12/2022 9:46:22   
SapphireCatalyst2021
Member

I would like to see the status system revamped. Too many similar effects. Daze/fear are too similar + Burn/Poison are too similar. Paralyze/freeze aren't equal. Other effects that are kind of cool are underrepresented such as Fragile. Fragile would be cool on spells, pets, guests, etc. Some effects have been turned to "siphon" versions when they could honestly just be something different. Disease could honestly replace the siphon versions or simply be redone.

In addition, not enough status implementation from miscs that inflict based on pets/guests, though it used to be worse. I hate elemental empowerment status as its player only.
Post #: 71
4/12/2022 12:59:43   
Lv 1000
Member

quote:

I would like to see the status system revamped. Too many similar effects. Daze/fear are too similar + Burn/Poison are too similar. Paralyze/freeze aren't equal. Other effects that are kind of cool are underrepresented such as Fragile. Fragile would be cool on spells, pets, guests, etc. Some effects have been turned to "siphon" versions when they could honestly just be something different. Disease could honestly replace the siphon versions or simply be redone.

1) Daze and Fear are kind of meant to be the same status, just for different situations. I would suspect that it's less work for the devs to just have a separate "Daze" status for spooky/undeath/etc related items than to code it as a renamed Daze for every item in question. The only major distinction is that Daze usually has an END save for the monster and Fear usually has a CHA save for the monster. Regardless, for the most part, both of them existing seems much more like a convenience than anything else.

2) I definitely agree that Poison and Burn are not distinct enough. In the somewhat distant past they functioned somewhat differently but they were made equal some time ago. There has been some effort to create a distinct niche or use-case for Poison (i.e., Poison Siphon to HP/MP/SP), and I'm sure that the devs want to play around with this more. I should note that Poison also used to primarily deal Harm damage, and that *was* its niche as only a select few items could have non-elemental burns back then.

3) Paralyze and Freeze-type statuses aren't meant to be equal. Freeze-type statuses are a combination of Stun and a damage boost. Under normal circumstances, you're assumed to be attacking a monster's weakest resistance, which is assumed to be 130%. Freeze makes you instead deal damage as if the monster's strongest resistance was 200% (under most circumstances Weakest*1.5 + Strongest >= 200%). So we have a (200/1.3)-100 = ~+53.85% damage bonus on top of a stun. To quote Jeanne for some math, Freeze-Type statuses are worth:
quote:

(7/13*140%*0.85) + (140%*0.85) = 183%, which is simplified to 20/13*140%/0.85. The first part is a +7/13 = 53.85% EleVuln (since 1.5385*130%=200%) and the latter is the stun.

While stuns (Paralyze, 100% chance Fear, and 100% chance Daze) are simply the monster's worth in %Melee, 140%, multiplied by their expected accuracy, so we have 119% Melee (you can see that 119*1.5385 ~=183%).

4) Regarding Disease, I think that we simply need a bit more support for this status. Being able to cripple enemy HP/MP/SP healing can be a hugely beneficial strategy for certain monster (e.g., this year's Grenwog quest had healing mobs), or (challenge) boss monsters that have deadly MP/SP skills.

< Message edited by Lv 1000 -- 4/12/2022 13:02:10 >
Post #: 72
4/12/2022 13:31:14   
SapphireCatalyst2021
Member

As for fear vs daze, Perhaps the stat used to inflict and resist is enough of a difference for some to justify the rest of the similarities, but I still think outside of that they are too similar. I personally wouldn't mind seeing a differentiation on the two other than that. I guess one issue I tend to have with this game at times is a lack of imagination. I get these were created long ago, maybe even by people who are no longer involved with the game..who knows at this point. I just think one way to spice the game up is new ideas, and therefore, it is extremely offputting to me when people swoop in and just defend the status quo...almost for the sake of it. While I cannot begin to guess what the motivations of someone is at the end of the day, I do think to myself and run through the different possibilities, I have to admit.


In regards to disease, and this is where a lack of imagination comes to play, while disease currently drains all 3 pools, I think a better idea is making 2 forms of disease that specialize, in specific resources with greater draining ability and rename them .. And then, yes, we need more implementation regardless of what that looks like.


In regards to the freeze effects, I just feel as though the loss of turn PLUS the damage increase is too much, especially for BM's where guests and pets effectively get 2 turns.

IMO, there's too many effects that grant turn loss. Paralyze, daze, fear, control, freeze (and its cousins), celerity, etc etc maybe something I haven't named. So using some imagination rather than just quantifying turn loss values (boring), recode the effect to be something new and different, no? I think keeping the elemental change, no longer granting turn loss, and maybe the elemental change also could change the monsters offensive element for 1 turn, too, would be something different and unique that AQ really hasn't done before. Imagine if you froze the monster, pushing it's fire resistance to a max of 200%, but also changes the monster's offensive element to Ice for 1 turn ? (or 2)


We do see some new ideas added to armors quite a bit, and occasionally a misc or even a shield from time to time. Staff really do a good job here, so thank you staff. However, these are usually limited to the item or any items that are made, but no new actual statuses that could be added over time or to any old item updates. There are too many paralyze items, too many daze items, too many of several effects because there's nothing imaginative, at times, going on. I don't know if it's too time-consuming, out of thematic bounds for a story or item's intention (art, or story-based), etc but wouldn't it be nice to see little used effects used more, old effects updated and modernized, and this could spice the game up not only for the regulars but also those who may one day come to revisit the game? I think a status system update would be good for growth, so on my Wishlist is re-imagining the status system to enhance gameplay to make the game more fun for everyone.

I get some people really enjoy the math side of the game, and its balance and everything that entails. Some may tend to interject their opinions based on said math, and that's what makes them happy. I get there's a place for it, but sometimes I just wish we could take a chance, step outside the status quo, use our imaginations when it comes to designing and building the game, and stop justifying how things are as an excuse for keeping things as-is.

My wish has nothing to do with the math behind the status, and is more about wanting to see new stuff because that's what's fun *to me*. However staff wishes to balance this with their math is fine.

Kind of confused about the constant push to justify, even on a "wishlist" thread. SMH





< Message edited by SapphireCatalyst2021 -- 4/12/2022 13:36:58 >
Post #: 73
4/12/2022 13:58:06   
  Lorekeeper
And Pun-isher

 

quote:

So using some imagination rather than just quantifying turn loss values (boring), recode the effect to be something new and different, no? I think keeping the elemental change, no longer granting turn loss, and maybe the elemental change also could change the monsters offensive element for 1 turn, too, would be something different and unique that AQ really hasn't done before.


Elemental Vulnerability and Imbues exist already, and have for some time. If you have missed out on sources of the former, I'm certain more that you will find enjoyable will be released. However, forcibly imbuing the enemy's attack elements is a tactic best reserved for monsters, as removing the sole downside of scrambling would be quite a jump in power creep.

As a side note, kindly cease the insistence on reframing arguments that use math to explain points as restating the status quo in a tautological defense of itself. The thinly veiled insults to the imagination of players and staff have not escaped notice in the past, and this post was no exception. We wish to keep all interactions with players constructive and positive, and that unfortunately requires putting one's foot down and pointing at the rules when there is an insistence to the contrary.
Post #: 74
4/12/2022 15:10:49   
SapphireCatalyst2021
Member

I wasn't reframing an argument that uses math to explain points as restating the status quo in a tautological defense of itself.

The status quo statement was about the over-usage and even under-usage of current ideas rather than any type of math argument. My point was an attempt to "wish for" new ideas with the status system whether it be a redesign or brand new stuff, as well as using under-used stuff.

His reply was about the balancing of current statuses and justification for it. It was kind of off-topic.

I get the Math side and the Balance side of AQ is Lv 1000's forte, and I agree and understand that Lv 1000 is knowledgeable about the game from that standpoint. Lv1000 may very well be passionate about that aspect of AQ, and because of that, it might have steered Lv 1000 to reply that way. My words may have steered Lv 1000's to reply that way. Who knows.

As a result, I was trying to point out it had nothing to do with GBI's, and therefore, my "AQ Wish" wasn't a math issue, nor balance, but rather an issue with too many effects having too similar of a mechanic as well as extremely under-utilized statuses. Perhaps I could have worded my reply differently. Apology for that.

I didn't mean to come off and call anyone specifically as having a lack of imagination, but *the game*, at times, IMO, can sometimes go down that path. I don't blame any one person. I certainly wasn't saying that about Lv 1000. I just felt like Lv 1000 went down a path (initially) in the reply that wasn't about the point I was making.

And please understand that I did acknowledge, as it seems to have been overlooked, that there are other aspects of the game this isn't seen nearly as much, as I stated specifically in that post. Armor creation has been very good. Some miscs, too, have been very good. Even some weapons.

I didn't mean to create a defensive posture from Staff here, and if what I said also caused Lv 1000 some heartburn I apologize for that, too. Either way, I think you're misunderstanding what I was attempting to say, which is likely partially my fault, which was due to poor wording on my part. Again, I feel I was taken out of context and I own partial blame.

Even so, my opinion on the topic is my opinion. And I refuse to change my opinion because of a misunderstanding of my intent.

In regards to the forced imbue of the monster, my idea is it wouldnt be permanent. It would simply be akin to choke, or panic, or other damage reducers in that by forcing a 1 or 2 turn element attack change, it's lowering their damage just for those turns. Simply a different way to implement a similar effect. AQ does this all the time already. A regen effect vs a healing spell vs a damage reduction effect vs a barrier are all different ways that kind of do the same thing. This is just that.


As to your quoted part-> I have played AQ since 2006, and I know elemental vulns exist. I own many items specifically for that status. I know imbues exist. I still hate elemental empowerment. Just 1 player's opinion.



< Message edited by SapphireCatalyst2021 -- 4/12/2022 15:29:18 >
Post #: 75
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