Does leveling up past 30 require more and more XP each level or is it a fixed amount? (question mainly for the devs). Can we please get a visual number so we know what we need for each level up?
Mainly I made this topic because its boring only getting XP after a mission. XP should be acquired by killing, assisting in killing, reviving, multi-kills/combo, etc… Displayed on screen-in-mission when attained, this could be toggled in Options/Settings (graphical feedback).
Like most RPGs, the XP curve grows the higher your level, IMO this is a system of the past and needs to be reinvigorated. Level should be non-cappable, continue forever and XP (maybe after lvl30) is capped at X amount that keeps the player feeling like progression is constant.
In addition:
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XP at the end of a mission should also include remaining HP and downs, revives, etc. accounted for less awarded for downs and revives (think L4D). More emphasis on how well a person/team performed when handling XP at the end of a match as well.
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Currency. Possibly a currency added that can be used and found on dead enemies or stashes (make exploration more rewarding), in chests. Used to buy “loot boxes” NO MTA (commission), buy Deeds, whatever else the devs can come up with.
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Show XP numbers. We know how much we are acquiring after a level but we have no indication of how much we need for each level up, simple toggle option in settings to alleviate this.
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Show damage numbers option per hit, enunciating crits with different color (& bigger font?). Hard to tell currently when crit’ing.
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Let us change gear, talents at the beginning of a match (starting drop off point). Nothing worse than not having a competent team comp…
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Remove ‘Ranald’s Gift’ from the loot box equation or ensure it has ZERO impact on how end level loot is calculated. It’s no fun completing a level FLAWLESSLY only to get screwed by the RNG of ‘Rgift’. Or rework it to be based on player(s) evaluation post mission.
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Legendaries suffer from current WoW syndrome. Fix: add epics (purple rarity) to loot pool. Make Legendaries TRULY legendary (possibly named after Lore figures/events/places?)
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Dumb you have to lose HP to gain HP overshield for respective talents (gain temporary HP)
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Option to mute specific characters. Love to mute the elf that only seems to talk sh*t about how bad the others characters are, and “Lumberfoot + Mayfly/ies” are quickly becoming some of my most hated words.
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Ability to toggle AFK like in L4D; “take a break”
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Potions do not last long enough. 15 - 30sec? Play with time and buff to make fair.
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Some class buffs are pathetic (e.g. Saltz - Crit chance group buff, only 6sec is ridic, at least 10sec).
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Dynamic spawns for tomes. Give us a reason(s) to explore…If added, make tomes worth more.
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False sense of difficulty in boss fights. As time passes more and more adds spawn, this is bad game design, a good boss fight has semi-predictable mechanics. This is especially a problem on Halescourge and Skittergate.
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Heroes that have dash ability ULT: each should have some sort of damage/debuff/dot added (alike Kerillian). Kruber dash is nice but if you dash right into a group you wind up in the middle and possibly in a situation where you are now surrounded…lackluster, needs tuning.
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When an appropriate loot chest level has been determined, soldier’s/general/etc. if there is any remaining of the bar, instead of wasting it into nothingness, convert it to bonus XP.
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Option of what to do next when a mission fails; Retry or Go back to Hub
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Saltz cannot shoot when out of ammo while using talent (Prize Bounty) - “Shots affected by Blessed Shots do not consume ammo” - maybe bug, maybe working as intended (need at least 1 ammo remaining?), talent is misleading
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Damage taken (at post game stats, circled value) should equal whomever took the least amount of damage, not highest, highest is nothing to brag about
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Loot Die - these could take the place of what Ranald’s Gift does, as with when die/dice are cast, you can get anything from 1-* depending on die/dice. Instead of a fixed amount of XP added it should be random, 1/4 level to 1-1/2 level (*6 correlating with most common die/dice, possible sides). Additionally, at least 1 should always spawn on each mission (max 3?)
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Gutter-Runner (special enemy) should not do as much initial damage as they do. Getting pounced is many times impossible to avoid, the initial pounce is what I’m talking about, not the damage they do once a player is locked down. Hunters were no where near this broken in L4D, not to mention Hunters were always on the map once loaded in and didn’t have that disappear and can’t be attacked BS Gutter-Runners do.
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Do not allow more than 1 of each special enemy to be spawned at the same time.
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Special enemy spawn times are ridiculous sometimes, just killed a Packmaster, well, another JUST spawned, there should be a little bit of reprieve…
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Filters added for “Quick Play”, mainly would like a checkbox to only search for other players that use a mic. The runs where everyone has a mic succeed much more than those where no one else is using a mic.
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Prestige system? Kind of fun starting over from Recruit difficulty. Can only be activated at/after level 30.
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DLC characters. Will buy, especially if we get a convert Chaos Warrior playable character.
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When/if doing DLC-MTA, DO NOT CHARGE FOR MAPS, please. Maps should be free for all players, not doing this will split the pool of players.
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Icon showing who is talking (microphone)
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Empty chests, 9 times out of 10 regardless of the difficulty these are empty? Why? Not sure, are they dynamic spawns or static? If static, then being empty mainly makes more sense. More reasons why there should be a currency added.