Fell Seal: Arbiter's Mark

Fell Seal: Arbiter's Mark

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A couple of suggestions
Great game, really enjoying it so far.
I have some suggestions, just splitballing here I love these types of games and this is the only one that I know that’s coming out!

Would be great if inventory items/gears can be further customized with gems or affixes with additional stats different from base stats. More customization and harder fighters due to said customizations are fun. Would like items to have more strats attached instead of just stat buffs, with pure stats gear give more much stats and provide no utility. Maybe have a gear matching system with sets, or colors, or bonus if going full leather or full class sets so people can choose to get bonus as a melee assassin or more utility by using a crossbow or bombs.

It’s awesome to be able to have creative use of skills or mechanics and a players individual style of play. This adds depth, replay value, and means to beat impossible optional contents that require such creativity and depth.

Everything from skills to classes to items should be given inner budget values and everything in one category should have the same total value. Balance = more rewarding and fun.

Archer types should be penalized with people are on their face, maybe min range for crossbows - requires mobility to overcome- added strat and depth

Maybe add cast times and interrupt to spells, and ways to help a spell cast through and ways to interrupt casting. - requires interrupt to overcome - added strat and comp

Add counters for healing - healing reduction

Make requirement to use things like focus - sniper shot to kill something that can only die in one shot or heal to full or creative use of skills to overcome a normally impossible hurdle

Really need to add time/turn limits to kill or do enough damage or reach a goal. With no time limit the game doesn’t have the needed urgency at times. The game kind of does this with healing and status effects but I feel it can be more pronounced.

Would also like a monster capture system and use them as pets/character/character extensions/utilities or as mini games

Would like a separate skill system outside of class, perhaps tied to gear or story choices or guild affliations or race. These skills should not be consumed by action and can be used in conjunction with regular skills. For example - long throw - item can be thrown further away - throws a potion across, long cool down or one use per battle, can change the tide of battle, not related to damage. I feel like templars sacrifice self for dispels is another example of this, or blink to an enemy. Very strong utility that can really work or backfire

Would be great if gadgets behaved like gadgets instead of just basically the same thing as spells. Music box I feel is very unique but overpowered.

I feel a lot of skill trees from various classes are too similar, for my taste I would like to feel the uniqueness of each class and all class based skills should be unique. Class identity so to speak. Off the top of my head, fell blade and assassins both use statues effects, Warmage and duelist are very similar.

Too many versions of root, blind, aoe cross based damage that are rather generic. Mainly the melee classes.

There should be skills/spells like chain lightning, charged attacks, healing debuff effects, and so on assigned to some classes to make them feel unique.

additional random events in a map like rifts - higher risk/reward would be cool.

Can we show more stats on character screen like accuracy and so on? Can characters do various mini games with stat requirements - kinda like a sim game

Can we add side trials that has goals so our comp can get tested, so things like mobility, statues resists, and balance of things outside of just nuking enemies down with duel wield or wizard bursts gets used and bring more strays and lessen the importance or opness of just using nukes. Doing trials can unlock higher game difficulties and other awards

Would like game to be balanced and stray away from just using wizards and duel wields for everything. There should be fights where popular comps doesn’t work. I enjoy building my duel wield skill Crit lifestealing fellblade or Warmage with crazy infused blade damage but they shouldn’t work in every situation.

Would like to be stuck at a map with my go to comp getting wrecked and then taking a few tries/class changes to see what can actually win.

Thanks, these suggestions come from a place of love for the game and it’s intended more of a general advise with examples to get meaning across
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6 Eyes Studio  [kehittäjä] 22.11.2018 klo 6.29 
Hey! :)

Thanks a lot for taking the time to write those suggestions!

As a quick note: we're definitely hoping to keep expanding on the game after it's released, so even though we might not be able to implement some of these suggestions before release, it's always great to have them, as it'll help us decide on what to prioritize for later content.

Customizing the gear: that's something we thought about early in the development cycle, but decided against to keep things a little simpler and the UI a little cleaner.
We do think it would be interesting, but at the same time, "too many things" will make the game overly complex, so we have to choose what we want in. Currently, we have plans to add some equipment, that will often be "special", so I think it might compensate for this feature, but hopefully not bring things over the "too many systems" edge.

Archers: I don't think that's a bad idea at all, but I also don't think it'll add much ether. It sounds more like a "side-grade" to me? Still, worth keeping in mind for sure!

Cast times: this is definitely not something we're looking at adding right now. We decided against it early in the development, to keep things consistent and easier to use.

Need sinper shot or focus to kill specific enemies: that's not the direction we want the design to go to be honest. We don't want to force the player to use specific skills or classes in general, as we want them to keep having the freedom to create their own play style.
We are adding a few "outside the normal rules" mechanics to some boss encounters, to give them a more challenging feel, but it's a delicate balance we think: not enough and the battle might not feel unique enough (although it can still certainly be very challenging), too much and it starts to feel like a gimmick that "lessens" all the hard work you've been putting on your characters up to now, as now you need to rely on the gimmick to win, rather than the characters you spent all this time carefully nurturing.

Turn limits/etc:I agree that this "feeling of urgency" is something we need more of, I think.
We have a few plans in the works for adding this. One of those will be the "bonus loot/AP enemies". Those will be special enemies that will "randomly" spawn on a map (usually far away from you) and give you special loot/AP if you defeat them. But they will run away after a few turns, so you'll have to hurry to defeat them.

Monster capture: that's not a system we're looking at adding currently, for a few reasons. There's a thread about it on the forum (as usual, I'm sure Conan has a link ready for it as I type this o.o;;), but the bottom line is that Bzaro is our system for monster classes and we're not looking at adding another system.

"Army wide Skills": Yeah, it's something we've thought about. It ties in with the above section where we mentioned we'd like "more outside of battle mechanics". It's something we'd like to get in and I think if done right it could be interesting for certain. It's a question of designing the right "skills", the right UI and the right method to get them. Again, this will probably end up being something we look at more after release I think, but I agree it's something that could be interesting for sure :)

Skills comments: thanks for the comments. Something we'll keep in mind when we apply our next balance rounds.

More stats: I'm not sure what stats we could show. Since accuracy is always base 100% for all characters, I don't think it would be all that useful to show it. We're not showing "crit bonus damage" also, but otherwise, I think all stats are shown.

Trials: We already have a fairly long list of "added content" we want to bring, but that could be another interesting one for sure.

Balance: Thanks for the feedback! Those are certainly strong units, but Dual Wielding isn't very versatile in general and wizards are pretty flimsy. My own personal heavy hitters have been different classes.
I do think wizards might pack an "easy punch" though that might be just a tad bigger than we'd like. We've been toning down elemental weaknesses of enemies a bit in the current build so that elementas don't get quite as much of a bonus. That should help, and if it's not enough, we'll tweak things a bit more.

Thanks again for all the suggestions!
6 Eyes Studio lähetti viestin:
Monster capture: that's not a system we're looking at adding currently, for a few reasons. There's a thread about it on the forum (as usual, I'm sure Conan has a link ready for it as I type this o.o;;), but the bottom line is that Bzaro is our system for monster classes and we're not looking at adding another system

https://steamcommunity.com/app/699170/discussions/0/1750106661701034477/

Relevant thread link.
it would be nice to have a pinned thread for suggestions, that way when someone throws out some good ideas they are easy to find

new guy here so I dont know if this has already been discussed, is it possible to hover an enemy or click on them to see their movement range?
Dogtown1 lähetti viestin:
it would be nice to have a pinned thread for suggestions, that way when someone throws out some good ideas they are easy to find

new guy here so I dont know if this has already been discussed, is it possible to hover an enemy or click on them to see their movement range?

In the "Free Navigation Mode" in combat, it shows you enemies' movement ranges.

There was previously a "suggestions" pinned thread, however, such a thing is honestly an organizational nightmare as people discuss a dozen different topics, and it makes replying to individual indeas kind of hard. Individual threads work better and make it easier for 6 Eyes to read / absorb.
6E_Pixelestial  [kehittäjä] 22.11.2018 klo 17.41 
Dogtown1: Yes, it is possible to see an enemy's movement. In Free Navigation mode (Y on an XBox controller), hover over the enemy and press the "Show Movement" button (A on an XBox controller). And if you're not using an XBox controller, you can see which button does what in the lower-right hand side of the screen.
did not know that

thanks
by the way ....

THIS GAME ROCKS!
:steamhappy:
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Lähetetty: 21.11.2018 klo 21.09
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