WALL OF TEXT!
-Double the inventory space, and the respective upgrades for it.
Some people like to collect junk. Because, they're not actually junk. A low level item can be superior to a higher level one in some other aspects, and I like to keep many of them in case of a new build and so on.
-Details shouldn't occupy inventory slots, either having a seperate space for theirselves, or just free.
I'd like to customize my heroes, but since I'm a junk collector, I don't have enough space...
-Accessing to store & all inventory should be possible within editor (instead of returning to nav/arsenal, and accessing it, and then returning to editor, which is time consuming)
Why isn't it possible I wonder. It is time consuming, but in addition to that (and in my case), I have a very bad short-time memory, forget things in merely seconds. I look at a good item, then go to the editor and then poof. I've forgotten what item that was.
-Being able to see items that are equipped by other hero, and possibility to directly remove it from then and adding to the hero you're currently editing will speed up a lot of things (instead of jumping to that hero, removing item, going back to previous hero, adding item)
Merely similiar to above. Also, it'd be really nice to see what others has on them, instead of checking one by one or via item store.
-Option to remove all items from all heroes
-Allowing use of EA persona names
Some of us are not happy with EA master names.
-Item model hide/show toggles
Some items really don't look good on some heroes, for exampe, necro foot on anyone else. Being able to toggle show/hide model option would make my hero look nicer, and natural.
-Hero hardpoints / auto-equip
Not everyone likes to customize their hero, don't get me wrong, I like it, but sometimes spending time to get the item in a proper place is annoying. Putting some invisible hardpoints to heroes, so that we'll be able to equip an item in one click would be nice (instead of spending time and maybe making things worse - as I often do - , a way to click & go would help me greatly. not necessary with item model hide toggle though)
-Passive descriptions & improvements
We can see what are the abilities of heroes via profiles, or in the editor screen, but passives are only shown in a game. I had to launch 2-3 games to see what are their passives. They should be shown at editor and profile screen aswell.
And also being able to improve those slightly, or providing some extra abilities via some items (like some items has for active attributes) would be really nice. -Inviting friends in-between rounds & improved auto-reconnect feature
One thing really bugs me. When I or any of my friends get disconnected, he relaunches the game, and sometimes reconnect fails. So we either have to leave or finish the game, so that our friend rejoins us. A button to keep retrying connection, even if the map has changed would be really nice. It seems it tries to rejoin only once.
Also, being able to invite someone else in-between rounds, where you decide to risk it or leave, would be nice. Lets say the thing above happened, or we were 3 and our friend showed up, why cannot we invite him/her? That'd be REALLY awesome. Of course he gets his seperate medals, medals for the games he/she has played. If we had 20 gold medals at the end of 4 rounds, our friend shouldn't get that much. That's no-fair of course. Rolls are the same. No late-joiner is coming to my game to roll 4+ times and possibly win a purified item
-Detailed / Filtered Search
This I cannot emphasize. Instead of just having a race/type sort of filtering, a detailed filter option where you can input several things like, having dodge rating, or has above 13str, etc... would immensely help players. Not all greens are worthless, sometimes whites are much greater than some other rares (till you end up having a decent one). Also, it'll help people getting rid of "real" junk they have. Just think about it.-Inventory "bags" / custom categorizations / detailed filter in inventory screen
Editor screen related - Those don't provide extra space. Those come free, and like offense/defense/foot/such, players are able to create custom filters, and assign an "empty" category to it. Lets say, I adjusted one of those as, "item level above 30, have 20+ str, 50+ dodge rating, and more". Whenever I receive such an item, when I click that category, I only see items that are matching that criteria. In other words, that detailed filter option I've mentioned in editor. But this also requires being able to see what other heroes are using.-Looting options
Loot system is auto-roll for items. It's OK for public games, but there should be something like need/greed/pass system - activated on public parties if all players agree, and default active for friends-only parties. This is somewhat necessary in my opinion, a good rare drops but you're the only player that can get the most benefit. But item goes to a friend of yours, who will eventually sell it. It works like this: You basically get a detailed loot overview similiar to shop interface, after completing a mission, and people can need/greed/pass over there - browsing whatever they really need, and passing/greeding whatever they don't. Also, it should contain "pass/greed all/whites/etc" options, speeding up the process. Of course, end mission rolls doesn't fall into this category.
Also, something like round-robin, sharing loot 1 by 1, maybe used by players/friend-only teams that don't need any new items, but want to keep loot distribution equal.
Highest/lowest, oldest, etc... An option to also sort them accordingly to their color would be nice. Also, omitting specialized (yellow) and above items from the list, so that we won't see those when we click necro/bio/etc... would be nice. If you've read this far, all inventory related stuff are more or less related to each other, and most appleies on both item store and editor screen. -Hero stats/attributes
Each class emphasises only one of the attributes. But there's a big difference between getting 20 dex and getting 200 critical rating - as dex effectively makes your abilities better. Those other attributes which are being treated as secondary and tertiary should provide little bonuses to your damage, and abilities aswell (for a dexterity based hero, critical/dodge would be secondary, others tertiary for example). There's a big difference between all dex dumped item setup and a mixture of stats. -Items (in general)
The sole emphasis (not talking about PvP btw, PvE related this is) on your primary attribute make the item-loot generation system flawed. As item quality increases (not item level), they gain additional effects and attributes. But their bonuses over lesser quality ones are most of the time, worthless. Sometimes, same item level green item offers 30 dex, but higher item level purified item offers just 10 dex with other additional effects - and here is the flaw (again). +20 dex means a BIG difference for your abilities. I know those are the early levels, game may force you to get a balanced setup later on, at higher difficulties, but currently this is the situation.
Some suggestions regarding to item-attribute-ability power relations.
If you provide secondary item slots (6 or 12 in total, smaller boxes above your primary item slots, has a toggle to hide on model), where equipped items will work at 33%/25%/10% power, and 0% for focused attribute, or a formula like that might encourage & help players to get a balanced build. Any extra stuff like immunity to this and that are not effective in secondary slots. Items that provide secondary effects to active abilities are still in effect. (so a 10dex&str&mind item with 10% movement speed, 40 crit rating, immunity to burning, and improving one of my hero's ability will give my sentinel hero - Titan- 3dex&mind, 3% movement, 13 crit rating and improvement for example). Or,
Items at the same item level, white/green/blue/yellow/dark yellow (orange)/brown, somehow has the same item "efficiency". The main difference between them is, whites allow 2-3 stats, greens 3-5, blues 4-6, ... Due to this, higher level items are "less focused on" some stats, and since the ability powers come primarily from your main focus, whites are sometimes far superior to dozens of orange items. Maybe providing a hidden (or if there is one, higher) "coefficient", +XX item level depending on its type (for example, item level 40 white is real 40, IL40 green is real 45 and so on), may balance some items out even they're less focused on some stuff, but will povide more because their real IL is higher. Personally, I'd like the first choice, since it'll also allow me to customize my hero further without changing anything about the items, and it'll be easier to adjust bonuses related to those secondary slots, without messing up with the item-generation codes.
Sorry about long post. Waited till the nearing end of beta. I hope you like some of the things that I've mentioned. Also don't get me wrong, I like the game and preordered it, and can't wait to play it again. I just pointed some flaws, and suggested some solutions to those, aswell as providing general feedback and some other suggestions that'd make the game much more enjoyable in my opinion. If you've read all of them, (thank you) you'll see that some of stuff I've said are related to each other. I put bold to those I think are really important.