Looking for Quality of Life Suggestions POST HERE (Turning them into the new DEVS)

in the future i assume more things can be done to armor. that being done by the armorer npc, like quality or idk reforging?

and most of the merchant npcs are useless (useful only for early game for the temporary armor), genuinely should add something for them

Started playing again so ill list a few less important ones

Dedicated build tool slot option for pouches (you cant even pick this one in the pouch so a dedicated one would be nice)

Dedicated Fighting style and magic slot option for pouches (you change FS and magic too so it shouldnt hurt to have)

A way to see item counts in the backpack, so i know how much of a specific meal/potion i have

A way to limit the amount of pouch slot you use ( having too many makes the select area a little too small imo)

A way to see how long each reagents take to grow in a reagent pot (only figured out there were different times to grow after reading the wiki so a way to know in-game would be nice)

More character slots. I don’t like juggling multiple accounts, and I really want to play Earth Vanishing Fist now with the Excavate move. (It’ll probably be a while before it can use that move, but the idea of having it just bumped it up to slot 16 on my list)

recasting a weapon/spirit weapon should retrieve all lost knowledge used on the skills

Can we just have a complete revamp od the darkness quest?
it has hella potential but falls flat on its face, being the most tedious and boring talent

Revamp the requirements for some of the skills from the Vetex Era. This was a topic that was being discussed for a bit because Axe Slash’s requirement is pretty high (200) considering how mage has Slash, which is fundamentally similar but has a requirement of 180.

Also please don’t forget about the original planned skills for weapons. Maybe they can be implemented in a new way in the future or smth?

man im still waiting for undying fervor

120 strength technique :folded_hands:

Idk how doable this is but considering how we are getting so many new grab moves, maybe you guys could look into making grabs work on bosses? I know it doesn’t work rn because there were way too many problems with it but considering how there are a lot more people on the dev team, maybe that issue can be fixed once and for all. If it’s too difficult then it doesn’t have to be this update

85% sure it was vetoed in the past.

in the past grabs weren’t as important to combat as they’re about to be

now that a non-trivial portion of the zerker moveset is composed of grabs, the developers need to seriously consider finding a way to make them work

I thought Vetex didn’t do it because it was a buggy mess though

“Um actually a fifth beam does 5.9999999999% less damage because of my math” (Basic QOL for checking DPS and damage)

I still think this should be a free option you can find rarely (Like the quartz ring)
Please don't do that

Also i honestly think each and every files should have 1 free character name change and then cost robux afterward to change it

i would love it if the sound mixing in the dark sea was improved

  • specifically, the weather sounds are way too obnoxiously loud and drown out almost every other sound, even if they shouldn’t be playing
  • also, they cover up sounds you might actually want to hear, like the sirens

i’m not exactly sure what to do in specific about these things but i think there needs to be some level of priority applied to each of the sounds and less prioritized sounds (like weather / ambience) should back off in favor of ones that actually matter (like sirens, enemy spells, whatever)

i really cant tell if its a QoL but PLEEEEASE ADD MORE FILE SLOTS (so theres like 20 in total)

also lower the price for buying them or make them all 300 each we cannot be this greedy pleading emoji

New devs gotta make money somehow.

(someone please correct me if this was already done I do not remember)
Change boss kill credit requirement to be a portion of the bosses’ base max HP, rather than a portion of its full, player-count scaled health bar like it is now.

As it stands currently, if you want kill credit you need to deal 20% of the entire boss health bar, meaining kill credit becomes increasingly more scarce the more players are in the fight until eventually nobody gets anything for fighting the boss.

This is sort of counterintuitive considering it already multiplies the health bar by the amount of players in the fight, so realistically if you want to be “contributing” you’d just need to deal the portion of the health you tacked on (although kill credit should be a lot more lenient than this because having to deal less damage just to make sure your friend gets something out of the fight isn’t fun)