1) Lack of Original Mini and Main Boss's in Mission Incursions , Open world and DarkZone :
All enemies are the same with just diffrent names no matter where you go or what you do = Boredom Incarnate.
(If it was not for the different locations/scenery you could basicly just have one building in the entire game that you fight in,and that would 100% prove the lack of diversity in Enemies)
2) Lack of Original Loot Table Items off of Missions/Incursion bosses.. replay value in doing these Missions/Incursions could be more worth while if they had a Variety of Loot that is obtainable no where else and is on a scale from rare to semi rare to very rare to extremely rare drops on the Loot table items they can drop
(no these items Do not have to be GodMode items. Mostly it could be some cosmetics differances.. with the very rare and extremely rare items they can drop having a unique look and a unique talent)
3) Missions,Incursions, Raids should have their own unique Large Loot boxes to open when you defeat a Boss to add some Depth and sense of accomplishment (having yet another Yellow or Green item fall on the ground like the other 99% of the game = Anti-Climatic to say the least)
4) at release to little loot dropped in the game.. now to much loot drops in the game.. Quality over Quantity....Reduce the drop rates but make the drops have a higher chance to drop with better stats/parks on them.
5) DPS was to much a focus of the Game.. Yes its a Shooter. But you had Support/Tank/Medic classes that were 3rd tier to the DPS... DPS and DPS skills > all else in TD1... there was NO Balance (and when some was added (like for example shields becoming usefull and people started using them in the DZ = it immediatly was nerfed back to useless)
6) To many detrimental effects and no way to Counteract them all. (Either reduce them to be just a minor nuisance or allow players to sacrifice in other areas to be impervious to muliple detrimental effects. I cant male my charavter highly resistant to Bleed,Fire and Shock.. so im obviously at a large disadvantage since 2 of the 3 are going to seriously hamper me(and i cant becime immune to the 3rd so thats also Lame)
7) No direct counters to Gearset Perks. If a person is running Striker. I shpuld be able to wear a Counter Striker that Negates all its perks.. then we are 100% even and who wins sepends on who outplays the other player..(the players gear shoulsnt put me at such a Huge disadvantage if i dont want ro play a High DPS class and would rather play as a bullet sponge that does less DPS)
8) DPS again.. sorry, DPS was just way to much a Focus in every area of TD1.. it took away from so many ways TD1 could have expanded on the more RPG aspect and allow players to Diversify their builds so that Non dps classes had a 50/50 chance verse a DPS bases class.. (in a MMO a High Damage dealing class coukd try and kill a Healer for Hours.. and in the end the Healer May win or the DpS in the end it comes down to who used their skills and timing correctly to prevail )
9) everything needs a good and bad. A positive and negative. Yin and Yang.. Give to Get.. TD2 needs to have more variation on the Negatives to balance our rhe positives. TD1 had ro many Positives for DPS and not enough negatives. And is why Steam rolling Content and Fave tanking in DZ was such an issue. If there were more Negatives to going the High dps route it would have eliminated 1/2 of the issued in TD1
10) LZ was a useless zone with Nothing to do. So you added back the Random Bosses around the Map = Woopty Doo..
11) lack of creative,innovate,varied quest design of all shaps,types,lengths and sizes = the PVE game was Miniscule in all ways.
Anyway thats a quick list off the top of my head... feel free to pick it apart or add to it .
For point 7...... I thought that alot of the gearsets were decently designed but they nearly all pretty much lacked any balance.
The prime example were Striker and Pred. Striker had + to stab, + to dmg and a + to heal. Pred + dmg and + bleed dmg.
What I would like to see is something more akin to:
Striker: + dmg + bleed resist (yes on stacks)
Pred: + (not so much) blleed dmg + Sticky cooldown.
However that acknowledges there will be balanced gear sets.
Furthermore for counters gearset design must focus pvp side of things. Unless ofc they can meld the counters and balance for pve as well.
Yet as I said at the start the pve aspects of gear design where actually pretty good. Where does that leave the possible design?![]()
Lack of real engaging Content in all area's that's what held TD1 back.
It was supposed to be an Online Open world RPG, it was hardly that, I've played and still play ESO online 4 years and counting (it's just had another DLC 4 years on) the size and scope of the game tops almost any other online open world RPG.It currently is installed on my PS4 pro at a whopping 103 gig with it's content DLC's free and paid, and it's still going strong 4 years down the line.
We've already been there and there's plenty of reasons why pigeonholing people into specific content for gameplaywise significant items is a bad idea.Originally Posted by Giralus Go to original post
On the flipside, Legendary missions give you neat looking cosmetics.
So ultimately just less loot, a spectrum of stats is still a spectrum of stats, you could get a gun that'd outclass 99.9% of others but there's still .1% to seek that outclasses it.Originally Posted by Giralus Go to original post
Making it rain is a great approach, it lets players experiment far more easily compared to getting yet another top 1% gun they already have.
...immunizer station? What point to afflictions would there be if a geared player could be completely immune to them all the time?Originally Posted by Giralus Go to original post
PvE, RPGy gear and its effects should be removed from any PvP interaction, period.Originally Posted by Giralus Go to original post
8) DPS again.. sorry, DPS was just way to much a Focus in every area of TD1.. it took away from so many ways TD1 could have expanded on the more RPG aspect and allow players to Diversify their builds so that Non dps classes had a 50/50 chance verse a DPS bases class.. (in a MMO a High Damage dealing class coukd try and kill a Healer for Hours.. and in the end the Healer May win or the DpS in the end it comes down to who used their skills and timing correctly to prevail )
9) everything needs a good and bad. A positive and negative. Yin and Yang.. Give to Get.. TD2 needs to have more variation on the Negatives to balance our rhe positives. TD1 had ro many Positives for DPS and not enough negatives. And is why Steam rolling Content and Fave tanking in DZ was such an issue. If there were more Negatives to going the High dps route it would have eliminated 1/2 of the issued in TD1
Yeah, there's nothing to do once you do literally everything there is to do, including but not limited to: campaign, sidequests, collectibles...Originally Posted by Giralus Go to original post
On the flipside, all there is to DZ are NPCs and points of interest that respawn and the whole thrill of losing loot at any moment.