Elvenheart wrote: »I think it would be nice if every time we get to choose a vision, we got to choose our visions from all available visions instead of a few random ones. Of course, people would pick the most powerful visions for them first, like five focused efforts from the first five bosses, but it would probably make people stay in the IA longer and go further, breezing quickly through the first arcs to get to more challenging ones. And we could quickly get to the transformation avatars faster and they would be more useful.
Elvenheart wrote: »I think it would be nice if every time we get to choose a vision, we got to choose our visions from all available visions instead of a few random ones. Of course, people would pick the most powerful visions for them first, like five focused efforts from the first five bosses, but it would probably make people stay in the IA longer and go further, breezing quickly through the first arcs to get to more challenging ones. And we could quickly get to the transformation avatars faster and they would be more useful.
DenverRalphy wrote: »Elvenheart wrote: »I think it would be nice if every time we get to choose a vision, we got to choose our visions from all available visions instead of a few random ones. Of course, people would pick the most powerful visions for them first, like five focused efforts from the first five bosses, but it would probably make people stay in the IA longer and go further, breezing quickly through the first arcs to get to more challenging ones. And we could quickly get to the transformation avatars faster and they would be more useful.
So basically just remove the challenge aspect of IA.
Elvenheart wrote: »DenverRalphy wrote: »Elvenheart wrote: »I think it would be nice if every time we get to choose a vision, we got to choose our visions from all available visions instead of a few random ones. Of course, people would pick the most powerful visions for them first, like five focused efforts from the first five bosses, but it would probably make people stay in the IA longer and go further, breezing quickly through the first arcs to get to more challenging ones. And we could quickly get to the transformation avatars faster and they would be more useful.
So basically just remove the challenge aspect of IA.
If they can’t/won’t implement a save feature, being able to significantly power up your character faster by choosing the best visions in the early boss fights (not verses, they should stay the way they are) would just help people get to those challenging parts faster. I’m in the group of people that by the time I actually get a ways into the IA I’ve not lost any lives, but I’ve just gotten too tired or ran out of time to play so I’ll never get to experience those more challenging arcs and see how far I can actually go. 🙂

It would be way more fun if it was just bosses. The trash waves are pointless; they're boring and annoying in the lower arcs, and boring and unnecessarily punishing in the later arcs. Traditional dungeons have interesting setups and balanced combinations of critters to go from "showing you what things are here" to "now deal with them in THIS combination!". IA has none of that, or, when it does, it's totally by accident.
I guess it's just to try to make it like a solo arena or a dungeon crawl from other games? But in a dungeon crawl, the point of the trash monsters is to get the players to use up resources before getting to the boss. That element is nonexistent here, so it really feels like the trash waves serve no purpose except to artificially pad out the time required to complete an arc (which is already a pain point).
SilverBride wrote: »I'd like to see a save added. I will never complete Arc 5 because by the time I get there I'm too tired to keep going. We only have so many threads and we should be able to save and continue until they have all been used.
I'd also like to see them remove the Dragon cycle bosses until at least Arc 3.
1. Save - please, please, please, please add one. Most of our runs we just end with threads. Maybe something like WOW where we can lock out the instance for a week.
2. Taupezu Azzida - He is the only boss that isn't at all fun. There isn't much counter play for any melee person.
3. Brewmaster - Allow the dispelling explosion to work on her negate. She just makes the round longer than it should be in the small rooms. In the small rooms there is no way to taunt and get her out of her negate. We have to sit around and wait and it makes the play stagnate.
4. Glass Leviathan - he is cool, just really hard to target. Our only spots seem like his his knee and shoulder
Visons and verses
5. Emissary - When you get the second emissary allow us to keep the previous emissary's buff. It would make the play more rewarding. The game play is more fun when you don't feel like your losing something.
6. Extravagant Elixirs - I think we all would like to see Zbaza, the dragons and the glass leviathan graphically small like the rest. We think we understand why on the bosses. That if they were smaller and you got close to an edge once they grew you would be over the side. This would just be a "fun" positioning experience
7. Full Coffers & Lessons Learned - Please rework these and add a buff to them. As you read every previous post, people are trying to get to higher arcs. These two are worthless for any type of progression. There are visions I understand but don't take (well trained command- my class has no pets). That is different then the disappointment of a throw away that does not help you to advance in the archive.
Otherwise great job! The archive is challenging, caused us to rework our builds over and over to get to a good game play.

magnusthorek wrote: »Never had the opportunity to shrink many bosses, but I laughed hard when I shrunk The Serpent
1. Save - please, please, please, please add one. Most of our runs we just end with threads. Maybe something like WOW where we can lock out the instance for a week.
2. Taupezu Azzida - He is the only boss that isn't at all fun. There isn't much counter play for any melee person.
3. Brewmaster - Allow the dispelling explosion to work on her negate. She just makes the round longer than it should be in the small rooms. In the small rooms there is no way to taunt and get her out of her negate. We have to sit around and wait and it makes the play stagnate.
4. Glass Leviathan - he is cool, just really hard to target. Our only spots seem like his his knee and shoulder
Visons and verses
5. Emissary - When you get the second emissary allow us to keep the previous emissary's buff. It would make the play more rewarding. The game play is more fun when you don't feel like your losing something.
6. Extravagant Elixirs - I think we all would like to see Zbaza, the dragons and the glass leviathan graphically small like the rest. We think we understand why on the bosses. That if they were smaller and you got close to an edge once they grew you would be over the side. This would just be a "fun" positioning experience
7. Full Coffers & Lessons Learned - Please rework these and add a buff to them. As you read every previous post, people are trying to get to higher arcs. These two are worthless for any type of progression. There are visions I understand but don't take (well trained command- my class has no pets). That is different then the disappointment of a throw away that does not help you to advance in the archive.
Otherwise great job! The archive is challenging, caused us to rework our builds over and over to get to a good game play.
I think if Full Coffers buff Archival Fortunes gain and no gold this vision can be interesting.
Lessons learned need to be buff like that.