Attributes
The current implementation of attributes is really not that good. As a Tier 1 class all your attributes are set from level 1. This means anything other than your health and mana have practically no level scaling. It also means that attributes play no role in tier 1 classes. Tier 2 classes can customize their own attributes but tier 2 has a bunch of other problems too..
Attribute customization is not 'noob' friendly. The GUI doesn't work, no noob knows what build to go, so on so forth. But without being able to customize your attributes they don't play enough of a role.
Solution A: Redesign attributes so that you can toggle between manual and automatic. Automatic would build up a set of attributes as you level while manual you will be able to choose what attributes you get.
Solution B: Rip it out. It either adds unnecessary complications or does not play any role.
Tier 2 Classes
I am really not a fan of T2 classes and their implementation. No one touches them without a boost which makes it feel like they exist purely to put more money towards Kainzo/the server.
The problems are pretty simple. You finish mastering your T1 class and then you switch to T2 and lose everything. You lose your skills and attributes and it takes even longer to gain them back for a really small bonus. "Well Egor the whole point of going T2 is to show that you are hardcore!" Good for you not being able to actively participate in all aspects of the game because you are lacking skills and attributes for making that hardcore decision.
Another small issue is the quality of some T2 skills. Some T2 classes' skill is beneficial and a great bonus (you can really notice the difference between the T1 and T2) while others are lackluster.
Solution A: Rip them out. It is another one of those things that adds another layer to the never ending stack of things to do.
Solution B: Make them take even longer to level but give everything they had at T1 level 60 to T2 level 1. Give it enough attribute points to make a build that could match the T1 (but they would be able to customize it at level 1) and give them their skills. Keep the leveling simple, 1-10 (level 10 having the bonus skill), but make it take a shit load of time to get maxed. Each level would give a good chunk of attribute points to make an impact. *I've already made a suggestion exactly like Solution B
Tier 3 Classes
What the fuck?
Back in Aegis Kainzo had made a thread displaying Soul Wielder, a class above all others but takes even more PvE to get to! This thread blew up because people hated the idea and heavily disagreed. So many people were pissed that this was even an idea posted by Kainzo. The thread ended up being taken down and left alone. Months later when the majority forgot about the initial T3 thread (Soul Wielder) Kainzo releases...TIER 3 CLASSES.
They really provide nothing but more work. Barely anyone goes them even if they are stupidly strong. The problem is that all it takes is one good PvPer to go one of these classes and wreck shit for it to be a problem. Then the balance team has work on balancing it based on that it needs to be stronger than other classes, but not too strong.
Solution: Rip them out
Tier 1
I think the implementation is fine with the set stats, at first I was really confused when returning to the game and finding out I couldn't customize my stats but I think this is fine for the casual player, helps them get into the game a little easier since they don't have to worry about builds.
Tier 2
I like the idea of the T2 classes, my only problem with them is some of the added skills for one class might be a little more OP then an added skill for another class. Other than that I love that I can now customize my stats. Yes we have to grind out to lvl 60 again and lose your skills temporarily but it wasn't that bad for me... getting from level 1 to the level I needed to unlock my most important skills took me all of about an hour or two. I also wish there we're class builds I could research so I know a little better how I should allocate my stats. Reading the wiki is very helpful but sometimes I feel like I need a little help beyond the wiki.
Tier 3
I have no experience with these classes so I can't really comment, if they seem to be OP I'm sure they will be nerfed in the future. If someone wants to go for them they should be prepared for the work required to become and master one.
Parties
Make the god damn names green. I don't know why this is not a thing anymore, it made group fights a lot more enjoyable because you wouldn't waste anytime going after the wrong person (you would notice it right away).
Yes! Green names in parties would be great!
Townships
All we need for townships is something simple, and straight forward. I would spend time trying to knit pick at our current system but I simply don't know much about it. All I know is that you can claim chunks and your town will slowly produce special materials over time. But the problem is that, that is all I know about the current townships. There are too many aspects that can easily drive someone away from starting up their own town.
Solution: Create a new simple township plugin. It starts you off with a base area, when you upgrade it expands said area. To upgrade it would cost a lot of money, diamonds, gold, iron, just regular minecraft materials on mass. To upgrade it should take a long time, it should not be easy (helps to provide end game things to do). For inter town politics keep it very simple. Set allies names to yellow, enemies to red, and have your own townies be blue.
Ive seen the old township system and I have to say this new one is so much better! It's really easy and straight forward to use if you use the help command and learn.
Conquest Points
In my opinion this is one of the changes that was good for the server but it is still has problems.
The buildings. For the love of god you can steal something from anywhere else and get better buildings. These buildings keep getting reused. First it was created as the sewer mob arena in Dragongarde and now it has be reused as conquest points multiple times. Get some good unique buildings
The bonus experience is a good idea and I would like to see that kept.
I would also like to see it continue being integrated into the town system but maybe in a more simple way. You need X amount of item to upgrade, the conquest points gives said item.
I love the Conquest Points and their implementation, sure maybe they could use a different structure but it's not to important. Perhaps they should be a little further away from the Herogates however.
Economy
Our custom currency, souls, is not needed. There were no major issues with the gold system. As long as you make mobs, and farming drop golden nuggets, it all works out quite well.
Make a huge money dump upgrading towns, this ain't Easycraft. Make server shops a big thing for both selling and buying. The server should be selling practically everything to keep money/items flowing. The server should also be buying everything for a certain price.
Having the server buying things from the players is good because it will allow people to actually PvE by setting up massive farms (like a cactus farm) so they can sell to the server. Allowing them to collect an item, sell it, and use that money (for upgrading their town perhaps).
I'd personally like to see the removal of both chestshops, and whatever market thing is mainly used. Having pure player trading promotes interaction, caution, and more.
I'm not fully aware of the current economy of the server so I can't really comment on it, I do however like the soul system even tho I miss the old DHX gold exchange. Gold can still be sold at spawn for 1c an ingot tho so it's not terrible.
Custom Items
I would personally like to see the removal of custom items. Although they are not one of the massive problems of Herocraft they are still something that adds to the unnecessary list.
They are not really providing anything 'good'. They provide people with an advantage that has nothing to do with skill and is something that Balance Team can't really account for.
I think the custom items are great as long as nothing extremely OP is coming from them which I haven't really seen much of as me and my townies have managed to get comparable items.
Staff Teams
Admin/Mod
I do not really see a good solution to getting more admins/mods but there is a dire need for people with the power to do things. You can't choose someone from the existing veterans because most are biased and you can't really take any new players because they don't really know the system/community.
Proctor/Rules Team
There really needs to be new updated rules and the proper amount of people. I see people getting muted for no good reason or people not getting muted (there needs to be a fine line). I do believe shit talking should not be muteable.
I would also like to see the stealing and leaving/betraying your town results in a ban is brought back. Not many developed groups are willing to invite new people because they risk everything being stolen. Makes it hard for any new player to get into a well known town.
Balance Team
The one team I feel like does their best to do their job. It is just that some major changes make balancing extremely difficult. At the moment said change is attack speed and maybe a little from a different healing system
I think the server does need some more Mods and Guides as well as some old rules being implemented. I've been seeing a lot of negative things being said in chat lately and nothing being done about it, and when staff are on to handle it I've seen those staff members being verbally disrespected with no repercussions.
Dungeons/Adventure Map/Dungeon Heroes/Mythic Mobs
This honestly bugs me so much because there is no seperation from the Herocraft survival server and what has been the goal of Kainzo for years. Survival server has just become the live test for things Kainzo wants for Dungeon Heroes and it hasn't been working.
Dungeons, these massive buildings around the map filled with mythic mobs that give subpar experience and rewards. What is this giving the server? We reuse and recycle conquest points for maps but each dungeon has its own unique building. Why is something that has proven to 'make a difference' not getting focus compared to dungeons which only get used because they are there.
Mythic mobs, annoying mobs that take longer to kill. That is really all they are at the moment. I remember when they were first being implemented and how it came with crashes, bugs and way too much config work to make it worth it. They are finally in but they just don't make a difference.
Leveling/Experience Rates
What happened this map that fucked up the experience rates in parties?
It used to be that experience would be evenly split in the party but now it factors in people's level and tier. I presume this system is suppose to be rewarding those who are doing more work to kill the mobs because higher level obviously equates to more work/damage put in. This system is so flawed because a low level with one AOE can do more than a high level with none. Even if you base it on damage dealt to mobs, what about healers?
Solution: Just put it back to the old, even split experience.
Ill just plop these two sections together...
I love all the PvE combat content that is now available to us and I hope more will be implemented in the future.
Leveling didn't seem so bad with this new system but I do believe an even split in party experience should be a thing again even though I don't think its game breaking the way it currently is.
Protection
Towns are fully regioned and are unbreakable (I don't even know if we have a current town raiding system). Do you really need anymore protection?
Deathchests are a massive helping hand to anyone but I just don't think they provide healthy gameplay. You die so lets give you a chance to get your items back (no matter where you are). You got your deathchest back but you died again, lets just drop another deathchest. There really is no punishment of losing your items when you die because of deathchests. No one is scared to die because they know that they will probably get all their stuff back.
LWCs are the ultimate protection. But is that really needed when towns are fully regioned? I personally am no longer a fan of LWCs. I'd like to see the only protection that no one can access be an enderchest (only giving you 27 protected slots).
Scrap residences and just have expensive spawn plots.
Death chests, lwc's, and person regions are all fine. Only thing I would change is that death chests shouldn't drop in a regioned area you do not have perms in and residences need their perms looked at because they are a bit broken atm!
Macros
As much as requiring macros to truly enjoy the majority of PvP sucks it is currently still needed and is not something that is easy to fix.
Take a look at melee classes, it is extremely inconvenient to switch to another hotbar slot, while swinging, to right click an item bind. It just doesn't work well.
Healers need to bind all of their skills and some of them twice. Even with the new targeting system you need to have certain binds with the '-to' things to do your job properly
Casters/Pure kiting classes are the ones who can be played without macros because the only thing you are limited to is your skill count and what you bind (which is not the hard thing to fix).
We shouldn't be trying to bring some classes down (limit what they can do so those without macros can be somewhat on par) while others won't be touched (melee classes) because the problem is how heroes handles skill usage.
There is a macro mod, its very easy to use, only thing we need is a new mechanic for healers but I have no solutions for that at this time!
Arenas/Elo
Arenas were great because it helped create PvP when there was none to be found in the world. It helped people improve quickly. Instead of having to run from a graveyard, regear, heal up, wait on mana, so on so forth, you would be able to fight again and again. This allowed you to improve much more than world PvP would ever allow. I know that there has been an 'Arena Server' where you had to go to a different server to use them but it was just inconvenient. Being able to /duel someone on the live server was great. Without that you had to be like, "Do you wanna fight?! Come to the arena server! huehuehue."
Arenas and dueling allows for an elo system that makes it somewhat hard to 'camp' people for elo. The ratings would only be from duels and arenas, not real world PvP.
Arena duels were amazing, would love to see them make a return!