Ok, i've been playing for some weeks now and have come up with afew things afew new things i'd like to see in the game, as this is quite a relitivly new released game i can accept that there's not going to be a absolute fantastic amount going, but these would be nice XD, (too players) i already know some ideas are going to attract ill attention because it makes content unskippable, so ill just say here, i appriciate negative feedback if it's constructive feedback, but a moan and whinge i'm just going to ignore.
Levels
1) More prebuilt set levels, in preview there used to be levels like midnight cradle i think it was (where'd these go), clockwork and decon randomly generated levels are good and everything but for me personally, i feel they're abit of an eyesore to get constantly, i'd like more levels that are set like emerald axis, jade tangle, totem trouble.
2) this sort of builds on 1)....in these set levels additional complexity would be nice, maybe a random generated puzzle of statues or something, heck if i know i'm not that much of a creative thinker XD.
Monsters
just a note, the obvious idea would be monsters with strong resistance to normal damage but weak base peircing/elemental/shadow, however with guns like argent peacemaker which has a peircing/elemental base i have a feeling this is an already in progress idea.
1) Snakes....yes snakes, our slithering friends can join the beast class dealing peircing damage!, our hissing pals like msot beast classes shall have dodging abilitys for both sword/gun, a bite that 100% inflicts the element of the snake, but unlike other beast classes they shall feature 2! attacks. not only their bite but their ability to spit their acid (elemental) making them not only melee attackers, but ranged attacks also!
2) Pixies These are little peski 'Fiends' with their little wings, little black bodys and their pitch fork, these will the one of the most annoying things you'll find, though they won't dodge guns as much, their high agiltiy will allow them to easilly dodge sword swings!!, being such a little creature not much can said for their attack pwoer, which shall be low dealing in shadow damage, but they won't attack just once!, but 4 times !...for low damage of course...pixies arn't fond of attacking alone and will often choose to flee when not in groups. Pixies also have speed on their side. Though not quite as fast as a greiver.
3)Tick & Tock Appearing in only special areas of clockworks, simular to that of monster rooms (danger rooms)...a Tick & Tock is a optional mini-Boss, two brothers with a burning passion to protect their treasures, detaching themselves from a clockface thats blocking your passage towards treasures after activating a party pad, they will attack in a series of various ways, they can spin in a hurricane like mototion around the map, players can be hit by this, they can charge at you, they can merge together and increase their power & attack range, they become vulnerable once they finish a attack and are not charging for their next. their ultimate attack is to reattach to the clockface and pick a random time, each o clock can stand for a diffrent effect (shock,poison etc etc) which effects everyone, in it's circular range and damages them, when one dies, this and their joined forces attacks are no longer possible.....due to the actual design of this mini-boss i can see why it may not work in a general level, but rather a seperate level of its own with rewards, or a pre-boss.. mini-boss
Tiers
1) To make the later content a much harder goal to reach thus making pushing for tier 3 in my opinion, a much more worthy goal, for the progess bar, as well as 15 tier x levels completed, due to the beast dungeon for tier 1 in development, add the bosses to the progress bar, the bosses to each tier must be completed in order to move onto the next tier...if tier 4 is released, a redefeat of vanaduke must be achieved to move on.
Chat system
1) More control over what chats can be viewed at a time
2) Better control over chat scrolling
Arenas
Everyone loves a good arena fight, but they are abit to samey in a way that the difficulty doesn't increase a fantastic amonut untill level 3 with spikes, 8 gun spawn and 12 mecha knights....however
1) Keep the first level as it is, but to change the second level, new buffer totems, these totems either increase the attack strengh of the monsters, the defence of the monsters, or even heal the monsters. They can either be placed outside the arena with their rings (like respawn totems), throwing a effect wave every 10-20 seconds that effects anything in it's ring at that time. or inside the arena and moveable to diffrent locations.....and that's just level 2...keeping level 3 as it is with those gets more formiddable thus a harder challenge to complete a arena completely.
2) Additional traps, why stop at jsut buffing totems, lets variate arenas even further and add even more traps to them :D Vanadukes wheels, flying spikes that shoto from left to right, little tornandos that randomly appear damaging ALL that in comes into contact too, lets really go for a challenge when we do those arenas
Economy
now...the economy is interesting, especially sicne there was a TON of whining about how they ruined the game after the update, i don't think they did, i liked the update. But never the less i thought of something that may help, i put this section in mostly because i was bored
1) New weapons/armor
2) Rarer Materials