Throw adding gear loadouts/profiles/wardrobes in there please, asap.
2 new weapons : Daggers & celestial gauntlet (heal and debuff weapon)
3 new expeditions
1 new zone that follow the brimstone sands story
Christmas event at the end of the year (technically it will be year 2)
New OPR map
Refresh PvP track
Seasonal battle pass
Inter-server matchmaking
More design changes to the other cities
New ultimate runes
No GS increase ever. Horizontal progression.
I would like to see a new type of FOC weapon and not another heal/debuff gauntlet ![]()
What I want MOST:
Proper transmog
Equipment load outs
Weapon build load out saves
To know which sacred ground etc. is ally or enemy…!
Also…
More horizontal progression
New pvp maps for arena and OPR
1v1 and 2v2 arenas
Better story telling
Better server performance
Cross server
Company progression
Treasury log

I think it is going to be really hard to create our own roadmap because we don’t know what features will take what amount of development time to implement, test, qa, and then push live.
That said I think you have some key bullet points on here but I don’t agree with their order or grouping. A full quarter shouldn’t be dedicated to just one game mode and having all PVP for all spring seems a bit much for a segment of the game that has attracted the least actual player activity historically based on steam charts and update correlation. I think it makes more sense to spread features out across all modes if they continue to try to fundamentally support each.
- New PVP Mode - Capture the Flag (think Warsaw Gulch).
- New PVP Mode - OPR 2.0 - (think AV w/ destroyable control points and respawns w/ obj win conditions).
- New PVP Mode - War Simulation 50v50
- Transmog - allow us to apply the skin of any other item we currently own or have in a collection to the visual appearance of an item we are wearing.
- Item Set Management - a way to quickly equip gear sets and a way to store them conveniently to be able to do this on the fly as needed. Ideally needs to have some graphical system that makes items in sets easy to identify. Maybe force salvage lock items in sets.
- Group Finder - Cross Server Functionality, this should inherently not just be expeditions but include pvp modes as well.
- Group Finder - Consolidate the difficulty teirs in mutations into 4 common levels. Create ques for those levels instead of 10 total levels. Rescale the difficulty on these and make these a kind of LFR difficulty with muted rewards compared to actual normal Mutations. That way they can be used as a more accessible version of Mutations for the masses.
- First Raid - 10 man expedition.
- Raid UI for PVP Modes - uses the same raid ui used for the first raid allowing to see health and raid members in the game the same way you see party members now.
- A paid DLC or Expansion that increases the Gear Score Cap and Level Cap. Inherently a level jump would dictate a gear score jump and doing it this way allows everyone to leap frog the current expertise and gear score grind to a new threshold say 650 via quests and other common and easy to aquire means…then they can have another shard grind from 650 to 675.
- Company QoL Improvements
- Company In-game Mail - items, gold, messages.
- Better UI for message of the day.
- Company Halls w/ Company Banks
- Refined Rank Permissions
- Custom Chat Channels w/ Passwords
- Alliance System
- Guild Levels w/ Perks and Benefits to being in an established guild
- Better perks and rewards for loyalty to the same company
- Ingame company recruitment system and companys tatistics
- See the current territory and location in company roster
- UI Overhaul - allow us to undock and move UI elements so we can customize the UI to our potential taste in terms of where we want things like health bar, abilities, chat, etc. Let us choose how many buffs to show and how big the icons are. Basically rip off SWOTORs UI system.
- Overhaul armor weights and review Tanking in general. We’ve been left in the cold update after update and need some love. Make tanks actual tanks and work on balancing how fortification and everything works. We shouldn’t have DPS in light functioning as Tanks in PVE content.
- Better hostile and friendly effect identification. i.e. Either use color coding to destinguish what things are hostile versus friendly or maybe use saturation levels. Something needs to make them distinct so we know is this a friendly sacred ground? Is that an enemy ice storm? Either that or turn on universal friendly fire and enemy healing… one of the two.
Take your pick from whatever’s not coming with the Brimstone Sands & Greatsword content patch: Miro | Online Whiteboard for Visual Collaboration
I’d be fine with a battlepass IF it costs 10 dollars, you earned enough currency to pay for the next one each time, and had lots of cosmetics, materials, and chances at BIS weapons/armor at the end.
This is a hybrid of PvP with PvE elements faction missions that resemble PvP multiplayer game objectives that can be played independently. The beauty of this is it negates waiting times, rosters, and fixes itself to already existing mechanics making it easier for devs to implement compared to other projects they work on and from other pitches i have seen on the forums. But has much more room for expansions later down the road.
What I propose is in contrast to the current faction quests. this feature would make use of the current faction rep quest giving model while offering more versatility.
To set the parameters, utilizing the forts and tents are the primary focus. They should be be populated with 10 NPC’s respective to the territories level that ally with the faction that currently controls the fort or tent. With some consideration I find the combination of 1 elite commander, 2 elite captains, 2 archers, 1 rifle-man, 2 sword and shield, 1 great axe, and 1 spear would be a well balanced defense for the NPC population at each structure.
A faction rep should be at the forts and tents for rapid mission deployment but fort and tent reps offer less than town reps in a way for a third faction to attempt to catch up to control a tent or maybe even overtake a fort.
To gain control over the fort or tent instead of the 10 minute king of the hill gameplay which is currently the longest waste of time in gaming history. Instead, the faction that has the most pull in the territory control gets the fort and the faction with the second most control gets the tent.
Faction missions completed from the towns should offer more points to ensure a catch-up mechanic for the third faction.
And here js the kicker to really mix things up. The faction rep is made as a psudo boss character (an elite level 85) if you want to kill this character. You are going to have to earn it but the reward is that the enemy faction can no longer get missions in their fort or tent until it respawns.
Dividing the missions into two categories.
groupers (missions that rally players together, they dont pay much but can be done in rapid succession)
and…
pullers (missions that pull players away from the forts and tents to stimulate a struggle, and they should pay more to discourage players form ignoring them)
THE CONVOY puller- team fortress two had an escort multiplayer mission where teams had to defend a cart and deliver it to its destination while the other team has to destroy it. I propose a multi caravan convoy that has to travel from the town or border, to the fort or tent which would pull players away from the fort or tents for a certain amount of time. however the enemy faction has to destroy all 3 caravans to prevent a victory. one caravan should have a war horn, one should have a turret and one should have a cannon completely usable.
SABOTAGE grouper- in 3 minutes, teams have to defend the fort while the others have to attempt to tamper with the forts defenses. with visual smoking effects for the already affected equipment. total sabotage of all the equipment is required for victory while defending teams have to repair the equipment.
DEMORALIZE THE ENEMY grouper- capture the flag between the fort and tent its been tried tested and has held its own for decades as a standard multiplayer PVP game type.
DOUBLE AGENT puller - intercept the defector, track and capture or eliminate the defector who is currently trying to flee the territory. take the intel carried by the defector and bring it back to your faction rep or take it to the enemy’s faction rep for no faction points but an increased monetary gain.
SPECIAL DELIVERY grouper - deliver a caravan loaded with explosives to the enemy’s fort or tent players must physically push the caravan and defend it to succeed.
ASSASSINATE THE COMMANDER grouper - kill the commander, stealth optional.
SUBTERFUGE grouper - deliver the fake orders to the corrupt faction rep without being detected by the guards.
Optional puller kill a messenger last reportedly seen in-between the town and the seige, take his letter and deliver it to us for a bonus.
FOOT PAD puller - circuit race, run and deliver a note to 4 destinations within the timer to receive a reward.
KING OF THE HILL grouper Hold the middle ground for a collective time of 10 minutes (one man holding position is 20 minutes, two men holding position is 10 minutes, 3 men holding position for 6.66 minutes, 4 men holding position for 5 minutes) and time doesnt reset upon death
MAGE-BALL Grouper a flock of turkeys are in the battlefield. we cant let these get us in a fowl mood. take them out. 2 minutes to kill 20 turkeys may the best mage win.
RESIDENT CORRUPTED grouper a micro demon is loose nearby, small but absolutely deadly. take it out. if you die you rise up as one of them with a 50% health debuff but a 125% damage increase. you slowly loose health but gain health per players defeated. you loose the ability to perceive friend from foe except other corrupted, you gain 50% haste for 5 mins and gain a small faction bonus bonus for every man killed. but killing the demon gets you a lot of faction points.
if you have any objections to this I would like to hear from you
if you support this idea I would like to hear from you as well.
if you have any ideas of your own, please feel free to add them.
Just no, the reason why battle pass works on FPS games is because the skill is largely FPS based. Everyone has an equal chance, this is unlike New World. Everything is based on gear for NW and making battle passes like that will make this game P2W
I’ve seen this a couple of times, I need to review it and add to my miro board
It literally is not pay 2 win if everyone has a chance at the same gear. Screw gatekeepers.
Its just a thing ive been adding on to for a while but many of the ideas have been given a lot of consideration to appeal as a pvp quest with pve capabilities to maintain relavence when the games popularity dips below a certain amount and the current missions arent very engaging. These ones will still be relavent. Though i suppose there should be some kind of interval attacks by npc’s on the road ways for convoy but that could easily be implimented by adding enemies on the road ways like in ebonscale
Umbrals are pretty thick on the ground now via gypsum. Once you get a single slot to 625 it really accelerates.
I hate expertise/orbs/umbrals entirely but it is much better than it was.
I sincerely hope you never get your wish on the battlepass. Its a blight on the gaming world
I am hoping for a Company Update:
- Customizable/More Ranks
- Company Activities. PvP and PvE
- Company Housing
Level cap increase.
Yeah but you’re assuming that everyone wants to pay $10. I don’t want to pay $10 more than I already have for this game. Maybe for cosmetics but for a monthly battle pass? Hell nah.
Ok I didn’t say monthly. Usually it’s quarterly. And if it gets you enough currency to buy the next one its only ever 10 dollars.
If brimstone costs money are you just not gonna buy it?