One thing you'd like to see in NML in 2022 💡

135

Comments

  • pollorexpollorex Member Posts: 249
    edited February 21
    Second queue for training humans and gears
    JordanYuki
  • askobilvaskobilv Member Posts: 4
    Remove reinforcement tokens or mitigate the way to get it
    It just doesn't make sense as I have lots of good low level weapons but I can't afford to keep all leveled properly, some earned with blood
    Dresden
  • MaximumSlayageMaximumSlayage Member Posts: 50
    edited February 20
    I know I already said my wish above, but I need to say another because I think it's long overdue: Better balance in GW and I mean that in three ways: 1) RP balance, I've brought it up before: the RP for PvP are not fair (example in my guild which has mixed players - we have several players that take highest sectors, we also have players that end up doing all the pvp and KA. With defenders and more and more guilds getting perfect scores, PvP can be really tough so we have players having to spend a lot of gold in healing from incendiary weapons but they could also be taking 50 KA with Spy with no injury. This is not great for team morale and is not fair to the pvp players who are often f2p, as well (at least in my guild). 2) balance map difficulty (speaking again from a mixed guild which is nevertheless really close to perfect scores): it makes it very hard for players to grow when you can end up in a SFC with two types of unstunnable walkers, where you need to open every box, had autospawn and a 2 turn gate, and map with bad visibility  - which is just a tool dump and not necessarly about skill, but then you can do a level four times higher with a GTE. Don't get me wrong, a certain level of uncertainty is great and it's why GW is actually one of my fave game modes but that combination I just described feels like it's just designed to take your tools and that's all, 3) with more and more teams getting closer to perfect scores, the map needs to be expanded to balance the rankings (which may also require more tiers for matchmaking), just at the end of last year, my guild was still doing sector 5, even 4, and we only had two players being able to hit 20, we have had no major changes in the guild and we only do the highest sectors now. Not bragging here, we still have lots to learn, but from what I've seen there's more and more guilds on this trajectory, and if it comes down to only red gas and strategic piling again, it's gonna become a very boring game mode.
    And now that my essay is almost over I think this speaks to a larger wish many have, which is for more strategy (and not in the where do I throw my tool and when do I use my support sense) and balance between melee and ranged to be back in the game.
    TRIADApatwalkerFirekidPhalanx44
  • TheKingTheKing Member Posts: 152
    I’d like to see new forge system so basically you can forge on your weapon new badge like dmg, CD and so on or you can add new trait .
    ShadowWalkerFirekidPhalanx44
  • marroba2000marroba2000 Member Posts: 259
    edited February 21
    My request is related to assign a leader trait to regular survivors. Could be any LT of the same class heroes. If you want to give more relevance to these survivors, they need to be stronger.
    ADPaqHellnightdalmer
  • liorsalmanliorsalman Member Posts: 180
    One thing only I was suggesting that before 
     new tool “special medkit ״can heal you from red to green 100% health only for one survivor of your choice.
     I think it’s can be only fair when sometimes we have maps in the challenge that can taking us 15-30 minutes of playing and in the end some walker grab you and you lose 2 stars.
    please think about that 🤗
    m4sdalmer
  • MudMoccasinMudMoccasin Member Posts: 773
    zaradin said:
    An incendiary Melee weapon. Like a flaming Morning star or a flaming luke's mace. 
    Would this be too far fetched of an idea as well (only downside being the inflamed walkers hitting back thus inflicting fire damage and necessitating Tactical trait to be a must)?:

    patwalkerFirekid
  • MudMoccasinMudMoccasin Member Posts: 773
    Have Merle's knife hand and Aaron's spiked hand (provided his additional costume change option which has it) become Melee attacks.
  • MudMoccasinMudMoccasin Member Posts: 773
    Any chance these continuity issues can please be considered upon next update?:

    https://forums.nextgames.com/walkingdead/discussion/43293/nml-weapon-error-compilation
  • MudMoccasinMudMoccasin Member Posts: 773
    ^^^^^^My apologies..... this thread listed, "One thing," in title and I foolishly listed several.... 😞 
    Deeply sorry.
  • ShadowWalkerShadowWalker Member Posts: 1,089
    zaradin said:
    An incendiary Melee weapon. Like a flaming Morning star or a flaming luke's mace. 
    Would this be too far fetched of an idea as well (only downside being the inflamed walkers hitting back thus inflicting fire damage and necessitating Tactical trait to be a must)?:


    They could make a Flaming Lucille (or other incendiary melee weapon) with a special function that gives you immunity to all fire damage.  Problem solved.
    MudMoccasinFirekidJnpblMuirna
  • arqbsarqbs Member Posts: 31
    my suggestion is:
    at GW....
    that in addition to the registered players, a captain (strategist) can be registered...
    with that he could visualize the types of phases and indicate who makes a certain phase, as if he were enlisting the player in a certain phase!
    good year for us!

    *** Vencedor do "Dream Challenge II Community Contest - Fase: Cable Ties" ***
    FuriousMoldovanDocGonzoKratosMuirna
  • ghost_pepperghost_pepper Member Posts: 1,153
    I loaded the game to take a screen shot of mine...

    And there he is right on the front. So here's what mine looks like.

    Stock traits. No badges. Unused tokens. The only reason to upgrade him to 1 pink is for the BM to trade up blue to gold. 

    Useless. Totally useless.

    I think I accidently had mine in the outpost on defense last year. That's how much action this guy gets.
    MrLucky
  • ATLAS-ZATLAS-Z Member Posts: 6,253
    There was mention on the previous page about badges. I'm going to bring that up again.

    The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.

    This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.

    Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.

    I know this isnt a discussion thread, but I agree with this. 

    And if HUGE badge reform isn't realistic @Lexia, then at least consider removing "teammate & hero" bonuses from the pool, and add in all the new survivor traits. 

    People might start buying reroll tokens again. 


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    JordanYukiRohlikzauchemPhalanx44
  • cle681cle681 Member Posts: 8
    I would like the Undo option, when wrong move happens, and the search option, to find the weapons and not be looking for one by one.
    dalmerghost_pepper
  • ShadowWalkerShadowWalker Member Posts: 1,089
    ATLAS-Z said:
    There was mention on the previous page about badges. I'm going to bring that up again.

    The badge system is due for an overhaul. If you want to remap it, we'll still figure it out. What I'd like to see is an easier experience for badge crafting for newer (and existing) players. Crafting badges slows players down from developing, which is wrong. Finding grey and brown fragments, not components, is unnecessarily difficult. Bonuses with desirable traits are desirable while bonuses with undesirable traits are a "waste" and I'd like to see this fixed.

    This is where the idea expands beyond 1 thing because I start talking about how to rearrange screens so player don't waste reroll tokens on brown badges they're just trying to sell and how to modify BM offers and how to fix existing hero traits so they can reenter the meta. But it's all 1 thing which needs to be addressed in each seasonal update with smaller tweaks so players perceive that it's constantly getting better.

    Badging needs a dozen easier smaller tweaks to make it much better and some larger fixes which will take varying amounts of time/resources.

    I know this isnt a discussion thread, but I agree with this. 

    And if HUGE badge reform isn't realistic @Lexia, then at least consider removing "teammate & hero" bonuses from the pool, and add in all the new survivor traits. 

    People might start buying reroll tokens again. 
    I think the better option would be to let the hero or teammate bonus work for that specific hero and class as well. That would make those badges even better than trait badges, since we may have to reroll traits if new ones are introduced (like when PSV was introduced).
    Yikesghost_pepper
  • DiElElDiElEl Member Posts: 169
    Giant sized walkers
    ionicaghost_pepper
This discussion has been closed.