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  <title>Ideas for Dark and Darker</title>
  <subtitle>Ideas for Dark and Darker as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://darkanddarker.featureupvote.com"/>
  <id>pr_8xbw5licayqdkkn</id>
  <updated>2025-07-29T08:00:36Z</updated>
  <entry>
    <title>ADD NORMALS TO EPİC LOOT</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720571/add-normals-to-epic-loot"/>
    <id>sug_rzn2kk2lgb9ctm2</id>
    <published>2026-07-08T21:31:36Z</published>
    <updated>2026-07-08T21:31:35Z</updated>
    <content type="text/plain">ım noob ı dont wanna deal with hardcore shi</content>
  </entry>
  <entry>
    <title>FIX THE SHARK DESCRIPTIONS</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720454/fix-the-shark-descriptions"/>
    <id>sug_hhg7jadr3zywao0</id>
    <published>2026-07-08T05:52:59Z</published>
    <updated>2026-07-08T05:52:59Z</updated>
    <content type="text/plain">The White Shark Hide tooltip states it is the "dorsal hide of a great white shark, surprisingly smooth and soft despite its ferocious owner." Both of these details are completely incongruous with shark biology. Firstly, The slice of skin visible clearly shows gill slits and the countershading line which makes it solidly not dorsal. Dorsal meaning top, it is instead positioned almost perfectly horizontal on the sharks side. Secondly, Shark skin is unanimously described as being very rough and akin to sandpaper. Only the underbelly is remotely soft, and this detail is irrelevant as the icon again shows the ventral gill slits of the shark where the osteodermic scales are at their roughest. I recommend some further reading on chondrichthian biology to maintain accuracy when discussing the textures and placements of skin parts. Thank you for your consideration.</content>
  </entry>
  <entry>
    <title>Make Workshop Crafting keep you in the craft menu, and not kick you out each item craft.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720327/make-workshop-crafting-keep-you-in-the-craft-menu-and-not-kick-you-out-each-item"/>
    <id>sug_qtbslb985toiiok</id>
    <published>2026-07-07T12:08:25Z</published>
    <updated>2026-07-07T12:08:25Z</updated>
    <content type="text/plain">The current crafting system for the Workshop is very clunky, crafting any item, makes you re-select the item you want to craft and once again leads to carpal tunnel if you are mass crafting a specific type of armor/weapon at a specific rarity. By allowing the menu to stay on the "Fill All Items" and Craft menu after you select a specific rarity, as if you were crafting multiple pieces of jewelry at once will streamline the workshop, and make it feel less clunky. &#13;
&#13;
How the system currently works&#13;
&#13;
Player A select a rarity of the item.&#13;
Player A Selects "Fill All Items"&#13;
Player A Select "Craft"&#13;
Player A is exited from menu.&#13;
Player A has to select the rarity of the item.&#13;
Player A Selects "Fill All Items"&#13;
Player A Select "Craft"&#13;
Player A is exited from menu.&#13;
Player A gains carpal tunnel debuff. &#13;
&#13;
How the system should work&#13;
&#13;
Player A selects the rarity of an item they want to craft,&#13;
Player A Selects "Fill All Items".&#13;
Player A Selects "Craft" &#13;
Player A is not exited from the crafting menu.&#13;
Player A can now craft hundreds of times in a row before receiving the carpal tunnel debuff.</content>
  </entry>
  <entry>
    <title>Scrap all Button or allow scrapping of multiple items at once.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720324/scrap-all-button-or-allow-scrapping-of-multiple-items-at-once"/>
    <id>sug_tua4ee8r0zeovul</id>
    <published>2026-07-07T11:55:16Z</published>
    <updated>2026-07-07T11:55:16Z</updated>
    <content type="text/plain">The current way the scrapping system works now fast tracks your way to carpal tunnel, It's extremely slow and very tedious for no reason. Having a scrap all function or selecting multiple items to scrap at once as if you were selling it to a vendor, would increase the use of the workshop systems and make it a more streamlined part of the game.</content>
  </entry>
  <entry>
    <title>make druid shapeshift take longer to do when  changing animal weight classes.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720283/make-druid-shapeshift-take-longer-to-do-when-changing-animal-weight-classes"/>
    <id>sug_l9svuhugoa4hznq</id>
    <published>2026-07-07T05:52:04Z</published>
    <updated>2026-07-07T05:52:03Z</updated>
    <content type="text/plain">Size classes would be small, medium, large&#13;
&#13;
Small - rat, chicken, penguin&#13;
Medium - panther, human&#13;
Large - bear&#13;
&#13;
When you shift from one size group over the shapeshift would only have an additional casting duration of 10% &#13;
&#13;
But if you go from small to large you then get a heavy penalty casting duration of 30% &#13;
&#13;
This way the druid cant immeditally without warning drop on you as a rat then fill an entire room as a bear. They would need to actually use resource management</content>
  </entry>
  <entry>
    <title>About your Trademark Renewal Issue in China</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720117/about-your-trademark-renewal-issue-in-china"/>
    <id>sug_iugwxbhzqebhalp</id>
    <published>2026-07-06T02:19:22Z</published>
    <updated>2026-07-06T02:19:22Z</updated>
    <content type="text/plain">당사는 중국상표청 공식 사이트를 통해 귀사가 26년 04월에 중국에서 출원하신 “至暗前行(90951239&#13;
	&#13;
&#13;
)”, “至暗潜行(90951240&#13;
	&#13;
&#13;
)”상표가 기각되었음을 확인하였습니다. 본 메일 받으신 후 관련부서(회사 법무팀/지적재산권 담당자)에 전달해주시면 감사하겠습니다.&#13;
출원이 기각되더라도 기각 재심사를 청구할 수 있습니다. 기각 재심사는 상표 출원인이 기각 결정에 불복할 경우 새로운 의견서나 증거 자료를 제출할 기회가 있어 재심사를 청구하는 절차입니다. 「중국 상표법」 제34조에 따르면 기각 날짜로부터 30일 이내 기각 재심사를 청구할 수 있습니다. 따라서 청구할 의향이 있으시면 빠른 시일 내에 연락 부탁드립니다. 청구하지 않으신다면 본 상표가 최종적으로 포기된 것으로 간주되오니 참고 부탁드립니다. 이번 기각 혹은 상표 출원에 대해 의문점이 있으신다면 기각 통지서를 보내주시고 저희는 전문적인 조언을 드리겠습니다.  &#13;
&#13;
 &#13;
&#13;
저희 화인랜드는 기각 재심사 분야에서 업계 으뜸이라고 해도 과언이 아닐 정도로 뛰어난 전문성과 풍부한 성공 경험을 보유하고 있습니다. 추가적으로 소개하자면 2011년에 설립된 화인랜드는 지식재산권 대리 업무를 전문으로 하는 법률 서비스 기관으로 주로 특허, 상표, 저작권 등 법률 서비스를 제공하며, 중국 내 대형 지식재산권 대리 기관 중 하나입니다. 또한, 아시아, 유럽, 아메리카 등 여러 국가 및 지역의 160여 개 지식재산권 법무법인과 파트너십을 체결하여, 국내외 기업에 글로벌 서비스를 제공하고 있습니다. 저희를 신뢰하고 선택해 주신다면 최선을 다 하겠습니다.  &#13;
&#13;
 &#13;
&#13;
본 상표에 대해 기각 재심사를 진행할 의향이 있으신지요? 재심사를 원하실 경우, 추가 서류 준비 및 비용 견적을 안내해 드리겠습니다. 이외에도 상표, 특허, 저작권에 관해 의문점이 있으시면 언제나 편하게 연락해주세요. 성실하고 전문적인 조언을 드리겠습니다.</content>
  </entry>
  <entry>
    <title>HVCI真的没必要存在</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/720030/hvci"/>
    <id>sug_yeqt9jn7ic0h5gm</id>
    <published>2026-07-05T13:47:30Z</published>
    <updated>2026-07-05T13:47:30Z</updated>
    <content type="text/plain">你使用了hvci让很多没有电脑只能去网吧的玩家怎么玩？网吧又不能开hvci，不能豪客只能去逆袭,就算你开了HVCI也阻止不了其他玩家开外挂</content>
  </entry>
  <entry>
    <title>LET PLAYERS DECIDE TO STAY AS LONG AS THEY WANT ON A STAGE AS LEFT OR DEAD STATUS</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719968/let-players-decide-to-stay-as-long-as-they-want-on-a-stage-as-left-or-dead-statu"/>
    <id>sug_h3q5bybc1wkuahk</id>
    <published>2026-07-04T21:22:11Z</published>
    <updated>2026-07-04T21:22:10Z</updated>
    <content type="text/plain">i remember being able to stay as long as I wanted when I died or left the stage, to see either the others succeded or died during their stay. You changed it to a one-minute time to stay,  followed by an automatic leaving mode. &#13;
&#13;
Let the player decide. It's our time, not yours.</content>
  </entry>
  <entry>
    <title>More Door Types</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719964/more-door-types"/>
    <id>sug_rvrexnovudeebsm</id>
    <published>2026-07-04T20:09:02Z</published>
    <updated>2026-07-04T20:09:02Z</updated>
    <content type="text/plain">Consider adding different door types throughout maps. Rotted ones that fall apart once opened, barricaded once that have to be broken down from one side but can be unblocked from the other, depending on the module/map there could be ones that use magical interaction speed instead of regular.&#13;
&#13;
Think it would give more of an adventuring feel to traversing the map and cause people to scout escape routes more thoroughly when theres no guarantee what doors they'll have available.</content>
  </entry>
  <entry>
    <title>Stat / ability check for each class that updates when you change stuff  - Viewable from tavern</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719811/stat-ability-check-for-each-class-that-updates-when-you-change-stuff-viewable-fr"/>
    <id>sug_ijwwucw52wxflwj</id>
    <published>2026-07-03T16:16:48Z</published>
    <updated>2026-07-03T16:16:47Z</updated>
    <content type="text/plain">Keep it current, Make the wiki obsolete, or at least have something like that we can view in game (from tavern) that shows CURRENT VALUES after a game updates viewable for all classes.  &#13;
&#13;
Simply put.... reading your patch notes (or having to read the last ten or so..) all the time SUCKS trying to figure out what current values for are or what's changed for any given class and should be displayed inside the game tavern and it would make it even a little more professional Guys!! &#13;
It might even be helpful.&#13;
&#13;
Giving us more up to date INFORMED choice's  after a game update on what classes we might like to try or not try after you mess with things!!! &#13;
&#13;
 It would also be nice to be able to 'mouse over' all all buffs / de-buffs  / active abilities / skills  telling us what they are and their current values. Those pretty little icons do nothing if your new and don't know what the hell they are.</content>
  </entry>
  <entry>
    <title>Edit the user interface (UI )</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719710/edit-the-user-interface-ui"/>
    <id>sug_xkfvz8rjroppfo6</id>
    <published>2026-07-03T02:18:05Z</published>
    <updated>2026-07-03T02:18:04Z</updated>
    <content type="text/plain">It is necessary to be able to move and resize the user interface. For example, it is very important to see the buffs and health of allies, but this information is very far from the eyes, and the buffs look very small. I would like to edit the interface like in WoW</content>
  </entry>
  <entry>
    <title>Player BASED Dynamical Illumination</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719659/player-based-dynamical-illumination"/>
    <id>sug_skdalcbh131oldp</id>
    <published>2026-07-02T17:50:35Z</published>
    <updated>2026-07-02T17:50:35Z</updated>
    <content type="text/plain">None/Minimum illumination on certain maps.&#13;
Torches lights up by defeating mobs, prioritizing nearest source of light - Little ember indicates which torch will soon ignite to let those pesky rogues know(myself included).&#13;
Torches snuff off per % of killed players  - Forcing players to use lights, exposing them and possibly telling how empty lobby is.</content>
  </entry>
  <entry>
    <title>Align purchased consumables to the right side of the inventory to separate them from loot</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719628/align-purchased-consumables-to-the-right-side-of-the-inventory-to-separate-them-"/>
    <id>sug_ncnae4hcvhdbwd1</id>
    <published>2026-07-02T14:31:50Z</published>
    <updated>2026-07-02T14:31:50Z</updated>
    <content type="text/plain">With recent updates, purchasing potions and bandages fills the inventory vertically, starting from the left side.&#13;
&#13;
However, when we enter a dungeon and pick up items from the ground, the loot also populates the inventory starting from the top-left. This causes pre-brought consumables and fresh dungeon loot to mix together, making inventory management messy during a match.&#13;
&#13;
Suggestion:&#13;
Please change the auto-positioning of purchased/squire consumables so they fill the inventory starting from the right side instead of the left.&#13;
&#13;
Benefit:&#13;
This would keep the inventory clean and well-organized, clearly separating the supplies you brought from home from the loot you gather from the ground.</content>
  </entry>
  <entry>
    <title>Rat</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719503/rat"/>
    <id>sug_wmaxqqmroocsyfb</id>
    <published>2026-07-01T18:07:04Z</published>
    <updated>2026-07-01T18:07:04Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Возврат вещей у гоблина</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719501/"/>
    <id>sug_yhaqaczzsvyx8qm</id>
    <published>2026-07-01T17:58:57Z</published>
    <updated>2026-07-01T17:58:56Z</updated>
    <content type="text/plain">Уберите таймер на возвращения вещей у гоблина с PVE !!! зачем там нужно выжидать 10 минут чтоб выкупить свои вещи в PVE ????!!!!!! я понимаю  PVP возможно их другой игрок заберёт, зачем это нужно в PVE ???</content>
  </entry>
  <entry>
    <title>New luminosity potion</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719456/new-luminosity-potion"/>
    <id>sug_ftkmwpucovm5pmx</id>
    <published>2026-07-01T11:48:16Z</published>
    <updated>2026-07-01T11:48:16Z</updated>
    <content type="text/plain">A potion that makes it's user to radiate with bright light for 30-60 seconds.</content>
  </entry>
  <entry>
    <title>Please reconsider the new Normal mode gear restrictions</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719386/please-reconsider-the-new-normal-mode-gear-restrictions"/>
    <id>sug_ingbfddrhjwyqj4</id>
    <published>2026-06-30T21:36:52Z</published>
    <updated>2026-06-30T21:36:52Z</updated>
    <content type="text/plain">I want to give honest feedback about Hotfix #118, mainly regarding the new Normal mode gear restrictions.&#13;
&#13;
My biggest concern is that the new Normal dungeon gear restrictions feel unnecessarily confusing and hard to understand.&#13;
&#13;
Before this change, Normal mode having one clear gear cap was simple and healthy for the game. Everyone understood the identity of Normal mode:&#13;
&#13;
Normal mode = lower gear, lower pressure, more accessible, and easier to understand.&#13;
High-Roller = higher gear, higher risk, and higher reward.&#13;
&#13;
That separation made sense.&#13;
&#13;
But now each Normal dungeon has a different gear limit:&#13;
&#13;
Forgotten Castle: Common&#13;
Ashen Range / Goblin Caves: Uncommon&#13;
Frost Mountain: Rare&#13;
Blue Maelstrom: Epic&#13;
&#13;
I honestly do not understand the purpose of this change.&#13;
&#13;
Why should Normal mode have different gear limits depending on the map? It makes the game feel more confusing for no clear reason. Normal mode should be simple, accessible, and easy to understand. If players want higher gear, higher risk, and higher rewards, that is what High-Roller should be for.&#13;
&#13;
The old Normal mode gear cap was already good. Having every Normal map capped at Rare/blue gear made sense. It gave players room to use decent gear, but still kept Normal mode from becoming too sweaty or too close to High-Roller.&#13;
&#13;
Now it feels awkward. If I want to play Castle, I am forced into very low gear. If I want to use better gear in Normal, I am pushed into specific maps. That does not feel like freedom. It feels like the game is telling players what map they are allowed to enjoy based on gear rarity.&#13;
&#13;
I do not think this is good for casual players, new players, or returning players. The game is already complicated enough with maps, monsters, quests, gear stats, classes, and matchups. Adding different gear rules for every Normal dungeon only makes the game harder to understand.&#13;
&#13;
Please consider reverting this change. Normal mode was better when all maps had one consistent gear cap. I personally think all Normal</content>
  </entry>
  <entry>
    <title>make camping bosses to catch players bannable</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719379/make-camping-bosses-to-catch-players-bannable"/>
    <id>sug_tra40310jbdf421</id>
    <published>2026-06-30T20:53:54Z</published>
    <updated>2026-06-30T20:53:54Z</updated>
    <content type="text/plain">I AM SICK OF THIS SHIT, EITHER FIX BOSS ARENAS OR KILL CAMPERS.</content>
  </entry>
  <entry>
    <title>Training for bosses and other monsters nightmare in particular.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719266/training-for-bosses-and-other-monsters-nightmare-in-particular"/>
    <id>sug_pnbdllboo5ja4xz</id>
    <published>2026-06-30T06:48:44Z</published>
    <updated>2026-06-30T06:48:44Z</updated>
    <content type="text/plain">I heard that the training tab is for a multiclassing feature that's more balanced. Now with that in mind I want a training arena for learning monsters and bosses where you can fight them over and over without having to wait for timers or get the boss stolen out from under you by someone more geared and more knowledgeable. I've recently been trying to learn every boss but either I die and have to wait forever to load back in and make my way back to the boss and or having it stolen out from under me. Genuinely infuriating.</content>
  </entry>
  <entry>
    <title>Test server bug</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719263/test-server-bug"/>
    <id>sug_yhxq5hrbjd8cuor</id>
    <published>2026-06-30T06:17:51Z</published>
    <updated>2026-06-30T06:17:50Z</updated>
    <content type="text/plain">The test server version updated today has a bug. In the Big Shot mode, players die automatically a few minutes after entering the match, and it shows that abnormal game behavior was detected, so all test server players will run into the same problem.</content>
  </entry>
  <entry>
    <title>测试服可以好好更新吗？更新完游戏都进不去了</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719261/"/>
    <id>sug_2kfutigq8v7s8tx</id>
    <published>2026-06-30T06:12:09Z</published>
    <updated>2026-06-30T06:12:09Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Release of Steam Market</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719249/release-of-steam-market"/>
    <id>sug_lqd0rorwisteax2</id>
    <published>2026-06-30T03:37:11Z</published>
    <updated>2026-06-30T03:37:11Z</updated>
    <content type="text/plain">I want to energize the community, just like tbH did when it became popular.&#13;
Comments from Japan.&#13;
I am using a translation tool.</content>
  </entry>
  <entry>
    <title>annoying players</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719227/annoying-players"/>
    <id>sug_wyl1wve4twun8qz</id>
    <published>2026-06-29T23:44:14Z</published>
    <updated>2026-06-29T23:44:14Z</updated>
    <content type="text/plain">implent recording of gameplay since i have to have evidence of harassment and instead i got banned</content>
  </entry>
  <entry>
    <title>It is suggested that equipment levels in normal mode be uniformly classified into white and purple t</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719218/it-is-suggested-that-equipment-levels-in-normal-mode-be-uniformly-classified-int"/>
    <id>sug_jkajitagbtq7u06</id>
    <published>2026-06-29T22:34:03Z</published>
    <updated>2026-06-29T22:34:02Z</updated>
    <content type="text/plain">It is suggested that equipment levels in normal mode be uniformly classified into white and purple tiers. I just bought this game and have been playing for an hour, yet none of the items I obtained can be equipped in-game. I plan to request a refund</content>
  </entry>
  <entry>
    <title>Title: A possible solution to the gear disparity problem in Dark and Darker (Normal/HR progression)</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719135/title-a-possible-solution-to-the-gear-disparity-problem-in-dark-and-darker-norma"/>
    <id>sug_shsjl5h6rgjum2o</id>
    <published>2026-06-29T14:30:09Z</published>
    <updated>2026-06-29T14:30:09Z</updated>
    <content type="text/plain">I wanted to bring up an idea for the current gear progression problem in Dark and Darker and get some opinions.&#13;
&#13;
The recent changes were clearly aimed at making Normals more meaningful and reducing the amount of undergeared players entering High Roller. I think the intention makes sense — HR should be a place for geared players looking for high-risk, high-reward fights.&#13;
&#13;
However, I think the problem starts with Normal mode.&#13;
&#13;
Right now, the loot restrictions in Normals make it extremely difficult for players to realistically progress into HR. The amount of gold and gear you can earn is so limited that players can spend hours farming and still be nowhere near the level required to compete with experienced HR players.&#13;
&#13;
Because of that, some players feel forced into HR early. This creates a bad experience for everyone:&#13;
&#13;
* Undergeared players get destroyed because they are not prepared.&#13;
* HR players get frustrated because they are not getting the geared fights they entered HR for.&#13;
&#13;
My suggestion:&#13;
&#13;
Remove the loot tier restrictions in Normals and allow players to find all gear tiers, including Legendary, Unique, and Artifact items.&#13;
&#13;
This does NOT mean making HR pointless.&#13;
&#13;
Instead:&#13;
&#13;
* Normals become a place where players can actually build toward something.&#13;
* Players can either use valuable gear they find or sell it to afford HR kits.&#13;
* HR can keep its identity by having significantly increased drop rates for the best gear, better boss farming opportunities, and the highest rewards.&#13;
&#13;
The difference is that players would no longer feel stuck farming low-value loot forever just to enter HR.&#13;
&#13;
The progression would look more natural:&#13;
&#13;
1. Learn the game and farm PvE.&#13;
2. Find valuable gear or build a kit in Normals.&#13;
3. Sell loot or improve your own setup.&#13;
4. Enter HR when you are actually prepared.&#13;
&#13;
I also think this would make the game more beginner-friendly. A new player seeing the massive gear gap and realizing how long it takes to become competitive can easily get discourag</content>
  </entry>
  <entry>
    <title>A solution to the Rat Problem</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719127/a-solution-to-the-rat-problem"/>
    <id>sug_xlxb4x5bxqtqb62</id>
    <published>2026-06-29T13:43:10Z</published>
    <updated>2026-06-29T13:43:10Z</updated>
    <content type="text/plain">Anyone would plays high roller probably knows that the most recent patch did nothing to solve the rat problem. In theory it sounds good, however rats only need to get out with one or two items to make thousands of gold. So the 500 gold really just does nothing to them. &#13;
&#13;
That being said i propose this, bring back the old gear score but instead of the overall score being based on just item rarity, make it a combination of item rarity and value of the random attributes, that is how high is the random attribute quality. a kit with a bunch of +1 str / +1 dex / +7 armor rating is nowhere near as good as one with +3 str and +3 dex and +15 armor rating or even +2. I feel this could be pretty easy to implement especially since we can see what the max attribute roll can be now. I think an even better but also much more complicated version could be class / gear synergy. Its possible that rats will buy uniques with +9 that contribute nothing to the class so to solve this you find a way to figure out what gear pieces / random attributes work with what class. Nobody stacks knowledge on a rogue. and nobody stacks anything past 15  knowledge on a barb. Although i feel just implementing the first fix could really solve a lot of the rat or "crow" problem.</content>
  </entry>
  <entry>
    <title>give feedback on Hotfix #118, mainly regarding the Normal mode gear restriction changes.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/719121/give-feedback-on-hotfix-118-mainly-regarding-the-normal-mode-gear-restriction-ch"/>
    <id>sug_xm01r1abh398spd</id>
    <published>2026-06-29T12:59:58Z</published>
    <updated>2026-06-29T12:59:57Z</updated>
    <content type="text/plain">I want to give feedback on Hotfix #118, mainly regarding the Normal mode gear restriction changes.&#13;
&#13;
My biggest concern is that the new Normal dungeon gear restrictions feel unnecessarily confusing and hard to understand.&#13;
&#13;
Before this change, Normal mode having one clear gear cap was simple and healthy for the game. Everyone understood the identity of Normal mode:&#13;
&#13;
Normal mode = lower gear, lower pressure, more accessible, and easier to understand.&#13;
High-Roller = higher gear, higher risk, higher reward.&#13;
&#13;
That separation made sense.&#13;
&#13;
But now each Normal dungeon has a different gear limit:&#13;
&#13;
The Forgotten Castle allows up to Common.&#13;
The Ashen Range allows up to Uncommon.&#13;
The Frost Mountain allows up to Rare.&#13;
The Blue Maelstrom allows up to Epic.&#13;
&#13;
I honestly do not understand the purpose of this change.&#13;
&#13;
If Normal mode is supposed to be the more accessible and casual-friendly mode, why make the rules different for every map? Having to remember which dungeon allows which gear rarity makes the mode feel more complicated for no clear benefit.&#13;
&#13;
A simple universal cap for all Normal dungeons felt much better. Personally, I think having all Normal dungeons capped at Rare/blue gear was already a good system. It was clear, easy to understand, and kept Normal mode from becoming too close to High-Roller.&#13;
&#13;
With the new system, Normal mode starts to lose its identity. If one Normal dungeon allows Common gear and another allows Epic gear, then what is Normal mode supposed to mean anymore? It makes the gap between Normal and High-Roller less clear.&#13;
&#13;
I also think this hurts newer and casual players. They already need to learn maps, mobs, quests, gear stats, and matchups. Adding different gear rules for every Normal dungeon just makes the game harder to understand.&#13;
&#13;
I hope the developers reconsider this change and return to a simpler system.&#13;
&#13;
Please do not overcomplicate Normal mode. A consistent gear cap across all Normal dungeons would be better for clarity, accessibility, and long-ter</content>
  </entry>
  <entry>
    <title>Can you change the Tavern Keeper quest's incomplete colossus?</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718998/can-you-change-the-tavern-keeper-quests-incomplete-colossus"/>
    <id>sug_kgxfxg9mctg6pij</id>
    <published>2026-06-28T08:23:26Z</published>
    <updated>2026-06-28T08:23:26Z</updated>
    <content type="text/plain">Do you want to try and see if you can beat the Red Flame Colossus on the second level of Cangyan Ridge in Adventure Mode?&#13;
If you don't play it yourself, can you at least empathize with the players? The Red Flame Colossus in Hardcore mode being hard is one thing, but Adventure mode is just as hard as Hardcore.</content>
  </entry>
  <entry>
    <title>Melee vs Ranged - Armor &amp; Stat Balance and Ranger Rework</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718988/melee-vs-ranged-armor-stat-balance-and-ranger-rework"/>
    <id>sug_fq03mw6yqzgaud1</id>
    <published>2026-06-28T04:40:48Z</published>
    <updated>2026-06-28T04:40:48Z</updated>
    <content type="text/plain">Season 9 is a strong update, but melee vs ranged balance and armor impact still feel off.&#13;
&#13;
High survivability builds have too few real trade-offs. Heavily armored classes can stack PDR, health, and damage while still maintaining enough mobility to consistently reach and overwhelm ranged classes. Rangers and Wizards, meanwhile, carry most of the risk due to low health, low PDR, and long punish windows during attacks and casts.&#13;
&#13;
Armor should come with clearer downsides tied to investment:&#13;
&#13;
• 22% PDR and below: no extra movement penalty&#13;
• 23–36% PDR: ~5% movement speed reduction&#13;
• 37–50%+ PDR: ~10% movement speed reduction&#13;
&#13;
This would reinforce that higher survivability should reduce mobility instead of allowing near-full effectiveness in both offense and pursuit.&#13;
&#13;
Armor should also affect combat tempo. Heavy armor could apply a small action/swing speed penalty that scales with survivability, with Dexterity helping reduce or offset it ( as it currently does but by creating a new swing speed/recovery stat). This would make Dexterity more meaningful and reinforce build identity. This is more like if user has 11 dex, then youll have a slower swing speed and recovery. &#13;
&#13;
Ranger also feels weak in lower gear brackets. The class has low health, low armor, and low margin for error, but its ranged pressure often doesn’t feel impactful enough to justify the risk and downtime required to deal damage. Meanwhile, Fighters and Barbarians remain strong even in Squire gear and can still use bows effectively.&#13;
&#13;
Suggestions:&#13;
&#13;
• Improve base bow handling and draw speed for more consistent pressure&#13;
• Adjust range identity: slightly reduced damage at extreme range, slightly increased at close-to-mid range&#13;
• Slightly reduce bow effectiveness on non-ranged classes (~5%) to preserve Ranger identity&#13;
&#13;
The goal is not to over-buff Rangers, but to make ranged pressure consistently meaningful and ensure survivability comes with real trade-offs in mobility and combat tempo.</content>
  </entry>
  <entry>
    <title>Feedback regarding boss looting system and "rat" gameplay incentives</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718956/feedback-regarding-boss-looting-system-and-rat-gameplay-incentives"/>
    <id>sug_z4giiw4lnblv72a</id>
    <published>2026-06-27T21:14:50Z</published>
    <updated>2026-06-27T21:14:50Z</updated>
    <content type="text/plain">Dear IRONMACE Team,I am writing to express my frustration with the current state of boss encounters and looting mechanics in Dark and Darker. Currently, the game heavily rewards passive "rat" behavior, creating an incredibly toxic experience for players who actually do the hard work.Here are the main issues that need your urgent attention:Lack of Loot Priority: Previously, the player or team that killed a monster had priority in opening the corpse. Removing this feature was a mistake. Right now, a player can fully gear up to fight a boss like the Cave Troll, do 100% of the work, and then a high-agility player (like a Bard or Rogue) simply rushes in at the last second, steals high-value items like Troll Blood, and runs away. One player does all the work, while another gets rewarded just for waiting.Boss Room Crowding: It is currently impossible for newer or average players to learn boss mechanics. When trying to fight the Cave Troll, up to 5 or more other players often rush the room. How can anyone learn the fight when 10 people are fighting inside one small room?Incentivizing Toxic Behavior: The current system directly forces people to become "rats" and thieves, while causing immense hatred and a feeling of wasted time for those who play fairly.Proposed Solutions:Return Kill Priority: Bring back the mechanic where the player or team that dealt the killing blow (or the most damage) has a time-lock priority to open the boss inventory and loot piles.Instance/Gate the Boss Rooms: Implement a mechanic where once a player or a party (of 2-3) enters the boss arena and starts the fight, the doors lock or prevent other players from entering until the boss is either defeated or the initial party dies.Please reconsider how boss encounters are structured. The game should reward skill and effort, not cowardice and loot stealing.Thank you for your time and dedication to the game.</content>
  </entry>
  <entry>
    <title>Make quest boss kills shared to anyone who does damage</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718953/make-quest-boss-kills-shared-to-anyone-who-does-damage"/>
    <id>sug_pgzlsd0eeu51g0t</id>
    <published>2026-06-27T20:30:47Z</published>
    <updated>2026-06-27T20:30:47Z</updated>
    <content type="text/plain">I swear to god if I keep having people run in to quest steal im going to lose it</content>
  </entry>
  <entry>
    <title>你们没有能力解决外挂，却给别人权限随意去封别人账号，真是一群没有能力的SB，臭游戏，草</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718928/sb"/>
    <id>sug_i4xzb2e1crvivua</id>
    <published>2026-06-27T14:55:52Z</published>
    <updated>2026-06-27T14:55:51Z</updated>
    <content type="text/plain">我草你吗的，老子纯绿玩，玩了6000多小时，今天晚上22：30左右玩的欧中地牢，莫名其妙被封3天，你们没有能力处理外挂，随便给其他人权限乱封号，真是SB，草！</content>
  </entry>
  <entry>
    <title>Show us overall damage to players at the end of match.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718878/show-us-overall-damage-to-players-at-the-end-of-match"/>
    <id>sug_sotvnje0ydftk50</id>
    <published>2026-06-27T04:51:33Z</published>
    <updated>2026-06-27T04:51:33Z</updated>
    <content type="text/plain">Please add "Total damage to players" at the end of the match! This would be cool to see how well we are doing! I would love to see those numbers!</content>
  </entry>
  <entry>
    <title>Rogues are killing the game.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718877/rogues-are-killing-the-game"/>
    <id>sug_9zmqegzmcdabujv</id>
    <published>2026-06-27T04:18:55Z</published>
    <updated>2026-06-27T04:18:55Z</updated>
    <content type="text/plain">Rouges are rough right now. They are wayy too strong and suffer little risk. Full invis is insane, they camp and wait around (landmine) and they can 3-4 shot with insane damage. Please fix this or find a better way to balance please. &#13;
&#13;
That throwing knife ability is insane as well. NO risk at all. I am seeing rogues take out full plated dudes like nothing. It is even worse for wizards and rangers who get 3 tapped. By the time they appear in front of you, it is pretty much over. &#13;
&#13;
Please balance this somehow.</content>
  </entry>
  <entry>
    <title>NO MORE bows and crossbows. Leave that to ranger.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718875/no-more-bows-and-crossbows-leave-that-to-ranger"/>
    <id>sug_wzwwq5tudzkcvus</id>
    <published>2026-06-27T04:15:20Z</published>
    <updated>2026-06-27T04:15:20Z</updated>
    <content type="text/plain">Everyone I encounter has a bow or crossbow. It is getting really frustrating and not very fun. Please do not allow everyone to have a bow/crossbow. That should be exclusive to Ranger ONLY. That is what makes the character special. It feels like an arrow fest anytime I am trying to engage. I am getting shot across the map with crossbows. Crossbows should have a severe range reduction. Again, this should only be exclusive to rangers anyway.&#13;
&#13;
With this happening, it takes away any incentive to actually play as the ranger class. Why be ranger when I can also be a brute and use a bow? I actually think it is insanely difficult to do well and thrive as ranger. They need to rely on just their bow. They cannot melee like other classes. They poke a lot and I think that is what makes people complain, but that is their job. I rarely see rangers actually kill or win 1v1s. It is so hard, they rely on kiting while other classes have little to NO risk. Rangers and wizards have hugee risks that are punishing for them. People are complaining and blaming ranger for bow, when you have fighters and barbs also chucking arrows everywhere. On top of that, barbs and fighters can close the gap to easily after tagging you with arrows. &#13;
&#13;
Please remove that. Everyone should play their class like they are supposed to. The role of barbs and fighters is to be heavy, tanky and their job it to attempt to close the gap. They have such an expansive tool kit compared to most classes. They have a chain to pull you, fast chase speed with HEAVY armor, super high defense. Insane 2 tap damage.</content>
  </entry>
  <entry>
    <title>Fighter and Barbs are insane.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718873/fighter-and-barbs-are-insane"/>
    <id>sug_ezgntpnm4zeyojk</id>
    <published>2026-06-27T04:05:15Z</published>
    <updated>2026-06-27T04:05:15Z</updated>
    <content type="text/plain">Barbs and Fighters dominate this game. They have every tool and utility, even chase abilities, fast movement speed, hook, access to range such as crossbows and bows. They really do not suffer any penalty. I am seeing heavy armored folk using lighter pants and having fast movement that feels disproportionate to other fast light clothing characters. Please fix this. I saw a fighter reach 301 moves speed. While chasing people are also removing their clothing mid running, This "tech" isn't fair. You guys removed cast jumping and other tech, I think it is fair to remove tech like that. It is kinda cheese. &#13;
&#13;
With that being said, they have a response for everything. They can also chase and catch up to fast characters. I think heavy armor move speeds need to be adjusted along with armor rating. It feels a little high overall.</content>
  </entry>
  <entry>
    <title>Gambler Token Designated Slot</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718866/gambler-token-designated-slot"/>
    <id>sug_arsnsxg2btrecx7</id>
    <published>2026-06-27T01:19:51Z</published>
    <updated>2026-06-27T01:19:50Z</updated>
    <content type="text/plain">Add a dedicated slot for the gamblers token possibly. could be in the same slot as your helm kind like the heart on the chest or even a new slot under your necklace.</content>
  </entry>
  <entry>
    <title>A mobile app just for the market</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718858/a-mobile-app-just-for-the-market"/>
    <id>sug_hy4etegjepzp3hh</id>
    <published>2026-06-26T23:45:49Z</published>
    <updated>2026-06-26T23:45:49Z</updated>
    <content type="text/plain">Let me connect my account to an app on my phone where I can buy and sell stuff on the market</content>
  </entry>
  <entry>
    <title>New Class: Alchemist</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718849/new-class-alchemist"/>
    <id>sug_pxpe8xi41d7eu6z</id>
    <published>2026-06-26T21:57:17Z</published>
    <updated>2026-06-26T21:57:16Z</updated>
    <content type="text/plain">All numbers are up to devs and subject to balance changes.&#13;
&#13;
Weapons:  Swords, Daggers, Staffs, Spellbook, Crystal Ball&#13;
Armor: Mostly same as Warlock&#13;
&#13;
Core Mechanic: Self-Made Potion I / II&#13;
Self-Made Potion Ability lets you create custom potions in a menu&#13;
The potion creation menu would work similarly to the spell selection menu, but instead of spells, You choose "Ingredients".&#13;
  5 slots on the left as Positive Effects&#13;
  5 slots on the right as Negative Effects&#13;
&#13;
For simplicity, ingredients are referred by their effects (e.g. "Healing", "Haste"). When placed on the Negative side, their effect and name is inverted:&#13;
  Healing &gt; Damage&#13;
  Haste &gt; Slowness&#13;
&#13;
Each ingredient has a "Mixture Instability " value based on its tier(Tier 1 is 1Instability etc.):&#13;
  Positive effects adds Instability &#13;
  Negative effects substracts Instability &#13;
A potion cannot have positive or negative Mixture Instability. It must always equal 0.&#13;
&#13;
Special Ingredient&#13;
  Salt: increases the effective tier and Mixture Instability of ALL ingredients on the chosen side by +1. Mixture Instabilty have no cost &#13;
&#13;
Example:&#13;
  Tier 1 Healing: Restores 5 x Tier Health over 10s&#13;
  Tier 1 Haste: Grants 2 x Tier Move Speed for 10s&#13;
&#13;
  2 x Healing (Positive) &gt;+2 Instability&#13;
  +10 Health over 10s&#13;
  2 x Haste (Negative) &gt;-2 Instability&#13;
  -4 Move Speed for 10s&#13;
  0 Instability &#13;
&#13;
Later I decide 10 Health is nothing, so I Add Salt to the Positive side:&#13;
  both Healing becomes Tier 2&#13;
 +20 Health over 10s&#13;
 Instability becomes +2&#13;
&#13;
So I Add Salt to the Negative side:&#13;
  both Haste(Slowness) becomes Tier 2  &#13;
  -8 Move Speed for 10s&#13;
  Instability returns to 0&#13;
&#13;
Final potion:&#13;
  +20 Health over 10s&#13;
  -8 Move Speed for 10s&#13;
  0 Instability&#13;
&#13;
Potential Perks: &#13;
  You can now throw all potions and Self-Made Potions, at the cost of  weaker effect.&#13;
  Self-Made Negative Effects are weaker on you&#13;
  All Your Potion effect last longe&#13;
  You now drinks and throw potions Faster&#13;
  Your Self-Made potions can have positive Instability, but it weakens them.</content>
  </entry>
  <entry>
    <title>I can't claim my Season 5 rewards</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718800/i-cant-claim-my-season-5-rewards"/>
    <id>sug_ojqlqf1owcxydng</id>
    <published>2026-06-26T16:27:12Z</published>
    <updated>2026-06-26T16:27:11Z</updated>
    <content type="text/plain">I reached the Demigod rank in Season 5, but I haven't received my rewards. I received my rewards in Season 6, but they aren't showing up, and they aren't in my inventory either. What should I do?</content>
  </entry>
  <entry>
    <title>Remove The dizziness effects from game</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718782/remove-the-dizziness-effects-from-game"/>
    <id>sug_mj27rn8w2tzk9gn</id>
    <published>2026-06-26T13:14:42Z</published>
    <updated>2026-06-26T13:14:42Z</updated>
    <content type="text/plain">this effects make me very sick ! i cant stand it !</content>
  </entry>
  <entry>
    <title>Add a new rank category to the Arena</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718770/add-a-new-rank-category-to-the-arena"/>
    <id>sug_6mzpexwpynsqyvb</id>
    <published>2026-06-26T10:34:10Z</published>
    <updated>2026-06-26T10:34:10Z</updated>
    <content type="text/plain">Under the current ranking system, there are often significant differences in skill level even among players classified as “Veterans,” which results in considerable variability in matchmaking.&#13;
Adding a new tier will improve the accuracy of matchmaking, allowing players to face opponents of more similar skill levels.</content>
  </entry>
  <entry>
    <title>Make kits easier to build</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718730/make-kits-easier-to-build"/>
    <id>sug_en8h15pybja0ooq</id>
    <published>2026-06-26T03:42:35Z</published>
    <updated>2026-06-26T03:42:35Z</updated>
    <content type="text/plain">You are pushing people to do HR, but no one actually wants to because of kit building simulator.</content>
  </entry>
  <entry>
    <title>Give bard his solo courage duration back, and leave the 6 seconds to his team</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718729/give-bard-his-solo-courage-duration-back-and-leave-the-6-seconds-to-his-team"/>
    <id>sug_ro0vovzaajgq0be</id>
    <published>2026-06-26T03:20:23Z</published>
    <updated>2026-06-26T03:20:23Z</updated>
    <content type="text/plain">Just nerfing him harder is ridiculous. No matter how you twist it, this is a nerf for bard himself. If anything he needed a buff because you had to play nigh perfect to beat a fighter. Now he is just worthless&#13;
&#13;
Give bard 240 seconds of courage and leave the 6 second duration to his teammates.</content>
  </entry>
  <entry>
    <title>Add dragons you can ride after you tame them, with which you can attack.</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718725/add-dragons-you-can-ride-after-you-tame-them-with-which-you-can-attack"/>
    <id>sug_nizr3ny1yqlczpk</id>
    <published>2026-06-26T02:52:48Z</published>
    <updated>2026-06-26T02:52:48Z</updated>
    <content type="text/plain">If, apart from fighting by our own, we could ride dragons after a quest or something to tame them, that would be amazing.</content>
  </entry>
  <entry>
    <title>Add Hennin and/or Surg kit cosmetics</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718651/add-hennin-andor-surg-kit-cosmetics"/>
    <id>sug_awqcuewexi0ggay</id>
    <published>2026-06-25T15:23:14Z</published>
    <updated>2026-06-25T15:23:14Z</updated>
    <content type="text/plain">Add a hennin cosmetic, I want to be a pretty princess. A surg kit cosmetic would be cool as well, after the rollout of the bandage cosmetic.</content>
  </entry>
  <entry>
    <title>Delete Normals and add squire to riches for solos and duos</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718630/delete-normals-and-add-squire-to-riches-for-solos-and-duos"/>
    <id>sug_c2htusl79zokpbr</id>
    <published>2026-06-25T13:42:36Z</published>
    <updated>2026-06-25T13:42:36Z</updated>
    <content type="text/plain">Delete normals and add solos and duos for S2R. New players can learn mobs and bosses by doing PVE mode. Later when there comfortable they can move on to S2R to learn PVP and whatever gear they find they can later utilize for HR mode. Having PVE, Normals, S2R, and HR is just to to many modes along with to many queues.</content>
  </entry>
  <entry>
    <title>highroller system</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718578/highroller-system"/>
    <id>sug_zfncpmctqkxgwdo</id>
    <published>2026-06-25T08:06:18Z</published>
    <updated>2026-06-25T08:06:17Z</updated>
    <content type="text/plain">highroller previous system　Applicable　please</content>
  </entry>
  <entry>
    <title>Give every account 1 report that insta bans cheaters</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718531/give-every-account-1-report-that-insta-bans-cheaters"/>
    <id>sug_nsx4wcpedpne55n</id>
    <published>2026-06-24T22:07:31Z</published>
    <updated>2026-06-24T22:07:31Z</updated>
    <content type="text/plain">Give everyone 1 chance to ban a person for a day and send to interview. If success +1 report if not guilty no more reports.</content>
  </entry>
  <entry>
    <title>Integrate Anybrain as an external anti cheat</title>
    <link href="https://darkanddarker.featureupvote.com/suggestions/718507/integrate-anybrain-as-an-external-anti-cheat"/>
    <id>sug_9vp9kaqblhjhuhc</id>
    <published>2026-06-24T19:48:01Z</published>
    <updated>2026-06-24T19:48:01Z</updated>
    <content type="text/plain">They have been seen somewhat effective with hunt showdown. With the current huge issue of cheaters definitely something to look into</content>
  </entry>
</feed>
