ATT: The idea behind this post is to make certain things in this game usefull, things such as gold. Or to create diversity in combat or how you approach conflicts by using new consumables to assist you or using followers you purchased in towns.
Combat mechanics-wise:
-add more variation to weapon types in future releases if possible, there are skills that used to have dual wield weapons at early stages but not anymore (mostly focusing on two handed items, skills such as axes and blunt, tomahawks are old and outdated, would be nice to have weapons like this again added to the game)
-add new shields to the game and make them a viable again (not even sure if the shields issue is gone but i stopped using shields a long time ago prior to this, mostly because there are little to no enemies in this game that require the use of a shield), perhaps upgrading the shields with new abilities or passives, like stunning enemies when you block with the shield and attack with it, costing stamina to use this (actually makes stamina potions have an use in the game).
-add throwable consumables (bought in towns for gold, gives actual use to gold, do not put these in chests as reward otherwise beats the point of using gold to buy them), potions/weaponry/spelltraps, some examples: throw a potion that releases a deadly poisonous cloud to anyone in the area (both the player and the enemy), throw a potion that creates a holy cloud that regens players in the area or boosts healing effects in that area, throw a scroll to the ground to set a magical trap, throw daggers/knives/axes/rocks or w/e, you name it!
Questing-wise:
-I know there was a dinamic quest system in the works, i don't know much what the actual plan is, but i do hope this questing system becomes meaningfull, rewarding the player in gold(again, must give gold a proper use) or xp or a random item reward based on the quest difficulty. Also would be nice to have the option to get special assignments in two ways, pay a bunch of gold to spawn one of these for you or do normal assignments and pray that RNG god gives you one of those for free. Maybe these special assignements would be the ones rewarding gear for your current level, idk.
Summoning/Pet-wise:
-Been playing through many maps this last month and i thought that having the option to rent/buy npcs in towns would be a great idea, thornlands uses this particular idea i'm suggesting, low level characters spawn that thornlands guard that will help you for a few coins in that map, except what i want to try and suggest is npcs that you buy and will remain with you for a period of time or untill you send them away or have them die. The idea would be to have a new shop in each town that sells "contracts", each town would house a certain level range of npcs to buy, edana obviously having the cheap and weakling followers and high level towns such as sorc_villa having expensive and strong/helpfull followers. Not sure if having this extra follower would be possible but perhaps there is a better way to implement this idea, having a scroll with a limited number of uses, like a galat chest scroll that summons the chest, instead of a chest, it would summon the npc you bought. Examples of followers: bandits, guards, thieves, knights, mages, wizards, peasant (commoner fighting with his hands or something like that), sorc shaman, sorc juggernaut, sorc thunderfist (the martial arts giants), sorc guard, sorc thuldar (!!!), elementals, greater elementals, elf guard, elf wizard, dwarf warrior, necromancers and so on. Each follower would have his own unique price, which could be gold or a specific item associated with the npc (like thuldar requesting a blood drinker). This suggestion aims to help cut down on spare items that people hoard, people used to trade these away for potions but stopped doing so as people have left the game and lost interest in it overall. This suggestion will also help spend some of that gold people are stacking for ages.
-As for pets themselves, i don't really want to suggest more pets, wolves are sort of annoying as they are with all the knockback spamming, other animals would most likely be equally annoying aswell. Eagles pushing enemies into a corner or constantly flying away from your healing or spiders blocking your hits (unless its a tiny one, which then would be a problem to heal).... nah, think i'm fine with wolves already!
And for last suggestion in this post, earth subskill and dwarves playable race large update, where you at?
Getting tired of gazing upon greater earth elementals and suddently getting 1 shot to the face for observing them too much and not dodging enough those nasty magics. 
Combat mechanics-wise:
-add more variation to weapon types in future releases if possible, there are skills that used to have dual wield weapons at early stages but not anymore (mostly focusing on two handed items, skills such as axes and blunt, tomahawks are old and outdated, would be nice to have weapons like this again added to the game)
-add new shields to the game and make them a viable again (not even sure if the shields issue is gone but i stopped using shields a long time ago prior to this, mostly because there are little to no enemies in this game that require the use of a shield), perhaps upgrading the shields with new abilities or passives, like stunning enemies when you block with the shield and attack with it, costing stamina to use this (actually makes stamina potions have an use in the game).
-add throwable consumables (bought in towns for gold, gives actual use to gold, do not put these in chests as reward otherwise beats the point of using gold to buy them), potions/weaponry/spelltraps, some examples: throw a potion that releases a deadly poisonous cloud to anyone in the area (both the player and the enemy), throw a potion that creates a holy cloud that regens players in the area or boosts healing effects in that area, throw a scroll to the ground to set a magical trap, throw daggers/knives/axes/rocks or w/e, you name it!
Questing-wise:
-I know there was a dinamic quest system in the works, i don't know much what the actual plan is, but i do hope this questing system becomes meaningfull, rewarding the player in gold(again, must give gold a proper use) or xp or a random item reward based on the quest difficulty. Also would be nice to have the option to get special assignments in two ways, pay a bunch of gold to spawn one of these for you or do normal assignments and pray that RNG god gives you one of those for free. Maybe these special assignements would be the ones rewarding gear for your current level, idk.
Summoning/Pet-wise:
-Been playing through many maps this last month and i thought that having the option to rent/buy npcs in towns would be a great idea, thornlands uses this particular idea i'm suggesting, low level characters spawn that thornlands guard that will help you for a few coins in that map, except what i want to try and suggest is npcs that you buy and will remain with you for a period of time or untill you send them away or have them die. The idea would be to have a new shop in each town that sells "contracts", each town would house a certain level range of npcs to buy, edana obviously having the cheap and weakling followers and high level towns such as sorc_villa having expensive and strong/helpfull followers. Not sure if having this extra follower would be possible but perhaps there is a better way to implement this idea, having a scroll with a limited number of uses, like a galat chest scroll that summons the chest, instead of a chest, it would summon the npc you bought. Examples of followers: bandits, guards, thieves, knights, mages, wizards, peasant (commoner fighting with his hands or something like that), sorc shaman, sorc juggernaut, sorc thunderfist (the martial arts giants), sorc guard, sorc thuldar (!!!), elementals, greater elementals, elf guard, elf wizard, dwarf warrior, necromancers and so on. Each follower would have his own unique price, which could be gold or a specific item associated with the npc (like thuldar requesting a blood drinker). This suggestion aims to help cut down on spare items that people hoard, people used to trade these away for potions but stopped doing so as people have left the game and lost interest in it overall. This suggestion will also help spend some of that gold people are stacking for ages.
-As for pets themselves, i don't really want to suggest more pets, wolves are sort of annoying as they are with all the knockback spamming, other animals would most likely be equally annoying aswell. Eagles pushing enemies into a corner or constantly flying away from your healing or spiders blocking your hits (unless its a tiny one, which then would be a problem to heal).... nah, think i'm fine with wolves already!
And for last suggestion in this post, earth subskill and dwarves playable race large update, where you at?
