Suggestions

#General Changes

  • By Ida: If it is possible, I suggest improving the returns of Endurance past having 40. As it is, there's no point in increasing the stat past 40 since you need 6 points to get 1 Stamina
  • By Code "just don't get hit" Zeta: If possible, add command prompts to the added warping spots
  • By Ida: Exclusive items that are obtainable by trading more than just 1 boss soul e.g. trading magic-themed souls such as Oceiros', Crystal Sage's, and Twin Princes' souls for a neat magic-oriented item/weapon/ring/spell
  • By Ida: Would be nice to have Fireseeds and even Catalysts to drop from the crow
  • By Ida: It would be fitting to add a warp to the Grand Archives by the Crystal Sage's boss area. Maybe near the Sage's Overlook bonfire.
  • By Ida: A warp to the Smouldering Lake by the Demon in the Undead Settlement. Maybe through the large bonfire in the middle of that area.
  • By Redshots: Adding upgrade materials for purchase at ludleth for Awestones. Any price you deem fair.
  • By Lovepunch: Re-add some sort of bonus for deathless runs.
  • By Exal: Make the ascended pyro accessible at 45int/45faith instead of 80 int. Or have 3 ways to ascend, 80 Int, 80 Faith, 45/45
    • By JJR0244: make ascension tied into weapon upgrade. Perhaps adding an infusion material?
    • By Bluhman: Make it so that Yoel of Londor stays alive if you draw out any true strength: too easy to accidentally kill him by warping to an out-of-sequence location.
    • By Bluhman: Have equipment weight measured only by the current left and right hand items out, instead of the sum of all the different equipment parts.
  • By DioBrando: Break stats limit and more new game+ with more variant enemy
  • By Cocheese: In light of removing passive FP regeneration, a system where only the most recent FP consuming action passively regenerates its cost. Casting a 100 FP spell would fully recuperate that 100 unless if interrupted by another spell or WA, in which case any leftover FP to be regenerated would have to be via estus. (healing spells or WA should probably be excluded to prevent cheesing, if this were to even be possible.)
  • By a lot of people: More summonable phantoms for bosses especially for builds centered on being support
  • By MercilessBlizzard: Sidearms overhaul: instead of using FP and stamina guns can use ammo (like bows that uses arrows for shots) - different types of bullets ( and cannonballs for cannon ): reinforced, silver etc. Well you can buy it from firearms trader. Cinders already has some spellbound items like bombs, knives, but i think it's a good idea if you add spellbound ammo boxes, so you can, for example, shot 50 bullets, and you don't need to buy another bunch, box magically return bullets by one bullet per 15 seconds, also you can reinforce boxes to get more damage.
  • By MercilessBlizzard:Re-add weapon reinforce system, it's boring when you need only boost your stats to get some more damage, i think, reinforce to +15 by using primordial shards that you can get going through challenges was very good thing, also you can add some more materials.
  • By MercilessBlizzard: Remove wolf from Velstadt ( Herald of Winter ) bossfight, it makes boss non-unique, i think.

#Covenants

  • By Bluhman: Add a confirmation dialog before 'Offer self to Rosaria'; distinction between entering covenant isn't fully clear, and it cuts off the Siris sidequest.

#Weapons

  • By JackieBunz: I went over the new moveset of the Penetrating Sword i like how its much more straight sword like. But i was thinking it would be cool if it had the WA R1 move from Valor Heart. The leaping crow hop stab of VH feels a bit more like the one PS had in Demon's souls.
  • By MacKela: The Weapon Art of Aquamarine Dagger currently uses up around 200 FP per swing, far more than other similar WAs. For example, the Ringed Knight Straight Sword only uses a fraction of that.
  • By Ida: Sunlight Greatsword to have innate lightning damage to match the theme and description.
  • By Ida: Blacksmith Hammer to have innate Fire damage
  • By Ida: A weapon with innate toxic aux
  • By Ida: Maybe even a toxic infusion. I know there's no menu indicator for it but the same arguement can be given to luck
  • By Ida: Dragon-kin weapons to give flat magic and fire defenses (to match the theme of previous Souls games). Maybe also a decrease in lightning defense
  • By Harmonixer & Sarangerel Chinua: "+" Ammunition that scale with the NG round e.g. NG +5 will have Standard Arrows +5. The same, of course, would be with other arrows, bolts and greatarrows
  • By Ida: A toxic/posion weapon from the decomposing corvians and the annoying lightning dudes that push you off ledges in The Ringed City
  • By Ida: Faith and Int Greatbows for the other greatarrows to actually scale because, as it is, the Milwood and Phys greatarrows simply outclasses everything else. I was thinking of:
    • Darkmoon Greatbow for Int
    • White Birch Greatbow for Faith
    • Izalith Greatbow for both Int & Faith (maybe 2 variants of this for dark and fire)
    • The first 2 can be an upscaled version of the original models and for the third one, I was thinking of the onislayer greatbow but with a smoldering effect? or the visual effect of dancer's dark blade
  • By Ida: Tailbone Pick and Tailbone Club have the same moveset. The only difference is the weapon art. As such, my suggestion is to liken the Tailbone Pick's moveset to the Irythill Pick
  • By Ida: Individual curved sword variations for the Dancer's swords
  • By Ida: Rose Of Ariandel WA speed to increase by 30% and a 5-10 increase in innate bleed build-up to make it more viable as a melee weapon
  • By Ida: A stronger variation of the Dark Hand. Maybe call it the Abyss' Hand and it can be transposed from Midr's soul. Maybe even make it scale with all stats or int & faith
  • By Ida: Onislayer Greatbow to deal bonus damage against demons. Since Oni literally means demon. If done, maybe the arrows too
  • By Lost "Block" Cat: Single Brigand Dagger in contrast to the dual wield
  • By Lost "Block" Cat: Single Gotthard Sword in contrast to the dual wield
  • By SHOVEL Act4 Requiem Over Heaven: A miracle catalyst weapon (like Heysel Pick). The suggestions after some discussion is it being a sword or a mace/warhammer. Another suggestion in line with this is a spear to have a lore of another eccentric silver knight being more of a caster than a melee fighter
  • By Kiro: An Ultra Greatsword variation of the Wolf Knight Sword
  • By Reflectionist: Add a Nagamaki weapon with the halberd or curved greatsword moveset. Suggested models for this would be a stretched out katana in the bass game or importing the Bewitched Alonne Sword from DS2
  • By Slave Knight Law: Chaos Arrows that deal damage over time (like the fire infusion effect) or have them explode
  • By Lost "Block" Cat: Dual wield Painting Guardian swords
  • By Ida: Dual Pontiff Knight Curve Swords
  • By Tenshi: Dual Rapiers using the Drang Twinspears moveset
  • By 「SHOVEL」Act4 Requiem Over Heaven: Increase the strength or poise of Wolnir's Holy Sword WA to be more viable and to at least compare to Morne's
  • By Kiro: If it's possible, change the weapon art of Fume Ultra Greatsword to Wolnir greatsword animation and it results in a small AoE with chaos orbs floating around for a few seconds, the weapon gains a fire buff for a small while. The weapon art consumes more FP than a normal weapon. This is to mimic the Fume Knight
  • By Ida: A weapon with innate soul gain boost. As it is, apart from the Medicant Staff which is a catalyst, there's no weapon with this effect but items, shields, armorsets, and rings have it. Maybe it could be themed with the firekeeper set and be a shortsword/dagger to be all around and usable by every build. Another idea is making some sort of weapon with a lore of it being used for rituals
  • By Ida: Have the bow that the giant by the Undead Settlement tower be usable. If I'm not mistaken, it's Gough's bow and it would be nice to be able to use it. Maybe name it to "Old Giant's Bow" and have a lore description of it being passed down from one giant to another through the eras
  • By Lost "Block" Cat: Bloodletter, Spiked Mace, Morning Star switching to deal Thrust damage
  • By Lost "Block" Cat: Dark Sword switching to deal Strike damage as the blade is kinda blunt imo.
  • By Lost "Block" Cat: More passive ability/ring effect for weapon similar to weapon such as the Morion Blade, Executioner GS, Smough's Great Hammer and etc.
  • By Merq: Owning both of Pontiff's weapons would give you the option to dual-weild them through Ludleth with the process similar to the Twin Princess Greatsword. The moveset would best be the Ringed Knight Greatswords and if it's possible, the fire explosion and fire energy be changed - removing the fire explosion/lava and adding the judgement cut effect instead of the fire energy wave thing
  • By JJR0244: Rework hybrid spell tools' weapon arts to be more in line with those or the main game (Immolation Tinder, Demon's Scar) rather than only having the Steady Chant weapon art, i.e. Blue Flame straightsword having Farron Flashsword or a Soul Greatsword using the Dark/Abyssal Edge animation as a weapon art
  • By JJR0244: along the lines of ideas by Lost "Block" Cat, create twin versions of single weapons
  • By JJR0244: create dagger spell tool and
    • dagger that uses Crow Quills as base model and throws them as the weapon art
  • By JJR0244 and Exal: alternate versions of Demon's Scar
    • blue version that uses Int scaling
    • ultra greatsword
    • curved greatsword
    • twin curved swords
  • By Ida: Return the Fth scaling to Anri's SS. Sonsidering it IS an Astora weapon. Maybe reduce other scalings to make way for the fth scaling and balance
  • By JJR0244: Look into how Hidden Weapon as well as how the Aquamarine Dagger and Friede's Great Scythe are implemented; figuring this out make make it possible to fully implement Bloodbourne's trick weapons by essentially having them behave like twin weapons in which one of the models is invisible
  • By JJR0244: bow that uses Great Soul Arrows as weapon art as well as well as
    • bow that uses the arrow model/particle effect of the arrows from the Aldritch fight
    • greatbow that uses the soul spear as a weapon art
  • By JJR0244: weapon that is simply the Farron Flashsword/Soul Greatsword model/particle effect
  • By JJR0244: make some of the catalyst weapons have the ability to cast spells as the weapon art rather than the heavy attack, i.e. Pilgrim's Spontoon could have the full spear or halbard moveset, but cast spells as a weapon art
  • By Exal: A dark hand that act as Parry/Weapon art right hand for heavy parry run
  • By Exal: A pyro flame that act as a parry tool. R1 cast / R2 parry cestus style
  • By Exal: Firelink Curved GreatSword
  • By Exal: Spell Tools
    • A pyro flame that discharge the first spell slot with R2, and the current equipped slot with R1. Don’t know if it’s even possible, gameplay wise it would be awesome
    • Same with staff and chime
  • By JJR0244: a spear that is the model/particle effect of the Spear Fragment items of the Spears of the Church
  • By JJR0244: thrusting sword that is the Aquamarine Dagger with its weapon art active
  • By JJR0244: more greatbows, even if it means blowing up the size of regular bows
  • By JJR0244: additional paired SnS weapons like Valorheart with different weapon arts, i.e. parry, spell parry, or the Blinding light and Twisted Wall of Light spells as weapon arts
  • By JJR0244: change the moveset of the broken straight sword to that of a dagger
  • By JJR0244: change weapon art of Firelink Sword to that of the Ringed Knight Straight Sword
  • By JJR0244: change model of the Moonlight straight sword to have a longer and thinner blade to distinguish it more easily from the greatsword
  • By JJR0244: broken straight sword that uses the Ringed Knight Straight Sword weapon art with the Farron Flashsword particle effect, lore about twins, a sorcerer and a knight, the loss of a brother, and the creation of the Soul Greatsword sorcery
  • By JJR0244: an independent Valorheart sword and independent shield with the weapon art ability
  • By JJR0244: Twin Smelter Swords, one blue, one red
  • By JJR0244: Preacher's Left Arm weapon. For aesthetics. All normal/Diffuse maps should work even if you just mirror the model
  • By HidetakaMiyazaki: Kusabimaru from Sekiro.
  • By HidetakaMiyazaki: Giant Crab Claw when infused with frost to look like frozen crab claws. Crab Claw and Giant Crab Claw when infused with fire to look like Smouldering Crab's claws
  • By Bluhman: DS2 Bone Fist.
  • By a lot of people: Ciaran's blade to deal toxic build up instead of poison
  • By a lot of people: Firelink Ultra Greatsword
  • By a lot of people: If it's possible, changing the backstab/riposte animations of scythes. Suggested ideas to replace the animation or the animations of hammers and greathammer
  • By DioBrando : Add some new battle moveset in certain weapon, from boss moveset etc.
  • By ViperScythe: Fix Lothric's Scythe not being able to backstab or riposte.
  • By ImTheDude: A pyromancy flame that is effective at inflicting physical damage, to incentivize the usage of the new Rock pyromancy spells. If possible, make it rocky in appearance to reflect this.
  • By Isilis: If possible, add a different L2 skill to Priscilla's Scythe, maybe an siphon ability to drain an enemy and buff the reaper.
  • By SaltyJerm: You could divide the Golden Ritual Spear into 2 weapons:
    • A smaller, pure catalyst named "Tin Darkmoon Catalyst", which would scale with faith and be able to cast sorceries (and maybe miracles)
    • A spear hybrid as usual but with longer range and the spear idle stance for aesthetics called "Aldrich's Staff" scaling with Int and Faith and being able to cast hexes and sorceries.
    • By Allspark225: add a weapon called Midas touch it can probably work a lot like the dark hand or it can be a catalyst that converts magic,fire,dark,and lighting to physical damage or could cast a large area of effect buff and debuff like a floor of thorns, it will do weak damage over time but buff damage of allies and debuff enemies inside probably slowing them,damage dealt by the golden thorns could heal the caster but allies also take damage, to make it less op it would be extremely heavy, buffs that increase damage of miracles would not increase damage dealt by thorns but increasing its area of effect, dexterity would not increase cast speed but increase the time the golden thorns will stay. On to the dark hand idea basically it's dark hand but it does physical damage and its weapon art will turn players and npcs into gold if they die from it but if they don't die they will become overcumbered like the wax debuff
    • By Allspark225: add unique animations to the unique weapon arts like that of the crab claws
    • By Kalaam: Add Throne Watcher and Defender Greatswords, using HollowSlayer GS moveset and their ability to self-buff as a WA.
    • By a lot of people: Add a Gatling gun from Bloodborne to sidearms class.

#Shields

  • By Gard: Adding more offensive shields to increase shield variety
  • By Exal and JJR0244: A dark hand that act as a shield, Parry/Block no siphon. Would be interesting for early mage/pyro build, and for fashion. Could change color for each infusion.
    • Dark hand that uses weapon art
  • By Bluhman: Item that can hide shields/left-hand weapons, for builds that use two-handing or dual-wielding, but want the benefits of the shield without having it always be on the back.
  • By Bluhman: Change the Respite shield infusion to reduce the weight of the shield rather than increasing carry limit while it's out; this would make measuring your character's equipment weight a bit easier and prevent sudden changes in run speed or roll type.

#Armor

  • By Gard: If it's possible, make the Black Knight Helmet stop showing the neck of the player character
  • By Neo-Shinryu: Add the Warlock Mask from DS2 and make it have a similar effect of increasing soul gain
  • By Reflectionist: Import the Jester Set from DS2 if possible and have Fester The Jester equip them
  • By CsuCsu: If Gwyndolin's Moonlight set gets imported from DS1, have it available after killing Aldrich or some area around the boss arena
  • By「SHOVEL」Act4 Requiem Over Heaven: Add a lump of Humanity helmet like the Harald Knights' head but with the derpy eyes
  • By HollowedSoldier: If in anyway possible, add Silver Knight Ledo's cut content armor set based off the data mined icons
  • By JJR0244: Clandestine Coat gives Cat ring effect or obscures wearer in addition to noise reduction
  • By JJR0244: Bring back the option to reinforce armor. Add option to infuse. Scale enemies if need be
  • By HidetakaMiyazaki: Add/Import Chester's set from the Dark Souls 1 DLC
  • By Bluhman: DS2 sets I want to see the most include: Ironclad set, Shadow set, Manikin set, Minotaur Helmet.
  • By Bluhman: If it's possible to add Armor infusion, make infusions that can replace the effects of armor pieces for fashion experimentation around min/maxing.
  • By Pinkwaves: If it's possible, I would love to see Velstadt's Armor Set from DS2 please. So as to complete the look with the Sacred Chime Hammer. Velstadt's weap/armor have always been favorites of mine.
  • By punishedvagrant: would love to see the Shaman set from demons souls

#Rings

  • By Ida: A ring that gives poise (drawing from the poise of the Milwood warriors and the symbolism of Wolves, since they are plentiful in the Ariandel areas, with poise in line with DS1)
  • By Ida: A ring that increases the rate of speed at which status effects proc
  • By Ida: Status effect rings giving you flat status effect bonus per hit for each respective ring (bleed, frost, and poison). I'm suggesting a minuscule amount as to not make them overpowered or, if possible, to scale with the speed of the weapon one uses
  • By Ida: A ring that increases damage to dragon-kin enemies. If this does get implemented, I suggest having the same effect on "dragonslayer" equipment like the swordspear
  • By Ida: If it's possible: The Reversal Ring to ACTUALLY switch genders
  • By Ida:Two-stat rings or more. I was thinking of something along the lines of
    • Old Warlock's Ring: +3 Int and Fth
    • Champion's Ring: + 3 Str and Dex
    • Hero's Ring: +2 to all stats
    • I thought of having a total of 6 for stat bonuses as the draw backs and to contrast them to the stat boosting rings that focus on 1 stat
  • By Ida: Have "+" versions of the new boss rings. So there are new rings added for bosses like Yhorm's soul giving the Iron Grain Ring and the Twin's soul to gain the Elder Dragoncrest Ring. They don't have + versions yet and since in NG+, these rings become less and less viable per round, I was thinking of having "+" versions of these rings. It may be available again with the transposing oven or maybe obtainable around the game areas. Maybe also the same of the roll damage rings? Or even the flat stat boosting rings?
  • By Ida: Boost the absorption bonus of Steel Protection and Stoneplate rings because, as it is, they have the same bonus as the Greatwood Remnants Ring which makes the rings not viable considering one can just equip the Remnants Ring instead. ALTERNATIVELY, a nerf of the Remnants ring would do
  • By JJR0244: Rings of Reprisal/Retaliation/Spite/etc. add double their elemental damage to unarmed attacks
  • By JJR0244: Rings that change movesets and/or scaling with +1/2/3 versions
    • Rather than a weapon of Censuring Palm , ring that changes unarmed moveset to be that of twin fist weapons
      • Version that makes fists have strength scaling, damage being Str*2+C/B/A/S scaling, changes weapon art from Parry to "Lariat," the Demon Fist's weapon art without any element
      • Version that makes fists have dexterity scaling, damage being Dex*2+C/B/A/S scaling, changes weapon art from Parry to Quickstep
      • Version that makes fists have quality scaling, damage being Str+Dex*1.25+D/C/B/A scaling, changes weapon art from Parry to Flurry of Fists
      • Version that makes fists have intelligence scaling, damage being Int*2+C/B/A/S scaling, improves parry window
        • If not possible, then extremely light weapons that use a ring icon as a weapon icon
    • By JJR0244: Ring that multiplies projectiles thrown, i.e. throwing 4 knives rather than one, in the manner of the skeletons in the catacombs
    • By JJR0244: Londor Tinture permanently recovers 3 HP, reverts back to original damage absorption when under 50% health or increasing absorption the less health you have
    • By Bluhman: A ring or accessory that has the old function of the Pontiff's Right Eye (boost attack power by 10% for each hit). Upgraded to work with all player damage sources.
    • By Allspark225: add a ring that increases movement speed but you take more damage and cannot roll it should be able to be upgraded to +5 and stack with the censuring palm

#Spells

  • By Ida: A pyromancy that adds toxic/poison to equipped weapon. If possible, the additional buildup scales with spellbuff
  • By Ida: A miracle that adds bleed (in line with the gnaw series). Same concept as the pyro one above
  • By xd Ayrton: A miracle that adds temporary increasing bleed build up mimicing that of how when leeches are stuck on the player character's body that only goes away when struck with fire damage or a torch is brought out. If the leeches are hard to animate on enemies, the suggestion is a red/white-ish fog around the enemy afflicted
  • By xd Ayrton: A dark spell that does dark damage over time over an area similar to Pestilent Mist but instead of dealing % of hp damage over time, it deals dark damage per tick (Similar to the lifedrain patch in DS2)
  • By xd Ayrton: A pyromancy that deals damage over time (similar to the effect of being struck by a fire infused weapon)
  • By both xd Ayrton & Lost "Block" Cat: Frost and lightning variants of Farron Flashsword / Dark Edge / Soul Greatsword to better the variety of melee based spells for miracles and sorcery
  • By Reflectionist: A pyromancy that deals both Fire damage and Toxic buildup. Suggested name would be "Bligthfire Orb"
  • By Reflectionist: A miracle which is a better version of the current "Lightning Blade" called "Sunlight Blade." The suggested FX would be how the Dragonslayer Swordspear's Lightning buff has a different color/look than the usual lightning buffs. After some discussion, there are 2 possible ways to implement this: Reducing the spellbuff scale of "Lightning Blade" by a bit and creating the new "Sunlight Blade" with a bit higher spellbuff scale than the current "Lightning Blade" OR having "Lightning Blade" add flat lightning damage while "Sunlight Blade" scales with spellbuff
  • By Slave Knight Law: New icons for Earthquake, Wretched Earth, and Earthfall. Maybe mimicking icons of similar spells of other schools. As it is now they have the same icon as Boulder Heave
  • By Lost "Block" Cat & Reflectionist: Add a weapon buff spell that adds physical damage to a weapon. The spell suggestion was favored to be a geomancy.
  • By Shieldless Bastard Law: Add a Miracle mimicing Lothric's Homing Light Orbs
  • By Ida: Considering Unleash Magic decreases max health till next loading screen, I think the bonus magic damage should be so too or at least make it last really long
  • By Rivlaw: Change the casting animation of Dark Edge to that of Farron Flashsword. Alternatively, return the previous potency of Dark Edge and just make Dark Flashsword spell
  • By Azrael: A spell mimicing Midr's Humanity Attack
  • By JJR0244: Look into the feasibility of recoloring existing particle effects, i.e. recoloring Farron Flashsword and Soul Greatsword golden to create a miracle called "Sunlight Blade" and "Sunlight Greatblade" or Homing Soulmass to "Divine Lightmass"
  • By JJR0244: Spears of the Church version of Homing Soulmass as a proper miracle
  • By JJR0244: Soul Greatsword or Old Moonlight version that uses the Dark/Abyssal Edge animation
  • By JJR0244: Sorcery or dark sorcery that trades souls and/or FP for HP, could be active or passive depending on balancing, lore being sorcerers altering the Repair spell due to refusing miracles of the gods; in that vein, pyromancy that is an alteration of Warmth in which only the caster regenerates 15 HP per second
  • By JJR0244: version of Dark/Abyssal Edge using the Soul Greatsword animation
  • By JJR0244: miracle version of sacred flame
  • By JJR0244: pyromancy version of Soul Greatsword using an enlarged Demon's Scar model
  • By JJR0244: add a little Devil May Cry flair with a version of Homing Soulmass that launches the particle effects of Farron Flashsword. Call it Vergil's Soulblades
  • By JJR0244: miracle that uses a lightning spear with a regular spear animation as miracle version of Farron Flashsword
    • to that effect, additional spells, miracles, or pyromancies that are simply translucent weapons with particle effects, like Farron Flashsword or Lifehunt Scythe, such as halberds, greathammers, bows, axes, etc.
  • By JJR0244: give ascended effects to the Soulmass spells to have a reason to have them around as long as possible
    • Regenerate 2 FP/soulmass remaining on Homing Soulmass
    • Increase the potency of spells by 2%/soulmass remaing for Homing Crystal Soulmass
  • By JJR0244: halve the HP cost of Inner Fervor and Soul Focus as ascended effects
  • By JJR0244: spells cast by Serpent-man summoners as proper miracles/dark miracles
  • By HidetakaMiyazaki: Lightning homing mass from the Spears of the Church fight as a proper miracle.
  • By a lot of people: Buff Firewhip. Even in vanilla, this was a pretty much non-viable spell. Maybe increase its casting animation speed? Or damage? Or AoE?
  • By Nezzilene: Change in Ascended Effect for "Boulder Heave" due to the increase in projectile range also causes an increase in arc, making most casts of it mid range go over the enemies head.
  • By Nezzilene: Touch up on "Earthfall" where some casts of said pyromancy doesn't register as hitting the enemy even though it had made contact with enemy.
  • By ImTheDude: More poison/toxic pyromancies, to expand upon the poison branch of spells, and make poison builds more interesting and viable.
  • By SaltyJerm: Dark Edge needs increased damage

#Goods/Items

  • By Ida: Consumable items that give a benefit against tagged enemies e.g. an item where when you use it, you do extra damage to abyssal or hollow foes for a limited amount of time
  • By Ida: Toxic resin
  • By Ida: Witching urn to deal magic damage. Same with above but blue magic aura FX
  • By Ida: Dried Finger to be usable to summon more phantoms (for bossfights like the deacons) but have a side effect of increasing enemy damage or something in line with that
  • By SnokesBrotherGlorm: Add pine bundle variants for Magic and Dark
  • By Ida: Buff the status pine resins especially poison
  • By Ida: Move the Dragonchaser's Ashes to the middle of the gauntlet area as such to have no "easy way" of getting it by just going to the great belfry bonfire and killing minimal enemies
  • By HidetakaMiyazaki: Items with the Sugars effects from Sekiro
  • By TarkusLives: Possibly add an item that adds a Wolf Companion (From Ashes of Ariandel)
  • By Professor Crabclaw: Unbreakable Patches when staying in Firelink Shrine sells infinite Embers for 1000 souls each, while purchasing at the bonfire is 10000 each. I don't know if this is a bug.
  • By Conchquerer: The demonic claw item that makes you look like a Capra Demon could use the DS3 model from Smouldering Lake instead of the DS1 model.

#Enemies

  • By Ida: Decrease in enemy density or nerfing the enemies in the Ashes of Ariandel areas particularly the Mountain Pass and the area after you reach the church the painting girl is locked inside. I'd like to highligh the crow knights (Rapier and Claw variations) as they are really unrewarding to defeat and are extremely difficult. The Milwood areas feel okay though.
  • By Ida: Farron Follower NPC - An NPC with the Follower gear that may or may not drop the suggested weapons/items here that are Ariandel themed
  • By Ida: Elite Knight NPC to drop the armor set as to not be locked out of the set when doing the Lord Of Hollows questline (I don't know if this is a glitch but it happened to me). I was thinking of placing this NPC in the Church of the Deep
  • By Ida: Roaming Abysswatcher around Farron area. It could be in the forest, the swamp, or outside the boss arena. I was thinking of making the ones in the earlier areas (forest and swamp) non-respawning while the one outside the boss arena is respawning and would fight the Darkwraiths. Drops could be themed after their clothing, equipment, green blossom, black bug pellet, and whatnot.
  • By Relectionist & Lost "Block" Cat: Add an NPC that uses a Lance. Similar or even maybe an Ode to Maldron from DS2.
  • By Lost "Block" Cat: Add a soul for the Ancient Wyvern bossfight and have the soul be transposable to the Immortal Dragon Greatshield, Ancient Dragon Halberd, or (when/if it is imported from DS1) the Obsidian Greatsword
  • By Ida: Buff Anri as he has so little HP especially when doing his questline in helping Aldrich
  • By Slave Knight Law: Vinheim Mage-Assassin NPC in Archives. Drops Clandestine Coat and Pestilent Mist (Remove it from Orbeck's Sellings).Pestilent Mist, Aural Decoy, Spook, Flashsword, Greatsword and Great Soul Arrow being the spells he uses. Equiped with parrying dagger and a dagger with lethal infusion.
  • By Ida: Given the intended progression placement of the Ariandel DLC with regard to other areas, I suggest that the followers drop large titanite shards and chunks instead of titanite shards and large titanite shards
  • By Ida: If possible, change the soul drops of several enemies in NG+ to better variations. The hollows around firelink still drop a fading soul and, at that point, it's pretty pointless.
  • By Ida: Have the Giant Crystal Lizards drop more than just 1 Titanite Scale as it pales in comparison to farming the rock lizards at Archdragon Peak
  • By Ida: Deep Accursed to drop Human Dregs too
  • By Darkmoonbeam: Curse Rotten Greatwood to drop mound makers covenant so to not lock a player out of the covenant, bloodlust, and warmth permanently if it is missed. Hodrick could provide ap layer with a pain-less way to acquire flameberge as a reward instead.
  • By JJR0244: make more enemies hostile to each other in certain areas, i.e. wolves being hostile to Millwood Knights
  • By HidetakaMiyazaki: Slave Knight NPC in Ashes of Ariandel. Perhaps Gael's loadout?
  • By SOME of people: Vawser NPC in Soul Of Cinder area
  • By DioBrando : Add NPC Guts, Lady Maria or another reference (if possible)
  • By Professor Crabclaw: The Curse of Attraction from the altar spawns enemies in the world that Co-op players cannot see or interact with. Maybe make it so all players in their world can interact with them as an extra challenge for Co-op runs?
  • By Conchquerer: If possible, it could be cool to import some enemies from DS1/2 or even from Demon's Souls or Bloodborne. Movement-wise they may not map on perfectly, but I think enemies like the giants from Anor Londo or the bloatheads from Oolacile could be interesting
  • By Jaybesupertoll: If possible, put the Dismal Knight in Gundyr bossroom, I just ran past Dismal and only learned of its existence through this wiki.

#Areas

  • Undead Settlement
    • By Ida: The area with the Demon and Siegward needs more treasure density. It feels really empty and underused. Maybe add a few titanite shards or trivial items like green blossoms or pellets.

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  • Smouldering Lake
    • By Conchquerer: Since the models exist as corpses all over the place, it could be cool to have some of the Taurus/Capra/Firesage demons active around the area, given you would have to import their AI from DS1
  • Irythill Of The Boreal Valley
    • By Ida: Move the bonfire by the Archdeacon from the area with 2 beasts to the area above it. I was thinking of the area in front of the illusory wall as it is a strategic and fitting pivot point and having to climb up the stairs repeatedly is such a slog.

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  • Anor Lodno
    • By Conchquerer: Maybe find a way to make the rest of the inaccessible areas in the cathedral from DS1 fit in, could be a really cool place to implement some more enemies and move some loot around.
  • Dreg Heap
    • By Keksecutioner: Place the bonefire in after the Demon Prince fight to the middle of the boss arena and name it "Ruined Shrine" as a tidbit touch for lore.
    • By Ida: Have some of the imported DS1 items in the area where Frampt is supposedly located right after the Demon Prince fight. Would be a nice touch of reward and a good ode to DS1 to see those imported items there
  • Ashes Of Ariandel Areas
    • By Ida: Add more treasures. The areas are way too large to not have enough treasures and it feels a waste of space. It can be as trivial as a titanite shard or as important as a ring.

#Miscellaneous

  • By Ida: Have a portion in the changelogs where we can see what is planned for the next updates. Something like "Next Update: New weapons. Reworked Infusions" or whatnot.
  • By Buffy: Add the Great Wolf to the Lordran Remnants boss, but only during the Artorias phase and maybe only if COA is enabled.
  • By T-L-G-T-W: Reintroducing much of the good treasure like spells and weapons and armour sets as treasure on the ground. Currently, all the good treasure is by killing specific enemies, opening chests, and very rarely exploring areas. As it is now, seeing a shiny pick-up-able item in the distance is a constant series of letdowns until you don't care anymore, because they're all just consumables. But on the rare occasian it is actually an important item, so you have to pick up all the shinies anyway and it feels like a chore. And certain areas like the graveyard in front of the Cathedral of the Deep are completely pointless to explore because there's no real treasure, there. Just boring consumables. Please bring more treasure like weapons, armour sets, and spells in the form of shinies and dot them around the map, perhaps putting high-value treasure in hard to spot area that require exploring more meticulously as well. it will make the act of adventuring a lot more enjoyable, I believe.

NOTE: The latest suggestions are always added at the bottom of each section BEFORE the suggestions that were requested by several people

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