The game turned out great.
Many good possibilities, nice depth, nice story, basically pretty round and a 1A title, where you only have to say thank you Larian, hope for 2-3 add ons with the same quality and just finally got a good role-playing game again.
As always, there are of course a few things you can do differently, that will probably always be so and also a matter of one's own inclination.
Here are a few things that have struck me so far the most, including a few wishes.
- Font/UI could be scalable by option. I find it a bit too small parts
- Have noticed that with some hats, the hair color changes. Should be adjusted
- Some weapons/shields seem a bit too big to me. Option to scale down the weapons/shields by 20% would be nice. A longsword for example already looks like a two-handed sword etc.. It's just too big.
- Option to make the dice roll more suitable to his abilities. It's basically a bit too easy, especially yes already at the beginning of the game. You almost don't lose when you roll the dice, because you can always try x times. An option for an easy/hard mode would be appropriate, separate from the difficulty level.
- The abilities often change when you put on new weapons and are then jumbled up again in the skill list. I would like to have clear tabs for melee, ranged, magic. The abilities themselves should be color-coded so that you can see which ones are always recharged and available during short rest and long rest, but still be recognizable in a color gradation to the respective combat type, i.e. melee, archery/range combat, magic. The standard skills like jumping, sprinting etc. should be listed separately.
- AI option for the companions in battle. They should use their skills and potions etc. wisely if you allow it.
- dubbing a few languages would be really useful and massively increases immersion, especially if you have little to no knowledge of the English languages, which is much more common than you might think.
As a class request for an add on, for example, I would like to have a runemaster
.
I'd love a few more classes, like a dwarven rune mage who draws and engraves symbols on weapons, armor, ground, and air and then uses them to summon magic rather than casting spells directly. E.g. a rune symbol drawn in the air based on cold and then a magical frost dragon is summoned that draws a frostatem from one side of the battlefield to the other as a swath and then moves towards the sky and dissolves in the process, nicely so with nice spell animation in a drifting cloud of smoke slightly icy etc.
Or a Celestial Rune of Wrath drawn on an area on the battlefield and then a flaming spear striking there creating a small flame pressure wave circularly.
Or a glowing hammer blow manifests and does earth damage, deafening enemies in the process and knocking them down.
So really like rune magic that doesn't directly trigger spells, but acts more like an invocation and incantation when the runes are successfully written and drawn. In doing so, the rune mage should also speak rune words aloud to make it more atmospheric. Preferred race are dwarves with bonuses to rune magic, but humans can also cast this magic.
It should be noted that the rune magic is very powerful, but can only be cast depending on the situation. So in a cave, for example, you can not call a frost dragon, he needs an open sky.A few chicanes needs such a class. it should also have a little depth and a certain logic ... RPG just...!