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stranger
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OP
stranger
Joined: Sep 2023
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Just a short list of QoL improvements I've thought of while playing. - Currently there is no penalty for switching weapons from melee to ranged, and no advantage to having a ranged weapon equipped when it isn't your turn, and a large advantage to having a melee weapon equipped in the form of opportunity attacks. Therefore, characters should automatically switch back to their melee weapon when it isn't their turn. Alternatively make switching between melee and ranged take a bonus action so that there's a downside to switching weapons.
- When an item is added to wares, there's no reason that all identical items in the future should not also be considered wares by default.
- There is currently no reason to carry camping supplies rather than sending them to the camp. Therefore all camping supplies looted should be automatically sent to camp by default (dragging them into a character's portrait or inventory should still put them in inventory though in case someone wants to carry something for some reason).
- Many items seem not to stack properly for some reason. I'm assuming this is a bug but fixing it would be a QoL improvement for me.
- Dropped/thrown items which survive being thrown should be automatically recovered after battle by the person who dropped/threw them.
- Switching to your torch should not remove weapon-based abilities from the custom ability hotbar. Those abilities should just be grayed out if the weapon isn't currently equipped.
- When dual wielding, if you kill the enemy with your primary weapon, it should automatically cancel your off-hand attack. You can already manually toggle dual wield off, hit with primary, see if it kills, then make the secondary attack. There's no reason to force players to do this, though.
Also, not a QoL improvement but I really think shoving should be nerfed. It should either cost a normal action instead of a bonus or provoke attacks of opportunity (which if they hit should cancel the shove). Instakilling with chasms is too easy in general.
Last edited by Phoebos; 08/09/23 12:02 AM.
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journeyman
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journeyman
Joined: Jul 2014
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I would love it if they'd implement your suggestions for wares and camp supplies in particular.
I'll also admit I'd completely steered clear of using thrown weapons AT ALL because I don't feel like chasing them down again.
Lastly the removal of weapon specials when you change weapons is beyond frustrating, especially when using a controller. We should be able to switch between a few different weapon sets per-character (e.g. sword & shield, reach weapon, ranged weapon, two-hander, bludgeoning vs piercing vs slashing, etc) without the 2-3 special abilities disappearing from the radial menus or hotbar. My preference would be to see the extra weapon modes use fly-outs/subwheels if you long-press (controller) or right-click (M&K) the weapon. Similarly, a long-press on controller would be welcome for switching between weapon sets (if they ever get implemented).
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stranger
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OP
stranger
Joined: Sep 2023
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Thought of another one:
When dual wielding, if you kill the enemy with your primary weapon, it should automatically cancel your off-hand attack. You can already manually toggle dual wield off, hit with primary, see if it kills, then make the secondary attack. There's no reason to force players to do this, though.
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stranger
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stranger
Joined: Sep 2023
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I would like to add to this: It would be very handy indeed if we could pin/lock items to the inventory such that they can't be sent to other players or back to camp. It's very frustrating to accidentally reset one's radials after sending a backpack full of potions, arrows, and scrolls to camp by accident.
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stranger
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stranger
Joined: Aug 2023
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Agree with all of your ideas. I had the same annoyances and those suggestions would address them. Hope we see these changes at some point.
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stranger
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OP
stranger
Joined: Sep 2023
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Crud I can't edit the post again? I was gonna split the list into minor and major QoL changes. Here's another minor one: Make the not count as a camping supply so the player can't accidentally use it as one if they use auto-select while camping. Even worse is on those few occasions where the game selects your supplies for you due to a story event and it gets automatically used outside of your control.
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stranger
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OP
stranger
Joined: Sep 2023
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Thought of another one:
Let us set up a "morning routine" macro which automatically casts all spells you'd want cast at the beginning of each day, such as Speak With Animals, Bind Pact Weapon, Longstrider, Mage Armor, etc.
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