- The ending would've been better if I felt more attached to the characters. Damien was a lame villain who could have killed me several times (he really thought I was going to ruin his plans, had no idea about Ygerna's scheme). Really, one of the tips that shows up during the loading screens is "If you see a man named Damien, run.", but apparently all he ever does is show up to chastise people.
- Let us have conversations with Talana, rather than just her dictating what we should do, so that we get more attached to her character as the game progresses and thus the ending has a greater emotional impact.
- Better combat. The music and scenery is exceptionally deep and well thought out, but the combat boils down to spamming, regardless of build.
- A lot of skills were useless, or weren't worth putting more than one point in due to terrible scaling. Quality > Quantity.
- The player XP scaling system punishes players for being thorough and doing everything there is in the game. I did everything possible and beat the game at level 36 with very good stats/resistances etc., and my friend who skipped a lot of side quests beat the game at level 31 with very good stats/resistances etc. This is partially because of the XP scaling system, and also because...
- Too much of the good loot is available through main-story vendors/drops. I did all the side quests to get epic items, only to find out that I could replace two of them with far better items from Daedalus' inventory, and that his inventory also held items that rivalled my sidequest equipment.
- Battle Tower upgrades almost seem meaningless. Aside from the Skill Trainer, the other three do very little. Why do I need Alchemy to cost less ingredients? It's very easy to get ingredients. Maybe I could've had him brew up a one-time potion that gives me 10 additional stats. Maybe the enchanter's first upgrade reduces enchantment costs, and the second one let's me choose one ultimate item. Ie. an unrivalled sword.
- Party members. I'm not saying a replication of Mass Effect with dialogue trees and characters quests, but having two other story-developed characters that go with us so we have something else to draw us into the game world when we're playing, instead of just going whack-whack-loot-loot.
- Better boss fights. Raze was the only boss I recall having a gimmick. Aside from that, bosses just hit harder and have more HP, and with the button-spam combat, just means I am spamming more ferociously when one is encountered.
- Flying Fortresses were a really cool concept, and the first time I went into one I had fun fighting a HORDE of levels 28s when I was level 27. But then I gained three levels within one Flying Fortress, and after that I was getting less than 200xp per kill on almost every Flying Fortress enemy. This made hacking through the HORDES and HORDES of enemies an absolute bore, which became an absolute grind. I think it would've been cooler if each fortress was designed like a Maxos Temple type area - not saying to copy-paste, but to have it be an epic assault on the fortress while in Dragon Form, then landing and entering on-foot to do this two - three hour assault from inside with puzzles/dialogue/mazes/great loot and a well designed boss encounter to finish it off. But, as it is, each fortress (save for one having a minor puzzle) is a straight forward hack and slash grind.
Last edited by james5272; 21/11/10 04:11 PM.