I REALLY don't like that critical hit chance is not completely depends on weapon. I don't understand what lead to such decision but it is still bad, imho.
Do you mean that you don't like critical hit chance to be determined just by the weapon?
If so, i agree. For two reasons:
1) it makes no sense (although of course the critical damage is related to the weapon)
2) More critical hits should be rewarded to more skilful fighters. Big brutes get more damage by design they don't need the criticals as well!
On the point of showing stats, I WANT IT in dialogues. I spec into int and have no clue when I had an unique int answer. I just don't feel rewarded when I never know that my build has an impact on the outcome. Just add an (int) at the end for that answer. Replaying Planescape:Torment, made me really realize that. I mean, some answers were pretty obvious, but by far not many. I feel like my 19Wisdom are wasted, if you get where I am coming from, even tho that is not the case.
It's already there... here's a screen from the latest update:
I think there were some comments earlier about having even more information... like the skill points required or something like that.
Clarity is vitally important do judge things. An attack that does "severe damage" is just not telling me how useful it is. It's pretty subjective how much damage "severe" is and how much "medium", "light" etc is. Having "1000 damage" or "150% weapon damage" means so much more to me, and is important to me to compare and choose my skills.
Actually, it would be kinda cool if there were skills relating to this sort of information. So early on you just get generic "a bit of damage" , "severe damage" and then as you increase the relevant skill you can see how much damage it is actually doing. Likewise the stats for the weapon are only revealed once you put points into the relevant skill.