It's all fine and good to want quests for things like Pet Pal. But making quests is a tremendous amount of work designing, implementing, testing, and bug-fixing. Lots of quests shown in the Kickstarter campaign have been greatly simplified and consequences and further questlines have been cut off (the lighthouse soldiers, the charmed orc woman).



-The rogue/knight/cleric just feel like lesser versions of survivor/warrior/wizard.
They do start out with different preset skills. However if the game lets you choose your starting skills, then that distinction does become less important.

-It's still 1 stat based, which doesn't give much variety in how you build your stats.
A good point. I believe Swen mentioned the difficulty of building hybrid classes by the current rules is something they'll have to fix.

-There are 5 survivor abilities which actually belong to everyone, not only the ranger. (Crafting, Lockpicking, Loremaster, Pickpocketing, Sneaking)
That's why it's called the "Survivor" category, not the "Ranger" category. It's kinda a catchall.

-There are only 3 real ranger abilities. (Bow, Crossbow, Way of the Ranger)
-The warrior has 7, only repair is the odd one there.
-The wizard has also 7, but some don't do anything as for now.
I don't think matching the exact number of abilities in each group is that critical, since you can pick from whatever group you want.

-You do actually need Way of the Ranger lvl 3 to get the resurrect spell.
Yes, hopefully they'll change that to allow for more than one class to use certain skills.

-My Warrior has a lot of points in Wizard abilities from traits, which feels a bit weird as well.
Swen said in a post that the current Trait system is a placeholder and they'll be changing it:

(Trait) Bonuses for Conversation are Ambiguous
Originally Posted by "Lar"
We'll be going through the traits system shortly and you can expect changes. The assignment [of] boni so far was rather arbitrary and served more as a test of the dev pipeline. Your points are very valid btw & reflect the original vision more than the system as is.



-The henchmen don't need social skills, because they aren't allowed to talk to npc's mostly.
Agreed, some of those skills should be disabled on henchmen and companions.


-Remove rogue/knight/cleric
What's the point of that? Besides, there's a difference between a ranger and a rogue, and a Cleric and a Wizard.



-Seperate ranger and survivor skills, to something like this:

Warrior
1H sword/axe (instead of 1H)
2H sword/axe (instead of 2H)
All the rest are ok.
Why only sword/axe, and not club? Is the idea that clubs and maces should get no bonuses from Abilities, but have lower requirements to use?


Wizard
Sourcery needs to do something, rest ok.
It will, but not in the alpha version. It'll be locked at some point until the plot event where you can use it.


Ranger/Assasin
Dagger
Spear
I don't see any reason why these shouldn't be covered by 1H/2H, other than arbitrarily making each school of abilities have the same number.

Bow
Crossbow
Way of Ranger
I'm still pushing for a "Way of the Rogue" ability, although that would require some adjustments to the requirements for stat books (I think Either/Or would fix that, though)