Originally Posted by Dr Koin

- Overall I don't really see an issue with having a key for each lock, and knowing the location of every one of them. I mean, the vast majority of players are probably going to do only one playthrough anyway, so what's the harm ?


Pay attention. The issue is that it makes Lockpicking a waste of Ability points if every single random chest is unlocked or has a key. If all Lockpicking is going to be is just a time-saver for finding a key, then it's better to just delete the Ability and have only a lockpick item (which comes in 5 qualities) required for use.

EDIT: I had a Rogue, and by the end of the beta, when I came across locked things, I was not thinking "If only I had more lockpicks I could lockpick this", I was thinking "why should I bother lockpicking this, when I'm sure the key must be around here somewhere."


Originally Posted by Dr Koin
Example, how can you open the doors on the fist floor of the tavern ? Where is the key ? Is it on one of the patrons or the barkeeper ? If yes you would need to invest in pickpocket to grab it.


Yes, there are a few places in Cyseal which have no key around and which require lockpicking. That's fine, but there's nothing outside of Cyseal. That's not fine.


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Also, I thought the Open Lock spell only worked for magically locked door like the one in the barracks down by the port. Is that spell actually opening every physically locked containers? If yes, then it shouldn't and I suggest this is either non-intended or should be removed wink


That spell only opens magic locks, and it is working as intended.

Last edited by Stabbey; 19/04/14 07:55 PM. Reason: personal experience