I hope that changes and fixes to a lot of these are already in the works and so my words will be wasted, but I’m typing them anyway. I do not use the word MUST lightly.
1. Traits(Trait) Bonuses for Conversation are AmbiguousWe'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.
Back on Jan. 26, Swen said that the existing Traits system was just a test and the intent was to make them better. Well in the two and a half months since, the only change is that now there’s a coloured bar indicating how strong you are on one of the pairs. Can we at least get an update on when (or if) change is coming to the Traits?
I’ve long since stopped using that to roleplay, and am using it to min-max for the +1 Ability boost. That results in my Enchanter telling a fish thief to stand down and if he does it anyway, I cover up for him. If my sneaky guy wants to keep his +1 Sneak bonus, he can’t be suspicious of the events in Thelyron’s clinic. It's also throwing off the balance by letting us get ability points for free.
2. Surfaces Not Working ProperlyThis is a pretty big one since it dramatically affects the combat system. Right now surfaces have some big bugs and issues that affect their usefulness. The combination of Fire + Ice should produce a water surface, but it does not. It produces whatever the projectile type was, reducing the number of ways you can make a water surface.
Water surfaces have issues of their own. If you cast Ice Shard on them, the radius of the effect is the same as it would be on dry ground. If you cast lightning on them, sometimes it stuns enemies standing in them, sometimes it doesn’t. If an enemy doesn’t have to move to attack, they can perform attacks or attacks of opportunity without getting stunned. On the other side, many times I’ve stood an ally in what seemed like a dry spot only to get them stunned.
Another problem is that chunks of barrel and crate are considered targetable objects and can harmlessly absorb shots you thought you had aimed at a surface.
3. Missing Weapons Merchant in CysealThis may not strictly be a “MUST fix” issue, but I'd still call it a good idea.
There are only two dedicated weapon/armour merchants in town: Anna of the Fabulous Five (Who will skip town as part of the main quest), and Esmerelda, who you can have arrested (and it makes little sense for her to be a jailhouse merchant, and she won’t like you anyway). That could potentially leave you with zero merchants who are guaranteed to sell weapons – at least between the Sparkmaster encounter and the end of the Black Cult Hideout. Bad Design Decision. If you haven’t got a weapon up to snuff, then you’re in trouble. Weapons still make a big difference in your damage output.
Recommendation: Add a Legion quartermaster upstairs in the mess hall. There’s no one there now, and little except a locked chest. That area was only added for schedules, so you may as well make some use of it. The hypothetical quartermaster could have a high repair skill as well.
4. Double saving throwsSay an enemy mage moves first and casts Silence on Jahan. It passes Jahan's Willpower check, and then lands on him, so now he is Silenced. Later on in the same round, Jahan's turn comes up, and he gets a second roll to determine if the silence affects him, which he passes, and then he can cast spells on that turn. Jahan got TWO chances to save against Silence before it had a chance to affect him at all.
It really takes some of the danger of status's landing if - without any interference - they can be nullified before they do anything.
Recommendation: If a status lands, it should stick for at least once turn before you get a saving throw (obviously except when deliberately removed by one of your own actions).
5. Earth Damage and Earth Resistance should be removedNo really, they’re worthless. The Complete and Total List of skills which do Earth Damage (not poison damage):
- Boulderdash
- Earthquake (Maybe?)
I’ve looked at the
list of skills the beta added, and a bunch of them are not in Cyseal. That’s fine, those we’ll get later, but I’ve been told that no additional skills will be added to the game. I do not see anything on that list which looks remotely like Earth Damage (instead of Fire). If you’re not going to have the Earth Damage type in the game for more than one skill, chuck it, Earth Resistance and make Boulderdash do Crushing damage instead.
There may be some value on Earth Damage weapons (although very little), but once you at least remove useless Earth Resistance from the pool of affixes that can be attached to an item, that will improve the quality of the affix pool.
6. Limited options for dealing intelligently with trapsThis may not strictly be a “MUST fix” issue, but I think it’s pretty important. I don’t mind traps, I don’t mind deadly traps, but I do mind when intelligent options to deal with them are missing. A lot of the time, it seems like even if you see the touchplates, all you can do is just dumbly walk over them.
Recommendation: Moveable stones, blocks, or possibly statues which are immune to destruction by fire, explosion, or burning which can be found near some trapped areas.
They don't have to have big flashing arrows pointing to them, you may need at least STR 7 to budge them, you can make the player work to move them from a different room or 100m farther away, or make them have to pass by the traps at least once, they don't have to be around for every trapped area, but I think those kinds of things placed around will offer more clever solutions to dealing with traps BESIDES "I hope you have a skill that lets you teleport/rush over them" and "No? You'd better stay behind".
Two or three examples come to mind:
a) In the Blacksmith's basement
coming up from the tunnel, there's a pressure plate you can step on to trigger some fire traps. There's also a lever you can use to shut off the traps, and a nearby oil barrel. That gave me an idea: I placed the oil barrel on the pressure plate. The weight of the barrel triggered the touchplate and set the trap going. Then I went to shut off the traps, and I figured that since the plate was already depressed, stepping on it again shouldn't do anything, and the traps should stay off.
Unfortunately, that is not the case, and even though the plate was held down and the traps were off, stepping on the plate again just started them up.
If having weight on them is supposed to make the trap trigger continuously, then pulling the lever shouldn't have shut it off at all. If the plate is already fully depressed, because say, a big honking barrel is on it, stepping on it again shouldn't do anything because there's nowhere for the plate to move to trigger anything.
In the next room, there’s a wide touchplate right inside the door. It looks like there may be room to walk around the outside, but there isn’t - it's too close to the door. If you broke the door down, you can’t use Teleport to get past it because you can’t teleport past the debris of the door. Please adjust the placement of that plate so you can at least use your brain and walk around.
b) Trap House southwest room
This room has only two traps, but it’s the way they line up which I’m not fond of. First one is a poison-surface spreader, which you can shut off by placing a fragile wooden crate or barrel on it. Totally fine. To the north is a touchplate which shoots fireballs each time you cross it. Also fine… except that the path sends the fireball into the crate. The only problem is that once the crates are gone, there’s nothing which exists that you can put onto the poison-surface spreader. It doesn’t have to be easy to get to, it could be deeper into the house past a bunch of other traps, but I’d like the option to deal with that poison surface spreader if the crates are wrecked.
c) The Withered Gardens
In the south-eastern corner, there’s a treasure chest blocked by crates. Now I was expecting a trap, so I moved a crate, but I picked the wrong one. A fire-surface spreader triggered which killed me basically instantly. That’s okay, I don’t mind that. You win some, you lose some. However, that also set all the crates there on fire, and revealed a second fire-spreader trap. Also fine.
The problem is that with two surfaces spreading fire, you don’t really have many smart options to get your corpse out. Toss a crate on one and the other spreader will burn it. Okay, so you have to toss on two and hope that they don’t both burn before you can resurrect and move the body. But there were no crates nearby. There were some down the stairs, but the game wouldn’t let me throw them up.
Rain doesn’t work, Resurrect doesn’t work, Teleportation won’t move the body. There are two solutions that I know of: One is to have the Ice Elemental and have it cast Ice Wall. Then there’s just enough time to resurrect the body and run before the fire returns. Just enough, it took three tries for me. The other is to travel to the Homestead, the corpse travels with you. Those work, but I’m not a fan of those being the only two solutions. I would have preferred if elsewhere in the garden were a couple stones I could have tossed onto the fire-spreaders to shut them off.
Again, I don't have any problem with traps, not even dying to them, but I do want to have smart ways to deal with them, and fragile, flammable wooden crates and barrels are not a great choice as the only objects you can place on surface-spreaders.
Thoughts?