The game needs a difficulty setting above hard.
This was my first time playing this game or any one similar to it. I was using two DPS classes that rely on the same type of gear, don't have healing, deal the same type of damage, without companions, and don't have any way of using the environment to their advantage (no fire spells or lightning to stun). Despite all of these sub-optimal choices, all save 2 fights were an absolute breeze. For a notable example, I fought the 10 level-7 orcs when both of my characters were level-5 and had to use one potion each.
Agreed. There should be some sort of super-hard ironman mode. AND there should be a real incentive to not put all your leveling points in combat skills and stats....
The dialogue between your two characters after level-up, healing, etc. needs to be made less binary.
All of the dialogue when a decision is made has been fantastic, but the random two-line chats upon events such as leveling up are way too extreme. The only two options you are given are that of expressing extreme adoration or utter disdain. It feels very forced.
Agreed. Right now the decision between only two extreme options seems somehow strange. Black and white thinking is the best way to describe it. I think many of these dialogue lines should be re-written to actually sound more like a real conversation with nuances in opinion instead of only extreme position, totally agreeing or insulting the dialogue partner...
1. We need a key that cycles through your characters (e.g. Tab).
Controlling each of your characters doing while different things is a pain right now. This would eliminate all of that issue.
Agreed. But that isn't that easy because it had to work in co-op as well while you don't control every character.
2. We need an easier way to transfer items between characters.
For example: a key that transfers an item to another character. (Ctrl+click on an item brings up a small circle of portraits around the item. Clicking on one sends the item to that character.) This is especially needed for identifying / repair inventory management.
There is already a context-menu implemented (which is deactivated by default so far) which can be opened by right-clicking. In that context menu you can send the item to another character.
3. If you are in a trade screen with nothing loaded, there is no reason to display the warning that your current trade will be cancelled when switching party members.
Agreed. That's maybe a bug.
4. Identifying items should work even if you don't have the character selected.
Currently, if you open up Carl's inventory, then click on Alice's portrait, Carl is no longer able to identify items in his inventory until you have him selected as well.
I think the problem here is that by clicking on another portrait while in the inventory screen the inventory should change to that character as well. It works the other way round (changing inventory -> changing character), so there is no reason why it shouldn't work like that (changing character -> changing inventory).
5. The color of the minimap is very out of place in dark dungeons. Looking at just the minimap, there seems to be no difference between the city and a dark cavern.
Imo the minimap isn't very good after all. It's all very blurry and doesn't really look like the real game world.
6. The chat box should neither include the random line each NPC spams every 10 seconds nor automatically scroll down whenever a new line is added.
Partially agreed. There should be an additional filter for NPC chatter.
7. It would be extremely helpful if items that were placed into your inventory since you last opened it were somehow highlighted.
Agreed. That would be nice indeed. But with the sort button already coming new items should just be added to the bottom of the inventory, making their identification quite easy anyway.
