My 2cents
On lockpicking:
* There should be a vendor for lockpicks, or even better: lockpicks should be an item like the repair hammer or the magnification glass (multi-use). After all, real life lockpicks don't magically self-destruct after one use.
* There is almost no incentive for taking the skill at all! Every locked door has a key nearby, and destroying a chest by force doesn't have any negative consequence. I think destroying a chest should change the loot table (broken bottle instead of potions, paper scraps instead of scrolls etc) to make lockpicking somewhat useful. Also, adding some chests that don't have the key in the same room / have no key at all would be great.
On immunities:
Don't hand out immunities like candy! It's completely sufficient to increase resistances, otherwise you completely remove the challenge from certain enemies and tactics. My tank is immune to knockdown, stun, fear, curse and environmental damage, which completely removes those challanges from the game. It would be better to add e.g. +40% resistance to those effects.
Last edited by pts; 03/05/14 04:55 PM.