I agree with all of those, Hiver.
Star stones should teleport the players away to Homestead only when one of the Source Hunters actually - touch them. tke them into their "hands".
Yes, this would help especially with the Evelyn encounter, although less so with the crime scene, because the tendency would be to pick it up before leaving, meaning you'd miss the post-exit dialogue. Nevertheless, it's a good idea.
14. [Annoyance] Immediate rotation of formations Changing Formations or selecting another character - should not move the whole team the second you choose one or select a character. The team should move into a formation or change formation ONLY AFTER the player clicks somewhere to move.
This will prevent the team getting killed by deadly surfaces or mines just by trying to take formation or moving around just because i selected a different character.
Agreed.
15. [Design] Resurrection just gets you insta-killed again.
- Resurecting characters should be teleported away from any dangerous surfaces automatically.
Agreed as well, although I'd go farther and agree with the other idea I heard, which resurrection lets you pick the spot within 15m where the guy is resurrected.
I am okay with an XP penalty for dead characters, and I am okay with Resurrecting leaving you at low HP (I think), but way too often, resurrecting my characters just ends up getting them killed before I can even get to their turn. Dangerous surfaces are especially bad for that. If you could select the destination, you could bring them back as far as possible to try and keep them alive. That comes with the built-in downside of them needing to heal and move back to range of the fight, so it doesn't seem unbalanced either.
16. [Balance] Archers get Poison Cloud arrows in West Cyseal?Okay, this is a bit too much. Poisoncloud Arrows are an instant kill on full-health level 3 characters with 6 (maybe even 7 CON). If the initial impact doesn't kill them, they die instantly on their turn before they get to do anything. And the arrow is an AoE, so unless you instantly spread out your team on your first turn, you can end up with two or more dead characters without being able to do anything about it.
This seems a tad harsh for the "starter zone" of West Cyseal. Maybe at least for that bit, restrict the enemies in that area to single-target arrows, and only after that let them have AoE arrows.
17. [Design] Status effects get double hits/saves in the first roundI've mentioned this before, but there's a flaw with the timing of status effects:
[Enemy A][Bob][Stan][Enemy B]Enemy A casts a Poison Arrow onto Stan. Stan immediately takes poison damage and fails his save against poison. When Stan's turn comes up, Stan fails his save and takes a second hit of poison damage before he can do anything. That's two hits in one turn. It should not happen.
Bob casts Silence on Enemy B, who fails his save and is Muted. When Enemy B's turn comes up, he first gets another roll against Silence and can pass it, letting him use skills in that same turn. That should not happen.
I heard an idea to change how that works to use the D&D system so that effects hit once and saves happen on the CASTER's turn. Meaning that in this example, Stan failed his save when he was attacked, leaving him poisoned, but when Stan's turn comes up again, he is still poisoned, but he does not take any damage because it already happened once that turn.
Enemy B does not get a saving throw the first round, when his turn comes up. He remains Muted, and gets a saving throw only when BOB's turn comes up in the next round. Thus, there's no double-dipping for damage and saving throws.
18. [Design] DoT effects happen before healing spell effectsIf I'm under the effect of a heal and a Damage-over-Time effect, I'd like the healing effect to happen BEFORE the DoT effect, please.
19. [World] Empty spot at (X:73, y:79)A small thing, but there's a little clearing at (X:73, y:79) which has nothing of interest. No corpses, enemies, chests, or even ingredients to harvest. It doesn't have to be a fight, but even a harvesting point would help (and no, the single Stardrop doesn't count).
Personally though, I'd like an ambush chest. It seems clear, but when you approach it, enemies pop up from underground. This is after the scarecrow trap, so players will likely be on their guard.
20. [Bug] Archers can shoot through smoke cloudsI think that there's an issue with this, because my warrior can't use crushing fist because the enemy is behind a cloud, but it can shoot just fine. (I forgot if it was targeting the warrior or someone else, though). Is this working as intended?
EDIT:
21. [Design] Poisoned character exiting Poison Cloud takes poison damage This seems dumb. A character who is already poisoned, is inside a poison cloud, and walks to leave the poison cloud takes poison damage when leaving the poison cloud. Not cool.