Originally Posted by isau
4 - Lockpicking needs an overhaul. Not only should the early locks be lower level (just like low level items don't require Loremaster 5 to ID), but lockpicks shouldn't break after one use! It's ridiculous because even using a weapon to bash the door down, should you elect to do that for some reason, is less costly, because you can just repair the thing at no cost. Other games fix this issue by having doors in town result in arrest if you attack them and items in chests having a chance to be destroyed by bashing a chest versus lockpicking it. In this game, not only does picking locks require you to burn a bunch of skill points, its actually more expensive than just exploding the chest.
In another thread I have suggestions for new Talents, one of them is...

Jailbreaker
Prerequisite: Lockpicking 1
You do not require a lockpick to pick a lock. Provides a +1 bonus to Lockpicking while using a lockpick.

I still believe wholeheartedly that the Lockpick levels required for the earlier areas (Cyseal in particular) need to be toned down, but a talent like this would still give you an incentive to carry and use lockpicks, without making you feel utterly dependent on them.
Originally Posted by eidolon
#4. Lockpicking has 5 or bust syndrome
The ability is completely useless. There are close to no doors/containers that you can't just bash in or open with a key without any trouble.
You should still get it to level 5 (3+ items) for the second map because that way you get to lockpick the one important door in Silverglen:
There is a cellar door in the small chapel of this town. If you get down there you can find 2 Bloodstones that can be turned to Starstones by using them. Together with the 5 from the first map you have enough to unlock the two best rooms in the Homestead:
The Seller of Secrets who not only tells you the location of secrets for a price, but also allows you to buy attribute and ability points once every level.
The demon allows you to respec (and get rid of the points you have put into lockpicking) and trade unused talents for 10 ability points or 2 attribute points.
You do not need to access the chapel cellar in order to get to Sacred Stone. You can also use either Tactical Retreat or 8 Strength to get across the river (8 Strength is for throwing a teleporter pyramid across).

Last edited by ScrotieMcB; 21/07/14 10:31 AM.