Originally Posted by ScrotieMcB
Talents to be deleted: Demon, Glass Cannon, Ice King, Thick Skin, Weather the Storm
Talents to be modified (new versions below): Leech, Picture of Health, Lone Wolf, Swift Footed

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Arctic Armour
Prerequisite: Hydrosophist 5
Enemies who strike you with melee attacks are Chilled.

Do you really want a talent that rewards pure casters (who else puts 15 points into Hydro?) for being hit with melee weapons?

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Arma Arcanum
Prerequisite: Shield Specialist 5
Half of your Blocking chance applies to Spells as well as Attacks.

So you are saying that the 25% additional elemental resistance for Warriors is one of the most OP talents and are suggesting something that gives you a ~40% chance to completely ignore single targeted spells and their status effects including those with poison/tenebrium damage?
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Earth Adaptation
Prerequisite: Geomancer 1
Gives you 10% x Geomancer extra Earth and Poison Resistance.

Fire Adaptation
Prerequisite: Pyrotechnic 1
Gives you 10% x Pyrotechnic extra Fire Resistance.

Water Adaptation
Prerequisite: Hydrosophist 1
Gives you 10% x Hydrosophist extra Water Resistance.

Lightning Adaptation
Prerequisite: Aerotheurge 1
Gives you 10% x Aerotheurge extra Lightning Resistance.
You can wear 4 pieces of armor which can be enchanted to each add 25% resistance vs the 4 elements, making these talents rather useless.

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Fashion Plate
Prerequisite: Armour Specialist 5
The attribute requirements of your equipment are reduced by 3.

What kind of char would want this talent and could afford the Prerequisite?

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Go For the Throat
Prerequisite: Scoundrel 5
Your Critical Strikes bypass enemy Armour.

I have no hard data on the average armor values, but with crit rates of up to 50%, this seems relatively useful.

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Graven Importance
Prerequisite: Bodybuilding 5
If you would be Petrified, instead you are both Fortified and Slowed.
I have finished the game twice and did not get petrified once...

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Head Start
Prerequisite: Level 5
You get a 3 bonus to Maximum and Starting Action Points, but take a -1 penalty to Recovery Action Points.

With Glass Cannon removed, increasing the maximum AP isn't that much of a bonus anymore. A SPD 15 CON 5 PER 5 build would still have enough Max AP to not act as a bottleneck for the Start and Turn AP. If a char with this talent would want to match the max AP with the turn AP, he would have need to have at least 25 SPD +2 additional points for every point of CON above 5.
Compared to trading the talent for 2 Speed, you are trading 2 SAP (and 3 relatively irrelevant MAP) for 2 TAP.

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Inner Fire
Prerequisite: Pyrotechnic 5
Your body Warms itself at the beginning of each of your turns.
Note: Warm duration is 1 turn, usually ending just before a new Warm begins, but can combine with other statuses (Frozen, Chilled, or preexisting Warm).

No thanks, I don't want to catch fire when I get near a campfire / cast Haste. I'd rather boost my saving throws for that points.

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

There are close to no locks that need to be picked and a ton of lockpicks available - there are even 2 recipes for them.

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Leech
Prerequisite: Witchcraft 5
You absorb blood you are standing in, healing you.
Note: Replaces the current version of Leech. The effect isn't nerfed at all, it's just given a much tougher prerequisite.
That doesn't really solve the problem with this talent.

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Lone Wolf
Prerequisites: None
You can no longer have a companion but you receive a 80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points, 2 bonus points in Bodybuilding and in Willpower, and an extra ability point on level up.
Note: Replaces the current version of Lone Wolf.

Correct me if I am wrong, but as far as I know, the max difficulty of the status effacts that you have to resist is 100. Taking LW would make it relatively easy to get to 10 Willpower/ Bodybuilding, which grants you complete immunity from these effects that allow saving throws.

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Macromanager
Prerequisites: Leadership 5
You can control two summons at once.

With the high aggro of summons, the enemies wouldn't find the time attacking players anymore.

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Mind Over Matter
Prerequisites: None
Gives you 2 bonus points in Telekinesis but you lose a point in Strength.

How does the damage from barrels scale with your level / telekinesis skill?

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Picture of Health
Prerequisites: Man-at-Arms 1
Gives you 5% x Man-at-Arms extra Vitality.
Note: Replaces the current version of Picture of Health. (The change is rather minor.)

There are few good starting talents, so I like the change.

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Resolute Technique
Prerequisites: Man-at-Arms 5
Your attacks always hit, but you cannot deal Critical Strikes.
This makes all the chance to hit buffs irrelevant and means a reduced damage output if your cth is > 67% (if all you use is precision stance.)
At the same time it would work extremely well with Ranged weapons on low Perception chars, because these weapons have a low damage multiplicator for critical hits.

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Savour the Moment
Prerequisites: None
Incompatible with: Walk it Off
All statuses on you last an additional turn, including negative ones.

Really risky and only interesting for long battles / powerful high CD abilities (Invulnerability!).

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Swift Footed
Prerequisite: Scoundrel 1
Gives you a 10% x Scoundrel movement bonus.
Note: Replaces the current version of Swift Footed.
+50% Movement is a huge. When you can walk 6 instead of 4m per AP you can reach every enemy in Bow range for 3 AP. Or worse: fire of some range attacks and then retreat to where nothing can reach you.

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Walking Almanac
Prerequisites: None
Gives you a +2 Loremaster bonus for identifying enemies.

Comfortable, but a waste of points.

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Dark Knight
Prerequisites: Level 15
Increases your damage with Tenebrium weapons by 10%.
Notes: The book on Tenebrium handling found in Sacred Stone would grant this talent instead of its current effect. Tenebrium weapons would use the core weapon abilities (One-Handed, Bow, etc) instead of the Tenebrium ability, which would no longer exist. Using the book bypasses the level requirement. Using the book on a character who already has the talent fails and does not consume the book. This talent does not grant Rot immunity.

Tenebrium Handler
Prerequisites: Level 15
You do not contract Rot from handling Tenebrium.
Notes: The quest given by Brandon would grant this talent as a reward instead of its current reward. Tenebrium weapons would use the core weapon abilities (One-Handed, Bow, etc) instead of the Tenebrium ability. The quest reward bypasses the level requirement.

I thin kit is perfectly fine how Tenebrium weapon work, it is just badly communicated to the player, especially when you spend too much time before finishing the Tenebrium quest.

Last edited by eidolon; 29/07/14 06:48 PM.