Hey , first post in here :)

So I m a newbie in divinity , just started a few days ago , I m still in cyseal.I m playing in hard difficulty.
I kinda agree it would be disastrous to have a road map for level 21 at level 1 the first time you are in the game. It takes away all the fun of exploring the game and its system , and then start over 'to do it right'. I have no problem with a skill being less usefull than I first perceived. For instance I learned afterwards than boosting a magic skill to 3 at early level is less effective than increasing INT in order to increase the effiency of my already known spell that is, at least some went to cost a bit less AP that s still kinda cool. I went for the rules and the maths once It started to become interresting. I also picked pickpocket but found out it wasn't worth the trouble, with drops and craft i get better stuff and gold is not an issue after a while, since sneaky stealing paintings is far more lucrative than diving into another's pocket. But that 's ok, I invested a few skill point in pickpocket and I don't use it but I can still do it if I want to !

That being said , I would feel cheated and saddened if a skill turned out to become a 'zero effect' factor at the end of the game. Ofc the skill would have helped me early on but why o why would it disappear entirely because of a 'tenebrium ' enchant with a 'tenebrium ' skill ????

The end of the discussion is a bit reinsurring and promising btw since apparently you get the ebst weapons from end game craft and not loot ! if that is indeed the case , that s very well played by Lariam. Investing in craft is costly in skill , in times and ingredients and it 's nice to see it rewarded as it should !
Craft > loot should be a rule in many many games