More Talents are needed.
You can only get seven all game (2 to start, and 5 the rest of the game), and I'm still not really wowed by them. It should be a matter of making hard choices between which of the really GOOD Talents you want to take, instead of unenthusiastically taking some uninspiring one which is good enough.
Please see
my thread on why some Talents are bad. (Demon and Ice King are terrible and have no business being Rank 5-requiring Talents)
Slippery Eel - This talent was mentioned long ago as something that let you evade attacks of opportunity. That seemed like a really useful one. Why isn't it in the game? It should require a base of Speed 8-9 to take, but no Ability requirements.
Crafting Rank 4-5 lets you take the Talent "Scavenger", which gives you a 33 percent chance to receive an extra drop from the crafting materials table upon a kill by someone with the perk, or upon opening a container. When it goes off you get an "Item Scavenged!" message like the "Lucky Find" one.
Scavenger Table:
75 percent chance to get a common crafting item.
15 percent chance to get a slightly less common and useful item
8 percent chance to get a rarer item.
2 percent chance to get a very rare and expensive crafting item.
That is a less than one percent chance to get a rare crafting item from a container, and it only works with a BASE of 4-5 points into that skill, +Crafting from items does not count.
Talents available below Rank 5 in School XThis is a untapped goldmine of potential opportunity for making good Talents. In terms of Skill requirement talents, the magic skill talents only work with rank 5, so if you want those elemental-school Talents, it's either max the skill or get nothing.
Rank 5 is a long way off from level 1, and it's a wasted opportunity to only have Talents for Rank 5.
There is certainly lots and lots of room for different talents you can use at lower levels. Plus, once you start adding in additional magic-skill-X-required talents, you can reshuffle some of them and put the better ones at the top.
Talents that grant Special SkillsLarian has very thoughtfully made an eight category of Skills that don't fit anything else: Special. A simple-but-effective idea is for Talents that grant some Special Skills if you have a base of X in a skill. So all of these will require you to take their respective Talents.
Examples:
Expert Marksman Rank 5's "Elemental Ranger" passive talent would be an ideal candidate for this: Instead of giving it a passive chance for a normal shot to add elemental damage to an enemy standing in an elemental surface, it instead grants you the skill Stance: Elemental Shot, which has a 100% chance for the normal shot to add elemental damage to an enemy standing in an elemental surface, BUT IT CAN BE TOGGLED ON AND OFF, so you can control the use of it, instead of unwillingly healing enemies standing in a surface they absorb.
Blacksmithing Rank 3 lets you take a Talent that grants you the Special skill "Armour Break". When cast on an enemy, this reduces their armour protection by 50 percent for 3 turns.
Armour Specialist Rank 4 lets you take a Talent that grants you the Special skill "Armourers Insight". When cast on an ally, this increases their armour protection by 40 percent for three turns.
Telekinesis Rank 3 lets you take a Talent that grants you the Special skill "Crush Windpipe", which does crushing damage with a chance to mute for 3 turns.
Telekinesis 5 lets you take a Talent that grants you the Special skill "Aneurysm", which does a large amount of crushing damage and sets Bleeding status. Anything without a brain, like Undead, mechanisms, and elementals are immune and take no damage. Admittedly that sounds like it could be a pain to code. It's just an example.
Loremaster Rank 5 lets you take a Talent that grants you the Special skill "Bore", an AoE sleep spell. (Sleep status just means the target misses a turn. Willpower saves.)