76) Isn't Mendius (Fabulous Five's head)
dead in front of Phantom Forest's cursed entrance?
Maybe, I don't know. It was a long time since Cyseal for me.
EDIT: It says Alastair, who I guess was a member. A dead body with a familiar name isn't much of an appearance worth noting, though. Any generic nameless dead body could replace that one without changing anything. It does not really change my point.
SKILLS99) Destroy Summon is a lot less useful than it should be. I picked this up, thinking it could be useful to deal with enemy summoners. It did not get a lot of use. It is not that enemies do not summon monsters, it is that almost all the time, they summon monsters through scripts, and those
do not count as targets for Destroy Summon. I do not have a solution for this in mind, though.
You very, very rarely see enemies use elemental summons or nature summons, which are the only things this works on. Maybe if more enemies did that then this skill would be more useful.
100) Maybe give Summons some buff skills? Not attack skills, but something so there is more to do with them than use their one attack skill, and spend the rest of their time meleeing enemies. Then again, most people are complaining that summons are too powerful as it is already, so maybe never mind.
101) Elemental Shields vs Immune to Status Elemental Shields should probably be high tier skills for players. Immune to status, plus a shield that reduces all damage, plus increases resistance for one element past the cap? That is a pretty good bargain. They probably should not be learnable before level 13. Before then, Immune to Status (and Mass Immune to Status) should be available.
1) RE: Skill Penalties too lowThinking about this, I started thinking about possible BONUSES to having high skill checks. Buff skills boosted by high stats could get extra turns, for instance. That would be interesting. Heck, maybe Debuff skills could also get extra turns (although at a higher rate of conversion than buff skills, given the power of debuffs.
102) Misleading Description: Purifying FirePurifying Fire claims that it clears Petrified. IT DOES NOT. On the bright side, I finally found a second enemy who uses Petrify.
103) Scenery objects interfere with spells from above. Thanks, Boulder drop, for sometimes uselessly detonating on some scenery above the action THAT I CANNOT EVEN SEE. It is too bad that is my ONLY EARTH DAMAGE SPELL. (Yes, I also have Earthquake, but using it is a roll of the dice, thanks to the friendly fire and random ooze and random knockdown chance.)
104) One-time-only Spellbooks are lameSome spellbooks are only available once in the game? What if you have more than one character who can use a skill like that? Tough luck, I guess. So much for freedom in building your party how you want?
Idea: maybe the Shelter Plane, home of countless mysteries, a fortress built for the gods themselves could have those skillbooks for sale with the appropriate elemental.
Honestly, there is another reason why I used the word lame: though, many of these super-rare unique spells only available for a limited time only are not really that spectacular. They are not so awesome and powerful that having multiple characters able to use them breaks the game (certainly not any more than it already is).
Seriously, most of the skills that are one-time-only books are just incremental damage increases to an existing skill. They are not spectacular. If they are going to exist, one-time-only skill books should be so spectacular (like Invincibility) that they offer power that is clearly superior to anything more common.
The Portal cave in North Luculla is an especially bad, as you have a choice of three pretty unimpressive spellbooks, allegedly sealed away for being super-powerful. At least one of them was already being sold in stores.
105) Petrifying Touch is a pretty amazing skill. Not much seems to resist it, and it is an instant disabling of an enemy. What is it, like a level 7 skill? How did I not discover it earlier?
106) Disease duration may be too short. Disease lowers constitution and bodybuilding saving throws. It should last longer, to make the lowered health actually dangerous.
53) Re: Mass X skillsMore thoughts on this.
Mass Immune to X skills sound good. Enemies could get Mass [cure status] effects to counter the players abuse of cc, and sometimes ones players cannot get like Mass Helping Hand.
107) Note: The Death Knight Bane spellbook not neededThe Remove Invulnerability skill book seemed rather unneeded. I actually avoided all the death knights around, and not many were really in the way, so I never found a use for this. I suppose that is the benefit of having an open world game with freedom, though.
I did actually try fighting some once as an experiment, and decided that they did so much damage, that they were not actually worth the trouble fighting them would be.
108) Skills displayed as Skill level XAll skills have a level between 0 and 20, a minimum level required to learn, and an AP penalty if your ability level does not fall within certain values on the 0-20 scale.
Why is the 0-20 scale in the game, when the thing which really matters is the required skill ability level?
Apparently, 0-4 is Ability level 1, 5-8 is ability level 2, 9-12 is ability level 3, 13-16 is ability level 4, and 17+ is ability level 5.
So my question is instead of going Skill Level (0-20), why not just say Ability level (1-5)? That would be a lot simpler to understand and instantly convey the important information.
Or is the skill level also important for the Intelligence Required for boost/penalty? If that is the case, then never mind. Still, though, it seems pretty obtuse. It would be NICE if before you learned a skill, you could see the penalties and or bonuses you would actually get, so you would know if it was a good idea to learn the skill at all.
109) New Skill Idea: Inflict [Elemental] WeaknessA single-target spell that lowers the [element] weakness of the target
AND the caster by 35 percent for three turns. Dispels any shield spells in place, prevents shield spells from being cast on those affected. This lets the caster sacrifice some of their own resistances in exchange for lowering an enemies. This is a double-edged sword. Should come in varieties for all four schools of magic plus poison. The name needs some work.
INTERFACE110) Combat Log could use some organization or cleanup It can be a real mess at times. Sometimes the actions of people make it in, other times only the effects make it in. It is hard to see cause and effect. The biggest issue with it is that a lot of the skills and arrows that are used never make it into the log, so it is hard to know when one effect starts, or what the last spell was. Just having all the skill/arrow getting into the log would help a lot.
111) Idea: Ovens and Forges should have special pop-up crafting menusThose would let you select what you want to make. So instead of dragging an Iron Bar to the forge to make a sword, or a Steel Bar to make an Axe, you see a list of things you can make. It would be even better if you could actually change the type of metal included in your recipe, so you could make a sword with a steel bar which is different than one you can make from iron, and maybe you could make a dagger without having a knife first. That would require making more recipes, though.
112) Mobile Kitchens should not contain the word MobileBecause they are not.
BALANCE113) Intelligence lowering skill cooldown was probably a mistakeNo wonder why people say this game is so easy. It is because the cooldowns go down with your Intelligence. As you get more spells, your need to plan which ones to use becomes less and less important. There is no reason to use low-level skills anymore, because ones you get a little later have the same cooldown time. This reduces some of the challenge and need to plan from fights.
One suggestion I have heard is to change it to 3 points of INT lowers cooldown, instead of two. That might help.
However, I think that it is too late to change this now, removing the cooldown lowering benefit from Intelligence at this point would be way too much rebalancing work. In the future games, though, it should be easier to remove that and balance accordingly.
114) Respecs lose all your skillsYou lose all your learned skills upon taking a respec and do not get skill books.
I do not think I like this. Even ignoring the massive gold cost it can potentially be to re-buy all the skills, even ignore that some are single-appearance only and if they are gone they are gone forever, I do not like this for one reason:
No matter the balance or logic reasons which may lie behind it, it is plain and simple, a hassle. You have to stop playing and spend several minutes, maybe travelling to multiple towns just to go track down all the skill books you want. Not fun.
115) ResistancesFire tends to be the best damage skill overall. A bunch of stuff resists it, but a lot of stuff is also weak to it. Air is a close second not a lot resists it, and some stuff is weak to it. There are fewer damage skills for it, though. Water does not have a lot of easy to get damage skills, but it is okay.
Earth and Poison are awful. There are literally TWO skills which do Earth-type Damage. Two. Earth Resistance is the most worthless thing ever for both you and enemies because essentially nothing does earth-type damage. BUT, just to make absolutely, positively sure that Earth Damage is total, complete, worthless garbage, enemies who resist poison also resist earth at the same amount.
Poison on the other hand has a whole LOT of damage skills and arrows. The problem is that it is resisted by a heck of a lot of things as well. There is almost nothing that is weak to poison, and almost nothing that even has 0 Resistance to poison. Sometimes, poison is among the lowest resistances of something, but that just means you can use anything poison never gets much of a chance to be the best choice for dealing with something.
TALENTS116) Basically no good Talents for Mages. There is really not much worth taking after you snag the obvious two (Far Out Man and Know-It-All). I gave Jahan a bunch of generic good-for-anyone stuff at level 20 to spend some of the points that I had built up. I had been planning to give him Voluble Mage, but decided that would be a waste because NOTHING CASTS MUTE.
Witchcraft does not seem to have a Rank 5 Talent. Maybe something which increases the chance of a negative status landing by 20 percent? That might be too powerful. How about one which increases the duration of negative status effects? (Enemies still get to save the same way)
117) Still lots of sucky talentsAll Skilled Up,
Scientist: Sucks because you can get 10 ability points for this same Talent point by trading it to a demon. Scientist at best breaks even if this is used to get Blacksmithing and Crafting up to 5.
Anaconda,
Bigger and Better: You can trade 1 Talent point this for 10 ability points, and then trade those for 2 stat points that should provide a bigger boost than +10 percent damage.
Courageous: Mediocre, not a lot uses fear, you can boost Willpower to save against Fear AND other things, and this is downright dangerous if you get caught in combat with an invulnerable enemy.
Demon: Is total shit. This requires 5 Pyrokinetic? Taking a 25 percent hit on any water damage, in exchange for a chance to do a weak damage-over-time effect on an enemy is garbage.
Escapist: Sucky. Most of the time, you can just walk a few AP away and hit the flee button. If you cannot, someone can probably teleport you, or heal you, or give you the teleport stone so you can flee. Who takes this and why?
Five Star Diner: Twice worthless is still worthless. Food becomes worthless about level 5 and never gets better again.
Ice King: This requires 5 Hydrosophist? You take a big hit to fire resistance, and you have a chance to inflict the weak Chilled status on an enemy in melee range? That gives them a 10% extra weakness to water, and a movement penalty which is so small it will not matter at melee range. Garbage.
My Precious: Mediocre. Not even daggers degrade fast enough to make this worthwhile, instead of a single point into Blacksmithing to repair things.
Pack Mule: Pretty worthless thanks to multiple party members and a send-to-home button.
Politician: Total shit. Charm is pretty worthless, Intelligence is pretty good.
Voluble Mage: First, Willpower also boosts your resistance to silence AND other things. Second, nothing actually casts silence in the game often enough to make it a threat. I literally NEVER saw Silence all game.
Walk it Off: Willpower and Bodybuilding reduce the chances of status effects landing without a negative downside. Buffs also are so short that taking a hit to reduce them is a crap tradeoff.
Weatherproof: Mediocre. Not the worst talent, but environmental effects are in exactly 5 areas of the game. What good is this?
So that is fifteen out of thirty-six talents that are of poor and questionable utility.
MORE NEW TALENTS OVERALL ARE NEEDED. There really are not enough Talents.
MISCELLANEOUS118)Companions should not have the Politician talent in their list It should not be available for Companions, as it offers them no benefit, because they cannot talk to most people.
119) AI shoots groundBad Guys AI should at least be smart enough to not shoot projectiles into the ground if they cannot hit the target. The game calculates angle for our previews, why can it not do the same for enemies?
120) Philter of the Fearless Imp should be a USABLE itemIt should grant Immunity to Fear for 10 rounds. In fact, I like the idea of all (non-healing) consumables lasting longer than three piddly rounds.
121) Armour and clothing breakdowns needed You should be able to break down armour and clothing into scraps for crafting, like you can for weapons. I do not know why that is not in the game.
126) More sinew sources needed Also apparently Sinews, the ONLY way to upgrade bows can only be obtained if you massacre all deer, cows, and sheep in the world, because that is the only way they drop. Or hope you get lucky searching every NPCs ingredient menu.
122) Perhaps too long between upgrades for certain crafted items. The disclaimer here, and it is a big one, is that I have not really used crafting at all, so there is a high chance that this idea is wildly imbalanced. Feel free to take this as the statement of a complete ignoramus, because it is.
Some Crafting recipes grant a bonus +1 to an attribute at level 1 and improve it to +2 at level 17. It is true that +2 is a great bonus, but +2 is the kind of bonus that shows up naturally on stuff about that level, plus additional extra attributes beyond what the crafted item gives you. What if instead the bonus was an additional +1 per 8 levels, so level 1-8 gives +1, Level 9-16 gives +2, 17 gives +3? That gives some sense of progression in the long time between 1 and 17, plus at level 17 or so, you now have a choice between using a crafted item which has a +3 - something which never appears on random equipment, or random equipment which can have more mods.
And apparently some random items can have insane mods like this:
http://i.imgur.com/WVDsosx.jpg So, yeah, letting crafting items get +2 bonuses early, and +3 bonuses late seems more reasonable now.
123) Graphic bug if Maximum AP is more than 20 Fix the graphic bug if you have more than 20 max AP: Add the extra AP above the old AP bar, not to the right looking bad.
124) New Achievement Requested There should be an Achievement [None Left Standing] if all the orcs and all the mountain men die in Hunters Edge. They are all terrible and deserve to die.
125) Normal NPCs should not suicidally attack armed warriors. I mean why should all of Cyseal market go hostile because I punch someone in the face. Most people are civilians and should rightfully run away or avoid fighting unless attacked. It makes no sense.