Originally Posted by gGeo
Nice list of ideas.

Add crafting -
Good method is - use an equipment - the anvil, a bench, furnace, ... and your craft reciepe book pops-up.
This book you could read anytime, but activated thru the craft tool enable create certain product line. Anvil --> armor product line, campfire ---> food product line, ... . All recipes are visible, but some are greyed out.
Two page book. Left page list of items, right page details of the item. On the right page you see ingredience used, Item and his numbers for your level. You choos craft from the book then material is substracted from yours or companyon inventory (if they are less than 10m away). Friendly interface is important.


New UI improvements are on the way, I'm interested in seeing what Larian comes up with. Something like this sounds good. There have been a lot of suggestions along this line.


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Add food -
good idea, making food on the camp fire. Its adds immersion. But useles effect kills it. Food bufs should stay long, 10 turns maby even longer, 20? Its food, the long lasting effect. You aeat 3 times per day, right? It can take 6AP to eat an apple but the effect must stay long. Healing 50HP when you have 2,5k HP is nonsence but +1 to dex is handy. Food healing effect could scale up? Lets say a roasted pig heals 15% of your max life, an apple heals 1%. It doesnt matter how many points, just ratio.


Yeah, something should be done with food. A longer duration sounds good, changing it a percentage heal sounds good.

Right now, my currently preferred idea for food is a longer duration, healing for X amount each turn (and that amount should probably be bumped up for most-to-all foods), and healing potions should be changed to a percentage heal (20/40/60/80 percent). That would make them stay pretty useful throughout the game, it would make their store cost make sense. It would require some tweaks to the beginning to the game, though.


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The list of useless Talents:
Elemental Ranger - current is very dangerous for user. Escapist does nothing but this one hurt.
New version of the skill>>>> Elemental archer uses the element he is standing in to make adtional damage. Also elemental shield could be used to channel force. There is a skill section "Special" with Staf of Magus in it. The Elemental ranger is added there, so it become On/Off stance.


You'd make Elemental Ranger work almost the same as Elemental Affinity? The issue I have with that is that the same one present with Elemental Affinity - you don't usually WANT to be standing in a surface they tend to be dangerous for you.


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Add 130] Demon talent
- it should be the same for Ice King - just oposit

- extend the max resistance cap of chosen element plus25
- limit max resistance cap of oposing element minus25
- limited or extended resistance is about items (equipment). By the spell or potion it can be rised further.
- Ice king do not suffer from whether cold
- Demon do not suffer from whether heat
- setting lower significant cap for other elements is way to strong. it would prevent me to take such talent.

- similar Talent can be created for Aero /Earth>>>
- it can be a "Walkinging Rock" vs "Wind in the hair" for Aero vs Earth


The second set of points is a pretty good idea, that would make it worthwhile.


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About adding more skills and spels:
- at the moment every school has about 18 skills
- short bar has 10 slots
- my current spell caster has about 45 spells + heap of scrols >>> controling it is the pain --> A lot of unecesary clics to find out what I am looking for --> not stream line game
- I recomend to keep number of skill under 15 per school at the best
- rather remove of modify some useles like: Far Sight, Survivor Karma or Neutralize Poison.


There are certainly a few useless skills, but I can't agree with cutting skills to a cap of 15 at all. You have room for 50 skills on your skill bar. FIFTY. That should be enough for most people. Not all skills are good for all builds. There are plenty you probably won't take because they don't really fit in with the rest of your character. I tend to have a heap of scrolls as well, but I basically never use them.

To get 45 spells, that's like 5 schools of magic at Rank 4, which would be 50 ability points For that, you would have to essentially focus your ability points exclusively on 5 schools of magic, even ignoring things like Willpower. Most characters focus on 2 schools and minor in a third.


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I am realy missing tankish style skills:
Man at arms
Defensive stance
- add +14 defensive rate, +1 shield skill, minus14 offensive rate, - 1 to One handed&2handed skill
- togglable 0 AP

I would merge Corosive Strike and Crippling strike.


There should certainly be a couple more tank skills. I suggested a Taunt skill to get enemies to target you, and a Martyr skill to steal the debuffs from allies and apply them to yourself.