Hey, love the game, really enjoy the feel and stories. From the short time I've been playing, here are some points I've noticed:
Firstly i love playing a ranger, but this game feels heavily magic / caster based. The options for a spell caster are so great that they are always the choice to play. The arrows for instance are so expensive compared to scrolls, or even spell books. Wits has balanced the amount of spells available, but feels completely focused on reducing wizards, as ranger, warrior or scoundrel all have very limited spells to choose from. Either these 3 skill trees need a lot more spells, or some balance with schools the caters can adopt.
Secondly playing custom characters 2 player multiplayer, really looking forward to 4 created characters, taking control of 2 each, from creation. I play the solo campaign utilising the created characters for the story line, but mostly want to play 2 PC's 4 characters multiplayer, as i get the most enjoyment of sharing the experience with other players.
I have played the update only briefly but have noticed the improvements. Reading the forums, i relate some stuff.
I like the new armour system, destroy armour makes you more susceptible to physical or magical attacks, this bring entirely different strategies into the game, focus on removing armour and casting armour and defence spells (which kind of felt a bit of a waste for me in the original game). I like the difference between magic and physical armour. For me it represents damage in combat to armour, making it non effective, possible this could be linked to durability, so the damage does durability damage, and this represents the chance to defend against attacks, such as knockdown, just a thought. (it makes it feel like armour for me has a purpose, rather then find the armour put it on and forget about it.)
Starting combat, in solo preparing attacks for all the players, i should be able, if i stealthy moved up my PC's ready for a fight, launch an attack with all the players at the same time. Currently i can only do 1 attack. Something like prepare attack for each character and on press of button launch attack at selected targets. Balancing is the issue, without pausing the game (Which i don't want), the NPC's can still move around and spot PC's, or there is a chance as each attack is launched the NPC's can react to what is going on. As this is basically a surprise round, where sneaking and preparing a joint attack should provide benefits.
looking forward to Junk box in inventory, or being able to identify items i want to sell by marking them, so when i go to a vendor i can press a button and sell all the previously selected/highlighted/nominated items from my inventory. (currently i pick up a barrel or something like this and fill it with all the stuff i want to sell. When i go to a vendor i just put the barrel in and sell it. The problem is, in selling screen i can't open the containers to see what is inside(same as buying it back). What would be great, is like in crafting screen, to open the container and see what is inside, and sell each item that is inside that container as currently is.)
I did create a weapon by crafting, but it failed to add it to my known crafting items, not sure if this has been updated as haven't played around in crafting since update launched.
I love the height advantage, this has added a great aspect to the game, just saying. (will be great with ranger when they feel more balanced, compared to casters)
I like the skills as they are, i feel i do tend towards the same skills, i like the combination of joining skills such as lockpick and pickpocket, into thievery. these are good additions. Consumable use for repair hammer and identifying glass will be interesting, haven't had much use yet, as I've mainly been playing around in the game, testing things out. and haven't had too much stuff to identify. Maybe a durability on the repair hammer, so you can see how many points it can repair. So if something is 20/30 durability. it will take 10 points of durability off the repair hammer. which would have a durability of say 100/100. If i repaired the above item it becomes 90/100. This way it would last for a little while and not be consumed on use. Feel like the hammer is wearing down with use and not a consumable. As well as repairing an item with minimal damage would be a waste.
So far i love the feel of the game, the way it plays out, the environment, NPC's, and I'm looking forward to many more options. Currently I would love the ability to create 4 character party custom characters from the beginning. As this would suit the multiplayer style i want to play. As well as allowing me to create a balanced group. (even if there were some limitations to selecting characters, such as 2 dedicated spell casters 2 melee ranged characters)(depending how balancing works for similar characters)
Amazing job and looking forward to seeing where this game goes.