I loved all the changes to how stats work. Memory in its current state feels amazing, I actually started using source skills a couple times, and had at least 1 on every character, and this was the most fun I had in all my playthroughs. Recover armor is amazing, and the new weapon abilities are really interesting and fun to use, but a couple of them could really use some buffs (staff and dual wield daggers in particular). Also very happy to see walk in the shadows is no longer a source skill, which made my rouge feel a bit more useful. I did have the issue of not being able to lock pick anything for a while because Ifan starts with sneaking instead of thievery, and civic points aren't given very often. I hope that, that idea of being able to customize what skills, stats, ect. your party members start with right before you get them makes it into the next patch.

Difficulty throughout the campaign was a lot more consistent, but I did feel like the last encounter was a little bit too easy (Alexander and the Void Worm could use a bit more health), and the crocodile encounter was a little bit too hard (remove the fossil strike ranged attack from them, and put more emphasis on the warfare skills they could use like whirlwind, cripple, and battering ram).

I do feel like there needs to be a few level one encounters as I was constantly underleved until I exited Fort Joy (the only reason I got back on curve is because I went back to the prison after I had already found a means of escape). You could have the trigger for these encounters starting to appear at the start of the map after you have encountered Alexander and Dalis, or after recruiting your first party member. I feel like the game in its current state requires you to do every single sidequest in order to be prepared for you to leave the prison (if you try to resolve most conflicts without violence), which I personally find to be a bad design decision.

Bugs or issues I encountered:
- Lore Master for characters doesn’t work for players, but does work for shop keepers.

- If you accidentally hit Delorus with healing ritual during the battle where you try to save him, he becomes hostile automatically, regardless if you left the prison or not.

- Super happy to see Migo and Yarrow don’t become hostile once you escape if you resolved their situation peacefully, but sadly Emmie and the other dogs will still become hostile after attacking the magisters that have the key to the fort and unlock the door, which also doesn’t make any sense. They didn’t care about all other magisters I killed.

- Couldn’t talk to Eddie for the lock pick no matter how close I got to the door. You have to lock pick the door to get it, or be thrown into prison in order to talk to him for the pick.

- Grammar error when talking with Gratiana “Thank her for her tale, and for trying to life a good life”

-If you have Slane the Dragon take care of the shrikers, the seekers just walk past you, and don't come with you to help fight Alexander.

Changes/Fixes to the story I would like to see:
- A few dialogue options to comfort Mody after you set Withermoore free (or if you absorbed his soul), and some options to mock or belittle him for some particularly nasty characters would be a nice touch. Not being able to say anything to him at all to him after the fact leaves this quest without a proper resolution imo.

- Dialogue options to tell Stingtail that Griff has been killed, and to also return the drudane to him.

- Dialogue option to get Butter to join you during the fight with Griff if someone in the party has romanced her.

- Option to talk to the seekers about the Magister spying on them from a atop nearby rock if you discover him, and tell them that Alexander already knows they are coming. From there you could have the option to tell them that you can handle Alexander on your own and have them wait it out, or have them join you anyway.

- When talking to Feder after you have cured her of her pig curse remove the “who are you” it makes literally no sense considering I was standing right next to her when she was cured, and that I was the one to tell her to stand in the pond. Add a few dialogue options to ask how she is re-adapting to human life, and what Braccus Rex was like, and things of that nature. This is another quest line that doesn't feel like it has a proper ending.

- Not an actual story issue, but I really hope to see more of Magister Jace Locke in the full game. I really want to romance him for my male mage main character.

- Dialogue option to get Emmie to return to Buddy after you have killed all the magisters around fort joy. This quest just doesn’t feel like it has resolution in its current state.

Changes/Fixes I’d like to see to abilities and progression:
- Something that would really help more sneaky and thief like characters is every time you opened a locked chest, gate, door, etc. You get exp based on how difficult the lock was, this would also help with how leveling early on is difficult due to the lack of encounters. This was a mechanic in Kotor 1 & 2 and Pillars of Eternity that I really liked

- Leadership’s small 5 meter range makes it not worth taking. Dumping points in pain reflect or literally anything else is a far superior option in its current state. One solution to this issue could be to increase the range from 5 to a static 10, or have the range increase by 1 or 2 meters from a base 5 meters for every point you invest.

- Staff of magus feels really weak (and visually boring) in comparison to the other weapon abilities. I’d like to see this ability be replaced with the elemental havoc spell of the element type your staff is. The elemental havoc spells have really cool animations, and it would be nice if players had access to them this way.

- The dual wield weapon ability feels really weak for 3 action points (even when you use it with backstab). Either have it do about 20-30% more damage, ignore armor when used to backstab, or have it inflict cripple when used to backstab.

- Make the wand special ability a non-offensive spell from each tree. Fire wands could have haste, water wands have healing ritual, poison could have fortify, and electrify could have favorable wind.

- Hail Strike feels really weak for 3 action points. Keeping the skill as it functions currently, but make it 2 ap instead of 3 would make it a bit better.

Loving the stats revamp, and I can't wait for the next patch, and kickstarter update. You guys have done amazing job listening to feedback, and making a wonderful experience.

Last edited by Damashi; 06/12/16 04:44 AM.