There are many things about this game that I like, which is what compelled me to post here with some of the issues I've had with it. I'm sure most, if not all of these have already been brought up in the past, but I'd still like to throw in my 2 cents. Keep in mind that there are many solutions to the issues, but my suggestions are meant to be simpler to implement, yet still attaining good results.
1)By far the largest, and most blaring issue with the game for me, is the fact that items scale the way they do. Every time I go through my shopping rounds, it leaves a sour taste in my mouth, knowing that I may only get 3 or 4 fights worth out of them before they are obsoleted by a level up.
But the issue is compounded by several other issues, which make it even worse:
The random items are RNG on top of RNG on top of RNG on top of RNG. First you have the RNG factor that the shop carries an item type that you need. Then you have the RNG factor of whether or not it is of a rarity you need or not. Then the RNG of whether or not it has a rune slot. And finally the RNG of what it looks like (including its color) which might make your character start to look like a clown.
The randomness of stats gets super out of hand once you have Divine items, and there are so many random stats on an item. Not only is shopping a massive chore that needs to be done every level, but keeping track of all your stats on all your characters is a massive pain.
It was such a headache for me that I switched to playing Lone Wolf to reduce the craziness.
Solution: Items should have less but higher bonuses. A ring should not be +1 Wits +1 Scoundrel +1 Dual Wielding +1 Hydrosophist. It should be +4 Wits (And nothing else). Or +4 Scoundrel, and so on. The bonus should be +1 more for each rarity level increase (Or + a certain % each rarity, with resistances.).
Shopkeepers could keep a large stock, covering many of the different stats and equipment types.
Or you could just have basic items with zero bonuses, and have an extra rune slot (Or slots). Then there could be a rune for each bonus that you just slot in (So your +4 Wits ring would be from adding a Wits rune.). This solution would allow for more adventuring based gear (Which is currently trash 99% of the time for me, due to random stats and low item levels.), and less reliance on vendors for gear.
Also, a dying system would be nice. There are already mods for this, in fact.
2)Multiplicative vs Additive stats.
Weapon bonuses are not equal to other bonuses. A 5% damage increase from dual wielding, is not the same as a 5% bonus from Warfare. Warfare is a greater increase because of the way it multiplies your damage.
Solution: Have ALL stat and skill bonuses be additive like weapon bonuses.
3)Damage types and imbalances.
Currently, physical damage is king. The CC's are easier to pull off, armor seems less abundant than magic armor, and magic damage is not as high. I have not looked into the mechanics that are causing it, but I have played extensively with a 2handed character that swaps between staves and 2H swords (Her STR and INT is identical, with stats poured into Wits for crit chance.), and the difference in damage is significant.
My guess is that it is due to elemental resistances. Though there are elemental resistances, there is no physical damage resistance (Other than evasion. But in the case of magic based weapons - they can also be evaded.).
Solution: Increase magic damage - especially magic weapon damage. Any other fix would require massive changes to the game.
4)Lackluster talents.
I get to a point in the game where it becomes very hard to decide which talents to choose for my characters. Not because there are too many good ones to choose from, but because aside from a small handful of them, the rest are useless. I can't help but scratch my head over 80% of the talents, because they are downright useless or actually more negative than they are a bonus.
Solution: Go over every single talent and make sure they actually have a use. A lot of them are easy to fix, because their intent is obvious, but they just need a boost to be useful. This topic alone could warrant its own post.
There are other issues and solutions I could go on about, and maybe I'll post some others if I forgot anything big, but for now I'll leave it at this.
Last edited by Mobius1; 23/02/18 08:58 PM.