This is a wonderful list. I agree with pretty much everything.

Right now Long Rests and Short rests being obsolete is the biggest problem of this game. Also the fact that solving encounters peacefully does not provide equal exp compared to solving encounters via combat. You already miss out on loot because often times the NPC's run away. Just make it so you cannot gain more exp after you solved this encounter peacefully so players don't exploit this for 2x exp.

Also rework the Siding with the Goblins storyline. It has pitiful rewards. And there is just no incentive to siding with them. They never promise to aid you with your Tadpole problem and they do not promise you to make its effects strong, either.
And the Questlog lies to you. The Questlog says "The absolute has awarded me with more power" but you get nothing. There is a dialogue after you finish the raid where it says something like "the tadpole is really happy, you are becoming." But there is no reward at all.
The best rewards are from killing Mintharra and the goblin leaders and you miss out on those when raiding the grove. Kadgas and Zevlors items are nice, but Kadga can simply be killed or die during the attack, or at the party, so you can easily get her items while not siding with the goblins.

Please change the writing of the Quest Journal. Throughought the whole EA: Your journal says "Removing the Parasite". However as we all know, this is not the goal for everyone. Astarion for example wants to keep the tadpole and its positive effects and learn how to control it. My personal character would want this aswell, so why does the game already force you into a decision? It should say something like "Find a healer to understand the tadpole" or "Learn about the parasite".

Please add Hexblade to the game and add something useful to Great Old one Warlock. There is no reason to pick it other than having a few different spells to chose from, but no bonus like Dark One's blessing level 1. Also Dark One's blessing is bugged sometimes and does not grant you temporary HP, even when you do not have False Life active.

The best part of this EA are the dream interactions and the promise of power and authority, and actually getting the powers of the Absolute via the Dreams and via a Questline in the underdark. These are amazing rewards and I hope you keep this up. But the evil Questline as siding with the Goblins is the worst part about EA. There is no incentive to do so. They never promise you to help you in your main goal. They do not offer any information, any cure, or increasing your powers. You have to actively force the evil playthrough in dialogue description without any incentive.

There is almost no information about the Brand of the Absolute. The game never explains to you that you can use the powerful items of the absolute now. There needs to be an option to force your party members to also receive the brand. Maybe use your Illithid powers to make them obey and brand them? And the fact that your character is branded NEEDS to be a tag in your character sheet.

Also siding with the goblins and a general evil playthrough is not about murdering everyone. During your evil playthrough you should also gain followers, or servants, or slaves. Similar to how a good character would gather followers united under the same goal, an evil character must also be able to gain followers who follow you because you are powerful, or because they are afraid of you. If you can add this to the game, then you will have a wonderful playthrough for both the good and the evil side. But please do not make the evil side "randomly murder a bunch of refugees or random npcs" and not help with our characters problem. Because thats what the goblin path is right now. And in the end, you feel stupid because they betray you. Which makes little sense given that you are a True Soul. Why should they listen to Mintharra over you?

Also magic items are great, but they need some tuning and balancing. The 18 int circlet is way too powerful. Change it to 16 instead.

The items which grant you spells to cast, like the Circlet of Blasting which grants you a cast of Scorching ray, needs to use your actual casting attribute instead of always using intelligence. Items like these favour mages because mages use intelligence. But they already have the most amount of spell slots, they do not need items like this as much.

On the other hand, an item which grants an additional cast of Scorching ray is very useful for my Warlock! But you made it so this Scorching ray uses intelligence instead of Charisma as a spellcasting modifier. So it has a really low chance to hit. This makes these items less useful as they should be. Please change the casting attribute for these items to match your class.

Last edited by feedback_wizard; 05/11/20 01:45 PM.