Got the game a few months ago and largely it is pretty good. But noticed a few things I hope to be addressed in the next update.
1. The ability to have your summons wait for you by command. I can ungroup from the rest of my party and try and use a druids flight form to get around explosives or sneak through them but Scratch decides he would rather walk barefoot through hades to be by his master and gets him or both of us discovered or killed in the process.
2. An ability for Wizards to research to learn a random unknown Cantrip or spell. Whether it costs gold or maybe even using the Arcane Recovery charges to do it would be great. I say this because it gets really difficult to get access to many scrolls as you level. My imagined option would possibly be a level 1 spell that learns a random spell or cantrip of the rank below it that can be upcast. And if there is no spell or cantrip at that level to learn, it just refunds the charge. Will touch onto this more later with another suggestion.
3. When you highlight a scroll, it also shows you who in your party also recorded that scroll as a wizard. So you know if you need to purchase that scroll to learn it or not. Sucks trying to figure out which spells you are missing unless you created a list of it off to the side to reference.
4. This is a combination of suggestions that would largely impact the overall economy of the game which is really messed up with its current implementation where it stealing is such a huge thing.
A) Disable "Send to Camp".
B) Disable "Go to Camp" or using waypoints when in any dungeon or hostile area with the exception of when you are directly beside a waypoint in that area.
C) Disable "Go to Camp" for 60 seconds after pickpocketing or stealing anything. You actually have to avoid being caught not just port out as soon as taking it.
As much as I would like to suggestion disabling "Go to Camp" entirely when not near a waypoint, that might interfere when it comes to getting cutscenes or when Gale needs to *Act 1 Spoiler*.
D) Vendors no longer purchase or sells useless stuff. No vendor would honestly want to purchase an empty water bottle or a rotten apple anyways.
E) Vendors no longer carry their wears on their person anymore which doesn't even logically make sense but instead their wares is stored in a chest near them that is too heavy to move and locked with a really high difficulty lock. The key is on their person but can only be lifted after they are killed (Unconscious doesn't count).
This removes the whole "Loot Goblin" mindset as the useless stuff doesn't sell and is only there for flavor of the area and as something to throw. This also removes the whole mindset of looting vendors clean and resetting. This also makes filling up with arrows and scrolls much harder since you can't steal camp the vendors for them or their gold anymore. This also makes the carry weight of the items matter as you can't just port home or send it to camp the second you get full.
A vendor buying a Sword, Dagger or valuable gem is understandable, them buying a rotten apple or an empty bucket largely doesn't. And I have a halfling thief with gloves that give advantage on sleight of hand and with guidance I only have a 1 in 8,000 chance of failing on stealing anything with a DC of 3 or less so I am effectively able to steal everything blind, portal away from them instantly only to return and sell it all back to them to get their gold or large items and then steal it all again.
And since you aren't spawn camping vendors for scrolls anymore the Arcane Research type spell I suggested in #2 becomes a good offset for it, especially if you are stuck having to long rest to refill those slots which leads to you using your camp supplies more and more chances to come across missing interactions.
5. Since this greatly weakens the benefits of Sleight of Hand since you can't break the world stealing everything with wreckless abandon, a good offset for this would actually be a way to buff pickpocket outside of vendors by way of reverse pickpocketing small things into others inventory. Mainly thinking about explosives or vials of opened poisons to knock them unconscious, weaken them, or give them different status effects they will get suspicious when they start to take effect but won't know where you are unless it fails. Which would also give you a reason to get in close with a Rogue for something other than just a 1 hit kill attack.
6. Anything you reverse pickpocket into an NPC they will notice eventually, with the heavier it is, the faster they notice, so if you tried putting a barrel or a corpse on them they will notice instantly but if you put a vial on them they won't notice till its too late.
7. Circle of the Moon Druid suggestions. I played a feral druid in WoW back in the day and loved shifting classes in general but honestly it needs mods here to really scratch that itch so...
A) Allow more gear and feats to work in Wild Shape Form. As it stands, it is like playing Krieg from Borderlands as none of the gear is important and you can play naked in your primary role only worse as your forms don't even scale with your levels. At least with Krieg, his talents actually mattered.
B) Allow your forms to actually scale with your levels some. No form should become completely useless compared to other forms as you level. Give each form a niche they fill.
C) Allow your forms to actually benefit from your stats. As it stands, I can (And have) dumped my Strength, Dex, and Constitution as none of them matter in form and you can throw on the dex gloves if you need initiative while in caster form.
D) A mod did this great. Make forms a Ritual spell and Circle of the Moon gets 1 free shift at the start of combat while shifting from 1 form to another is free but your health percentage stays so no free heals.
8. While the next patch might be the last content patch. I would try and setup a program where the best mods could eventually make their ways into the base game with the mod authors permission and credits. While this would likely be relegated mainly to fixes and UI updates, this could easily be extended to newer classes, subclasses, races and gear. This would give everyone a greater base to build on over time with each update adding more content or fewer issues and give many mod authors a drive to strive to hopefully have their credits in the official games staff credits one day.
Last edited by Fuguss; 18/07/24 07:05 AM.