45. [Design] No known way to clear smoke effects at low levels
There does not seem to be a way to clear smoke from an area and make it disperse. Maybe Tornado can do it, but that's a high-level spell. This would be quite helpful for some situations, such as during combat when explosions have obscured the battlefield, and in post-combat treasure hunting (items inside the smoke are hidden from the Alt key).
Maybe some kind of air spell, Gust of Wind could do it? It could replace Far Seer, maybe do a little (not much) AoE Air damage and clear smoke.46. [Persistent Bug] Firefly spell radius is too large
Way back in the pre-alpha days, there was a video which showed Firefly as it was intended. You draw a line and a small little fire patch zooms around to where you had clicked. A small
patch of fire. Currently, Firefly is listed as having a 1m radius.
A 1m radius would be perfectly fine. If it were true. In fact, Firefly's radius is closer to 4.5m, producing a gigantic pathway of fire, and usually setting the caster on fire as well. This makes the spell too powerful and too obnoxious, as it makes it difficult for your own characters to move around it. Fix this. 47. [Design] One-time-Pickpocketing only sucks
Pickpocketing already seems kinda like a low-priority skill, and being only able to do it once per NPC kinda sucks. To Pickpocket successfully, you need:
- To be able to sneak around them.
- The NPC has to be standing still
- You need to pass a sneak check
- You need to pass a pickpocket check
- You need to have invested ability points into Pickpocketing
- The items you pickpocket must be within a very small weight range.
That's ignoring the (bug?) that if you get caught, there's no warnings, you're instantly fighting everyone around.
I have to ask: With all the above restrictions, is Pickpocketing really
so powerful that allowing you to pickpocket people multiple times is too broken?
Yes, merchants have lots of stuff. Games like Skyrim and Oblivion solved this by putting most of the merchant's stuff into am owned chest beneath the floor of their shop, so you could buy and sell things, but you could only pickpocket what they had on.
Even if you can't or don't want to do that, is one-time-only pickpocketing really the only solution? 48. [UI] New UI window specifically for crafting needed
I know Larian is aware of requests like this, but I'm repeating it anyway. A new UI element, some kind of window to which you can drop items and craft them there would be a good deal of help, because many times, the ingredients can only be crafted from the "All" tab, which gets bloated with all your stuff. It would be easier if you could combine things specifically in a window.49. [Design] More Waypoints Needed
See thread. 50. [Key Feature] Options for LAN and Direct IP connection
Right now, clicking "Join Game" only opens up the Steam Overlay. The game is still missing the LAN and Direct IP connection options. 51. [Design] Resurrection Scrolls still cost too much AP.
- If you are dead, you do not get XP. That is fine.
- If you are resurrected, you are restored to only 20% health. That is fine(ish).
- To not get immediately one-shot after being resurrected, the one who resurrects you needs to delay their turn to the end of the round. That is fine.
However, 9 or 10 AP is really a lot. Whoever you decide will be the resurrector has to preserve most of their AP for a turn, which means their options for moving, healing, or inflicting a status effect are limited or impossible. The trouble is that being forced to not act for a turn can often end up getting another one of your party members killed, starting a spiral of doom. I think 6 or 7 AP would be better. The resurrector still wouldn't be able to do anything else on the turn they cast the spell, but at least they wouldn't be losing a turn.
This is just an opinion, and maybe it won't seem to bad if poison and fire damage are lowered.52. [Idea] Poison damage cannot reduce your health below 1
Just throwing an idea out there. In some games, poison can reduce your health to 1, but it can't actually kill you. Perhaps that could work in D:OS as well?53. [Idea] Alternate design for Ranger's "Treat Poisoning" Skill
Right now, the Ranger's Treat Poisoning skill has the following properties:AP Cost:
It seems like the intent is to let you move close to a poisoned ally, and then remove their poisoned status once. That's fine, but I've got an alternate idea.
All "Treat Poisoning" does is to remove poisoned status. It doesn't offer any temporary resistance, it's just a one-time removal. The thing is, poisoning is a really easy status to inflict. Poison from a zombie splashes on the ground, you're hit. A zombie attacks you directly, you're poisoned. The 6 turn cooldown on that skill really limits its usefulness in my opinion.
Instead, I would alter it to this:AP Cost:
The AP cost is now twice as much, but you can use the skill once per round. The downside to that is that if you are treating poisoning every round, you're not attacking or contributing anything else to the fight.
It's another one of those tactical choices: Should I cure the poison or do something to end the fight quicker?