WARNING - some spoilers. (not many though) Secondary Warning, fairly lengthy. Bugs---- So far I've encountered relatively few bugs, and none of them have caused me any real headaches. I generally look in the steam discussions (forums) for answers to whatever I'm looking for. When this inevitably fails, I head to Obsidians forums (this generally fails as well), but this means I'm constantly alt-tabbing in and out of the game, which may be why some of these appeared. I'll list em, starting with the worst of them. - After alt-tabbing quite heavily I went to save my game in case I'd forgotten before I alt-tabbed out. All saves for my current character (except the autosave) had disappeared. Quite frightening. I now have a backup of my saves. - While attempting to use my keep page, the scroll down somehow got stuck. Nothing I did would allow its normal function. Closing the game and re-opening it fixed this. - Every once in awhile, my characters will lose most of their ai. Highlighting everyone and telling them to attack a target will generally result in 2 out of 6 of them attacking said target while the rest stand there, forcing me to manually click each of them and force attack the target individually. At the same time their pathing seems to disappear, and if the target/location isn't available as a straight line, they will cease to move/attack again. - While in the inventory screen highlighting certain items on the character (generally the head/necklace/belt slots) will be blurry and shift side to side a pixel or two rapidly. - NPC's (Eder) have unnaturally high hp, and some stats of npcs dont match up with created characters. - Not sure if bug but after a mission from the keep, it says to check your halls chest for rewards, there are no rewards. As far as I can remember, that is all the bugs I've seen. Thoughts/Suggestions Stats-- Now I've not gone heavily into testing stats but it seems to me that currently Con is the weakest. Just thinking out relatively straight numbers Con could be changed to a flat 5 hp and 1% hp and end per point. Early on, this is a small increase to anyone who uses the stat over the current Con, later levels would have a slight decrease for anyone with high hp/end. Also, I saw a suggestion on these forums for Con to effect armor recharge reduction, which I'd like but am currently unsure if it's needed based on; Armor-- I've generally run the game so far as having the flimsiest armor I can reasonbly live with for attack speeds (Mage/priest in robes, tanks in plate/heavy everyone else in between). I had just reached Dyrford Ruins and the boss battle (the first shot at it) killed all my characters in under 10 seconds (well, 3 of my party was dead in 4 seconds, no way I could win after that). Based on this, I decided if they are hitting me this severely, I will put EVERYONE in high DR armor, and be damned with the reduction in speed. This caused the fight to drag out barely. It also caused me to win with nearly no health lost at all. Since, I've been running around in heavy armor (without realizing it at first, because I had forgotten I switched their armors out) and I have been surviving FAR better. I have not noticed (and if I have, it's a small change) to my speeds. While I like being able to survive everything on everyone now (for the most part) I feel this is very unbalanced, especially for roleplaying. Weapons-- After playing with multiple characters, and especially on my rogue, I began noticing that certain weapons just didn't cut it. My first rogue used stilettos, and did very subpar damage (yes I had spikes) but in general I'd see mainly 4's, with a bit of spikes in the 6 range, when the stars aligned I'd get 10-15's. After making a new rogue based on new information about stats and weapons, I began using maces. I still attack almost as quickly as stilettos, but I do 15 average, with high spikes. Where I'd stab about 3 or 4 times to take off 1 little diamond (I assume 20% of the enemies hp/end?) on my first rogue, I take off two, sometimes 3 of the enemies 'diamonds' (40-60?%) in one hit using maces. I'm also more accurate, somehow. I just feel weapons in general need a bit of love here. Weapon speeds-- I've seen it crop up here before, but having an actual number for weapon speeds instead of relative terms (average, slow) would greatly help in determing what we wish to use in our builds. Classes-- My latest playthrough has no Wizard. Looking through my old parties to see weak links, the weakest was the Wizard. So I looked at them compared to other classes. Yes I like the Wizards renamed Magic Missle, I always have, its a staple for a reason. But other spells, aside from actually either doing nothing or missing all the time (not sure which) or causing harm to everyone made me look at the druid. Now granted, they have a plethora of spells I'll never be able to use because 75% of spells in this game affect everyone (or so they say/aoe circles look like) but they have quite a few spells I like, that I can use, and they have some endurance heals. They also feel less squishy than a mage. Plus, in a pinch I can shapeshift (I've heard people say the shapeshifts are terrible too, but once I feel I'm good on spells it's always been a dps increase for me) At the moment, my Druid outperforms my Wizard in every way. And Lastly, Damage-- In my current playthrough, my party has; Rogue - 22000 damage done Fighter - 5000 damage done (tank) Barbarian - 8,500 damage done Druid - 8000 damage done Priest - 2,500 damage done Paladin hasn't been in long enough to formulate All other members have been in there since the very earliest I could get or create them. Just based on this, I feel rogues damage is either quite a bit high, or everyone else (except for the tank/s) are quite a bit low. While it is my personal opinion, I feel Wizards or pure magic using fold in general should be very near a rogue if not surpassing them. In general, I just feel that classes are too... random. I'm sure if I had chosen other talents and whatnot I'd get much different results but in general I feel dps classes, outside of spikes, should be fairly comparable damage wise, or at least damage/survivability wise.