Darkest Spectre Posted March 17 Posted March 17 Hey All, Sorry if this topic is listed somewhere else, I didn't find it. I am loving the game and have had a ton of fun creating different builds. My only issue at this time is the pretty consistent crashing on Xbox Series X. Hopefully, they can fix it. In any case, I was hoping the game is doing well enough that we might get DLC. If we do, I am really hoping for a Priest Archetype to go with the Fighter, Ranger, and Wizard. I have created multiple builds I intend to play and try out, but struggled a bit building a Cleric/Paladin style build. A Priest skill tree with some more dedicated healing and buffs would go a long way toward a Cleric build, and some prayers/spells dedicated to bonus damage against undead, ghosts, phantoms, etc. would be great for a Paladin. One of my Wizard builds also has one of weapon loadout slots empty so I can go unarmed. There is one skill in the Fighter tree dedicated to unarmed combat, but one or two others would be great. Also, adding a few unique Gloves/Gauntlets that count as weapons and could be upgraded and enchanted would help make the unarmed combat feel like you aren't missing out on some great bonuses that you would normally get using weapons. Anyone else have good ideas for DLC beyond raising the level cap and adding a new area?
Darkest Spectre Posted March 18 Author Posted March 18 It also feels like the additional of hats/masks/helmets is a no-brainer. It feels odd that they left them out to begin with.
Darkest Spectre Posted March 18 Author Posted March 18 Ideas more from a role-playing perspective... 1. Lockpicking - As is, lockpicks are quire inexpensive, but it would be nice if having a high enough Dexterity and/or Intellect reduced the number of lockpicks required to open a lock. Never to less than one, but it's worth a thought. Maybe when your Might is high enough you can force locks without lockpicks? 2. Throwing grenades - Might should have an effect on how far you can throw them and Perception should have an effect on how accurately you hit the further out you go. 3. High enough Perception could cause secret interactables, like breakable walls, to highlight.
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