Odd Hermit Posted April 12, 2015 Share Posted April 12, 2015 (edited) Unenchanted, same name/model weapons/armor should be stackable. I am very tired of spam clicking through xaurip spears and medium shields and then having them clutter the inventory of vendors. I ended up taking them only to trap vendors that I knew I wouldn't be buying anything from just to avoid that. - Confusion needs to be confusion not "make this target get mobbed by his whole group". It is way too reliable and easy right now, basically a cheap single target confusion often = crowd control for the entire group and they'll sometimes even kill an enemy for you. - LET ME BUILD! ...the companions how I want them. I've done it the boring/weak way already, I want to tinker but I don't want to be stuck without interesting companion dialogue as punishment for that. Hired Adventurers are nice if you want to go all out with specific race/class combos, but I just want to pick decent talents and attributes for the companions and have some real freedom to build them into roles rather than being stuck with a poor base. - Should be able to rest anywhere in stronghold free, if I don't want the bonuses. It's annoying having to go through two doors for such a simple thing, as nice as the buildings and interiors looks it gets pretty old. Really, the whole thing is too spread out for convenience. - Fists and Druid's spiritshift weapons need better scaling, particularly accuracy, if they're ever going to be a thing on harder difficulties. - +2 Move speed is too much/too easy kiting for permanent/long duration effects. My chanter giving it to the whole party trivialized many encounters, plus it was just the no-brainer thing to chant in most situations. - Retaliation needs some nerfs. I'm sorry people but it just does. It is far and away the strongest enchant in the game for any melee build other than a weak might tank maybe. Its damage output requires little effort and it activates in situations it really shouldn't. - A better balance of micro-management. Casters definitely need more substantial per encounter spells and/or abilities. It would definitely be too much to give them full nuking power but I think they're overpowered as is on boss stuff, and too boring on non-boss stuff if you're not free casting. I'd also say melee builds need some better active abilities. Many are very lackluster. Some are just too spammy(Torment's Reach). The best balance so far is Cipher but of course it's on the overpowered side for other reasons. I think all classes could use more space to build towards either side of the micro-management scale, or the middle. I could go on with minor stuff and all sorts of balance issues, but these were the biggest nuisances or balance issues for me personally, over the course of multiple playthroughs. They're what reduced my enjoyment of the game the most so far. Some will say "don't use it then!" for some of the things I call overpowered, of course, but while certain things remain crutches other things don't get balanced and player input is skewed by whether or not they used the cheesier things. And I've always been a "use what works" sort of player(aside from obvious bug abuse/cheats) that enjoys optimizing builds and strategies/tactics, if I feel I need to put arbitrary self-imposed limitations on myself, the game just gets boring for me. Edit: coarse -> course. Edited April 12, 2015 by Odd Hermit 3 Link to comment Share on other sites More sharing options...
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