got a spare min now...later today or tomorrow i will update this post with another wall of text...main complaint is skill dmg,with full class gear i understand is easy to get very high bonuses to skills,so maybe thats why the lower lvls of skills are pathetic,anyway with sorc i got +8 Fingers of Fire in Blood Moore,and thats the only place i can kill stuff with one cast...and that is just wrong...i mean a Lvl 1 skill on Slvl 8 should pretty much push me thru the rest of Act 1,and not just the first area...
Skills in preview version overall isn't as balanced as it should be, so it's always good it's pointed out.
1). Brute Item Helm,both Magic and Normal,and most probably Rare missing line Monster Item. I have rewrote the code that handle this since preview version, so line should be fixed, if it's still issue with it I will fix it. Have take notes to look it up.
2). Socketed Class Items missing Class Bonuses. As far as I can remember, class items isn't always spawned with class bonus, instead it's percent chance they appear on the gear.
3). that's good. it works as it should.
4). I need to check this one up, it's possible I'm using a stat that only can be spawned on weapon to work.
5). I will take notes about wands be necro only, it sounds logic to do so. will remove +dmg bonuses from spawning on it also.
6). I'm pretty sure all class skills can spawn on items regardless quality, but it's possible this is something's that have been fixed since preview version. I will take a note and look it up.
7). Originally I had all classes enabled, so this is a left over that I never removed from preview version. I think in current build all class items that belongs to non implemented classes not dropping, as I should have disabled them.
8). Rogue long bow isn't a class specific bow so is intended be usable by all classes.
9). You are right there is a difference beteen low level unique id scrolls, they got added to fix a gap between where you could use the unique id scroll and only worked for earlier item levels. The id system have been complete revamped also since preview version. magic and rare items is now dropped as identified and unique items have got it's own unique flavor then it comes to identification hidden power. In basic you can use the unique item with the base stat it get until you have revealed it's hidden power.
10). the specific class bonus is/was intended to be profession related. I still haven't decided what I do with this in future. If I don't use them I will remove them completely from gears. I haven't decided if all class slots are going to have it, or if only specific ones will. So, this is probably why you see some class items lack it.
11). I will put notes about this, and think abit how I want it to work. But, it's not a bad suggestion.
12). I will take notes about the item gfx, I try to use different ones then I have spare gfx to use for it.
13). It's a possibility this is my fault, I'm pretty sure some skills have bugged damage or other bugged issues in preview version. As I remember then I overlooked the file I noticed some had bugged entries (because of excel autofill feature).
14). I have rebalanced most areas up to level 10-15 considerable, and should be more manageable now compare to preview version. I'm pretty sure I have retuned executioner also, this as most unique bosses was pretty overtuned for it's level up to level 10-15.
15). I like this suggestion, then I get back to work on hireling again I will make themed items for them.
16). I'm not surprised, as I think this is a common issue with summons overall that their scaling is either bad or non existance.
17). I will take notes about the missing <hireling only> tag. I suppose this is a client issue only? and that you can't equip it on yourself. I'm pretty sure in preview version (and current build too) that class skills on hireling items isn't spawned always, instead percent chance it appear.
18). You are right this is working like rabies, what it does is reduce percent armor and stamina recovery bonus. Intention with it was support pvp, and support for monsters who have it equipped cause a spreading curse between players.
19). I suppose it's druid's way subquest you talking about? In that case that quest is bugged in preview version as far as I can remember, because of a bug with spellscroll code that have been fixed.
20). durability on charms is a misstake, now since preview version I have removed charms completely from dark alliance.
21). I will take note about the item gfx, and monster item line and check it up.
22). I don't remember if I did animal item tag for all animals, have you seen any specific monster item tag for animals? if so it's possible a left over. Will take notes about this and check it up.
23). Gheed have been seller of keys, as he haven't had a problem let people buy it. Akara is more principle and don't trade that kind of stuff. It have been basically intention to not have keys on her vendor. But, it's ofc possible change that mind.
24). I will take notes about it, was long time since I implemented druid so need checkup what I intended or not. I Know why it prevents it working, so is easy thing to sort out.
25). I take notes about this, but pretty sure this have been fixed since preview version.
26). Then it comes to reward legendary points on quests I have setup rules to limit how much you get per chapter and have split it between quests I feel should reward that. In preview version reward off legendary points as far as I can remember wasn't out much thought about. Adhin and me have discussed this part alot and we worked out together a system I'm satisfy with. Then it comes to reward experience, it can always be buffed up to a better reward level.
27). Luck modifier reduces the global tc chance. In short it increase the chance an item is dropped. There is a global noDrop chance item isn't dropped at all that this affect.
28). The recipes for both runes and gems is disabled. I have used the upgrade in other ways. Atleast I think I implemented an alternative way to upgrade for both.
29). I have reworked how critical strike and deadly strike works, there is a post here
that explains the changes to it. I agree have two stats that do exact same thing is bad, so I reworked deadly strike to do something's else.
30). I will take notes about this, and check so it have been corrected. If not, I sort it out.
31). I have take notes about skill damage scaling badly overall, I know some sorc skills is way overpowered (like fireball, scaling way to good).
32). I'm unsure about this, need to check if it using normal attack chance, but as you miss alot it do seems so. Taking notes about this.
33). Once again I think stats on summons is something's I have overlooked. Have take notes on this also.
34). In the planned revamp of sorceress it will be alot different to how sorceress are now. But, will have this in mind then I'm reworking sorceress.
35). I checked charged bolt, and you are right it only up max with +1 up to certain threshold where it ups it with +3 max. So scaling on this is very bad.
36). It's the summoner's elemental minions you talk about I suppose? In this case it was intended those where physical immune. I can't say how it is in current build as it was awhile since I touch the first chapter. But, overall then I did the monster balance revamp I reduced the chances you face immune monsters (besides cases where it make sense they are immune to certain element).
As always, thanks for your great feedback.