I do not disagree with the second one, but you need to expand the concept more.
By the way, reposting my own suggestions here, which are more aimed to developers rather than modders, as some of them require, possibly, alteration of hardcoded things (which I dislike and I hope they remove them from the game):
I believe the game could benefit more from a more complex skill system. There should also be a greater variety of skills, such as Active (current system), Passive (not found one yet) and Sustained (not found at all). Talents are not quite them same thing I fear. I also do not see an "upgrade skill" system.
The camera also needs some more work, as it feels a bit awkard right now, the first one at least. the full top-down is 100% working tho, unless I am mistaken.
I also would like to suggest the addition of a new element "Lucens", to be the counterpart of Tenebrium. as the name implies, it should deal mostly holy\light magic, aimed at destroying\rebuking undead
(unless we can mod it in ourselves, in which case I will gladly do it
- UPDATE: the editor does not seem to allow anything of the sort like now).
EDIT: Actually, I wouldn't mind the framework for MORE than 5 elements + poison.
More racial options: being a fantasy game, I'd love the possibility of roleplaying as a Lich, a Vampire,a Revenant, or even simply as an orc
each one with ther own bonuses and skills. UPDATE: again no special info in the editor. we'll have to see.
more control over music and sounds: actually, I admit I haven't quite understood how the BGM system, or in general the sound system works, how 3d sounds are regulated etc. UPDATE: considering sound editor does not work yet, even more important. Also, necessity of customized player combat\exploration soundsets.
Support for additional morality meters: good and evil, lawful and chaotic etc. Obvious D&D bias here. I'm probably alone in this, I always found this essential, I am sure the framework exists already, as the meter page is empty and could use an expansion
.
More use for corpses: rather than dissipating immediately into unusable ashes, in order to be target for customized skills such as Corpse explosion and reanimate
obviously, not the PC corpses. cleanup also after a bit, those ashes laying around are a bit irritating lol
beam-like skills: just a thing of mine. I like beam powers laugh
there is already a morality meter: indipendent-obedient. I mean if it is possible to amplify that system. Violent\non violent; respectful\sassy.... all those things in the end can be summed up as good\evil.
I'd insert personalized comments for each race :P there would be a need for just a "keyword" system:
say, all elven variations would use the elven response, reptilian either, umanoid all the same. that depends also on how much of VA is actually there. and only the first lines (of all npcs, I concede that) would need to be altered.
And it would also be an interesting concept for NPCs. Non-human party members...
about skills: or an overhaul. it also depends on how powerful the toolset it.
about beams: tools do not mention the inclusion of a mesh\particle editor. and I suck at those things, this is one I'd gladly leave to someone other.
About DLC: I'd like to see darker DLC. For example, persian-inspired architecture, and Gothic architecture too. that would be awesome (for me at least). Temples, Catacombs and forbidden cities inhabited by undead in persian architecture... oh yes.
another way to overhaul specializations: each of them could have a different point cap, each level providing different bonuses for each point spent. Also, more than 1 bonus effect would be necessary.
another thing: make more usage of the points spent for levels, skills, skill trees and talents. have, for example, damage\range scale up accordingly to either skill tree level, talent level or character level
another thing: make spell castable range also dependant to the skill points used: a base value (different for each spell) which increases via a bonus (different for each spell) dependant on how many points are spent on said Class.
EDIT: I also would like to suggest to make spell effect area dependant on that.
Another feature which I have not yet seen in-game: turn number higher than 1 to cast very powerful spells. What I mean is, that certain skills should need more than 1 turn to be cast. in the meantime you're obviously casting and can't do anything else. casting can be distrupted by attacks, enhanced by skills and whatnot...
Another feature I miss: metamagic. again, a D&D feature, but I admit I like the idea of enhancing my spells in personalized ways
of course, they'd need to somehow be upgradable\stack with each other.