1. The bad guys you come across mostly just deal straight damage. There were precious few that could deal elemental damage (fire, frost) or magic damage. Only a couple bosses that I recall (the Hive Queen, Gramuk) could paralyze. Curse was a nice feature but DAMN it was expensive to fix, or high level if you did it yourself. (I almost always restarted after being cursed.) Poison was there...that was about the only thing that was common. What the heck happened to fighting bosses that healed themselves, could blind you, went invisible, casted protective bubbles you had to hack through, etc? There has to be a little more variety in there. I like this game, but it was a little bit too hack and slash.
2. Along with that, the magic needs to be more varied and the ability to hit/damage with it should increase with points placed in the appropriate category like weapons do (this was already stated in another thread.) I am used to games that have 5 or 6 subclasses of magic and spellcasting. Two just doesn't seem to be enough variety -- it's too easy to get a high level in both, for one thing, but then, even if you do, you're high level caster can't compare with a high level fighter when you compare what they get with their weaponry/casting when leveling. There is sort of an unwritten rule in a lot of RPGs that goes something like ... the most powerful character you can make is a high level wizard/sorcerer, BUT along with that, it is incredibly hard to get to that point because they are pretty weak to start out. There is nothing like that in Eschalon right now. In fact, I think by the time I ended the game, I had all of the spells that were in the game (that I could read the scrolls to, with my intelligence/wisdom level being less than 20.) That's pretty close to mastery and my character was a ROGUE, not a wizard, or a cleric. Oh well.
3. I want to beta test! (OK, not a suggestion. But, still.)
