To give some perspective on my experience with the games, I played Book II before Book I and absolutely loved both games. I played through Book II as a Nefarious Healer but focused on melee combat, then I played Book I as a Nefarious Fighter without using any spells at all. My favorite things about these games are their relative simplicity (compared to other RPGs), sense of exploration and freedom and the difficulty.
Liked
Combat abilities and modes - Added a bit more variety to combat without making it overly complicated. I think adding a little more variety and things to press during combat would improve the game, but I wouldn't want it taken too far. I read an article about World of Warcraft's combat from their Lead System Designer and he said that they had found over the years, that giving classes 4 buttons to press during combat was the ideal. For melee combat at the moment we have the combat abilities to use, switching combat modes and healing spells/potions. I think adding 1 more thing to do in combat, for melee anyway, would make it just about perfect.
Hunger/Thirst/Equipment Damage - More, although optional, things to do out of combat was fun.
Disliked
End game - I felt the last few areas in Book I were the weakest and the problem only got worse in Book II. There should be more quests in the last areas and maybe a village/hub. I liked the goblin teleporters in Book I and don't see why nothing similar was added for Book II. Picaroon Isle and onwards in Book II felt really disjointed from the rest of the game, maybe that's what you were going for, but I didn't like it at all. They felt like a bunch of empty zones with nothing to do in just tacked onto an otherwise great game. Sailing straight from Edon to Talushorn would have been preferable in my opinion.
Less random encounters while resting - After playing Book II first, when I started Book I I loved how much more combat there was due to these random encounters. I don't know why they were reduced so much going to Book II. Maybe it was just overshooting some tweaks.
Things I'd like to see in Book III
If you combine the best from Book I and Book II the game is nearly perfect. Infact, I'd keep buying these games if you just kept giving me more of the same. I don't want to see unnecassary things like pets, farming or multiplayer added into the series at any time in the future. However there are a few changes that I think would spice things up.
Make axioms more 'fun' - Right now Nefarious is the only one I like picking, 5% chance to deal more damage is more fun to me than regen-ing faster outdoors and slower indoors or being able to cast level 1 bless when I could just take 1 level in divine magic. I'd like to see all the axioms have some sort of unique chance or active effect rather than passives.
More quests in the final areas - In both games so far I've thoroughly explored all the areas leading up to the final few, then upon recieving my final quest, I sort of just charge through a few empty zones and enter a tower. I'd like some quests outside the final tower/dungeon in Book III.
As you can see, I don't have very many problems with or suggestions for the game. As I've already said, I loved Book I and II and I would rather just more of the same than radical changes.
Changes I liked and changes I didn't from Book I to Book II
Changes I liked and changes I didn't from Book I to Book II
Last edited by Thalion on May 16th, 2011, 11:26 am, edited 2 times in total.
Re: Changes I liked and changes I didn't from Book I to Book
Even less to complain about 

Re: Changes I liked and changes I didn't from Book I to Book
You've got some good points there, but really I just wanted to say that I always love seeing things like "Nefarious Healer." Wonderful!Thalion wrote:I played through Book II as a Nefarious Healer.