A plea on behalf of cleric/thieves everywhere
GreenWarlock
Member Posts: 1,354
Please let us use or defining ability - the 'thief' skill (disarm traps/pick locks) - whenever we want, just like a regular thief, or mage/thief, or fighter/mage/thief, or fighter/thief, or dual class variant of the above, or ...
Feedback from the SoD livestream is that despite significant engine revisions, the cleric/thief will still not have access to this commonly used skill on the primary user interface. That is unfortunate, but given hotkeys I can live with that if you at least fix it suddenly becoming a magic ability that does not function in no-magic zones, or when other effects cripple magic abilities, now that it has scrolled onto the special-abilities page, but /only/ for cleric/thieves.
Feedback from the SoD livestream is that despite significant engine revisions, the cleric/thief will still not have access to this commonly used skill on the primary user interface. That is unfortunate, but given hotkeys I can live with that if you at least fix it suddenly becoming a magic ability that does not function in no-magic zones, or when other effects cripple magic abilities, now that it has scrolled onto the special-abilities page, but /only/ for cleric/thieves.
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Comments
I believe they're also moving the innate abilities icon to the upper right corner of the screen.
And to keep the UI from getting in the way of the game's pretty new scenery, they're reducing the icon to a 2x2 pixel square and turning it translucent.
Also, Cleric/Thieves in SoD can no longer use thieving abilities. Or cast spells.
https://forums.beamdog.com/discussion/38907/black-pits-ii-problem-picking-locks