I have some tiny suggestions that would help making the game more clear and efficient:
-
A hotkey to instantly pick all near components and craft materials. Clicking components or pressing the “pick item” key can be annoying if there are too many components in the ground. Titan Quest AE already has this option so I consider that it wouldn’t be hard to implement at all.
-
A hotkey to toggle item display in the ground and other one to show not-filtered items only. I find a little annoying that I have to click a button in one corner of the screen to filter items. There are times where you are killing trash and you are ok with seeing what they drop at the moment, but others times, like fighting many heroes in the death rooms, you want to hide them or otherwise they will prevent you of seeing what’s going on. Also, I’d like the “show items in the ground” key to filter items. Most of the time I don’t feel like picking yellow items.
-
A bounty table in Homestead for Death’s Vigil/Kymon’s Chosen (just like the merchant). One of the best ways to farm infamy against a faction is doing bounties. But doing Death Vigil/Kymon bounties can be irritating because you have to travel all the way to the faction’s bases from the Sorrow’s Bastion Rift. Add the fact that you can’t open a rift inside of any of the bases. This is particulary annoying with Death Vigil because their base is even further away.
-
Change the “Deadly Aim on cooldown” icon. Half of the time I can’t tell if the buff is active or in cooldown because it’s the same icon with the same description. Looking at the particle on your character can help but sometimes you have too much shit activated to easily ideintify the buff.
-
Make every skill transmuters and skill modifiers from items change the description of the skills and the modifiers that depend on them. I’ve noticed that there are some transmuters that change the description of your skill (like Basilisk Mark changing the damage of Ring of Steel to acid) but others that don’t. A little consistency would be nice. Furthermore, when using a tranmuter, the %bonus damage from modifier skills should change too to reflect the new type of damage, avoiding confunsions like “should I put points in this modifier that increases fire damage now that my skill deals aether damage?”. I’ve seen that this is one of the most asked questions in this forum and r/GrimDawn.