Ok, so I've been thoroughly playtesting my rather small mod, and while I was at it I was making notes on stuff I might like on a bunch of skills I'm going to be making next. Since this included a few rather thorough playthroughs I also took a bunch of notes on stuff which probably needs attention, has been bugging me, I can't figure out or can be made a lot better in various ways. This is my list of suggestions, sutff I'd love to hear opinions on, and mostly suff that could be patched into the game if deemed to be a decent observation. I'll just put it all here in no particular order and arrange it into categories later. 1) Kicking down doors and hurting your foot removes ticks from, er, brittle (?) buffs. Those are allready annoying to recast, but fair, but having to recast them every time a door proves a bit stubborn is incredibly annoying and potentially very dangerous. Could me a minor fix, could be I'm being subjective. 2) Bolts of mass destruction and clockwork grappling bolts are possibly too expensive. CLARIFICATION: I'm not complaining about not being able to buy them, but about running into one as a random drop, and I seem to run into them at lvl1 quite often, means I can buy out all the interesting junk from the vending machines and keep everything else I find. This sort of made sense concernign bolts of mass destruction while they were actually strong enough to factor into fighting Dredmor, but currently they are just a micro-crownstar addendum, which kills decision making and resource management in the early game. In my opinion, ofc, but I'd suggest adjusting either the spawn rate or the price tag. Clockwork bolts also have a big discrepancy between actual usefullness and the money they are worth. They ARE usefull and all that, but a stack or two are worth way too much money, at least on lower difficulties. Small tweak needed probably, if any. 3) Wandcrafting, in my opinion has a bit of an "all over the place" problem with crafting components. CLARIFICATION: The 2 wands you can craft at lvl 1 are either too good to be easily available (bling wand), or have rather obscure crafting components (arcane wand). It ties into the "Wizards don't have good enough lvl1 spells" issue once you run out of initial wand charges. Having a few piss-easy-to-craft using booze wands at lover levels with mediocre effects (+1 elemental damage ticking buffs or something) would certanly make the tree as a whole more appealing on it's own (outside of encrusts). The discrepancy with other crafting skills is actually rather huge in the "weird and unintuitive componenrs department". 4) Booze seems underutilized compared to how often it drops. The booze and porta still seem rather dissapointing compared to what you can do with other stuff - the requirements to distill stuff require alchemy, and it has no other interaction with any other element of the game. You can only distill aqua vitae from anything, and short of Gargle Blasters booze only refreshes mana, which compares badly to the health refreshing food which is kind of usefull regardless of build, and all the cheezes and meat can be skolled at a much better rate without needing any crafting ability for an interesting minigoal. Even the press with the omlets and sandwitches are more interesting. Gems are in much of a simmilar situation, being too numerous and too all over the place, but at least you can chase certain gems. Booze upgrades into better booze which drops rather often anyway, refreshes mana and gets you drunk for the most part, and while the last thing is interesting the various stages of drunkeness last too short to be really manageable and it's quite easy to get yourself too drunk. Maybe I'm not just seeing it right. (more to come, hit me with all you got, illuimnate me on what I'm missing and being subjective about, I'd love to get the real problems into focus so they can be addressed).