Here are some improvements I think would be good for Solasta, in no particular order. I enjoy the game and want to see it be even better =)
Flexible Half-Feats
What is a half-feat? A half-feat is a feat that provides a +1 to an ability score in addition to its other effect. Ambidextrous and the Creed of [insert god] are examples of half-feats.
Improvement: Let some half-feats choose between one of a few different ability score increases that allow for a bit more build flexibility. For example, Ambidextrous could let you pick between +1 to Dexterity or to Strength. Not all half-feats need this (the Creed feats are fine as they are), but it would be nice.
Shadowcaster Darkvision
The Shadowcaster subclass for Rogue does not get access to any form of Darkvision in their class and depend on either racial traits, items or a buff from another party member to see in the dark. While this isn't inherently a big problem, it doesn't make sense to me since they are supposed to use the dark to mask what they are up to. Yet human and island halfling Shadowcasters will have to pull out a torch to defend themselves in the dark. It feels a little odd that one of the Ranger subclasses gets darkvision eventually (Shadow Tamer: Know the Darkness) and that Rangers have natural access to the Darkvision spell, but Shadowcasters do not have a way to help the races without natural Darkvision see in the dark.
Improvement: Let Shadowcasters either get Darkvision as a passive bonus or as a buff they can apply to themselves akin to the Darkvision spell when they get the archetype at level 3. This would only affect humans and island halflings, but the game already feel very unfair towards those races due to their lack of Darkvision.
Fighters
It is hard to justify using a Fighter for anything other than preference at the cost of efficiency, which has only gotten worse since we got Barbarians and now the new subclasses.
Improvement: Just... please print a really, really strong archetype for Fighter.
Humans
I can understand the reluctance to make a human subrace, but I do think that having an alternative statblock to use for humans would be a welcome addition to the game. The standard human just isn't good.
Improvement: There have been numerous ideas on the forum about a "Rift Marked" or similar type human subrace that would make a lot of sense within the lore of the world and can avoid possible hiccups about some human groups being inherently better than others. Alternatively, the baseline humans could be given a buff.
Loremaster and Insight Domain
These subclasses seems like memes in a game that is primarily a dungeon crawler. Insight Domain might not be that bad of an addition since Clerics have the most subclasses by a fair margin so having 1 throw away option isn't that big a deal, but spending one of the 4 (3 before Lost Valley) subclasses for a class on something that has barely any relevance seems ill adviced. There's not even the excuse of them being SRD, since these archetypes were made for Solasta.
Improvement: Give Loremaster and Insight Domain a combat feature when they choose their archetype.
Thief and Darkweaver
Not only do these archetypes overlap a bit too much with their improved vertical movement, but the Thief doesn't really get anything to help them much in a game that is mostly combat. Darkweaver, contrarily, is just kinda bad at what they do in combat. The bonus to ranged damage is too situational to be consistent and not that great on a class with 1 attack per turn to begin with, while their Poisonous feature relies on the worst damage type in the game, since a lot of creatures are resistant or immune to poison.
Improvement: Increase the consistency of Darkweaver features against enemies (Predator damage bonus working on Sneak Attack rules, while Poisonous can deal Acid damage instead of poison. Change it to save for half damage). Darkweaver should also probably get Darkvision as a class feature, 'cause it's an assassin in the dark. Thief... I don't know what to do about Thief. A non-combat archetype is just kinda ill fitted to Solasta in general and feels like a wasted addition like Loremaster and Insight, but it is also SRD.
Strike-Cantrips
It would be nice to have some cantrips that incorporated weapon attacks. I had a thread with details during Early Access, so I'll rehash the general idea:
Frozen Strike: Wizard, Sorcerer, Spellblade
Make a melee weapon attack as part of this cantrip, dealing damage as normal. If you hit, the enemy becomes Hindered (-2 movement). At levels 5, 11 and 17, you add 1d8 cold damage to your weapon attack when using this cantrip.
Shadow Strike: Wizard, Sorcerer, Shadowcaster
Make a melee weapon attack as part of this cantrip, dealing damage as normal. If you hit, the enemy becomes Shocked (cannot take reactions). At levels 5, 11 and 17, you add 1d8 psychic damamge to your weapon attack when using this cantrip.
Note: These attacks would have to be excluded from the Powerful Cantrip feat. We absolutely don't want a Shadowcaster able to make Sneak Attacks with a miss for half mechanic.
Note 2: Spellblades should probably get the ability to cast Frozen Strike in place of one weapon attack once per turn, instead of giving up their full attack action.
More Feats
More feats would be a welcome addition. There are pretty few right now and even fewer worth investing in.
I'm sure I'll remember more things eventually, but that it is for now.
Feel free to add your own ideas below.
Typos happen. More so on the phone.




Steam profile : https://steamcommunity.com/id/baraz/
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.
Typos happen. More so on the phone.