I absolutely love the game, with over 80 hours put into it, and it’s definitely one of my favorites this year! However, there are a few things I’d love to see improved.
First, let’s talk about the Cerim. I adore the mystery surrounding this ancient order, but I feel they could use something more unique to make them stand out. Right now, they feel a bit generic in design, like any other NPC. Given that they’re portrayed as immortals and the greatest hope in the fight against the plague, there should be something about them that sets them apart. Perhaps they could wear a distinctive mask, have a half-spirit form, or even be seen as undead by certain NPCs. Something to make them feel more unique, intimidating, and memorable, much like the Witchers, Space Marines, or Spartans from Halo.
Additionally, I’d love to see more lore around the Cerim. Are they all the same, or are there different “schools” of Cerim, similar to how the Witcher has different schools? This could open up room for different character builds, giving players the option to choose a type of Cerim that suits their playstyle.
As for the Alchemist and consumables, I found them somewhat underwhelming later in the game. Early on, the bombs and oils are useful, but as you level up, you end up relying more on spells and regular attacks, rendering these items less necessary. Instead of having them drop as loot, why not make them collectible recipes that allow you to craft multi-purpose items? For example, bombs could be used to destroy walls and unlock new areas, or to eliminate enemy spawn nests. Oils could help you remove obstacles like vines or spider webs.
Additionally, it would be great if consumables weren’t just dropped items but could be upgraded with materials, increasing their effectiveness or number of uses. You could even make the bonfire a way to restock these consumables.
Lastly, a potential questline for the Alchemist could involve finding rare plants for unique potions that offer permanent attribute boosts or provide key benefits like clearing obstacles.