
show her in another thread though..
I was thinking, and I have - yet another - suggestion for the game... Regarding Disarm Trap and Perception..
I think both should be "treasure finding" skills primarily. And they should stand on their own.
First, Disarm Trap. This skill has three problems:
1. Reloading. The traps in chests are quite random in the amount of damage they do. Often you can just keep reloading until none of your characters have died from the trap. Combine this with regeneration skill (on your healers) and as long as no one dies and one character stays conscious you have successfully opened the chest.
2. Perception: Perception grants a chance to dodge out of the way from traps. Now, this is only really useful in MM6 where every character can master the skill, but still...
3. Telekenises: speaks for itself, right? In a strange twist of irony, if you use Telekenises on a chest the character with the highest skill in Disarm Trap (regardless of who casts Telekenises) actually still tries to disarm the trap.. Even though it is totally not needed.
These problems make it so that the Disarm Trap skill becomes pretty useless. Even if you're going to bother with it, you'll still stop putting points in as soon as you get Telekenises.
So here's my proposed way of fixing it: change it into the skill "Lockpicking". Lockpicking works just like Disarm Trap, except there's no trap and if you fail at lockpicking the chest just.doesn't.open. No matter what. Either it works or it doesn't. No use reloading. Perception doesn't help. If you use Telekenises, you still need high enough skill in Lockpicking to open the chest. Better yet, this could be needed for doors as well.
Okay, now for Perception..
It should still reduce damage taken from traps, but traps should no longer be considered a real challenge (because you can reload). Instead, they should just become random annoyances within dungeons that this skill helps against.
The secret passages that Perception helps you notice, should be made unopenable if you don't have the skill high enough. So not only does it help you notice it, it helps you open it. That way, it works just like the Lockpicking skill in that it allows you to get to treasure you otherwise couldn't get to (at all). It either works or it doesn't.
If these two skills work like that, you can calculate effectively how much treasure should be hidden in chests/behind locked doors or in secret passages. The amount of skill directly influences which places you can and can't get to (as I've noticed the skills don't work with % chance but with fixed numbers).
So, you guys can look at it and say "well, if you spend this much points in Disarm Trap or Perception, this is the amount of reward you should get, and considering only about 2/3rd of the game is visited in a playthrough, this is how many treasures I should put in a secret passage or behind a locked door or chest".
Lastly, since Perception also helps against traps, I suppose the amount of treasure gotten from an equal level in Perception and Lockpicking should be a bit lower for Perception.
Oh! And I have a question: how easy will gold be to come by? Will it be like the previous games where there's already plenty of gold and if you need more you can just use merchant and enchant item to get it? Because the Stealing ability is totally useless if you can just buy everything

A suggestion is to not have a penalty for failing to steal something. It's already a skill that you need to up, and if there's a penalty you either 1) don't bother, or 2) reload. So it should just be, you can try to steal something and it either works or not. Then Stealing could become a more important skill..