I'm running a rogue on my first playthrough and a bit worried about the amount of skill points I'd have to split between combat and utility.
Observations:
1) With only one rank in poisons, I can still use the higher level poisons/grenades made by other party members.
2) Using Cheat Engine to give yourself more inventory slots is simple enough.
Complaints:
1) It might be easy for new players to gimp themselves (in the late game).
1a) All of the ability descriptions are qualitative, not quantitative.
e.g.
"Disorient...making the target a less effective combatant by inflicting penalties to attack and defense." / "Weakness...inflicting penalties to attack and defense."
"Whenever a backstab deals
enough damage, the assassin’s foe is riddled with bleeding wounds that inflict additional damage for a short time." (Doesn't say how much bleeding damage it contributes, either.)
Solution? Save. Preview ability in a fight or two. Figure out if it's worth a shit.
Note: I'm finding it hard to gauge the efficacy of atk/def buffs and debuffs.
1b) There are gotchas.
believe me, daggers don't really cut it in mid-endgame due to their limited attribute modifier potential
If you should have 100 points (extreme example) of bonus damage from some combination of dex and strength or cunning, 15 of those points get thrown out due to the multiplier on daggers.
Table here. In the release build, daggers are fucked up and only benefit from strength (or cunning if you have lethality) unless you download an easily appliable
hotfix.