Overall Impression
Played from early access launch to 1.4.x, and then had a long hiatus. Decided to comeback with the announcement of 1.7.0 beta in many months. From that perspective, having properly distanced myself from the stream of marginal changes throughout the versions, and able to view and gauge the amount of change from a different scale, I think I can say with confidence that contrary to popular sentiment (which, unfortunately are often unfounded, exaggerated, or simply unfair) I think the game showed a steady pace of advancement. As of current, I'd say it's nearing the point of being at the "lower threshold to be considered a finished game." In other words, I surely would want and expect much more features to be added in, but if the decision from the devs is to release it largely in its current form, it'd still be at least "satisfactory."
The core idea of the M&B franchise -- the Medieval simulation/RPG with well-placed, selective elements of realism that first brought critical acclaim and devoted supporters -- is very much alive and available in a form which a full-length campaign may be executed for one's enjoyment (albeit, with numerous balancing and QOL issues). I would dearly love to see much more improvement, but the basics of what makes M&B are all there, in a much better form than what the first game provided.
In that sense, I've decided to compile a list of feedback after having played two full campaigns from start to finish, no use of mods, no use of cheats or 'cheat-like' abuses (ie. smithing millionaire), to mainly highlight QOL or balancing issues.
General
Character Customization
Tutorial
Individual/Close Combat
Arms and Armor
Thrusting Polearms
Character Leveling and Skills, Perks
Economy and Trade
Tournaments
Quest and Events
Armies and Wars
Army AI behavior
Battles and Sieges
Sieges
Social and Character Relationships
Diplomacy and Politics
Diplomacy
Game Flow: Early, Mid, Ende
Early and Midgame
Additional Suggestions
"Career"
Wrapping Up
I wouldn't say anything mentioned above is by itself, a problem so serious enough to devalue the game -- with the exception of the endgame flow part. That part, needs be rebalanced and fixed.
-fin.-
Played from early access launch to 1.4.x, and then had a long hiatus. Decided to comeback with the announcement of 1.7.0 beta in many months. From that perspective, having properly distanced myself from the stream of marginal changes throughout the versions, and able to view and gauge the amount of change from a different scale, I think I can say with confidence that contrary to popular sentiment (which, unfortunately are often unfounded, exaggerated, or simply unfair) I think the game showed a steady pace of advancement. As of current, I'd say it's nearing the point of being at the "lower threshold to be considered a finished game." In other words, I surely would want and expect much more features to be added in, but if the decision from the devs is to release it largely in its current form, it'd still be at least "satisfactory."
The core idea of the M&B franchise -- the Medieval simulation/RPG with well-placed, selective elements of realism that first brought critical acclaim and devoted supporters -- is very much alive and available in a form which a full-length campaign may be executed for one's enjoyment (albeit, with numerous balancing and QOL issues). I would dearly love to see much more improvement, but the basics of what makes M&B are all there, in a much better form than what the first game provided.
In that sense, I've decided to compile a list of feedback after having played two full campaigns from start to finish, no use of mods, no use of cheats or 'cheat-like' abuses (ie. smithing millionaire), to mainly highlight QOL or balancing issues.
General
- Can we do something about the lighting? I don't exactly expect state-of-the-art with this franchise, but the lighting.. is very, very, very outdated.
- We need the option to switch around soldier's faction markers, so instead of turning up your soldier's faction markers, mark the enemies instead.
Character Customization
- The ability to save previously created customizations, is still not here. After repeated playthroughs, in many cases player come to a certain type of external customization they most enjoy. Or, at times, one may come up with a customization they are extremely pleased with. It is a pain to have to "recreate" the results you seek.
- Player clan banner emblems and patterns, colors are still greatly limited.
- The "barbershop" function is an interesting change, but I'd say forcing someone to load into a settlement every time, was a bad idea. I would recommend making it possible to access the barber from the town interface in the same way you are able to access other notable.
Tutorial
- It would be greatly helpful, to add in tutorials for advanced combat techniques that are not properly explained anywhere in the game. For example, for more than a year I've struggled to understand why chambering is so much more difficult in this game, than compared to the previous game. For the longest time, I thought it was maybe because the input timing was changed to be less forgiving. Only after watching a certain YouTube video on the topic, did I learn that an entire new element of stances was introduced. There's currently no where in the game that properly teaches you stuff like: chambering, active blocking(parrying), lance couching, spear bracing, switching weapon modes with X, handling the horse... and etc etc.. The tutorials for these functions, and a proper training/showcase regimen, should be optionally included in the tutorial phase.
Individual/Close Combat
- The base combat AI of how the tutorial/training ground instructor functions, need to be expanded to all melee combatants in the game. Quite differently from how the AI functions in melee combat in the main game (a.k.a. "I don't care if I get impaled, I'll just bum rush you and smother you with zero consideration of combat distances" x number of enemies), surprisingly, the training ground instructor tends to try and keep his optimal distance for combat, and will move back when you advance, approach when you back off, at his own sword's length. Not, I cannot be certain if that's a result of an AI algorithm, or simply just a hard-coded functionality to maintain a set distance, but the end result is that the combat is more immersive, and makes sense when fighting with the instructor, than the hundreds and thousands of enemies you get to meet in the actual world. Now, the instructor's AI -- for training purposes no doubt -- is very passive. So what I would like to see, is a tendency for the melee combat AI to advance within the optimal distance of its own weapon when attacking, but try to move out from the player's weapon reach after the attack. The lone player with high athletics + long-reach weapon just "chipping away" at dozens of looters, is a result of the (over zealous) AI trying to just bum rush you.
- The changes to chambering, are excessive, and makes it almost impractical for combat use. I would recommend simply reverting to the previous game's "solely-timing" method.
Arms and Armor
Thrusting Polearms
- Thrusting polearms (spears), are still unsatisfactory in their handling, and remain an exception to the generally (more or less) adequate portrayal of melee weapons. A critical reason why it is so, is as explained above -- the combat AI's total disregard for personal safety, no fear of a long weapon's reach, and the tendency to want to bum rush you. This, hopefully, should be addressed via changes in the corresponding AI.
- Another factor which exacerbates the problem, is that the spear has no "driving power." As in, even if the spear fails to fully penetrate the armor and fails to do damage, it is still a solid physical object of considerable length that's stopping you from moving forward. Any quality of hit from a spear, should drive the opponent back to the full reach of the spear.
- The attack stance of two-handed spears should be changed. The grip should be much further back, with much more of the shaft's length protruded forward. The attack motion should be a bit faster. I've heard claims that the game is holding on to the current form because the devs are worried faster spear attacks would make it too OP. Unfortunately, if the devs are committed portraying realistic battles, there's a very real reason why the spear was king of the weapons. Spear troops are still largely considered notoriously weak, even with after the spear bracing changes.
- Effective "sweet spot" of the weapon should be made much more strict, otherwise all attacks simply resulting in blunt damage. Functionally, swinging polearms have the exact same disadvantages as thrusting polearms in real life. If someone whose penetrated the spear's range and came in close gives you a hard time in the game, the same problem should be there with swinging polearms as well. Unfortunately, the notoriety of swinging polearms in both single player and multiplayer, suggests the conditions are way too lenient for swinging polearms, whilst way to strict for thrusting polearms.
- The looter's signature weapon, and the terror of early game. While I disagree with the general sentiment that they're too OP, I do think the distance the rocks retain accuracy is a bit too long. The distance between a pitcher and a catcher in baseball, is 18.44 meters. Without some amount of training, it's very difficult for a normal person to throw a heavy mass accurately and enough to hurt someone over 20 meters. Yes, the looters make up for that with the amount of stones thrown, but in the game, you can actually see the looters sizing you up and the thrown rocks at a distance of over 30, and the incoming rock has a trajectory like how a MLB outfielder would throw the ball to the infield.
- Tier6 equipment, particular armor, is just way too expensive. The price range ups at an unrealistically exponential rate.. from cheap ones to being several hundred gold, to mid-tier in thousands. Ok. That seems reasonable... but then it flips up to 50 thousand... then 100 thousand.,.. then suddenly ramp up to like 260 thousand.. 500 thousand.. these prices are punitive. Normally, without abusing smithing, that amount of money would come after many years of saving up money. This problem is also intrinsically linked with smithing and easy money.
Character Leveling and Skills, Perks
- Contrary to popular belief, I think the pace of leveling up for the character is fine. Despite what people think, the game has always been a "life simulation." and it is natural to expect your character to reach peak performance only with decades of experience. Personally, I don't feel the need to see my character reach 275+ points in multiple skills in the first few years, and I'm totally fine with spending time with the "long game," from which a young man grows older, becomes an old man, and may even move on to the next generation. In that sense, the pace of XP gain and leveling itself seems to be fine.
- There IS a problem, however, with XP gains and leveling for characters. None of the NPCs engage in heavy action that may increase their own character levels and skill levels, which is to be expected, since a player wants to hire new companions and see them grow with yourself -- rather than those characters gaining skills and leveling up "off screen," so to speak. However, even after hired, the amount of action a companion character partakes is grossly limited in comparison to the rate at which the player character gains XP and levels up. For example, you can "prepare" your next generation in all manner of ways, but by the time your main character dies and your son takes over, you'll be with a 40+ years-old age character that's got less than half of the skill level you were when you were just 35. IMO, there needs to be some kind of asymmetric XP boost that applies to specifically characters in your party.
- Most of the skills and perks seem to be fleshed out to an adequate level, but some skills retain much too slow rate of increase, whereas others still gain level way too fast. For example, Stewardship is still much too easy to gain at a much too fast a rate, whereas others like Engineering, Medicine, and Trade greatly fall behind. Engineering tends to be slow due to the fact that actions that require engineering are relatively much more infrequent in-game. Same with Medicine: the conditions to raise Medicine, are actually counter-intuitive to the player's benefit, in that only heavy casualties will ever prompt a decent amount of increase in Medicine. Trade, is a result of the game's problem of under-representation. These need to be balanced out.
- I would recommend switching out all the Governor perks and replacing them with Party Leader or Clan Leader perks, since these are currently redundant.
Economy and Trade
- I have no qualms with how the economy is portrayed currently. The current economy is adequately flexible and fluctuates upon different circumstances, but at the same time, is much more resilient to the death spiral of recession that the early versions would so often display. So I think the current portrayal is adequate.
- Much the same, personally, I like that in this game, there is only limited scope of player intervention in order to effect the economic reality of a settlement, Some games provide you all sorts of means to affect the economy, and those games do have their own charms, but I also like how the more realistic portrayal of how Bannerlord handles it. The economic changes only come in the long-term, and after will have effect only after years of maintaining certain policies or projects. It really feels good when you get your hands on a settlement that's in a region devastated by way, loyalty hanging by a thread, villages destroyed.. and then working long and hard to see that in 10 years your settlement has recovered, boasts high loyalty, with flourishing villages. I understand why some people don't like this, and want to be able to pour in money and people and just recover damage and become a super-rich town in a couple of years -- but I feel this way is better for this game. So no qualms her
- There is a real problem with trade. It is a well-known fact that despite the mercantile name, in reality, Trade is one of the worst ways to earn money in the game. Generally, the consensus of the players, is that the best way to earn money in-game is: Smithing (almost cheating) > Large amount of fiefs (duly earned) > War (mercenary wages) > War (selling prisoners and equipment) >>>>> Trade/Caravans/Workshops > Tournaments. Considering that profit from workshops and caravans were nerfed, so they're just there to provide the most basic level of economic basis for your start-up as a faction, Trade being considered on the same level, is quite humiliating for people with mercantile ambitions.
- The problem of trade is caused by the fact that price fluctuations upon buying/selling products, is so much drastic to the level of being almost volatile.
- Now, economy is always a difficult subject and I'm by no means an economist. But regardless, I can say that in most games that feature trade, the core element of trading lies with the concept of WHOLESALE, not RETAIL. Buying small amounts of a variety of different items create small profit, and it's the option to take when your economic base and capital investment is not big enough to trade large quantities. Usually, games portray the RETAIL phase of mercantile endeavors as the beginning phase -- from which the player moves on to wholesale. The player amasses a fortune enough to buy much larger quantities of products at a cheap rate, and sell those large quantities expensively to gain a much greater margin of profit. This is how things are in most game that feature merchant trading.
- However, in this game, a fluctuation of even small quantities of products will easily shift the prices lower or higher buy hundreds of percent, so effectively, it's systematically impossible to make profit off large quantities of trading.
- So the player is basically forced to roam around looking to buy small quantities of "greens" and sell them in "small quantities" as well. This results in a huge amount of time spent for a very low profit margin, often with unreliable trade rumors which has become incorrect by the time you've arrived at the target settlement. So profits are low, and experience gain is also low.
- Some players have discovered that the price fluctuations of animals -- particularly horses -- are much less volatile, and the overflow of supply creates extremely cheap prices in some settlements, while extremely high prices at others. So as of current, horse trading in the hundreds, is basically the only real way to make any kind of real money with trading -- that is, IF you are willing to travel around everywhere at 1.0 speed.
- These issues need to be remedied in order for "becoming a merchant" to be really considered a worthy role in this sand box game. If touching the base economic algorithms that govern price fluctuations is too risky, then I believe a very easy solution can come by introducing more lucrative merchant quests, in the form of contracts.
- Another way, is to implement the concept of "wholesale contracts" with towns. Buy a license to handle a certain product in certain towns, with greatly suppressed price fluctuations.. etc etc.
- The most popular method of solving this problem, would be to implement "regional goods" separate from the "general goods" that are universal in all settlements. High value items that are only produced in certain regions, with a high-enough demand and buying price that the profit would be worth the time and effort spent in the travel.
Tournaments
- Tournaments and their prizes are fine for the early game, but after entering the mid game, both the prizes, and the content becomes redundant. There's a really easy "fix" for this as can be seen in other games, and that is to introduce higher-tier "leagues."
- People still remember the "Gladiators" of the first game. The category of NPCs that devote themselves specifically to tournaments and nothing else. Hey, there's no reason why they shouldn't be in Bannerlord as well. Win the tournaments, take the No. 1 leaderboard, then move up to a higher league of "professionals" with much higher skill threshold, higher prize money, better loot.
Quest and Events
- Most of the quests given in settlements take on an "either-or" format, which means you're forced to benefit one person with relationship bonuses, whilst antagonize someone else. While I don't think these quests are necessarily bad, I do think there need to be more quest types that result in positive effects, without always having to deal with an ensuing negative effect.
Armies and Wars
Army AI behavior
- This is probably something the devs are already aware, and trying to fix... but the Army AI needs to be better. Particularly, there's a serious problem with how the AI-armies judge their current situation, and attempt to stop their current objectives/actions and simply retreat back to friendly territory. The problem with this behavior is that those armies will retreat and attempt to replenish soldiers and supplies as an entire army -- moving around slowly, tying up a large amount of forces for a long amount of time doing nothing, until ultimately runs out of cohesion and disbands. Observing the behavior, it seems to be that when the army runs under a certain set threshold of food or soldiers, it will enter that action without considering the possibility of finishing the task successfully.
- For example, an army is besieging a settlement. The settlement has much lower number of defenders, and it is likely an assault -- when ready -- will take the settlement, succeeding in the army's current objective. However, without this consideration, the moment the threshold is crossed the army will just dump it's goal, and begin a slow march across a very long distance to retreat, moving from town to town to try to gather supplies -- but ending up using even more supplies during the travel. In this situation the AI, needs to be able to attempt to finish its job, and THEN retreat.
- When the AI army feels like it cannot achieve the current objective, its default action should be to march out of enemy territory, and then immediately disband.
- AI armies need to set their priorities to "annihilation of enemy field forces" over "taking a settlement."
- A long-time request from many people, that I know the devs already heard of: The player/King, needs to be able to create AI armies. Set the army commander, pick out who will participate, and give Ai armies targets/actions. Create armies, send this army here, that army there, and you lead your army somewhere else. Give this army a target of that settlement, give that army a job of intercepting that enemy army, give that army a job of patrolling around there.. etc etc..
- If direct control of army forces are not desirable, at the least above objects should be able to be set so an AI can decide by itself to fill the role or not.
- While we're talking about objectives, the wars itself, needs a concept of "war objectives," and use THAT for judging whether it's good to end the war or not. This suggestion is pretty much on par with how Paradox handle the wars in their games: before the war starts, a council of lords is gathered to discuss the war, sets a set of objectives.. whether it is to inflict maximum damage any way one can to receive a tribute, whether to take certain settlements by force. The game already has the concept of war progression as can be seen in the final phase of the main quest: this concept of "progression" should be used to handle war objectives.
- There's a problem with how the AI declares wars, not counting the Main Quest. It has something to do with just how/why the "Declare war to X" gains 100% support, but in the late-game, it seems everyone else just automatically has 100% support for declaring war against yu no matter the objective difference in power. When I am at 20 towns and 20k troops, that should be a strong deterrent from a country with 2 towns and 5k troops from ever reaching a 100% support on "Declare war on me."
- The above problem applies EXACT SAME with your vassals as well. The vassals' AI only compares objective troop numbers, and demands to declare war on someone "weaker." Yes, 15,000 troops are stronger than 8,000. However, when you're fighting 2 wars with 8,000 troops each, and then declare a 3rd war, it's not 15,000 vs 8,000, is it. It's a 15,000 vs 16,000 turned into a 15,000 vs 24,000 with your forces spread thin all over. The AI needs to be able to calculate that.
Battles and Sieges
Sieges
- The "click on the spots on the map to build stuff" feature, initially, seems to be interesting. But after much repetition it hardly adds anything to the game than just add in more unnecessary clicks in a bad UI design. Not to mention, in many of the settlements the "click spots" are obscured, hard to find, annoying to click, and etc.
- Either ballistas build to quickly, or trebuchets fire too slowly.
- Bug Kudos to the Battle Terrain System and the improved captains system. Makes the game a whole lot better
- However, battle terrain or no, I'm sorry but any kind of battle that features armies, need to be fought on open terrain. I still remember the devs were boasting during development that the battle maps can no be theoretically maximum 15-kilometers x 15-kilometers in size. Where'd all that size go? Wider more open terrains, please.
Social and Character Relationships
- I find it extremely funny, that I can easily make all the lords in the realm like me by helping them in battle or giving them gifts, or, support the underdog in a kingdom decision with large amount of influence, and see like +32 relationship increase at a single pop -- and yet, there's hardly anyway to be on good terms with my family members and companions. Let's just make it simple: companions and family in your party fight together, and increase relationships together.
- I'd appreciate it if the lord I am talking with, would refrain from bringing up a 70-year-old granny as a potential mate for my 18-year-old son.
- Feasts and noble tournaments, please
- Marrying companions... when...??!
- It is good to see that in the recent versions, it's much easier to bring lords to your realm -- so long as that lord has no fiefs. However, the conditions that follow with the money, is very penalizing to the player. The problem here, is that you have to pay money... tens of thousands in the least, and up to million or more at the most. Under the current system, and that amount of money is very difficult to amass through normal means.
- The problem is that the moment you raise your own kingdom's banner, there's a very short period of peace until someone decides to declare war, and you have to bring in as many lords as possible with many family members to secure an army strong enough to hold your ground and look forward to a future. That means you'll be spending easily 1~2 million gold in a short span of time, which means you need to have those millions ready before you create your own kingdom. So where does that money come from? By trading? Saving up for decades? Realistically, this is the main reason (aside from other advantages of being rich) that people rely so hard on smithing, and its ability to make money.
- After a successful convincing, there needs to be different conditions a lord gives. Keep some of them asking for money. But have other conditions as well. Maybe some lord may want a settlement of certain culture. Maybe a certain lord will want a war with some country. Maybe someone will demand you go and defeat someone and capture him. Maybe someone would want 100 horses. Give conditions other than just money.
Diplomacy and Politics
Diplomacy
- I imagine this topic is so self-evident that probably hardly anything needs to be said than just; "look at Diplomacy mod." Personally, I'm not a big fan of mods, but the Diplomacy mod would be a rare exception.
- At the least, the most basic of functions such as: non-aggression pact, alliance, trade agreement (boosted effects of caravans between the two realms)... should be most welcome.
- And... do I really need to look up the Encyclopedia and track down mercenary lords every time...?
- More policies would be nice. Despite some people's misunderstandings, the policies are effective and powerful.
Game Flow: Early, Mid, Ende
Early and Midgame
- Overall, I feel the early to midgame phase is very well rounded up. Starting from the tutorial to establishing your clan, the initial story line provides a compelling sense of purpose for the new player. Undoubtedly this phase of the game is the most fleshed-out part. The gradual progression from an adventurer, to a noble, to a king is a delightful process to pursue, and the main quest adds a nice flavor to it -- although I wish the main quest did not have a time limit. Still, the given time is more or less adequate, compared to how tight it felt in the earlier versions.
- Overall, for me, this is where the game fell apart.
- The endgame phase, for most games with a strategy element, always harbors a certain amount of danger of falling into the "snowballing boredom." So it makes sense to add in a bit of sense of urgency and suspense to spice things up. However, I should really say how the game currently handles it, is not the right way.
- The main quest, which provided a nice little narrative for your life's journey, became nothing but a source of constant frustration that did not do much but just bog down the game and constantly pull me away from my current objectives in the game.
- For starters, conspiracy quests are too frequent. By the nature of this game, at the lategame~endgame phase most of the player's actions and objectives are centered on unifying the land, which will require long wars and large-scale assaults, particularly sieges that take days. However, the goddamned conspiracy pops up every so often that with every siege initiate, it calls me to go to a very, very, very far away place to handle a trivial threat that are just bandits, clearing 14~17 enemies from a bandit lair, or go cross-country the Calradian continent to stop an extremely time sensitive mission. Again, and again, and again, and again, disrupting player actions every time, with the same three missions, so frequently. Either that, or go war against 3 realms simultaneously on the spot.
- Conspiracy quests, themselves are too repetitive, and feel too trivial. It needs to be less frequent, but feel more dangerous, so the player feels there's a reason to pull back from the current warring front, go all the way to somewhere else, so it doesn't feel like a WASTE OF TIME.
- Near the endgame, as mentioned somewhere above, even when the conspiracy's final phase is not active, your kingdom is just constantly bombarded with war declarations.
- To beat these conditions, empirically, a player needs around at least 15~20 towns and 20 different clans under one's belt, in which case there's a chance to enter all those clandestine and scripted wars and come out on top without all of your progress so far being bogged down or laid to waste. And this requires: (a) crazy amounts of money (= drives people into abusing smithing), and (b) constant save-load scumming to avoid absolutely ****ty war declarations and stupid conspiracy quests. I don't know how many times I had to reload a save to avoid the "Disrupt Supply lines" conspiracy quest so it gives me something less frustrating, or reload to avoid getting declared war from someone whom I've recently made peace with.
Additional Suggestions
"Career"
- Generally, your career as a Medieval adventurer-turned-warlord is well represented in the game, true to the game's roots, in a much better fleshed-out form than the first game.
- Unfortunately, options as something else than a warrior noble, is very poorly represented. For example, as a concept, what does the game offer you in option if you decide to take the root of a criminal or a bandit? Not very much, I'm, afraid. There's an "endgame" goal of becoming a king and unifying the lands if you take the path of a warrior noble, but there is no "objective" as bandit... or as a smith.. or as a merchant.. or etc. Adding in a "main quest" like dynamic into the game for many of the possible "careers," would be something that adds heavily into the experience.
- For example, a bandit/criminal may actually have a system that works off the currently "shunned" execution system. You're a criminal, bandit king. You capture famous nobles and kill them. That may gain you fame among the shady and criminal elements of the land. Making gangs in cities more powerful. Inciting riots. etc..
- If you want to become a merchant, then missions on quests for the merchant path.. becoming powerful and rich, and creating a "Republic" rather than a kingdom. Be the merchant princes -- rely on increased number of mercenaries for mainstay of your armies, gain better economy through beefed up caravans. Engage in economic warfare to pressure other kingdoms, or etc etc..
- Become the king of the arena. Even in real history, there were knights almost entirely devoted to performing in tournaments and jousts. Achieve fame, earn money, win tournaments, gain recognition from kings and nobles, go on missions on quests as a hedge knight. Sound good?
- The game offers you a lot of different character builds, and concepts you may play with, but currently only has one of those amounting up to anything. If the game can remedy that in the future, that'd be an amazing improvement.
- A relatively smaller but popular system in play with modern RPGs, make certain achievements and earn different titles to add small buffs you may use to your liking. For example, create X amount of master-grade weapons and earn the "Master Smith" title, which gives you slightly buffed stats to weapons you create. Win X amount of tournaments and become No. 1 on the leaderboard to become the "Tournament King," which title will increase your earnings and renown in tournaments... kill X amount of enemies with couched lances to become a "Master Lance" which increases the effective hit detection of your lances when couched... kill X enemies from over Y distance with bows to become a "Master Archer," which increases your zoom-in even more... become friends with X amount of nobles to be a "Smooth Talker", which will increase the probability of success and decrease the probability of failure in any convince dialogue... etc etc etc... These kind of titles to be introduced in the game are almost endless in the ease of their creation, and at the same time become like perks that you can choose flexibly. Small but nifty bit to increase the RPG fun.
Wrapping Up
I wouldn't say anything mentioned above is by itself, a problem so serious enough to devalue the game -- with the exception of the endgame flow part. That part, needs be rebalanced and fixed.
-fin.-