In my 50+ hours of gametime, I have encountered...
Bugs:
- Killing 'The Red Prince' before you visit Fort Joy and encounter the cutscene can result in a strange model glitch. After the fight ends, 'The Red Prince' can remain in a T-Pose without a head, legs or arms above his corpse. While humorous, I doubt this was intended.
- The Source Hounds, at least in my opinion, do WAY too much damage for their level, at least the ones in the Ghetto. For a level 4 unit, they hit 80+ up to 3 times per turn. Not even my tank can handle a single round of that. It's insane. It feels more like a scaling or numeric error than an intended feature. They become these 'Blow Everything To Kill' targets that they really shouldn't be. When the boss of Fort Joy does 40s per hit, what right does a small minion have to hit more than twice that without blowing up an oil barrel?
- On more than one occasion Gareth bugs out after being saved and simply gets stuck in the Seeker's hideout. Teleportation won't fix him, and he won't talk with me. Losing a valuable merchant like him REALLY sucks endgame of Act 1.
Feedback:
- Leech is either having errors with scaling or wasn't meant to scale in the first place, making it almost worthless. Blessing the blood and walking over it WITHOUT Leech heals FAR more. Healing on Leech, since it remove a surface that could otherwise be utilized for something else, should probably heal a percentage of maximum HP per x area absorbed. Having a 600 health tank heal 14 health in total from a massive amount of blood is underwhelming.
- Necromancer's spell line feels underwhelming in Act 1. Half the enemies are immune to bleed, poison AND disease, the entire purpose of Necromancer in its current form. Without the ability to summon the undead or some other form of damage, I see no reason to take a debuff-based spell tree if every boss of note is immune to them. Spending 8 hours gearing up a necromancer and watching the Voidwoken Worm ignore literally everything I threw at it was crushing. The only attack currently worth taking is Mosquito Swarm (Maybe Shackles of Pain for your tank).
- Throwing Knife is the most underwhelming spell in the entire game. For a 2 AP cost ability, the damage is worse than anything I have seen. Teleportation, for 1 AP cost, does more than 4 times the damage AND repositions the target AND can damage anything around the landing site. Stabbing the target twice in the back does more damage, and costs the same AP. Either give it some sort of Sneaking/Stealth damage boost, Bleed or expect this to never be used.
-Cloak and Dagger, Teleport, Nether Swap and Tactical Retreat seem far too strong in their current form. I found them so powerful and useful that I would go out of my way to get every character in my party at least 2 of the above. The sheer amount of utility they provide is, similar to 'The Pawn' talent, too useful to pass up without a REALLY good reason.
-Walk in The Shadows costing a source point feels wrong to me. Yes, stealth is strong, but only when combined with Fatality or Snipe. Too many surfaces and abilities can remove it for it to be worth using such a valuable resource on.
- Fortify and Armour of Frost have surprisingly long cooldowns. For the pitiful amount of armor they restore, I tended to use them more as a debuff cleanse until I got Bless. At best they bought you 1 turn of life against a single enemy. Having these be on such large cooldowns REALLY discourages having a support character in my humble opinion. With the amount of damage and burst the Ai can pull out of their ass in a single turn makes me feel like F5 is more my friend than having a character devoted to healing and buffs. I can stun a character forever on no cooldown or resource cost, but buffing my allies has a 5 turn cooldown?
- Elf Racial seems too punishing to use past level 4. The constitution scaling is just silly. Watching my ranger go from 216 health down to 86 health is not worth a measly 25% damage buff. With disease being so rampant in big fights, this makes ever using this a death sentence. Either reduce the scaling or make it worth the scaling cost.
- Disease. This debuff is a little weird. Instead of halving or lowering the target's HP by a flat percentage, the game sets an invisible scaling number as the value. So, if the target throwing a disease at me has the right stats, my character can go from 500 health to 1. While I understand not wanting this debuff to CHUNK a boss's healthbar and make the fight trivial, it can also cause much more mental damage to the player to leave it as it is. My suggestion? Have it cap at 50% of the target's health. I don't mind losing a lot of my max HP to this debuff. That's its entire purpose. But losing absurd amounts like my previous example just makes it feel unfair for the player. The boss only loses a small percentage of his massive HP pool, but I lose my entire health bar? He already does a ton of damage. He doesn't need the handicap.