Just wanted to say I'm loving the game so far, having a great time. I wanted to leave my first impressions and feedback.
First of all the game is a treat to play. The combat feels good and has an appropriate level of challenge, not too easy, you need to use your brain, but not excessively frustrating. Pretty much an ideal balance. Some things are a bit clunky, like the AI thinking too long sometimes, but overall I'm very happy with how the game plays during combat. The spell effects, in terms of the visuals and the sounds are spectacular.
The cutscenes and dialogue are also amazing. Tremendous detail, very expressive models and character animations. I have noticed a few problems with the animations, namely that transitions between them are not very smooth and sometimes kind of jerky. In addition I have noticed duplicates of character models appearing for a frame or two right at the end of a cutscene, as if the overworld model is suddenly un-hidden before the cutscene is fully over.
I've also noticed it sometimes takes a while, as in about 15 seconds or so, for higher res textures to load after entering a new area. Not a huge issue but it does negatively affect a lot of cutscenes. I wouldn't mind having a few loading screens here and there, if that would help.
Suggestions
Assigning the right mouse button to rotate the camera instead of the middle mouse button doesn't work, if it's also assigned to open the context menu. I don't normally have a problem using the middle mouse button for camera motion, but mine is currently broken, so I'd at least like the option to use the right button instead. Currently working around it by using the arrow keys for rotating and zooming in, which is also slightly awkward.
Even though Escape is assigned to cancel actions by default, it opens the in-game menu first. After closing the menu, the action is canceled, so it seems like it's doing both simultaneously. I reassigned action cancel to Q, which works fine, but maybe if escape is supposed to be the button for canceling actions in the default layout then canceling an ongoing action should be the priority.
There isn't a way to manually stop concentration, or at least I have not been able to find such a way. For instance, if I cast Fog Cloud during combat then it'll stick around after combat indefinitely until I break the concentration somehow, like by taking damage. I should be able to manually cancel it.
Being able to camp pretty much anywhere and at any time seems kind of questionable. There's nothing stopping you from camping between every encounter even in the middle of a dungeon, and then you immediately teleport right back to where you were. It makes your resources that you're supposed to use sparingly and wisely not so valuable anymore. One super easy thing that could at least alleviate this would be to spawn you at the closest waypoint after camp instead of going straight back to your original location, so it's at least more of a chore to camp. Maybe additionally restrict camping to when you're outdoors, or add some kind of time restriction. Maybe camping could add some kind of "rested" long duration status, akin to DOS2, and as long as all party members have the rested status you aren't allowed to camp again. Running out of spell slots or being incapacitated could remove it.
I'm also concerned about balancing for some of the spells. Particularly, several cantrips seem a little overtuned. Fire bolt for instance always leaves a fire surface, so even if you miss, you still usually inflict some fire damage and light the target on fire. Ray of frost always leaves an ice surface, meaning again that even if you miss, they can potentially get knocked down both right after you cast the spell and sometimes again on their next turn. And if you do hit, you get the damage plus the surface effects. It just seems like a bit much. I feel like you should have to choose between dealing damage or creating a surface and getting surface effects. Maybe bake the surface creation into the attack roll so the surface isn't created if you miss, that would also be a good solution. Or just make it so that targeting the character deals the damage, targeting terrain creates the surface, never both.
System specs for reference
Ryzen 7 2700x (8c 3.7GHz)
RTX 2080 8GB VRAM
16GB RAM
240 GB SSD, 1TB HDD (game installed here)
Playing on Ultra settings.
That's all for now. As I keep playing I may come back and update this thread with more thoughts.