What I have noticed so far with baldurs gate 3

Positive:

Addition of skills added to the weapons that can be used in between long rests.

-I love this touch of divinity in the game, less boring auto attacks and more meaningful choices for combat options mad thumbs up.

The intro is intense, very well done …. Maybe on final release a mechanic that forces moving forward after a certain amount of time up until the Shadowheart room.

The change of spell durations from 1 minute to “until rest” Absolutely brilliant bring a lot more use to these critical buff spells. And causes a lot less wasted actions and micromanaging.

Addition of free dash for rogue I have a parse document im working on that may bring some light to problems with rogues/rangers and monks ill be happy to share. But giving rogue a free dash definitely helps.

General cinematics, they are glitchy and have movements off but all in all way better than I expected for early release.

Captured 5th ed really well. It definitely feels just like playing 5th ed, but it has just enough divinity in it like the changes to acid, and all the environmental interaction possibility. Keep up the good work.

Negative:

The defend action is not in the game this I would do asap as almost all monster AI seems to focus low life targets and attempt to finish off downed players.

No access to feats at lvl 1 from variant human, many classes this doesn’t matter but a few like ranger or archery fighter really depend on having access to sharpshooter ASAP, or dual wielder feat.

No access to heavy weapon master, no access to armor master,sentinel, same reasons as above.

-I chalk most of this up to time constraints and honestly assume they will be in as soon as they can be.

Bad damage parsing, for thf, non warlock mages, way too good damage parsing for barbarians at higher levels

-This is a 5th edition problem not a Larian problem, but understand that damage is way off in 5th edition as well as accuracy, default accuracy is really low about 55% in raw standard examples, the fact that it is really easy for someone to go down in one hit on most classes in the game, this leads to a lot of dead time missing attacks and playing from unconscious. Very bad for a general video game multiplayer

experience. I would save the raw averages for monster ac for tactician mode. I would drop the ac about 2 across the board especially with the combat at the end of the first shrine to jergal most classes are packing a 30% chance to hit him and its just an absolute wiff fest. If you want to tune him up to keep him harder as you trade down ac trade up HP. Extra HP is a much safer bet than higher ac in the early game of 5th edition, especially since you don’t have warpriest in the game yet who will likely be spamming bless. You have captured 5th edition fantastically but in this case that’s a bad idea …. Save it for tactician or hard difficulty.

Can’t swap party members outside or inside camp, your first selected follower will not talk to you and allow you to dismiss them.

There is a bug with versatile weapons, they cannot be one handed or dual wielded even with the dual wielder fighting style.

No access to mage armor for warlock on lvl 1 and also you cannot cast mage armor unless naked or equipping a robe, there is no robe until almost lvl 3 mage armor should just overwrite the armor bonus.

You may want to consider finding it in your heart to get wizards/sorcerers a magic robe that has “mage armor” on it as an activatable once per rest or just one that adds 3 ac. Enemies seem to rioritize back line party members unless forced into melee.

At the entry way to temple fight sleep-> 2 handed sword is a death sentence for any character at that level(1-2) the two handed fighter prioritizes the sleeping member every time if in range. Its generally a failed save ? yes then dead. Maybe lowering the 2 handed sword fighters initiative to increase chance of players going between the sleep affect and the two handed fighter. The shield figher here is another example of very poor hit vs ac in 5th edition. This is a well scaled encounter by raw rules, but hitting this character is a chore and a whiff fest almost requiring you to spam push him into acid, especially hard since with the instant down from sleep-> 2 hander means you will be wasting actions getting people up so they don’t die as the minions favor executing people instead of trying to defend themselves or fight others.

Healing in 5th edition is really weak outside very specific situations (life cleric or multiclass life cleric and druid”Godberries”, or celestial warlock(may not be in game)) I get that this is intentional in 5th edition but for those wanting to just play the game because it’s a game it can be a very unrewarding experience when trying to be a “healer” outside these specific combos, may want to make a feat for it or just in general mildy buff healing spells since buffs got their buff in duration, maybe healing throughput could be touched up lightly.