I'll try to be brief, as I'm sure you have plenty of posts to read..
These are things I think could have been better implemented based on what Baldur's Gate and D&D are. I will highlight the suggestions themselves, then put my explanation as to why I think it should be this way.
1- Food shouldn't heal you. I think it'd be more appropiate if you added different types of minor healing potions. Like: Goblin brew 1d2+1, Potion of cure minor wounds 1d4+2, apprentice's curing herb infusion 1d2+2, etc - Yet if you want food to have a use, make it so that you get a bonus to the rercovererd HP when resting, depending on how "good/elaborate" the food is In D&D food doesn't heal you, so it feels like the immersion breaks a little when you do that. The use I suggested for food, howeverr, makes just sense as you will not feel as energic after eating an apple as you would feel after having a whole steak.
2- Resting should be limited. Maybe to one Rest every RL hour or only in specific areas and/or chance of being ambushed This has two main purposes, the first one being keeping up with D&D way of handling rests. Which serves to balance clases, since spellcasters need to use their spells carefully because tthey don't know when will they have a chance to rest again, or they simply just can't force themself to sleep again when they just did. The other reason is mainly story-wise. You're going against the clock due to the imminent transformation, time should matter. - Also, about being able to just rest anywhere, it is dumb that people can rest in the middle of a dugeon when there's goblins next door.
3- Exit combat when out of sight for X rounds. It makes sense that if you can successfully sneak, you can also just sneak out after they lose track of you. Else you can find yourself stuck in a combat you can't win but from which you can't retreat either.
4- Spawns should bash/burn furniture that players place as barricades. Or climb over it Sometimes is just silly to do this, I just think it's something that the AI could handle better.
5- Information about everything is a bit lacking, but I'm sure that's due to early access. Ruleset and explanation of spells is very lacking.
6- Having conversations with the same NPC but with different PC's in your party shouldn't really be as new conversations. I see better that if you fail a check, one of the other PC's / companions can jump in to save the day with his own roll/whatever This is just story-consistency and it makes no sense most of the time.
7- Barrels need to be way more heavy. And it's very silly you can put barrels around enemies and they don't care, then you just blow it up and fight ends in no time with 0 challenge I don't think this needs explanation, I would recommend that when barrrels are moved around, NPC's do a check every 6 -8 second and if they spot a barrel near them they take it and/or move it away.
8- Perception rolls should be done hidden to the player unless success. Additionally they should be allowed to a reroll every X time, if they stay in the same spot.. . That's how it works in D&D and anyway if the rolls are done hidden to the playerr, he can't abuse it because he won't know when to stay and wait for rerolls. This makes a lot of sense, for playerrs that want to go around carefully.
All in all the game is great, I loved the Early Access and I'll run it again! I assume the low number of spells and feats to choose frrom is due to the EA stage the game's in. So I won't comment on that.
If any of the Larian staff wants a more detailed feedback or suggestions, I'll be supper happy to provide.If I can come up with anything else important after my second run of the game I'll make another post. =)
Last edited by Gonnar; 12/10/20 09:22 AM.