Hello,
Considering i'm an old timer TRPG player and master, and, a long lasting video game player, i thought i would try and give some personal feedbacks.
The game is gorgeous, lot of wonderful sceneries and i can imagine that part of the Coast.
There is obviously a timeline but i don't know if you can alter the weather so we get rain or night and day element to it. That would add to both tactical and immersion, a Drow would rather have nightly activities and sleep daylight for example.
I must admit that i don t understand the mechanics of scrolls. Fighter unless they get the Eldritch subclasses should not be able to use them, less crap in their bags and more focus on what they are.
Caster who use scrolls should not be restrained by their slots and if it is a fair thing to say, not be able to cast scroll spells outside of their magic type : Divine or Arcana right ?
Healing is not at the heart of the 5th edition, but it is ok to limit the way character restore themselves. Cleric with life domain shouldn't be healing bots but should find a spot or won't be used outside of single player.
I think giving everything to everyone is not how you balance a game, and i don't expect it to be fully balanced, but it is part of D&D to have specialty character and removing or adding transversal abilities should be exceptional.
(Magic items, boon...)
There is some dialog bug, like Nadira in the Druid Grove, not only repeating the dialog but rerolling the interaction. I'm not too concerned about that, but i would urge that you filter these before the release, it's frustrating.
Containers and inventory is a hard topic. There should be either indication of the usage or a mean to sort and alter bags so you can clearly see what's useful for yourself or what can be left at camp or whatever.
Naming bags and stuff, like you did in D2, specialty bags or whatever
Class features are not always seen in the character sheet, Fighter specialization pick at level 2 doesn't show anywhere. You should be able to check if you're a dual wielder, archery or great weapon guy.
I'm pretty sure you can't see the Invocations you pick as a sorcerer too.
There's really not many feats, but most of them are for melee.
Other than that, i love the freedom, there is a main quest, but enough to wander around, replay and still discover new things. I like the characters and NPC.
Mechanics for the group is a bit clumsy, you should be able to have a keybind for the alternate action like dodge/jump and stuff like that, as well as offer a way to unlock a character from the group will doing so. Too many times you have the whole party acting silly while you didn't unchain the jumping lead. (i actually haven't check if there is a key for unchain the selected char...)
I like how the game is as close as it can to D&D, tho, the game is historically a point of contention amongst players, rules are always discussed and i actually don't really care how you implement them as long as it's coherent with the universe, but this is a common language for the community. You could in practice sit at any D&D table in the world and understand the basic rules. This is why it is streamlined and not everyone likes it, this is why you have homebrew when the people at the table agree.
My perspective on BG3 is almost the same as any other Homebrew, this is your world, we go with your rules, but it has to be coherent and reflective of the spirit of D&D.
The story is captivating, there's layers and i haven't been through i think all of them. I won't comment on that, not because i don't like it, but it's a matter of taste.
I'm hoping for some multiclass and a lot more goodies coming our way, all in all, for an EA it's a bit of a public beta and i'm ok with it.
I think it's fair to say that you will not satisfy everyone, but it's a promising start for future expansion and improvements.
Cheerio.