After completing Act I again on the most recent patch, here are a few things that come to mind:

Glitches & Inconsistencies
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You can avoid spending AP to pick up items during combat if you right click the items on a corpse/container and send them to a party member's inventory instead.

Ricochet is broken and only bounces to targets within 2m (not sure, but it's a REALLY small radius) from each other. It's practically unusable in this state.

There are two copies of the same Fire Source Skill: Epidemic of Fire and Infectious Flame. Both of these skills have the exact same description and effects except for their name. If you learn one it also will say that you have already learned the other if you try to use the other skill book. I wasn't able to cast these spells for further testing as I never gained any source points to test them.

Whenever enemies landed critical hits on my party, they would do LESS damage. Enemy critical hits on my party members would consistently deal 0-6 damage.

Blindness seems inconsistent in what it does. Some characters could still cast spells and skills on anything in their immediate surroundings, while others could only self target their abilities. I'm not sure what causes this, but it might be related to the type of weapon they are carrying (melee vs ranged/wand/staff).

If the player is interrupted while talking to Gareth after rescuing him, it is impossible to talk to him again and get him to go back to the Seeker Encampment. In my case, the player I was co-oping with somehow upset him (may have been a hostile surface or affliction from the fight) and interrupted him while he was talking to me. This also led to a game lock up when I tried to talk to him repeatedly (cursor was stuck as an attack cursor, could not click or interact with the UI in any way).

Personal Observations
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AI is smarter but tends to tunnel vision on certain party members. In my playthrough, AI would always go out of their way to target Sebille, which resulted in them often wasting their AP to reach her instead of dealing more damage/CC to the rest of my party. This meant that for certain encounters, I could keep retreating Sebille to make enemies waste their AP chasing her while the rest of my party did all the work.

The final encounter is brutally hard or incredibly easy, depending on how you can handle the first two turns. Because of this, I feel like by the time the Void Worm shows up, you have either already killed Alexander and his entourage of magisters, or he's long since killed your entire party. If the worm shows up alone, it is very easy to deal with and feels a bit underwhelming.

Detonating poison clouds does not create smoke, as it did in DOS:EE. I'm not sure if this change is intentional or not, but the Poison Cloud + Explosive Arrow combo was what carried me through Tactician Mode in DOS:EE. Sad to see it gone, but it was pretty strong. That said, it seems very difficult to create smoke clouds now.

Chain Lightning's branching radius is HUGE. For reference, in DOS:EE it had a 7.0m range; in DOSII it has a range of 13.0m. That's nearly double the spread. Even a party that's significantly spaced out will have every single member hit by it. For an ability that does massive magic armor damage, stuns, and creates static clouds, I feel like this is too much. Please, tune this ability so both enemies and the player can at least position against it. I get that source skills are supposed to be powerful and impactful, but I think they should still have their tactical applications and not be an instant "I win"/"You lose" button.

Provided you have someone with high enough Loremaster in your party, it would be nice to be able to see enemy elemental resistances without having to right-click and examine each an every enemy. Maybe place it by their health bar, or have it toggle when you hold down a button like ALT?

Suggestions
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Some skills feel like they have their identities mixed up or are just simply outclassed by others:

Whirlwind is a Warfare skill that has:
- AP Cost: 2 AP
- Cooldown: 3 Turns
- Situational AoE (Centered on Player, no additional range from weapon reach)
- Damage ~150% of Weapon Type (Magic/Physical Versatility)
- No additional effects

Crippling Blow is a Warfare skill that has:
- AP Cost: 2 AP
- Cooldown: 2 Turns
- Versatile AoE (Centered on Target, extended range from reach of weapon plus AoE radius)
- Damage ~170% of Weapon Type (Magic/Physical Versatility)
- Additional Cripple

From these stats alone, Crippling Blow completely outclasses Whirlwind in ALL areas. What is the niche that Crippling Blow and Whirlwind are supposed to fill? With the four friends I've played with, we all used Crippling Blow for our melee AoE nuke, and only considered the cripple as a nice side effect rather than it's main focus. Shouldn't Whirlwind excel at doing melee AoE damage considering how it's the only thing that skill can do?

Suggestion: Increase the damage on Whirlwind and lower the damage on Crippling Blow. Adjustments to the ability cooldown may also be needed. However, this may make players drop Crippling Blow entirely since the main reason it is used is for the damage. So... I propose a more radical change: Buff the Cripple status effect. (But don't forget to weigh in this status buff to the skill's power budget after making the change).

Make Cripple an effect that can be applied through armored targets. Some of these "piercing" skills exist already: most notably, oil surfaces applying slow. Cripple is a situational effect that is a relatively weak CC: it doesn't prevent a target from acting unless they have no means of mobility or ranged options (be they skills, grenades, potions, buffs, etc). There's absolutely no situation where a player or enemy would benefit from crippling a target they could knockdown instead. Knockdown is also more plentiful/accessible than Cripple currently (Battering Ram, Battle Stomp, Knockdown Arrows, etc). By making cripple pierce through armor, I think it would be an attractive, situational CC option with enough impact to contribute to rewarding, tactical opportunities.

Furthermore, the large amount of mobility skills in this game makes it incredibly easy to escape any target from melee range. You can teleport the melee attacker away or use any mobility skill (Tactical Retreat, Phoenix Dive, Battering Ram, etc) to escape and gain distance from your target. If Cripple pierced armor, it would give melee attackers/characters a way to lock down their targets without having to rely on a cheesy/passive taunt system. It would also allow warriors to assert a front line "wall" around them and also keep evasive targets in their range (or at least get their target to burn their mobility skill if they want to escape).

This operates on the assumption that there are no/very limited long ranged cripple options, as this would cause problems for balancing (rangers and permanent cripple party builds, oh no).

Similarly, I think the Bleeding status effect should apply through armor and do piercing damage so it will directly damage vitality. It would allow the bleeding status to differentiate itself from poison/burning, and also give characters with piercing abilities (rogues, rangers, necromancers) a way to whittle down vitality over time, which would compliment the piercing damage in their respective schools. Piercing damage as is feels highly situational and most of the time I would rather have physical damage in order to weaken/break through armor.

That's all I have for now. If you read this gigantic wall of text, thank you for your patience and I hope my feedback was insightful!