Played a good 12 hours into the game and have some early feedback / bug reports. This is all personal opinion and shouldn't be taken too seriously.
1:Attacks of opportunity are a bit unpolished, people going up or down ladders do not provoke an Attack (even though that's even more vulnerable than just walking away ) and moving away from an enemy who has been put to sleep somehow still provokes an attack of opportunity.
2:Ladders in general are a bit glitchy. Even if i'm standing right next to it i've often suffered terrain effects for moving a half inch. It's a bit bizzare to get slowed from oil when I just clicked the ladder i was practically leaning on.
2: Too much tactical retreat spam, it gets old when every single archer encountered has tactical retreat. Certain fights will basically be basically trying to remove archers from some places you can't even reach without similar skills or lots of ranged.
3: Terrain spam, the extreme amount of terrain spam is a bit crazy, oil, fire, ice, poison etc etc. I like the effects and the way it can effect the battlefield, I just think that the terrain spam should be reduced in size vs the hitbox. IE Fossil strike damages a 2.5m wide area but only casts oil on the center 1.5m of the hitbox. The related skill could bring the terrain boxes to closer to the hitbox itself once the character reached 4 or more in that skill. This would reward those who focus deeply on a skill while reducing terrain clutter from spammable abilities.
3b: With terrain spam as it is, mobility skills are mandatory as moving through certain terrain is devastating. Taking a few steps out of a firepit can often do as much damage or more as an actual attack. Sometimes the wisest move is to sit still which is odd in a tactical game. Perhaps standing still in a damaging terrain should be worse while moving through it should be less dangerous. As is frozen and electrified ground can lead to a fall or stun, maybe poison would be better to sit still rather than let it spread and fire would be better to get out of ASAP
4:Civil skills seem under-developed and sparse. 1-2 points in loremaster and you are good for most unidentified items from what I've seen. Civil skills in general could use a lot more to them, like actual crafting skills to determine if you can craft certain things. Alchemy, Weaponsmithing, Armorsmithing, Cooking, Fletching, Trapmaking. Those would all be a great addition to the Tabletop-ish system DoS II already has and would promote a lot of interesting inter-party development and play.
5: Source points, I understand the methods to get them, and how powerful they are, but they seem a bit restricted in the long run especially in Multiplayer. I'm not exactly sure how to balance them but if it's something I hesitate to use at all then I end up saving them endlessly for fear of screwing up my hosts game.
6:Consumables: Same as above. In multiplayer I'd rather not use them. Convenience, power and utility vs being uncommon enough that people are hesitant to use them in group play.
7: Armor might be too protective from status effects. I like how the system works but maybe some diminishing protection returns once you are below 50% armor?
Last edited by Ranik; 05/09/17 12:36 PM.