One of the my biggest concerns since EA:
At some point you will have every skill you need for your tactic and therefore combat will turn very static and repetative, because:
A. Character developement got pretty dumbed down: no influence on how much AP you have and gain, attributes pretty much only increase damage, nothing else, skill tree don't offer additional benefits on higher skill level (no reduced cost or other stuff)
B. ridiculous low requirements to learn high level skills, therefore you don't need any kind of dedication
With making AP static in the second game they killed most of their options to make character development more interesting and worthwile and they failed to come up with a replacement or did not even try.
I have posted multiple threads in the EA to suggest soft stuns mixed with hard stuns for a more complex combat system. As it stands the current armor + positioning makes one solutions fits all encounter. High ground + DPS + infinite stun lock until your inevitable victory is just boring to do over and over.
Not to mention 60% of the fight requires pre-positioning, but once that is done it trivialities the encounter since enemies have to waste AP, you move first then you dps and stun and fights over. Constitution is still a crap stat because once your armor is down prepare for insane charm + chain of anguish + stun lock combo from the enemy, and game over soon after, your health doesn't matter.
Heck i dont mind pre-positioning if surfaces doesnt become useless as soon as Act 2 when everybody including the boss's mother learns to fly without cooldowns and just ignore the surfaces you set up. One of the funniest part about EA is successfully set up a powerful surface and watch your work doing it's job, but since everyone has as much as 10k armor late game, that 200 damage max surface wont do anything even if they have no teleport....
Look at how dynamic Pillar of Eternity combat is, you can stack for buffs or scatter to avoid AOEs, you can risk to cast long casting hardstuns or buff yourself first, you can choose soft disable to weaken the enemies or go for hard long stuns that might be interrupted.
You can set up walls, block off entrances with tank, abuse choke points. You can stealth, kite, tank, reset, trap and many more. Enemies have weaknesses and your hit chance is a percentage, but you can make that percentage 100% by figuring out enemy's weakness then carry buff/debuff, or alternatively you can do a full dps party and rely on scrolls, even then it isnt a garentee success and you have to deal with effective healing, buffing, planning your next half of the fight once buffs run out.
Do we have any of that complexity here?