I messed around for about 2 hours on the game already, and there's one thing that's kinda annoying me every time I noticed it, and that's changes from the PHB. Assuming BG3 is going for the D&D 5e experience (if not, completely disregard this post), I'm honestly annoyed each time I find changes from the core rulebook, at least the big ones. Some of the biggest offenders I've seen so far is Half-Elf losing a lot of its benefits from PHB, Fire Bolt being a measly 1d6 (honestly I hate that Burning is a thing because of this), Short Rests just being the bedroll from DOS2/not having any potential consequences, and Hex, which IMO has been nerfed to oblivion. While some changes are good, I cannot help but focus on Hex, mostly because Warlock is one of the most interesting classes to me, and the one I decided to start with on Early Access.

While I could talk about changes in general and why a lot of them are bad, I really would like to talk about Hex specifically and what it means for a Warlock. In PHB, RAW (and RAI), Hex is a Level 1 spell that applies an extra 1d6 damage taken by a target, each time they are hit by an attack (multiple attacks = multiple 1d6s) by the caster. While Hex in BG3 does do this, it doesn't do its secondary effect: If the target hits 0 HP before the spell expires, you can reapply the very same Hex to a new target using a bonus action, and this is the core problem I have with Hex. Warlocks are known to have very few spell slots, and Hex was designed to be a Warlock-only spell because of how powerful it is. Using a Level 5 spell slot, assuming your concentration on it never breaks/switches to a new spell, you could use 1 spell slot for Hex for the entire day each time you down a new target. This designates Warlock as a multi-hit sniper on one specific target, a kind of assassin if you will, that will make them focus on that one target until they drop. This also gives longevity to Hex because being able to shift it around throughout the day on that one Level 5 slot means that Hex will scale (at least in duration) as your spell slots get stronger. With Hex staying at an extra 1d6 on ONE target, this makes me not want to waste it on one target unless they have a lot of HP (usually bosses or rather sturdy foes), while for practically anything else, I'd just use something that does more damage (again, keeping in mind this will eventually be wasting a FIFTH level spell slot for what will still be a level 1 spell that never improves).

TL;DR: While Hex seems like it's a good spell even with this blatant nerf, once the game is out of EA, this will massively reduce its use and effectiveness in the long-term once your spell slots go above Level 2 since the increased duration is effectively wasted.