Hi!
So the title says it all...played one full playthrough and most of another. These are just some general thoughts as I have gone through the game, partially as a reaction to a lot of other threads, but also some I have not seen yet (which may still be out there). Still not done with doing more playthroughs, so I might update this list if I think of anything else or forget anything.
- Visuals/music are great already, and are shaping up to be even better. As a music nerd, I really need to check out the Symphony of Sin!
- I do feel like some of the spell descriptions are a little vague, especially regarding duration for those that last until a long rest
- While I'm not against the idea, I feel that if thief's tools are single-use, this should be in the description for those of us who are used to them being permanent
- While there may be some coding reasons why this was done (I know next to nothing about coding), sneak attack can be a awkward as a stand-alone command. Is it possible to connect it to a status (such as "Threatened")?
- I have seen and agreed with a number of posters who think that shove/jump/disengage should be a full action, besides the D&D mechanics, since it does give so much more importance to the action (i.e. "Should I attack, or shove this guy off a cliff?")
- On a similar note, I also think that jump/disengage should be a separate action, considering enemies seem to already be able to do it. This is more personal preference though.
- I typically prefer having an option to hide equipped helmets, so hopefully this is coming in later, especially since helmets still aren't great with long eared characters
- Loving the wide variety of races already available, especially with adding variants from Mordenkainen's!
- I know there's been some talk about re-speccing, similar to DOS2. While I think this is a great idea so we don't need to re-design our character (my ranger's animal handling proficiency was practically useless due to my constant use of Speak with Animals), I don't think it should go into changing class entirely since it could cause so many complications in a game with specially defined classes. My only possible exception to this is if multi-classing, as I could see where a "cool" multi-class idea could easily go awry
While I'm worried what this will do to my post, I also did want to address the elephant in the room regarding the constant elemental surfaces debate. This could be because of my strategy, but I personally did not see too many surfaces, especially compared to DOS2. I do agree that some enemies, particularly goblins, tend to default to these tactics, but not to the point I thought it defined the game. I also see why low level spells/cantrips creating a surface could be considered overkill. I think I may have seen a similar suggestion elsewhere, but perhaps giving appropriate spells a chance to create a surface, based on spell level, could be an alternative solution? (again, I know nothing about code, so not sure how complicated this would be) I actually can see why Larian would want to use surfaces as it does seem like the wild power of magic would be able to create those surfaces, but I am glad that Larian showed some restraint, and didn't, say, include a clone of
from DOS2.
Overall, yeah, there might have been a lot of "negative" suggestions above, but only because they were the easiest to write about. Technical issues aside (this was my first EA experience ever), I was excited to play this and can't wait for the gradual increases in EA and eventually the final release!