There are lots of threads here, and I admit to not being able to read all of them so these bugs and issues may have been brought up elsewhere.
But here's my list. First some context about my playthroughs. WARNING SPOILERS
I've tried
Humans, Half-Elf, Elf, Teifling, Dwarf, Drow. These classes: Fighter, Wizard, Cleric, Warlock, Ranger. I've done various combinations of race/class.
The ones I've played all the way through are: Teifling Warlock, Drow Ranger, Dwarf Fighter.
I didn't play all the way through with the Wizard or Cleric because it was too rage inducing.

Bugs:
When using Jump/Disengage opponents still execute attacks of opportunity
Opponents can cast spells through walls and closed doors (Goblins in the Shattered Sanctum are a good example)
The Harpy's singing, and the goblin War Drum is not affected by Silence
Opponents affected by a Sleep spell, still get their normal attacks
Prone opponents still get their full movement and attacks after getting up at the beginning of their turn
If anything is obscured by the environment (a PC dies in water, ends up under vegetation, or under a monster (Ogre for example) you cannot target them so you cannot revive them.
If any character in the party dies, you cannot go to camp and cannot use the talking skeleton to bring them back to life, so the talking skeleton is a useless component in the game because everyone must be alive to get back to camp where you could use his services.
Terrible camera controls lead to really bad situations. For example, in the blighted village if you are in the building near the gates, the goblins can shoot down through holes in the roof at you. However because of the camera and occlusion, or removing it, you can't see the roof. So you can't see the holes, and have no way of knowing where to move to get an angle to return fire. A similar problem is that you can't back the camera away far enough, even in Tactical Mode to get high enough to see those types of opponents.
The camera controls need to allow looking up and down.
None of the conversation dialogue rolls include the bonuses for the Thaumaturgy cantrip If you cast the cantrip immediately before entering the dialogue, you can see that the bonus is not applied to the rolls for intimidation checks.
Starting combat does not respect pre-dialogue character positioning. For example when fighting Kargah if you position your characters in certain strategic locations, then enter the dialogue, when the dialogue is over and combat begins, all of your characters are moved into a group in front of her.
Several times, although inconsistently, an opponent will roll a Critical Miss, but it still does damage and effects like poison etc.
Backpack drag and drop is flaky at best. Completely dodgy most of the time.

Design issues:
Camera shake when casting a spell is complete BS. If you click Eldritch Blast and the quickly click on your opponent, the idiotic camera shake when prepping the spell will force you to miss clicking on your target and you will just shoot the ground. This is a completely unnecessary gimmick and should be removed. Even in the spirit of D&D, in no universe does the entire world shake when you prepare a spell.
When trading / bartering party gold should be available, not just the gold the current character is holding.
Karlach is described by the Paladins as having one horn, her graphic has two.
Another thing, you are giving all of the opponents the same tactics regardless of their race. You are giving things with Animal intelligence the same tactics as intelligent humanoids. Not everything goes for the Cleric first. In fact Phase spiders, and Gnolls (typical Int of 6) wouldn't even know which one the Cleric was, yet they all go for the cleric first.

These are a few of the things I've noticed so far. I figure most of the other story and graphical things I've encountered will be worked out over time.




Last edited by Cravon; 31/10/20 09:11 AM.