Originally Posted by Asaliah
1) I think this is weird that everyone in my team can examine the enemy without penalties and know everything about it. Examine could rely on passive intelligence checks, with bonuses or automatic success according to the race/class (for example, a drow have better chances to recognize creatures from the underdark than a human) or it could be an action and/or a bonus action done by one of the characters in the team allowing to know everything about the enemies involved in the fight


I agree, it should be tied to passing a knowledge (Nature, Religion or Arcana) check or just a generic INT check.

Originally Posted by Asaliah
2) At the beginning of the game, I felt cantrips were strong but later, especially in the underdark, raw damages were so ridiculous (except eldritch blast) that I only used them to finish an enemy or to create a useful surface. Because of this, it rarely felt useful to keep items to throw to create surfaces. I think this is wrong. Here is a way I think it could be better : cantrip's damages adapts to the level of the character (while never doing more damages than a spell on their own) or their damages are equalized so they can be used freely, depending on the situation (melee/ranged) or resistances. Cantrip would not create surfaces on their own but react to already existing surfaces. It would make throwing items interesting if throw becomes a bonus action


Cantrips in 5e get stronger eventually, they increase in damage at levels 5, 11 and 17. Since we're limited to level 4 in EA, it doesn't come into play yet. I agree that damage cantrips shouldn't create surface effects and they don't in 5e. They can be aimed at specific surface though, e.g. a firebolt used to ignite spilled oil or burn away brambles/vines, but they don't create a surface on their own in addition to their damage (there are actually cantrips like Bonfire, that can be used for surface creation though).

Originally Posted by Asaliah
3) I noticed I rarely wanted to use buffs (for example, bless or aid) unless they are on a scroll because it felt more profitable to use my spell slots for damage spell like magic missile or heal spell like cure wounds. Maybe it would be interesting to try one of these ideas : buff spell consumes half of a spell slot or remove them from the spells and allow them only to be scrolls usable with the appropriate class or allowing a new resource for buff so I would use them without thinking I waste my spells slots (of course, changing this should mean harder encounters)


That comes largely from Larian's homebrew changes and the ease with which you get advantage in BG 3. Get rid of that and buffs/debuffs and control spells become a lot more viable.

Originally Posted by Asaliah
4) Hide is too strong at the moment because we can easily abuse it (for example, shove or infinite knock unconscious). If someone engages the fight, characters who are hidden should directly engage after their first action, no matter what it is, unless it is specified that it can be done hidden (for example, minor illusion). Only rogues and rangers (maybe small size too, like halflings and familiars) should be able to hide in combat


Yeah, this is due to another change from 5e that needs to be reverted. Hide is an action in 5e and only rogues are supposed to get it as a bonus action at 2nd level as part of their Cunning Action feature.
You're also not supposed to be able to hide without having some sort of cover, which is partially implemented in BG 3 (you can't hide if you're inside an enemy's vision cone).

Originally Posted by Asaliah
5) Jump and disengage together are too strong : I can avoid opportunity attacks and surfaces at the same time while using my useful action point. This is a problem for the characters and the enemies, mostly for melee. You should dissociate them so jump would be used to reach higher spots and avoid surfaces while disengage would concentrate in avoiding opportunity attacks. Although I am convinced disengage should be an action, I am not so sure about jump


Disengage is actually considered an action in 5e, except for rogues as part of the Cunning Action feature and monks as part of their Ki: Step of the Wind feature.
Jump is just part of of normal movement.

Originally Posted by Asaliah
6) Shove should be an action and chances to shove should always depend on strength. Come on Larian, you can not tell me Gale shoves as well as Halsin...this is the worst lie since the cake and the tadpole dream(/quote]

Yeah, shove as a bonus action is a very bad idea. It's actually an action in 5e and can be used to either get an enemy to prone position or to shove him back 5 ft.

[quote=Asaliah]7) I never felt the need to short rest or use prayer of healing because drinks and food were enough to heal my characters out of combat (besides, this is weird to be able to eat or drink something that is not a potion in combat). Moreover, most fights are so easy that I do not feel the need to use my spell slots that much. This is easy to rely only on melee/ranged/actions/cantrips(/quote]

Yeah, being able to have a character eat something mid-combat needs to be removed.

[quote=Asaliah]8) I would like to see these two things added : defend, an action usable on self to improve chances to avoid damages or usable on others to take damages for them (I saw that fighters have protection as a class passive but I did not play a fighter so I do not know if it works this way) and the ability to delay my turn after anyone playing after my character


In 5e exists a Dodge action, that grants an enemy disadvantage against you (for 1 turn) and gives you advantage on DEX saves. Delay turn exists in 5e as well and both should be added to BG 3 as well.