Saying that some ideas are "horrible", but not pointing which ones is a "great" approach in making the feedback work better for Larian

Concidering how much time we (i mean i wasnt alone) wasted trying to persuate Larian to not cancel old spellcasting system when implementing new (current one) ... Im not sure if my reaction even could make any difference. :-/
But its a long post ... maybe i try to mark them later, just in case.
- The quickbar is not supposed to be empty for fighters anyway. They have additional abilities which are not related to weapon, consumables, spells from equipment...
I presume its a matter of taste ...
To me, simmilar as Wizzard is preparing his spells on hotbar, Fighter is preparing his moves on hotbar ... i dont see much difference, or reason for that difference to be honest.
I mean sure, you can fill the place with all sorts of mess ... it just not feels the same. :-/
And since in some interview i think i heard Swen talking about dealing with "empty hotbars for fighters or rogues" in their own way ... i presume this is the case.

This is just one of things, i hope Larian keeps for Moders, so everyone could be happy.
generally it would suggest that we should be able to put whatever version of the spell we want on our main custom quickbar.
Thats something I have been lobbying for for a some time by now.

Adding spell level indicator to every single spell icon ... so we can allways see at first sight what spellslots we have at disposal and what spells will we use.
And allowing people to put both popup-menu spell with all levels included and specific spell levels on hotbar.
If Larian give me that, i would once aggain be the happiest caster around.

- It should work perfectly as it already does with no post abandoning. You're mistaking different "buttons" with different "functions".
At the moment when you're on Tav you would see: Tav not chained with anyone, Gale not chained with anyone, Lae'zel chained with SH. In my version being on Tav in the same situation you would see everyone marked as "Doesn't follow", but if you would switch to Shadowheart or Lae'zel you would see Shadowheart and Lae'zel marked as "Following". Now if you would like to make Gale follow this 2 characters as well, you would need to drag his portrait to their portrait. In my version you would need to click on the button on his portrait, while being on Shadowheart or Lae'zel .
That much i presumed, it was in my second part of coment, maybe i choosed bad words. :-/
If i would like to just check who is following who, without changing anything, i would need to check them all individually.
Its not gamebreaking, it just feels like you are switching one anoyance for another. But i guess there is no way of getting rid of them all. :-/
I think i readed somewhere on this forum another idea ...
Basicaly it was exactly same system as we have now, just with that change that instead of draging character portraits, and breaking some imaginary chain ... you simply click on some "button" in between portraits ... it seem a bit like on middle between curent and your systems.
Ofcourse, if you want Char2 to follow Char4, you would still need to switch Char2 with Char3 ... :-/
- I want to implement battle formation because when we are starting a fight from dialog at the moment our diplomat is forced to start right under the opponents noses. While I played diplomat characters in table-top sessions most of the time and I can tell that always before saying to an NPC "Ok, now we are killing you, bastards!" I would say to DM and the party that I'm moving away from the NPC while talking and making signals to my team that they should prepare for the fight.
Well ... true.
On the other hand, if they actualy implement "surprise" effect when you start a fight out of dialog, they get same, or at least simmilar effect ... with much less effort.
- I showed how advantage/disadvantage is supposed to look on the first picture. Yes, for a dialog it may be 2 dices shown side by side, but I don't see any reasons for creating a lot of ways to show the exact same thing.
You mean that "x2" next to the dice?
I mean its a possibility ...
But since description of advantage litteraly tells us "throw two dices and pick the highest number" (or lower for disadvantage) i just think it would be better both esteticaly and practicaly to do litteraly that.
Also, its not like in that dialogue screen is not enough place for second dice.

And last but certainly not least, it was requested few times around here.

- They are rough concepts. I can't make perfectly suitable designs without some source graphics for already existing interface, I carefully cut out and redraw what I could, but that's it for now.
Oh i didnt mean any critique by that ...
I really like it, its just that there is a lot of things, like some spells is using this, and some spells is using that ... its certainly good thing to have them sorted somehow so you dont need to see tooltip of every ability every round to plan resources for your next move.
Just at first sight there is a lot of different things to check ... for starting player it may seem like lot of rules they need to learn to orient in them effectively ... but that is certainly not on you, its more like on Larian, and even more like on WOTC.
And its not necesarily bad thing, its just ... well DnD is complex game, and that complexity can scare new players, that is kinda what i wanted to say.

- Good.
And no, original BG had similar vertical positioning and some people already asked for it from that perspective.
Even better.
