The problem for me is as well that none of the changes they made actually improved the game. They took a (somewhat) balanced system, homeruled it and each change broke fundamentals that are already significantly noticable at level cap 4 with barely 6 classes - not to mention how bad the changes will affect other classes and higher levels. And you see that they themselves primarily play using things they homeruled and only switch back to 5e options when their overpowered homebrew isn't available. That are never good signs.


On top of that there are so many gamedesign issues that simply don't fit together at all for a smooth (modern) experience (actual reasons why games have moved away from D&D rulesets). Its a utter mess of unsynchronized thoughts and ideas that simply don't mesh. Best example of very poorly thought through design:
What's the point of having limited usages per day if you can always go camp after a fight? Why don't the spells simply regenrate after combat like in PoE2? Why do I have to click through some questionable GUI to get to camp, deal with the loading, pointless camp animation? All just to have the interactions with the party that will do their damnest to brush you off to come again later because you have (yet again) not earned their trust? Then click on the sleeping bag and be back where you left - none of this helps game balance, immersion, quality of life or the overall game experience. Its a juncture of independly developed mechanics that are thrown together with no real though how they interact.

I'm really said to say, but the design in this game is on a very raw (to not use another word) level. Not something I would expect from an experienced team. It reminds me a lot of unexperienced GMs that don't understand how their rule changes affect the whole experience, which is fine/bad enough on a table among friends in our spare time, but not from professionals doing a game for years. Comparing DAO's camp mechanics or Pathfinder Kingmaker's with BG3 hurts. Both are completely different, but stick to the game design and nail it, while BG3 mixes both to no avail because it doesn't know where its going besides that it wants to be cinematic.

These are problems that show a lack of vision. If Larian doesn't soon decide if it wants to go one way or the other, but keeps a washed out 5e ruleset as a blanket over a DOS2 core and sprinkled on top with Dragon Age cinematics and DOS2 combat ideas it won't end well.