It's very fun seeing that the people trying to dismiss the feedback with snark are the only people trying to disrupt the conversation. Maybe in a thinly veiled attempt to get the thread locked before it even gets a chance to begin, or gets a 50-page thread locked due to a 2 page derail at the end. I saw that type of behavior a lot when I used to be a moderator at a different forum. And it unfortunately generally works, unless it gets called out directly and everyone is made aware of the purpose.
I am not going to bother going over most of the points as they have been brought up quite a bit, but I will address the one thing that hasn't been talked about much.
- When combat starts it should start for everybody. It feels wrong when one char is locked in turn based combat while others can sneak around and start another alpha strike from a good position.
Place your characters before combat and get a surprize round if you act first, but do not allow characters to sneak around between enemies while they are frozen in time.
This is probably a limitation of multiplayer, because as someone else already brought up, no one wants to be dragged into combat when they are probably about 3-4 turns away from being able to do anything besides moving closer. That said, having played DOS2 multiplayer recently, it turns out that DOS2/BG3 already has a sort of elegant solution to this - it just needs to be applied to everyone regardless of stealth status. If a character in stealth enters within the sight RADIUS of a hostile enemy, they should be automatically pulled into combat (like what already happens if another character wanders near a fight while not in stealth).
Problem is, it feels like the aggro range in BG3 is a lot wider than it was in DOS2. I have seen enemies and allies entering fights at a range much larger than it was in DOS2, as far as I remember, from far beyond where an enemy sight cone should extend. (This is also an indrect reason why stealth also feels so much more powerful in this game compared to DOS2. It's also why fights like the Minotaur feel a lot more unfair than they should be, being able to spot a non-stealthed party from beyond any range considered reasonable, and getting free damage with their stupid 'jump into your party from a mile away' attack - an example of trap design demanding clairvoyance.)