Originally Posted by Tuco
Aside for the gap between patches, which is just of relative relevance (most of this stuff is probably being worked since before the EA even started, anyway) what's more relevant is that we aren't in "the early days of EA" anymore. We are getting close to clocking a full year at this point.
Every remaining issue will start to look more and more as an EVERLASTING one unless Larian clarifies otherwise.

Well feedback on possible difficulties/impact on development cycle by the pandemic might be helpful too, to be honest. I've noticed many things have slowed down quite a bit when it comes to decelopment pace of games. I follow various EA currently and some have been noticeably slower due to the covid situation. I wouldn't be surprised if Larian, even with seven studios spread across various parts of the globe, is having similar issues. The more they stay silent, the more trolls will start to suggest they ran off with our money. This is especially true on forums such as the ones of Steam. People get antsy when they don't get somewhat regular updates about progress.

I really hope they will manage to address the majority of the issues posed by the more hardcore D&D fans, albeit some stuff might be down to limitations of the new divinity engine they came up with for this title.

But in the end we will have to wait and see. I do not see this game releasing this year at any rate, it is much larger in scope than Original Sin 2 by far due to the increased complexity of D&D rules. I mean they will have to make wizards unable to learn some spells (e.g. the cleric ones and based on subclass of wizard too), make the ability to use scrolls limited to certain (sub)classes.. just to name a few.

I'm pretty optimistic I'll like the end result though, if it will surpass Original Sin Series for me will remain to be seen. As long as they fix my gripes with wizard, stealth, seperate jump and disengage and scroll usage I'll be more or less pleased. And reactions too (if engine allows such stuff).

On the topic of Jump/Disengage.. is it only possible to jump out of melee range when you use this thing in turn-based mode?? Seeing it used to be you running away like the goblins still do.. Or maybe I am just remembering it wrong.