Hi! I just finished my first playthrough of EA, and I have some feedback here. I'm going to mostly keep it in the "constructive criticism" realm (i.e. things I'd like to see fixed/addressed rather than praise), but I do have to go out of my way to say that the game is wholly satisfying to me as a long-time fan of TFR games, and really does seem to elevate the formulas set down by Icewind Dale, Baldur's Gate, and Neverwinter Nights quite well. I'm thoroughly intrigued by the story, and the, frankly, absurde dose of romance it has is very satisfying to me. That said, here's the thoughts I had while playing it.
Fights are too hard: some of this could come down to party balance on my end, poor strategizing, two dimensional thinking, or other weaknesses on my part. That said, the combat at times veers past challenging (a la Icewind Dale) and straight into "haha prepare to die in one turn, idiot." Obviously there are some situations where this should be the case (if my party wanted to take on a mindflayer at level 1, or a lich or something, yeah, we deserve to die), but there are a few very difficult to avoid combat scenarios that I only really won through luck, and possibly cheese. The specifics that stand out to me are:
- The Githyanki Fight
- Minotaur Fight
- Possibly the Goblin Camp if I hadn't cheesed it (see below)
The minotaur one was particularly rough for me, and I only ended up beating it because one of the minotaurs used its incredibly OP jump skill and ended up one-shotting his friend (lol). That said, I'm not sure if this is an instance of these engagements needing to be nerfed, or just getting access to levels past 4 (at this point in my playthrough I def had enough exp for level 5, quite possibly enough for level 6). But the absolutely astonishingly huge number of actions enemies get when they already almost match you with other stats is
extremely tough. Again, I'm not sure if this is just a level thing, but this was my experience, generally.
Fights are too easy: I know this seems to contradict the point above, but this one I do believe is a mechanical issue that needs adjustment. The Goblin Camp fight, in particular, was one that...I still kinda can't believe I won. And the only reason I
did is because I massively cheesed AI pathfinding. Goblins and Kobolds generally lack physical strength, but they make up for it with numbers and tactics whish is why it's a bit bizarre to me that Goblins could see me on higher levels in
their own camp and be like "yeah I have no idea how to get there." Cheesing pathfinding was particularly easy in the Goblin Camp; I spent a ton of time in the rafters and on second/third floors and enemies just stood there and let me kill them. I really feel like Goblin AI should know where all the ladders and stairs are in their domicile. Maybe something like a "homefield advantage" that makes mobs aware of everything within a radius they can use to move with, or even hardcoding certain encounters so they know what they're doing would probably go a long way to making the game a bit more balanced in this regard. That said, I was ultimately glad that the pathfinding was terrible, because I was forced into a 25v4(ish) engagement due to the next issue.
World consequences need some tweaking: the goblin camp is probably the most egregious example I can think of, but even if you manage to kill the Goblin Leader (already forgot his name, sorry) without alerting the entire fortress immediately, you still aggro everything in the camp, even if no alarm was raised. This makes helping Halsin incredibly difficult to do if you want to avoid taking on a literal army of Goblins (which are much stronger than I've really experienced in other TFR games, which is a very welcome change.) A redditor somewhere in a post I can't find put it well when they said that the current state of the Goblin Camp essentially invalidates your decision to not take Halsin with you, because no matter what you do, you end up aggroing the entire camp, so not having a giant murderbear on your side really makes that area a slog (I think it took me several hours to get out). Either dialogue options that let you isolate the warlord in the same way you can isolate the Priestess, or some way of being able to do a fight inside the fortress without the entire exterior being magically aware of it would be really nice. Or both. This is a D&D game after all.
The rest of my criticisms are mostly things that are likely due to it being a game that's still in development, such as load times, bugs and glitches, etc, things that are ultimately too small to note here. I'm sure my observations aren't even that unique, but I do hope tossing my insight onto the pile is helpful in some way.
EDIT: oh my how can I forget my biggest one! Please let me sort my inventory by weight, please, and maybe just an overall sort button that removes all the holes in it wouldn't go amis. More of a QOL thing but it'd be nice.