Originally Posted by RagnarokCzD
"It feels too much like DoS" or "It dont feels enough like DnD" ... dont help anyone. -_-

But it does. Just not necessarily as much. All sorts of feedback is to some degree useful. A general sentiment such as "It doesn't feel enough like D&D" might not mean much on its own, but it doesn't have to. If there's enough word going around sharing similar sentiments, that in and of itself is feedback for Larian. It is their job to assimilate and take feedback into consideration during decision making and revision, not the person making the feedback. In other words, no feedback requires an academic analysis of game design, philosophy and human psychology for perception and what ever else there might be. So don't be the arbiter of what is and isn't feedback please. That too, is Larian's responsibility to process. Very often, gamers know when they like or don't like something, but equally as often they may not know exactly why, which is fine. Few things in life is binary, there's nuance, context, the whole array of intricasies.

An example would be back before EA was even released, narration in the game was different. It was told in past-tense, like re-telling a story as if it had already happened. I immediately wrote in some feedback about this, though I also explained why, but I want to use it as an example either way.

Originally Posted by Example A
"I don't like this narration style. It doesn't feel right."

In this feedback, Larian is made aware that some people aren't enjoying a design decision. The more this sentiment repeats, the bigger reason they have to considering revisiting it, and reflect on why that is. (And I can promise you, a writer would quickly jump to similar conclusions as the following example.)

Originally Posted by Example B
"I don't like this narration style. It doesn't feel right. Because of it being told in past-tense, it implies that we're just witnessing a story that has already happened. It's set in stone, and we don't really have a choice as players or agency to unfold the story ourselves. It removes the roleplaying from a roleplaying game, and becomes more akin a tell-tale game. The narration should happen in present, so that as a player it feels like they're interacting with and exploring the world in real time, and the decisions matter because of it."

This design change (in my opinion) pretty much reflects how a game feels, but either example is perfectly fine. One may be more worthwhile on its own merit, but that holds in no shape or form any relevance to the shorter variant.