Hi
Here is my feedback
User interface:
1. I like the new UI, but I'm sad that the hotbar character portrait of the currently selected character isn't targetable with spells and other actions anymore. Other character portraits still have this interactivity. The "+ icon" for leveling up isn't clickable anymore either.
2. I don't understand the purple dot on the character portraits, it seems to just indicate that there is an effect (any) on you, which seems to be pointless information. So if you have any kind of buff active all the time, it's just there all the time for no good reason it seems.
3. I'd love to be able to drag certain conditional abilities like the "great weapon master: bonus attack" onto my hotbar instead of having it just show up out of nowhere on the opposite site where all the attacking buttons are. It would be good if it could just stay on my hotbar grayed out until i've met the conditions, like other icons already do.
4. I'm not a fan of story related items being highlighted orange. It makes them look like legendary/magical items or somthing like that. There has to be another way to distinguish them like a little quest icon, like a feather and quill or a little star - something like that would be more fitting than color which is used to indicate what kind of magical tier an item is supposed to be.
5. Inventory management is quite tedious right now. It would be great if you could just make a box by dragging your cursor to mark multiple things and then open context menu to send to camp or just drag your whole selection into another inventory. you know much like you can do with folders in windows.
6. Many tooltips could benefit form more accurate discription. For example th Athletic and Mobile Feat could tell you how many meters/feet of movement speed you gain.
7. If you give a creature the "Wet Condition" they gain vulnerability to lightning and frost damage, however a creature such as Grym who is immune to those damage types is still immune which is fine but it displays it as vulnerable if you examine Grym.
8. At the moment you can only reset ALL your keybinds to default. It would be great to be able to reset individual keybinds to default.
9. The game really doesn't need a two modes for trades: you could just implement "Trade" into "Barter", since all "Trade" does is sell for gold with a click, you could do that in "Barter"-mode with something like ctrl+click instead of having two modes. If you choose to keep the clunky two mode system, please make the game remember which mode you chose, so you don't have to switch every time you want to do a trade.
10. It would be nice if we could have a indicatior for light levels that is similar to cone of vision you get from holding L-Shift. That way we can see all of the information at once on the screen, rather than needing to move the curser to every space and checking the little sun icon. Light levels are quite important gameplaywise but there just isnt a good way to accuratly see them right now. Same goes for the cone of darkvision some characters have, you can't see where it ends and such.
Gameplay:
11. In combat if you missclick it's rather punishing. In other turnbased games you can at least reset movement, if it's just movement, without an event like an action taking place. And after taking an action you can reset your "rest-movement" with just a button press.
12. One of the few classes that commonly uses a bow is the rogue. Sadly the rogue will likely never use any of the special arrows because it's not compatible with sneak attack the way it is programmed at the moment. There is nothing in 5e rules against it as far as I know and it would add more variety and fun to rogue gameplay, if you could use a special arrow as part of your ranged sneak attack.
13. My solution for the reaction system: add 3 modes to the passive buttons - "off", "on" and "on with prompt box asking for confirmation" that way the player can choose how much the game is slowed down. i think there are a lot of people who would choose "on with prompt box asking for confirmation" only for some important reactions and otherwise let the game autopilot.
14. If you throw a potion directly at the face of a character it should theoretically inflict bludgeoning damage along with the potion effect.
15. It doesnt make sense to me that the arcane canons at the arcane tower turn of as you power the tower, wouldn't it make more sense if they'd turn on at that point?
Would be nice:
16. I had the most fun in DOS2 when strategically moving freind and foe around the battlefield with aerothurgy. The D&D spell for this would be vortex warp, it's not part of the players handbook but you already got the code for it.
17. Whyll the warlock, the blade... isn't a hexblade? I know it's not in the players handbook but... really? that would be a bummer.
18. Multiclassing is an optional rule but it wouldnt be much work to add and so much fun.
19. We might not be able to import characters into the game, but maybe we could at least save our character creation as a preset?
Bugs:
20. You can't sneak in places like: in the nautiloid, the room before the helm. because there is some issue with invisible cones of vision from the two cambions that spawn in there later. And at the Ancient Forge where the imps pop up after you used the hammer during the encounter with grym. Their vision is already there stopping you from sneaking, before these units have been spawned in.
21. If you side with Nere and do the encounter his vision causes you to do stealth roles even though he's a friendly.
22. Npcs moving their cone of vision erratically causes your characters to roll multiple stealth checks.
23. There are many items of the same type that wont stack in the game.
24. The Ping Beacon doesnt seem to work.
25. Warlocks can just stay out of combat and summon infinite imps: Other characters start a combat, imp flies in invisible and gets a free attack, warlock summons new imp which unsummons the old one, new imp gets to enter combat and gets a free hit. This can be repeated until the combat is over.
26. At the arcane tower on the ground floor there is a pipe inside and outsite that you can discover with a perception check. it doesnt seem to do anything though? I expected to be able to maybe send a familiar through it, so it can open the door for you...?
The game looks very good so far, great quality. The only thing that could ruin it would be, if it was unfinished and rushed to release like so many other games these days.
Thanks for reading.