Originally Posted by Saito Hikari
Today in Solasta clearly wasn't balanced for anything beyond the initial six released classes...

The newly released Warlock is making people realize how many instant death pits you can blast things into. Probably even more than in BG3. It's just way harder to shove things normally in Solasta, but Warlocks don't give a damn.
While we are on the topic - they've taken some liberties with the Bard and the Warlock as well, changing Hex quite significantly and not having the equivalent of Armor of Agathys available (not like they couldn't just rename the spell as they did with Hideous Laughter and Acid Arrow if they're in a different setting...) and letting the subclasses have access to a whole assortment of non-typical spells from other classes' spellbooks. The Light Monk also makes the base campaign's undead and Sorr-Akkath segments a lot easier to deal with by just slapping lights on anything he/she punches with a ki attack.

As for the DLC that I finally decided to give a shot to after they released the rest of the classes - it's somewhat of an improvement over the base campaign, although even with the factions now being a lot more prominent of a mechanic the fact that you don't really have much of a wiggle room until later on in terms of your allegiances is really unfortunate, with how you are forced to accept every quest and have no choice in how to resolve them. I like the more vast outdoor areas and that fights became a lot less filler-y and now throw really tough creatures even at a low-level party, and how they added a whole bunch of enchantable equipment types (finally, magic crossbows!) and the ability to make your own wondrous items, but the writing is still very bad (the dialogue is actually, as much as I despise the term, cringe-worthy) and the exploration still amounts to pushing rocks and creating log crossings whenever given the option, with a lot of time-wastey non-thinking moments that make you feel like you are not as much exploring in wilderness but playing a level, artifice and all. Literal fetch quests and the quest design still being very rigid and awkward weren't too appealing, either, but it's alright. I am hopeful that the community will make use of the finally powerful modding tools to make better stuff, like they did with NWN1.

Also...

Is whoever you pick at the beginning as an NPC companion supposed to be just silent and non-existent in dialogues? Are they meabt to get killed in some fight early on as they don't level up? Because it's very jarring when they just disappear and appear again only to serve as a moderately useless combatant.