I agree that the tooltip and tutorial are really lacking.
They tried to make things "easier" with the damage range and so on, but in the end it is just confusing. The game is absolutely bad at teaching its rules. I don't have much hope for release to be honnest because they are very bad at designing good UI elements.
Fast travel is a system I usually like in games, but I like when it is well integrated in the experience as a whole.
In many games you travel from a region to another using a map or interract with convenient items that help you to travel faster.
In BG3 you open an awefull list of teleport points no matter where you are and teleport everywhere like if everyone was able to teleport everywhere at anytime.
The teleport runes are badly integrated, they doesn't make sense and no one but your group see them, apparently. It is totally immersion breaking and designed as a tool totally out of context.
The name of points doesn't make any sense and don't even help to know what locations they are reffering to.
Nothing is good with this system, except that it is VERY convenient... which doesn't prevent to have a good and beautifull UI and a system designed to be more integrated in the whole.
Thanks for sharing your thoughts on the tooltip and tutorial issues, as well as the fast travel system in BG3. I completely agree with you that the game is lacking in terms of teaching its rules and that the damage range feature only adds confusion instead of clarity. It's also disappointing that the UI design is not up to par and fast travel system feels out of place as well as immersion-breaking.
It's a shame that Larian, with all their experience in RPG game development, has missed the mark on such fundamental aspects of the game. While convenience is important, it shouldn't come at the expense of immersion and overall game experience.
Hopefully, Larian will take feedback like ours into consideration and work on improving these aspects of the game before release. As players, we want to be fully immersed in the game world and feel like we're part of the adventure, and that includes having intuitive tooltips, clear tutorials, and a fast travel system that feels like a natural part of the game world. It should go with saying that a game based on the mother of all classic roleplaying tabletop experiences would garner videogame fans that want an as immersive experience as possible.
Thanks again for sharing your insights, and let's hope that Larian takes our feedback to heart.