It'd definitely benefit from MMO style remappable hotbars like 1-= then shift, alt, ctrl modifier bars by default. Currently they're not hotkeyed nor mappable so it's a real pain. This was probably my biggest complaint overall.

It would also hugely benefit from WASD movement as an option instead of only click to move. I can't even tell you how many times I accidentally started conversations with companions just trying to do basic movement operations.

The camera needs a tilt up/down option instead of just pan and rotate. There are so many situations where it's just super janky and hard to see anything or do what you want to do even if you should be able to. Particularly with people on high surfaces and on high surfaces with areas above those surfaces, or targeting below etc.

Dark Urge (evil) Ending was pretty lackluster. No slides with what happened after or anything like that. Not even any dialogue or epilogue for my particular path. Just like a 10 second cutscene to credits to main menu. Pretty much all of them should at least have a brief epilogue and some Mass Effect 3 / Dragon Age style end slides with the future state of the city/world/companions as a result of your actions.

The ilithid powers needing a long rest to recharge when you need to use them every 100 ft sometimes is absurd. Particularly at the goblin camp - heck I had to use it twice on literally the same NPC (the one who has the owlbear cub & Volo, doesn't remember it already used before in that other situation). Should be a short rest at most. It's not really an issue after act 1, but still. In fact I'd opt to not require any kind of rest and just impose some kind of stacking Int/Wis penalty until you do short/long rest. That way there's a consequence to using it multiple times without resting but doesn't slow down the pace of the game so drastically when you're having to long rest between conversations 10ft away exclusively to recharge that power.

The MC should definitely be voiced. I know the reasons devs avoid it but it feels bad, especially on origin characters. Just give a couple different voice choices with customs like you already do then you don't have to worry about voices not matching someone's imagination since they can choose the best fitting one. And they already randomly comment on stuff in the world anyways so not giving them a voice in dialog is cheap.

Update: Another suggestion: The insert item interface is pretty janky in that it appears behind your inventory and you have to drag it over to even insert anything. I'd suggest it pull up your inventory with it to the side almost like the trade/barter UI with the ability to swap between character inventories. Something like that would be much cleaner and more user friendly.

Update: So often I'm just trying to do along rest and it tells me someone wishes to speak with me. I speak to literally everyone then finally seem to rest. Then there's a cutscene. One person has an explanation mark above their heads so I talk to them. Lo and behold I cannot leave camp still and must long rest again but now someone else wants to speak with me. Who? Who wants to speak with me?! That's such a useless message when there's over a dozen party members or NPCs in the camp and spread out like crazy for discernible reason. I think they should be closer together to begin with. But the message should tell you WHO wants to speak with you so you don't have to run around talking to EVERYONE, and there should be an icon on the map for them to make it obvious. Drives me nutty. It's even more infuriating when you do talk to EVERYONE again and NO ONE wants to talk to you about ANYTHING, resulting in it just being a huge waste of time.

Last edited by Tiffany; 13/08/23 09:06 AM.