I really don't like Larian's quest design. I don't like it when in several quests there is no clue where to find the next stage (like in the murder or Shar quest), I don't like when important stuff is hidden behind high dice numbers or perception checks. I was about to throw the game from my harddrive and never again buy from Larian when it forced on me to look like an ugly Illithid, although I used the tadpole extremely scarcely (two times), because you have to get a 21 to succeed. Only a mod which restored my look saved me in this case. I never hated a game designer for anything they did in my 20 years of gaming, but that was near.

My idea of a story driven game is not that I have to speak to every person, that I have to click every clickable thing to progress (in very important quests) and look behind every flower I can see for a hidden goody. The Shadowheart relation is a bit of the same. I got busy with her in my first playthrough (I did not give her a night orchid but I mentioned it), but only with luck. Luck should not be a major factor in major game aspects. Her being such an important part, a good designer would have constructed several "repair options" in the relation.