Played through the game so here's some feedback - 24/01/21 08:03 PM
I think I had quite a few of the perennial issues. Jump is OP, shove is OP, dip is OP, backstab is OP, height advantage is OP. I don't mind so much they don't fit with 5E rules but the lack of balance causes issues. If there's a plan then great but right now just not super fun.
The following are things I haven't seen get attention, not sure if they're original but I figure I should throw my voice in at least.
1) The game is really slow. I think some of it is optimisation as the game just sits and thinks for a while but I also don't like just sitting and watching animations. I'd like an option to have all the moves play out in fast forward, something like you get in Fire Emblem. Also the movement speed is a bit sluggish and it makes wandering around the map slower and less interesting than it could be.
2) Some of the balancing of enemies just felt weird. Most of the non-optional challenges were pretty manageable with the application of cheese but they still felt frustrating. Like the Gnoll archers firing three shots a round, every round. When I'm still waiting for my second attack it feels unfair even if I can win by adjusting my approach after trying a few things.
3) I never saw all the content hidden behind using the mind flayer powers because the game was flashing a bright neon light saying "This is the bad option, it's really stupid, definitely don't do this, no really stop it." That's with the knowledge that it's early access and I not only don't have to worry about long term consequences I should probably be actively seeking them out.
4) I don't see this one come up as often but dim light gives disadvantage which is kind of weird. It's not in 5E as far as I know, it really doesn't look like dim light and carrying a light source from the Light spell doesn't seem to change matters, even in melee. It's neat making something like dancing lights have uses but also I was casting light everywhere before combat and also dropping items, casting light on them and putting them away which is way too much of a faff.
5) I'm not a fan of the way enemies are constantly shooting unconscious party members. Tactically it's not sound at all it just costs me resources. As a special case for a particular kind of dumb sadistic enemy it's fine but every enemy acting that way feels really strange.
6) If I try to attack an enemy that's just slightly out of melee range my character will instead waste their action swinging at empty air. Also the way characters will happily walk into danger or out of a threatened area so they can make a jump feels clunky.
7) I don't know if I'm missing something but changing party members is really clunky. Fast Travel to camp, tell someone I want them to stay in camp, tell someone else I want them to come with me, then get teleported to wherever I last used that party member, fast travel to the nearest waypoint then walk back to where I was. If this is a balancing act to stop me rotating party members it's not super well thought through.
The following are things I haven't seen get attention, not sure if they're original but I figure I should throw my voice in at least.
1) The game is really slow. I think some of it is optimisation as the game just sits and thinks for a while but I also don't like just sitting and watching animations. I'd like an option to have all the moves play out in fast forward, something like you get in Fire Emblem. Also the movement speed is a bit sluggish and it makes wandering around the map slower and less interesting than it could be.
2) Some of the balancing of enemies just felt weird. Most of the non-optional challenges were pretty manageable with the application of cheese but they still felt frustrating. Like the Gnoll archers firing three shots a round, every round. When I'm still waiting for my second attack it feels unfair even if I can win by adjusting my approach after trying a few things.
3) I never saw all the content hidden behind using the mind flayer powers because the game was flashing a bright neon light saying "This is the bad option, it's really stupid, definitely don't do this, no really stop it." That's with the knowledge that it's early access and I not only don't have to worry about long term consequences I should probably be actively seeking them out.
4) I don't see this one come up as often but dim light gives disadvantage which is kind of weird. It's not in 5E as far as I know, it really doesn't look like dim light and carrying a light source from the Light spell doesn't seem to change matters, even in melee. It's neat making something like dancing lights have uses but also I was casting light everywhere before combat and also dropping items, casting light on them and putting them away which is way too much of a faff.
5) I'm not a fan of the way enemies are constantly shooting unconscious party members. Tactically it's not sound at all it just costs me resources. As a special case for a particular kind of dumb sadistic enemy it's fine but every enemy acting that way feels really strange.
6) If I try to attack an enemy that's just slightly out of melee range my character will instead waste their action swinging at empty air. Also the way characters will happily walk into danger or out of a threatened area so they can make a jump feels clunky.
7) I don't know if I'm missing something but changing party members is really clunky. Fast Travel to camp, tell someone I want them to stay in camp, tell someone else I want them to come with me, then get teleported to wherever I last used that party member, fast travel to the nearest waypoint then walk back to where I was. If this is a balancing act to stop me rotating party members it's not super well thought through.