Howdy! First post here, retreading some old ground in dozens of other threads potentially from the names of others. Bearing in mind this IS the Early Access and my opinions/observations are formed with the idea this game is far, FAR from being on design targets as well as implementation:
1. Mage hand is ridiculously broken, both in an overpowered sense and for its actual functionalities. The first time I used it was an attempt to press a button from a safe distance. Much to my dismay I can't do simple things like that, trigger traps with it, or rummage through inventories at range while I still have line of sight. I should be able to grab low weight objects and bring them to a character. Inversely, Mage Hand shouldn't be an offensive tool. Shoving and throwing stuff is fun, but that is the domain of the party, not at will long range cantrips. It is written in PHB deliberately weak. Take note as to the why. Mage Hand throwing oil barrels 30 feet or more at height remotely to end entire fights isn't balanced for Divinity, LET ALONE 5e.
2. Speaking of Divinity, why are there many surface effects tied to cantrips/surface effects in general? Ray of Frost can knock enemies prone on attack, by itself without liquid surfaces. No! Bad. Why make Grease, an area denial utility spell FLAMMABLE, thereby neutering its usefulness with one counter cantrip like firebolt clearing it entirely? What is the fascination with overloading goblin archers, random crates, and every encounter with magic scrolls, special arrows and bombs? And for the love of GOD why can my Wizard learn ALL of them? You have to balance your world and enemies with the idea that the player WILL loot everything, and will call your bullshit if that goblin hucking 8 bombs during the last fight didn't have any on his corpse when they save scum killed him. It is impossible to fudge rolls in a video game and it will be fact checked. You can't cheat DnD players on this stuff, we notice.
3. LOL, Rangers. I have a feeling you guys are using the Summoner stuff from Divinity to placeholder for actual implementation but if you aren't, I'm sorry. It's bad. Summoning your animal companion into a group of enemies to force threatened is going to be the meta in this game. I would know, because the first Goblin that did it to me pissed me off so badly I had to rant about it for a good five minutes to my own party. Rangers aren't summoners. They are 1/3rd level limited casters with a pet that needs to be caught and trained. They ARE the weakest base class in 5e as written though, so a more friendly approach to how the companion handles death and how strong they are in general might be warranted for the difficulty of the game as stands.
4. I can understand that
the Absolute only picks from the best of the best in her chosen and those that follow those chosen, so
it makes sense from a STORY standpoint why you want to give baddies more tools BUT.. Adventurers have these abilities because they ARE outside the mold. You make the party less interesting and the world less interesting when every other Goblin, nameless penniless fisherman NPC or shopkeeper is also a Cleric or Sorcerer or Wizard. Especially with this gritty mature direction you guys are trying to go from Divinity to Baldur's Gate III you NEED to nail the general atmosphere of Faerûn right. If you were sitting at a table rolling dice and you can just buff one of the DM's friendly NPCs and let them do the work for you, why are you even playing? What is unique about your character?
5. Action economy. Rogues have been severely nerfed into the ground by a number of things, including how well 3D spaces and movement are defined. The coup de grace was making it so that their main defining feat, Cunning Action, is now mostly useless because everyone has it. "You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action." ...Guess what already is defined as bonus actions now according to Early Access? That's right. Hide and Disengage. Everyone can do that. Everyone is a Rogue, but at least the Rogue is still good at running away from their problems better than anyone else I guess.
The reason why it is bad is archers mostly, if you guys were curious. You should have something with less than 4 hit points left dead to rights if it tries to move into position AND attack on the same turn if it isn't a rogue itself and surrounded on all sides. Little bastards get away with bad positioning every single time in BG III though. Return Cunning Action to the Rogues, Larian. Please. The more you buff action economy the worse it gets on BOTH sides if it is universal.
THAT IS ALL.
Only thing I can think of for a fix as far as looting goes is just run quiet investigation checks against the type of container you are looting and have different tables defined by the type and rarity of the container in question (Containers can also be enemies, though general rule of thumb should be if they use it in combat, are you willing to GIVE it to the player?). It would offer a lot more replay value to the game right off the bat and feel more like an unseen DM is rolling their eyes at you.