D:OS2 to me was just too much. Yes, it seems a CRPG can actually have "too much stuff". Inventory was a mess, too many items, convoluted, and the enemies all felt like they had the same endless and too-huge bag of tricks to draw from, a move (or three) for every occasion and then some.
Once a crocodile cast magic on me, I knew it was time to uninstall.
So you basically sucked
I mean, don't get me wrong, on Tactitian mode and stronger, I would also say enemies simply have too many abilities (and simply cheat on multiple occasions) and the only way to win is through the power of cheese.
But on Classic the game is pretty much ... smooth.
Sucked? I play RPGs on the hardest difficulty, it has nothing to do with that. It was the principle of the design. When enemies have 25 different moves it feels boring, generic and like they're more or less all the same. Now granted I only played for a few hours but I did not see anything that compelled me to go further with the game, quite the contrary actually.
Crocodiles, to me, should not have magic spells. It was almost as if to showcase their AI or have every enemy be "interesting" according to the developers, they had to give them all at least one of every type of attack imaginable. The human thief or whatever I fought had so many abilities it was like fighting a 10th level Wizard in D&D, except here it was at level 1. It was just "too much" and felt like they threw everything plus three kitchen sinks into it all. So I uninstalled it. Even after winning the fights.
I guess I prefer "low excitement" RPGs, or at least RPGs that ease you into throwing the kitchen sink into things. I'm having more fun playing BG:EET on Hard with all the Sword Coast Strategems content installed with the highest difficulty encounters, because even if you fight a very tough enemy there they have lore and level-appropriate amounts of spells and tactics. They often have one or two "unique" type of traits, rather than just "everything goes!" at all times. And an Ogre Berserker is not going to cast a Magic Missile on me at ranged, then turn invisible, then throw an AoE grenade, shoot a flaming arrow and then become visible again and cleave my party. An Ogre Berserker is tough because they have massive strength and go berserk in melee.
Even in games like Elminage Gothic or classic dungeon crawlers, enemies often have just one, maybe two unique attacks or traits to make them interesting and challenging. A Ninja in Elminage may decapitate your character with a lucky dice roll, or a Basilisk can turn you to stone. The Ninja may be able to hide in shadows, too, giving it a unique personality with only a couple of unique traits. My initial hours with D:OS2 felt like every enemy had an indiscernible amount of traits and tactics at their disposal that it felt more like a mishmash than a tightly handcrafted experience. Like there were no real "classes", more of just "everyone can do a million different things." That's just my first impressions.
Not sure if I'm making it clear but those combats combined with the huge amount of "stuff" to sift through in the inventory just turned me off for now. I didn't think a game could have too much stuff but I may have been proved wrong.