My main character was a 2h sword user with heavy armor, Naurim 1h axe/shield and heavy armor, Mage was focused on Healing Balm, fire bolt and charisma/astral regen w/staff, Elf was exclusively bow archery (didn't touch her magic) and Takate kind of stayed as is and used a spear... the dual wielding axes didn't seem worthwhile at all in comparison.
Of the 3 encounters mentioned by Felipepepe, Takate's was certainly the least memorable. He whiffed on a couple thrown weapons while his entourage wandered over piecemeal and just got singled down as they arrived. Their Mage just sat on their side, content to die to my archer in 3 or 4 rounds without really contributing. Takate went down like a sack of shit when he finally arrived towards the end.
The crocodiles could have been interesting but their AI was pretty abusable and their large size made it simple to block them from the food plates. I assume I would have lost had all of the food been eaten? They seemed to be coded to retreat into the water around 1/3-1/4 HP, so it was a simple process of whittling them down partially with a few hits and then move on. It would have been interesting if they were able to chomp on the Witch as well as the food and party members.
The encounter with the bug queen and her exploding minions was the most challenging, yet the most telling that the difficulty is too low. I set up around the Witch and killed 3 or 4 minions before the queen engaged, then focused all on her. I was unable to locate the device to close the bug holes when I moused around the map originally, so I assumed that the encounter would wind down after killing the queen. I probably chewed through 10 or more minions before sending the closest character out to investigate a hole and attempt to close it; this also happened to be my PC and heaviest hitter. Once adjacent to a bug hole, I saw that he was able to close it now - PC made his way around the room kiting some bugs and closing holes while the other 3 protected the witch. I burned through an astral potion and 5 or 6 healing potions, but even with such a grievous mistake early on, the mission was a success on the first try with no casualties (not that they really matter).
For the record, I really want to like this game and act 1 was a good time, but act 2 just really feels tacked on. I know it's way too late in development to do much about it, but I found it jarring to be yanked from the story and put into a series of gladiatorial fights for no real reason.
For those reading spoilers without having played the chapter, a random townswomen's child is missing and she asks you to check out some suspected slavers despite your characters currently having an unrelated agenda and are on the run. Your only option from this point is to deviate from your task and pick up what is essentially a forced side quest. You fight some slavers and then a dozen or so more come and capture you. One of your teammates mentions that you are hopelessly outnumbered and you must forfeit, despite slaying at least 10 enemies with 4 characters in the previous map... the handful of slavers would have likely been manageable. For the entire rest of the chapter, you are thrust into map after map of gladiatorial fights. There are probably 12-15 in rapid succession with little story and the same stale vendor in between. You appear to encounter a woman from your PC's past while there, but the entire arena scenario feels like a giant time sink outside of the game's narrative. Hoping chapter 3 can deliver.