So I played the D:OS beta for a couple of hours. There has been a massive overhaul since the alpha.The game now plays like the dream we all had when we saw the first screenshot of this years ago, and dared to hope of a true turn based RPG
First things first, the game now looks gorgeous. Just like the screenshots. The alpha had chunkier graphics, and the graphical interfaces were subpar. All that is gone and vastly improved. Also, now it is possible to change the gender of both your starting PCs, so you can have 2 females if you want. An obvious shout out to the LGBTQ crowd.
Talents have been added, and some have been removed. The Sourcehunter ability is gone, replaced by the Witchcraft ability. Sourcehunter now is simply a title. In game NPC 'Sourcerers' (you will learn to hate this word) likely use it for their dark magic but not NPCs.
Starting classes have been expanded upon. However, this is where we come across the first main problem: As of now, we cannot select starting skills (skills here means special abilities like spells, super attacks and other things). This kind of sucks, because it limits the kind of character you can start out as. I wanted a Paladin for my male main character, but both the Knight and the Cleric had a combination of starting skills that would have been fitting for a pally. Since I could not select my skills, I chose a Cleric and respecced his abilities and talents a bit. It's still annoying though. Skills however, which include spells, can be bought in game via vendors. They come in the form of skill books, as in Divine Divinity.
This leads us to another problem: Warrior Born skills like Divine Light can be used by anyone, even though they fit Paladin and Cleric type of characters. Since all fighter types will have points in the Warrior Born ability, any of them could purchase the skill book and use it. This sucks from the role playing pov. I mean sure, if you larp a pure fighter you could simply not purchase the requisite skill book, but if you wanted to you could easily do it. And since it's a very useful area/cone attack, I don't see many players not purchasing it.
If Larian are reading this, I would suggest splitting Holy types of abilities into their own ability set.
Environmental spells and their combinations such as drawing oil from the ground then setting fire to it then using the Rain spell to extinguish the fire are a lot of fun and add much needed strategy to fights. In a refreshing break from other classic RPGs there are no Mana points. All skills (special abilities) can be used at will, the only limiting factor is cooldown time, but these can be decreased greatly by pumping points into the skills requisite ability. Such as the Witchcraft skill for Witchcraft spells/skills. Increasing the linked attribute governing these skills can further decrease the cooldown time as well as the Action Point requirements needed to use the ability. This can result in a higher level character using powerful abilities multiple times in a single encounter.
Some other things:
Money is going to be a very important factor in this game, at least in the beginning. There is a lot of stuff I want to purchase from vendors, such as items and skill books, but I am short on money.
They added a beginning dungeon into the game and it was very flavorful even though it was short on encounters.
Poison is deadly in this game, as are traps.
Summons are too weak. They need a hitpoint boost.
Some talents don't work properly. The lone wolf talent states the character who purchases it cannot hire companions, but I got the talent for my Witch, and later on she easily hired the mage companion you find in the Mayor's library. IMO this talent needs to be seriously reworked or removed entirely.
I would suggest to Larian that this talent gives bonuses only when the party splits up.
Abilities are not defined well. I have no idea what the Leadership ability does for instance.
Starting PCs should have more ability points so we can make the characters we want. Leveling abilities up is expensive anyway, so this will not affect the game balance much. Speaking of leveling, increasing abilities is really expensive. This should be balanced more.
Lastly, does anyone have any idea of the maximum level players can attain in this game? I hope it is a maximum of 30
at most. I would prefer 20 though, with leveling being slow but more points being granted at level up. We should certainly not be able to max out lots of abilities as this will affect re-playability.
Another important points:
The current selection of Talents is far too few. Not in the number of Talents, but their effect. Most are extremely limited and nearly worthless. Either they need to be reworked, or the number of talents need to be increased by a large amount to allow for different types of characters. We also need more talents like the one that allows a character to speak to animals (my witch has this, but haven't been able to try it out yet)