I actualy wanted to wait with impressions till I'm much farther in, but I also wanted to wait at least two weeks before starting to play.
It's a beautiful game.
I've only had one obvious bug (the tutorial-sound one), but that was almost gamebreaking. Had to turn off the tutorial tips, which leads me to the first criticism.
The game fucking hides lots of information. What does the character-sheet look like? Well, you gotta wait till after character creation to have a look. Notice something you want to change? Well, have fun starting a new game.
So, lets plan your character. Ok, I choose the class... and what feats and stuff can he choose? When does he get those choices? Hmm, no ingame info on the higher-level stuff. Lets try the manual.
"Knock Down – A forceful, melee-only shove that knocks an enemy
Prone but does little damage. 2/encounter." How long is the enemy prone? How is damage modified?
"Defender – The Defender ability decreases the fighter’s attack rate, but
increases his or her number of Engagement targets to 3 (default is 1).
When disabled, the fighter has a bonus to his or her Deflection." Not only is that all wrong (No. of Engagement Targets is upped to 2 and deflection is increased while it's active) but the information about by how much att is decreased and def increased is again not given.
So you might say "But you can see that in the game." Yeah, but the higher level stuff is just as vague.
When can I get Armored Grace? By how much does it reduce the Recovery Penalty?
"Each available class comes with a repository of unique abilities that
become accessible to the player over time. Crafting a well-balanced
party often means engaging with the strengths and skills of characters
on a granular level, and opens up opportunities to experiment with
different combat strategies." Now that just feels like OE is mocking me. How am I supposed to experiment when I can neither plan nor respec?
I've played 5 chars till Eder just to get a feel for them and see what kind of stuff they get on level up. And I played the beginning with another 3 chars just to get a look at their char-sheet.
I've now started looking stuff up here
http://pillarsofeternity.gamepedia.com/Class instead. But that's also incomplete and lots of information is outdated.
EG. the monk ups his unarmed dmg twice, but I have no idea how high the base damage will be then. So how is one supposed to compare that to other weapon dmges?
Unfortunately even when I
do get info ingame, it's not always clear, eg.: Eder's scale gives "Second Chance", but I have yet to find out what that does...
The fighter class turned out as bad as I'd feared. He can tank. And that's it. I tried a two-handed weapon fighter with feats focussed on damage and he was hilariously squishy. Not viable at all. I'd engage with Eder and then send my fighter in. The enemies' simply switch focus to him and he'd go down in seconds. If at least all two-handed weapons had a longer reach and re-focussing on him generated a disengagement attack.
In my experience (limited as it is) pretty much everything is squishy if it doesn't use a shield and the weapon and shield feat. With those and the fighter regeneration the fighter's tanky. A tank also seems to be required in the party, because outside of a Sensuki gimmick-build I see no possibility to evade or bring down enemies fast enough to survive their punishment. (And healing seems to be a joke. Level one attack spells deal 50 fire dmg but healing spells give 13...)
Only with the tank setup the fighter deals no damage...
Attributes are another issue. All this balance. I simply can't find a setup that "feels good". Do I invest in Resolve? Deflection and will saves seem good. But how often will enemies attack my will? Will equipment and/or feats completely outshine any attribute investment here? And what are the strengths I'm supposed to play to? Being a tankier tank? That sounds like fun...not. As I said, I tried a few different setups (and classes) and I wasn't really happy with any of them.
Since I'm unwilling to start yet again I've decided to go with early defensive feats but a relatively offensive attribute distribution. I hope I'll eventually reach a balance where I have survivability but feel like more than a doorpost. This verdict is far too early to be final but so far I'm not having fun with my char.
I have no general issue with the engagement system, but teleporting enemies are a pain. Mainly because my back-liners (especially Aloth) do not have shield-feats and thus die in two-hits. And there is nothing I can do about it. If I'm lucky I get off one touch spell and then he's down. He can't run away, my fighters are usually too far away, and even if they weren't, what could they do? Knock-down only works ~1/4 of the time against shadows. If they still have KDs left to use. Even when Aloth does disengage without dying... it's only 3 seconds before the next shadow teleports to him.
My toughest fight so far was against shadows. It started with 2 shadows, but over the course of the fight more seemed to teleport in until I was fighting 4 although I'd already killed 2. At that point the only one left standing, half-dead, was my tank. And he was not hitting or dmging anything because of shadow's huge defense against physical and several debuffs. Since that was already my 3rd try and I didn't see anything I could do significantly differently I decided to re-load and go somewhere else. And of course the combat log gave me no idea where all the shadows were coming from. It was a small closed room. Could be a simple bug with teleporting (duplication). :/
All this ranting aside I'm having fun with the overall game (if not with my char).