Obsidian just failed to grasp what makes IE combat fun and unique, they tried to replicate it with a MMO like approach that makes combat very static and boring.
While I don't remember the exact numbers for Baldur's Gate at 30fps (I usually play it at 50) lets say that a round is 6 seconds and an attack takes 1 sec; a fighter with 2 APR will attack twice than wait 4 secs in those he can move or use potions and even magic wands (with 9+ int) since there is a different cooldown going on.
In POE, in a similar situation, a fighter will attack once (lets assume a 1 sec attack animation) than wait 2 secs than swing again, on paper it looks the same since in both games the fighter is dishing 0,33333 APS but gameplay wise is completely different; in BG you are encouraged to reposition ranged units and casters can use a spell any time is needed with the timing that the player wants without waiting for the attack cooldown to finish: this makes for snappy, reactive and tactical combat.
POE rewards you for having characters stay put and do nothing else but attack and spam abilities even with movement penalty and engagement removed.
As if the combat was not static and boring enough, engagement and slow cooldown on movement are the final nail in the coffin; with them going against and conflicting with gameplay elements and tools that could be fun otherwise: for example reach weapons are almost impossible to take advantage off since in cramped spaces your tank will need to eat a disengagement attack when moving a pixel away to make space or in open locations the mob will surround the tank on all sides making ranged weapons king in all situation with the ability of staying still and firing away.
Status effects are boring as fuck, aside from paralysis and charm (and even those have a very short duration) every status effect is boring crap that bring only some maluses with no game changing effect: blind in BG will result in characters stumbling about, scared characters will run for their life, poison if not cured will result in death very soon, petrify is a form of possibly reversible instant death and so on.
The only character stat in the game that matters is level.
This mmo like approach means that to have a good game you need to fight only monsters around your level, if you fight monsters that are way higher level all your attacks and debuffs will either miss or graze. Even when targeting the lowest defense most of the times the debuffs will not be enough to get the other defenses to approachable levels, on the other hand, enemies will crit with any attack and make quick work of your party. And after doing a bunch of fetch quest your party will start to steamroll everything. Even if you make an entire party of characters with 10s in all stats your experience will be the same, It's almost as the game was designed to make sure that every build could just power trough with level as their crutch.
Exp in this game makes no sense.
While I could appreciate POE xp system in a different game, 90% of POE is about killing shit and it just feels wrong when, in a game about killing shit, you need to stop and go help some peasant in order for your characters to get better at killing shit. This is also what contributes greatly in the difficulty curve sucking badly: if you delve in the mega dungeon before going to defiance bay I doubt you would be able to fight crystal spiders and “not mindflayers” easily because you don't get that much xp, wile in Defiance you can get shitloads just talking to people and solving simple quests.
Another aspect that I find annoying is the camping system. While it was very far from perfect and easy to exploit in IE games, in pillars it as no meaning whatsoever: not only you can rest everywhere without penalty but, playing on most difficulties, the game almost nags you to rest, since you find so many supplies and you can only carry two you will hand up resting every time you find one. The game not only feels balanced to appease rest spammers it's almost like it wants you to feel proud of the fact that you only needed to rest every other room…
Souls aka purple shit that ruins the game.
I find the story in this game pretty bsb but souls in particular are constantly ruining the experience by taking away consequences of your actions: you go trough a quest or a series of quests, you expect the results to reflect your choices but no… shit happens cause of souls instead.
A good example of that can be found right at the beginning of the game when you can resolve the prologue in all kind of ways having the warrior and the rogue not only die or survive but even betray you depending on your actions… than comes the purple storm that smears shit in your face and makes everything that happened before meaningless.
Kingdom of Analur, DOS and now pillars are all games that would be better by having less “purple shit that makes no sense” in them.
Overall bad conceived game.
I don’t know if the game suffered from pressure from the publisher backers or what but some choices in design are just bad: there are too many areas in the game that feel pitiful; cutting back on locations and flashing out the ones left could have been a good idea. Defiance is just sad, if you read the text description of copperlane than you take a look at the marketplace... well, it's justfucking pathetic. I wont even bring Athkatla into the equation but Baldur's Gate resembles the description of Defiance more than the “in game Defiance”.
I get that backer characters needed a place in the game but is the fanfic piece on every single one of them really essential? Also could they not make them fit a little better? Why not make a quest where there are a bunch of godlikes being oppressed living in the sewers or something and place there all the godlike backers that stick out like a sore thumb, than put the other flashy backers in the oppressing faction and have a little c&c… I dunno every town feels like a MMO hub with players dicking about.
If I needed to salvage the games economy/strategic resources management I will probably make a few changes: remove the stash, make items on the ground despawn every 8 hours, give the ability to drop non quest items to the ground, remove camping supplies number limit and make supplies expensive to buy like 5k +.
The D100 crap, combat systems and characters stats and progression are rotten to the core, they should be overhauled with a less boring/more practical approach.
What I don't get is why did they even try to reinvent the wheel, in BG systems work just fine, the xp progression already discourages you from grinding lesser enemies since they give very low xp and it will work even better in POE since there are no respawning enemies.