Sat down and played a bit. hit level 3, got mage, priest, fighter companions and just toppled the local lord... for reasons?
Here's some of my thoughts. some in response to posts, some just straight from the game.
Did not play wasteland2, not a fan of the setting. did of course play D:OS.
I wouldn't use grimdark for the setting. I'd call it apocalyptic fantasy. Grimdark is generally dark for the sake of darkness. This and many others is more of a trend of taking the post-apocalypse idea, and placing it into a fantasy world. its not really new, but does seem to be taking predominance. Dishonored, world of darkness, sunless sea, darkest dungeon, grimdawn(any game based on soloman kane, or lovecraft in general obviously.) dark souls, Dragonage, Rift, etc, etc. The world is sick or dead, and you are living in the ruined remains. its oppressive, and harsh, and thus more dramatic. If its Berzerks fault, or just lovecraft becoming popular dunno.
The issues I had with post Infinity engine stealth, dialogue as I talked about before. are absolutely still here.
Good news. main character rogue, does not get teleported up to dialogue npcs. Bad. stealth is party based.
stealth and mechanics and party formation. this whole deal is... weird. Stealth and mechanics are character localized for detection. but stealth is party based for breaking.
Meaning, you need to put your high mech and/or stealth in the lead. A high mechanics char in the back of formation, will not see any traps until its too late. the aoe of search checking is a bit too small imho. this is applies when walking around searching in general. often the high search char, just won't be standing in the right spot to detect.
Walking around everywhere in stealth I find an obvious terrible design element. Searching should not be passive. searching should be more like camping. walk to a location, hit search and you search that area. and then you can have hints, etc to search specific areas. both visual(dirt mounds, cracks in walls, broken floorboards), and via notes/dialogue.
This is a bit weird really, and sortof learned backwards. my wizard goes first in formation. Stealths everywhere, on detect. Either lays down a large aoe nuke from stealth, or backs out, and I send the tank in to block/distract, as the wizards set up positions to nuke.
Lore is handled wrong. hate when games do this. I have a high lore main char, but they are apparently a giant autist or something, with only a select set of knowledge. "whats a paladin?"
My wizard with 6? starting lore, ought to have known what a Baelwic is. The UI needs to change to reflect this.
Weapons, gear, skills, etc all have UI functionality where highlighting a word brings up the help tip, and encyclopedia for what a stat does.
Why does this not extend to lore and bestiary? Even better if its tied to lore level, and bestiary unlocking. When someone mentions a God, I should be able to highlight over the name, and read the Gods entry in the encyclopedia, so I can remember who that is. And same with monsters in combat. right click example on a monster to bring up their entry.
Main char does all the talking is lame as I also noted. Eder is standing right there, yet every time a Eotha's dialogue option pops up. He never interjects with his insight.
In fact in general, the lack of companion opinions on things is eh.... Like toppling the local lord, and his animancer. I would have REALLY liked to have been able to step back and discuss with the party, what they think we should do.
The game does give a bit of a comment on this, with the priest. its really hard to "roleplay". we have no real concept of what it would be like to live in this world. Specifically, life and death is utterly different. Like many writers, youtubers have commented on the tree. But in that world, that tree would mean a heck of a lot less to anyone. the preist even explains it. They know for a FACT there is life after death in this world. And souls are reborn. Death is a mercy. its damaging SOULS that is a big deal. (of course his opinions on that do branch off too. hes ok with damaging souls of those he disagrees with.)
So its weird at times to be making choices, without really the backing to understand them. And your allies are noticeably quiet in helping you make choices.
Playing normal, started wizard. have not felt especially weak.
I can't say how it goes to level 12. but, particularly when paired with the other wizard, my basic encounters seem fine. The 2 use per encounter ability is a moderate sized aoe. deals weak-moderate raw damage. so its damage value is fairly low. but its also raw, so it ignores all DR. allowing it to deal full damage to everything. Alone this would be mediocre probably. but 4 every encounter with 2 wizards seems to kill just most things.. wrecked the guards, shadows, etc. in addition to this, class traits. I don't really know what the "best" are. but, wizards can buff their wand/sceptor/rod attacks with "blast" which adds aoe raw damage to them. so their auto attacks become aoe ranged attacks. And an upgrade to that, adds 5DR to it as well.
I have never really felt as though my wizards per encounter power is weak. or that I was saving my "good stuff". I don't need my "good spells" for every encounter. only periodically. And then a single rest before the boss, or every few areas/10 encounters. using the Lord example. fought through sewers, and halfway through the main hall. rested in one of the dinning halls, then did 3-4 more encounters and the lord without another rest.
Healing mechanics I find meh.
The health/end/fatigue UI is not super helpful. took me awhile to understand that. ha. the green bar is health, portrait+number is endurance, and fatigue appears as a status debuff/buff on the side.
And with that. I dont know, I never need to heal endurance, yet. its always health I have to rest for. Possibly consequence of the 2 wizard party. if they are taking damage, they go down in like 2 hits. while the fighter self heals endurance. and doesnt take damage due to DR/avoidance.
Its a neat idea. but some elements. how do you heal health? the triage/first aid traits, and resting alone? Is there no bandages in this game? and why not?
Add bandages in addition to camping? 6/rest? heals one target x health.
More of a question on rogues.
I see people saying rogues suck without backstab, due to stealth mechanics..
But the tooltip says backstabs is only any stunned, prone, dazed, etc, as well as simply flanking... are you not getting backstabs, like all the time?