Charon121: I'm not getting the epic feeling of Baldur's Gate II.
I don't think the game is supposed to feel epic. Pillars is a lot more grounded than many other fantasy RPGs, it doesn't even do the whole "dark and gritty" thing which is so popular, and I think it benefits from that. That's one of the reasons why I'm not a fan of Forgotten Realms, at least as portrayed in BG games - it doesn't feel like an actual world, it feels like a rollecoaster ride with a bunch of attractions thrown around for the player to see. Of course, I have a lot of other issues with the setting, so that might just be me. Pillars of Eternity, on the other hand, portrays a world which to me feels extremely believable, based on a very interesting premise. Even if the setting is based on generic high fantasy, there's not many worlds which have pulled this level of consistency in their world building, not many worlds have pulled me in quite as much.
The items could be a lot better tho, that's true - I only remember one from the etire game.
MacArthur: Huge downfall for me. An rpg without replayability is... just an adventure as you said, not an rpg. It lacks choices and consequences.
I strongly disagree. While I was also initially disappointed in how little the game world reacts to your chosen race and background, this feeling got quickly replaced by surprise at how well it reacts to your choices and behaviour during the game itself. Building reputations is a big deal, as is how you treat your companions and how do you deal with many situations the game presents you with. I can only report on this further after I finish it for the second time, but know for a fact that every companion has at least three endings based on how you treated them in the game and whether you completed their quests, and most have even more than that, not to mention endings for the individual locations and factions. There are also 3 classes which are not represented in the in-game companion, so that should ensure some mechanical replayability.
MacArthur: ====> Great mobility in a rtwp system is absolutely fundamental. Without it, it feels restreint and bland. Doesn't help that the encounter design has sucked, for the first act at least, always the same trash mob everywhere.
I agree that mobility is important, and it's funny that you mention rogues in particular - they have ability which allows them to turn invisible and ignore engagements to get into favourable position (or get out of a shitty one). As for the rest, well, yes, the game forces you to think very differently from other rtwp RPGs - first you have to think about how to disengage, second where to move. And the game offers such a ridiculous range of options to force disengagments that I never found it to be an issue - it just added more tactical depth to individual situations and you can actually use engagement mechanics in your favour if you're clever about them. And... Well, I like games which force me to think differently.
I do, however, agree that the encounter design was mostly bad, and while no dungeons overstayed their welcome, defeating some mobs just became muscle memory. Add to that the reversed difficulty curve of the game getting progressively easier and swarming you with resources, you won't get a favourable result, especially for the endgame. Nonetheless, the end is just so easy that I didn't have to think about it at all, so ... I basically just skipped all fights, which are at least short. I have enjoyed it most of the time tho, and I'm hoping 1.5 fixes it with balance changes.