fortune_p_dawg: What were the design decisions that you didn't care for?
Engagement system - seems like a cool idea on paper, but the implementation didn't cut it, IMO.
The default best strategy is to tank into a doorway to grab engagement with your high Deflection tank and then ranged pew pew with your other party members. Yawn fest. If you try to use any other strategy and your squishies get engaged, it's like glue. Try to take a tank or DPS character to help them out and every single time you pass an enemy, engagement kicks in, which stops the character from moving. Rinse, repeat. By the time you get to your squishy, you have a dead squishy.
Related to Engagement is the free Disengagement attack. This kicks in when you try to move away from engagement. There's no animation and it's instant, has no recover time, and an enormous Accuracy (to hit) bonus. It's similar to the D&D Attack of Opportunity but since there are no drawbacks for the attacker it's way too potent. There are some spells and abilities (with specific classes) that allow you to break engagement, but I find it just doesn't feel fun. Not for me, anyway.
Stealth - no individual stealth, which means that high stealth rogue you want to build so you can stealth into combat and backstab the bad guys while they're distracted? Nope, not going to happen. And in order to detect hidden objects, you must be in Stealth Mode. Which brings me to...
Mechanics - not only governing your ability to disarm and set traps, which is fine, this skill determines your ability to
find hidden objects (which you can't do unless you're in Stealth Mode, as noted above). The latter makes no sense to me.
Skills are not modified in any way by your ability scores.
No pre-buffing - now, I understand the reasoning behind this, but since there are a number of buffing spells in the game, you end up either not using them at all or you waste all your combat time casting them. I also understand this can be viewed as a tactical choice, but to me there's something a bit too contrived in having the ability to wield magic... but not unless you're in combat. *shrug* To be fair, at least there's not the 4 minute pre-buff tedium of the IE games.
Endurance/health - this doesn't bother me to a huge degree, but the mechanic where if you lose all Endurance your character passes out really only makes it advantageous to just leave them out and not try to revive them in combat to fight some more. Why? Because you lose health as well as Endurance when you're hit. So if you get that character back up, all it means is you're going to lose more health and have to rest sooner. It's more advantageous to just leave him out cold until after the battle. Resting being restricted, this just forces more tedium of heading back to an in or shop to get camping supplies. Which leads to rest-spam, which is what the devs implemented restricted camping to avoid...
That's what I can think of offhand. Now, none of this is egregious on its own, but it's quite disappointing to me when taken in bulk.