More Baldur's Gate 3. Getting to the end of Act 2.
Combat generally isn't a problem anymore, and with the higher levels, better gear, and after turning karmic dice off I can get through a couple of encounters at least without everyone being near death and/or "long rest"-spamming. Thankfully, as there is a lot of combat given how persuasive my Wizard is...
Some thoughts:
Build suggestions for the builds the companions start out with would have been nice for those of us that want to stick with these thematic builds.
Someone at Larian has a hard-on for chaining increasingly difficult dialogue checks, either just harder and harder ones (usually Persuasion) or ones relying on totally different attributes. Bonus points for the only significant outcome being achieved by passing all of them, and failing any of them leading to combat.
Dialogue/storytelling in Act 2 is kinda...disappointing in a few places. Major Act 2 spoilers:
The two last "Origin story" companions you can pick up feel severely undercooked as companions, at least so far in Act 2.
They often don't have dialogue for significant events other companions do comment on, and seem to not react in any way to many actions you can take during the Act (meaning no comments, nor approval/disapproval).
Why does the druid just chill in camp for half the act before becoming an actual companion?
The above two companions also make going back to Act 1 areas annoying as hell as they will just drop most of their inventory in a bag on your player character, even when they're not in your active party at the time, as if they are permanently leaving the party. Thankfully when going back to Act 2 areas they're still just in camp, but you get to re-equip all of their stuff. Annoying.
That "other skill tree". Bringing the Paladin into the party...
Really liked the interaction between Withers and that one NPC. Do wish we'd have more conversation options with the guy chilling in our camp though.