As much as the game is loved i feel there needs to be some constructive criticism so that when the next iteration of the game comes out hopefully in 2-3 years we can see a true masterpiece.
Here are some ideas i have for how the game can further improve its immersion
-Lifeless Enemies: I find it anti-immersive to sneak into an area and find enemies standing doing nothing waiting to be triggered by my miraculous arrival. Enemies need to at least move around an area to make it seem as if they were doing something before i arrived. This is especially worse when you find a troll/ogre and a black ooze next to each other doing nothing but waiting for me to turn the corner and activate them
-Lifeless cities: Similar to what was mentioned above i was a bit disappointed with the NPC count and lack of activity in the great city of Defiance Bay. When i first arrived I expected to see lots of NPC's moving about and some chatter in my headphones of a buzzing market place like in "The Witcher 3", but infact i walked into a city where NPC's stood around waiting to be activated, where areas that were supposed to be buzzing with life only had about 3-5 houses which is really unrealistic, i don't want to enter every door but at least the city should be hand painted to appear to be massive in scale, with NPC's appearing to be alive in the city. With the availability of the "next gen" era, I think Isometric RPGs with their hand drawn backgrounds have the potential to be the biggest in scale. I get that the artists cant draw out an entire world but if we are going to subdivide Defiance Bay into smaller areas then those smaller areas need to be on a much grander and livelier scale.
-Lifeless forests: Same comment as the "Lifeless enemies", sneaking up on a pack of wolves waiting around lifelessly for me to aggro them is not realistic. Take from how "The Witcher 3" did it, where enemies don't walk into beaten pathways, so keep the pathways safe but once we venture off the beaten path then we should have a bit more dynamic encounters with Trolls actually walking into our parties path through the forrest, or walking right into the path of a pack of wolves that have just killed an animal.
-Companion Death: Something strange happened to me 2 days ago, i was on a quest to help Kana get a certain book in the Endless Path, while on the mission "Kana" died, murphys law lmfao, but I heard a sad scream from one of the party members when he died, I wanted more of that, when the combat ended and I had avenged Kana by killing the Ogre that killed him I expected to hear more from the party members that had spent many camp nights with Kana, but there was nothing, we just looted his booty and moved on. I think some form of animation/story or chat between the characters should get triggered when the last of the enemies in that encounter falls that will bring some emotion to having lost a fellow comrade especially while actively trying to complete a quest for that comrade
-Taunting: Wouldn't it be cool if when playing as a ranger for example you shot the last arrow that killed the last enemy in an encounter and you heard your ranger scream "Boooyaaa thats the last time they ever cross us" or some kind of finishing taunt, or a move by a barbarian that ends with the last enemy getting dismembered. I know I often celebrate barely scraping by an encounter, i think my characters should too
Thats what i have for now, maybe you guys agree or disagree or even have more ideas that i may have missed, let me know what you think