WARNING: Insane big wall of text follows:
I'm a big fan of the Dungeon Siege series. It was the first game ever where I completed the campaign as a 9 year old kid. Ever since then I played DS1 campaign five times over, and many more times I played in multiplayer mode to explore the hidden reaches of the Utraean Peninsula, and had a jolly good time. In 2005 I played through Dungeon Siege 2, and became immersed in it's world editor. It may not be a very outstanding editor by itself - though it is very good - but it led me into the neat structure of the game itself, though my first impressions were undoubtably influenced by my overally positive feel towards the game. Later I completed Broken world and I enjoyed the heck out of it, it was so much more! Proper multiclassing and reagent recipes on a world that despite it's destruction-riddled theme looked gorgeous. DS2 took what was good in the first game, then added Systems like properly branching dialogues, pets, and even powers to shake up the combat system a bit, so that's unquestionably an improvement upon what they had.
In terms of the combat system it was originally autoattacking for melee and ranged, and - mostly - autocasting offensive spells as nature and combat mages, occasionally switching to healing when the situation demanded it. For those who don't know what Nature and Combat mages are - it's obsidian forum after all, so I don't expect everyone to care about the previous games, though it is recommended as they are both great pieces of art - they are the two spellcasting lines of the original games. Combat is the offensive one(lots of damage types and curses), while nature is a bit more defensive (buffs, armor, more healing). In DS1 the difference was less visible, but it was there nevertheless. Mages used mana, warriors and archers didn't(which was a bit of a shame though: warriors could have had some nice special attacks while archers could have laid traps).
Mages also had access to useful buffs and curses, which they cast from their always regenerating (BIG POINT HERE IS THE REGENERATING) mana pool, where certain spells could be used for temporary improvements of regeneration. (In future I will refer to it as classic spellcasting for clarity)
Spells were bought at vendors, so they could be considered part of the "gear" the characters had. Spells also benefitted from both magical weapons and armor with certain bonuses. To add some variety on top of that, Dungeon Siege 2 added the system of specialties to the mix, where specialties also affected how powerful certain spells, attacks, you, and even powers were, and governed special mechanics such as ricochetting, critical hits, arcing, ignition and freeze. Specialties had dependency trees, so you could only put points into a speciality after you put some on it's requirements. Specialties were also tiered, so some could only be obtained at a specific skill level. You could put more than one points into specialty, which made it's effects more powerful. A specialty could have an all-time maximum level of 20(even with item bonuses). Broken World set the maximum point level to 20, but allowed item bonuses to surpass that up until 30 points. Specialty or Skill points were earned one per level, maximum level was 100, and there were quite many specialties to play with, even inter-character class ones such as Natural Bond and Arcane Renewal for Nature Mages, and Brilliance and Quickened Casting for combat mages. Any of these four were VERY useful for the other type of mage: Brilliance added more to the hungry mana-pool of the Nature Mage, Quickened Casting allowed faster use of slow-casting Iceballs and heals. Natural bond on the other skill class, could be vital for fire mages who wished to continue chucking expensive fireballs at things they didn't like, while Arcane Renewal sped up both nature magic power and combat magic power recharges, and needless to say the combat magic powers were really, really destructive and being able to be a bit more liberal about using them could never ever hurt the party. This (and the shared intelligence stat) made combat mages likely to take a few and some more levels in nature magic and vice versa, for the benefits more than surpassed the drawbacks of having one or two less levels in any of the two. Not to look like I'm all for the mages, even though I totally am as evidenced by one of my recent projects being "rock DS2 with a mage-only party!", I would mention Toughness on the warrior side which grants some health to anyone who spends points in it (And really who doesn't like to be a little less squishy?), and Dodge and Survival skills in ranged, where the former gives a percentage to dodge attacks (very useful on a melee character or anyone casually wading into the fray) and the latter boosts resistances to magical attacks which is also very VERY useful, pretty much for anyone (and don't mind the random harvested health potions).
In ds2 powers had their requirements in specialty levels, and were special abilities that were charged by dealing damage. Some powers had recharge rates which determined how long it took to fill your power orb(resource) with the power selected. A filled power orb then could be used to release any kind of power. The system was unfortunately flawed as one could switch to a filler power with fast recharge, fill the orb, and release a deadly blast of doom which would have otherwise been inactive for much more time.
Previews of Dungeon Siege 3, and commentaries both showed what the combat system looks like. It's basically punch people with one of the two autoattacks you get, then use the energy gained this way to release special attacks. To add to the mix, you added power orbs that can be used for releasing more than simply awesome powers, at least that's what you guys say. You also gain health from monsters you kill or from life orbs you find between the heaps of gold under those determined pants (ie. your loot). There is no natural health or energy regeneration, so you are hard pressed to continue slaughtering creeps.
It is a frustrating system because one can run out of energy, and the boss/miniboss he is fighting is a little too strong for his liking. He has no backup systems to help him through the fight, and no regenerating resource to permit him to bide his time and try a different tactic or combination. It is also somewhat like DS2's Power System, but with powers having completely taken over classical spellcasting, no regenerating health, so god save your mouse and keyboard from getting contact issues, accidental coffee/any_drink spill, the nice purring cat in your room, a phone call, or even a little kid. Because when your health gets low after(or worse while fighting) a small group of monsters, you really got no way to get it up. The monsters will eat you for breakfast no matter how great micro you have. You can even be the best micro-ing protoss player who won the highest-level starcraft world championship, if that boss/miniboss/group gets even a single blow at you, you are dead,( taken out, sleeping with the fishes, killed, slaugthered, murdered, TERMINATED... mind the parrot). When you can not escape from a bossfight, and you can not possibly get enough blows at it to activate some form of self-healing, you are doomed. Surely, you may be able to dance around it for like 4 hours, but it doesn't matter how good you are, you are ****ed up. Severely.
This is a problem with any similar system. It generates unnecessary pressure on anyone who played and enjoyed the first two dungeon siege games, where you could sit in a corner if needed, recuperate your wounds, restore your mana, and after switching some equipment (including spells) you could have another run against the bad boss who gave you a nasty surprise before. And even if such retreat is not possible, (see Gom fight) you can always draw him away from the unconscious party members while evading him, as they automatically regenerate. Hard tactic but possible, and can save a situation where players of the third game would give up, reload, and even possibly ragequit yelling "why did they even introduce this crap in?" and "****'s sake they made the game powers only? I hated that stuff in DS2 and what that game had was lightweight compared to this piece of garbage!" and I'm discounting the numerous cluster-f-bombs including the titular f-word many times with the name of the developers and the word "mother" or "mom" interjected in almost artistically (in a negative sense) picked way.
It's a problem with FNV's ammunition: Sure you can buy what the stores have. Then you can manufacture, but what if you run out of that ammo as well? Your 1337 skills in guns/energy weapons won't do you much when it comes to that.
The main point of this "new" and "improved" system is that it provides incentive to the player to move forward and continue on. This is completely unfounded, as experience points, loot, the environmental varieties (see you in the arctic caves - Jeriah!) and the story which is said to be your (Obsidian) forte. Adding a restricting system while removing classical spellcasting is will not make this game any better, instead, it will only cause frustration to the player, who usually plays to get the frustration OUT of his or her system, not vica versa.
To solve that problem, in my opinion, the good old tactical way of classical spellcasting has to be brought back with a somewhat good variety of spells so you are not restricted to like 3-4 abilities where you can choose the ratio of two possible bonus effects. Classical spellcasting is not limited to mages, though the term "spellcasting" is indeed limiting. Warriors (melee people such as Luke) should get.. what they seem to have now: PBAoE attacks, mobility skills, melee Crowd crontrol and short duration defense boosts, and the others, well they really got what they need (except for Katherina to get herself proper combat footwear)
I'm not telling you to scrap everything you have worked on for who knows how much time (It's 23:13 when I'm writing this and I had a pretty tiring day), in fact nothing could be further from the truth. the current system of normal powers can be quickly changed to accomodate a few more options in the forms of more powers and a simple regeneration variable would do it. You can even leave the energy gain for autoattack/button mashing, and by the way please PUT AUTOATTACK IN! I don't want to wreck my LMB again!!! For managing the new and by now Actually improved power system, you can add in either multiple spellbooks (like in the previous games), or something like an ability selection which you can only change at a specific type of but otherwise quite common NPC (take bed or campfire for example: great places of meditation). Beyond that I'd like to see powers of the same class(like Reinhart's class) interacting with each other: As an example, create a Fire Aura spell in the dynamic magic tree, which can add fire damage and AoE ignition around punched foes, but when you cast lightning orb while it is active, [fluff]it will cause the orb to explode from the heat energy contained in the electric field of the orb [/fluff] [crunch] dealing some fire damage over time (ignite) to enemies nearby to where the lightning orb exploded.[/crunch]
As for the awesome orbs of purpliness (or is that purply orbs of awesomeness?), you can switch them to an accumulating resource like adrenaline, which fades over time, and when you chose to release them it boosts the next power/spell dependant on how much energy or something you accumulated into these awesome purple sparking balls. After than you can add fluff like names such as elliptic affinity which is related how elliptically the heat of battle and dealing blows warps the flow of magic in the world, bending it to an elliptic path around the caster (for the math-obsessed Reinhart - oh how I like punching him for no other apparent reason than his kung-fu-santa art and animation style) or elemental shift for Anjali, which tells how much she has faded into the elemental plane (she is an elemental duh), where Katherina gets something related to her nice ornamental guns (runes accumulating the energy for example).
In theory the empowering effect of releasing the orb powers is directly dependent on how much of it you filled: the empowered power's effect recieves percentage bonus to a maximum of +75% (or it should vary between empowered skills) with an exponential curve of progress (small energies get small bonus, but after 75% attained, the power curve would rise sharply) to reward those who go quickly instead of punishing those who decide to keep themselves on the cautious side of the game.
As for the superpowered superstances, they should consume a fixed percentage of the accumulated orb power. As for storing these if you are really into these ds2 power-wannabe stuff, you could use one type of spell which is also using this adrenaline stuff as a resource, but instead of spending it right away, prepares a spell/ability for later quick-launch.
What you get as a result is something that is finally NOT what ds1 fans absolutely HATE in ds2, (the powers as you have it now) as all the resources are dynamic and it is quite hard to get them lost. The game does no longer punish you for having the accidents mentioned far above, and you get a much more tactical and a lot less frustrating game to play with.
I understand that a month before release is not the best time to change the roots of some of the core combat mechanics, and I believe that you do not wish to create a frustrating and restrictive game for the community, but these are problems from my and many dungeon siege fans' points of view, especially because the most disliked feature of ds2 -powers- got become the core of the combat system. Again, it should be fairly straightforward to switch it to classical spellcasting with regen and variety, and revamping the purple jelly balls of power should not take more than a script change and possibly adding a new float variable to the spells' templates: empowerment_bonus (doc = "value between 0 and 1 defines the amount of maximum percentage to add to the spell's 100% effect: 1 for +100% means the spell is cast at 200% power");
Closing the insane wall of text (I haven't written anything on this scale for quite a time by now) I would like to see at least your opinions on the points mentioned above. (Both the fans here and if the devs find some time to respond, then them as well too!)
PS: Don't introduce the inn bug.