Hi there. Let's go on.
27) Enemies often do not hit a low hp hero in order to finish him. Low ability to burst down.
28) Bleeding moves off regeneration from a decayed enemy. Don't know what to comment on this.
29) I played Sibelle as an assasin (with one dagger though), she often bugged and froze after I used vault on enemies. She just stayed and the only thing I could do was end turn, though I had full AP bar. First time I noticed this in the fight vs frogs, wanted to cast on high ground, but it kept appearing later on in the game.
30) Blinding radiance often does not deal damage and often blinds enemies which look in the opposite direction from my mage.
31) In arena fight an enemy knight knocks down my mage which stands on a highground. He just rushes close to the hg and affects my unit on it.
32) After turn of my hero ends, the game often freezes for 10 secs or more. It happened in D:OS, so good thing that there is no need to reload.
33) Crocodiles are not the only enemies who hits me in the face when I come to hit them close combat. Attack of opportunity is a little bit bugged.
34) My assasin often did a step to a side and backstabbing didn't work. I just pressed hit button, but she would move and there would be no crit
35) All-in is designed for two-handed weapons, but its range is closer than a common attack range of a two-handed weapon. Shouldn't be so.
36) The key to the room with dogs often doesn't work. It happened earlier, but I thought that I failed to get the key, this time I checked everything and found every key I could, still couldn't enter the room without lockpicks.
37) An undead that is located closer to the beach where a lonely dog waits for a master, undead archer, used clear-minded on my unit. Later in the magical cave an enemy enraged my hero without hitting him with magic.
38) The undead that are the first if you pass lucian shrine. I came from the other side (from the beach) and initiated a fight, but my Red Prince for some reason didn't fight and didn't move and couldn't do shit. I could only end or delay his turn. After reload everything was fine.
Now to some more serious stuff.
39) For some reason my hero undresses a shield if he wants to hit with a dagger. So I guess there is no way in the game to play some dagger+other weapon combination. If you are playing an assasin, in every case you want him to have 2 daggers. I didn't check if you can use assasin abilities when you have dagger+sword. I think, you should be able to use assasin abilities even without a dagger equipped, but the damage of the abilities should rely more on finesse, then on weapon damage. There should also be some effects, not just bleeding. May be slow, cripple, blind. Lesser damage multipliers and more ccs, that's what I would like to see from an assasin. Or 3 APs per backstab hit please.
40) There should be stats requirements for abilities. I can have Sibelle with a spear, having 20% damage bonus from racial and 1 AP, then adrenalin, then rage, cloack and dagger, phoenix dive and warlord talent. Do you even imagine what dirty stuff that b***h does? Cripple, whirlwind, blitz... Cripple+rage is OP itself. Battle stomp doesn't not have critical for some reason. I killed all 4 fire lizards with cripple+rage+battle stomp combination at lvl 3. I hit them for 70+ damage each with cripple as far as I remember. I recall I said knight wasn't fun to play. Well... it was without rage. I just didn't know how to use it properly.
41) I tried to play necro+water mage combination with perseverance, wand, shield and glass cannon. Overall the hero was shit. The only useful things I could do were teleportation (which I had from gloves) and restoration. There was teleportation+decay+restoration combo, but after that I hit enemies with 5 damage per 2 AP. Global cooling and winter blast did around 15 damage together. Hail strike is too random imho. I will sum up necromastery school. By itself it isn't worth having. You can easily be full fire, water, earth, air mage, warfare unit, assasin, ranger and remain useful. But you can never be a useful full necromancer. It is a supporting school. The only way you are worth something is if you play it with a two-handed, close combat and have 1 point in necromastery and everything else in pain reflection and perseverance. But even then you don't do much damage with your weapon, which means you have nothing from necromastery skill but abilities. Very unbalanced, lacking idea and synergy. As I said before, there should be piercing damage from necromastery that will directly heal you (for some % of damage dealt), there should also be some abilities for traiding your vitality in order to deal damage, apply statuses, or summon beasts.
42) Perseverance is good, but you automatically want to have it on every hero and it is imbalanced in combo with glass cannon. Better to have some small % of armor recovered every turn if there is no more armor left.
43) So there are combat and civil skills. Combat skills are classified to weapons, schools and defense. In almost every case you would prefer having more points in weapons, since there is attribute and weapon damage multipliers, which are multiplied together. There is just more profit from having more points in weapons. You always want to have perseverance on 1, you always want to have at least 2 schools, one point each, and everything else is better spent on weapons. For now the best tactics is to burst down enemy's disabler, a knight in almost every case, which is tanky as f*. I think I have false impression from this playthough because of rage ability. It is too imbalanced. Damage multipliers, crit multipliers, 100% crits. I also had 2 teleportation spells, so if I have 5 units against me per fight on avarage, 3 of them are always dead from the start (I spent points on wits on every hero).
44) Teleportaion should be nerfed. The best tactic remains delaying you turns, moving enemies close to each other and bursting them down with fire, poison, rage, ranger, whatever. Adding more grounded statuses for enemies or making it usable only after magic armor is done or nerfing distaces I don't know what could bring more balance to it, neither A.I. 2.0 nor 3.0, 4.0, 5.0 could make the game harder if everything you do is bursting most of your enemies down from the start.
45) I didn't ever feel the need to max telekinesis. You always want to have lucky charm on at least one of your units. You also want thievery and bartering for sure. In D:OS I collected items with loremaster bonus and sneaking bonus, so I never maxed them, neither do I in D:OS2. Why would you ever need sneaking if you have invisibility? It is much more useful for civil purposes. So sneaking and telekinesis are not at all useful, loremaster is not pretty much needed, so at the moment you actually have 3 useful skills, which leaves the 4th hero without anything. Persuasion? I don't recall any situation where it helped and changed the situation dramatically, even if it did, 1 point is enough. That led me to idea of creating team skills. I kinda don't like the fact that if I want to use lucky charm at full potential, I have to open chests and everything with one unit and trade with another one. So why not make bartering and lucky charm team abilities, so that luck and discounts grow with each point your party has and affect every one of them if they travel together? This also could be used with leadership (change the name to "team spirit" or "morale"?) in order to buff it a little bit. For now leadership is bad, in almost every case you want something else. 5m radius is no. nonononono. The other way of buffing leadership is splitting its effect on 2 different aspects: radius and resistance bonus, and skilling up both of them, or to have base bonus resistance and range and to have a choice between maxing range or resistance. And this all feels weird. Leadership is about fighting, it must work on all of your teammates and allies that are the part of the fight.
46) Bigger and better needs buffing.
47) I am thinking that having more combat and civil skillpoints each level with lesser bonuses from skills would be better. Should be discussed.