Any of this true?
https://steamcommunity.com/profiles/76561198017188773/recommended/640820/
I mean I do love that point of chaotic evil logic - let them die because it's a reason for revenge. Or lawful good - kill everyone in sight because, I guess, the chaos must be "cleansed".
Still…
UI: There are similarities to POE1/POE2, like most UI for these type of games (I considering Kingmaker to have the better one). If something looks nice as a feature other companies will probably copy it. There is no auto-AI, I don't miss it. Everyone is complaining about the walking speed. Maybe they should try clicking farther away from the party? I didn't have an issue with the walking speed considering most maps aren't that big.
balance: some people think everything they encounter in the game should match their party level all the time and others think that Challenging and higher is supposed to be core settings or something. People tested the different settings and you can get core Pathfinder difficulty with them and it land somewhere between Normal and Challenging. Because you can rest wherever you want, there is a lot more "hard" encounters than what a DM would generally put in a sessions though. That doesn't change that some encounters are meant to be done later with a higher level party. There was also some bug at launch with the random encounter algo that caused some with higher challenge rating to spawn (I never encountered any before it was patched though).
magic system: That should be made toward Pathfinder pnp and not the game. Owlcats is following the rules there (i.e -4 to attack rolls unless you pick a feat, well 2 feats because the one you want has a prerequisite) and the spells are per the rules as far as I've seen (at low levels). Whoever believe that low level spellcasters spells deal more damage than a melee fighter attack in D&D/Pathfinder is very confused too.
alignment: sound like someone misunderstood how it works. It's not a "always pick neutral good because I'm neutral good" system, it's a "you have these choices, they all have impact, pick one" system (reminds me of NWN: Shadow of the Undrentide).
dialogues: some dialogue have pre-requisite, some have DC checks and others depends on previous decisions. I got a side quest where there was multiple alternative ways of resolving it, some required DC checks or a specific alignment and some just plain A,B,C choices. It's more in dept than most RPGs these days…and very D&Dish in nature.
Kingdom management: I can understand not liking it, but at the same time every problems comes with a clear "you have X time to deal with this" when you get the quest related to them even if the quest doesn't show the timer. In other world, learn to manage your trip outside the capital. There is a lot of "don't make dumbass decisions" if you want to avoid kingdom death too.
Advisors: If you succeed in killing/dismissing all of them, I think you have some issues…
I'm pretty sure the game can be completed now (one entry at Howlongtobeat: 160 hours…).