Man, and here I was worried about PIllars of Eternity and Bloodborne being out at the same time. Bloodborne has redonkulous load times so I'm tabling that until it gets patched (but my god, it's such a good game once it loads).
Pillars, on the other hand, I am just plain loving. The combat could use some tweaking, it's often hard to tell what's going on/where each character is in a big melee, and I wish there was an autopause option for "resource generated" (oh, my monk has a stack of 6 wounds?

, when did that happen, I was busy micromanaging my chanter to make sure I could summon a phantom once I had 3 phrases complete and walking my wizard to the edge of the melee cuz all his best abilities are line of sight AoE so it's a pain to avoid nuking my own peeps).
To that end, macros/customizable party AI would be a godsend as well (barb shout, then frenzy at the beginning of every scrum, ability to make it so the party doesn't attack charmed comrades (

, the charmed priest who can't hurt you if he tried poked you? so you

ing killed him when I wasn't looking? haha, OK). I'm getting better at the micromanaging, but a lot of it feels a bit awkward is all.
Give me the ability/action queuing from BG, or make it t truly turn based like, say, Divinity:OS or even BG.
Also character models look like complete ass up close (such as when leveling up) but in-game not nearly so bad.
But that's really the ONLY (and nitpicky) complaints I can leverage. The writing/story/immersion/world building are superlative
I also really like taking some traditional conventions and throwing them on their heads. I have a high int barb, a dual wielding monk (MC) which wants to get hit, a wizard with high "might" (it's not strength!), etc.