I would have liked it if not for the D&D ruleset.
I far prefer Divinity's combat to Dungeon and Dragon's RNG miss-a-rama. I don't like my combat outcomes to come down to dice rolls, and neither for story branches.
Casters feel especially bad because you're locked to two cantrips (free spells you don't run out of), and you can only cast a cantrip once and then use up expendable spell slots for the other spells, in the beginning on the vicinity of two spells.
The end product is that on my warlock I virtually just use eldritch blast and then another spell, be it CC or Hex, as my sole gameplay loop.
To make it worse, you are forced to play like a rogue no matter what class you are, because you want to sneak by to the high ground to be able to land spells somewhat reliably, otherwise you're missing half your spells without elevation bonuses. This forces you into a static gameplay strategy where you just constantly sneak all game long to start a fight on the high ground to not miss half your abilities, or pay to gain the Misty Step spell to teleport yourself to a high ground, but then you sacrifice a spell slot for that.
Need to be elevated to miss less. Need to not be facing the mob for an even higher hit chance bonus, I virtually have to play like a Backstab rogue as a mage or warrior to not spend 3 turns whiffing abilities while enemies use you for a pin cushion.
And then? In a single battle you spend all your spell slots, so then are forced into a short rest for the first refresh of spells and then a long rest.
It makes the game really tedious and slow, and I miss the amount of ability combos you could do with Divinity instead as a caster, and without the bullshit RNG dice rolls.
The main good thing is the IP, lore, environment, and especially graphics are vastly improved over Divinity. But as far as gameplay it's a far less enjoyable game for me.
I'm waiting for a mod that removes all the dice roll miss bullshit from combat. I don't like losing a fight because the dice roll went the wrong way on a critical skill.