I sunk some time into PoE2 this weekend playing as monk. I like it so far but it's easy to see where it needs a lot of tweaking during EA.
It's been stable since Friday except one brief glitch, which annoyingly happened as I was about to finish the Act I boss. We all got kicked out. Game media is reporting they crashed on Friday after release, but reality is they were never up in the first place. Once they came up, it's been pretty smooth. Game client has been smooth for me, no crashes or other weird glitches.
Loot drops are basically nonexistent. This feeds into the difficulty because you can't get better gear to deal with the harder mobs. I basically had to buy all mine from the NPC, I have maybe in 15 hours gotten 1-2 decent drops I used aside from skill gems. It makes the game harder because unlike a lot of other ARPGs, it really matters even at lower tiers. There isn't any breezing through with shitty gear to endgame.
Game needs serious balancing especially as melee, ranged has it easier. Act I is harder than Act II, largely due to the number of enemies that swarm you and spawn HP drain pools. Normally you could dodge out of the way, but this happens a lot in narrow corridors where you can't roll out of the way or through enemies, so you just die because you can't move. The effects stack too so if you get enough at once, it's possible for your health to just drop to 0 before you see what's happening. In other cases, larger mobs just swarm you from off screen and lock you in place, then you die before you realize what happened. Encounters are random so you do a lot of pulling back, which is kindof bleh. This is less of an issue in Act II unless you screw up, with the exception of a few places. Ranged jobs can avoid this by moving at range, but melee just kinda gets locked in place. I gather Warrior has it worse.
Most zones have their own zone unique boss, which are really well done. They are all very unique, have their own sortof events, markers, and tells. It's not just copy/paste, all the mobs are interesting and cool, but I really like how they added these zone bosses. The problem is most of them are too easy. Same with most of the campaign bosses. IMO these should be a bit harder and put more emphasis on learning their moves, I was able to kill most of them too easily. The exception is the Act I end boss, he needs some serious balancing, he has moves you can't avoid even if you know they are coming and they can nearly 1 shot you with full health. It mainly has to do with the radius and lack of telegraphing of the attack. I think he's more manageable with better gear but see previous point, it's not exactly easy to find gear.
Monk is interesting but different than other takes on the job I've played, they emphasize martial/physical damage less and it's more of a mixed melee/elemental damage job. It's strongest move is a lightening based attack and they have a skill you can use to make your attacks AoE by hitting a bell, which is really neat. I was a little iffy about their implementation of it but it's been fun once I broke past what I expected from other games.
I thought I'd hate the skill system, but gems drop enough that it's a non-issue and I've come to like it. I hate how some support gems you can only have one of, but otherwise I think it's a good system although less consistent than just getting skills as you level. The passives tree looks intimidating but it's not as bad as it looks to interpret, but the changes there are less impactful feeling. Not sure how I feel about the ascendency system yet.
Crafting is kindof weak but I haven't gotten to endgame yet. I'm also not a huge fan of the idea we have to run the campaign twice to get to endgame content, I like how Last Epoch did that better, we'll see how the next difficulty feels but I may try a few more classes then wrap it up until they rebalance Act I.
Overall I think it's good, it plays more like Dark Souls at times than other ARPGs, but it definitely needs more time in EA and a lot of adjustment.