Divinity Original Sin 2 if you don’t know the acronym.
My biggest problem with DOS2 is that it each battle felt a little too punishing and always ended up needed cheesing. I never got off the first island. At level 5 I thought I was soft locked out of progressing because my build choices couldn’t get through a battle. Every fight felt like the whole kitchen sink is thrown at me and I don’t have the tools necessary to survive any of it. As hard as I tried to like the game I ended up giving up on it.
My biggest blocks were Radeka and Gareth. Radeka I cheese off to the side but ended up getting chewed apart by the zombies and spit to death by the beetles. Trying to save Gareth is just futile as it’s too many men who can whittle me down to one party member in a matter of a few turns while I struggle to do anything. Don’t even get me started on the ambush battle that just wipes the floor with me by turn 4. I even went back to Fort Joy and finished off some battles that I left there. I really felt like I needed to kill every last NPC on the island to gain any progression in that game though. The sad part is, I like a challenge. But try after try after try after try after try of the same battle over and over again made the game go from a challenge to it’s just cheap. So I gave up.
Is the combat on that same level in BG3?
I’m playing on the medium difficulty, it’s been very manageable so far. My only quibble is I’d love a better warning I’m about to suffer an opportunity attack. I’ve had to reload a couple times due to an accidental click.
It’s 5e rules, if you’re engaged then you’ll be subject to an attack of opportunity unless you disengage properly
I am aware of the rule, however, the issue is the reach, especially on larger mobs. Sometimes it doesn’t look like your ranged character is in melee range of what you are fighting, but they are. The opertunity attack indicator was much more noticeable in DOS:2 so I’m not sure why they made it so hard to tell in BG3. Then sometimes like charge or rush, some rule sets that can count as a disengage but in other rule sets it does not.
Its just better to make it obvious.
Yeah exactly, it’s a UI problem, not a rule problem. The indicator is subtle and the fact that left clicking the ground has your character move means if you miss the hot bar you just start walking away from who you’re fighting.
There’s a little sword that pops up when an enemy is going to perform an opportunity attack. I think you can also disengage first before moving according to an in-game tutorial, but I haven’t tried that yet