The problem with binary Melee Engagement in a real-time game - it's not just about the visual feedback in Pillars of Eternity: Stories (Spoiler Warning!) Posted September 28, 2014 @Infinitron Yeah, that's why I put "possible" in my post since I doubted you were talking of such extreme. I didn't know the jargon Rogue Shuffle (probably, from Ali Shuffle, which is considered as a useless but showy movement) or I am not familiar with NWN or Dragon Ages, though. Again, I wouldn't argue against making the engagement process clear although, personally, I'd use pause or trigger the slow-mo mode when I see hostiles nearing a non-melee character. For me, the main issue is the stubborn bug, where hostiles "teleport" while it became rarer but still exists. @gkathellar I guess it's now in relatively subjective area since, in NWN2, I used Rogue in a heavily micromanagement way even compared with PoE BB, where I need to be careful about timing about when to use each ability, switching characters as well as positioning. PoE BB feels still quite micro-management-heavy but I think it falls in the middle-ground of tactical usage of each ability and careful positioning, which suites the format. That said, at the end of the day, this might be related with how often we use pause/slow-mo or the party compositions (maintenance-heavy party members require more attention). In the old days, there were even comments on the net about "IE games play themselves" but, as a player like me, who heavily use the auto-pause and manual pause, I couldn't but wonder why such players didn't take over the AI.