Or you can level up and mow over everything without hesitancy. Cheesing your way through a Crpg is not uncommon and you're unlikely ever to get "stuck" due to difficulty which requires careful tea-per-tata strategy, nuch like a boss you will encounter in Final Fantasy.
Temple Of Elemental Thevil is another example of bad combat (Did anyone here play it?) In which combat felt a tad forced. At least Divinity Original Sin actually tried by introducing pipe-wind and environmental effects to strategize against opponents and opportunities. For ex: Using lightning in a storm to attract to metal armor plates during battle or starting a forest fire to infiltrate and burn enemy camp.
I think many fault of why IE games combat were bad was because of the rulesets not intersecting properly, it were always a challenge to translate from board to screen and we saw that evidently.
Edited by SonicMage117, 09 November 2018 - 01:55 PM.