- Space-pressing is way more frequent than in the IE games, a bit chaotic in a way, almost as if I press it too much in short intervalls. I think this has to do with combat animation speed across the board. And I feel animation should be slowed down a bit. I do like the Engagement mechanic though
- Lower the attack speed animation. If the character starts swinging at 90% recovery in the BB, maybe they should start swinging at 70%-75%, and complete the animation at 100%. This might need a lot of testing and experimenting, but I believe should be fairly simple to manipulate, but might not be a priority at this development stage (I presume, bugs are more important to weed out).
A potential ally of this problem is the Combat Log, which is non-functional at this stage (at least for me) so I can only rely on the very well explained GUI. It suffices, but with a proper Combat Log that gives information at a fairly calm pace, I think it'd be easier to understand "X Player Attacks Y Target". "Aloth begins to cast Fireball" etc. etc. and it'd give a better idea what's happening too.
Right now the Combat Log is frustrating, it auto-scrolls to the very top, so I need to scroll it down every time, so I can't get a sense of the pace it's going at, but it looks like it's showing millions of numbers (exaggerated ofc) in a short spurt of time.
I suppose if it was simplified, with more basic numbers and basic actions, it could be easier to follow what's going on as well.
"X Player Attacks Y Target"
And then you could expand that to see that specific action in detail, being played out in realtime. The combat log could even stretch as far as have your characters names, with sub-groups that refreshes each combat. So if you want to know what one specific character is doing right now and have been doing up til this time, you'd expand that information by clicking on the name, and you'd see list you could scroll through whilst paused.
- [Time]: Aloth attacks Dude
- [Time]: Dude took X damage
- [Time]: Dude attacks Aloth
- [CurrentTime]: Aloth took Y damage
- [Time]: Edér attacks Dude
- [CurrentTime]: Edér grazed Dude for Z damage
- Characters are running everywhere, but when entering combat, they show that they have a walk animation at some times when it gets wonky. This affects the pace of the transition between out of combat and in combat a lot. You can sneak, and you can run, but you can't walk. In the IE games you were walking everywhere, in PoE you run everywhere. It affects the pace, and thus affects how you engage.
You literally run into battle when you Engage, and anywhere else for that matter (except when in cutscene).
- Use the walk animation out of combat (IE feel), which already exists but only used in cutscenes, and either transist into running when entering combat, going for an enemy far away, or when trying to "run away" from Engagement (jRPG feel "Run Away"). Or Boots of Movement that activates "running in battle" but not out of battle (to not mess with pathfinding, and/or someone reaching the destination before everyone else). Or outright have a run-button that has some sort of penalty (Fatigue faster? Get "No-Rest-In-A-While" penalties faster? Engage battle with less Endurance? Etc.)
I think Pillars of Eternity would benefit a lot from having the walk animation instead of the run animation to use when traveling, personally, both out of combat, in combat and the transition between out of combat and in-combat would be better.
Try it Obsidian, in some build or whatnot, with a "Run or Walk" switch somewhere (console command/options) and see how the players react and which is most preferable, as a study of what is most played with and what the players enjoys the most, I suppose. What is immersion? What is convenience?