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Featured Replies

Hello.

 

As of now (1.04) when more of two characters are using melee you will have a bad time flanking enemies/repositioning your team.

 

This is very annoying and frustrating in combat. It's not a bug but it should be fixed ASAP in my humble opinion.

 

Most probable outcome is that your chars don't obey given orders at all or get engaged in a more stupid way.

 

I don't know whether the problem stems from the terrible pathfinding or anything else but it's very frustrating.

 

That's why pretty much except for Edér, my party is far away armed with arbalests and the such. Not totally fun.

 

Opinions?

not broken - just hard (bordering on frustrating) to use .. I've been using nothing but full melee parties during my PoE play time ..+Ranger Pet .. So it can work..There is also massive room for improvement ..

 

Characters not going behind the target (AS ORDERED) already engaged by something else moving straight at target and engaging in non-flanking position  - WHY U NO OBEY MY ORDER GAME !@#!@# !!! 

 

3 workarounds ..

 

Move your units in straight lines that don't cross any hostile target's position (or they'll  stick in non flanking position) .. Last move attack target when your unit is already "behind the target" .. It will still get stuck to target - but this time in the right flanking position ...

 

OR - if target was already at engagement limit , once your unit has stuck to target in bad non-flanking spot, is engaging BUT is not engaged back , order again to move "behind target" ..It will move there without triggering dis-engagement and get into desired flanking position ..

 

OR - disable target (prone, paralyze, etc)  like loading screen tips suggest to allow your units to move into flanking positions without eating dis-engagement attacks ..

 

Having to do this for with 7 units fight after fight - gets old fast ..

Edited by peddroelm

WPNTVf7.jpg

Sometimes I just cast Cipher's Phantom Foes to make everyone flanked lol. 

  • Author

Thank you for your replies. I enjoy reading them.

What I hate in combat mechanic THE MOST is „engagement on move” mechanic. I have nothing against my party member being hit while he is running next to mobs- that is free attack for them since he do not defend himself.

 

However I hate when I order my guy to MOVE FROM FKING A POINT TO B POINT- and instead of moving to this fking place, he stop to fight with every mob on his way, making correct positioning and tactical maneuvering during combat frustrating any many times impossible.

 

I just hate this. “Hey, Jorn Bloodaxe, run there and flank them, ignore enemis, I need you on flank”, “Right boss! On my way!” <run, run>, engage one enemy “Jorn!! I TOLD YOU TO RUN THERE!”, “Sorry! Runing” <run>, engage another enemy “JORN! FOR FK SAKE! RUN THERE! THERE!”, “….ok….” <run>, engage another enemy, “JORN! YOU STUPID……ow, your dead…”. And so Jorn died half his way to his intended position when he was about to attack enemy wizard/priest/archer. Because he had to stop for each dam enemy on his way.

 

I-JUST-HATE-IT….

 

That is way I play Pillars of Eternity solo. Much less frustration…

This game definitely needs the 5-foot-movement rule of D&D.

Mountains out of molehills. If you attack an enemy with two characters and don't position them manually, usually the enemy will only engage one of them. You can then reposition the character the enemy is not focusing on and not suffer any disengagement attacks.

Currently in a way PoE Pathfinding and Engagement works there is no enjoyable and reliable way to play Melee , you spend more time fighting game mechanics ( or lack of them ) than concentrating on a fight , and if there were any hard fights in this game thats is not what you would like to do , as for now PoTD posses no challenge for any1 who runs 6 people party so you can find time to micromanage how your melee guy repositions from place x to place Y  , imagine if fights were actually hard and punishing for your mistakes ? melee would be completely out of the picture.

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