... Okay, okay. Step in the right direction, at least. I just tried to watch that segment real quick at work, so I had to keep it super low so as not to disturb my coworkers. But, it sounded like the main difference so far is that not everyone will engage everyone anymore. This is good. Still wish there were three tiers:
1) No engagement.
2) Active-use engagement (limited by a cooldown or something, so you can't just switch targets every .3 milliseconds) --- [Most common]
3) Passive engagement -------- [rarest, maybe used by crazy beasts and such, or mega-elite fighters]
Just... Managing that many people on a battlefield, and not-knowing what the enemies are going to do, and playing in an active environment... it's not the most intuitive thing in the world to just try and literally run your people into other people (and/or make sure they don't bump into folks). At the very least, you should have some kind of option to devote all your power to dodging or something. I'm thinking XCOM's sprinting. You could use your full turn to run to a spot, and you'd sprint there, gaining essentially a bonus to evasion against anyone who might be firing at you. Coupling that with Overwatch in that game, and it's essentially the same idea as engagement/attacks of opportunity.
But, the Pillars 1 system just makes me think of The Last Remnant, in which you had squads of peeps on a battlefield, versus enemy squads of peeps, and they actually all had very specific placements on the battlefield. However, all you could do is say "Head towards enemy X" or "Head towards ally Y," then hope you actually encounter your target before an enemy encounters you. So, you had no precise positional control over anything.
I'm not saying that in Pillars 1 you had no positional control, but the idea that just "Oh, I don't know these things' attack speed, or if they're going to speed up or slow down with abilities, etc., so I'll just send my guy where I THINK they won't bump into each other," then you hope that they're not going to bump into one another... it's not very intuitive. In the decision-making portion of things, you'd think your character would have the ability to focus on, essentially, anti-engagement. Like "I'm gonna run over here, and it's really important that I get there, so I'm just gonna powerslide under whomever's attack comes at me, and skip getting locked down altogether), rather than "Oh no, I came within 5 feet of this dude and he lunged at me. NOW what do I do, other than get critically stabbed in the buttocks OR waste my limited uses of Substitution Jutsu JUST to AVOID this one dude who should have a harder time engaging me in the first place."
If you attack someone directly, then want to switch targets, I'm all for having to manually disengage. Or if you get stunned, then someone runs up on you and is hitting the crap out of you. Now you have to get away. But, until someone actually catches you with your focus lasered-in on something else, there's no reason you shouldn't have some kind of advantage as a moving target versus someone trying to tie you down. You shouldn't be forced to "get away" from someone who just is trying to approach you and hit you. When I move characters around the battlefield, I'm not clicking thinking "LITERALLY STEP RIGHT HERE NO MATTER WHAT!" I'm thinking that I want them to make their way to that place. They can football spin out of people's ways, or juke one way and go the other, or jump over people, or slide under them, or what-have-you all they want. I don't want them to just travel like a missile and hope no one moves a wall into their path.
Edited by Lephys, 15 September 2017 - 11:42 AM.