I tried to look this up on search but did not found anything.
If the target is overlapping his circle with another hostile, the skill will first hit the target, then the enemy behind him and then a second time the target.
I have used this on enemies and enemies have used this on me.
Anyways, great game so far, though as we have seen from the posts there are still lot's of balancing issues to be had.
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Starting a combat : The party will gather around the person who initiated combat, this feels just clunky and it basically boils down to this "chaining portraits". I feel the PC controls have been dumbed down to accomodate console players. Simple "select characters" like in good 'ol Baldur's Gate worked just fine.
Firstly this negates pretty much any positioning since you run up to cluster up for that fireball/ricochet from the enemy, making wits all too important stat to spread out before the enemy can act.
Why not just start the combat from where the character's stand?
Example one: Voidwoken deepdweller combat. I jumped with Tactical retreat on one of the scaffoldings. This initiated combat and my group ran up the strairs to the scaffolding while my ranger ran down halfway to meet them.
Example two: Rescuing Gareth. I snuck with my ranger on the balcony above to get a good highground. I initiated combat by shooting the Knight down and the rest of my group ran up the stairs past the whole enemy group, save for one who got stopped mid run as the enemy damaged him.
Why overcomplicate things? Combat starts? Okay, characters are in combat, start your turns...
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Teleportation is OP. Quick breakdown of my combat (on a hybrid physical/magical team:
Sebille: Ranger with a splash of scoundrel
Ifan: Water & Air mage
Lohse: Fire & Earth Mage
Red Prince: Warfare and Necromancy)
First I gather the enemy in cluster with teleportation (Ifan has skill and Lohse the gauntlets)
Then Sebille does Ricochet and Marksman's fang
Finally Red Prince does other AoE skills.
By this time usually most of the armor is broken and I just chain CC.
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I like the idea of hybrid teams and I feel that SOME of the skills and talents help the synergies greatly.
Elemental ranger is great. Once both physical and magical armor are gone, it's a damage boost, though to get there... yes it would probably be more efficient to just focus on one armor.
Skills that ignore armor but have long cooldowns (Marksman's Fang) This makes it so that it's viable to focus physical damage on one target and magical on other and the ranger can help finish the target even though he might still have his/her/it's physical armor. Would like to see similar skills for mage school which bypass the magical armor. Icelance?
More hybrid weapons, perhaps?
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CC is too strong. As other's have suggested it would probably benefit that the CC is not all powerfull skip turn, but rather a severe limitation (
Stunned: Half AP?
Knockdown: Some AP cost to get up? 3 or 4 to make it different from stun?
Petrified:Greatly reduced chance to hit, forcing the enemy to use defensive skills?