So the problem I believe stems from the way projectiles leave the character.

At the moment you can sneak your party into a good tactical position, high ground, flanking the enemy and yet be *unable* to actually attack the lower ground enemy in most cases (though sometimes it'll let you attack targets that are far away or at a slightly less severe angle vertically.)

Meanwhile, the enemy on the lower ground can still attack your characters.

Projectiles fired from your characters on the high ground are blocked by the balustrades along the edges/stairs due to the fact that they originate too low on the character model.

And due to the way the projectiles travel (in an arc) the enemies on the low ground can "lob" their attacks/spells/grenades up at you still.

I have nothing against this last part, it makes sense. But if you're right up against a balustrade or half height wall you *should* be able to fire over it at those below you. Because at the moment, while you're able to see your target, you cannot attack it due to your attack path being obstructed.

Raising the elevation of the attack origin for your spells/attacks so that it matches the point that your Line of Sight is generated from should fix this problem.

Last edited by teranosouras; 20/09/17 11:52 PM.