GreatGuardsman thank you for putting together that document. I haven't played through the entire game yet. Party is level 15, three source points, about 2/3rds through the second part of the game I think. Overall, I like the game a lot and I can already tell I'm going to play to the finish AND play again from the start. That said, I've often felt frustrated with combat in this game and your list contains about every reason why. I thought of starting a thread about it. Luckily I stumbled into this one before I did. I'll take this opportunity to support some of the points you mentioned. I don't agree with your whole list or don't have a strong opinion on some subjects but I recognize the vast majority of issues you mentioned.

In my own experience (point numbers from your list)
1. initiative. It took a while before I understood what happened to initiative and I still do not like this change.
3. Level scaling. Aside from items being antiques after 2 levels it leads to enemies one or 2 levels above yours having bloated stats which leads to you having to play everything in the exact order you're supposed to. Maybe that's what the designers intended?
7. AP I disagree with this one. As long as the game is balanced around having only 4 or 6 ap per turn that's fine.

Major flaws
12 Quest log. Only issue I had here so far is some lacking information. I resolved one of the many quests in my quest log, now I have to go back to Garvan. Hmm, Garvan.... where did I run into this guy? Check log: no info. Check town with 50 npc's. nope. I have to hope I'll accidentally run into him again.
17. Line of sight/pathing One of my major sources of frustration. Always shots I can't make and things I can't see. Highly infuriating the AI knows exactly where an npc needs to be placed to make the shot it wants. Solution: like in xcom 2 have icons/outlines appear on enemies as you move your cursor over the terrain to show which enemies will be visible/hitable from that position.
18. Cursed Terrain . Starting from the second half of the first island, every combat quickly devolved into chaotic cursed terrain. The minimap has often been a lifesaver. Without it, I couldn't find out where all the enemies were positioned in all the necrofire and cursed clouds and whatnot.
24. Better tooltips A must! Give accurate descriptions of what a skill/item does. How much? How far? What's the radius? etc...

I loved combat in DOS1. I am very disappointed in the combat in this game so far. It feels as if they tried to overstreamline the balance in the game. My experience has been that almost every battle is the same, whether they are humanoids, animals or monsters. Exceptions have been scarce.
I fight a group of 4 to 6 creatures or less than 4 but guaranteed they summon/call/unburrow extras when combat starts to end up with 4 to 6 foes.
2 or 3 of them (animals included) have teleporting abilities. (throw tactical positioning out of the window)
Most of them are spellcasters (yes animals too).
Even if they are all the same creature, one of them will have no or low phys armour but high magic armour, one will have it the other way around, others have an equal balance of both.

Then add the issues previously mentioned on top of that and battles have been mainly annoying/repetitive.

Last edited by Yaeri; 22/12/17 12:58 PM.