Originally Posted by etonbears
Originally Posted by Emrikol
Originally Posted by etonbears
To be fair to Larian, it's not particularly easy to find a way to allow correct and timely player reaction choices, while still allowing their high production value depiction of the game.

Definitely.

Maybe a threshold the player can at least set? For example, the player gets to set the minimum damage he wishes to avoid with an Uncanny Dodge, or a check list of spells the player wishes to counter, all of which can be adjusted on the players turn. It would still have its limitations and wouldn't give the complete freedom of pen & paper (which I think is impossible to do in a video game), but it would mitigate the obvious problems of the "set and release" method, all while being consistent with the turn based feel of the game.


Expanding the conditions to more exactly reflect how you might use each reaction type would certainly reduce the number of "bad" reactions being taken; although it might be quite a task to maintain all the settings.

Similarly, you could have an order of preference for reaction types, which *might* help under certain circumstances ( e.g. if the game knows it will trigger 2 or more reactions, it can choose your preferred one ).

Still not the same as true situational choice, of course.

Yeah. I have no idea how difficult or easy it might be to implement something like this. We can only come up with ideas, though. Still, it seems like it would solve the whole 'animation' issue of reactions. The game would know, based up the parameters set up, when to initiate a reaction and adjust the animation accordingly. For example, the game knows when an attack is going to be killing blow and produces the correct animation without any kind of hiccup. The game could potentially do the same for reactions.