I know lots of people have put forward various ideas regarding the jump/disengage situation. Personally, very much in favour of separating jump from disengage. Disengage is a careful action that involves keeping your defenses up as you move away, without leaving an opening for your opponent - leaping around the battlefield is the opposite of that.
Beyond that though, I'm not sure why jump is implemented as something you have to actively specify to do. As it is, there isn't really any player skill involved in the active jumps, and having to manually do it for each member of your party when you're traversing the map is pretty painful.
I would prefer to see long jump incorporated into movement naturally, and most high jumps replaced with climbing (high jumping also just looks absurd), and then incorporated into the pathfinding AI.
This would mean that your characters would automatically jump up to the distance they should be able to based on Strength when traversing the map. See a ledge you want to get to? Just click and your character will make the jump automatically as part of the movement if they are able. If the selected character has too low a strength to reach, in-game feedback should indicate they are unable to reach due to low strength (allowing you to cast Jump on them if you need to temporarily give them that boost). When in combat or turn-based pause, jumping should use up your available movement like any other move.
This could also be part of improving pathfinding AI generally. See that obvious patch of slippery ice? Companions can use their jump to avoid it while following the party leader.
Last edited by someoneinatree; 09/10/20 06:43 AM.