With the currently-clunky party movement system, I would like to suggest a slowed-down realtime 'downed' timer adjustment.

In the system we have at this time, damage usually happens in combat , and combat is slowed down into six-second turns. However, say combat ends with a character downed; unless you're really on it and ready to focus in on the downed character, have another selected, and mouseover (and be lucky enough to get the downed character selected with the currently sometimes-inaccurate targeting system ) post-combat is sometimes even more stressful and frustrating than combat!

I can't tell you how many times I've finished a tough fight, leaned back to breathe a sigh of relief, only to lean back in to see that I have to rush to try and pick up characters that have gone from no checks to on their last check in what feels like two seconds flat.

Please give us the option for auto-get-up after combat OR slow down the rapid-fire checks in realtime so we have a moment to adjust from the focused puzzle turnbased back into realtime! Thank you!