Originally Posted by VDA
Originally Posted by mrfuji3
Originally Posted by VDA
Make enemies enter combat when hit? Seems an easy fix.

Nah because then the enemy would have to spend their turn running to you. On your turn, you'd shoot them again. Then they'd continue running to you. Then you'd shoot them again. And only then would they reach you. It'd make for super unbalanced fights as you'd have already significantly weakened the enemy at no penalty to yourself.

Not all enemies have bows, so it's not necessarily true that they could just return fire from 100+ feet.

The fix would require some combination of increasing aggro range or the smartness of the AI: i.e., if attacked from 100+ feet away, hide or run away instead of charging in.
So what you're saying is that if I carefully plan my combat, I am likely to win? Where's the flaw exactly? This is what happens in DnD 5E as well. If I have a high vantage point and a very good preparation pre-combat the enemy is likely to die horribly.

What's the issue with that?

It's not OK for an enemy to be able to dash in melee range to my wizard no matter how well placed I am ( because max range is 60 ft and anyone can dash 60 ft )

60 ft max range is a joke when any melee can cover that in one turn

But you wouldn't win due to superior tactics/strategy. You'd be winning because the enemy AI is set up to not notice you at X distance, where X is much less than the range of your bows from high ground, a coding decision by Larian.

I'm not necessarily arguing that spell/bow ranges shouldn't be increased. I'm arguing that if spell ranges are increased, then Larian should also increase aggro range to preserve balance. Which might affect other things. So not necessarily an easy fix.

Your point that your wizard should be able to be out of melee range is a good point.