Ok, got it. Game make us to pick better place for accurate shots but i can't get it, why face to face with enemy is not enough? Why do we have to always choose a high place or get behind the enemy. This does not add a strategic depth to the game, it misses all the fun after a while. On the other hand, after every missing shots, players gonna take back to load. C'mon guys, do you wish us to kill our hours in waiting screen? I hope you fix this completely when the full version of the game release.
Poor Fight
Combat is not enjoyable as in divinity. Burn the ground, shock the blood, freeze the enemy.... Bring back them. I know that this game also has these features but it is not satisfying. Don't want to play whole game by running stealth and shooting millions times to deal 4 damage the enemy.
I think your impressions are correct, but I disagree with solutions.
Let’s start with surfaces. It is quite possible this game would be better off, if it was D:OS3. It however, tries to use DND system. Personally, I am not a fan of D:OS2 - I found combat too shallow and repetitive. That said, a thing that D:OSs do brilliantly is to take what is usually an abstract system (buffs and debuffs, status effects) and visualise it and place it on the actual game map. D:OSs surfaces might be on a shallow side as a system, but it’s more intuitive and easier to engage with in a cRPG setting.
The problem with Larian added rules (surfaces, backstab, height advantage, jump, push) in BG3 is that the game already has systems that fulfill that role. And for some reason Larian doesn’t restrict those new additions in any way (guaranteed damage from surfaces? Bonus action for push and jump, very high chance to hit using backstab&height). Having those addition be so widely available and powerful means it’s more practical to use those then try to engage with DND system buried underneath.
The result is a game system that revolves around those few new additions, rather then using a more complex system of DND, or repetitive, but still more nuanced, then jump/push&attack from high/backstab, system of D:OS2.
As to rolls - I don’t mind them. A good combat needs an unpredictable element - be it what enemy does next, fog of war, or at the very least - not all actions you attempt will work out. A big downgrade from D:OS1-D:OS2 was removing this unknowable element. Once you found an efficient chain of skills, they would work every single time, because D:OS2 had only two types of enemies - those with high physical Armor and those with magical armor. Armor system simply wasn’t a good enough replacement for save rolls.
From a tactics point of view, I do agree that it is more interesting to have to react to a unpredictable element, rather then having your actions work or not work on random. In the RPG, however, that also acts as a definition of the character you created - him trying to do something, doesn’t mean he will succeed, if his stats aren’t right. I don’t really like how DND handles checks cRPG, but removing them undermines the entire system.