And no, it's not about the action economy, this time.
(I mean, feel free to mention it again if you want, but it's not specifically what inspired this thread).
This is about something I noticed since even before the EA started, looking at the early showings of the game Swen did in a couple of occasions.
It bothered me from the very first minute, but I had more pressing concerns so I mentioned it on passing a couple of times and just moved on.
Why the hell did they go for a "somewhat realistic" overall look for the game and then decided that the implementation of "shove" should be lifted straight from some Wil E. Coyote cartoon gag?
The shove action is supposed to knock a character prone five yards away (if on a plain surface) or to throw the poor bastard down a precipice, mostly in a straight vertical fall.
So WHY we have these ridiculously pronounced arcs? Why can characters fly few meters away on a plain surface and literally TENS of meters away when some altitude is involved? Are they being thrown with a trebuchet?
Does this enable some particularly compelling gameplay scenario I'm failing to notice? You guys tell me, because my instinct would drive me to answer with a hasty "Fuck no".
Does this "look better? Highly debatable and strongly subjective, but IF ANYTHING I'd be tempted to argue the opposite: it looks ridiculous and it cheapens the immersion on the scene and the believability of the action.
SO, why Larian? WHY?
WHY are you so hellbent in injecting as much "whimsical an' whacky Divinity" as possible in your D&D game, even when no real practical benefit seems to come from it?
I'm just trying to understand, really.