Originally Posted by Zarna
Yeah, that would cause me issues but at least it was an option. If you had that turned off, were there other ways to tell when you could do something?
In XCOM all those zoomins can be turned off. Especially when playing on higher difficulties (aka. Long War mods) I prefered it that way, as zoomins obuscate important information - like where the enemy is going etc.

The difference between XCOMs overwatch, and reactions, is that player doesn't get to make a choice - it's just making overwatch look cool and cinematic. The closes comparison, which I made before, was Chimera's Squad breach which makes for a cool, viceral action setpiece, while at the same time givine players infinite amount of time, to decide what their units will do during the breach.

I don't think there is an exact design that Larian could steal from those games, but the point is: reaction could be implimented in a faithful way, and still be "immersive" and satisfying to use. Faithful reactions, doesn't mean Solasta's lack of flow or visual flare.

Personally, I won't mind any implimentation as long as it's functional. Larian, however, will most likely be wary of implementing low-key reactions, that need to be activated by player.

I think Zellin's idea sounds somewhat alright, though presentation wise it would be clunky - which I don't think Larian would favour. So you hit an enemy, and you get a chance to "cast" smite? That kinda goes against the idea of enhancing your attack. Use wise, treating smite like Witch Bolt might make the most sense, so we don't have to target the enemy again but it might be worse once we get to hit more then one enemy in one turn. You do make it targatable, and we have skill, which we can't really use - it's just counter intuitive to how all the other skills are used - it's on your hotbar, you can use it. It would make the hotbar even more of a mess then it is now.