Originally Posted by Niara
As for the teleporting goblins... Larian wanted us to use their high ground mechanic a lot. Then a lot of players did. Then it turned out that doing so made the AI fail to pose any kind of threat, because it couldn't deal with it. So then Larian added in special "enemy Only" tunnels that the AI could use to negate, at will, the mechanic that they encouraged you to abuse in the first place. It's apparently "Working As Intended".
sigh
Wow. It turns out that Advantage from high ground is powerful. Combine it with the fact that some high ground areas can only (easily) be reached via jump (largely a player ability) or other teleporting spells, and high ground becomes even more powerful. Who would have thought?

Originally Posted by Wormerine
First of all it seems to be a nerf to high ground which I appreciate (I still think it maybe too powerful, but it's definitely better) - so if you attack from highground, but enemy is far far away, or concealed in darkness it will just be normal roll - no advantage, and no ranged sneak attack.
This is incorrect if you have an ally adjacent to that enemy. If you have Advantage from high ground, and Disadvantage from a far away enemy, then you're attacking at normal (single d20 roll). If you have an ally adjacent to that enemy, you should be able to get sneak attack because you're not attacking at disadvantage.

For sneak attack purposes, you should interepret "cannot have disadvantage" as "cannot have disadvantage on your final d20 roll" instead of "cannot have any sources of disadvantage."