Several ways to refine the reaction system, but perhaps only one that doesn't either break combat flow and immersion or add needless complexity to an already overly complex game. Paused pop-ups gives player control, but is the most intrusive. Scripted options like the original games are better, but will alienate a novice player already confronted by mass complexity. Both option goes against Larian's admittedly flawed efforts (where is the abstraction to HEX curse ability selection wasting so much time?) to make the game more fast-paced and palatable to a mainstream audience.

I have proposed time and again an optional real-time, time-limited reaction system. Imagine an enemy triggering a potential reaction. Time slows down with a loud clock ticking sound slowing down to almost halt while the camera zooms a bit closer to the situation. If the reaction trigger is an enemy casting a spell, the incantation effects and chanting voice would likewise be slowed down - and louder. The player counterspeller would be informed of spell name ONLY if spell is on the class list at a spell level he/she can cast (while also not silenced/deafened). When reaction ends, either after say -a 3 second window to react- runs out, or having reacted, the clock ticks faster quickly while the camera zooms back to normal. Game on as normal. Even if not necessarily faster, it would mesh well with the flow of the game and give a cinematic feel to combat.

This would be an option layered on top of automatic reactions so you have the best of two worlds.

Last edited by Seraphael; 28/11/21 11:53 AM.