I can't resist to show you how mistreated I've just been while I was recording something for a video.
Short clip : Combats against Dror Razglin, I just rushed into it.
6 rounds combat.
Shove : 3 (2 to push, 1 to disengage) Pushed by Dror's Weapon : 5 Pushed by Dror's Shockwave : 2
=> There has been 10 attempts (successfull or not) to push my characters or shove uses for various reasons. => 1 of my characters has been killed BECAUSE shove is a bonus action (Dror has first choose to use his action then climb the ladder to shove). => 1 of my companion has been impossible to bring back in combat
This is definitely a good exemple of how bad combats in BG3 can turn because "pushing" is absolutely too powerfull and too common.
=> As a result I had to revive my characters additionnal times. => I had to allow more ressources to "heal" (or help) than I should. => Engage the archer with my fighter has been useless => Combat has been slower => Shadowheart should have used more turns than the whole combat duration to get back in the area. On top of that, she'd have aggro all goblins in the main room if I tried.
But it's not only about this combat... - Shove is everywhere to push, to disengage, to wake characters up, for the sake of it (goblins, druergar,...) - Skills that can push your characters are everywhere (Dror, Minotaurs, Bulette,...) - Items that can push your characters are everywhere (boat to grymforge,...)
This is definitely too much and as a result, combats may be extremely frustrating and tedious. We're pushed so often and so far that we cannot even prevent it. It may also completely negate some tactical players choices (to engage archers, to use sleep,...) on top of allowing many ennemies to one shot our characters.
This should never happen.
[video:youtube][/video]
I haven't considered myself "in difficulty" once in this combat but I've been ANNOYED a lot...
- Annoyed to re-move my characters so often because the ennemies have changed my position. - Annoyed to think of staying at least 10m away from holes (which is often not possible in the game). - Annoyed that going higher was a worst choice than staying on the ground. - Annoyed to revive characters because the AI has so powerfull tools. - Annoyed that my engaged fighter didn't trigger an AOO on the archer (or force an attack with disadvantage) - Annoyed to have been one shot (basically, that's what happened to SH but it usually apply to every characters shoved to death) - Annoyed of spending so many actions to react such powerfull tools and survive rather than choosing how to use my ressources. - Annoyed that a fight that could have ended in 4 rounds ended in 6.
EDIT :
I just had a try yesterday.
Red = the area from which you can be OS. Green = bottomless pit. I included the spider pit in "bottomless"/OS because it mostly mean that one character is out of combat (except if it's a character that already have misty step + spellslot) Blue = the safe zone
This combat mostly rely on metagaming and is only "rewarding" (or at least not penalizing too much) a single strategy : attack them from behind / from the stairs. I want to be able to rush into them with melee characters and fight arround the throne. I don't want to be OS before knowing that I should stay so far away from holes. What is a bad position should be mostly obvious (this is visible holes, not hidden traps) at the first glance, not after you've lost a character.
This is the kind of expected dangerous zone most players will have in mind when they're gonna see holes. And to my own surprise... this is the danger zone for SHOVE. If you're a bit further your character won't fall into the pits if they're shoved by a 18 str character. Shove distance doesn't seem so broken here in the end (Dror probably has more str than my Lae'zel though)