Originally Posted by Wormerine
In combat jump uses bonus action, so that's something player needs to opt into. Also in early iterations, jump and disengage were one and the same.

I do agree that jump feels really tedious to use during exploration - from from having to click, lound "thump", control being taken away from the player as characters finish their skill animations, companions not quite managing to follow you without stepping into surfaces.

I think it would be nicer if during exploration, it were taken into account when pathfinding - automatically jumping over hazards, and when necessary.

+1

Originally Posted by williams85
Either it's a way to artifically create landscape puzzles that you have to "solve".

I suspect that Larian may be thinking along these lines, and in fact sometimes that can work, such as finding a way to jump down the big mushrooms at the Arcane Tower (either at the tower itself, or the ones leading from the forge). It would take something away from that if we could just click in the Arcane Tower garden and the game would just find our path there with no need for us to carefully examine possible paths.

But still having to do so many little manual jumps during exploration is boring enough that I’d probably be willing to sacrifice the rare instance in which jump forcing us to manually pathfind adds some interesting challenge.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"