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heh, It feels like we are geting some crazy camera action with animations but that's not the case at this point that would be welcome. it's just Ai thumb twiddling and doing god knows what...
That might be counter productive. Yes, you might save a few seconds, but it increases the chance you miss something important and then have to spend minutes and minutes scrolling around, looking at combat logs, or end up making suboptimal moves. If someone casts hold person on you and you miss it... you'll drag the combat out far longer trying to get do something. And you'll be frustrated as heck.
One of the top things in table top which draws out combat is players not paying attention. You target the wrong goblins (missing that goblin #12 was already hit), have to have the other players or DMs explain the situation again, etc., etc.
My list, other than the technical, is to just learn from the table-top games.
Technical
* Camera. Too much time scrolling around.
* Tab Targeting. Too much time scrolling and panning to control the able.
* 3D. Use it less. It takes way too much time getting LOS.
* Movement. Detached from attacks. Too much accidental moving into terrible positions because it decides to move you before attacking.
* Movement. No grid. Way to much time (and error prone) knowing where you can and can't move, wasting movement, drawing unnecessary opportunity attacks, etc. See Solasta.
* Dice rolls. These seem a lot slower than Solasta.
Standard Table Top Solutions
* Less enemies. Use waves, use other effects to suggest numbers, minions of you have to, etc.
* Smaller maps. Too much time wasted scrolling, too much time moving, too few chances to use AoE damaging or crowd control spells, forces ranged combat too much. Large BG3 maps also force more panning and LOS targeting.
* Enemies often way too spread out and starting too far way.
* Lower creatures hit points. 5e would never have waves of 30hp goblins or three ogres at 3rd-level. Even if you have advantage its still a slog to get through 200-400hp.
* Remove advantage/disadvantage with height. Makes high ground and ranged combat to unbalanced. If you start a combat in the 'wrong' position, its a time waste or save scrum.
* Surrender/flee. Few monsters ever just flee, forcing you to waste time finishing off every last creature when the fight is not in doubt.
* Vary encounters. Have a lot of easy ones and then one hard one. Players are more likely to appreciate a two hour slog if they just finished 3-4 thirty minutes (easy) fights which still advanced plot.
* Have other ways of ending the combat or goals other than killing monsters. Maybe your goal is to get through a room and close the door behind you.
There are lots of 5e methods to speed up combat.
Also, and this might not affect Larians story part of the game, but may greatly hurt what players can create with the DM kit. The large scale battles that are common for the upper levels will not be possible at this rate.
I'm glad more and more people are talking about this.
A lot of the bugs may had happened because I first destroyed the goblin drums before initiating the fight.
Completely agree on the accidental moving part, it can be extremely hard to till if they're in range or not.
I ran often into that a lot while playing DOS2 and I wish Larian could fix this in BG3 even with tactical view it really did not help.
I can understand large scale battles if the team was spread out, however that would then need you to plan that out before the battle (if you only knew what was happening due to a walk through or going by an old save to redo your approach on tactics.)