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In all seriousness, I agree that combat is too long but not for the reasons you listed. I don't care for the action economy since that's the game mechanic of D&D. I think the problem arises in the wait time and prolonged animations of AI. If the AI can make up their mind on what action to take in about 1-2 seconds then it'll be fine, but every time we have to wait 5-10 seconds, or more, so the AI can calculate what sort of action to take against you.
Dash animation are too long, Jump animations are rigid and long, attacking animations can be reduced by 20-40% etc...
Frankly I don't care if they take a good or a bad action, the player will adapt to the situation, I want them to be more decisive... which will take development time. So we can simply just wait.
I don't think combat is quite too long but it does vary a bit. Some fights can drag a bit, for sure. Definitely in the larger fights, they can drag quite awhile which can be frustrating; it's why I never cared much for limited/singular action style games unless it's done similarly to FFT or Tactics Ogre.
THIS is the correct take. This ♥♥♥♥ right here is why I can't ♥♥♥♥♥♥♥ stand the goblin battles in this game so far. Finally someone knows my pain
And many conflicts can be avoided. You don't actually need to fight everything in this game.
That aside, I'm actually generally satisfied with the compromise between overall pace and visual presentation that the current build strikes.
Things strike a good balance between looking good and moving fast enough.
I know that if it was for some people's we'd have just everything sped up to 10X and every 3D model in the game replaced with an abstract 2D portrait "because it's faster", but hey, you'll never make everyone happy anyway.
Free camera would help as well cos right now i think camera needs to pan first before the enemy goes and you could see around the battlefield better.
Removing dash as cast animation would save afew seconds as well.
Improved animations for geting close to target would improve the feel of the combat as well, but not really make it faster so that one is just visual improvement.
It makes easier fights pretty satisfying when you just click a button, end turn, enemy does their thing, back to you, and it just flows so nicely now.
Larger fights are still kind of annoying, but each patch seems to make them less of a slough - that or I've played the game too much and learned to multitask while I wait for 12 AIs to make their move before its my turn again.
The phase spiders are a pita if you let all the eggs hatch (15 of them I think).
Every time one of these games comes out with real-time combat, it's invariably accompanied by filler combat for the sake of combat.
So, no thanks.