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Also, AI combat are only adequate in easy encounters where you dont need to do much of anything. In harder battles, you would want to pause a lot to set up your own commands(to avoid friendly fire, focus targets etc.), so you would need to know what the class can do regardless.
Look at it this way. In Turn Based, you have the time to read your abilities and see the impact of your choices. In RTwP, everything happens so fast, that unless you constantly pause, you dont know what your characters are doing or the impact it has, unless you are already familiar with your characters.
If you want Turn Based to go faster, you can set the combat speed to max with the slider at the bottom of the screen during combat. This makes all animations and effects go much faster.
Turn Based Combat can be tedious and it is not very well balanced in PoE, but I prefer it over RTwP.
Ideally, I would like to switch between the two, RTwP for easy combats, and turn based for harder ones.
You can adjust the speed of RTwP to virtually a crawl, allowing you to read and react easier. I honestly think a lot of people don't know that you can adjust the combat speed of RTwP.
With that said, like psychotron said if you're having difficulty micro managing turn based you're going to have an even rougher time with RTwP. The AI is actually pretty decent but you have get a good grasp of the mechanics.
The main advantage of RTwP is that the game was built on and balanced for it. Enemies react differently and there's a much more fluid and dynamic combat flow.
I think I'm going to try RTwP. It's not so much having trouble micro'ing in turn-based it's that I don't enjoy certain classes that are very helpful so I'd like to be more hands off with them, like chanters as an example, not for me, I've never played a bard in any RPG yet, but I love their buffs/debuffs, I'd think Ranger script would be pretty simple too and not have to mess with them again, etc. The game seems to have ok AI on the enemies, or AI for ship crew during fights, so I was thinking it's be similar. Being able to slow it way down for tough fights seems like that might give it the edge.
As others have already said, with RTwP there are simply too many abilities, modifiers, etc. to manage that you end up just slowing everything down anyway. Constant pausing just ruins the immersion completely, and the game suffers for it.
In turn-based, the game is more tactical, has an "x-com like" feel, and, while it is much slower, it is also a lot more rewarding to be able to plan for and react to combat situations without the constant need to fight the natural rhythm of the game.
that driving stick vs automatic analogy is on point.
I recognize RTwP combat is chaotic but it's fun in my opinion.
If someday Obsidian releases PoE 3, 2 combats modes should be avaiable.
Not really. There's nothing difficult about combat in PoE2, whether RTwP or turn-based. For me, it's not a question of "ease" or "difficulty"... it's just boring and frustrating having to continually pause and fight the real time rhythm of combat to ensure you're getting the most out of your character's abilities.
Sure, you can just dive in, go full steam ahead in real-time, and easily mop up most encounters--but you end up missing many of the finer points of managing afflictions/inspirations, the timing of spells, etc. This is because there are many nuances that aren't readily apparent in PoE 2's combat mechanics.
It's just more immersive, to me, to keep everything on one turn-based "time-line", and deal with everything--all of the stats, modifiers, etc.--as a complete experience, instead of pushing the encounter through a few seconds of real-time click-mashing.
I do like the driving stick analogy however.
driving automatic = realtime: because you have to use the AI so much.
driving stick = turnbased: because you are fully in control.
Also if you are using the AI in RTwP then you are doing it wrong. You should never enable AI in a RTwP game.