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I would like to point out that with the exception of one passive which gets a “high ground” bonus, there is no difference between high and low ground.
It’s the same whether it’s up or down—vertical values for both movement and attacks are EXACTLY THE SAME whether up or down. If you “cannot reach them” then:
1. If you have boots available, give them to your melee heroes to be able to jump up more or get there faster.
2. Utilize ranged and magic heroes yourself.
All the tools the AI has and all the rules are the same.
The fact that “they’re over there” and “you’re over there” isn’t an asymmetrical situation—same rules.
It's worth mentioning that Fell Seal is really forgiving when it comes to height discrepancies, though. There are no line of sight or height penalties for ranged attackers other than the vertical allowance of attacks, which affects both those who have the high ground and those who don't. Additionally, it's very easy to raise the jump capability of your characters -- there are several boots accessories that you can craft in the party menu or buy from shops, and you can put more than one of these on a character to further increase their jump range.
As the open poster is talking about starting maps he might not have access to that many good jump height+ items.
P.S. @chrisbors it will be getting better, but most maps will remain a bit rigged against you. You're free to replay maps as you like, so leveling or playing for fun will be without any hindrances for you :)
I understand the problem of combats design that led dev to not give a bonus to height but through one passive skill. Even XCOM2 choose that simplification too.
It's still a complexity/tactical element removed, but it would probably require wider maps, longer ranges.
wait till you reach the fire temple on at least hard mode
that map was tough for me
In that map I found easier not bother climb to enemies. Also a trap when you use long range is move them too far. If I remember well I tend build a solid roster with good healing abilities and at least one long range preferably two. I favor less mages, like one but also with healing or support abilities.
It should be easier to use bottom as a base until you killed a few enemies, From this base you can move up a bit at the right, and there's a good position to hold with a long range, at right, isolated behind a tree.
You can also expand a bit at bottom left without to move up much.
Once some enemies are killed it's easier to move up.