Desolate Dancer
Educated
As I said, it wasn't perfect yet it was way better than PoE's feeling of emptiness whenever you were in a dungeon. Not to mention the numerous times when even BG managed to create interesting and smart encounters by utilizing the area's environmental features. Most notable examples would be the narrow path behind Durlag's Tower where two tough Doomguards pommeled your party, or when down in the mines you had been surrounded by Orc Archers, but you could not approach them in melée so you were totally exposed to their attack. So proportions aren't only bad in PoE aesthetics wise (emptiness, artificial taste), but also because they never actually utilized the environment (something that even the first BG managed to do, not to mention BG2). Pathfinding was shit, yet it never bothered me all that much, I only encountered this talking point years after my gameplays somewhere on the internet. I may have been fed up once or twice with Minsc stucking somewhere or something, but it was a non-issue imho. The very least, it wasn't a gamebreaking issue (like any single trait of PoE for instance).Why are you advocating for one of the worst features in BG? Even ignoring outside-of-combat pathfinding which they fixed by turning everyone into ghosts, it would make in-battle pathfinding excruciating just as it was in the IE games. One of Sawyer's greatest regrets was making the first dungeon in IWD too narrow because he was a newbie who didn't know better, so he made sure that would never happen again.
PS: It's also funny that Soyboy has any regret about IWD, since that game at least was a playable compared to his latest... (coughhh) 'achievements'... IWD was always a boring game for me cause party interaction/dialogue is what breathed soul into the BG saga. Without that, IWD really was just a glorified hack&slash with d&d ruleset/lore. I think I finished both games only once then never bothered to touch them again, but from IE standpoint they had the same potential.