It's funny, this.
Thanks to
Sensuki and some other grogs, I finally learned both how to play and how to enjoy the IE games over the past couple of years. I've been playing and replaying BG2 to the point that I find myself un-ironically going "Pfft, Firkraag is easy, I just beat him in five rounds with two toons." (Which I did, and it was.) I've graduated to stuff like setting my own objectives -- "get Crom Faeyr as quickly as possible," "get Mazzy before she spends more than one pip on shortswords," that sort of thing. I had a fucking
blast going through Firkraag's dungeon the first time I got to it this time around, and I kinda used to hate it.
Which also means that I now at least understand even if I don't 100% agree with the grog critiques of P:E's combat.
And I agree with most things
felipepepe wrote. Like the encounter design -- repetitive and clearly not on par with BG2. And that P:E needs immunities and counters for more depth. And that it'll have way less replayability than BG2 because there just aren't things like Crom Faeyr or the imminently-nerfed Mazzy to chase after.
But. I'm really, really digging the combat anyway. I think the classes have incredibly cool synergies and the blow-by-blow gameplay is arguably
more tactical than in BG2. By this I mean that tactics have a bigger impact: in BG2, if you've got a somewhat competently-built and equipped party, you can easily steamroll the "speed bump" encounters with select-all, select-target, auto-attack, moreso if you apply a buff or two, whereas in P:E even the easy encounters will wreck you bad if you're completely asleep at the wheel, whereas actually
playing them by using your per-encounters, timing, and choosing your targets they won't even scuff your armor. I.e., I'm finding the difference between good tactics and bad tactics bigger in the easy encounters, while the hard ones actually need effort to play, not just discovering the right solution and applying it.
I'm also digging engagement, but
not for the reason I liked it earlier. I like it because it adds a dimension to the tactics. I can easily see which toons can move freely and which can't, and use this to my advantage to have my stabber move around stabbing things. Or if a squishy gets engaged, it gives me a challenge to deal with: find some way to break engagement without getting the squishy murdered.
So Sensuki's claim that this is "RTwP for players who hate RTwP" just isn't true for me, because damnit I've just discovered the fun of RTwP, and I'm having a
lot of fun with P:E.
(All this of course evaporates if you do the side content because you'll be wildly overleveled in no time, and crit path level scaling got shouted down at the outset. Kind of amusing that considering Josh's "balance" fetish. I hope they'll fix that; all you'd need to do is adjust the XP tables for leveling up so it's not like it would be hard.)
felipepepe's final question is very valid too: Obsidian can take this in two directions. They can build up on P:E's strengths and add more depth to the mechanics (immunities or at least much higher resistances for more diverse enemies, better encounter design, better itemization so we have 'Crom Faeyrs' to chase after), or they can rest on their laurels and make it (even) more accessible at the expense of depth and challenge.
As to the most obvious flaws -- overleveling removing challenge, fairly wild imbalances here and there etc. -- I'd be surprised and disappointed if those at least aren't fixed fairly quickly, in a FO:NV style Josh rebalance if nothing else.