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Infinitron gets answers: http://jesawyer.tumblr.com/
melnorme asked: You're against "no brainer" RPG activities like prebuffing, etc. But doesn't an overly punitive engagement mechanic make tactical positioning a "no brainer" by ensuring that the absolutely correct tactic is to never disengage from melee? Shouldn't disengaging from melee be a viable option that players can be expected to choose at least, say, 33% of the time?
That’s not always the absolutely correct tactic. Even in our internal play week people voluntarily broke Engagement a lot. Characters with high Deflection voluntarily broke Engagement, especially if they had taken Graceful Retreat specifically for that purpose. If they didn’t have the Deflection to do it, they would use abilities on their engaging foes specifically to remove the Engagement effect. Stun, Prone, Paralyzed, and several other afflictions cancel any Engagements held by the targeted character.
As with many other aspects of the game, there are elements of Engagement that don’t work well. Communication of the Engagement state is overly noisy (that’s been addressed in our local build). Extended Engagement distances result in chain Disengagement attacks (not intended and we’re talking about how it should be handled). If, after addressing those issues, Disengagement attacks still feel too powerful, adjusting the practical effects of the attack is pretty simple.
melnorme asked: Idea: Cut down on UI effects visual clutter in Pillars of Eternity (such as melee engagement indicators) by optionally displaying only information pertaining to the currently selected character. Select them all to see everything, select nobody to get a panoramic clutterless view of the battle.
In the next BB update, you should see cleaner Engagement indicators. Engagement is primarily displayed on the selection circle itself in a clear but low-key way. The Engagement arrows (showing who is Engaging whom) are only shown when a specific character is being hovered on or when the game is paused.