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Sword Coast Legends To Introduce RAGE OF DEMONS and Tile Based Editor
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<blockquote data-quote="smiteworks" data-source="post: 7685146" data-attributes="member: 87795"><p>I disagree. It's not as tactical as it would be with a turn-based approach (my preference), but you still have similar tactics that you have in Baldur's Gate and other RTwP style games. Summoning a pet monster and buffing them and others before entering an area, dropping sleep over grouped enemies or choosing which area you want to focus the build for your character are all still in the game. Furthermore, using the correct attack against a specific enemy becomes important, such as when you attack an ooze. I found myself sending in a stealthed or invisible rogue in to start the combat off with a backstab on the enemy spellcaster and then followed it up with mob control spells first while the fighters focused on one enemy at a time that made their saving throw.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 7685146, member: 87795"] I disagree. It's not as tactical as it would be with a turn-based approach (my preference), but you still have similar tactics that you have in Baldur's Gate and other RTwP style games. Summoning a pet monster and buffing them and others before entering an area, dropping sleep over grouped enemies or choosing which area you want to focus the build for your character are all still in the game. Furthermore, using the correct attack against a specific enemy becomes important, such as when you attack an ooze. I found myself sending in a stealthed or invisible rogue in to start the combat off with a backstab on the enemy spellcaster and then followed it up with mob control spells first while the fighters focused on one enemy at a time that made their saving throw. [/QUOTE]
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Sword Coast Legends To Introduce RAGE OF DEMONS and Tile Based Editor
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