Battle speed (buffs etc.)

One of the biggest issues I had with 2 was some pretty severe slowdowns once I started getting a pretty beefy team. It mostly happened when buffing stats, which I noticed was overhauled for 3, but some battles which should have otherwise lasted seconds took minutes. Even without stat buffing, I sometimes had severe slowdowns between actions even using the sped up version of gameplay.

I hope that those types of issues are addressed along with the ability to keep battles quick and efficient since we’ll be involved in so many.

I don’t know if it was an issue on the PC, as I played on Android, but I’m hoping that once I’ve got a full team of heavy hitters and there are potentially multiple spells and stat boosts with multiple targets, I’ll still have a smooth experience.

I’m excited for release. Thanks for awesome games.

You know, on the topic of speed, I’d also like to see a bit of increased speed across various game functions as well either by default or as toggle options.

For example, having to wait to get quite far into the game for a movement speed buff was a bit painful. I think you realized that because you gave us the NG+ option to enable it permanently.

Also, the default battle speed was pretty sluggish. Luckily turbo helped this, but boss fights got pretty drawn-out, especially with my death mage who relied on multiple sacrifices/resurrections for stat boosts and AoE damage. I’d love to see an option that made buff/debuff messages optional for more skilled players to simply look at the icons as well as something that would let area effects happen faster or simultaneously. Waiting through 6 different buff sessions could get slightly overwhelming, especially with extra traits and whatnot that made those things take effect more than once and then repeating the process on the next turn.

As for stats, maybe have a maximum stat buff (of, say, 100% or 200% etc.) And use some sort of visual bar that would be filled up based on the percentage of buff a creature has, like a mini bar graph inside the creature portraits, colored based on which stat is buffed. That would even allow us to turn off stat boost messages in combat to simply see where they’re at, leaving us simply with damage and healing messages coupled with persistent UI for the rest.

Edit: Also, I’d like to see a reduction in the amount of “loops” the player can get stuck in. Too often, I’d be stuck in a “when hit” type loop with enemies. It also happens with stat reductions and increases with traits that buff stats when other stats get buffed, then reduce enemy stats, then buff other stats based on a percentage, then hit enemies, etc. I understand these types of things are impossible to cut out completely with such a huge game with so many traits and buffs, but I felt like it happened way too often in 2.

Ultimately, however, I’m really excited for release and can’t wait to dive in.