eric5h5: I see they're doing the trend of "either turn based, or real time with pause". I find this far preferable to real time only (which I won't buy), but it seems like it's still a bit iffy trying to balance for both. It's OK devs, you can just do turn-based, you'll be fine. :) If the idea is "but you can use real time to speed through trash mobs," I'd suggest getting rid of trash mobs entirely.
Some people just seem to hate turn based games. Then, active pause is a middle ground, so that the player repeatedly corrects the mess that usually happens during combat.
eric5h5: It's OK devs, you can just do turn-based, you'll be fine. :) If the idea is "but you can use real time to speed through trash mobs," I'd suggest getting rid of trash mobs entirely.
P-E-S: Yeah, I never understood why people like real-time with pause because it either turns out to be an incomprehensible clusterfuck in skirmishes or the player ends up having to pause every other second anyways, so what's the point of real-time fights then?
When your party is overpowered in comparison to the opponents, real time requires less input or effort from the player. That is about it. Also, some players prefer it. Plus, when Baldur's Gate came around, it looked dynamic and cinematic and refreshing and gave an illusion of freedom.
Nowadays, I cannot endure RT games without active pause. So, well done, developers. This game in particular looks worth checking.