Posted February 13, 2011

With the enemy moving around so freely (with so many of them) this can cause your fighters to move as well opening them up to flanking damage and even 'fleeing' damage if they get hit from behind while moving to their next target.
These are very old mechanics problems that many games in the past have attempted solutions for. If you played Drakensang after Dragon Age Origins you would be sorely frustrated.
As for mages not having AoE spells, this just seems to be a feature of the Dark Eye ruleset, which means they have to act more like squishy support characters than the heavy artillery we're used to seeing them as in other games. I simply see it as a matter of taking note of how the game's ruleset operates and designing your characters and tactics accordingly.
Mages can still be powerful, its just worth every damn point you can invest in armor spells. Worth every damn point you load your staff skill towards parry and worth every point you can invest in one or two damage spells (or one damage, one debuff). Summons/pets take a LOT of time to become worth a damn in a fight. They have pittance for health until very late in the game.
Yes there are ways to handle the system, I just didn't find it fun. They're very old school mechanics that in my opinion, have been improved on in other games.