More:
In DOS2, your party is always walking around in a "cluster" formation. The combat engine, however, is a turn-based tactical game that has a lot in common with games like X-COM or Fire Emblem. It's a very well-done engine; however, your primary way of engaging combat is "talk to NPC -> NPC turns hostile -> enemies spawn in -> enemies hammer your party with AoE / focus attacks on party members with weakest armor." It is typically extremely difficult to fight your way out of these situations without consuming precious resurrection scrolls, so the typical strategy is "talk to NPC -> NPC turns hostile -> enemies spawn in -> reload your game -> position party members in strategically useful starting positions -> talk to NPC." Worst case is "talk to NPC -> NPC turns hostile -> enemies spawn in -> reload your game -> change out your party's powers..."
Frankly, I think that fights that require save-scumming or prior knowledge to be extremely bad design. I realize that in 2018, most players will have a walkthrough in a browser tab, but I prefer to think on my feet. And the reason DOS2 leans on this strategy so heavily is that, in fact, if you begin combat in a decent position, after you've figured out how to synergize your characters' abilities, you will face-roll most encounters. Their main idea for keeping the challenge level up is to eventually have every monster fly and explode into large pools of cursed ooze. But even that isn't enough to keep the game from revealing the weak structure behind its facade.