Health, mana and stamina regenerate almost instantly after every encounter. This promotes a very carefree playstyle where getting hurt doesn't really matter, as long as one party member survives. Triggering a trap that almost incinerates the entire party is completely meaningless when you recover from it in a matter of seconds, and you even end up triggering them on purpose because it's faster than disarming. The persistent injuries fail at fixing this, as they too are nothing more than a minor inconvenience. The minimal penalties for a "cracked skull" are not even believable and the injuries are effortless to remove. For fighting to be exciting you should be forced to avoid damage at all cost, but in DA you don't really care. This really undermines the overall immersion of the game.
The same carefree approach applies to magic. You can mindlessly blast away with your most powerful spells at the weakest enemies. Sadly, your most powerful spells become less special and more mundane with each casting. The need for resource management is missing completely. Forcing the player to think how and when to use their mana would also be very rewarding when done successfully. I'm not a fan of the mage staff and the unlimited magic attacks either that effectively make them mage+archer. Archers should be important as well, and not because they have some uber arrow with aoe paralyze that makes no sense at all.
The abundant potions also contribute to the problem. If any given battle is too hard, you can simply overcome it by drinking enough potions which in turn destroys all feeling of achievement. Knowing it was the potions that won that epic 1v1 instead of the skill of your PC or Alistair.
I realize the devs want the wheels to keep moving, but unfortunately this reduces the game to a "fun romp" with a lot of button mashing that does not reward a smart player for good resource management or tactics. In DA:O, the story and the otherwise solid gameplay carry the repetitive combat. My biggest wish is that the combat of DA2 would be more engaging, meaningful and consequential. To the point where you have to load an old save or restart the game if you played poorly. I would also rather be forced to reload a battle when a plot companion dies than watch them get killed only to stand up and auto-heal in a few seconds. Perhaps these things could be addressed with a "hardcore" difficulty setting?
2) Level scaling enemies
Fighting the same Darkspawn at all levels really removes any feeling of advancement. And a 15th level party getting eaten by a pack of "high level wolves" utterly destroys it. I hope the engine and the improved hardware of 2011 can handle increasing enemy numbers rather than their levels for DA2. There are also better ways to keep battles challenging at higher levels - smarter enemies who go for soft targets, ambushes, less but bigger and longer battles, splitting up the party etc..
3) Clothing and hair
Too much recycling of the same outfits on NPCs to the point where it's noticeable. Mages are especially bad to look at. After hearing DA2 visuals will get technical improvements and look super hot I'm eagerly awaiting clothing and hair physics.





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