1varangian wrote...
Q1: Will enemy and companion levels scale to match the PC again?
Biggest flaw of DA is negating the feeling of advancement by scaling the hurlocks, wolves and whatnot to match your level. Just finished the last DLC and my level 25 mage did not feel any more epic than when he was first fighting the same hurlocks in the Korcari wilds at level 4. Also it doesn't help when an "inexperienced" companion like Finn is given the same level as your uber warden. So really hoping the answer will be "no" this time.
Sorry, followers will still scale with you. If they didn't, ones you didn't take with you would be useless later in the game with no way to catch up.
Q2: Will stats (and equipment requirements with them) scale as heavily as in DA:O?
Another pet peeve of mine. It's impossible to get any scope of physical power when a warrior's strength = experience. It should be possible to have a strong level 1 PC. Attack, defense and damage etc. progression could easily be associated more with experience level and class rather than stats.
If those stats were associated with class and level only, then every character would be the same. By associating with stats instead, we give the player choice in how he levels his character and what properties are more important to him for the build he's creating.
Q3: Will mages be required to invest in Str / Dex this time if they want to fight? Or will simply dumping everything into Magic result in a well rounded arcane warrior/caster again?
Dumping everything into their primary attribute is a viable way to create a character. They will hit a lot and do a lot of damage, but will suffer in every other way. It will work in a lot of situations, but it won't be a well rounded character.
Q4: Have you considered any kind of diminishing returns system for increasing stats?
This has already been discussed. Attack, Defense, Armor and other resistances all have dimishing returns.
Q5: Will a fight between two equally skilled combatants look more intense this time around with more blocks/dodges/sparks? Or will they still stand there steadily grinding each others HP down? And in the PCs case taking multiple potion breaks during a tough fight?
Animations are generally independent of each other, so there is no choreographed combat (except synchronized animations like deathblows). Epic enemies like bosses have to be able to stand up to the combined attentions of the entire party. To do this for any length of time, they need more health than normal, so yes, you will be whittling down their health. We are also trying to limit the amount of potions use in the game through various methods.