joriandrake wrote...
what I think was the issue with specializations that they had zero or close to that effect on the game and conversations, I wish if you pick ranger for Zevran, assassin for Liliana, or arcane warrior for Wynne as example, they would remark on these now and then, perhaps even modify some events
True, Wynne didn't seem to mind if you made her into a Blood Mage. Doing that with Anders, however, does open up an extra dialogue option so at least between Origins and Awakening they seem to have thought about that aspect.
I'm sure I'm in the minority here but it really wouldn't bother me if they removed the option to spec your companions beyond the default. It also wouldn't bother me if we only got 1 spec for the main character if it meant more abilities and playing a bigger role in how we play.
andar91 wrote...
I think that class balance is still important in this game since it's a
party-based game. Mages have a reputation for being overpowered, but
I've always argued that I never really felt that overpowered until I
played Awakening. Between physical weakness, mana depletion/management,
friendly fire, and cooldown times, I never really felt THAT powerful.
Plus, the regular non-spell attacks didn't do enough damage to matter
that much. However, I will admit that higher leveled mages are
practically gods. But everybody's powerful, mages are just much more
open about it. I think it's mainly the AoE that does it. In DA2,
warriors will probably feel more powerful since they're more focused on
AoE now.
I find balance to be important as well because even on nightmare Origins is cake walk. I didn't find my mage to be overpowered in Origins because I pretty much avoided as much CC as I could and focused the character mostly on healing and spirit damage. By Awakening the character had really high damage potential on single targets but it was still not at the level of raw damage that a rogue or warrior could do anyway -- spell resists and having to set up double hexes didn't help.