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The Big List: What I'd like to see improved or patched in DA:O


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#1
chizow

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I know there's quite a few people who think DA:O is perfect as is, that's fine and I can respect that.  Many like myself enjoy the game for what it is, but that doesn't mean its perfect or can't be improved upon imo.  This list is to document some perceived shortcomings or bugs, some of which may be viewed as minor nitpicks to major design changes, but all were written with the best of intentions: to make DA:O a better game than what it is right now.  The list is long, and its a compilation of what I would like to see improved along with many other ideas other have expressed displeasure or concern over.  I wouldn't have bothered to express these concerns into a list if I didn't care enough about the game to hope this list might affect some change in future patches:

A. UI and Camera Controls

  • 1. Combat Chat Log:  I think many are wondering why we don't have this as a feature or at the very least, a command console option to enable this.  I firmly believe many of the bugs regarding damage and status/item modifiers slipped through QA simply because this was not a feature in the game that would allow testers to confirm and verify features as working as intended or broken as they appear in game.
  • 2. Toggle option for "Highlight Objects", default [Tab]: Would be nice to allow this to always be on so that object and character names are always shown.  At the very least, an option to allow this to toggle on/off like a light switch so that we don't have to constantly hold the button while running around.
  • 3. Assignable Radial Wheel pop-ups for each character:  There's already a radial wheel function in-use in the inventory, would be great to have a similar implementation that allows a radial wheel pop-up over each character when selected in the 3D viewport.  You could then assign perhaps 8 abilities to the wheel per character using drag and drop similar to the default action bar, but obviously the radial wheel would localize execution of commands and make for a smoother control experience.
  • 4. Fixed camera position toggles: Really surprised this isn't a default feature, but it would've been nice if there were fixed or assignable default camera positions, at least 2 positions (zoomed out isometric, zoomed in 3rd person) with ideally a 3rd, zoomed in slightly with a 1st person viewplane.  Assign to say, "V" and you could quickly toggle between those 3 default views.
  • 5. RMB + mouse forward auto-zooms: This is really minor, but something I repeatedly found annoying from a usability standpoint.  If you're fully zoomed out in top-down isometric, a RMB + mouse forward motion will not shift your viewplane angle toward 1st person.  You have to zoom in with the mouse wheel slightly *first*, then RMB+ Forward.  Simply changing the default command to allow the camera to zoom as necessary and then shift viewplane simultaneously would be a nice fix.
  • 6. Mappable "Loot All" Button: Would be nice to be able to simply hit an assignable key to loot all, or at the very least, have the mouse cursor center over Loot All once the lootable sparkle object is clicked.
  • 7. "Item Received": Simply poorly conceived and implemented as seen in production.  A chat log would largely take care of this, but having the item text string displayed in the lower left would be ideal.  Its done for money received, really no reason it couldn't be done for items.  You can choose to sort by Newest in the inventory screen, but that's not fully accurate either as stackable items will still be obscured.  The other option would be to always show the newest item at the top or bottom until the list is manually sorted.
  • 8. Changing Weapon sets simultaneously changes hot bar and tactics: If you change to alternate weapon set, this also changes your hot bar and tactics automatically, as many melee abilities can't be used with ranged weapons and vice versa.  Similarly, you can set tactics AI to Ranged or Melee respectively. 
  • 9. Sustained abilities remain toggled on after zoning, cut-scenes. (Lisst) Current implementation is inconsistent and buggy. Some abilities do not stay toggled on between zoning or after cut-scenes (Miasma, Rally, Berserk, Blood Thirst), while others do. Also, some effects show that they're on but the effects aren't working (Cleansing Aura). Just needs to be cleaned up and made consistent.
  • 10. Quest progress tracker (Lisst). More detailed codex entry on quests that involve multiple phases from multiple zones that detail which steps were already completed and where.
  • 11. Option to increase font size at higher resolutions (BesterP12).
  • 12. Option to hide helmets (Devil_Lucifer and Cornhorse).
  • 13. Bullet-time Slo-Mo option (Paul Roberts). Would allow users to appreciate combat and animations more while retaining relatively real-time (vs. turn-based) combat.
  • 14. Built-in Replay/Highlight reel. Would start recording on the start of combat, then an option to save the clip after combat ends. Similar replay implementations are used in popular titles like GTA4.

B. Gameplay and Balance

1. Stamina vs. Mana.  I know there's tons of threads here and elsewhere about this topic, so I'm going to try and just cover some potential fixes rather than argue whether its OK or working as intended. 

  • a. STR or CON determines Stamina.  Right now Willpower as a modifier for both Stamina and Mana.  This should be an obvious disparity, as a Mage only need concern themselves with 2 major modifiers: Willpower and Magic.  A well-balanced physical damage character needs to be concerned with STR/DEX and possibly CON, along with WIL.  A rogue would also need some points in CUN.  There's clearly a disparity here in that physical characters will be spread thinner by default in order to be effective. 
  • b. STR reduces fatigue.  Again, makes perfect sense for lore purists or pseudo-realists.  The fact physical characters are basically forced to use heavier armor that further compounds their stamina issues without any benefit from an attribute that would feasibly reduce that penalty just leads to further imbalance. 
  • c. Reduce Stamina cost for sustained abilities.  Again, can tie this into STR reducing fatigue.  The fact remains a physical dmg build character relies much more heavily on their sustained abilities in order to be effective.  Not only are these sustained abilities deeply integrated into the various skill-trees, they're expensive in terms of skill points invested, so having them constantly on is a necessity to make full use of their various synergies.  The use of multiple sustained abilities is once again compounded by the fact physical characters sacrifice more to build up Stamina via Willpower and also suffer greater penalties due to fatigue.
  • d. Introduce a craftable Stamina potion or allow Mana pots to restore Stamina.  It really feels like there was intent for a Stamina regain potion in early builds but was scrapped at some point in development.  Fact remains, there is no way to regain Stamina as effectively as chugging a Mana pot.  Deep Mushrooms are in the game as a Stamina regain item but there aren't any advanced formulae using it to regain Stamina.  This clearly results in Mage builds being more effective than physical build characters by default, simply because Mage builds have a bigger tank (max WIL) that doesn't burn fuel as quickly (fatigue) that can be quickly refilled (Mana pots).

2. Mages vs. Physical.  I don't really care that Mages are much more powerful and flexible than physical damage characters, my focus here is to improve physical damage classes to offer real choices and alternative gameplay styles rather than have everything gravitate toward mage-centric party builds.  I won't cover the various problems with Dex and Archery/Dagger builds because I know its already being addressed internally by Bioware.

  • a. Offer a wider selection of NPC mages.  As it is, with only Morrigan and Wynne as choices for mages, the end-user will largely experience a homogenous gameplay experience regardless of what they choose as their PC.  You have some flexibility, but the fact remains, you'll most likely be forced to play with either or both of them with every playthrough.  Current NPC break-out is 5 Warriors, 2 Rogues, 2 Mages. 
  • b. Rebalance Physical damage Talent trees.  It should be clearly obvious that current trees are imbalanced in favor of mages.  Mages can basically pick and choose the most appealing "branch" in each talent "tree" without any penalty.  For example, a mage would never need to max out the entire Primal spell tree, they can just as easily cap out the Cold or Lightning branch and basically get all the benefits, including Storm of the Century.  As a physical character however, you are basically forced to max out a single Weapon's talent tree due to the vertical and horizontal dependencies and synergies.  For example, you might need to go 3-4 points deep into a branch for Shield, but a major bonus of that branch relies on a 4 point passive in the branch below it, meaning you may need to invest 6-8 points just to fully benefit from that weapon.  Realistically, you need to max out entire weapon trees, which limits flexibility and utility greatly, especially in comparison to magic users.
  • c. Offer better, more reliable heal option or dmg mitigation/ignore options.  If physical classes could heal themselves or become immune to damage more reliably, this would reduce their dependency on mages or heal pots for heals.
  • d. Make Health potions cheaper to make and/or change their stat dependency.  The first two Health potions are priced reasonably, about 2s and 20s, but they spike up in price greatly after that up to ~1 gold and 1.5 gold each. Also, potion effectiveness is currently set to depend on Magic rating, which again, would never be increased on a physical damage character.  It would make much more sense to change this modifier to CON, where physical dmg types would benefit more.  While its certainly possible to play the game by literally burning through gold by chugging  pots, its clearly an inferior, less enjoyable option than simply maintaining a stable of mages to heal, nuke, and CC your way to victory. 

C. Weapon Itemization and Design

  • 1. More set items and better set bonuses.  The biggest gains from using sets were significant decreases in fatigue, although much of that bonus was simply necessitated from the fact you were using such fatigue-heavy sets.  Oftentimes, the bonus was underwhelming compared to stats foregone compared to what you might've gotten on peripheral pieces instead, like hands, helm, boots etc. 
  • 2. Quest rewards and customizable crafting options.  There was some creative ways that loot was integrated into quest rewards, would've been nice to see this expanded upon.  There's also clearly some mechanisms in-place that allow for customizable weapon stats.  I'd like to see a hybrid of sorts similar to Shale's armor crystals and Weapon Rune enchantments for Armor.  This would solve many of the perceived limitations on in-game loot variation.  It'd also allow the end-user more control over cosmetic considerations, as they could just modify a particular item. 
  • 3. Weapon/Armor/Jewelry smelting, imbuing, improving (Sabin Stargem). This would give players an option to retain the stats of their items but also upgrade the base stats from a weaker material to a stronger one (ie. Red Steel to Dragonbone). This could be further customized by adding various artifacts, runes or gems to create more powerful magic items with a crafting/recipe system.

D. Quest Design and Replayability

  • 1. More random encounters and ambushes.  I really enjoyed these, but they clearly subsided as you progress in the game to the point they're non-existent and replaced by a Dwarven trader.  I'm sure the modding community will be of help here, but it would've been nice to have seen more of these consistently.  If anything, I'd expect the frequency of these encounters to increase toward the end as Darkspawn forces continued to mount.
  • 2. More exp and gold farming encounters.  Similar to the above, it would've been nice to be able to grind a bit before completing the game.  Part of the fun of maxing chars out and gearing up is to put that gear and abilities to use with some mindless killing.
  • 3. More search and destroy, named mobs.  Always seems more personal when you give your enemy a name.  There's some of these encounters already, and I'm sure community mods will add here as well.
  • 4. Improvements to current DLC, like Warden's Keep (BesterP12). Ability to go back and explore/complete portions of the DLC. Expanded capabilities once DLC is completed, like actually using the keep itself as a base of operations. All amenities from traditional party camp transposed to Warden's Keep.
  • 5. New Game+ (Antagonist86). Option to continue playing a new campaign with leveled characters, money intact, items carried over etc. with some changes in the campaign and increased difficulty.

E. AI and Tactics

  • 1. Force Field (Lordhugorune). Enemies should not attack any party members that are force fielded.
  • 2. Tactics secondary condition. Allow a 2nd modifier, like Mana or Health % so that a spell or ability is only used if mana or stamina is a certain % or higher/lower. You can currently do this by using 2 tactic slots, but it would be a lot more flexible if a 2ndary condition could be set for each tactic.

I'll probably add more to this list; these were the main things that came to mind that have been bugging me.  It doesn't cover some other issues or shortcomings, like graphics, that can't be changed or improved without significant resources or effort.  Most of the changes above could possibly be done via the toolset, but rather than have them pushed out in a multitude of unofficial mods, I'd love to see Bioware take another pass to improve their game for everyone. 

I'll close by saying the game is great, this post isn't meant to insinuate otherwise, its simply a list of suggestions that might help to improve the game for future playthroughs.  Right now design imbalances are the main thing holding me back from going through another playthru; the way the game is currrently balanced there's very little incentive to choose any other playstyle than the one I just completed.  Please feel free to agree or disagree and add your own lists of what you'd like to see.  Thanks for reading. 

Modifié par chizow, 15 novembre 2009 - 05:05 .


#2
Wolff Laarcen

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Wow I agree with just about every single point you have here.

Your AI revamps are all spot-on. I didnt have the issue with RMB+forward movements that you did but i found the camera angles on the whole VERY restrictive. Many times I had to move a character just so i could get a better look at a groups of mobs in the tactical view. I really like the suggestion about changing hotbars.

I agree with the logic of your stam vs. mana arguments as well, especially STR or WIL affecting the costs of abilities. Stam pots seems like a good idea as well. Your mage vs. physical ideas are good also; the game definitely needs more than 2 NPC mages and fewer than 6 NPC warriors, and warrior/rogue talents need to be more balanced and fun like mage talents.

Good point on the stat dependency on healing needing to be changed, but healing pots seem to be widely more effective than mage heals, even at low magic levels. One wonders if mages are even supposed to be the most effective healers when a greater pot restores 135 health and a spell from a mage with 60 magic doesnt even restore half of that.

I think everyone agrees that loot in the game feels weak atm; theyre probably planning to sell us more with DLC.

I also agree with your quest design points. I hated getting this strong group of 20+ characters ready and having nothing to do with them but go beat the game. At least give me some random encounters/battles I can entertain myself with and maybe make some gold or get some chances at loot. I can't stress this enough.

In every other RPG I've ever played, you could just amuse yourself with random battles if you didnt want to progress the story. The feature of auto-scaling has removed the necessity of xp-grinding but sometimes players just enjoy the battle system and want to take their characters into challenging, fun fights. I see little allowance for that here. The game feels so empty once youve gotten to the end; there is literally NOTHING to fight in almost every area.

All in all great suggestions, i hope some or most of em make it to patches or mods.

Modifié par Wolff Laarcen, 14 novembre 2009 - 10:49 .


#3
lordhugorune

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This are the high priority issues:
1. Dwarf Noble path needs to give players a legit way to recover their inventory without having to manipulate DLC status outside the actual game.
2. Enemies should not attack any party members that are force fielded.

Medium priority issues:
3. Archery balance, already in the works.
4. Mage balance issues.

Modifié par lordhugorune, 14 novembre 2009 - 11:04 .


#4
Weatque

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I would like to see Bioware opinion.pls

#5
BesterP12

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Many good things have been mentioned that would make this game even better than it already is. I can only think of a few more:

Option to increase font size at higher resolutions.

I'll try to limit spoilers, but there's an area in one of the DLCs that seems to be locked off after you finish it even though characters talk about it. Unless I"m missing something, I'd like to be able to go in there.

#6
Lisst

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Sustained spell Miasma does not last after zoning.



A quest progress option would be nice. For example, a quest involves collecting scrolls from different areas. Would be nice to know which you have already collected and from where.

#7
MrGOH

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A. Camera and UI



1. Won't happen - a vocal subset of the fanbase really wants it, but I imagine this is harder to implement than it seems.



2. Yes. Would be nice. Maybe just allow it to map to Caps Lock.



3. Ugh - I don't think hotkeys are a big usability issue for many people, and radial menus are much hated. Hell, I hate them in the inventory screen. Just let me drag and drop!



4. Yes.



5. No. I like to drive my characters while in isometric mode and this would rain on my parade.



6. Yes. This was implemented in the console versions, and I would very much like it on the PC.



7. Yes; while not an insurmountable obstacle, hiding what items you've received in the inventory screen is not a defensible design decision.



8. Yes.



B. Stamina vs. Magic



1. a-d; This will not change, since the game was balanced to account for stamina deriving from willpower and for strength not affecting fatigue (should be a mix of str and con if you're going for realism anyway) and all the rest.



2. Mages are meant to be more powerful than physical classes in DA:O; it's why the Chantry keeps them penned up and the qunari [do spoilery and extreme things] to control their mages. The physical classes are powerful enough as it is.



C. Items



1. - 2. Yes. But this will be addressed by paid DLC if it's ever addressed. Begin your whining now.



D. Enemy encounters.



1. Expect the variety and number of random encounters to increase as more DLC is released. This is not a big deal, as there already are a bunch of different possible encounters. The dwarven trader gets tiresome after a while, though.



2. Requesting that Bioware allow you to grind more is futile. Hell, grind is a freaking pejorative term; the game is not about MMO or Diablo-style grindfests. Why should Bioware compromise their vision when about the easiest mods people could make would be bland grinding battles? More quests and interesting content is what I'd like to see Bioware focus on, even though I'm a fan of the combat.



3. I agree in theory, although I'm fine with the darkspawn not having names. I'd like more interactive and interesting enemies in quests like the back alley justice quest.

#8
Nithrakis Arcanius

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You have made some great suggestions.
I'm really surprised the game does not have a combat log. This would really help understanding exactly how the abilities work.

Modifié par Nithrakis Arcanius, 14 novembre 2009 - 11:23 .


#9
Mythgaard

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signed10char



Nice list

#10
Mopreme_

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Agree for the most part with everything.

A combat log would be very very nice to have.

#11
Devil_Lucifer

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Please add this to UI.

Option to hide Helmet.

#12
Celevra

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I want to beable to mildly customize my UI in game : /.



Secondary or multible toolbars would be nice, and being able to save differant layouts for everyone in the party.

#13
Antagonist86

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A new game+



.. i.e being able to start over again with at least the same character but preferably being thrown to the character creation screen where you keep your level/points but are able to select a different class/origin. Ferelden is not the same after beating the game.

#14
Chromie

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Every thing you pointed out is great, I would love a combat log especially and toggle on/off TAB highlight would be great. I find myself just holding tab whenever I walk into a new or building.



But one thing I would like to add is queing attacks/spells in maybe the next DA?

#15
Balderhagen

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Nice list!

#16
AnnDeFerm

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> Fixed camera position toggles



Can already place the 'camera' wherever you wish so this did not make any sense. If you don't know you just hold in the right mouse button and move the mouse around until you're happy and then let go of the button. And zoom with the mouse wheel.



> 5. RMB + mouse forward auto-zooms



Zoom is already in the mouse wheel so no need. You surely don't use an old mouse without wheel? And anyway RMB is already used to move the camera where you want it so it's not possible to use RMB to zoom as well.



> a. STR or CON determines Stamina.



I'd rather say dex as in 'all' other rpg's.



> a. Offer a wider selection of NPC mages. As it is, with only Morrigan and Wynne as choices for mages, the end-user will largely experience a homogenous gameplay experience regardless of what they choose as their PC. You have some flexibility, but the fact remains, you'll most likely be forced to play with either or both of them with every playthrough. Current NPC break-out is 5 Warriors, 2 Rogues, 2 Mages.



Why more mages? What a party need is two warriors, a rogue and a mage. One of the warriors are ranged specialist of corse and the other melee.

What they could change is to let us choose what spells Morrigan and Wynne start with when they yoin the party. End of problem.

And anyway most of us want to make our own mages so then there would be three mages in the party... Can't see the need tough.



Why stamina potions? Rogues can already solo the game on normal difficulty (going bard and ranger) so they are already overpowered, I think. Stamina potions would make them invincible! The inclusion of stamina potion would lead to an immortal char who always win - and that would be boring.



> c. Offer better, more reliable heal option or dmg mitigation/ignore options.



Again this would lead to the party by default always winning any fight. Boring.



> d. Make Health potions cheaper to make and/or change their stat dependency.



Unless you solo there should be a mage in the party and they usually have the heal skill. Just buy bottles and make them!



> d. Also, potion effectiveness is currently set to depend on Magic rating, which again, would never be increased on a physical damage character. It would make much more sense to change this modifier to CON, where physical dmg types would benefit more.



I must strongly protest! Making potions are a mages responsibility so it makes sense to depend on magic for it. The game's made for party play not solo so let a mage join.



> 2. Quest rewards and customizable crafting options.



Will probably come as a downloadable add-on later. Or make it yourself with the toolset!



> 1. More random encounters and ambushes; If anything, I'd expect the frequency of these encounters to increase toward the end as Darkspawn forces continued to mount.



Not really. As we solve problems when gathering the army there should be a decrease in number of enemies. Also as one get more powerful (and thus famous all over Ferelden) it would make sense that possible enemies don't dare cross the party. From a roleplay perspective it makes sense that there's fewer encounters.



I think you guys are too preoccupied with leveling up rather than being the people in it. After all as mobs are scaled the whole level up thing loose its charm and point. Could just as well have stayed at lvl 1 throughtout the game. A skill system as in ultima Online would actually have made a better sense for this game rather than the level system of D&D. But too late to change things.


#17
addiction21

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Not much I can really add to the great lists except waffles. Not enough tasty waffles in DAO

#18
Skemte

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MrGOH wrote...


2. Mages are meant to be more powerful than physical classes in DA:O; it's why the Chantry keeps them penned up and the qunari [do spoilery and extreme things] to control their mages. The physical classes are powerful enough as it is.


STOP SAYING THIS people for the last time..  They are not penned up because they are more powerful, theya re penned up because they can be easilly corrupted by the fade which the blight can do..  Which would lead them to becoming an abomination.. As well as the possibility of summoning blight.. This has little to do with they being extremely powerful but due to the fact as said earlier they can be easilly corrupted..    This is not to say they should be weak or powerful, but stop using this as a reason because that is simply NOT true.

#19
AnnDeFerm

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Must add;

> 4. Mage balance issues



No imbalance there. The game centers around the darkspawn/the blight so it makes sense to let the main char be a mage, that with the fade and all that the mage apprentices face. Don't take away the mages power; you'll regret it! Anyway if any class is overpowered it's the rogue. Try solo a mage and then a rogue. The rogue is easier even thought theres no stamina potions. Try solo a mage without using mana potions... =:-O



Now what they DO need to fix is the run/walk option. It dosen't work. My chars always run. I have even set up the R key as the run/walk key but it still don't work (replacing the numpad / key).


#20
Tyrlani

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AnnDeFerm wrote...
Now what they DO need to fix is the run/walk option. It dosen't work. My chars always run. I have even set up the R key as the run/walk key but it still don't work (replacing the numpad / key).


It works if you use WSAD controls but, strangely, not for click-to-move.

#21
Arasaka

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Excellent post, particularly on the stat requirements of Physical characters vs Mages.

#22
Guest_jynthor_*

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Buffs not showing in cutscenes/dialogue




#23
1varangian

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I think the point about attribute distribution is very valid. Mages only need 2 attributes basically, even if they want to melee, thanks to Arcane Warrior. To be efficient in melee or archery, Mages should also have to invest in STR and/or DEX, AW or not.

I like the idea of CON playing a part in Stamina as well. But instead of giving bonus Stamina I think higher CON should grant you faster Stamina regeneration.

edit: also might be interesting to tie CON to Mana regeneration as well. Mages with good physique would be able to channel more magic through them. Makes sense and would give mages reason to spread their stats more.

Modifié par 1varangian, 15 novembre 2009 - 12:39 .


#24
Sabin Stargem

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One of the things that the game does is to upgrade the material of weapons and armor sold to merchants. Unfortunately, there is no particularly apparent way to know beforehand which of these will get upgrades, so the player has to sell their goods and see what happens, then buy them back at full price. I think Bioware should offer an "upgrade" menu for all such items in order to tell the player what items can be made for the better, and what the price would be.



In addition to this, the Storage Chest can be improved by adding item category tabs to it, and increasing the number of items it can hold. This would make it more functional and easier to use, which would be very helpful.

#25
AnnDeFerm

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STOP SAYING THIS people for the last time..  They are not penned up because they are more powerful, theya re penned up because they can be easilly corrupted by the fade which the blight can do..  Which would lead them to becoming an abomination.. As well as the possibility of summoning blight.. This has little to do with they being extremely powerful but due to the fact as said earlier they can be easilly corrupted..    This is not to say they should be weak or powerful, but stop using this as a reason because that is simply NOT true.


That is only on the surface. When you explore and read books it becomes clear that ANYONE can be posessed; it dosen't even have to be alive! So that the mages Posted Image can be posessed/corrupted is only the mage-hating opinion of the commoners. You might have to read between the lines but I sit with the impression we've been lied to, by tradition, false faith, misguided assumptions. Posted Image
Anyway with the grey wardens link to the darkspawn and the dragon they seems to me to be alot more dangerous than the mages. After all the darkspawn can sense the grey wardens, as Alistar tells us early on, making it possible for the darkspawn to lead their demons to places of power by the grey warden link. The mages, with their limits, are not as useful as any grey warden, it seems.