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Constructive Criticism


Questa discussione ha avuto 2797 risposte

#26
HawXV2

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Wygrath wrote...

 I agree with you, with the exception of the story. I thought that the way Origins was set up detracted from the overall flow of the narrative. The begining was solid, then end was strong, but because of the nature of the way the game was set up, the middle or largest part of the game felt really dry and unconnected.

I haven't finished Dragon Age 2 yet, but the story seems to be crescendoing into a climax. This is much more enjoyable to me.

On second thought, I also don't think the way the enemies spawn in is that big of a deal. I don't feel very strongly about it, one way or another, but I do enjoy Dragon Age 2's combat a whole lot more than the Origins.


I'm rethinking this. And, don't get me wrong, combat is better in DA2, I just think the appearence of the enemies randomly is...not right.

#27
DarthSliver

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Actually if you noticed they were jumping out of the windows from the second floor of the side buildings.

But I agree with OP about the reused dungeon, but i more say this because you guys worked so hard on making the art so awesome than we see a bunch of reused dungeons. Like the Ruins map uses a dwarven underground map where I was expecting to actually see the elven ruins dungeon map from Origins in DA2 art. I mean DA2 art is so awesome but i felt Bioware didnt exploit that art style as well as they should with all the reused dungeons.
My other negative is that Act 2 and 3 were so well done and connected but Act 1 just seemed boring and a turn off for the game. So I feel Act 1 was the weakpoint of the story since there wasnt a major hook for the story until you start the Deep Roads Expedition.

But overall the game was Fantastic and I feel the game is totally different as Mage than as a Rogue, so I think the same can be said when i finally play as a warrior. I even got that feel when i played the demo and that part of the demo stayed true to the game. So yeah I like how the game feels anew when playing a different class.

#28
Psython

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I was thinking that campanion armors could be improved a lot. The entire system is very boring and adds no gameplay or choice to the game. You just buy the equipment in stores or find it laying around. Then the companion magically gets upgraded. It would be better if they got an armor talent tree or some other feature that allowed you to put points into different paths as campanions leveled up. Then you could customize their armor which would make the game more personal and fun. An alternative to this is to have a short quest attached to each armor piece that your companions have. Basically, my complaint is that the companion armor upgrades seemed tacked on and did not add interesting decisions or gameplay.

I may be a minority here but I liked the junk system. Who doesn't like picking up gold in rpgs? Junk is just another form of gold to pick up basically. Its true that its seems a little pointless because most of it sells for so very little.

#29
HawXV2

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DarthSliver wrote...

Actually if you noticed they were jumping out of the windows from the second floor of the side buildings.

But I agree with OP about the reused dungeon, but i more say this because you guys worked so hard on making the art so awesome than we see a bunch of reused dungeons. Like the Ruins map uses a dwarven underground map where I was expecting to actually see the elven ruins dungeon map from Origins in DA2 art. I mean DA2 art is so awesome but i felt Bioware didnt exploit that art style as well as they should with all the reused dungeons.
My other negative is that Act 2 and 3 were so well done and connected but Act 1 just seemed boring and a turn off for the game. So I feel Act 1 was the weakpoint of the story since there wasnt a major hook for the story until you start the Deep Roads Expedition.

But overall the game was Fantastic and I feel the game is totally different as Mage than as a Rogue, so I think the same can be said when i finally play as a warrior. I even got that feel when i played the demo and that part of the demo stayed true to the game. So yeah I like how the game feels anew when playing a different class.


I agree completely about the art. But I've seen warrior, right in front of me, phase in. They pixelate right there...

#30
Kenthen

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At the very least, if they absolutely had to not let me customize the armor of my companions myself, why couldn't they have made the few, linear line of upgrades you can buy/find actually be represented visually?
Options for actualy customizing as I please would be by far better though, not just for the visual part but for the stats-side of it as well.

Modificata da Kenthen, 15 marzo 2011 - 07:25 .


#31
Lusitanum

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Ryenke wrote...

Adding to original (good, imo) post

The inventory.

The junk-idea is not really fun (without descriptions or pretty pictures - why not just spare me the grinding back and forth to merchants and have the monsters drop me the money directly!)   I miss descriptions and history on non-junk items too!  I miss companion equiping!


Adding a bit more on top of that: why isn't there an "All" section? Seriously, what's the point of having to go through every single item section on a shop or even on my own inventory just to see what's in it? The respective sections for different kind of equipment is supposed to be a filter for when you're looking for something specific, not the default way of showing items.

Also, a whole new item that might not be added:

The eyes. THE - EYES!

It's already weird enough that everyone kind of looks too "clean", almost like they're made of plastic, but what really gets my attention when I speak with half the NPCs in this game are their unnatural eyes. Seriously, it gets kind of creepy to see all these shades of blue or... orange (at least I think that's what Isabellas eye color is supposed to be... for some reason) that some of these characters have.

#32
Wygrath

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Psython wrote...

I was thinking that campanion armors could be improved a lot. The entire system is very boring and adds no gameplay or choice to the game. You just buy the equipment in stores or find it laying around. Then the companion magically gets upgraded. It would be better if they got an armor talent tree or some other feature that allowed you to put points into different paths as campanions leveled up. Then you could customize their armor which would make the game more personal and fun. An alternative to this is to have a short quest attached to each armor piece that your companions have. Basically, my complaint is that the companion armor upgrades seemed tacked on and did not add interesting decisions or gameplay.

I may be a minority here but I liked the junk system. Who doesn't like picking up gold in rpgs? Junk is just another form of gold to pick up basically. Its true that its seems a little pointless because most of it sells for so very little.


I'd like to see companion armors change based on your location in the world and the seasons and so forth. You take your party to a Noble's house and everyone has some kind of formal wear. Adventuring out in the snow? Long coats, hoods, and warm looking armor. That kind of thing.

#33
annaray1

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Well

DAO (1) was fantastic with a "beautiful" team behind it; I have a hunch  they were reassigned for a next project which was NOT DAO 2. A beta team maybe was? One or two of the old gang?  Instead of using a lot of the mechanics (already invented and coded) which provided freedom to the player, they were omitted! For instance armor for the rest of the team, changing runes without destroying, but most importantly giving the team members the order to stay put while active team member could explore and lure enemy. Why omitted for the PC version? What happened with the higher over view? All sacrificed for lesser play on outdated consoles?
Player graphics are a level higher, voice over for main character is fantastic  a la ME , however out town context graphics are more simple, nature looks barren ( almost no trees, no grass at at all, no foliage to remember, back to graphics of 4 years ago.
An yes the unrealistic re use of smaps is insulting.

I will not buy DAO3 in blind faith as I did with DAO2 , but carefully read the better reviews first
 

#34
Rockpopple

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Oh, and need auto-attack on the consoles. It's not an emergency but still, chop-chop.

#35
Phex

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 I'll just put a list of pros and cons I would like to see addressed/preserved in DA3.

+ Great combat animations, fun to watch. Shooting fireballs into a cluster of enemies or jumping out of an ogre's way just in time was really satisfying.

+ Spell effects and sounds are amazing! I love that weird gravity ball spell Force Mages can cast. And Anders with Vengeance active just looks awesome. :)

+ Gaining benefit from timing your use of abilities and having the need to dodge deadly spells compensates for lack of isometric view and I found it really engaging.

+ New UI is fast and easy to read and looks good, I especially like the way the talent trees are presented.

+ Love Interest shows support to Hawke after s/he goes through some rough times. I loved that. I don't think Origins really had any of this, and the companions didn't really care about what the Warden had gone through.

+ Hawke's personality and overall demeanor changes depending on the dialogue choices you make. This is a really sophisticated addition, but I wonder if it goes unnoticed to many.

+ Boss fights were amazing, they were some of the bigger highlights of the game.

And then the cons...

- Junk items. The whole point of junk seems a bit... Nonexistent? Why put this in the game at all, especially since none of the junk even has flavour text to read. You guys even put a button to sell all junk without having to pay any attention to it. I would prefer to just get more money out of actual quests.

- Fetch and return quests. Another feature of the game I thought was completely pointless (Hawke isn't THAT short on money...). The item you stumble upon has no flavour text, no codex entry (unless I missed it), no quest... And when you return it you get a random two lines of dialogue that do not relate to the nature of the item in any way.

- Randomly spawning enemies are boring, it's like hacking through an endless wave of baddies. I enjoyed the static group of enemies in Origins, which forced me to adapt and change my tactics around because I knew what I was up against.

- While I understand the story of DA2 mainly revolved around Kirkwall and its close surroundings and thus the areas weren't by design very varied, I think overall a good game has a little bit of everything. Having one coast, one cave, one mountain and one mine got boring quickly. It was especially bad because I often lost my way in the dungeons because I forgot what I was doing, when many quests involved going to the same place several times over. I also didn't bother looking into every nook and cranny and probably missed items and codex entries because, well, I had seen that place several times over already.

- Lack of dialogue with companions, especially LIs and not being able to initiate discussion by any other means but by receiving the quest. I was hoping for more chatting from the person I'm supposed to be romantically involved with. I suppose my expectations were just too high because Origins did so well with this.

I think that pretty much sums up the things I especially liked and the things I didn't like or found useless. Overall I'm still enjoying the game, but I hope BioWare can take more time to develop DA3.

Modificata da Sefferz, 15 marzo 2011 - 07:38 .


#36
John Epler

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Stickying this thread so it remains, well, sticky.

In a good way.

#37
BarroomHero555

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 I finished the game several days ago and have taken the last few days to attempt to compose my thoughts into something besides spewing vitriol or blind praise and instead coming up with some constructive criticism.  I am glad to see that the OP and many others on this thread have done just that and I am even happier that one of the devs chose to acknowledge this.  Now as to my complaints/suggestions:

1.The Lack of Meningful Choices- In my opinion the most important part of an RPG game is being able to make choices that have a real impact upon the story as well as the enviroment that the story takes place in.  Both of these are lacking in Dragon Age 2.  The story is largely linear in nature, beyond being able to spare/kill a few random npc's that really have no bearing upon the way the major plotline plays out , you are really restricted as to how the story is told.  Even which party members live or die really does little to affect the overall narative.  I was under the impression that the entire purpose of having a game that takes place over 10 years(really 7) was that you would be able to make important decisions and see how they affect the city of kirkwall over the years.  This really is not the case, kirkwall's zones remain static over the years and leave you feeling like you really aren't accomplishing much.  Another thing i found strange is that despite supposedly charting your "rise to power" the story really didn't give you any power.  Despite becoming Champion and supposedly the most influential man in the city you are still left basically being an errand boy for the 2 major factions.  When you decide to support one of the 2 factions at the end it really is just giving them the support of a powerful combatant and a few of his friends, not the broad based political support you would expect to bring to the table as the city's most influential noble.  I feel like it would have made the game much more compelling if rather than simply choosing one side or the other at the end, you instead were able to create your own powerbase through contacts with individual mages, templars, nobles,merchants, mercenaries, guards, mages, thieves, commoners, elves and immigrants and every other party I have forgotten that is interested in the fate of kirkwall.  Depending on how you interacted and invested your gold among all of these different groups of people you could build a unique power base and thus a unique position from which to make that final decision and that decision would have a different impact, and thus cause the game to end in subtly different ways in the same manner that origins did.  It would set up a number of fascinating either/or type missions that I think would be much better than many of the go here kill this type quests the game contains.  I feel like all of that could have been accomplished without forcing the writers to drastically change the narrative that they want to carry over into future games, namely that Hawke was at the heart of how the world came to the brink of war.  I apologize if that all seems unnecessarily vague im trying to avoid any spoilers. 

2. Combat-  I do not have the overarching concerns that many people seem to have about the increased pace and more action packed nature of combat.  I actually found the sped up combat rather enjoyable .  The lack of a top down camera was somewhat irritating but certainly not game breaking.  I do have a problem with the waves of enemies "droping" in.  It just seems like a somewhat inelegant solution to increasing the difficulty and length of encounters.  I'm not saying I am against the idea of waves as a whole(really im indifferent to it) just how they are implemented.  I think it would be much better if the new spawns always came through a doorway or archway, that way you could have respawns but for those that like tactical battle play you would at least know that enemies were going to spawn in a specific location and be able to take that into account as you laid your plans.

3. The inability to resolve the vast majority of quests without violence- This is meant to be a violent game and obviously combat is going to be an enormous part of conflict resolution.  I understand and even enjoy that.  That being said i was disapointed how rare being able to choose another option was.  A specific quest comes to mind near the end of the game that I have seen other people reference as well.  You are tasked to investigate a conspiracy, a conspiracy that I involves people that I in fact wanted to support, but rather than being able to show up and choose to aid them or at least let them go, I am forced to slaughter all of them without even being able to explain myself.  This struck me as very disjointed.  I had made my preferences quite clear prior to this quest yet the conspirators reactions to my presence were immediately hostile.

4. Companions- I actually quite liked a lot of the interactions with my companions.  I found the banter between the different party members particularly strong.  Having said that there were some things that I felt were of the mark.  For one i missed being able to talk with my party members any time I wanted as was possible in DA:O.  I think a combination method might have been better where I could still talk to my companions whenever I wanted but they would get a quest marker whenever they had a quest or unique conversation option.  I found it really irritating to not be able to adjust my companions equipment when i was in my mansion as was possible at the camp in DA:O .  It seemed clunky that I would have to leave the mansion and select the party member whose gear I wanted to swap out.  In terms of the lack of being able to customize my companions armor I am divided.  On the one hand I appreciate each companion having a unique style, but on the other I miss having the choices that Origins gave us.  I feel it might have been better if you could customize your characters but each character would apear differently wearing the different armor pieces you gave them thus maintaining their unique style.  The only other complaints I have were making the only healer the most controversial character in the game to keep in your party.  And the inexplicable fact that after you finish Merril's quest chain she never talks to you about it despite the horrible things that may have happened.   I would also like more control over how the companions quest chains play out, but as you have seen I am pretty much always a proponent for more player choice rather than less.

5. Repitition of enviroments-Not much I can say on this other than has already been said by others.  I would be more forgiving of this fault if the quests were a bit more unique and consequential and we were able to, by our actions, change those enviroments. I have already addressed that though so I won't rehash the same arguments again.

That about sums up my feelings about how the game could be improved.  I would like to say that DA 2 is not a terrible game by any means.  Admittedly my first reaction upon finishing the game was disappointment but that was more because of a feeling of lost potential than that it was an unmitigated failure.  It is an ok game probably 7.5/10.  The reason Bioware is seeing such a backlash on these forums is that we as gamers  hold them to a higher standard given what they have done before.  We have a feeling that O.K. is just not good enough for them.  No one is complains when a C student makes a C effort but when the valedictorian does people are disapointed.  That should not shock anyone.  I just hope that the developers read some of these posts that level legitamate criticism in the so that they might consider it for in future games and DLC and that they don't get bogged down among all of the hyperbole and rage that many other posts contain.

#38
Maclimes

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 If I can expand upon the "re-used maps" point, I have a quibble there as well.
I understand that sometimes areas get re-used in games. This is normal, and although DA2 seemed to do it a lot, I didn't find it unforgivable like others. However, that said, what annoyed me was the re-use of the mini maps. It would drive me insane to see spots on my map that I couldn't get to, because there was an arbitrarily un-openable door there. It would have been better to edit the minimap to reflect only the accessible areas of the zone. It would make reading it easier, and it would help in a very small way at minimizing some of the damage caussed by re-using areas.

Also, redecorating areas would be nice. I bumped into a few spots in the game that I didn't realize (at first) were actually just the same map, because new furniture and wall textures had been applied. It was that simple. 

#39
crouwendal

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For me my biggest annoyance (apart from the ones the OP posted that I mostly agree with apart from) was the waves of enemies and the enemies themselves.

The only thing the waves of enemies achieved was you being stuck in a small area to complete said waves, thus it gave you the illusion that the game was actually a lot longer than it truely was.
This to me seemed like a rushed job even if it wasn't.
Regardless of weither it was or not this means that you as the developers had less zones or area's that you needed to create and thus the world seemed to take place on a smaller and to me less epic scale.

Also the amount of health points the enemies have for some reason seem higher on average than in Origins.
I might be wrong and again it is my opinion but this comes from me when I played through all of Origins about a week before DA2 just to get into the feel.
Same thing applies here, it made the whole world feel smaller as battles took place in a small area and took longer, for me nullifying the promised faster pace action.

Besides that, don't get me wrong, I enjoyed DA2 but it was very average in my opinion.
Especially when compared to the splendor that I think was Origins.

#40
Lumikki

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Okey as negative but constructive feedback.

1. Motive of playing

I find it really bad for my motive to play game when I have no goal as what my Hawke should be doing in the game. I mean just doing random quest, even how well writen they are, get's me feeling like why I'm doing these quest. Many Biowares games before, player did know characters main goal pretty beging of the game. I need purpose why I play, as what my character is trying to do in story.

2. Combat

Compared to DAO and DA2, DA2 combat is more active and faster. Someways better, but characters talens limits what kind of actions you can do as variety. In DAO example mage has alot of more control possiblities over the enemies. In DA2 combat seem to be more focused as doing heavy damage and less control possiblities. I feel like some small "tactical" gameplay from combat has been redused because talent variety is redused, even if it's still possible to have group tactics. Other ways I did found combat very well done.

3. Inventory & loot

I liked the inventory, but I did not like it's limits. I mean having junk item area was great, but automatic looting filling the inventory wasn't good at all. I mean think about it, you loot junk items to directly junk item inventory what just fills you inventory and cause it to be full. What's the point of doing that? If the junk items are uselss and for just money, why cause them to fill the inventory limit?

4. Bethany vs Carver (personal problem)

Game force you to choose one of your main companion/character in story, by class player is choosing to play. That's not good. I mean first we players don't like every companions attitude, so we don't want them. Secondly because this is also group based gameplay, we players want to choose sertain classes in our groups. So, if our own class affecting,  what companion you can have and what class it has, that's not good. Example I like to play mages in fantasy games, because they have alot of variety in they gameplay and they are range ones. Now how ever, if I choose to play mage, I also choosen one of my companion choise to be two hand warrior with bad attitude. Now other choise could have been mage with good attitude, but choose it, I would have to play my self class what I don't want to play. I don't like this situation at all. I'm sure you did it because some story reason, but as gameplay reasons and liking sertain companions attitude and classes, that's not good thing to do.

Modificata da Lumikki, 15 marzo 2011 - 08:12 .


#41
mione

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I want better looking armor for the Mage class. My femHawke kicks butt and I want her to look awesome doing it (I'm trying to rush through act 2 to get the Champion armor for her) not like some Barbie doll with different color robes >.<

Look at the clone wars tv show the jedi still have their robes but they have armor pieces design in them too. Something like that would be awesome.

Thanks.

#42
captain.subtle

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Also QUIT WITH THE OVERDONE ROMANCES! Its an action RPG for chirst's sake. We want more mature themed philosophical dialogues (like in Deus Ex, Planescape) than twilight rehashes.

#43
Shepard needs a Vacation

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the reusing of the sunder-mount cave and the area under darktown, going to the gold coast gets repetitive, all in all i like the game the story was good, but i felt robbed of scenery

#44
AK24

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With the short development cycle it would have been much more efficient to make a better product using the Origins core and designing content from there rather than building from the ground up. This may have averted much of the controversy today, because it's evident that most controversy surrounds everything but the combat, which is probably the area BioWare spent most of their time and resources on.

#45
Dean_the_Young

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I found it a bit annoying that I couldn't tell who would have meaningful dialogue I could talk to (like, say, when talking would enter that 'dialogue bar more' versus people who would just give me a 'nothing going on here' boilerplate answer. I largely just guessed, sometimes right and sometimes wrong, but I know I missed a good number of people per act who would have had something important to say, whether a quest or one of those 'plot dialogue' options. Like Cullen, when you could talk to him about Meredith in... act 3? Without talking to him, you wouldn't have known you should.

Solution: Maybe an asterisk of some sort above the head of people who could be talked to via dialogue wheel, versus the general person standing around?



Another thing: no one really noticing (or caring) about class specializations. I know this is impossible in some respects (especially for blood mage specialization, which should at the very least nuke your friendship rating with half your team), but at the same time even general class of mage/warrior/rogue didn't get much notice.

Not saying it should be pivotal, but some people should at least be a little different based on class. Archer solidarity with your fellow bowman companions, or someone who disdains rogues.

#46
Grahagogilala

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liking that bioware has stickied a thread which if giving criticism, thank you!

and I thought I might as well add my opinions as well as appreciation of this thread;
in short what I really didn't like was not the new artsyle itself. It was that it was changed. I really do not like drastic changes to a something good.
For instance even if I like both Battlefield and Call of Duty I still do not want them to try to be anything else then what they are and do what they do good.
However in the case of dragon age 2 it is taking a, in my opinion, good western-RPG and making it more flashy etc.
...and I don't like things flashy and JRPG :(

//Graha

#47
BP20125810

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The ending for me. It would have been cool to have some choice over what my charachter was planning like in origins.

#48
Harcken

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DAII had too many trash mobs. The bosses were awesome, but every other fight was just dumb...throw 10 guys that do nothing, throw another 10 guys that do nothing, then throw a miniboss dude that also does nothing. Repeat.

Also, from a story perspective, make me care. The whole time I was playing DAII, I just felt like some action hero wandering around this city looking for damsel's in distress with little to no purpose.

David Gaider!!! I still remember in one of the live chats, I asked you, "Will there be a really awesome villian this time?" And you replied, "No, no, there will be a boring villain." Unfortunately, I wrongly took that statement as blatant sarcasm, when it was in fact the truth. Did Bioware just lose their touch when designing villains? The only one I kind of liked was Saren (since the console gen leap, I liked Malak); but dang, the Dragon Age team just can't design an awesome villain that is there up until the end.

Modificata da Harcken, 15 marzo 2011 - 07:58 .


#49
Arppis

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For rogues, AoE the place up! :)

#50
archonsod

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HawXV2 wrote...

Enemy encounters

Why do they randomly appear? In Origins, you guys had it perfectly. Behind a door they would come streaming, or when you turn the corner, bam! Darkspawn! Now, they just...apear. Literally. I've defeated many a wave quickly, just to see a warrior phase through like Star Trek! Very immersion breaking.


My main gripe. The phasing in wasn't bad, for the most part I mainly saw them roping down from the roof, clawing up through the ground and similar. The issue was it was overused. Every combat you had at least another wave, sometimes two to deal with, which detracted from the actual fighting and made even the boss fights feel like nothing more than an attrition grind.
 I'd have preferred more variety in the battles. Less enemies, but slightly tougher. More unique enemies with special skills or otherwise unique elements to the fight. And yes, the occasional battle where you see two or three waves spawn in to keep you on your toes; just not every single fight. At the moment, it feels more like they've given up on trying to make the combat interesting and simply went for a "throw as many enemies as possible at the party" instead of demanding players use their wits.

Rogues weren't a problem if you knew they were there. You can use AoE abilities/spells to reveal them if they try and stealth.

I disagree with the non-epicness too. Having it expand in time rather than physicality was a great idea, it felt more natural than simply being thrown into the middle of an ongoing crisis.

Another complaint is the characterisation of your family. I really think your parent and sibling were the weakest NPC's in the game. A little more exploration of the relationship between Hawke and his family would have paid dividends for certain events (trying to avoid spoilers here).