Honestly at first I hated the majority of changes to DA.
Now having replayed DA:O it's shifted a bit.
However the metheod of abilities, talents and leveling is poorly handled imo.
While it is true the basic warrior / rogue in DA:O was very similiar to some even bland.
I still managed to create 4 - 5 different builds of each, with weaknesses and strengths.
Pure damage, supporters,, buffers, tricksters.. etc.
DA:2 heavily improved the rogue as a dualist / archer, and gave it very powerful multi purpose tools.
Which is fair, it livened the game up.
Warriors gained tank somewhat, however with the horrendous leveling and equipment.
Any gain is lost on two level ups generally.
Mages lost out, I can't put it any other way tbh.
Any school not dealing damage, is expensive, weakened, high cooldowns and requires a buff talent just to get it up to DA:O's strength.
A pure Elemental / primal mage can do anything an entropy or spirit build can and more.
Cheaper, lower cooldowns, effects that replicate or are an improvement on other schools.
Plus have less chance to fail.
Healing is quite frankly ridiculous, beyond so try Spirit healer or even heal.
Why waste talent slots on something that heals once per fight when the fight is either over in seconds with huge AoE damage spells, or is useless as a boss will deal the same ammount of damage X ten by the time you can cast it again.
You also compare the rogue talents or two handed for warriors.
The rogue can perform exact or better Talents mimicing or exceeding a mage using nothing but Entropy.
Again cheaper, faster and more often.
Abilities have become bland, now if I don't bump the class two my character actually decreases on level up.
If I use them it barely levels out against a common enemy.
At least in DA:O you could create unique versions, build around a specialty, here you're penalized to do so.
I like the general improvements to gameplay and combat, I like that rogues and warriors got some needed love.
However class buillding and leveling is next to Oblivion in stupidity imo.
It no longer rewards party based builds supporting each other.
Rather a individual based game where each has to be maxed out, but then removed the options to max them out.
Honestly it feels as if no plan apart from lets build powerful bosses was used.
Ones with uber health and one shot talents, but no tactics and few abilities just power
This said the story, and sheer amount of story and roleplay content was a vast improvement.
Modifié par Sussurus, 16 avril 2011 - 12:42 .