In DA:O, I never bothered with potions, salves, bombs, poisons, or traps. I didn't enjoy hauling around resources. I didn't like that crafting used up skill points. I basically made healing and lyrium potions and sold everything else I found. Runes stayed in my pack forever because I always imagined that the moment I put it into a weapon or piece of armor, I'd find a better weapon or piece of armor.
In DA II, I stick runes in everything I can (it's 39 silver), buy up potions like they're going out of style, and have even started using poisons and bombs.
2. Our DA II companions.
I know BioWare likes to give you a new set of companions each game, but the end of DA II has them all (but one) off doing their own thing. Why not hang out with Protagonist 3?
3. An indication of enemy strength.
This one is tricky and I have no idea how it could be done. I don't mind the waves of enemies. I think that several waves of enemies + insta-healing after the fight is a great way to avoid the death spiral while making combat more than alpha-strike, clean-up, and move on. You have to conserve your resources in a way you didn't need to in DA:O.
At the same time, I'd like some indication prior to a fight how many waves I can expect. In older games, right clicking on an opponent gave you information about them including expected difficulty level.
4. A bit of randomness in enemy waves.
Right now, once you've fought a battle, you know exactly how it will play out each time you play the game again. I'd be interested in a bit more randomness in enemy composition.
5. Keep the junk tab.
Admittedly, I don't know why the Champion of Kirkwall is searching through each barrel, sack, and rubble heap for those moth-eaten scarfs, but she's smart enough to know they're crap I'll sell for coin.
Modifié par Maria Caliban, 19 mars 2011 - 12:05 .





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