Aller au contenu

Photo

Continuation and/or Resurrection of the DA franchise


166 réponses à ce sujet

#151
Keladis

Keladis
  • Members
  • 120 messages
I would like to see in Dragon Age III

Interactions
: I would love to see interaction more like Origin. I enjoy being able to start a full blown conversation with my companions anytime I wished and nothing was more disappointing then going to talk to your companion and having that companion make some a random comment with no dialog involved. Hell I could see locking out conversation if you was in middle of a battle or even in a dungeon, cave or other hostile area, but when walking around the city during the day and you can not even talk to your companions let alone NPC around the city. That is taking the life right out of the world you are trying to bring to life.

I also know it is not every realistic to think that I should be able to walk over to any NPC and start up a full blown conversation with them and by no means am I asking for that to be done for all the NPC, but at lest give a dozen or so in each area of the city.

Combat
: I really like combat in DA II, but there is some improvement that could be made because it can turn into a button masher. Due to the fact some of the abilities had some stupid long cool downs, so you can use all of them and be left with no option except button mashing and then regular mobs do not really give you a need or reason to use abilities to kill them.

I also think the waves of enemy thing was over done. I could see an ambush attack having some enemy come out from behind boxes or pillars and try to get the jump on you, but to keep on appearing out of no where in waves is somewhat over kill.

Lastly due away with exploding enemy and bring back kill animations.

Environment: I cant take credit for the idea but I like The Ethereal Writer Redux's idea of having the day and night modified to have time pass by in the game. Its been done in other RPGs so I do not think it would be that hard to add to DA 3.

Lastly for the love of the maker, pleases do not recycling areas in the next game take the time to make them unique

Story: I thought the story started off weak by jumping right into combat and fleeing for your life. It gave no chance to get to feel anything for your family. It could of been so much better and have more impact by allowing the player to start off in Lothering doing some quests and giving you a chance to get to know your family. Then we might of cared when one of your siblings are killed while fleeing Lothering.

Then it never really got better as the story turned into a series of quest. Even the main storyline felt jumbled up with the questing. I felt like I was playing a world of Warcraft.

I would love to see the story more they way Origins was. Where the main story feels like it is the main goal of the game and you are working towards that goal, whiles helping people out by doing side quests along the way.

I would also like to see a story where my choices have an affect on the game world. Example choice to destroy a city and that city is no longer a visitable  place. Maybe as some point it becomes visitable again but you get to see the rebuilding phase.

Voice Main Character: I loved having a voiced character but I think it could use some work. It would be great to have a better idea of what your character is going to say when you choice something instead of being like what the hell when he says something totally different and you are like I did not choice to say that.

Gear: I understand what you guy was trying to accomplish with not being able to equip gear on your companions, but I think there are ways that you could of accomplished the same thing with better results like drops and vendors items that were only equip able by the companion so that it is designed with there own sense of style in mind. This would of allowed use to have better gear on them and have outfits so you could  change up their looks a bit but still keeping their own style and they did not look exactly the same the whole game.

No Plot Holes: would be great if they did not to happen in 3 as they did in 2. Like how it was possible to kill Leliana in origins but some how she is resurrected in 2. This is sad! How hard would it of been to had another character that replaced her if you killed her in Origins.

Romances: I would like to see this done better in DA3 especially if you decide to make the story takes place over many years. I would like to see you be able to have a conversation with a companion at almost anytime (see interaction) not just when they have a quest. Then you could have a flirtation without making it feel awkward and out of place doing it when they are asking you for help with a quest. Maybe even allow the main character to ask them out and have a date quest or two would be awesome to build up a romance before just a few flirts and jump into the sack with them. Then like I said it would be great if you are going to have the story takes place over several years to allow romances to evolve into marriages maybe even starting a family.

Modifié par Keladis, 07 avril 2011 - 10:49 .


#152
TEWR

TEWR
  • Members
  • 16 995 messages

Keladis wrote...

No Plot Holes: would be great if they did not to happen in 3 as they did in 2. Like how it was possible to kill Leliana in origins but some how she is resurrected in 2. This is sad! How hard would it of been to had another character that replaced her if you killed her in Origins.


The devs have said that there is an explanation for Leliana, especially if we took the route of killing her.

#153
Relshar

Relshar
  • Members
  • 682 messages
Lets just leave it at DA:2 seeing how they managed to mess up a good system in DA:O it should be left to die.

#154
DraCZeQQ

DraCZeQQ
  • Members
  • 1 075 messages
- combat
No HP Ball combat (chiping away enourmous unrealistic HP bars of enemy) ... no long boring boss battles ... more focus on tactical decisions then operative ones, NO NINJA WAVE RESPAWN!, make enemies feels unique, logicaly and not redundantly placed, less trash encounters, meaningfull combat design, no skill rotations on reuse, challenging encounters in a good way (DA2 were retarded not challenging) etc.
Reduced number of combat encounters! MORE PUZZLES and NON COMBAT QUESTS!

- character interaction
MUCH MORE CHARACTER INTERACTION! No dumb "Ask me at home" stuff, important decision, LOGICAL behavior and reactions of NPC, NOT MAKING NPC BLIND FOR THE SAKE OF AWESOME COMBAT WHILE BUTCHERING LORE!!!
MORE complex romances (at least DA:O style!) 
Bad example: Hawke: I hate mages, I want them locked up in Circle! ... Anders: Ah ok, thats your opinion. Wanna have sex? ... (how this made any sense?)

- environment
OK go check Assasins Creed: Brotherhood to see how city looks like! Kirkwall is a ghost town, ugly, uninteresting, small, nothing to explore and ultra linear. Enviroment in DA2 is empty, dull, ugly, boring ... definetly needs a lot of improvement!

- characters
More unique and interesting character, no old stereotypes, and give me Leliana back! And by unique characters I would recomend checking Troika/Obsidian games! (Fall-from-grace, Morte, Scarlett, Malkavian vampire origin, Kaethlyn the Dove, that hagspawn, Shandra Jehro, Qara, ...) Awesome characters! and LELIANA! rest can burn in hell (never cared a bit)

- lore
If you make this awesome lore STICK WITH IT! NO EXCUSES NO EXCEPTIONS to lore for sake of "awesome combat". THE LORE MUST MAKE SENSE ALL THE TIME!

- story
I want my decisions to make difference! REAL DIFFERENCE no some cheap illusion! I need to know all the time, what am I doing, WHY am I doing it, and I want choices erally distinc choices and i want all choices interesting and there should be NO BAD CHOICE! (thats the rule, every choice must have some outcome, none should lead to game over, only to different version of world / story)

- rpg elements
Stat / Talent based dialogues! More complex and meaningfull stat system and skill / talent system ... non combat talents! I wanna mre of the game to be solved without combat by player wits and with help of my character abilities, stats, talents!

- music
yea no problem there ...

#155
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages
-Origins character-building instead of ME/DA2 style(silent protagonist, choice or race, background, etc)
-Origins inventory(as in customization for companions instead of fixed appearances)
-Origins companion interaction(talking to companions whenever I want to)
-Origins combat(tactical instead of button-mashy)
-DA2 level-up/ability mechanic(trees over chains)
-DA2 crafting

#156
Grissium

Grissium
  • Members
  • 106 messages
Combat:  I'd like to see a hybrid of DAO and DA2.  The speed and fun of combat in DA2 is great, yes it's not that gritty or realistic but it's fun.  However as been said before the waves thing needs to be toned down.  Gauntlet fights are fun and interesting, when they are random.  It's like Doom 3, after the 50th time of rounding a darkened corner with a monster jumping out at me going BOO!  I wasn't scared of Dark Corners anymore, the waves of enemies just got boring after awhile.

I didn't 'mind the exploding bodies.  But I think it would have gone over better if that wasn't the only death animation.  If you kill somebody like that with a sword it's kind of weird, smacking them with a hammer I could accept.  Maybe the anime the guy gets cut in half by a sword and slowly falls into two pieces.

Character interaction:  I miss camp.  Please bring back all the random conversations, I really missed that.  I liked that party banter was pumped up a bit.  But I'm wondering if lack of direct interaction with the characters made it so any was welcome.  In DAO I didn't listen to it all that much because I could get all the interaction I wanted at camp, but in DA2 I wouldn't get those bits of their story without stoping and listening to them.  Which is fine, but running around the city with a random mix of all the characters to get story points isn't good.

Environment:  I said it before in another post but there should have been a better indication that time passed.  Both during the "year" that you do quests between acts and between the acts themselves.  While your doing quests the city should subtley changes as you turn in quests showing that the seasons pass while you are doing things.  Trees turn, people dress more warmly or for cooler, etc.  Also a few characters should have aged more visably.

Characters:  Overall I liked them I can't really complain.  Everybody had layers and what not.  I wish more focus could have been given to the nobles, and how your a noble who basically hangs out with what they would consider low class skum.  Some of the codex things mention it which were fun to read, but I would like to have seen Merrill roaming around with no shoes picking peoples flowers  :P

Story & Lore:  Kirkwall seemed to have it's fair share of demons, literally.  Maybe I just didn't finish the quest where that gets explained a bit more.  But it just seemed weird that every mage I ran into seemed to turn into an abominiation at some point.  What bugged me is both sides of the arguement seemed to be just as much at fault.  The Templars push looking for blood mages, so more mages turn to blood magic to fight back.  I would like to have seen a few mages who fought, but specifically did not turn to blood magic and hunted them down or something.  That was pretty much how my Mage Warden behaved in the first game anyway.  Mages seemed to take no responsibility about how dangerous they are and that they do need to be watched a bit.  I dunno.

Gamey Stuff:  The new skill trees were far superior to the old game.  I came around to the companion armor, but I wish there were a few choices that I as a player could make for how they looked.  Although the modding community seems to be doing this on their own.  Still giving everybody a few unique outfits to pick from would have been a good idea.  Over all mechanically I thought the game was superior in almost every way, but I DID miss the skills from the first game.  What can I say I really enjoyed getting points in charisma to con people into doing what I wanted.

#157
cindercatz

cindercatz
  • Members
  • 1 354 messages
Most of this I've at least mentioned in the "Constructive Criticism" thread. Some things I've gone into more detail there. OK:

- combat

See my 32-ish point list comprising a new hybrid+ combat & item system on page 50 of "Constructive Criticism", hybrid+ because of the new item/gear, weapon, and targeting/locked combat systems, and mounted combat idea; also, complex battlefields. I'm not a fan of the DA2 system (downright un-fun), but there are plenty of individual elements of it that I think are great, and I believe fans of that system should be every bit as impressed, probably more so, with a hybrid+ system like I outlined. I'd also like to see a one handed sword style with high defense and accuracy, a close to mid-range throwing knives adaptive style, and a dual wield tomahawk wide arcing style added, so ten weapon styles rather than seven (since archery and crossbow are really separate styles now).

- character interaction

I propose allowing the player to interact with the party's group banter, either randomly upon entering an area or when entering an area with a new quest available. You rarely get to really interact with your party as a group nowdays.

I also like the idea of player initiated conversations with companions being mixed in with the quest conversations.

Other than that, I like a voiced player character (only with multiple origins and races), I like companion mission dialogue interjection, I like the wheel but want persuade/intimidate, I like the tone system, and I really hope character relationships and romances will heavily effect the primary plot and story again, rather than be treated as bonus fluff. I'm pro- appropriate nudity as well. Mass Effect was very promising, fairly riveting, but BioWare has declined in these areas since (with a few stronger exceptions in part). I've yet to see anything approach the quality of Heavy Rain's dramatic romance. That's the bar they should shoot for first.

- environment

More detailed and evocative environments would be nice but expensive. At least give us a lot more variety and maps that encourage exploration. Even DA2, with no change in story, could've used 25 or thirty maps. If something happens over time, the environment needs to reflect that, and more ambient liveliness would help a great deal.

- characters

The characters are still great, but more sparse than ever. see: character interaction The player character should be player generated, have origin story/missions you play through, and generally promote replayability and strong character identity. I wrote a medium length response dealing with this on p. 67 of the "Constructive Criticism" thread. The same voices can be used for all races, except Qunari. Elves, humans, and dwarves can all have at least tenor to baritone (male) voices in DA, as the first two games demonstrate. Females of all three can be alto or soprano.

- lore

Stick to it, expand it, and codex it. DA2 added very little and copy/pasted much of the codex.

- story

Origins are crucial to what makes Dragon Age unique and special, and any DA game ignoring that hurts itself and the DA brand, IMO. More branching, more room to breathe around especially significant events, more dire choice, where something *different* and terrible is going to happen around player choice. Multiple endings are a major plus, variance necessary, full cinematics are better than narrated Flash toons if possible, and character relationships themselves and all side stories should tie directly into the primary plot or relationships in some way. Less overall missions/quests per playthrough are fine, even preferred if that allows for origins, more branching, and tighter narratives. Don't treat DA like a trilogy. Take advantage of its world and lore.

I'd like to play an Orlesian for DA3 (preferably an elf to start with), and there are plenty native French speakers in Quebec that can sell the accents well, and a non-big bad, full on war story from the ground level would be cool and different. I'd also like to play DA games as an Antivan Crow and as the Black Fox or one of his/her party (depending on class), with a story based around behind the scenes subterfuge and its consequences.

- rpg elements

See every previous category and my "Constructive Criticism" posts.

- music

I like the first game's better. It had a memorable quality, and you also had Leliana's song. DA2's is mostly just inobtrusive. The credits songs are awesome for both games, and yes I said awesome, lol. I would like to see songs like that integrated into the meat of the games when appropriate, but that may be pricey. Maybe some voice actor singing, along the lines of Red Dead Redemption's a capellas.

- etc.

AAA. I want to see Dragon Age 3 actually live up to that. I'm willing to wait, and a decent budget's required, but I want DA done right, not milled out. If you want DA to get smash hit numbers and unanimously (as possible) re-cement itself as a best in the business franchise, do it right and it will. Don't small-mind it.

edit: I mean to say "Shoot for the sky!" ;-) .. also added an -ish ..

Modifié par cindercatz, 07 avril 2011 - 05:50 .


#158
darrylzero

darrylzero
  • Members
  • 181 messages

Brockololly wrote...

I could make a big long list, but for the sake of brevity, one thing I desperately want back are some non combat player skills. They weren't handled very well in Origins, but if they were revamped from the ground up Fallout style, they could add a great deal to a larger sense of player progression that I felt was sorely lacking in DA2.

For all the talk of the voiced PC enabling a more interactive experience and having Hawke more involved, having to defer to companions as a de facto persuade or intimidate option makes Hawke a very passive character. Having a Barter, Intimidate, Cunning, Intelligence and Persuade type options and DIALOGUE CHECKS for the PC adds a metric ton to getting a greater sense of ownership over the PC, IMO. Otherwise- and especially when you're essentially forced to pump 2 stats due to armor restrictions- the PC and companions feel little more than static NPCs made solely for combat, just sort of doing their own thing with the player just watching, not getting actively engaged. So when you're limited to only having Hawke as a custom killing machine who takes one of three tones, I don't know, it seems to suck some of the freedom out of the game- and having a good amount of freedom to experiment was one of the nice things in Origins.

So yeah, in a game where you're spending a good amount of time in dialogue, there should be an equally robust system underpinning non combat player progression as there is with the combat skills. Toss in some skill trees for dialogue! So instead of zooming through and feeling like skipping a bunch of cutscenes, you'd feel like the game is rewarding you for how you've built your character outside of combat- not unlike New Vegas does pretty damn well.


I wholeheartedly agree.  I did like being able to defer to companions, though, so I hope some of that is maintained.

I can live without persuade or intimidate, though.  I'd like them back, but for me, the most important thing would be stealth.  Having it reduced to a combat mechanic really killed me.  I think it could be better than it was in DAO, but I'm so sad about the current state of affairs in this particular regard that I would just love to get DAO stealth back.

I'd also really like to be able to run from fights more often and more effectively.  There were a lot of people in DA2 that I would have loved not to have to fight.  Mostly, that's because I'd like to roleplay a character that was much more cautious about risking his/her life in unnecessary battles, but I also think it kind of trivializes decisions about how to justify the use of lethal violence. 

I don't want to play a pacifist, or even someone who only kills when absolutely necessary, but I find it sad that there's no real opportunity to for my Hawke to express (or enact) any ambivalence about killing 40-50 bandits a night (or lyrium smugglers, who he'd really rather join).  Once they've attacked, there's no getting away from them, so you just have to kill them.  Oh well.

And to be honest, I don't see what's so hard about enabling folks to run away.  If the assumption is that most people want to fight most of the time, that's fine.  How does it hurt them to let me try to escape battles from time to time?

#159
Zeevico

Zeevico
  • Members
  • 466 messages

BasilKarlo wrote...

-Origins character-building instead of ME/DA2 style(silent protagonist, choice or race, background, etc)
-Origins inventory(as in customization for companions instead of fixed appearances)
-Origins companion interaction(talking to companions whenever I want to)
-Origins combat(tactical instead of button-mashy)
-DA2 level-up/ability mechanic(trees over chains)
-DA2 crafting

Aye!

#160
TEWR

TEWR
  • Members
  • 16 995 messages
I also forgot to mention something else:

Keep the Emissary look, but revert back to the original Hurlock grunt look. DA:O Hurlocks were frightening. these new DA2 Hurlocks I actually want to give a hug and cuddle with.

#161
Pious_Augustus

Pious_Augustus
  • Members
  • 680 messages
Don't make me lose points for me not being gay, that is my sticking point. My other problems have been covered by other people

#162
macrocarl

macrocarl
  • Members
  • 1 762 messages
I'd like to see influence (like Silve Tongue) come back into play for DA3. I love the VO and would also love all side quests and main quests but would like less fetching and more directly moving the plot forward. Or even better yet, have 2 or 3 main plots interacting so that nothing feels totally FedEx about running around. Please! :)

#163
LordPaul256

LordPaul256
  • Members
  • 251 messages
Just don't bring back Hawke.

Everything else has pretty much been covered, including not bringing back Hawke, but I had to repeat that for emphasis.

#164
lord_nair

lord_nair
  • Members
  • 73 messages
1. Combat is really cool in DA2, but you really should bring back to isometric (top down) camera view.
2. Please please please actually spend some resources to create different environments. the insane recycling of environments in DA2 made me feel being ripped off.
3. Items: the items in DA2 are useful but way too generic, having 50 different rings with +x to HP is pretty seriously lack of variety. May be some items weapon or armor with special power that makes augment your abilities? Say ring of fire that increases the radius of fire storm etc.
4. Monsters : again - more variety, we had 2 games with pretty much same set of monsters: darkspawn, fade demons, and human thugs. It's time to add more!
5. Inventory management: I like how each companion now have their own unique look, but there need to be more customization with their equipments, also their appearances should change as story progress.

#165
Lady Mimzy

Lady Mimzy
  • Members
  • 52 messages
Here is my two-cents:
1) I did feel a bit cheated in DA2 for no true ending. TBH I don't know what happen to my 1st character. I got a strange comment from Choir boy that we needed to talk when the fighting was done. Not sure what that was about or where it was going since I didn't have the chance afterwards.

2) I would have liked to have been able to "talk" to my companions while outside their Homes and with other Companions. Some of the funniest moments in DA:O were away from Camp when others could make comments on the conversation. Like when talking to Leliana and Alistair wants to know why we're giggling
.
3) I would have liked to have had a bit more interest from the LI. Like a kiss or a hug in Public and at Home. A more of a feeling of being in a relationship as it became more than just flirting. 

4) I like so many others would have liked a more solid reason to be upset when a sibling bit the dust in the begining. A little backstory would have been nice. Could have been done with a cutscene showing a farm and family then to Ostagar then the on the run in the wilds. This would also have been great for newbs that never played Origins to understand the need to flee and old timers a tie in. Kind of like what Origins did for each storyline.


My only real request for 3 is that Bioware makes Cullen a companion. Please?  I think he's the next best thing to well Alistair. Minor request would be to allow us players to have a bit more control over our PC.  Like curly hair and height. Right now I feel like Thedas is a clone world. Everyone is the same size and has the same basic look. Also what's with the lack of children under the age of 8 and no female (npc or otherwise) in the family way?  Oh wait, Wynn said that kind spirits from the fade bring them down and place them in their mothers' arms. Image IPB
 

Modifié par Lady Mimzy, 09 avril 2011 - 01:52 .


#166
Fntsybks

Fntsybks
  • Members
  • 96 messages
 Combat: I actually liked the faster combat - my only concern is the wave mechanic. There are certain fights where it feels natural - like when skeletons, previously lying on the ground, rise. It gets much worse when the enemies are standard bandits, since there is absolutely no reason for them to fade into existance. So basically: if you can justify having waves, be that enemies running in from a side passage or a blood mage summoning shades, it is a fun mechanic. Implementing waves for every fight, with random bandits fading into existence makes no sense - and so should be taken out.

Environment: If you have to reuse environments, at least justify doing so. Running through the docks for the third time is boring compared to running through a constantly new environment, but at least it has a justification. Even better is if the Docks, or whatever, has changed, such as at the end of Acts 2 or 3. Sure, the environment is reused, but it didn't feel that way. It is a seperate matter for the recycled, random sewer/cave type places. In Origins we had the Deep Roads, Redcliffe, the Brecilian Forest, Haven, Denerim, and the Circle. All of these zones had multiple subsections, and all felt new. In DA2, all of the environments, except for a shrunken Deep Roads, were reused in all three Acts. It just got boring, especially when the enemies did not really vary from act to act.

Story/rpg elements: I'm going to address these together, since they are related. In DAO every section had its own compelling story, and an equally compelling choice at the end. The werewolves, Connor, the mages, the Urn, Loghain, the Anvil, Harrowmont v Bhelen were all important choices that actually mattered. Those choices were gone in DA2. Sure, there were a few choices - such as with Feynriel or Isabella - but none of them felt like they had a large impact. Even the choice at the end of the story had no real impact - both sides basically destroy themselves and the end result is the same. On a smaller scale, almost all of the plot lines were completely predictable. Blood mages, invariably, turned into abominations or went crazy - whereas in DAO Jowan offered an explanation and sanity. On another level, small-scale choices were often missing. There were no deals with demons or reavers in DA2 - no sense of having to compromise morally, or having a Desire Demon in the tower make you question the "all demons are bad theme." In short, the gray was removed - and that is not a good thing

#167
Jon Vael

Jon Vael
  • Members
  • 16 messages
I wasn't going to bother with this, but my passion for great RPGs (which this game could have been) wins again. I'll keep it short.

Italic
text means GOOD.
Bolded text means BAD.

Story:
DAII's story had a lot of potential but it just constantly fell flat due to obvious rushing and lack of choice. There wasn't even an illusion of choice because when the game tried to tie everything, regarding the main story, together in Act III, it failed! Who I romanced or who I sided with weren't even referenced correctly. Not that it mattered because the concluding fights make no sense at all. They were obviously structured to create a single conclusion.
* Political upheaval was entertaining.
* The Qunari portion of the game kept me more interested and was better structured than the rest of the main plot.

- Act I was a waste of time. What should have worked as an intro to the game was nothing but a tedious session of shallow fetch quests and occassional, and brief, companion introductions.
- Act III was horrible. Nothing tied together well and it was blatantly rushed.
- Bulk of the GAME is incoherent fetch quests with random references to previously significant choices.

General Design:
*I particularly liked the music design and concept art. Your loading screens are great and have good artistic value.
-Your in game armor designs are, BLAND. Did I mention they are bland?
*Champion armor looks good. This is obviously subject to taste, but I can appreciate the fantasy setting.
- Your level design is BORING. So linear a blind person would get bored with it.
- Kirwall, while pretty, feels more dead than my local graveyard. Scattered fetch quests DO NOT add life to it.
- Repeated environments. This literally felt like a kick to the balls. Its insulting how bad this is. Not to mention these recycled environments are LINEAR and BORING!
- 10 years and everything looks the same.
- 10 years and everyone looks the same. See a pattern?
- There are no hidden goodies to be found. "What's this? I unlocked a master chest, oh look another crappy insignificant amulet I will just sell to the vendor."
- There are no side quests. Let me rephrase that, there are no REAL side quests.
- Bosses have potential but it is either to easy or just an attrition kite. BORING~!
- Threat doesn't work half the time!
- This game has ZERO replay value. I've tried replaying it and it is painful to do bare the boredom. The combat doesn't even feel challenging or entertaining on Nightmare.
- Compaion interactions, like many other aspects of this game, are bland and hollow. I felt more attachment to the Arishok than I did to my companions. 
* I would have preferred an in depth crafting system that revamped the garbage that was in DA:O, but I am OK with the simplefied vendor system for potions, bombs, and poisons.
- No traps. Obviously due to the shallow wave based gameplay.
* Good improvements to the tactic system. Though there are still bugs to work out. - As with all AI.


Combat / Character Development:
* Skills trees feel like they have more psynergy.
* Specializations truly feel powerful and warrant the investment in to them.
* I enjoyed the fast paced combat and even the flamboyant animations.

- Apparating enemies... Really? - Unimmersive
- Wave based combat... Really? - Boring
- While cross class combos are nice, the removal of same class combos is not warranted and makes many party set ups "inefficient".

* Two Handed Warriors actually feel like bad asses who can take it to the baddies and wreak havoc.
- Shield / Sword and Tank warriors are boring and ineffective.
* Mages are much more interactive and fun to play.
* Rogues are a blast to play and require a great amount of interactivity to be efficient.

The Conclusion:
You improved the combat mechanics while at the same time slaughtering the feel of combat with redundant waves and enemies. The game feels less like an RPG and more like a shallow adventure game that never really goes anywhere significant. This story had so much potential but it just failed miserably. The game had some interesting characters and companions but, like the story, failed because they were not well fleshed out. The environments were recycled, linear, and boring. I wouldn't even expect so much recycling out of a no name studio, much less Bioware. In my opinion, this game was an utter disappointment. I would NOT recommend this to anyone because it feels more like a chore than a form of entertainment.

I hope DAIII breathes some life back into this series. 
:(