Like I said earlier, I prefer having less specialisations on my character in the end. It makes it more of a "specialisation", you know? Makes my character more unique. Of course that also gives you all the burden of making more unique skills in total. Cause I doubt that would've gone over well with the specialisations as they look today (however much better than DAO's they may indeed be =))Luke Barrett wrote...
To clarify, the reason I asked about the 2/3 vs. 1/3 is just the illusion of perception. It would seem like there is more variety if you could only get 1 spec per playthrough just in terms of relation to the total.
(...)
As for the quest aspect, lets say, hypothetically, the end of act of mercy (the one with Grace and the Blood Mages) allows you to have an option to learn Blood Mage depending on the outcome or if you're a warrior and take the Templars side you learn the Templar spec. Basically tying all the specs to a decision from a core quest in Act 1. Would that be a 'best of both worlds' scenario?
What I don't like about the quest example you just gave is that depending on the situation you may very well pick against your own class. If you felt the mage was in the right as a warrior, you may very well side against the templars and miss out on your specialsation. If you play a mage who feel her fellow mages have gone beyond the past of redemption, you may turn on your brethren. This isn't odd at all, and it will happen even more often when the conflict isn't so obviously coloured as "mage vs templar".
Hence why I feel a more generic quest would be a better idea. People shouldn't have to miss out on specialisations due to simply not knowing about them even though they finish every quest they find, or find that they have to act a certain way just to unlock it.





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