Luke Barrett wrote...
On this topic, I've got a couple questions for everyone (apparently I've decided to gather feedback today!):
- Would you rather have more specs or keep 3 but have more depth to them? (variety vs. complexity)
- Do you think allowing users to have 2 specs out of 3 was a good idea? (or simply, allowing users to access 66% of their spec lines in one playthrough)
(if no then would a better synergy between specs help this out?)
- Did you like having all 3 unlock at level 7 or was it better that you had to seek them out with sidequests or through other means like in DAO?
I haven't read others' response, and I hope I'm not too late to offer feedback.
To start with, I much preferred the actual specs in DA2 to DAOs - I thought the way they were implemented gameplay-wise was much better. As such, onto my comentary.
1) Less is more, as they say. I would much prefer less more detailed specialisations. I think 3 was a sensible number to have variety but without much skill overlap. That said, I wouldn't mind seeing specialisations like Ranger and Shapeshifter appear again in future, albeit with a workover - ones that would implement unique styles.
- As an aside, I think giving the companions their unique specialisations was a great decision and I hope to see it continue.
2) Number of Specialisations. Personally, I would actually prefer a limit of 1 per character, but I might be in a minority. I think being able to specialise in more than one area is kinda silly from an RP perspective, even if it works in gameplay. I also think this would add to replay value and maybe bring the PC in parity with the party characters - since group dynamics are important in DA, requiring a higher reliance on party compostion and tactics. Not that i didn't love my Force Mage/Spirit Healer.
3) Definitely unlocked them via quests/plot decisions. You can grant specialisation points at 7 as usual, but definitely tie the unlocking to quests and decisions. Getting Blood Mage and Reaver in DAO required making some very particular decisions a character might not want to, and that made them meaningful.
There is actually a mod for DAO entitled 'Improved Immersion - Specialisations' which I used frequently in my later playthroughs which did this well (although it was broken in allowing you to have every spec if you played correctly - though you still needed the talent points). Note, this also put (some of) the Awakening specialisations in Origins. Some of my favourite examples used in that mod were:
- Protecting Redcliffe village with *every* villager surviving earned Warriors the Guardian spec.
- Completing Slim Couldry's final quest without being detected by any guards earned the Shadow spec for Rogues.
- Blood Mage was earned the usual way (deal with Connor's demon), whereas killing the demon and saving him earned you Spirit Healer.
- Champion was only earned if you completed Redcliffe with *both* Isolde and Connor alive. Alternatively, the character who dueled Loghain would also get it (if a Warrior).
- In the Dalish quest, siding purely with Zathrian would get you Keeper, whereas curing the Werewolves gave you Ranger. I am unsure if killing the Dalish got you anything.
While this was far from perfect, I felt that it added to the experience of gaining specialisations for specific tasks and plot decisions.