kelsjet wrote...
Spoken like a true MMO junkie OP.
But no, your analysis is faulty. Unlike MMOs, this game is not about just one character, but instead it is about the group.
True, you played as Leliana when she is in your group, but what was that group? 1 tank, 1 CC mage, 1 Leliana ranged spec, 1 healer? What about another playthrough with 4 physical DPS classes? What about another with an all magic group? What about group synergies? What about the fact that even though there are 3 'archetypes', there is a vast variation within these archetypes as far as class and purpose is concerned.
Now true, the game doesn't lay out these variations as blatantly as say, World of Warcraft, but then again, DA:O isn't meant to be as mindless as WoW as far as class design is concerned. In most MMOs, you pick a class and that's it, any specializations within the class only truly change simple aesthetic effects of your class, e.g. the WoW mage has 3 different 'trees' which all do the same thing, you just pick which color bolt comes out your hands.
This is not the case with DA:O. For example, the DA:O mage's specializations are vastly different. Mage's can be spirit casters, elementalists, melee mages (Arcane Warriors), DoT specialists, CC specialists and pretty much every single other combination you can think of.
Now take this deep class variations and combine that with group synergy effects. Playing the game with 3 mages in your group is vastly different then playing it with 3 warriors. And I really do mean vastly different. Your entire approach to combat changes. Fights that you would try very hard to avoid with 3 mages you would welcome with 3 warriors for example. Now imagine how this option space explodes when you take into account all the different class variations. Entire group dynamics will change depending on which variation you take.
This is where the replay value will come in with DA:O. Leliana will be a melee rogue in one playthrough, a ranged specialist in another, a buff-bot extraordinaire bard in the third. She will work with 1 mage and 2 warriors one time, 3 mages another time, 1 melee rogue 1 mage and 1 tank a third time, and we can go on for a while, then multiply that with all the other characters.
But yes, I do agree that if you limit your view of DA:O and totally ignore the vastness of the class and combat system by looking at DA:O with the same brainless glasses you are forced to wear when playing an MMO, then you could think that there is no replay value. Too bad that doesn't change the fact that you would still be wrong.
So yea, go enjoy grinding your MMO. The rest of us will be here, exploring the huge class and combat system, class synergies, and tactics of DA:O.
Enjoy!
Counter: your statement is true for buildomanics only.
Most players probably only want to roleplay a (their) character and thus are more interested in an average party build that will work in most/all situations.
At any rate - independantly of builds - what it boils down to is this: get rid of the mobs asap, don't care if the warrior is a tank or dps build or if the mage is a healer or cc type.
Besides: there are way too many (useless) perks - if you have fire, why bother to take lighting? You've got shildwall and what not, there are so many different perks that ultimately do the same (flame or electrify mobs or protect you from arrows, shout, yell at mobs, there are zillion perks to stun/disable oponents (where one or two would have been enough) ). Really, ultimately it does not matter what you take ... (which actually is a good thing, because it's hard/impossibe to create a worthless build - they could have saved development time in not creating so many different/useless skills).





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