The closest mention I can think of is in DA:A when Anders off-handedly mentions how ironic it is that now he himself is a Blood Mage (if you give him that spec).
In DA2, it's even worse. There's no plot connection at all. You just ... do it. No one mentions it, and you don't have to do anything to get it. Hawke just wakes up, and goes, "You know what? Today I'm going to unlock the secrets of being a Templar. Bam. Done."
*****
My proposal for DA3:
When you reach level 7 (or some other appropriate level), in the level-up process, you get to pick a specialization as normal, from the full list (like in DA2). HOWEVER, you don't immediately get the powers and abilities. It starts a side-quest for your hero to gain access to that specialization. Basically, it's the hero saying, "You know what? It's time to learn how to become a Templar" and then makes the decision to go learn.
You then go to a specific quest giver, who agrees to train you in exchange for something (maybe to prove your worth, maybe as payment, maybe as part of the training itself). Once you complete the quest and return to the quest giver, it unlocks the actual powers of the spec and you can then level up the powers and such normally.
And the unlock should only affect THAT character. If you create a new game, that new hero has to go through the same process for their specialization.
I think this would really make the specializations feel like they mean something. If you are required to seek out a demon and gain his aid in order to learn Blood Magic, as opposed to simply pressing the "Blood Magic" button, it would really make you think about the impact of these powers, whether they are worth it, and what it means to your character.
And along with this, I'd like to see more recognition of your spec. It doesn't have to come up in every conversation, but if you meet someone who has vowed to kill all Blood Mages, and you cast Blood Magic, maybe they should act on that, or at least notice it?
There should also be only one spec per character. It should be a life and tactics changing event, that redefines your hero's role in the world (and in party mechanics).
I believe to compensate for the increased time and difficulty of aquiring specs, they should be larger and more useful. Make them almost sub-classes, instead of just an extra tree of skills.
So instead of Warrior, who has a spec in Templar (like DAO and DA2), you would create your character as a Warrior, and then when they mastered a spec, would no longer be a Warrior, and would now be classified as a Templar.
So, thanks for reading. Feedback?
Modifié par Maclimes, 19 juillet 2012 - 04:48 .





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