relhart wrote...
To the OP's topic, the problem with gutting the mechanics even further than they have already, is that it tends to destroy the higher difficulty settings too. Devs don't want to make 5 different versions of the game, which means harder difficulties get the same mechanics, just increased enemy stats, for the most part. Which just makes fights longer and more tedious, not necessarily harder. There is no way (that I can see), that you can actually "suck" at DA on casual, it takes a very minimal time investment to learn the mechanics, you don't even really need to do that, you can just mash A and get through the vast majority of fights.
This is where I think Blizzard went in the right direction with their various difficulties of raiding. You can have the
normal setting, which was designed for your average guild (by this I mean to emphasize a group of known people working together), the
heroic setting which is for more dedicated guilds (these put in more time and resources into beating the encounters and are prepared to switch out classes for the best group makeup), and the
raid finder version which is designed for a bunch of (disorganized) strangers getting together to beat the encounter over a short period of time.
The raid finder is the easiest, where the bosses have simpler mechanics and do less damage. The normal is average. The heroic is the hardest, with increased boss damage, health, and higher complexity of the fight mechanics (sometimes the boss will gain an ability not present in normal mode, or a normal mechanic will be changed in some way.)
If would be nice of Bioware could design in a similar way, where the fight is more complex the higher your difficulty setting goes up. Perhaps trash mobs can still have their health increases (though to a lesser proportion), but boss fights should be
a challenge, not only take a longer amount of time because their health has been so inflated.