I'll admit this is some sort of concern to me.
While the narrative in RPGs generally won't allow you anyway to go and fight the game "boss" with your lvl 1 PC, I personally hate those moments when you meet lvl 20 foes that you just know mainly lurk in certain types of caves and that make you go "Oh I'll come back later and kick you lvl 20 butt when I have a proper Healer.".
There were similar instances in DA:O, mainly with Revenants, but the difference is that Revenants were bottled, you could carry on with the natural course of your PT, note Revenant locations down, and then come back when you've felt you were strong enough.
Unbeatable enemies in "open world" areas (vs. corridor-type areas) tend to raise invisible walls and may kill your exploration sense - usually, it encourages grinding and exploits. We don't know yet if the game will enable that, but I can't say it's something I'm looking forward to.
I wasn't particularly thrilled to hear that DA:I would get rid of scaled enemies. I understand that some players enjoy measuring their PC's power to enemy encounters. I don't remember where that was, but there are even games where certain types of enemies that used to make your lvl 1 PC's life hard are running away screaming in panic when they meet your lvl 20 self.
That's just a RPG tradition, like end game bosses and loot, I guess. It usually makes sense when you start the game as an anonymous peasant who kills rats with a rusty fork, but what about an Inquisitor who has Cassandra, Varric and Vivienne on his or her team??
How difficult can it be for such a squad to beat average bandits and wolves? Or possessed nugs, whatever.
So I was trying to think of games who have that sense of freedom in exploration but still give a sense of character growth and I thought of the Zelda series. Now the Zelda series has a very specific pattern when it comes to gameplay and World, and that's very very different from a series like DA. Not everybody is necessarily familiar with that, so I'll develop a bit.
Link is always the protagonist of the game and doesn't level up. His powers and abilities are. Usually, Link finds items that let him:
- gain new actions,
- unlock new areas,
- gain new combat abilities.
When he finds a Boomerang, he can use it to fetch items hidden at the top of high trees for instance, but also kill low-level enemies with it from a distance.
Some items let him control Time, or play music that will attract specific types of creatures for instance.
I don't have specific examples in mind, but I remember encountering very heavy-armoured foes early in the game, and I would need to circle around them and battle each of them for 10 minutes to beat them. And then later in the game, you find an item that lets you remove pieces of armor or shields from those same foes, needless to say, they were a lot easier to beat after that.
I have a LOT of HIGH expectations when it comes to DA:I gameplay
In direct relation to the title of that topic, I read here and there in various threads that companions could have abilities that would prevent you from engaging combat with too powerful enemies. Like Vivienne would detect powerful magic, and she would comment about avoiding that foe or area.
I was thinking that we could possibly even go towards area unlocking talents.
Like each companion would have a unique ability that would be needed to unlock specific areas and / or quests.
That ability would need to make sense of course, and something that wouldn't be achievable by normal means.
Since our DA:I companions are supposedly all very exceptional characters, it would make sense that they'd have very special "powers".
There could be or not alternate means to unlock those quests / areas. Companions' special abilities could also make those contents available earlier in your PT than by normal, alternate means for instance.
I'm not talking about door-bashing Cassandra for instance, anybody with enough strength (and a shield) could do that obviously.
I'm talking about unique, exceptional skills such as (random ideas here):
- being able to decipher ancient Elven writings,
- being able to mend Veil tears,
- have a particularly powerful resistance to Lyrium,
- being able to talk to halla,
- being able to travel back and forth to the Fade,
- etc.
Modifié par Mimitochan, 10 septembre 2013 - 09:20 .





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