To be honest, I barely used it in DA:O, and never did in DA2. Neither system was great.
Well, the previous system was you had to combine runes of tier 1 to make runes of tier 2, then combine runes of tier 2 to make tier 3. Uggh, you don't know how many runes you had to acquire and combine to make a rune of tier 7. It was just a pain in the arse. Goodbye to that.
Plus, runes in DA:O were bugged, and still bugged in DA:A, too. But that's not a DESIGN problem.
This was something I disliked, because it took away the ability to invest in the skill.
Well, one thing we don't know yet is whether crafting will, per se, be a skill. (Or several skills, like alchemy for potions, poison skill for poisons, etc.)
We do know our strongholds will play some role. This is something I'm wondering about. The strongholds will be customizable. Would that mean if we add an alchemy lab to our strongholds, we can make more/better potions? Add a blackmsith, more/better weapons? I'm hungrily awaiting that answer.
Getting rid of tiers removes the need for people to constantly look at the manual or the guide. They could just call everything by a tier number, but no, that would be too simple. So. Is a halacious fire bomb more or less powerful than a rapacious fire bomb? Hold on that's on Page 326 ...
Tiers are gone, but 'power' is not. By that, I mean you can make better, stronger poisons in Act 3 (Fell Poison) than you could in Act 1 (Crow Poison), in DA2. Seems to be the approach they might stick with.
Thing is, I actually enjoy the scavenger hunt, and having to decide what to keep/what to throw away while adventuring.
You like inventory management. Cool, so do I. Just look out for the 3000 people glaring at you and me who don't.
I experienced pretty much 0 exploration in DA2. Not to mention the logical shortcomings of that system. How is it that I can craft 1000 potions after finding 1 elfroot source, but can't craft a single one of these other potions until I find another node?
Oh it is absolutely not logical. But on the other hand, it does reward exploration. I sometimes had to go back to the game's 2 outdoor areas (OK it had 3, I kid, I kid) to find additional "nodes" I had missed so I could craft more. Of course, BTW, the Black Emporium often had a quicker solution to the problem if you had the coin.
Agreed. Although you couldn't craft armor/weapons in DA:O either, aside from NPCs like Wade.
Yoiu're right. It was already outsourced in DAO. But, at least, it seemed to me, more available, at your Warden's Keep.
Agreed. I understand their point about being able to craft potions at your leisure while fighting the Archdemon, but I'd much rather they just disabled it in combat. If I'm just exploring, I see no reason why I couldn't make some potions or build some traps.
You have a fan in me as to this idea, yes I want them to bring back trapmaking, like yesterday.
Crafting potions in the field? Well, yes, I like it, but it seems, at least for now, no it won't happen.
I think crafting will be tied to our strongholds. Now, from what I've seen so far, we might have one main stronghold and several "satellite" keeps. I wonder if crafting will be available at them all, or only "home base".
I guess we'll see.