Seems like the issue here then is Balance. If talents/Spells in DA:O were so powerful that they rendered crafting moot, then the solution would be to either:
1) Make spells/talents less powerful
or
2) Make crafted stuff more powerful
or
3) Make combat more difficult/tactical
The solution is NOT, however, to dumb-down crafting and turn it into some retarded catalogue mail-order thing that we got in DA2.
I'm not saying DA2 crafting was good. I'm just saying DA:O crafting was equally disappointing, for somewhat different reasons. For DA:I to have good crafting, it has to jettison both systems and come up with a third option.
I see no reason to draw a line between combat and exploration. Stealth is a great example of how the two overlap.
But again, what is the purpose of the combat? If the purpose of the combat is to be fun, and the combat effectiveness of the talents is not equivalent to fun, why are you talking about combat effectiveness?
It wasn't my intention to imply that the combat effectiveness of talents isn't the determinant of fun combat; just that there is more to a fun game than fun combat.
That being said, I would say that the game draws a line between combat and exploration by, among other things, creating a distinct state for combat and making almost every talent useful only in combat.
I'd also quibble about something like stealth being useful for exploration, even though it is usable in exploration.





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