There are 50 options total in the four base trees. Sure only 17 of those are active spells but 21 are upgrades to those spells which could drastically alter their function or scope and then the remaining 12 are passive upgrade which also can greatly alter those spells.
I wish there were another full tree for Entropy which would bring the total up to 21 active spells, 25 upgrades and 16 passive, but alas.
There still are a lot of choices, they're just different now. I don't know if it is better or at least comparable to what we've had previously but there are choices outside just the spells themselves.
Indeed. Important to note that there is a CRAPTON more passive abilities in Inquisition, more then ever before by far.
I do not think this is necessarily a good thing, but there you are. The straight "increased damage and duration of spells in this tree by 10%" ones seem kind of annoyingly un-awesome to me. But others like Guardian Spirit are legitimately interesting grabs that feel worthwhile.
How did you get 17-21? You could get as many as 35 spells.
24 max from level up (although 23 max was more likely without exploits)
3 at character creation (including the one pre-assigned)
3 After story events
1 from the desire demon
4 from tome of arcane technique
So including your specializations you could end up getting nearly half of the spells in the game. I can't say that I really felt that my choices had that much meaning for any of the classes in Origins,
Warriors and Rogues had the issue of once you made your choice of weapons you have enough talent points to get all your weapon, class and spec talents or very close to it and mages had so many spells that I simply had to take even if I didn't want them to get to a better spell or those that I felt were simply inferior to the other choices available to me.
You're right, you get much more then I was thinking. The first time I completed Origins I was level 17. On my completionist playthrough (except for no evil choices) I was 22, I believe.
So, we get 30 (more of less) points in Origins. I leave out specializations and passives here, as I did for Inquisition to be fair. This is just shy of half of the abilities in the game.
How many points will we start with in Inquisition? I'm not sure. I would assume 2 is a safe guess? So if we have 2 starting abilities, and the max level is 25 to 30, and we might get a few points out of key moments in the game, and there might be one or two tomes for extra points, then you might have as much as that same 30-35 points in Inquisition. There are still merely 17 activated spells, though. So now we're looking at a possibly realistic 100% of all spells learned.
There is literally no difference between the mage Inquisitor, Vivienne, Solas, and Dorian at max level other then their specs. Is this a potential problem?
The answer, actually, is no. And the answer is no for only one reason: the 8 ability limit. The 8 ability limit is the savior to this system, because it encourages each of these mages, even if they're all out on the same team together, to load up different abilities.
Mind you, there'll be a lot of overlap with only 26 spells in the game (including specs) It's very likely in a 4 mage party that you'll have access to every single magical talent that exists.
Man, I just hope the passives we haven't seen yet are very well designed, or otherwise that many of the spells in this game are very spammable and fun to use.