Well, after sifting through the trolls, the white knight trolls, and some actual information, I'm left with this thought:
All the complaints about customization were a lie, since limiting the customization of combat seems to be just fine. To wit:
"You didn't forget them, they're just not on your quick bar when you might need them" seems to be perfectly acceptable. I expect this means that every encounter in the game is going to be "you come over the hill and see (insert random enemy type here), what do you do?" type encounters. That's pretty stale, and will become even more so as we continue with our exploration, since there won't, really can't by design, be any surprises. After all, if you're set up for X, and Y happens, the forums are going to explode with "I could have gotten through this encounter, if only I'd had access to J, but since everything I was fighting was ok with A-H, and I can't drop one of those for J, I didn't have it on the bar" posts, likely from the people claiming "but it's not important that you can't improvise on the fly", one of the things that separates this genre from Call of Duty. I mean, the only improvisation there is weapon swaps.
This brings me to "It's more tactical!!!!11111eleven!!!11": Only if, by more tactical, you mean stale and boring encounter structures. See above.
I too have been around since BG. This doesn't make me a special snowflake, but it has taught me that the unexpected can be more fun than "This is area 11,567. It is populated by enemies that will only require (Insert random skills here), so nothing else need be worried about". I find it sad that my entire party will have less available skills in combat in DA I than I had available to my Bard/Assassin/AA in NWN. Where's the flexibility in that? It seems to me that I'm going to have to set the party up to be completely focused on whatever is in a particular area, meaning I may have to not only change my hotbars around, but also any tactics that I may have team members using. If what works here may not work over there, I can't see any way that that's not going to wind up being the case, depending on just how drastically the types of mobs, inherent resistances et al may change. Where, if I had full access to my skill trees, I may just have to swap out party members that are more "in tune" with what's going on than others. This seems to be trivial to some people posting here, but to me, it is of tantamount importance. There is nothing worse than failing a quest because the game artificially limits what I can do, depending on how my skills are laid out.
While this isn't the deal breaker some here have proclaimed it to be, and frankly, who are any of us to tell them what should or should not make them happy(I got a board warning for stating that thinking companions were average based entirely on appearance was shallow), it's not exactly good news to me. I do have to say that I like the layout, but that it's wasted on PC, since I do indeed have more than one "Modifier" key I can use to access more slots w/out changing the basic layout at all. All of this will, of course, be moot if it turns out that each class/spec only has a total of 8 active skills. But I guess that's one of the problems with changing how combat works with every release; culture shock is the best phrase I can come up with for it. It does, however, make it hard to become invested in a series, when each game might as well be a stand alone title, since they play so differently from each other.
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Gokorikon et Novos aiment ceci