This is such bull. Where do you even come up with stuff? 10-30 minutes to change a couple of abilities and tactics. This is a game, not the planning of Waterloo. It's not that difficult.
Not only that but you're completely ignoring any kind of semblance of balance or intelligent encounter design that takes the 8 ability limit into account when designing said abilities, or enemies or their weaknesses and strengths or levels or pretty much anything that actually matters. You'll never roll up on enemies and find that none of the 32 possible abilities you have among your party doesn't do any kind of damage to them. Never.
Why on earth would BioWare apparently reduce the availability of spells and abilities to 8, in what many are saying is a result of trying to accommodate console players and the more real time/action only gameplay, only to then create totally random and incomprehensible enemies and encounters that require you to spend a half a freaking hour to adequately outfit your party? Something most stereotypical console gamers would absolutely hate. That's absurd.
The whole change is, indeed, absurd. So absurd that some are choosing to ignore the fact that there's no real logic behind it. Encounter design? Really? So intelligent encounter design is "Hey, this is exactly what you need to use to end this quickly. We've made it so that you can just sneak a peek at them and see what they're immune to, and what they're vulnerable to, and, as an added bonus, what level they are, so you can decide if maybe you shouldn't come back later."? What's next, is the dev going to pop in and fight them for you to? You see, trial and error gaming should be as much a part of an RPG as building your character, which is, btw, how you should find out what's a good build and what isn't, trial and error, instead of someone laying out a map for you from the beginning.
So yes, I'm totally against dumbing the game down in the name of "tactical gameplay". As I said, there's nothing tactical about it, it's pure metagame, which may be, again as I have said before, strategic, but it's certainly nothing remotely resembling tactical. If you know exactly what you have to do to beat the mob, what's tactical? Guess what that leads to: People redoing their skills and tactics before the encounter, putting their comps on auto pilot, and face rolling the content. How? Because they know exactly what they need on the bars, they know what won't work. That's not tactical, that's dumbed down to the ground dumbed down, with the added benefit of causing you to spend some time revamping the party before the encounter. With this system, the only fight that might get protracted is dragon fights, and then, shock of shocks, only because they probably have hundreds of thousands of HPs. I realize this is the direction the "I want it now" crowd wants their games to roll, I'm not one of them. What I am is a paying customer that's dissatisfied with what's being presented, and I'm going to express that.





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