So ya'll know, there seems to be about five to six active abilities per tree with the better abilities being near the end. The specializations have about three active abilities. DA:I has a hard level cap of thirty. Depending on how many abilities points you get per level (Probably one), how many you start with (Maybe two?) and whether or not there are any skill books that grant ability points, you are probably looking at about fifteen active skills at max level per character. That is if you don't upgrade anything. More realistically, you'll probably have twelve active abilities. Of those twelve, you have access to eight in combat and can switch those eight around outside of combat in order to prepare for certain environments or enemies. That is hardly limiting, especially if you make use of your scouts to have knowledge of what lies ahead. it really doesn't seem like that big of a deal to me. Are you in an area with a lot of ruins, walls and potential choke points? You might want to bring that ice wall ability. Are you fighting a dragon in a large open field? Switch out ice wall for a damage spell. This change further promotes tactics and planning ahead and is purely a gameplay design decision. It has nothing, and I repeat nothing, to do with console limitations or multiplayer.
That saddens and worries me.
This is an RPG, Christ.
Skyrim had hundreds of spells you can have.
Dragon Age Origins had what, 50 or so per class?
DA2 had considerably less activables but still enough to fill a 20 or so bar.
But 12 abilities is really low.
Again, I'm comparing it to Skyrim which was widely criticised for dumbing down the game ( removal of attributes, main/secondary skills, no spellcrafting ) and the moment a TACTICAL RPG gives less choices for spells than an ACTION RPG THAT WAS CRITICISED FOR NOT GIVING ENOUGH CHOICES you know something is off.





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