What actually can make the fights more challenging is, the cap on how many abilities you have equipped at once may prevent the characters(s) from running around with large amount of both damage dealing and crowd control abilities at the same time, which would effectively allow them to side-step limits set by skill cooldowns. Instead of just stunning/freezing/knocking down everything the player may be forced to actually choose which targets they want to temporarily take out of the fight, as well as when to do it. This can also make positioning (choke points etc) matter, like they were trying to show in one of the gameplay videos. Something which, let be honest, there was little to no reason to bother with in the previous installments.
Hmm, seemed to have missed this one the first time. How, exactly, would that work, and why, exactly, would it be desireable? Especially in the context of a SP game? However, flaw to your logic: Inq mage/party mage. Considering a specialist build will likely be wasted since we can't swap to a different tactic in combat, both will be generalists to minimize the amount of time spent revamping skills and tactics. Two generalist mages in the party means I have a greater chance of being able to overcome cooldowns via cc, not less. It's a tactic used in raids now: Chain CC. Since it would be foolish to try to specialize in a school, especially on the Inquisitor, where specializing could mean that you spend part of the game completely ineffective on a character you can't leave at the base, an Inq mage with a mage comp, both generalists, would be able to keep the same CC ability active through an entire fight, depending on the length of the cooldowns.
Given those numbers, Dragon Age: Inquisition will have more activated abilities then Dragon Age 2 had.
In fact, it will average 26~ per class+specialization, as opposed to 21~ that you would have available to you there.
Is the red text meant to give credence to your post, to make you sound more severe? Because you certainly cannot be taken seriously, superfluous formatting or otherwise.
So you're fine with only having 1/3 or less of your trained abilities available for use at any given time. My, it is getting easier and easier to please the BSN, must be something in the Kool-Aid.
Or until Bioware decides that modding your DA:I is a bannable offense.
For MP, it definitely will be, unless they don't have enough people playing it to justify leaving it up. I haven't been over to the MP forums to see what the temp is for it, because it wasn't something I was really interested in.
In consoles we had the radial menu where we could use any ability, so that's not true.
I'm glad you brought this up, again. It's like the rallying cry for "It's not the console's fault". Up until a few minutes ago, I would have been inclined to agree, but then I remembered: They took the radial menu out, meaning you no longer have access to those skills via the radial menu, and look: PC UI limited to 8 skills. Now I was just looking, because I was thinking "couldn't they get 16 then, with the hat switch", but then I remembered, that's probably reserved for potions and such. So do keep going on about how you could do what with the radial menu that, as soon as it's out, so are expandable quick slots on PC.
32 Abilities are enough for me, cooldown's will undoubtedly be such that it wont matter.
Personally I like the 8 abilities per person, it will force you to use your teammates which is not something you had to do at all in previous games. And your options haven't shrunk, from the screenshots we have it looks like there's more to choose from than DA2. Its just that you will have to be more specialised.
People used their party, forced or not, or those cross class combos that are posted everywhere when you look for guides to tactics etc for DA 2 wouldn't come up. There can be no cross class combos for a solo player. You will not want to be specialized, ever. You will want to be as generalist as possible, if you don't want to spend as much time redoing party skills and tactics as you do mowing through random encounters. There won't be any uber Fire Mages, there will be Sally Sue, the just slightly better than average Generalist Mage, so that she can be prepared for whatever might happen next. My options have shrunk a great deal from end game to end game to end game, because when it counts, when I'm actually having to use those abilities you're gushing about, we'll only have 8.