It comes down to freedom vs. balance. DA:I looks to have a remarkably balanced combat system (pretty rare in an RPG) which I find impressive. I feel like most of the "restrictive" changes that bother people were done for the sake of this balance. They offer freedom in new areas, but not in ways that might be detrimental to game balance. No RPG offers perfect freedom, but with all the new freedoms DA:I is adding I don't understand why adding attributes - which never seemed exactly "fun" to me, unlike selecting talents - is that big a deal to anyone. I think it makes sense for you to get the attributes based on what you're actually good at doing - presumably, your rogue hasn't been studying magic. You are acting as a rogue and thus gain attributes related, naturally, as it would happen IRL. It feels *more* immersive to me. Roleplaying is about choice, yes, but it's also about immersion. That's another thing to balance. I don't understand how someone would go around sword-and-boarding and then improve their cunning on level up and feel immersed or like what happened was realistic at all, since they used no abilities and selected no options that increased cunning.
As to 8 ability slots, I think it very much has to do with game balance. Game balance does require some parity; they have made a UI specifically for PCs, but the overall game mechanics have to be the same in every version of the game if you are to get true balance. So, yes, there will be parity. Unlike graphical parity, which is just a cop out, this kind of parity makes sense for developing a game and ensuring that versions have consistent play experiences as well as that balance remains in combat. So maybe it was due to controller restraints, I don't know, or maybe it was to make combat choices feel more strategic, or perhaps both. But either way, it's clearly a balance issue. I like freedom, but game balance is a really important part of game design. Bioware taking steps to balance their game with a new combat system seems like a good step to me.
This is biased, so I preface with it: seems that this balance may have been done for DA-MP, and not for solo play.
I and others here enjoyed manually allocating points to Attributes, while others could choose to let the game select them. Now the former group is forced to use the latter mechanic. And some of the latter group does not empathize as to why this is something to complain about for DAI. Yet I doubt the forums would have remained empty if the latter system had been the one removed for the former.
And I quite like immersion, and playing the role. One STR Rogue of mine was named Bronto; an armored, 1H weapon toting thug from Dust Town with a penchant for swapping purses from those that lacked respect. IN DAI, all Rogues will have the same base stats, so while they look the same, there is no longer any room for Bronto. While some may have limited vision on RP, there are generally others with a different perspective.
Freedom of choice was added and is promoted for a more Open World, more Talents, higher CC options, and many other areas, but the character designs now lack those freedoms. Of course, such characters may be easier to balance for DA-MP, but I play solo games as a rule. At least we do not have to worry about PvP; then the after-Nerfing can likely be avoided.
Note: This is my own opinion, but based on what I have read, this may be shared by others.





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