How? In DAO, by combining attributes + weapon choices, you could have many build types per character without ever getting into abilities or specific types of gear. DA2 chopped those in half (or in some cases, by 3/4ths or entirely) and DAI's getting rid of the first element entirely.
It meant that my rogue could be different from your rogue, without even taking gear into occasion. Now they're all going to have the exact same build (focus on DEX/CUN) because that's what all the minmaxers did so that must be the only path anyone's ever going to do. And they're all going to use daggers if they're melee, because they can't use anything else.
See where I'm leading, here?
Question, have you actually read up on how the system works? Because you seem to be grossly misinformed. Attributes are not like MMO's at all. Every (EDIT: it's only passive, my bad) Passive talent you take has attributes attached to it, so as long as your build isn't the exact same talents as mine, you will have different attributes.
Not to mention gear affects MUCH more than in previous games. Making gear a larger percentage of your total stats does actually objectively provide more customization. In DAO if i EVER wanted to be a tanky-ish mage that can be in melee range, i'm gimping my magic/will to get constitution; i have to do this from the start of the game and it's a permanent decision that will never be changed. I will never find a good defensive stat Robe, so if i want to be defensive pumping stats is all that i've got.
But not in inquisition, with heavily customizable gear, i could carry around a robe that provides amazing DPS, and a robe with amazing defensive stats, and switch them out whenever i wanted. Hell, maybe in two levels i will craft a completely different robe with totally different stats, and then that's yet another option of customization where my character will behave completely differently from a character with the same talents and wildly different gear.





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