The attribute thing, while it feels like you had more freedom to customize your character in previous games, you would ultimately still allocate points in a pre-determined way based on your class and subclass. Mages would always invest in magic and willpower. Warriors in constitution and strength. Rogues in dexterity and cunning. Always. The freedom manually allocating your own points gave you was superficial at best, and meaningless at worst. Unless every class acted like Blood Mage, which compelled mages to dump points in constitution to yield more benefits, then this argument may have some weight. Personally the stats just felt like a way to gate equipment.
Not at all true.
In DA:O, I heavily invested in agility regardless of class, and underspent in constitution, along with passives, sustained abilities, and gear that improved defense above all until each character's active defense rating was as close to 100 as possible or better, along with gear that granted percentage to dodge/avoid damage, reason being that I abhor the whole notion of classes being a fancy version of Rock, Paper, Scissors. In my games, since characters would actively dodge and parry if they passed a skill check, I built all of them to be as self sufficient as I could, along with their unique skills. I always focussed on agility, cunning, and strength, supplemented by willpower, except the mage was magic and willpower instead of strength. My mage had as many points in constitution as my warriors as my rogues. There were no hp tanks, because I believe if you take a few flush hits with a weapon, it should kill you. And likewise your enemies. To survive, avoid being hit. Kill your enemies quickly. Don't stand there and be a pincushion. No matter the class. Taunt skills were the absolute last things on my warriors' list of priorities. My teams were meant to move, defend, and kill efficiently at range and in close combat, not to emulate MMO builds. And if they missed a few defense checks, they fell and I had to adapt. Programmable tactics were a huge part of that. That was what was fantastic about DA:O's system. I could build a system that played my own ideal way, that had more life. The whole flow of combat was customizable, and for that reason it never gets old to me. I hated when they locked everybody into the same basic roles in DA2, and in some ways they've upped the ante here. Combined with the loss of aa and tactics, it turns what I thought was going to be one of the best aspects of the game into a question mark or a negative. Question mark because the level design and encounters look so much improved, along with tac cam and field orders (defend this spot' etc.), which are major pluses. But they shot themselves in the foot with the mp inspired choices and 'streamlining'.
@Cantina
Thank you very much for giving us your impressions and the helpful tip, which I definitely intend to check out. ![]()





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