I wish to discuss the gameplay and combat changes to this game and its overall balance.
I am of the opinion that all the combat and gameplay changes we have experienced in DAI is fundamentally pointless and worthless.
Allow me to explain.
In DAI, this is what you have
- De-leveled world
- 8 skill restriction in combat
- Limited healing
- Focus on Gear.
Apparently, all this was done in the name of "easier balancing", "giving the players a unique challenge", "planning", "strategy", "tactics" and other host of PR nonsense such as "8 skills x 4 party members = 32 skills and that is more than enough"
However, I posit the notion that these changes have done nothing of the sort. They have not posed a challenge, they destroyed the balancing and they have little to do with strategy or tactics.
De-Leveled World
In theory, this is great. Enemies are on their own and do not level with you. They are their own characters. Sounds good right ? Sounds interesting and challenging, yes ?
Well, except it doesn't in the game. They implemented a de-leveled world in a game with large open zones and tons of fetch quests.
Which then meant that leveling was easy. This then negated the whole point of de-leveled world.
Consider Corypheus. We have faced him as a foe in DA2 and in DA2. He was a much more challenging opponent in DA2 than he is in DAI, despite the fact that DA2 is not de-leveled.
Why ? Because his level is so low, level 18 I believe and most Inquisitors are level 20 which allowed them to walk all over him.
I mean what they essentially tried to do with DAI is combine the open world feel of Skyrim with a de-leveled world. Except in Skyrim, the world is not de-leveled and enemies scale with you since you have tons of quests you can do get your level up anyway.
Instead of de-leveling enemies, it would be better for enemies to have unique spells and abilities. Corypheus in DA2 literally created an elemental maelstrom of sorts which forced us to play wisely. Corypheus in DAI, well, did nothing much in combat by comparison.
8 Skill Restriction
In theory, again, this sounds interesting if not divisive. Divisive in the sense that it will be something a player hates or loves. However, the game makes the 8 ability restriction rather pointless.
Most encounters in this game can be in fact handled by spamming one or two abilities over and over again. We have passives to reduce cooldown.
Where is the strategy and tactics in that ? Where is the strategy in using Spirit Blade + Fade Cloak over and over again ? Where is this tactic in using Pull of the Abyss + Fire Mine over and over again ?
The notion that we limit the abilities on the skill bar to promote tactics and strategy is nonsense. For the simple reason the game is designed with ability spam in mind, not strategy or tactics.
Which makes 8 ability restriction pointless.
Limited Healing
Like the previous two gameplay mechanic, this one sounds good in theory but terrible in execution. Limited healing can allow for micromanagement and planning and all the other good stuff right ?
Wrong.
In DAO, we had Heal Spam.
In DA2, we had Spirit Healer party member a must.
In DAI, we have Barrier Spam and Camp Fast Travel Spam.
Bioware did not solve the problem of "healing being overpowered or gamebreaking" by severely limiting it. They just changed the problem's name into something else.
Sure Healing heals you permanently and Barrier decays but we can spam Barrier like we spam Heal. What's more, we can always fast travel back to camp, rest and done, problem solved !
Perhaps in DA4, we will see Bioware nerf Barrier and come up with a fancy new name for the "damage mitigation & healing spam" issue.
This issue could have been solved easily.
- Introduce healing spells as spells that heal over time and require channeling as opposed to a simple and quick animation.
- Introduce toxicity as part of the alchemy system to prevent people from spamming healing potions.
- Introduce a timer of some form for Resting to prevent Camp Resting spam. For example, if you spam resting, your XP points will start going down because if you rest too much, your skills atrophy.
Severe limitations are not the answer, in my opinion.
Focus On Gear
The issue with this is more of a roleplay one.
For one thing, this means that your character doesn't really matter. I mean, as long as they have godlike gear, they are good to go. Their innate willpower or magic or constitution or dexterity or cunning or strength...That does not matter....
Which takes away from the roleplaying greatly.
Also, the fact that weapon damage determine ability damage as opposed to attributes...Again, it creates a roleplaying issue since if you have a godlike weapon, it doesn't actually matter how adept your character is, they will be powerful.
General Balancing
How exactly is this game any different from DAO ? In DAO you had Arcane Warrior + Blood Mage who is nigh unstoppable. Add Battlemage to that for good measure.
How is the Knight Enchanter any different ? At least the Arcane Warrior had to use potions for some battles. The Knight Enchanter, if played well, does not need to use anything except spamming 2-3 skills. How is this balance ?
How is having the Flask of Fire + Thousand Cuts combo balance ?
I have seen videos of High Dragons being killed in a very short amount of time, in a few minutes in some cases. How is this good balance ?
Sigh...
All in all, I think that the gameplay elements for DAI are good in theory but bad in execution. Bad to the point of asking "Why did they do all this in the first place ?"
Thoughts and comments ?





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