Sorry i di
Also a much larger emphasis has been placed on the ability of the player to prevent damage from happening in the first place: E.G. dodging, shield blocking, and otherwise being "twitchy" and agile. You couldn't really dodge attacks in the first game (or in the second, practically), so you had to have your finger on the pause button to potion-spam or spell-spam (oftentimes both at the same time). That worked for Origins because its combat was much slower and more methodical, similar to Baldur's gate and Kotor (which are semi-turn-based). Same with the tactical mode.
In Inquisition you aren't really given enough skill points to justify having more than 8 active abilities, because you REALLY start needing those passives late-game. Each active ability accounts for two points each (the initial unlock and the advanced version of it). I've managed to get to level 24 by the time I finished everything in the game I felt I wanted to, so going by a human character that's: 24 maximum skill points you get by the time you can't level up any more (soft level cap). 16 of those are theoretically going towards your active skills, so that leaves only 8 more points for your passives (which only have the one tier).
Mass Effect's radial menu worked because you are given so fewer abilities per class that they all can fit within the first click of the radial. (they compensated for this by increasing the number of classes and the sheer uniqueness in how each firearm worked in ME2 and ME3) You needed this to be simple because it was a real-time shooter series and your aiming (and dodging in ME3) controlled your survival. In Origins and DAII it was like having to go to sub-folder after sub-folder, and it worked best in Origins because it was a much slower paced combat system. II not so much, but it still fulfilled its purpose.
Inquisition is now similar to Mass Effect in that its combat is much faster paced and your survival depends more and more on moment-to-moment twitch reactions vs. methodical planning.
Am I in favor of the return of the full radial? Yes. But I can understand their motivation as they are forced by the current market to "actionize" their material. There is a market for slower paced RPGs, no doubt. But it's becoming a niche market that EA no longer sees as profitable, so Bioware has to compensate.
Sorry i disagree, with Amulett of power, and 26 skills points, you need a radial spell menu...
Particularly because AI don't use the spells if you haven't mapped them to controller button...
On my characters (Inquisitor, and companions) i have more than 8 spells/capacity, usually i have 10-12-13, and i couldn't use all of them on the battlefield, because of the limitation 8 spells max...
Even the AI can't use them...
- Just look for Sera fith her 3 flasks ... 3 flasks (spells) + dual dagger spells + the other spells like (poison, invisibility), etc... more than eight spells if i m correct... And if you want Sera use correctly the flasks, she need all the 3 are mapped to controller (because when you activate a new one, and the 1st flask activared just finished, your next flask will stay 8 seconds instead of only 5 seconds...)
- Or Cassandra, she have specialization capacity (spells) for demons, and you can also attribute points in Value horn, which is for all enemies, for example PUrge is useful only with rifts, or against mages... So you will use it only when you face a rifts... but the remaining of the time you don't need purge...
And each time, you see a rift, you must save, pause go in the menu, map the Purge spell to controller, close the rift, return to menu, remove purge and map another power...
Or the spell "chain", when she throw a chain which attract an ennemi to her and knock him back... When you face a high dragon, you don't need this spell...
So a radial spell menu is useful for 2 reasons :
1/ access all the spells
2/ quickly map a spell/capacity to controller button, without going in the menu, switch on Cassandra, find the spell, place it on controller button
I disagree, because a Radial Spell menu is very very useful (pratique), it permit to do things related to spells and controller without opening the Character menu... -> You see an enemy weak to a spell, you open the radial spell menu, you place it on controller button, and you attack...
Adding an option to access the radial spell menu is nothing for Bioware, the radial menu exist (L1), they just need to add the spells section... This one i am sure have been forgotten, because EA pushed them to put DAI on the market before Christmas...
The only motivation i understand from them (EA mainly) is to bring back money quickly before the end of the FISCAL YEAR 2014...
And before they send their taxes declaration...
OUR MONEY !!!