I hated "In Your Heart Shall Burn". The Disney song in the end and Cory's stupidity (pulling the Harbinger in ME3's suicide run?) were only parts of the problem. The thing I hated the most was the lack of emotion toward the destruction of Haven.
This was supposed to be the Inquisition's big lose, with Cory winning the battle and us scrambling. Instead, we got a new badass base. At what price? The researcher and the bar maid with whom I had a single conversation and the chantry dude who wanted me imprisoned? Instead of feeling like I lost a battle, I felt rewarded with a new base. Oh, and I found out that my arch-nemesis is stupid.
In my opinion, this could've been solved with a meaninful death at Haven. Perhaps a special someone holds back Cory while you escape because you are the chosen one and must survive? Well, I got a candidate for that. One of my favorite characters in the game.
Cassandra.
Cassandra serves a guide in the first third of the game, giving you vital information of the first Inquisition and the Seekers. She is compassionate toward you even if you don't believe in the Maker. She is very likeable. Hell, she would make for an excellent leader for the Inquisition. To me, it doesn't really make sense why you're the Inquisitor if she's around.
Making her the Duncan of the Inquisition would raise the stakes and actually make the PC feel something toward Cory after " In Your Heart".
EDIT: No, I don't think that killing a character is the only way to signify lose at Haven.
" Let's look at AC: Revelations (damn you BioWare for making me bring up the AC franchise as a storytelling role model). In the beginning, your fort is surprise attacked by an enemy (And you defend your fort with cannons. And then your people use ancient tunnels to escape. Sounds familiar?).
During that attack, we are introduced with the villain who steals your most prized possession (an artifact that controls time and physics or something?), kidnaps your lover and kills your uncle.
I did not care about my uncle's death. Or the deaths of the people who couldn't escape. What I cared about was the fact that the villain stole my most prized possession and I was thrown into a foreign city with out an immediate base, losing all my resources, including cool weapons and armor.
In Inquisition, you lose a cleric who has a change of heart when mortally wounded and random NPC with whom you can have a single conversation, off screen. A cut scene and song later, you get a new, improved base. And you are named the boss. I didn't feel like I lost the battle. I felt rewarded.
For this, I can blame poor pacing. We could've had a quest or two with our soldiers being miserable in the cold mountains, perhaps a quest of finding Skyhold. Our mark could've been disabled for a time. But getting rid of one of the many companions in this game would've been easier and tis something that BioWare is known for (DA2, ME1).
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