PC controls:
-click to move/loot
-move mouse to move tac cam
-make tac cam not utter garbage
-auto attack that isn't unavailable outside of bad tac cam for no reason
Combat:
Outside of my issues with the controls, I feel that the combat has taken a step in the right direction. Tight and focused preparation is what I would use to describe DAI's combat. Limited potions and grenades give consumables a greater strategic importance, combine that with guard/barrier and a limit on mappable skills and we have a system that encourages a more strategic approach to combat. Tactically, we are forced to maintain the strategic advantage we gained from preparation which makes gameplay intense when things are going to plan and when they aren't. As for recommendations:
-We need a return of the tactics system of the previous games. The current system is pure garbage compared to it's predecessors
-Stick with one spec per character
-improve the AI of dual wield rogues. I see Cole attacking the front of an enemy far too often. Their lack of damage mitigation skills makes them too squishy for that.
-I've always agreed with the removal of dual wield warriors. They have always been redundant, anything they can do a DW rogue can do better. 2-Handed is the DPS warrior. So I'd rather see refinement of the current classes rather than adding more.
Quests:
An area worth considerable improvement.
-More quests that are resolvable by dialogue.
-More quests with different endings
-More cutscenes in quests.
-All non main quest areas of the game (Emprise, Exalted Plains, etc) should have their own main quest with cutscenes. I'm not asking for long quests like HLtA, but the story for each area should have cutscenes instead of having us chasing written notes.
Cinematics/dialogue/character interaction
-We need new animations, the cutscenes are starting to look weird. I'm recognizing animations from ME1 and that game came out 7 years ago.
-Keep up the good work with the banter and character-character interaction
-Make party banter appear more frequently (this was mostly fixed in the patch)
-paraphrasing could be improved. The way I see it, good dialogue wheels have options that could 100% substitute what is actually being said.
Ex GOOD: -paraphrase: I want to know about the Qunari
-actual: I have questions about the Qunari
response: What did you want to know?
BAD: question: Does the mark bother you?
-paraphrase: I'll cope
-actual: Only when I laugh
response: (laughs) Very good Inquisitor.
Exploration:
I'm still on the fence about whether this open-world style is a step in the right direction. On one hand, DAI has some of the best environments in the series artistically and graphically. On the other hand, I'm not convinced it's worth it if the current state of quest design is the cost of making them. This topic is the most concerning to me because I feel it could go either way. Either they inject some much needed Bioware story/dialogue/questing into these environments, or they focus more on exploration and unique open worlds with shallow quests.
-Improve quests
-Keep up the good work with the art and level design
-If the cost of having exploration is losing better quests, don't focus on exploration. Skyrim is good because of its exploration not because of its quests/characters. DA is good because of its quests/characters not its exploration. If Bioware can't do both, choose quests/characters.
For the most part Bioware should keep doing what they're doing, but pay close attention to the balance of exploration and structured cinematic quest design.
Also don't screw up the PC controls again.