Why can't people who dislike BioWare's writing style just stop buying the games so the rest of us doesn't have to put up with all the mediocre stuff BW will introduce in the following games just to to please the ranters?
If players don't give feedback (even negative), then Bioware doesn't know how to improve. I have never complained about it until now, but I WAS expecting more for the ending. You see, in most stories, there's a pattern I notice a lot in regards to mood.
For example:
Mass Effect 1:
Beginning: Medium/Normal point
Eden Prime: Low point
Therum-Feros-Noveria-Virmire: High Point, despite a Squadmate's death it seems like you're about to stop Saren when the Council says they're forming a fleet
Citadel-Illos-Citadel: Lowest Point
End: Highest Point
Mass Effect 2
Beginning: Low Point
Recruiting: High Point
Horizon: Low Point
Recruiting: High Point
Abduction of Crew: Lowest Point
Destruction/Capture of Collector Base (End): Highest Point
Mass Effect 3:
Beginning: Medium Point
Reapers Invade: Low Point
Support for Turians: High Point
Citadel Coup: Low Point
Support from Quarians and or Geth: High Point
Kai Leng Beats You-Assault on Earth: Lowest Point
End: Depressing as F*ck
Most stories follow a pattern where the story begins on a high/medium point before very quickly (or immediately) going to a low point with some catastrophe (a.k.a The Breach). It then goes uphill from there until something bad happens that is usually worse than what happened in the beginning. Usually it goes that way, with the PC doing well after a bad event repeatedly until the WORST event occurs after doing good, which then brings you into the final conflict, which then gets resolved and ends in a (usually) good way.
Now, this formula was mostly followed in Inquisition, you do well after the initial low point until Haven gets attacked. Now from there, I expected to do even better until some really bad event happened that would test me as well as the force I created and worked so hard to strengthen to the limit and make me question whether or not I would succeed despite all that I had done. Instead however, you weaken the enemy until they seem like an annoyance your about to swat away. Now, I would have taken the Breach being re-opened as the lowest point in the game because despite Corypheus seeming really weak at the time, a large, re-opened Breach did cause me some concern and I thought that it would result in an epic battle. However, when I started the final mission, it started off with Corypheus insulting a few random Inquisition soldiers who stereotypically refuse his demands even though they know they can't beat him. This annoyed me a little, but I thought that the battle would more than make up for it. However, I ended up smacking him once or twice until he floated away while doing tiny amounts of damage to me and insulting me. His dragon then fell and I thought that it'd be hard, but it started with about half health, and after killing most of the dragons already, I smacked the sh*t out of it in a minute before going up doing the same to Corypheus.
It was EXTREMELY anti-climactic, Corypheus was the hardest boss in DA:2, I can only think of maybe one or two secret bosses as hard or harder in DA:2. In addition, he beat the crap out of me and a lot of other players even though he had just woken up and was disoriented.
Now, after going to great pains to kill him in DA:2, you find out in DA:I that he now controls a Red Lyrium High Dragon, a large amount of demons, a powerful army, and a magical orb that belonged to an Elven "god" that could rip open the fade. While you deal with most of the demons and most of the army throughout the main plot, that should still leave us with a Red Lyrium Dragon, and Corypheus supplemented with Red Lyrium and a powerful orb. I also expected at least a few Venatori/RL Templars to be there as well.
Instead, Corypheus summoned maybe two demons at the beginning, ran away, and made us a fight a dragon with half health before beating the hell out of him in a small enclosed area.
It seemed like they wanted it to be the Lowest point in the story but it ended up being a beatdown for the main Antagonist after a string of already easy bosses. I also noticed that in DA:I, unlike the rest of the DA games, only the three companions you choose for the final battle serve a purpose, the rest just appear at the end right after you kill the boss. In DA:O the companions you leave behind defend the gate and you actually control them, which was pretty fun and interesting. In DA:2, all of your companions fought with you in the final battle, even if you didn't control them.
I hope they at least tried to level the boss to your character. I know that the final boss usually won't be the hardest character in an RPG if they let people play after the end, but they should at least be a decent challenge.
Anyway, after the disappointing fight you go back to Skyhold to throw a slightly depressing party that MIGHT, be recovered a little bit if you have an LI. Even though they through a revelation at me in the end, with Solas, I just felt, empty. Not really depressed or anything like after ME3, just underwhelmed.
I kind of enjoyed DA:2, and while it wasn't as great as DA:O it was the set-up for DA:I which seemed like it would be a large, epic conquest. However, DA:I now kinda feels like the ending of DA:2, a set-up for a larger, better conflict. Except the DA:2 final boss fights felt appropriate and decently challenging.
Now make no mistake, I like DA:I, it's just that they really didn't impress with the ending. It's a step in the right direction, and they learn more without a huge failure like Mass Effect 3's ending.