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Pros and Cons after 100% Trophy completion


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#1
kasanza

kasanza
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I like this game a lot. I have a few things I'd like to congratulate the team on and a few suggestions to improve the next chapter of Dragon Age.

 

  • Pros
  1. Environments and enemies are beautiful. I love exploring and fighting all kinds of mobs. That really makes my day when I can exit the main quest line and just explore and fight.
  2. The combat system is epic. I love actually having to evade attacks and time attacks like in the Samson Boss fight (my favorite fight in the game) instead of the old and tired dice rolling behind the scenes to see whether your hit or hitting.
  3. I really enjoyed many of the companions and npcs as well. You always bring your A game in this  department. I would maybe suggest looking back to DA2 to further differentiate the races of elves and the large race of silver or grey skinned people that follow the Qun. The aesthetics were wonderfully different from humans. I would even suggest different skin colors for elves like in the Tarot card like images for your selected player race. Maybe dwarves could develop some extreme pigment change and hair color dying due to sunlight exposure over time that could be a visual cue to surfacers having lost their "stone sense." That would be awesome.

 

  • Cons
  1. I feel that the crafting is out of control. The manual gathering of each and every material to craft weapons and runes and hilts and pommels and gauntlets and greaves and armor and whatever else for 10 characters almost made my head explode. It seems that the leader of this Inquisition would have agents gathering resources and paying them rather than personally farming and poaching. I'd like to see this resource gathering harken back to Dragon Age: Awakening and Dragon Age 2, where you find a source and can draw on it from then on to create items and whatever else is needed. I'd even go so far as to suggest companions having their own weapons and armor that upgrades through personal quest (which I loved about Varric in DA2, but heard a lot of people hated missing out on outfitting their companions) .
  2. The game feels a bit unsure of it's identity this outing. Is it a strategy RPG where you lead an army or is it a classic RPG where you start from nothing and gain experience through combat and exploration? It feels like an awkward marriage of the two. As the sole entity that can close fade rifts and save Thedas, why would you be allowed out and about wandering the dangerous countryside that's rife with dragons and bandits and demons? Or why are you personally out mining and pulling weeds and killing wild game for your growing faction that rivals surrounding nations' military might?  
  3. Please let equipment and mobs and companions level with my main character. I never understand why a sword that is able to kill darkspawn ogres at the beginning of the game is no better than a butter knife against darkspawn ogres toward the end of the game. Of course there will be legendary artifacts that have better additions that allow for more damage (like extra attack and critical % and rune slots, etc.), but base damage or armor should be the same. And mobs should continue to offer a challenge regardless of whether I decided to forego a companion's personal quest until late game ( Casandra's seeker quest had me laughing hysterically when I fought seeker Lucius while I was level 18 and for some reason he was a level 7 scrub! One-shotted the sucker....). Also, just let companions level with me. Its far less tedious to chose everyone's new abilities together rather than them constantly lagging behind and leveling individually so I have to re-enter the character page to level 9 other people....
  4. Play test the classes to make sure you can't solo nightmare endgame in a 4 party-based game. My Tempest dual-wield rogue, even without thousand cuts available, destroyed dragons, wannabe arch-demons and old elf-god pet-dragons, and even decrepit 1200 year old mages bent on becoming gods with ease. Also, make classes play like the class they are. Mages on the front lines staying invulnerable for an entire fight is a bad idea. A mage should cast illusions and cast spells to control crowds of mobs and dish out big AOE damage while tanking in a pinch with a barrier to plan the next move, only. Rogues should dish out devastating single target damage second to none and control crowds of mobs with theatricality and deception, evading enemies in a pinch with stealth. Warriors should tank, absorbing and mitigating damage second to none while dishing out consistent enough damage to keep agro on the crowds of mobs they control with their taunts. You can have a scale within classes where some specializations allow for more damage at the cost of crowd controls or mobility or damage mitigation, but that class shouldn't spill over too much into the role of another.
  5. For me, the biggest disappointment I had with the game was it's premise: being the one person who could close fade rifts. I hate being special by default. that's probably as counter-intuitive to an RPG as you can get. I want to make my way through questing and experience and meeting companions to build my legend, not have it in the palm of my hand from the start. I know that the game later makes you aware that it was just dumb luck or even providence that made you special, but I felt my experience was ruined from the start. In DA:O, I felt I earned being special mainly because of the excellent origin story flowing freely into my trials as a Grey Warden recruit and serving briefly with Ferelden's standing army against the horde before using the Treatise to build an army anew to take out the Arch-Demon. Please craft your next story as intricately as that, and KOTOR and the Baldur's Gate series. You guys are great story-tellers, don't become so enthralled with the epic premise that you neglect building a foundation that can weather the storm to reach a satisfying conclusion (and I'm not going to go into how disappointed I was with the end to this game).