I've never played on a console, so what follows is a guess.
This may be old news to everyone but me - did the bottom line types at EA demand that DA:I be designed for ease of use on consoles, because you can't handle more than 8 skill slots with a joystick? Or at least not without a lot of bother? With the result that once you get to high level it no longer matters if you level up or not, there's no place to put a new skill. Or you reorganize your skill selection, and that of each companion, for every new encounter - Let me see, those things are resistant to fire, so I need to move a cold spell into an active slot. Etc.
And then Bioware did the best they could with this marching order, and relied on skill trees with lots of passive skills, and on players exploiting combos. Personally I find combos a pain in the @. Well, you may say, that's why they have the casual setting. Except it's boring.
In the previous two instalments we could just keep adding skills in a row across the bottom of the screen. Firestorm! Deathcloud! Mass paralysis! (or pick your character class.) Part of the satisfaction in levelling up is gaining new power. Now it's meaningless, and combat is mostly a matter of holding down the left mouse button until one of the two or three spells that are effective in a given combat become active again.
Bioware does good, engaging story lines, and believable characters with great dialogue. Some of the character cutscenes are terrific. But this style of combat is a bore. I've started Descent, and I should be looking forward to fighting new monsters with new powers. As it is I'll probably continue, but only out of habit.
Edit: I should add that i posted the above tirade in the hopes that Bioware can find a way to recreate the kind of more engaging style they had in episodes 1 and 2. And my apologies to the console world, if necessary. Aside from DA and the Witcher series, i can't think of another RPG series of this quality.





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