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Bring back unique specializations for companions


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#1
ThePhoenixKing

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One of the best aspects of DAII (and was sorely missed in Inquisition) were the unique specializations each of your companions had, and I'm hoping that in the future, the developers bring them back. Besides bringing a lot of interesting and useful abilities to the table, they were also really creative, and helped to reinforce character beats for each of the companions.

 

Merrill's "Dalish Pariah" tree is a good example, effectively hybridizing both her blood magic abilities and Keeper talents, while at the same point, reminding us that there are lines she's not willing to cross (she doesn't have the mind control abilities in the standard Blood Mage tree, for instance, and I can't really see her doing that). Making specialization trees as interesting and diverse as the characters who had them was a very nice touch, and if nothing else, it'll help avoid the "show, don't tell" issues that come with having the standard specializations for characters that don't fit the mould. Cassandra is the obvious example here; talks a good game about all her nifty Seeker tricks, but is just stuck with the bog-standard Templar talents. Imagine how awesome it would have been if Cole's assassination talents could be augmented by his telepathic abilities like in the cutscenes, perhaps as some kind of Assassin/Spirit Warrior hybrid, or if Solas could wield forgotten elven magics that only he could remember. Taking the time to explore these gameplay possibilities instead of trying to shove a square peg into a round hole is something future Dragon Age games need to do.


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#2
vbibbi

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Yes please. The DA2 sets weren't even that different from existing specializations, except for Aveline and Varric, so it wouldn't require creating unique skills. They could just pull skills from the PC specializations. I think acts what they did with the DAI multiplayer classes, anyway.

Bio made the companions fit the specializations by hand waving conversations; Dorian asks Sera how she can use magic flasks to be a tempest when she's afraid of magic, and she basically says it's not really magic. I think that's a pretty weak excuse and not in character for her. Sera thinks anything she doesn't understand is magic, and I think she would consider a tempest's skills as magical. Same for Varric, why did he lose all of his skills from DA2 and why did he never show an interest in traps when adventuring in Kirkwall?
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#3
vbibbi

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So if DAI had followed DA2's style of companion specialization, how would you have changed them? I'm really not good at balancing combat mechanics but I'll give it a go. (Note, I'm only using existing abilities from SP and MP and not creating new ones, as that would be a bigger challenge than I can take on)

 

I'm making my list, and really even something as small as changing the name of the ability to better suit the companion could have gone a long way to making the specialization seem customized.

 

 

Cassandra (Seeker)

Active abilities:

An Unquenchable Flame (Spell Purge): Through faith and will, you dispel all hostile magic from the area around you, dealing slight damage to the caster (mage, templar, or demon)

 

Seeker's Persistence (Walking Fortress): You may not be able to hold them off forever, but right now, nothing can touch you. You have complete immunity for a short time.

 

Spirit of Faith (Fade Cloak): You call upon the spirit of faith from your vigil to surround yourself with the magic of the Veil itself. You are briefly invulnerable and can pass through enemies unharmed.

 

Passive abilities:

Tranquil reassurance (Winter Stillness): By standing still, you enter into a meditative state that restores your mana at an enhanced rate and reduces all cooldown times.

Marvel at Perfection (Valiant): The seeker's faith strengthens her, mind and soul, for protecting innocents and punishing demons.

 

Religious fervor (Balanced Combat): Your next basic attack after successfully blocking gives bonus stamina.

What One Man Gains, Another has Lost (Resilience): You don't flinch, don't blink, and don't back down. Enemies that hit you with melee attacks are staggered by recoil.

Focus ability:

 

The Maker Shall be Her Beacon and Her Shield (Resurgence): You call on benign spirits to restore you and your allies for continuing the fight. All party members are healed to full health, including those who have fallen unconscious, and a glyph around you provides ongoing healing to the party for the spell's duration.

 

Iron Bull (Ben Hassrath Spy)

 

Active abilities:

 

Gaatlok Surprise (Ataashi's Breath): You unleash an elemental attack on all enemies that stand before you.

 

Ebost Issala (Crushing Leap): You leap into the fray, causing a burst of damage when you land.

 

Tal Vashoth Rage (Rage of the Avaar): You lose all composure and throw yourself into a wild rage that numbs you to pain and gives your strikes tremendous power. The more enemies nearby, the more damage you do and the greater your own damage resistance.

 

Passive abilities:

 

Those Things Ain't Natural (Champions of the Just): Your fervor inspires the entire party to fight harder against demons.

 

Meraad astaarit, meraad itwasit, aban aqun (From Knowledge, Strength): Whenever an enemy dies near you, your maximum health is increased.

 

Pashaara (What Is and Is Not): You deal extra damage to barriers.

 

Var-toh katashok, ebadim maraas issala toh (Hastened Demise): A wounded enemy is the perfect target. Your attacks are even deadlier against targets that are close to death already.

 

Focus ability:

 

Nehraa Qun (Rampage): You're an unstoppable fury of physical force while this ability is active. Your attacks are harder and faster, and you gain health with each strike.

 

Blackwall (Grey Warden Recruiter)

 

Active abilities:

 

Vigilance (Line in the Sand): You call upon the legacy of the greatest champions in history, defying enemies as you hold your position. This stops enemies from moving past you and enables you to block choke points.

 

Blood Fury (Ring of Pain): You mark part of the battlefield as yours. Enemies inside the ring take spirit damage while your own attacks hit harder, The more you are hurt, the stronger both effects are.

 

Blood Thirst (Devour): Blood is life. You rip into your enemy, doing damage based on how badly you're wounded and healing yourself.

 

Passive abilities:

 

Lonely Vigil (Biggest Threat): You make yourself the biggest target on the battlefield, the warrior no enemy can ignore.

 

In War, Victory (Adamant): You've trained hard, and you know how to make the most of whatever armor you're wearing.

 

You Will Guard Them and They Will Hate You for It (Bulwark): You stand all the stronger to finish the fight, gaining a bonus to your maximum guard.

 

In Death, Sacrifice (Unyielding): An attack the would bring you down instead leave you with a small amount of health, and you are immune to all damage for a short time.

 

Focus ability:

 

A Warden Never Gives Up (Counterstrike): You push yourself to the limit, gaining full guard and taunting all nearby enemies. While the ability is active, you automatically counter all melee attacks.

 

Varric (Self-appointed Chronicler)

 

Active abilities:

 

Say That Five Times Fast (Fast Beat): Increases movement and attack speed.

 

Always Leave Them Wanting More (Knockout Bomb): You hurl a grenade containing a powerful concoction that put nearby enemies to sleep. Sleeping enemies awaken after taking damage.

 

Have You Heard This One? (Battle of the Bands): Your stories increase the attack speed of your allies.

 

Passive abilities:

 

Gift of Gab (Tricks of the Trade): You help the team make the most of its abilities, increasing the damage and duration of all status effects the party applies.

 

It's Who You Know (Opportunity Knocks): When an ally critically hits, you take advantage of their success faster with reduced cooldown times.

 

Don't Interrupt (Can't Stop the Music): Your amazing performing skills occasionally cause enemy attacks to miss you completely.

 

Official Author for the Inquisition (Showmanship): Years of practice as a professional author have honed your talents.

 

Focus ability:

 

Everyone's a Critic (Hail of Arrows): You fire so quickly that enemies will swear there are at least two of you putting arrows into their ranks. While this ability is active, any archery ability you use is duplicated.

 

 

Sera (Jenny of the Red)

 

Active abilities:

 

Unforgiven Slight (Mark of Death): You mark your enemy, and every hit adds part of its power to the mark's damage. Trigger your mark when you are ready, and watch your enemy fall from injuries that were never even noticed. You can manually trigger the mark early for bonus damage.

 

Trick up my Sleeve (Hidden Blades): They'll swear you leapt from the shadows like the thrown blade and hit your target with a flurry of strikes from every angle... but its obvious that you were nowhere near them at the time.

 

Find my Friends (Fallback Plan): You place a thieves' lantern to mark a fallback location before heading into battle. When the fight gets ugly, you leap back to safety, as healthy as you were when you placed the marker.

 

Passive abilities:

 

Say That to my Face (On the Razor's Edge): You do more damage to enemies close to you.

 

Back Alley Brawler (Fury of the Storm): When your stamina is exhausted, you fight even harder, lashing out with fury to win the fight.

 

Watch Out for the Underdog (Disable): Critical Hits on an enemy reduces their damage for a short time.

 

Stick it to the Nobles (Furious Blows): Your movement speed increases after you land a critical hit.

 

Focus ability:

 

They Never See the Little Guy (Cloak of Shadows): You go into stealth, and your allies follow your lead. The entire party remains undetected for the duration of the effect, even while attacking.

 

 

Cole (Compassion)

 

Active abilities:

 

Fast as the Fade (Flashing Steel): You lash out around you with both daggers, hitting all enemies in melee range.

 

Catharsis (To the Death): You taunt an enemy into a frenzy. Their damage output increases over time, but so does the damage they take. The effect ends if you get out of range.

 

Peace (Blinding Shot): You hit an enemy with an explosive blinding powder, causing their next attack to deal no damage.

 

Passive abilities:

 

It Doesn't Matter that they Remember Me (I Was Never Here): You have learned to use the distraction of an enemy's death to slip silently into the shadows. Killing a target removes any cooldown on stealth.

 

Forget (Knife in the Shadows): You are a deadly threat to any enemy that can't see you coming. When you attack from stealth, you automatically critical hit.

 

Mercy (Throatcutter): A wounded enemy is the perfect target. Your attacks are even deadlier against targets that are close to death already.

 

Fade Mind (Unorthodox): A spirit's mind travels curious, twisting paths, and though his methods are strange, they are effective.

 

Focus ability:

 

Final Rest (Thousand Cuts): You choose a target, then dash to and fro- a shadow leaving blood with every leap. After you slice through other nearby foes, you land behind your target, striking deep.

 

Dorian (Tevinter Exile)

 

Active abilities:

 

The Stories are True (Horror): You unleash spirits of fear that terrify all enemies within the area.

 

I'll Remember That (Spirit Mark): You mark a target with an attacking spirit, inflicting ongoing damage. If the target dies while marked, the spirit mimics the victims body briefly to fight on your behalf.

 

Used to Criticism (Wall of Hissra): You create a wall of elemental magic before you, hindering enemies that pass through it.

 

Passive abilities:

 

There's Another Way (Defiant): The exile's dedication to the cause of reform spurs him to fight ever harder.

 

Tevinter sabotage (Control of the Elements): All status effects that you inflict last longer.

 

Waste Not Want Not (Death siphon): Every time an enemy dies nearby, you regain both health and mana.

 

Tevinter has a Bad Reputation (Blinding Terror): You have learned to leave enemies vulnerable in their terror. Enemies that are panicked take increased damage from all attacks.

 

Focus ability:

 

Progress and Reform (Haste): You increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison.

 

 

Solas (Fade Walker)

 

Active abilities:

 

Lure of the Fade (Pull of the Abyss): You create a tiny rift that pulls enemies toward a central point.

 

Not All Spirits are Peaceful (Veilstrike): You recreate your own fist from the essence of the Fade and smash nearby foes to the ground.

 

Time Flows Differently There (Disruption Field): You fill an area with magical energy that slows and weakens your enemies. Enemies larger than the field are immune.

 

Passive abilities:

 

Self Reflection (Fade Shield): You draw back the energy released by your enemies in your attacks against them. Any successful attack strengthens your barrier. The more damage you do, the more powerful your barrier grows.

 

Calming Meditation (Composed): Long years of meditation have given the fade walker an unshakeable calm, even in the face of certain death.

 

A Different Perspective (Mind Over Matter): You are immune to flanking from enemies and have less chance of being staggered when hit from the front.

 

Calm of the Veil (Restorative Veil): You pull stray magic from around weakened enemies to regain mana based on the damage you do to them.

 

Focus ability:

 

Rage of Spirits (Firestorm): You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds.

 

Vivienne (Madame de Fer)

 

Active abilities:

 

A Girl's Best Friend (Spirit Blade): You create a blade of solid magic to make melee attacks against nearby enemies, bypassing their guard and barriers.

 

Fight with Style (Blessed Blades): You rally all of your nearby allies to fight with greater strength.

 

Blinding Fashion (Wrath of Heaven): You summon a blinding pillar of light that stuns and damages nearby enemies.

 

Passive abilities:

 

Bon Mot (Veiled Riposte): Whenever you have a barrier active, enemies who attack you will take damage in return.

 

Wicked Eyes and Wicked Hearts (Calculating): The court mage seeks ever more knowledge and power, and she is unafraid to use both in battle.

 

Keep Your Enemies Closer (Combat Clarity): The chaos of combat frightens some, but for you, it reminds you of the court. Your mana regenerates faster when you're near hostile enemies.

 

Don't Touch the Outfit (Psychic Backlash): Enemies that hit you with a melee attack have a chance to be stunned for a short time.

 

Focus ability:

 

Don't Tell me You're Already Tired, Darling? (Rally): You rally your allies to fight harder. Your party's guard, stamina, and mana build up over time, and all party members gain damage resistance against incoming attacks.


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#4
Akrabra

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Agreed to this. Cassandra should have had a Seeker tree etc. Good suggestions Vbibbi.


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#5
nightscrawl

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So if DAI had followed DA2's style of companion specialization, how would you have changed them? I'm really not good at balancing combat mechanics but I'll give it a go. (Note, I'm only using existing abilities from SP and MP and not creating new ones, as that would be a bigger challenge than I can take on)
 
I'm making my list, and really even something as small as changing the name of the ability to better suit the companion could have gone a long way to making the specialization seem customized.

...


I love all the names you came up with!


I think the only DAI follower spec that actually made sense was Cole's Assassin spec, given his penchant for murder-knifing people. All of the rest seemed silly for the reasons you describe. Somewhat less bad was Blackwall's Champion spec.

Cassandra having the Templar spec as a Seeker was just so bad, the worst of the bunch.

 

Iron Bull, I dunno... no matter how "dragoney" the Qunari are, I don't see Bull actually being a Reaver, consuming dragon blood and all that. I really can't explain it, though.

I thought Dorian matched just fine with his spec. I think he would have those types of spells as he has a liking for the dark and dramatic. After you dance at the Winter Palace, he can remark that there could have been more corpses about. To me, the problem was not with Dorian's spec, but that the Inquisitor spec, with the same abilities, was learned from an actual Mortalitasi.

 

I likewise also thought Solas matched well with his spec, but like Dorian, had issues with how the Inquisitor version was presented and thought that a spec linked to the Anchor had so much more potential.

 

I've never taken the Knight Enchanter so I can't speak intelligently about it, but I preferred the idea that it was some lost elven art, as in DAO.

 

I don't think that the Tempest seems like magic, but in order to do alchemy in that way you need to have continual supplies and such, and it just doesn't seem likely that Sera would have constant access to materials. (Yes, I get that she is a thief.)

 

I thought the loss of Varric's unique DA2 Bianca spec was quite unfortunate.


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#6
vbibbi

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I love all the names you came up with!


Thanks, I spent way too much time trying to think of names, and pulling abilities from both single player and multiplayer skill trees. I didn't play MP but thought it was cool that it expanded the types of skills in unique ways.


I think the only DAI follower spec that actually made sense was Cole's Assassin spec, given his penchant for murder-knifing people. All of the rest seemed silly for the reasons you describe. Somewhat less bad was Blackwall's Champion spec.


I agree that Cole as an assassin made sense. The thing that I really liked about the DA2 companion specializations was that they were mostly the same abilities as we had access to, but they were framed in such a way that they were personalized to that companion. That's why when I think of Cole, I don't think of a shadowy ninja assassin hired to take out a target like the Crows, but an entity who is half in this world and can walk unnoticed and provide "relief" from suffering through death. The abilities didn't even need to change, just customize the description to better suit the character.

Cassandra having the Templar spec as a Seeker was just so bad, the worst of the bunch.


Especially after she described her own personal ability to control mages and templars.
 

Iron Bull, I dunno... no matter how "dragoney" the Qunari are, I don't see Bull actually being a Reaver, consuming dragon blood and all that. I really can't explain it, though.


Yeah I know that we know have hints that Qunari have dragon blood in them, and we know that as a culture they revere dragons as beasts of destruction, but it seems very anti-Qun to become a reaver. Tal-Vashoth IB could, but the lack of control and taking on the aspect of a dragon seems like it would take the person away from the certainty and rationality of the Qun.


I thought Dorian matched just fine with his spec. I think he would have those types of spells as he has a liking for the dark and dramatic. After you dance at the Winter Palace, he can remark that there could have been more corpses about. To me, the problem was not with Dorian's spec, but that the Inquisitor spec, with the same abilities, was learned from an actual Mortalitasi.


I have mixed feelings on Dorian. He does talk about how Tevinter uses spirits on a routine basis and they use magics that other countries would consider forbidden, barring public use of blood magic. But most of his tree is taken from the Entropy school, so it's not that it's forbidden in the South, just that it's been restructured out of elemental damage and spirit. Plus, I like the idea of him rejecting the more unsavory aspects of Tevinter magic as a symbol of his rejection of Tevinter society. Granted, he was raised to learn this magic, but it's not like young Tevinter magisters-in-waiting only learn four or five spells from the Entropy school and nothing else.
 

I likewise also thought Solas matched well with his spec, but like Dorian, had issues with how the Inquisitor version was presented and thought that a spec linked to the Anchor had so much more potential.


Yeah, if Solas was not lying and actually couldn't remove the Anchor or close the Breach himself, I would think that the Inquisitor's mark was of a different nature than his Fade magics. So his tree shouldn't be identical to a Rift Mage tree. Plus I felt like he should have more self-sustaining passives since he spent so much of his time alone.
 

I've never taken the Knight Enchanter so I can't speak intelligently about it, but I preferred the idea that it was some lost elven art, as in DAO.


Solas does mention that the Circle learnt the techniques of a Knight Enchanter from elven magic. And it's said to be taught only to the Circle/Chantry's most trusted mages, so in that sense in makes sense to Vivienne. But I don't see her as a front line combatant, as that seems too inelegant and unsubtle. I would see her more of an enchantress, performing subtle magic rather than bashing someone with a magic sword.
 

I don't think that the Tempest seems like magic, but in order to do alchemy in that way you need to have continual supplies and such, and it just doesn't seem likely that Sera would have constant access to materials. (Yes, I get that she is a thief.)


I found the banter between Dorian and Sera on her use of "magic."

Dorian: For being so unnerved by magic, you aren’t shy about benefiting from its effects.
Sera: I don’t. I use normal things, not magic.
Dorian: You consider swathing yourself in flame or ice more normal and “not magic”?
Sera: For one, it comes out a bottle. For two, I mess up, I get burned. You mess up, your head chucks up a demon.
Sera: For three? Bottle, little burned, no demons. So there.
Dorian: That was only...you know, if it lets you sleep at night, never mind.
 
The specialization doesn't really suit her, IMO. It's using magic-like effects, even if it's not strictly magic, and it seems like something Sera would avoid, given her wariness of most things magical. Plus, it just doesn't make sense that she would have the patience and resources to have these flasks on hand all the time for combat.

I thought the loss of Varric's unique DA2 Bianca spec was quite unfortunate.


Yeah it was a unique specialization that didn't mimic any other abilities in DA2 AFAIK, and had the theme of him as a storyteller, which was neat. Plus due to no real traps as a skill in DA2, his artificer specialization comes out of nowhere and doesn't suit him. It seems more like, dwarves are technically inclined, let's put this on Varric.
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#7
daveliam

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Vivienne (Madame de Fer)

 

Passive abilities:

 

Bon Mot (Veiled Riposte): Whenever you have a barrier active, enemies who attack you will take damage in return.

 

These were all awesome, but this particular one is very clever and made me smile.  Well done.


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#8
nightscrawl

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I have mixed feelings on Dorian. He does talk about how Tevinter uses spirits on a routine basis and they use magics that other countries would consider forbidden, barring public use of blood magic. But most of his tree is taken from the Entropy school, so it's not that it's forbidden in the South, just that it's been restructured out of elemental damage and spirit. Plus, I like the idea of him rejecting the more unsavory aspects of Tevinter magic as a symbol of his rejection of Tevinter society. Granted, he was raised to learn this magic, but it's not like young Tevinter magisters-in-waiting only learn four or five spells from the Entropy school and nothing else.


I think the gutting and combining of magic trees has been a major detriment to the mage class, more so than any other in the game.

 

You explain why I dislike it as a spec for the Inquisitor. The thing is, part of Dorian's use of Necromancy is that he does not consider it unsavory. When the Inquisitor takes the Necromancy spec and asks Cole about it, he criticizes Dorian's use and wants you to do better. He's a nice guy, and doesn't wish to cause harm, but he has a different mentality about certain things due to his upbringing and Tevinter views of magic.

 

Dorian likes the macabre, so I don't think his use of that spec is bad, but I do wish that the Inquisitor's had had different abilities or something since it was taught by a Mortalitasi.

 

Referring again to the gutting of trees, Entropy has always been a favorite of mine, and I do think that it would work very well with Dorian. He likes his flash, but his conversations with Solas reveal that he thinks a great deal about the construction of magic and its use on a tactical level, and Entropy seems to fit that bill perfectly.

 

I'm hoping that they bring more breadth back into the mage class for the next game.


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#9
Duelist

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Yeah it was a unique specialization that didn't mimic any other abilities in DA2 AFAIK, and had the theme of him as a storyteller, which was neat. Plus due to no real traps as a skill in DA2, his artificer specialization comes out of nowhere and doesn't suit him. It seems more like, dwarves are technically inclined, let's put this on Varric.


I'm mixed on Varric.

On the one hand, I liked his DA2 spec. Hell, it was better than the ones offered to Archer Hawke.
On the other, he really hit the jackpot with Artificer.

#10
vbibbi

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I'm mixed on Varric.
On the one hand, I liked his DA2 spec. Hell, it was better than the ones offered to Archer Hawke.
On the other, he really hit the jackpot with Artificer.


To me, Varric never seemed like a gadget kind of guy. He had friends who were into gadgets (Bianca and the crazy dwarf in Legacy). Granted, there were no traps available in DA2 so we don't know if he would have used them if available, but I liked his crossbow and verbal skill tree in DA2 over the artificer specialization in DAI which felt more like he drew the short straw because he definitely wasn't an assassin or tempest.

Most of the companion specializations in DAI felt like the combat designers came up with nine specializations, and then the writers had to force the companions to "fit" within the specializations.
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#11
vbibbi

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I think the gutting and combining of magic trees has been a major detriment to the mage class, more so than any other in the game.
 
You explain why I dislike it as a spec for the Inquisitor. The thing is, part of Dorian's use of Necromancy is that he does not consider it unsavory. When the Inquisitor takes the Necromancy spec and asks Cole about it, he criticizes Dorian's use and wants you to do better. He's a nice guy, and doesn't wish to cause harm, but he has a different mentality about certain things due to his upbringing and Tevinter views of magic.
 
Dorian likes the macabre, so I don't think his use of that spec is bad, but I do wish that the Inquisitor's had had different abilities or something since it was taught by a Mortalitasi.
 
Referring again to the gutting of trees, Entropy has always been a favorite of mine, and I do think that it would work very well with Dorian. He likes his flash, but his conversations with Solas reveal that he thinks a great deal about the construction of magic and its use on a tactical level, and Entropy seems to fit that bill perfectly.
 
I'm hoping that they bring more breadth back into the mage class for the next game.


True. I never played as necromancer so hadn't heard Cole's comment. That's neat, I did enjoy companions remarking on the specialization.

I guess the term necromancer feels like it should only be for mortalitasi, and Tevinters wouldn't think the use of spirits in magic requires a specific name, as it's common practice for all mages. So Dorian wouldn't need that title as he's just practicing standard Tevinter magic.

And it is a shame about how the magic trees were implemented, as the spells really helped reflect the Mage. It was nice how Morrigan started with some spells in cold and lightning, but the rest in entropy, and Wynna had earth magic and the rest in creation. Even without their specializations the spell selection defined their approach to magic.

But in DAI, we really only define the mages by whether they use ice fire or electricity. They all need spirit and they all use their specialization. And with only eight active skills, there's not much reason to experiment with different branches of spells.
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#12
Duelist

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To me, Varric never seemed like a gadget kind of guy. He had friends who were into gadgets (Bianca and the crazy dwarf in Legacy). Granted, there were no traps available in DA2 so we don't know if he would have used them if available, but I liked his crossbow and verbal skill tree in DA2


Oh I agree, I liked his personal tree in DA2 as well as your own take on it but at the same time...

the artificer specialization in DAI which felt more like he drew the short straw because he definitely wasn't an assassin or tempest.


I disagree here. Artificer is one of those specs that sounds shitty.
It took me playing around with Varric to find out it's probably the strongest spec in the game.

Most of the companion specializations in DAI felt like the combat designers came up with nine specializations, and then the writers had to force the companions to "fit" within the specializations.


Again, you'll get no argument from me here but just to play devil's advocate somewhat, I can see the value in companions having the same spec if only as a means of trying each spec first.

#13
vbibbi

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Oh I agree, I liked his personal tree in DA2 as well as your own take on it but at the same time...

I disagree here. Artificer is one of those specs that sounds shitty.
It took me playing around with Varric to find out it's probably the strongest spec in the game.

Again, you'll get no argument from me here but just to play devil's advocate somewhat, I can see the value in companions having the same spec if only as a means of trying each spec first.


TBH once I recruited Sera I rarely used Varric. He didn't fit in the Inquisition for me and just felt like the bridge character rather than having a strong reason to be there. So I've not played with the artificer tree. I can't say if it's good or not, just that narratively it doesn't seem to match Varric's skills or personality, regardless of how powerful it is. I would see Sera as an artificer before him, as her cabinet of curios shows an interest in a lot of random things, plus we now know she is close with Dagna, who could have taught her a thing or two. And see my note that I don't feel tempest fits her, either, with the quasi-magical aspect of it.

#14
monicasubzero

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It would be nice to see a set of skills and equipment that can be unlocked only if you take a certain path during the companions' personal quests. For example, Iron Bull should have different skills if he's Tal-Vashoth or still part of the Qun, as well he should be able to wear specific armors (Tal-Vashoth or Qunari). It should be the same also for Cole (spirit vs human) or Blackwall (Grey Warden vs Rogue Warrior).

If companions can have the same class as the PC, then it will mean (at least to me) that if I choose the same specialization, the other character will never see the light of day or the stars! For example, now I'm playing a Qunari Rift Mage and I've never ever ever ever used Solas.


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#15
nightscrawl

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^ That would have been great! Somewhat like the friend/rival bonuses in DA2. However, not all follower quests are suited for that though, as not all of them are life changing events, or have specs where such a change would be suitable. What would you change for Dorian? I suppose it could be based on the potential for reconciliation, but even that's a bit thin -- "I don't know if I can forgive him," versus, "I can't forgive him."



#16
vbibbi

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It would be nice to see a set of skills and equipment that can be unlocked only if you take a certain path during the companions' personal quests. For example, Iron Bull should have different skills if he's Tal-Vashoth or still part of the Qun, as well he should be able to wear specific armors (Tal-Vashoth or Qunari). It should be the same also for Cole (spirit vs human) or Blackwall (Grey Warden vs Rogue Warrior).
If companions can have the same class as the PC, then it will mean (at least to me) that if I choose the same specialization, the other character will never see the light of day or the stars! For example, now I'm playing a Qunari Rift Mage and I've never ever ever ever used Solas.


That could be cool. Would companions then not be able to access specializations until completing their personal quest? I don't mind this approach but I could see how that would be bad for game balance for players who don't do those quests.

Maybe have the first two or three talents available once we reach Skyhold, and then reserve the rest of the skill tree until the personal quest is completed. And for IB, Cole, Blackwall, their skill tree splits and we only get access to one. Reminds me of Anders' martyr and vengeance divide although we could access both. But I think they were mutually exclusive to use.

#17
monicasubzero

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My suggestion could fit only to some characters, because others like Cassandra, Sera and Dorian don't share the same kind of personal quests (life changing events), but I think that an approach like this can make the characters more unique and also grant different game experiences. For example, in most of my playthroughs I make Cole more human, just because I like him to be human. If the Spirit path could give some specific skills, I would be more motivated to make a different decision in other playthroughs.


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