Well...
Well, again, I don't find the ratio of useful to useless abilities to be much higher for active abilities than for passive abilities, so I don't find that part of the argument convincing.
It's actually still a bit vague why raising stats via passives is a problem in itself. If you think the passives aren't worth taking, then the problem is that they aren't raising stats enough, isn't it?
That's not true for all of the trees. Anyway, all the force in this argument cones from not thinking that the passives are worth taking in their own right. I don't see the DAI passives that way, as I said.
It's starting to sound like what you really want is for mages to be more powerful in DAI, and this proposal is merely a way to get there. I thought those proposed abilities looked a bit OP, come to think of it.
Comparing attribute points and skill points between two different designs is not a really meaningful exercise. Should AD&D players complain that their characters don't get any attribute points after character creation? Should DA:O players complain that their characters don't get the dozens of attribute points that Morrowind characters do?
This is getting a bit silly. A high-level DAI character is quite powerful. Ever been overlevelled for a zone? You blow right through stuff. Really, DAI is enough of a power fantasy as it is.
Well, DAI's got plenty of the latter. As for groups of 50+ enemies, like I said, the old consoles couldn't have handled that. Anyway, what on earth does this have to do with attribute points and talents? It would be idiotic to think that Bio designed a talent system and then adjusted the enemy numbers to fit it.
Let me rephrase my point, the problems with the current system are:
1) It denies direct customization of character attributes, which are a core aspect of gameplay, to the player. You cannot increase some of your most basic stats (attack, defense or critical chance) the way you want unless you own the right schematics and go on tedious farming sprees to collect the desired craft materials for it.
Unless you play solo, crafting equipment for all 9 companions takes several hours wasted on mining ore, hunting the same prey or fighting the same type of enemy instead of progressing your quests which should be the focus of the game.
Most players just ditch farming to buy things on the Black Emporium but it only releases good craft at lvl 16+ at high prices and no chance of getting Masterwork materials.
The crafting system has several problems of it's own which need to be fixed in DA4 but taking attribute customization away from players and centralizing it on the clothing they wear was a stupid measure that did far more harm than good in controlling reckless attribute distribution by inexperienced players.
2) The way ability trees are arranged create stupid and unnecessary choke points that consume our precious ability points on junk passives which doesn't relate with the ability they lead down the line.
A junk active ability has minor uses of it's own, you can live having Immolate, Poisoned Weapons or Grappling Chain in the way of Fire Mine, Toxic Cloud or Horn of Valor because they deal damage or stop enemies but Pyromancer, Explosive Toxic and Crippling Blows offer little to no benefit at all.
Immolate can be a very useful early game ability and with the right upgrade can become a machinegun for Rift Mages with Restorative Veil but Pyromancer just increases burning by 2 seconds when Fire Mine itself already deals 1600% front damage without burning. Searing Glyph already deals 1600% front damage and another 1600% burning damage over 8 seconds so why am I being forced to add 400% burning damage to it before I have even purchased that ability and why do I even need it if I will use Flaming Array instead?
Exploding into a toxic mist sound that deals damage sound cool but isn't it basically what Toxic Cloud does already? YO DAUGH, I HEARD YOU LIKE TOXIC CLOUD SO I WILL PUT A TOXIC MIST IN YOUR TOXIC CLOUD SO YOU CAN POISON WHILE YOU POISON!
Cripping blows is basically like "Hey, you can randomly inflict a condition which benefits a completely different class but that absolutely mandatory knowledge in order to blow a horn!"
Natch, let me make this clearer. BioWare capped us to 8 mapped slots because console players and their 14 buttom controllers make it too difficult to manage anything higher than that so let's throw in more useless passives to fill space so everyone don't complain about having too many abilities they can't use.
The only conventional passives worth over an active ability are Guardian Spirit, Flashpoint, Clean Burn, Ice Armor, Flow of Battle, Bear Mawls the Wolves, Turn the Bolt, Deep Reserves, Sneak Attack, First Blood, Pincushion, Looked Like It Hurt, Cheap Shot and Ambush.
Only 14 out of 64 passives give you a truly meaningful boost in terms of combat advantage, the rest is basically just there to consume space and give you a measle +3 increase to a certain attribute point.
Specializations don't give many meaningful passives either, the only ones worth over an active ability are Restorative Veil, Death Syphon, Simulacrum, Fade Shield, Knife in the Shadows, Gaps in the Armor, Fury of the Storm, Killer's Alchemy, Tricks of the Trade, Unyielding, Blood Frenzy, Fervor and The Last Sacrifice.
Only 13 out of 36 passives makes you or your party better in combat besides marginal gains in some attribute or resistance.
By contrast, every passive in DAO served to systematically improve the combat capabilities of that particular class, their proficiency with a particular weapon or upgraded an active ability preceding them in the tree.
Above that, like I said before, mages in DAO seldom used passives, they had a huge range of spells which gave them flexibility for every kind of situation. Warriors and Rogues can live of just basic attacks with a lot of passives to boost them but limiting the amount of spells a mage can use to 8 and force him to take several passives which seldom benefit him/her completely discaracterizes the class.
Interesting idea.
To my mind, the auto-allocation of attributes on levelling, with most additional boosts coming frim crafting, is an attempt to keep the game beginner-friendly, while maintaining flexibility for min-maxers.
I would disagree that passives are a significant source of attributes at all in Imquisition,; a piddling +3 from a passive is a nice bonus if I was already going to take it, but I wouldn't waste skill points to get a passive I don't want for such a small return. The bonuses are also somewhat limited, tied to the stats that the devs think are important for that class, eg constitution and strength for warriors. That's fine in and of itself, but for example say you need to increase your crit chance on your warrior. You either have to take the reaver spec and get the tiny return from those passives, or you craft for it. As you mentioned, this involves finding the right schematic and harvesting the required materials, which is much more hassle than simply allocating points on levelling up. And on first playthroughs, given how expensive the best schematics are, it can take a long time to get your build how you want it.
That said, I don't mind the crafting system too much. My personal preference for DA4 would be, should they again decide to use the auto-allocation of attributes on levelling, to keep crafting as the main source of stat and bonus boosts. Tying those purely to passives would severely limit build creativity, which is one of the main draws of dragon age games for me, and what allows so much replay potential.
Exactly, passives as they are give minimal boosts in stats because most of them aren't worth their weight alone and being forced to craft custom tailored equipment just to get stats in the way you need them is too much time consuming and outright booring.
BioWare's allegation for auto-allocation of attributes was that most players would just dump point on the main stats benefiting their class (i.e. mage players just max out Willpower and Magic) so let us remove their ability to choose since it only makes noobs rage quit when they don't understand how to distribute their attributes.
If the problem was inexperienced players not knowing how to distribute points to improve their combat prowess, then why not make attribute progression tied to the ability trees which the players are pursuing?
Take my example, since the Spirit Tree focuses on healing, buffing and defence then shouldn't players pursuing this tree logically increase their Constitution (Health and Melee Defence) and Willpower (Magic Defense) exponencially?
If the goal was making attribute distribution idiot proof then wouldn't it be more usefull to offer attributes in "packages" benefiting the player's pursued type of gameplay rather than giving them the middle finger and deciding for a "one size fits all" approach?
Worse than that, crafted equipment from each class only increase the attributes of that particular class. If you want a Knight-Enchanter to improve it's Heatlh and Ranged Defense then you must craft a warrior restricted armor with Silverite or if you want a Two-Handed Battlemaster to improve it's Critical Chance and Critical Damage then you must craft a rogue restricted armor with Snoufleur Skin.
They actually made the attribute system more complicated than it was and forced players to rely on a clumsy crafting system to make up for it, what an epic fail.
My new system is a sketch of how to make a more flexible attribute system while still placing restrictions to prevent noobs from messing up with their attributes and rage quitting for it.
Passives become the main source of attribute points, each passive tree gives an attribute increase related to and directly benefiting their respective active tree while also doubling as skill requirements to purchase better abilities in said tree.
For example:
Entropy passives increase Cunning and Dexterity because curses and hexes are supposed to reduce effectiveness (make enemies miss thus increase Ranged Defense), increase their vulnerabilites (give them bad luck thus increase critical chance) and send them earlier to the grave (make them suffer more damage thus increase critical damage).
Inferno passives increase Magic and Dexterity because they are supposed to focus on maximum damage and critical damage.
Winter passives increase Willpower and Magic because ice can serve both offense and defense.
Storm passives increase Magic and Cunning because lightning is supposed to stike the enemies of lucky players for massive damage, especially to reduce the likelihood of them being knocked out by enemy snipers.
Force passives increase Constitution and Strength because a mage who specializes in telekinesis must withstand great physical blows and deal massive damage against physical defenses like guard.
This way, a Mage still focuses on Willpower and Magic but it can go melee by investing point in Force or it can go fiendish by spending points in Entropy.
Build flexibility is still there but it only favours attributes which help the player on the path they choose rather than becoming counter-productive.