There's no doubt this game is terribly addictive to me in the way most good (and usually Bioware made) RPGs are -- in particular the way it managed to persuade me to replay it not once but twice, so as to see every little possible way different things worked out -- both in terms of mechanics and storyline. Still, here's what I would love to see improved.
1) AI. AI. AI. This is my constant gripe about RPGs. On the one hand, I am supremely tempted to micromanage all 4 characters and I often want to turn it off. On the other, I keep saying to myself, why do I have to micromanage a battle against 5 wolves or deepstalkers, let me just let everybody do their thing and watch it unfold & end quickly, and just focus on what "my guy" is doing (I always turn the main PC AI off). When I turn it off, my characters often just sit there while something is pounding on them (I'm busy ordering somebody else to do something, meanwhile the neglected ones are getting munched on ... you know the drill). So... I go back to turning it on.
And then, usually leaving it on, I grimace and ask Why? Why? Why? Why is the AI not smart enough so that when Leilana or Zevran yells "trap right ahead!" that sometimes Sten or whoever else **totally ignores the warning and proceeds to run through the damn trap anyway**, before I have a chance to tell them to disarm it? I constantly gripe back and forth between setting warriors between "Defensive" and "Aggressive". If I set them to "Aggressive" they will stupidly charge a group of 8 enemies alone and get hacked to bits. Yet when I leave Alistair or others set on "Defensive", they will sometimes oddly sit around scratching their nuts while I or other PCs are getting hacked to bits, sometimes they will even stop fighting back against somebody that just attacked THEM, I mean the Defensive setting is just bizarre, they not only don't defend me or other PCs, they sometimes fail to defend THEMSELVES?
Why is there not a setting "Aggressive: attack enemies within visible range but by the way stupid don't charge eight guys all on your own with no backup"?
Anyway, honestly, I appreciate the complexity of the Tactics system, it's very rich deep and complex, honestly so far the best I've seen in any RPG, in some ways I also find it kind of a restriction that even when the char's level & combat tactics are maxed out, there's still only 12 programmable behaviors. I mean, I can think of about 4 or 5 situations in which I'd like to see them use 4 or 5 different abilities ... well that's 25 slots I'd like. Also, it's a bit irritating that since Shale & Dog have no skills, they are much harder to "tactically program" then the others. Dog it's no big deal because basically he just cycles between about 3 abilities. But Shale I'd love to program to switch into Stoneheart and then use his abilities under condition X, switch into Rock Mastery under condition Y, but basically given his 5 tactic slots ... no can do. To really use Shale best you HAVE to turn his AI off and that's a shame.
Also, again while the existing Tactics system is rich & complex (maybe overso), it's irritating what's missing. I mean, the #1 thing I'd like Wynne to do as a healer is to cast Revival on a dead/fallen PC ... (the one thing no potion/poultice can fix) but you can't program that behavior. You have to order her to do it manually. Also, it's really strange how BTW many of the presets will call for the character to do something modal but don't activate the mode beforehand. I mean it's weird the "Controller" setting for Morrigan has her using Blood Control, but she never does BTW because in no other tactics slot is she ever activating Blood Magic first, which is a prerequisite... I mean, come on. One requires the other. It is also impossible under the current Tactics system to do what I really WANT Zevran to do in combat, which is, in sequence, if an Elite/Boss dude is on the battlefield, a) Stealth
Anyway, it's all my usual gripes with the Tactics system: personally I'd love a lot more tactics slots. Not 12, but something like 200.
2) classES. Dunno. Bio. 4 character slots. 4 classes? I'd love to see a 4th class in this game. A natural 4th class is the cleric and btw I tried out the cleric mod that's downloadable but it was a bit rough around the edges. I know BIo won't do one because hell I remember the arguments most of the devs were making against it being a playable class more than a year ago. Still it just seems natural to have a class that focuses on healing/buffs/rebuking undead & demons and can use heavy armor/mace/shield and neither a creation/healer mage nor a templar have that flavor. Anyway, I don't think Awakening has a 4th class, but I'd love to see one eventually. Other ideas are obviously some flavor of monk/unarmed/martial arts fighter...
I also think some of the Specializations are ... un specialized enough. Maybe should be classes of their own. I mean, I understand and it makes sense that Rangers are a Rogue specialization (as are Bard), but ... it just seems there should be other things besides summoning of animals. Maybe some additional archery talents beyond the base Archery tree, tracking, favored enemies, a dedicated pet companion, etc., etc.... the Templar specialization is the closest thing the game has to a Paladin class, but I'd also like it to have some anti-undead/demon abilities that go beyond its anti-mage focus. It'd be cool if the Bard had more than four songs. I mean it's just weird that your primary foci give you a range of 12 abilities, but choosing a specialization gives you only four. I'd rather have deeper/richer specializations than the ability to choose two, at lvl 7 & 14. This is something I think could really be tweaked. I just feel the specializations don't make the character types/builds distinctive enough from each other. Mostly choosing between Alistair & Sten is for me more a choice between a 1-handed and 2-handed fighter, not between a Templar & a Champion (which I usually give to Sten at 14), ... etc. ... because the Specializations don't make the different kinds of warriors ... all that different.
3) Party Size. I don't mind a party of four but it would be really cool if there was a kind of 5th (or 6th) "floating" slot in which I could stick Dog, a semi-permanent Ranger Pet Companion (not unlike Dog), a somewhat persistent summoned being, or other more "temporary fellow travellers". BTW yes I downloaded the mod to make Dog a permanent 5th party member, essentially it sticks Dog in what's normally your "summons" slot but he stays there and you can still control him (although not level him up). I mean, the bottom line is, I almost never want to substitute Dog for another char because he has no dialog, no interactions, and little variety to his combat. On the other hand, I want him around all the time charging, growling, and knocking over anybody who comes and attacks me and every once in a while I want to watch what he grrrrs at or fetches or what he goes & sniffs. The "faux 5th slot Dog mod" is a perfect solution for me, but because it's a mod it's verrrrry buggy. I'd like an actual solution that works better. And something that lets me put something else in that "5th slot" than Dog, too. Like a Pet Ranger Wolf, or Bear, or Badger, or Mage Familiar, or something.
4) Personally, I wouldn't also mind seeing more races than 3, and more interesting ways the Races might differ from each other in terms of Racial Abilities, not just appearance, background/origins, & starting attributes.
5) I'm not sure I really get the "Mage trees" or their consistency.
A Primal Mage is a mage focusing on elemental powers and blowing the **** out of enemies. Get that.
A Entropy Mage ... basically what's called a Warlock in other games. Works too.
A Spirit Mage ... ???? ... the Spirit & Creation trees make no sense ... the Spirit tree is a very weird mix of 12 spells (two rows focusing on Anti Magic, two rows focusing on DoT offense), and while I tend to think of a Creation mage (Wynne) as a Healer, a Creation mage seems really to be a mix of buffer (one row), healer (one row), "Glyph layer" (one row), and ... why the hell is Stinging Swarm there, it's like OK we had to give them something offensive.
The Specializations ... don't get me going. Don't like Blood Magic, no way on a low-health class am I trading health for spells. (Forget the moral qualms). Don't like Arcane Warrior, seems useless (if I want my mage to tank I'll Shapeshift, not magically change into a Warrior when I already have one), and there's no gear for it unless you turn to mods. Spirit Healer ... fine. But it really seems like it's just the fifth row of the Creation tree. The one I like best is the Shapeshifter and BTW about all I would want is more shifting options but guess what once again the mod guys seem to have delivered. I'd also like more spells focusing on Summoning and yes I tried out the Evocation Mage mod but it's beta & buggy too. Basically all you can summon without mods is a skeleton (if you're Entropic and BTW it requires a humanoid corpse of something you just killed) or a ranger beast (if you're NOT a mage but instead a ranger rogue).
I have to say, the spell variety in the game is not bad and being the kind of person I am I had to try and try out every spell in the game, unfortunately without mods that required a second playthrough. Secondly, going back to before, that variety makes it almost impossible for me to enjoy my NPC mages based on how little of their spells their AI tactics will actually invoke.
OK I know this post is WAAY too long... but those are the five aspects of mechanics in the game I'd love to see improved/tweaked.





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