Well, I can’t say that either spell was a go to choice for me because with friendly fire active I liked more predictable AoE effects. I’m just saying that having both spells is not wasted if that’s how you want to play the game.
I agree that DA2 limited your ability to splash into trees, but depending on the thing you splash to it can work out alright. I dunno, I think that’s more a disagreement on build direction: broad builds with lots of splashing, or tall builds with a small number of trees completely maxed. I tend to prefer systems that reward tall builds, DAO was definitely a broad build game where splashing was encouraged.
It’s not really about “splashing” or “tall builds”. I like every level to be rewarding in an RPG, and every spell or ability to be worthwhile as soon as it’s picked. Since so many aren’t worthwhile at the start (including the spell they start mages with, to my dismay), and upgrades often don’t become available for several levels thereafter, DA2 fails miserably on this front. It’s also a bad design because if a spell is ineffective to start with, it’s not exactly tempting to invest in upgrades for it, even if they would prove to make it really potent. Hell, maybe that starting mage spell is somehow useful with upgrades, but it was such a waste of time to begin with that I never spent any more points on it.
That said, I’d love to see the next game incorporate Guild Wars style Glyphs for on the fly spell modification. Think DnD 3.5 Sorcerer Metamagic; you pick a Glyph and use it, and then you pick a skill and use it. The skill is modified in a standard way, and you are happy. Then you don’t need stuff like Walking Bomb + Virulent Walking Bomb; instead, you take Arcane Echo (copies the next spell cast), drop Walking Bomb on a target, hit a Glyph up and drop Glyph’d Walking Bomb Copy on another target. Yay!
http://wiki.guildwars.com/wiki/Glyph
I’d have to experience it in play, but that could potentially be fun, sure.
Yes and no. Balance is always gonna be an issue, and I think they did a decent job compared to DAO where you could basically consider the game solved by grabbing Glyph of Para, Glyph of Repul and Mana Clash + Blood Mage (for Blood Wound). This spell set run by the player is completely unstoppable. Mana Clash cast at the beginning of the fight is a save or die against any enemy caster, including endgame bosses. I used Disintegrate to basically break NWN2 in a similar manner; max out the relevant stuff, spam Disintegrate, win.
Evidently I’m not a powergamer, because I found DA:O mechanically rich and challenging in a way DA2 entirely failed to be. But then, I never even picked up Mana Clash.
GW basically sets the standard for what I consider excellent gear management. Armor is from crafters. You give it the bonuses you want with insignia and runes. No set of armor is mechanically superior to another… Weapons can be found in drops, or crafted. It can be inscribed and modded with stats of your choice. Green (unique) weapons can also be dropped with unique looks and mods that cannot be affected. No weapon in a class is mechanically superior to any other weapon of the same tier. Most importantly, all players have easy access to crafters who can make affordable max tier kit.
It’s a great system with loads of customization that focuses on looks and modularity rather than forcing you to pick a certain look to get the best bonus. If Bioware just stole it and used it in their games, I would be massively happy. You get all the joy of finding unique looking gear with all the modularity that guarantees you can pick your look. Why antediluvian systems based around drops and non-standard gear values are still used, I have no idea. It removes choice! Silly, silly, silly.
See, I can’t agree with this at all. I like Guild Wars. I really do. The worldbuilding is cool and the skill system rocks. But the gear? So bland. So boring. Everything is interchangeable, none of the drops matter or are exciting in any way. It’s all just fodder for the crafting system, but they make you buy and carry around disassembly kits anyway, and, worse yet, manually disassemble everything. I mean, I’m not a loot whore. Of the two typical RPG advancement axes, character abilities and equipment, I find the former almost invariably far more interesting. But part of that is that I am getting new abilities or substantial alterations to old ones from the former system (at least in a well designed game), and in the latter, my numbers go up. I think Bastion, even though it’s not really all that much of an RPG and is fairly lightweight, represents a good example of something closer to my ideal loot system. Every level has a new weapon (with significantly different features and usage profile), or an upgrade piece for a weapon, or a special skill (maybe connected to a weapon, maybe not), or more than one of the above, or some other doodad that significantly changes the gameplay experience and gives you more options and more choices in how you approach things. Plus there are items that give you nuggets of story, which is another nice reward for exploration.