Dragon Age: Inquisition

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What class are you playing?

I agree about the "musical"- you have to see it in the game. It's not meaningful torn out of context.

Rogue Archer but it's not the class, I think it's because I don;t know how to micromanage my party properly. I dunno how to edit their behaviours.

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Man the dungeons are DARK!
 
Rogue Archer but it's not the class, I think it's because I don;t know how to micromanage my party properly. I dunno how to edit their behaviours.

You can't unfortunately. They gutted that to potion intake and what powers you want them to perform more or not at all. You'll likely be controlling them a lot via tactical mode if you use a controller like me early on. Otherwise, when your Inquisitor is strong enough, it won't be as necessary. I still use it from time to time, but all the time I spent farming ores for armor really paid off, so there's not as much of a need to when I can pretty much one man army most things at the point I'm at. That's what I like about this game as far as gameplay goes. You get what you put into it, and it will reward you for it. You may not be able to wear certain armors at your current level, but you can make armor much better than those with the right materials.

I imagine even rogues and mages would benefit greatly from that.

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Also at the dungeons, yea some of them are. I love it.
 
I'm in this dark dungeon in the east of the Hinterlands and at the end of the hall, on the right side there is this symbol...I'm stuck. Anyone know what to do?

EDIT: Ah you need to use that veilfire

---------- Updated at 01:57 PM ----------

Yo check this out

https://www.youtube.com/watch?v=vZWaKRZBW5o

EPIC DA:I song cover. SO epic.
 
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Rogue Archer but it's not the class, I think it's because I don;t know how to micromanage my party properly. I dunno how to edit their behaviours.

---------- Updated at 01:09 PM ----------

Man the dungeons are DARK!
Ah, well, good luck with that. Tactics have been gutted, basically. My advice is let the AI do its thing and just pause to micromanage occasionally. It's definitely one of the game's failings.

Dungeons usually have some lights you can light up as you go along.

As far as rogue, I'm not certain what to tell you other than there's difficulty at the front end that won't be there later on, and don't neglect the passives on your level up chains. They're very powerful and generally necessary, at least for mages they were. Try to get regeneration potions ASAP, which help a lot. Have your mage cast Barrier as their first spell (you can do this in the character menu and it should be set to default if they have Barrier, which they absolutely must). Since you're ranged, stick close to your mage so you get the Barrier every time they recast it.

Your mage should also get Dispel, and you'll need to micromanage them to cast it on the summoning circles at rifts. It dissolves them if you get it before the demon pops through.

How's the bow range? Can you target from far away? Mages got really great sniping capability in this game. Elven mages with their ranged defense especially.
 
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Forget all that sniping hiding stuff. Grab a sword, grab a shield, focus on guard related abilities and fuck up anything and everything stupid enough to challenge you head on. This is the class I'll be trying nightmare on for sure. When you can fight a dragon one on one on hard head on, you know you have a boss class.

I'm wondering if I should even bother with specializations. Not necessary.
 
The small but irritating flaws the game has is the reason why it needs modding.

Also, is it just me or does the environment design of the Hinterlands feel a bit lifeless and boring? I mean it definitely looks good on a technical level and it definitely feels like DA:O but idk, I'm not feeling it.

Writing is OK so far, no major blunders or cringe-worthy lines. There were a few pretty cool moments but nothing especially good yet. I've just entered Val Royeaux. When does it get good? Oh and why does that templar punch that lady? I didn't really pay attention to that small part.
 
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The small but irritating flaws the game has is the reason why it needs modding.

Also, is it just me or does the environment design of the Hinterlands a bit lifeless and boring? I mean it definitely looks good on a technical level and it definitely feels like DA:O but idk, I'm not feeling it.

Writing is OK so far, no major blunders or cringe-worthy lines. There were a few pretty cool moments but nothing especially good yet. I've just entered Val Royeaux. When does it get good? Oh and why does that templar punch that lady? I didn't really pay attention to that small part.

Hinterlands seemed a bit too big for it's own good. I mean, I get it's kinda like a showcase of how big and pretty they can make them, but I'd have liked it a bit smaller cause it burns you out a bit by the time you open up another land (providing you like to do lots of sidequests). Just wait until you choose a faction, it gets much more interesting. As for why he punches her....well, it makes sense once you choose a faction either way. Let's just say that people aren't acting normal.
 
The small but irritating flaws the game has is the reason why it needs modding.

Also, is it just me or does the environment design of the Hinterlands feel a bit lifeless and boring? I mean it definitely looks good on a technical level and it definitely feels like DA:O but idk, I'm not feeling it.

Writing is OK so far, no major blunders or cringe-worthy lines. There were a few pretty cool moments but nothing especially good yet. I've just entered Val Royeaux. When does it get good? Oh and why does that templar punch that lady? I didn't really pay attention to that small part.

Just keep playing. It's worth it. You don't feel it at first, but eventually when things kick off, you feel the worth in the pacing of the story. You becoming inquisitor feels meaningful and earned because you worked for it and it wasn't just handed to you. The Hinterlands is big and filled with the more boring quests in the game, besides the carta mission and one other, but I forget what it was... But it's designed that way likely to give players plenty means to prepare early on in the story. Give them a place to collect weapons, power and xp a plenty for where you're at. The other levels from then on aren't as filled with random crap luckily.

Hinterlands is purely a place for you to work on cleaning up to build your character.

As for when it gets good, that depends on you, but for me it got really good once you have to make your first real meaningful choice. You'll know what I mean when you see it. That mission was the moment I realized this game was going to be sick. And it is. Better than Origins in my opinion, even if I still hold Origins dear as a classic.
 
Hinterlands seemed a bit too big for it's own good. I mean, I get it's kinda like a showcase of how big and pretty they can make them, but I'd have liked it a bit smaller cause it burns you out a bit by the time you open up another land (providing you like to do lots of sidequests). Just wait until you choose a faction, it gets much more interesting. As for why he punches her....well, it makes sense once you choose a faction either way. Let's just say that people aren't acting normal.

I get the feeling that during the beginning of development they said "hey let's see how building a big zone goes". They probably made a lot of progress and got confident, then they finished the zone and said "uuuh, what are we going to fill it with?" It really feels like the zone they built when they were the least experienced and that is a major flaw. John Romero said that the first map you see in a shooter is the hardest to make because the first thing a player sees is the most important. He also said that the first map should be made LAST because by the time you start making the first map you are already pretty experienced. If the beginning sucks, it's gonna be very hard to pull the player in the experience later on. The principle can be applied to the Hinterlands I think. That said, it's not bad but it's not very good either, just slightly above average.
 
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I agree with that. Whether it's a game, book, movie, essay, or what have you, if your beginning sucks, then you failed. And honestly, the beginning was indeed a fail. They should have made it easier to find the meat in the Hinterlands rather than having you sift through all the fat first. I was thiiiis close to getting my money back because I spent so much time there looking for something better than what I'd seen. And there is some stuff there, actually.

But luckily, I'm stubborn and didn't want to feel like this beat me, and it paid off.
 
I get the feeling that during the beginning of development they said "hey let's see how building a big zone goes". They probably made a lot of progress and got confident, then they finished the zone and said "uuuh, what are we going to fill it with?" It really feels like the zone they built when they were the least experienced and that is a major flaw. John Romero said that the first map you see in a shooter is the hardest to make because the first thing a player sees is the most important. He also said that the first map should be made LAST because by the time you start making the first map you are already pretty experienced. If the beginning sucks, it's gonna be very hard to pull the player in the experience later on. The principle can be applied to the Hinterlands I think. That said, it's not bad but it's not very good either, just slightly above average.
Agreed completely. I think this will hurt completion rates and hence word of mouth, especially on the PC- which is a shame.

@ Unkindled: I think only warriors get Guard. I really like that. Warriors have much improved in this game over DAO and DA2. I used to run all mage-rogue parties because keeping the warrior healed was such a pain. You rarely have to worry about them now. Melee rogue has taken that spot.
 
Agreed completely. I think this will hurt completion rates and hence word of mouth, especially on the PC- which is a shame.

@ Unkindled: I think only warriors get Guard. I really like that. Warriors have much improved in this game over DAO and DA2. I used to run all mage-rogue parties because keeping the warrior healed was such a pain. You rarely have to worry about them now. Melee rogue has taken that spot.

I know, I meant that they benefit from good armor from mining and farming ores, even though armor isn't as effective on them. Armor and guard abilities combine and improve each other on warriors, which is very handy. Very very effective. Even if mages don't benefit as much, your warriors will, and you need them for sure.

I agree about rogues, I hardly ever use them unless I just want to hear Varric's banter, or I need a door unlocked. I try and bring him on more casual missions. Otherwise, it's three warriors and a mage or two warriors, two mages. That Solas, Dorian combo is fucking deadly. Especially with cassandra and I holding aggro. Then if anyone gets too close to your mages, you have chain pull, which as silly as it is (and badass) it works really well and is complemented well with mage magic wall abilities. All my warriors have it to help keep enemies away from mages, or to pull long rangers up close and personal.

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Lol you should see them fighting those dread demons. They fly all over the map from it leaping and us yanking it back :lol:
 
Went to the fallow mire. Got my ass kicked by lvl 12 monsters. Cool looking place.

Epic side quest too, which is basically what that entire area is. Worth farming the blue whatever ores there for decent starting armor. Plenty of it since it's a common ore. I recommend saving your money for armor schematics. Val Royeaux has some of the best. Redcliff too, mainly for arm and leg addons.
 
Forget all that sniping hiding stuff. Grab a sword, grab a shield, focus on guard related abilities and fuck up anything and everything stupid enough to challenge you head on. This is the class I'll be trying nightmare on for sure. When you can fight a dragon one on one on hard head on, you know you have a boss class. balancing isn't a strong point of the game.

Fixed. ;)
 
I've yet only watched a couple of review videos, so can someone who played Inquisition please enlighten me if I'm wrong about this. The game seems great, but the more I see of it the more I think of Kingdoms of Amalur: The Reckoning for some reason. Not only do I see resemblances in design but also in some skills and moves, such as the grappling hook attack. Am I the only one seeing this? Is there any similarity between the two?
 
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The song was really good in context indeed, especially when followed with the discovery of Skyhold (the part just after that was a little bit much though).

I like the writing. Even when it's passable it's still very effective (I didn't like the prologue for instance, but I thought it introduced every themes and nicely, while still keeping a bit of mystery).

@bellator
It depends on how you play. The game is vast enough to let you play however you want.

You can progress by spending 20 hours in the first zone of the game and gain powers with (dull) sidequests or even, maybe, "collectibles" if you like. Or you can spend 5 hours in this zone and go on with the story, you'll have enough power to progress without being a completionist who wants to pick every flowers and rocks. Or do a bit of both. (or focus on combat to gain power through resources and crafting)
Once you really become someone in the Inquisition, you won't even have to pick flowers and rocks on the road... Ask your agents to do it for you on the wartable, while you're doing more important stuff.
The main point of DA:I is you don't have to do everything. People around me finished the game in 60 to 90 hours. In my case, I'm not very far into the game (50 hours) and I've done what, 1/5 of the main story? As a reference, I couldn't play past the first hour of KoA because the game felt empty, its story was mediocre and the gameplay was average.
Also, characters are interesting. DA:I has the best mages in a Dragon Age (considering mages are a big focus point of the lore). As I said before, they're very comfortable with their lore and it shows.

They learned their lesson (if there was something to be learned to begin with) and made a very good and enjoyable game.
 
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After all the mining and farming I did, I'd better have an easier time fighting that fucking dragon. I'd say the balance is pretty much as good as any other rpg. After working for leveling up gear and your character, rpgs always get easier. But, feel free to seek fault wherever you can find it.
 
The problem with saying "just do the mainquest" is, that the game will be extremly short for you. If you count out the fetch quests you have to do to gain the power you need to unlock the main story the main quest will last about 10-15 hours. Even with the "gaining power quests" you can finish the game in about 20 hours.
The main storyline consists of 6 or 7 quests- that's it. And in my opininion it's rather weak. Both the templar/mage conflict and the gaspard/celene/briala conflict were solved very poorly. After I finished the story i was open-mouthed, that none of this conflicts played any role later. I mean we got 2 games and 1 book to prepare us for the mage rebellion and than we get 1 quest (i sided with the mages), which had nothing to do with the templars- 1 cutscene later, the conflict is solved.
Same with the Orlais rebellion. We didn't see anything of the rebellion in the game.I loved the Masked Empire and was looking forward to continue it's story in the game , but we just get the ball at halamshiral, talk to some of the books main characters and solve the conflict within an hour.
I have to say I'm somehow dissapointed with the game, although i never expected anything outstanding. Don't get me wrong, I enjoyed it but I expected more and I think the main reason why I enjoyed it is, that i like the Dragon Age lore and was starving for a AAA RPG. I'm not a fan of tactical combat rpgs like Divinity Original Sin or Wasteland, so there was nothing for me this year except for Dragon Age and it was a rather mediocre game.
 
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