1) Evil kinds of magic, especially ones which are heavily demonized in the games lore being acceptable to the game word when they don't play a part in the plot.
Blood magic evil you say? Make a deal with a devil in Dragon Age, become one, make your party members, especially those who hate it Blood Mages as well = nothing said.
Reminds me of how novel that made older games, like Everquest) (most of all early in the games history) where if you were a Necromancer, Shadowknight or other evil race large swaths of the world were hard to get to and enjoy because you were killed on site and any local bankers refused to give you their services. The continent of Faydwer was all good so you needed a porting class to take back to evil lands to let you sell and bank.
On the other side being good was also an inconvenience, but slightly less so, but was mitigated due tot he fact that the best early dungeons were in evil lands. That became such a huge issue with the Sullon Zek server that the Evil faction dominated the game through the servers entire life.
They made this go to the extreme with the Iksar race where you were KOS to every other city outside of your continent unless you spent a massive amount of time working up faction, and even then, that was only an option open to a few of the classes available to Iksars.
2) Area of effect abilities, most of all magic ones since it's so over represented within most games abilities list which leads to casters becoming the OP class/build.
3) Stunlocking since it and AoEs just play into making game player faster and thus less tactical.
The_Waspman said:
Beyond that, I really like the inherent idea behind the element-combining. Rather, I was having issues with the gameplay itself; maybe it's a learning-curve thing, I don't know. Did you notice any of that, or was it just me?
The_Waspman said:
I do get a bit sick of the rouge/warrior/mage dynamic in games. Especially if the game locks you into one of them. That was one thing that really irked me in Dragon Age, how in almost all of the origin stories there would be locked chests, which was kinda the games way of telling you 'you must play a rogue'.
All it says to me is "I must edit the console to eliminate this inane inconvenience".
Lock picking should be the speciality of a rogue-type, but it should be just that: Something they're really good at doing, not something other people are unable to do.