I think I have an illness. Over my extended weekend — due to the Thanksgiving holiday and some strategic time off — I heavily delved into Dragon Age Inquisition. I’ll say I’m about thirty hours into the single player but what surprised me is that I’ve put far more hours into the multiplayer. I can’t describe this phenomenon; I just play it. I’ll sit on my couch, turn on DAI, make the conscious decision to load up the multiplayer, and then ponder where the last four hours went. Did my roommates leave? Were they ever there? What day is it?
It’s all a blur but at some point my Templar reached level 14 and looks different than before. Wasn’t she level 18 earlier today? Also, there is definitely electricity coming from her mace. What did I do? Your life is rough when deciding to go a more melee route or poison route for your Alchemist is the hardest decision you made all day. Level 1 Arcane Warrior, you want to join my Threatening game? Well, here we go I guess. This is the person I’ve become. Don’t judge me.
The question that repeatedly haunts me is “just how many times can you run these five-stage dungeons?” And I don't have an answer. Sure it’s a fun concept to ponder between matches but then the game starts and it’s on. Sure there are three maps, three opponent types, and three difficulties, but aren’t you essentially just doing the same damn thing over and over again with a different party make up? What’s the goal? To collect better gear and gain levels to take on harder difficulties? This sounds like a giant grind. Is it that simple and flawed?
No, it isn’t. While that formula may sound suspicious on paper, there is crazy factor that comes into it that makes you want to keep coming back — fun. This is how other games like Diablo III and League of Legends essentially function. For the most part, LoL is the same map every single game but your team and the opponents are different – thus you’re playing a different role and always using a different strategy. While Dragon Age Inquisition isn’t PvP, the different opponents add variety (especially the demons) and the different difficulties add layers of strategies.
With twelve playable characters, the diversity and make up of your four man squad keeps the gameplay fresh. If you get burned out on tanking as a Legionnaire for three hours, just switch to a Necromancer and crowd control the crap out of enemies. Not only is the gameplay from warrior, rogue, and mage different but even the different subclasses are full of variety. You have the option to build these characters how you want — two Reavers could play completely different from one another. The class-specific doors that can be opened in matches push players to diversify groups in order to maximize efficiency.
Like any dungeon crawler or MMO, the ultimate “goal” is to get better gear to take on the hardest difficulty. The three difficulties wield different experience and gold rewards; you are rewarded accordingly for completing more difficult tasks. Due to the randomly generated rewards found in chests, though, you don’t have any sort of control of what weapons you receive. I’ve only ever received two purple weapons and they’ve both been archer-specific bows. While I don’t have to play an archer, the RNG elements makes this class far more enticing than others — especially if I want to attempt to tackle the harder difficulties.
What you can control is what classes you unlock and crafting better armor for said classes. Any item you receive can be disassembled for raw material which can be used for upgrades and to unlock other classes. Sure the RNG gods can grant you new classes, but that isn’t something you can rely on. The struggle is finding a class in each category you really enjoy so you can have one of each for when the situation calls upon it. If you join a game and you’re the fourth person and your team doesn’t have a mage, don’t be that guy — just switch to a mage class. Since items are generally granted through bought chests outside of matches, who you play in a match only gets you experience for that class. Thus, playing diverse characters doesn’t hurt you in the least.
While the pick-up game system is really simple and fast, playing with friends is always a blast. Is there a better feeling than tanking a Demon Commander while you’re buds efficiently exorcize the hell out of it? No one died? Happiness. The ability to voice chat before and during a match allows for strategic communication in both team creation and forming of tactics. Certain classes just work better with others, as do certain builds. The combo system allows for massive damage to be dealt when opportunities arise. If that’s the case, why not plan for these opportunities? If my mage friend is going to chain panic foes, I’m going to take the ability to always crit panicked foes. It just makes sense.
There are only three levels, but the levels are always randomized. The rooms are laid out differently, the foes are placed in different locations, the enemies come in three flavors, your group make-up changes, and the bonus challenges are randomized. So while matches can feel similar, they never are 100% identical. While I’ve mentioned a bunch of reasons I’ve been addicted to this multiplayer, the most important reason is simply because it is a lot of fun. The desire to advance, get better randomized weapons, and to take on harder challenges is great and all — but in this game the process doesn’t feel grueling, so it’s just enjoyable. This is a win / win and is the reason for my most recent illness. BRB, got to go promote my Assassin, I didn’t like where I put one skill point.
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