[Discussion] Potential Updates For Romancing?
Given the responses here and on Reddit, I don’t think it’s controversial to say the romances are not living up to what we were advertised. “The most romantic Dragon Age” this is most certainly not. The entirety of each romance arc is roughly twenty minutes, with characters like Lucanis spending most of that not responding to flirts at all. Not “responding awkwardly”, like Cullen rubbing his neck or shuffling before continuing to speak, I mean not responding AT ALL. Is there any chance patches could come in and save this? BG3 and Cyberpunk both had multiple patches that fleshed out their romantic interactions. It’s already been said we’re not getting DLC, but what kind of patches can we expect going forward? On the off chance the patches will be more substantial than bug fixes, I’d like to offer a few that could help turn the game aroundfor me, at least. I’ll be upfront that I’m mostly talking from the perspective of someone who has only gone through Lucanis’ romance and has been jaded by the time sink required for a really lackluster experience. The “missives” system is right there for some low-effort lore drops. Maybe an interactive love note to carry through the game? Lucanis’ commitment scene is genuinely awful. It felt like the equivalent of putting on the marriage amulet in Skyrim. It was literally just hitting the “committed—on” switch. It is the least satisfying “romance” scene I have ever experienced. They don’t touch. They hardly even gesture. They just stand there staring at each other and cycling through what looks to be idle animations. Was there cut content meant to be here, or is this genuinely the effort put into the “most romantic game ever”? Is it possible to fiddle with some scenes to make them the smallest bit dynamic? And finally, could we get a patch to allow the players to turn off the flirting between companions? It’s a real kick in the head to hear the effort put into two companions getting together, knowing how little romantic content Rook gets to experience themselves. Especially in the case of Neve and Lucanis, where Lucanis is seemingly the one companion that can be locked out of a romance entirely—and then he immediately hooks up with the person who made the exact. same. call. There’s even a line in his Inner Demons quest about being into Neve, it’s relentless and it’s insulting. I’d rather just not even hear it. Obviously there’s bigger gripes about the romances—why only twenty minutes of content? why can’t we talk to them between missions? why no kiss button?—but I feel like this is a few relatively small adjustments that could help ease some of the ick. Maybe others have more, better ideas, I don’t want to write a whole book and a half. Additional: Adding an option to object to Rook being referred to as “young” in Emmerich’s romance to allow for more RP potential.🤮The Absurdity of Breaking Objects for Resources🤮
😐😐😐This is a point that truly defies RPG logic and immersion. Someone thought it was a good idea to have players break barrels, vases, and parts of the scenery to collect valuable items, as if it’s normal for honorable characters, respected leaders, or noble warriors to destroy everything around them in search of coins and resources. 😒😒😒Game Awards
I’m gonna be honest, the game awards nominations this year, utter garbage. When voting I came across best RPG and expected dragon age veilguard to be one of them. Nope, honestly if I could’ve voted for veilguard to win, I would have. This game is amazing with role play, not even just that but the story and plot, even the character/companion background stories were fantastic and well written.My feedback - From Origins to Veilguard: The Fall of a Beloved Franchise
The Veilguard. A game that should have been the triumphant continuation of Dragon Age's legacy, but instead stands as a glaring example of how misguided leadership and personal agendas can derail a beloved franchise. While it’s great that you enjoyed parts of the game, it’s impossible to overlook the fundamental issues that have left so many fans disillusioned and disappointed. Let’s start with the so-called puzzles. It’s difficult to even call them that without feeling like you’re overstating their complexity. The Veilguard doesn’t offer puzzles that engage your intellect or tie into the lore of the world. Instead, it presents tasks that are little more than mundane errands—moving objects, flipping switches, or solving basic patterns that feel like they belong in a mobile game, not a premium RPG. The satisfaction of problem-solving, something that Dragon Age used to excel at, is completely absent here. Instead of making players feel clever or immersed, the game reduces these moments to boring, uninspired chores. And then there’s the loot system. In previous games, collecting resources and finding items felt tied to exploration, strategy, and the narrative. Here, it’s a monotonous grind. The process of breaking random barrels and furniture in search of materials turns your hero into a glorified vandal, smashing their way through the world in a way that’s entirely disconnected from the story. It’s not just tedious; it actively breaks immersion. How did we go from looting ancient ruins and earning rewards for completing complex side quests to this shallow, thoughtless approach? The root of these problems lies squarely in the leadership of Corrine Buche. Under her direction, Dragon Age has been stripped of its identity and turned into something unrecognizable. For years, Dragon Age stood out as a series that seamlessly integrated diversity and inclusivity into its world without making it feel forced or preachy. It was one of the first major RPGs to feature same-sex romances and characters from a variety of backgrounds, and it did so organically, letting these elements serve the story and enrich the world. Under Buche, however, inclusivity has been turned into a political statement rather than a narrative tool. Features like neutral pronouns and genital scars feel less like meaningful additions and more like a box-ticking exercise designed to signal progressiveness. These choices don’t add to the story or enhance the experience; they stick out as jarring and unnecessary. Dragon Age always embraced diversity, but it did so naturally, through deep characters and thoughtful writing. What we see now is a franchise hijacked by Buche’s personal vision, which prioritizes her worldview over the series’ legacy. This shift has alienated many players. Not because they oppose representation—Dragon Age fans have always been open-minded—but because it feels performative and shallow. Players aren’t looking for a game to lecture them; they’re looking for immersive storytelling, complex characters, and choices with real consequences. Instead, we got a game so focused on avoiding controversy that it sacrificed depth, challenge, and identity. The backlash isn’t surprising. Many players now avoid games the moment they’re labeled "woke," because they’ve seen this pattern before: shallow storytelling masked by superficial gestures of inclusivity. The result is a game that feels sanitized, safe, and detached from the dark fantasy roots that defined Dragon Age. Thedas was once a brutal, morally complex world where choices carried weight and players wrestled with dilemmas that had no easy answers. Now it feels more like a fairytale, scrubbed clean of its grit and complexity. The tone, aesthetic, and narrative direction have all shifted so drastically that it’s hard to even recognize this as part of the same series. And what about the future of The Veilguard? Hopes for a New Game Plus or DLC are slim at best. Developers have already hinted that no additional content is planned, and given the game’s lackluster reception, it’s easy to see why. The production costs were undoubtedly astronomical, yet the sales and reception suggest the game didn’t come close to breaking even. If The Veilguard had been a financial or critical success, EA and BioWare would be celebrating it publicly. Instead, there’s an uncomfortable silence, a quiet acknowledgment of a missed mark. Buche’s leadership has proven to be a mistake, one the franchise cannot afford to repeat. Her lack of experience and insistence on injecting her personal worldview into the game have severely damaged Dragon Age. This isn’t a role for someone still finding their footing or trying to use the franchise as a platform for personal ideals. Dragon Age needs a leader who understands its roots, respects its audience, and has the vision and maturity to steer it back to greatness. Buche, unfortunately, is not that person. If BioWare wants to save Dragon Age, it needs to acknowledge the mistakes made with The Veilguard and learn from them. This means bringing in experienced developers who can honor the franchise’s legacy while finding meaningful ways to evolve it. It means creating games that prioritize storytelling, player choice, and character development over shallow gestures and misguided agendas. Above all, it means respecting the fans who have supported this series for over a decade. At its core, The Veilguard feels like a betrayal of what Dragon Age once stood for. It’s a stark reminder of how easily a beloved franchise can lose its way when the wrong people are at the helm. If BioWare wants to avoid turning Dragon Age into a cautionary tale, it must act decisively to course-correct—and that starts with finding leadership that understands what made this series great in the first place. For now, The Veilguard stands as a painful lesson in how not to handle a legacy. Let’s hope the next chapter doesn’t repeat the same mistakes. ##Final Note: Before anyone misinterprets my message, I want to make it clear that my critique is directed at the creative leadership behind The Veilguard, not the individual personally. My tone has been respectful, focusing solely on the franchise and the product, with the intention of providing honest and constructive feedback. I have no intention of offending anyone—this is simply me exercising my right to express my opinion as a dedicated fan of Dragon Age.Arthaland Forest Mire Waterfront Glade Missing Bridge Bug
I have completed solved this puzzle and my Rook says, "Look at that!" you can see the bridge form up then completely disappear. I have tried several times and get the same result. You can see the Island guardian ready to fight and my companions can even get to the island and fight but since I cannot switch to my companion like past games I cannot loot items or fight on the island. Please advise how to resolve. What is your EA ID or Console ID (PSN ID/Gamertag)? Cynarra What platform are you playing on? EA Origins app on PC What is happening? (and what do you expect to happen instead?) The bridge should stay up once puzzle is solved so Rook can access the small island, fight the guardian and loot the chest. Does this happen in a specific area of the game? Arthaland Forest Mire Waterfront Glade Please share any steps you've tried so far to resolve the issue: Reloading previous save, completing other quests then going back and attempting again. If possible, share a Screenshot or Clip... Screenshot of solved puzzing with missing bridge attached. If on PC, please share aDxDiagfile and an EA appError ID Number d85354a0-06f7-40db-80d8-afd465e5b7fa[Discussion] Emmrich and Rook's relationship thoughts
Has anyone ever wondered what goes through your Rook's mind when she finds out that Emmrich's desire is to become a lich and immortality? In the game, Rook asks what will happen to them then, and the answer was: I want to spend my mortal time with you (something like that, I didn't memorized the script :D). Okay thanks, that's sweet, and what will happen after? I know how the lich path is written in the game, because I watched it on YouTube. He says and act like he still love and care for Rook, but what kind of relationship is this if he's just a skeleton? I couldn't imagine it so I chosed the mortal path in my playthrough. Personally I was pretty sad when I first got to this part in the game. He was so enthusiastic about the lichdom topic, and I already felt that this relationship couldn't be fulfilled easily because who am I to stand between him and his long desired dream? I didn’t want him to be a lich, but clearly I can’t say this to him either. Do Rook really matter to Emmrich that he might decide differently because of the relationship? (as it turned out, the relationship wasn't the deciding factor at all.. :D) On the other hand, if he stay mortal there could be Emmrich's own fear, since there's an age difference between them, so he could rightly say "okay, here's this young Rook, with whom everything is great now, but what if in a few years Rook realizes that this relationship isn't working for us?" and then the poor professor will be stay mortal and alone. (Of course, my Rook would stay by his side for the rest of his life, because she's in love, this was just an supposition and a kind of speculation for now :D) In my second playthrough recently I heard Lucanis talking to Emmrich at the Lighthouse about immortality - it's a shame I didn't record it, because it was interesting. Lucanis asked him why he want to choose immortality, when everything he knows and loves is here around him now. Emmrich replied that he wishes to see and discover the world, learning and said something about "new friends".. - he wasn't mentioning Rook.. I'm curious about your opinion, how would your Rook react to this decision? If I were the writers, I would have gone into this topic a little deeper if Emmrich is the chosen love interest. Its so tragic,heartbreakingly sad yet somehow interesting. It kept me thinking about it for days.. and still. My headcanon is: The professor has spent most of his life in Nevarra among books, barely seeing anything of the world with his own eyes. He sets the goal of his mortal life to become an immortal lich, but unexpectedly finds himself on a world-saving adventure, where he meets Rook and the whole world opens up for him. The time spent together and the real world around him make him realize that perhaps there is a different path than lichdom (more vivid, and colorful, but fragile too). Then he loses Manfred, whom he raises and loves as a son. The thought of loosing him and his love for Rook together have a force that makes him want to take his life in a different direction because there are things that worth living for. (I mean really living. Not like as a lich lives or no-lives:D). So he chooses the real life, where he can watch the improvement of the speaking and magic-using little spirit Mandred and live with Rook as a real family. - and it's just a fanfiction part, because in the game he says nothing about love and Rook when he turning down his dream. Sometimes in the game I feel like it's a forced relationship for him.. I love Emmrich so much, wanted to spent more personal time with him in the game, and I think I just wanted to hear something similar from him, that the relationship is important to him too and he is happy in this relationship too. But all I got was arguing about the age difference (what I actually really liked:D) and talking about lichdom and about the love of Manfred (what is totally understandable, I love him too!) *sigh* I'm so miserable, sorry.. I know this won't change anything, I just had to write it out from myself. Sometimes I take things too seriously, but I think this is an interesting topic and I'm really curious to hear other people's opinions :)No Companion Dialogue During Enemy Battles
I’m currently having an issue where companion dialogue during fights seems to be bugged. I haven’t had any at all for a solid 10+ hours of gameplay now and nothing I’ve tried, like rebooting the game and console, has brought it back. It seemed to start around the time I locked in Emmrich’s romance, as I heard his romance specific fight dialogue once and then I’ve had nothing from any of the companions since then.Permanent Buffs Disappearing: Workaround found
If you are an OCD completionist like me, it has been driving you absolutely nuts to know that the buffs from valuables (+25 Health, +1% Damage, +1% Defense, +1% Resistance, etc...) are lost upon reload / exiting the game. The behavior seems to be better on all platforms as of the latest patch, but many players, including myself, have continued to have problems with it. I believe I have found a reliable workaround on Steam Patch 3 -- i'd be curious to know what those who play on other platforms can confirm of this workaround as well. Essentially loading in from a fresh session (i.e. launching the game), you will never have any of the benefits shown in the character menu from valuables previously purchased, despite the items themselves no longer being sold because it remembers you bought them. Even reloading a save from the menu doesn't restore them. So how do you reliably restore them for each session? Die. That's right,DIE, and then select Load Last Save. For whatever reason. loading through this method instead of through the pause menu restores the buffs and they will then persist the entire session, even if you reload Check your character menu before and after you die, I have been testing since discovering this tonight and it appears to work every single time. Persistence pays off. Best of luck in Thedas!Faction strength gain? The Mourn Watch and the Veil Jumpers
Don’t know if this is an issue or not or if this just wasn’t implemented. When you go around the Necropolis and fix things in regards to the restless spirits and undead, you can see the Necropolis calm down and people returning to the Necropolis Halls, but you don’t gain any Faction Strength. These aren’t marked quests, it’s things you find as you explore the Necropolis, but should you be able to agin Faction Strength from those actions? Cause you can find some hidden Quests/Mysteries in Arlathan Forest and gain Faction Strength for the Veil Jumpers for some of them. Just wondering if this is supposed to be the same for the Mourn Watchers when you deal with the restless spirits and undead in the Necropolis? I am playing on PS5 and the current patch is Patch 1.000.004