Suggestion for increasing the save slot limit.
Greetings everyone, As a player of Dragon Age, I’d like to suggest increasing the save slot limit. Given the game’s depth and the long playthroughs, this limit can feel restrictive, especially for those who want to replay key moments. I hope this feedback can be shared with the developers, as it would greatly enhance the gaming experience. Thank you so much for your time, best regards.A plead to Bioware
So this post is maybe more of a run down about the lack of character depth, but I maintain a sliver of hope that if enough people who love the DA franchise try to get through to Bioware (and EA), maybe something could change in the future. Points: Some of the companion’s idle positions, as well as general poses, look very janky, unnatural and limited. Would it be feasible to make these more fluid and natural? E.g. Neve’s handclasp poses are very reminiscent of Leliana’s in DA:O - which is to say, given the years of difference between these games, the animations should be better. Once again using Neve as an example, she seems to be limited to 2-3 poses to alternate between. I’m pulling Neve as an example as she seemingly doesn't have a natural, relaxed pose. This kinda goes for all companions, though. Rook’s idle animation is too goofy. If you are standing and have an interaction with an NPC (not in a cinematic), some of the grimaces are not appropriate for many of the situations you’re in, and they’re immersion breaking at worst. So maybe extend the timer for when the idle poses begin, or tone it down. Regarding the personality of Rook: In previous games, you could shape the personality of your character. In my opinion this is a key element in a player-created character RPG. A prime example is DA:2 where you could choose between three personality types, which then seemed to be applied to the general demeanour of your Hawke. This was a brilliant feature! Even DA:I, had a more consistent correspondence with the type of dialogue choice made and the voice acting. In Veilguard it seems like no matter the choice of answer type, you inherently get a humorous, quippy Rook. This is unfortunate for players who would like a serious Rook, a naive Rook, morally ambiguous Rook etc.. It is immersion breaking, which is very unfortunate for an RPG, but also limits the replayability of the game, as you won’t really get to play a different type of main character. The limited companion interaction is also a very unfortunate decision. One of the main driving forces for these games has always been the ability to get to know your companions and get to interact with them outside of quests. I see next to no reason in creating the space for the Lighthouse (the camp) if your character can’t idle chat with their companions and further create a narrative of this being a bunch of people working together and forming bonds. The interactions between the companions amongst themselves is a very nice addition, yet it becomes rather hollow when it feels like you, as the main character, can’t join in or just start a conversation with them on your own. In terms of interaction, it would in particular have been nice to have more content in terms of romancing a companion. It seems like the romances amongst companions themselves have more depth than the one you participate in as a main character - this just sucks. Even just an idle acknowledgement when you approach a love interest in the early stages would elevate the experience immensely. As of now, it feels shallow and not very special, as the extra scenes they unlock are few and far between, and even then it depends on which companion you decide to romance. When playing a game that is supposed to be immersive and approx. 100 hours long, the small crumbs consisting of maybe two or three romance-related scenes, is simply unsatisfying. The amount of content also varies greatly depending on the chosen companion, making you as the player feel somewhat bitter that your favourite companion’s romance storyline feels shorter compared to others. Regarding companion personalities and backgrounds, the lack of getting to know your companions is very unfortunate. As of now, you can do their personal quests, which are more or less required to have a chance in the finale of the game, though it unfortunately just feels very forced. If you have invested time and effort into having a bond lvl 10 with your favourite companion, it doesn't feel like you get any rewards for this. It honestly feels like a waste, as the setup for the characters' personalities has potential. The most fleshed-out character from my experience is Taash’s journey to find out who they are. It was a great and well-thought-of storyline, and it gave you the feeling that you got to be a part of it because you invested time and got to know them well. In contrast, there are two lines about how Neve lost her leg, which she is way too nonchalant about considering how the story seems to be set up. Lucanis’ personality is lackluster at best, Harding is both different from her character in Inqusition and otherwise basic, Bellara has been written as your typical quirky girl, Davrin is just a gym bro with a delinquent-esque background. Emmrich is a delight, and is a close second in terms of a character with multiple layers. Each of the companions Hero of the Veilguard quests are seemingly supposed to be the equivalent to renegade/ paragon or Hardened/soft (I'll get back to this), but it just feels very forced and not really that important other than what gear and skill you get out of it. The big bad dilemma gets solved and now the companion is "fixed" and that was that. The buildup is rushed or lackluster, and the aftermath is anticlimactic at best. In terms of hardened characters, it gives off the impression that the game development team, just in the knick of time, remembered is an integral feature in the other games in regards to how your main character interacts with their companions. Which, I guess, might be a deliberate decision, since you can't interact with your companions other than the scripted scenes. So to sum up, the animations could be more varied and fluid, the game suffers from a severe lack of personality depth (both in companions but also for the player’s Rook), and there is an unfortunate lack of ability to interact with your companions. My greatest hope would be that Bioware pulls a Larian Studios, and keeps polishing the game. However, Bioware are more likely going to ignore any input regarding the content and probably wont do any improvement other than game breaking bugs. Still I hope that posts like this might spur them on to improve a game that I genuinely do love - I just wish the game received the same love from the dev team.[Feedback] More Graphic Options for PS5/PS5 PRO
Hi there, I believe the game could truly benefit of more graphic options for the ps5, especially the ps5 pro. Options like a Balanced mode targeting 40 fps would be truly ideal for those of us who don't want to sacrifice that much quality nor performance! and of course the ability to turn off PSSR upscaling on the PS5 Pro since unfortunately it has been bringing a lot of issues with shimmering/flickering in plenty of games supporting the new ps5 pro. Many other games had to implement this new toggle of disabling PSSR until it gets a little more stable, much like it was for DLSS 1.0 when it released on PC. Thanks![Feedback] QoL Improvements
I would be nice if all merchants were marked on the map instead of having to interact with all NPCs to find out if its a vendor. Also moving the localization target on the map could display the name of that area. As final request please add more gold at least to the last third of the game, having to destroy a trillion boxes to make 100 extra gold is annoying. You could tie the items sell value to the store reputation or something like that.[Feedback] Please nerf/remove invulnerability
Davrin invuln + ~85% advantage duration (on top of my head) + 25% invulnerable duration rune is a bit over the top. I play a duelist rogue and I find immovable + proving steel to be fun and balanced but since I have my invuln set in place I am immortal (literally) and it doesnt feel fun! Good game![Feedback] The ragdolls in Veilguard seem incredibly broken
I recently finished Dragon Age: The Veilguard and enjoyed it thoroughly, especially the combat. However the ragdoll physics upon killing enemies seem to be extremely broken, and this is not what was shown in the game's first gameplay reveal trailer, where the ragdolls worked properly. I know this might seem like a small issue, but when playing something like Dragon's Dogma 2, where the enemy reactions are very physicalized, it really makes killing the enemies in Veilguard less satisfying. Killing an enemy by kicking them into a wall and seeing them lose all joints and curl up into a ball lack any sort of real impact.So close but not close enough
These are my personal opinions, which may not align with yours, either in part or entirely. I had high expectations for this game, and perhaps I was swayed by the marketing or had unrealistic hopes after waiting so long for its release. Nevertheless, after playing through it three times, here are the four main issues I encountered: Consequences: The game suggests that choices matter, but after three play-throughs with different decisions each time, the outcomes were all the same. This is disappointing. Decisions should have a significant impact on the story and gameplay, shaping the narrative and offering unique experiences. I wanted the game to reflect how choices can alter the course of events in real life, even within a fantasy world. Progression: The first chapter is strong—well-crafted, paced perfectly, and consistently engaging. However, everything falls apart in chapter 2. It feels as if the developers ran out of time, resources, or interest. The ending, including Rook's imprisonment by Solis, is anticlimactic, underwhelming, and lacks any real challenge. Major confrontations build up, but the fights are far too easy, including what should have been the ultimate battle. The ending feels rushed, with not a single interaction with any of the surviving companions and allies, nor with any real sense of what happens to Thedas after defeating the Gods and Solis. After the ultimate battle, which was supposed to be the mother of all battles but falls disappointingly short, the experience abruptly ends after Solis binds himself to the fade. That’s it. No continuity. No closure. Nothing. Instead, we get an unsatisfying conclusion abruptly cutting to a brief sentence from each key characters or factions. It leaves you completely unsatisfied and wondering what was going on with the development team and writers. Romance: Romantic relationships take far too long to develop when they do. And although not crucial to the story or outcome of the game, the advertised nudity is nowhere to be found. This raises questions about the purpose of the "nudity" toggle. Perhaps the developers had plans to have some or for an additional download or a future update, but for now, it seems like a missed opportunity. If done tastefully, nudity and intimacy could have added depth and complexity to the characters and the narrative and game experience, without crossing into the pornographic. Dialogue: The dialogue choices are bland, overly simplistic, pointless, and often irritating especially the whininess and immaturity. Devrin, Bellara, Lace, and Taash suffer from weak dialogue that undermine likability and detract from their stories; it makes them less engaging, less likeable, and frankly quite irritating. In contrast, characters like Neve, Lucanis, and Emmerick stand out for being interesting and complex. You may not agree with some things about them but I found they enhanced the overall experience making the play enjoyable and worthwhile.[Feedback] Bioware missed a story opportunity (some spoilers)
My first and second playthrus done I wondered what it would be like to be a mourn watch mage meeting Lucanis for the first time. I am disappointed 😞. The whole time I felt like my Rook was the dumbest mage especially one who deals with spirits for a living. The dialogue acted like they had no idea what was going on and things Bellara were saying were things my rook should have said. But the biggest let down was when my mage couldn't see or hear Spite. Mourn watch mages should be trained to do so but nope dialogue was same as it was for other playthrus as a rogue crow and mage lord of fortune. This is the missed story opportunity. How great would it have been to be able to talk to Spite like Emmerich can? At the very least they could have added dialogue specifically for a mourn watch player.