[Feedback] Female Rook More Female
Why does female characters always use almost the same animations as their male counterparts? It doesn't matter if its Mass Effect or Dragon Age... Bioware already has female animations, attitude and clothing implemented into the game, just look at Neve Gallus. It would be a nice to, when you play as a female Rook, that you really can have a female character if you want to.... Maybe there's a chance to add a additional option or slider in the character creation menu for something like this?[Feedback] 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.🤮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. 😒😒😒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.Shout out to EA
Shout out to EA for making bioware release a game before it was ready. Im not even mad at bioware for dragon age veilguard. I know they had plans to make it so much better and actually match the rest of the franchise. Bit, EA is so money hungry that they just want to push out unfinished products so that people get all disappointed and mad at the game itself for being such a let down. You suck, EA. Seriously. Why wont you let people finish their games? I waited like 10 years for this game to come out just to be frustrated. The ending was absolutely trash. The writing was poorly written. It was so obviously unfinished. It felt like a bunch of rough drafts smashed together in order to make a deadline because that's exactly what it is. The combat is crap. Even on story difficulty im getting spammed like crazy. Can't dodge roll because the hit boxes are so massive I could be feet away from the enemy and still get knocked down. Then you get 4 reavers in one battle while their all spamming the same 3 moves over and over again. The romances are crap. Most of the plot made no sense. Like the Harding thing. Why go through all those quests with her having those unique powers all for them not to be used at all. You get one whole kiss scene with a love interest and at the end of the game you dont even get a celebration scene. It just fades to black. Seriously? The only entertaining part in the whole game was Solas turning into the wolf, and the only reason that was kept was because it was in the trailer, otherwise EA would've mostly likely had them change that too. Like they changed everything else. Like bro, let bioware cook. They dont need your bullcrap or your deadlines. I love bioware, but I'm beginning to hate EA. Between this is and the Sims, you guys are failing so badly I'm surprised you are even profiting. Good luck in the future, because there are a lot of people like me, ready to drop EA completely and never spend another dime on your trash. K, thanks bye. Hope you have the lives you deserve!Shadow Dragon Battle Robes Not In Shops
The menu says they are obtainable as Shadow Dragon, which I play as, but they are simply nowhere. Some say they got removed, but then the icon would also be gone right? Is it maybe a bug? Or did I miss it somewhere? Am I just delusional? I was really set on exactly that one seemingly unobtainable robe...Please Implement the Dragon Age Keep in future games.
Greetings. As the title suggests, it would be highly appreciated if the devs would re-implement the Dragon Age Keep into a future Dragon Age game. The Veilguard felt hollow due to the lack of the Keep, and only three choices from Inquisition mattered but none from DAO and DA2. I'm sure that the devs are aware, since many players throughout social media and probably in here have already expressed their disappointment regarding this decision. Hoping for the best Regards[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.[Feedback] Targeting enemies behind the player
I would like the option to target enemies who are behind the player. Right now, pressing the target button targets an enemy that is in the player's view. I think that, if no enemy is in view, it should target enemies outside of your cone of vision. This is mainly an issue when you're fighting enemies who can teleport. The game untargets an enemy who turns invisible and then spawns somewhere else. This is quite annoying. The ability to target them when not in view would make combat more intuitive.Is there an option to turn off...
Is there an option to turn off passive abilities on weapons and characters? After a battle, I noticed that my character sometimes has lights bouncing around him, but I find it rather distracting. Is there a way to remove this and only this? I tried turning abilities to off/never, and it turned off the hud display. Second, the space bar reminder every time you move the mouse that says "skip" is distracting. I understand. After 40 hours of playing, I know that the space bar is skipped, but it keeps coming up in every cinematic conversation. Is there a way to obliterate this? Even the slight micro-adjustment of my mouse and the prompt come up every time. Thank you, and happy gaming! Stu