Cooldowns or Vancian, it doesn't really matter providing there are restrictions that balance out the nature of both systems.
Oh god, finally you realize that the context of the discussion is about the general mechanic, and not whether a specific game does it right or wrong due to bad restrictions.
Origins balances cooldowns by throwing more enemies at you in sustained encounters, which require constant adjustment and re-evaluation. On Nightmare difficulty (which all IE vets should play, right off the bat), Origins throws more enemies at you, buffs them in myriad ways, and increases their AI (lieutenants will favor their more powerful abilities, more often).
This is a good argument. So from what I gather, DA:O spells are not so much the low-impact, multiple-use that I described, but moreso a moderate balance between low-impact and high-impact spells. That is not so bad.
However, my concern extends also to the non-mage classes. In DA:O I remember Fighters and Rogues had a lot of short cooldown, non-situational, low-impact abilities. That part of the gameplay did not seem interesting to me, and required tedious micromanagement. Now, at the same time, you could also build them more passively with sustained stances and the like. I think
that latter type of gameplay is more interesting than the former. Finally, I don't remember having many high-impact, situational active skills, which I would have liked. To be honest, I was thinking of Fighters and Rogues when I first mentioned short-cooldown, low-impact abilities, but I got sidetracked and I that's my fault entirely.
In the context of my playthrough, I only played with one Mage and I built my physical characters balanced, and not specifically around the sustained stances. So, the way my party was built, I had a lot of spammy low-impact abilities to micromanage.
Ignoring the fact that I could have built my party differently, this experience gave me the
general conclusion that spammy low-impact attacks are not fun when controlling 4 characters in real time. I'm tempted now to replay with two mages, and physical characters NOT built around those short-cooldown abilities, and see how it plays.
Now again, whether I am right or wrong about a specific game or a specific aspect of a game, it's fine to say I'm wrong, but let's not digress too much into the specifics after that. Go back to the general argument:
whichever game does it better, how would you take these lessons and design the game mechanics in PoE (or another hypothetical RTWP game)?
In conclusion, I still don't believe that having low-impact, easily spammable abilties is a good idea in RTWP. High-impact spells that are restricted by long cooldowns or large mana use or limited spells per day or per encounter, on the other hand, I do like. I also like high-impact abilities that are only useful in certain situations, where the restriction is not mechanical but based on the state of a specific encounter (again the only example here I can think of is Wild Sprint in the PoE demo). Moderate attacks/abilities/spells also are good but I feel these types are hardest to balance. Stances and sustained abilities are also welcome. On the other hand, almost completely passive fighters a la non-subclass physical classes in IE, I think are
too non-active to be fun in an RTWP (in PNP this is less an issue because melee mechanics are more complex, with stuff like 5-foot-step, Charging, Disarms, etc.)
This previous paragraph is the point of my arguments, rather than whether they were done right in
this game or
that game. So would you disagree with any of those conclusions I made, and why? Or do you agree with some of those conclusions, and why? Would you add any features I've missed, and why?