You want the biggest things? That's easy.
1) War Table and Filler Crap:
You know all those enjoyable companion missions you do in all the other Bioware games, participating and helping them directly while getting to experience their perspectives on something. Nope, have some people do it instead and come back 12 hours later for a pitiful amount of gold and renown that doesn't matter at all compared to what you get for playing for five minutes. 90% is meaningless filler as well, doing nothing but attempting to pad out what is honestly a 5-10 hour main story. I've spent 100 hours pretty much 100% the game (aside from mosaics, which are impossible to get all of thanks to some terrible work on Biowares part), and the comments above are completely correct in saying everything in the game is filler. The table feeds into this, and the filler feeds into the war table. Hit a spot that you need to visit the war table to fix? Instead of letting you do so through one of several (meaningless) camps you establish, you have to warp back to your base, then warp to your war table, do the meaningless operation which consists only of "do you want to do this, yes or why did you even come here then, and jump back and boom done. It's obviously done so it can load up a new variation of the area rather than updating it as you are there... And thank god because loading times are atrocious in the game, but still... You also see people complain about getting out of the Hinterlands? It's because of all the zones it has the most content. It's front loaded, and while it isn't too disproportionate to some other areas, it's still quite noticeably inflated. Had they of cut out the Forbidden Oasis (the area of meaningless collection crap), sliced the hinterlands in half, it could of been used to flush out the other areas.
2) The ending where Bioware didn't learn anything from Mass Effect 3:
It's meaningless. That's it. That huge supposedly life-changing choice you make near the end? Nope! Doesn't matter, since the game negates any and all meaning behind it after the credits roll. Speaking of that, the entire final battle has got to be the worst I've seen in a Bioware game. Most of it is spent running after the boss while fighting nothing, rather than cutting your way towards him, then you spend maybe half a minute swatting at him, then another half a minute swatting at something else, then another half a minute killing him off. And unlike mass effect 3, none of your work in gathering allies and preparing matters. They didn't even bother to assign a "% of success" like they did in ME 3 for the illusion of importance. You get a few lazy call outs to some choices, but that's it. And when your game's biggest climax is the battle at Haven...? Well... Yeah, do t be surprised when people are bored to tears through the rest of the game, waiting for something to match it. Honestly, between the (obviously better) Mage time-travel quest and then Haven, the first 10-20 hours of Dragon Age Inquisition easily beats out the next however many hours is spent, no matter what you do. When a battle that happens so early on is much more climactic than your final boss, you've done more than screw the pooch on how you handled it.
3) Loot
It's crap. It clutters your inventory, and no matter what most of it isn't all that great to begin with. Crafting is nigh-on meaningless anyways, except for at end game where you get easy access to materials to make armor far too overpowered. When my Warriors whirlwind becomes self-sustaining and increases in damage with every spin, there isn't any other piece of armor around to match something that boosts damage outright on it and further offsets the stamina cost. Then making a blatantly overpowered 2 handed weapon, slapping on dragon rune... Well... Hitting 10-15k a spin on whirlwind becomes boring on the strongest dragon in the game, specially when it dies in half a minute...
There's other things of course. Glitches being the biggest of that. Like I said mosaic pieces like the ones in Hinterlands, which are placed below the level geometry and inaccessible, should of been unacceptable. Then again a lot of the collection based sidequests scraped the bottom of the lazy barrel.
1) War Table and Filler Crap:
You know all those enjoyable companion missions you do in all the other Bioware games, participating and helping them directly while getting to experience their perspectives on something. Nope, have some people do it instead and come back 12 hours later for a pitiful amount of gold and renown that doesn't matter at all compared to what you get for playing for five minutes. 90% is meaningless filler as well, doing nothing but attempting to pad out what is honestly a 5-10 hour main story. I've spent 100 hours pretty much 100% the game (aside from mosaics, which are impossible to get all of thanks to some terrible work on Biowares part), and the comments above are completely correct in saying everything in the game is filler. The table feeds into this, and the filler feeds into the war table. Hit a spot that you need to visit the war table to fix? Instead of letting you do so through one of several (meaningless) camps you establish, you have to warp back to your base, then warp to your war table, do the meaningless operation which consists only of "do you want to do this, yes or why did you even come here then, and jump back and boom done. It's obviously done so it can load up a new variation of the area rather than updating it as you are there... And thank god because loading times are atrocious in the game, but still... You also see people complain about getting out of the Hinterlands? It's because of all the zones it has the most content. It's front loaded, and while it isn't too disproportionate to some other areas, it's still quite noticeably inflated. Had they of cut out the Forbidden Oasis (the area of meaningless collection crap), sliced the hinterlands in half, it could of been used to flush out the other areas.
2) The ending where Bioware didn't learn anything from Mass Effect 3:
It's meaningless. That's it. That huge supposedly life-changing choice you make near the end? Nope! Doesn't matter, since the game negates any and all meaning behind it after the credits roll. Speaking of that, the entire final battle has got to be the worst I've seen in a Bioware game. Most of it is spent running after the boss while fighting nothing, rather than cutting your way towards him, then you spend maybe half a minute swatting at him, then another half a minute swatting at something else, then another half a minute killing him off. And unlike mass effect 3, none of your work in gathering allies and preparing matters. They didn't even bother to assign a "% of success" like they did in ME 3 for the illusion of importance. You get a few lazy call outs to some choices, but that's it. And when your game's biggest climax is the battle at Haven...? Well... Yeah, do t be surprised when people are bored to tears through the rest of the game, waiting for something to match it. Honestly, between the (obviously better) Mage time-travel quest and then Haven, the first 10-20 hours of Dragon Age Inquisition easily beats out the next however many hours is spent, no matter what you do. When a battle that happens so early on is much more climactic than your final boss, you've done more than screw the pooch on how you handled it.
3) Loot
It's crap. It clutters your inventory, and no matter what most of it isn't all that great to begin with. Crafting is nigh-on meaningless anyways, except for at end game where you get easy access to materials to make armor far too overpowered. When my Warriors whirlwind becomes self-sustaining and increases in damage with every spin, there isn't any other piece of armor around to match something that boosts damage outright on it and further offsets the stamina cost. Then making a blatantly overpowered 2 handed weapon, slapping on dragon rune... Well... Hitting 10-15k a spin on whirlwind becomes boring on the strongest dragon in the game, specially when it dies in half a minute...
There's other things of course. Glitches being the biggest of that. Like I said mosaic pieces like the ones in Hinterlands, which are placed below the level geometry and inaccessible, should of been unacceptable. Then again a lot of the collection based sidequests scraped the bottom of the lazy barrel.