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FWIW there are a half-dozen levels of rifts which I use the shorthand above to remember and describe. Cat 1 as mentioned have level 4-7 demons (rifts scale to your level with a floor and a cap, unless you're playing with the Even Ground trial, in which case there is no cap). All the rifts in the Hinterlands are Cat 1 except for the one at the southeastern corner of the map--beyond the place where you encounter Speaker Anais and Lord Berand--which is Cat 2 (level 8-11), and three Cat 3 (level 12-15) rifts: the aforementioned rift just east of Redcliffe Farms at the waterfall, and the two in Hafter's Woods.
As you progress to more challenging areas the mix will change. The toughest rifts in the core game are Cat 5 (level 20-23) which are only to be found in the Emprise, and the very toughest are in the Frostback Basin which was a DLC: those rifts are Cat 5 and Cat 6 (level 24-27).
Even if the rifts are a certain level their difficulty level can be quite variable. For example the Cat 3 in the cave at the southwestern corner of Hafter's Woods is definitely tougher than the other two Hinterlands Cat 3 rifts. That's partly owing to the layout of the battleground and partly owing to the nature of the demons it summons.
Also, some of the higher-level rifts have different demons they can summon, some harder than others, and so there's an element of luck involved as well. I just polished off the two Cat 5 rifts in the Emprise and I got my butt kicked badly the first couple tries and then finally I managed to draw a slightly more forgiving mix of adversaries and prevailed. Whew! :-)
All of this is covered in great detail in the Dragon Age wiki. This links specifically to the Hinterlands group of rifts:
https://dragonage.fandom.com/wiki/Quests_(Inquisition)#Rifts_7
Hope this helps! :-)
EDIT: Here's a useful tip, and not just for demons but for adversaries more generally--if a monster has a red skull on their avatar, you're very likely to get killed in short order. The red skull denotes enemies that are (I think) four or more levels above you! So if you find yourself in a battle with those kinda enemies, I urgently recommend retreat! :-)
One thing I have found with this game is the inability to be able to switch weapons on the fly. It should be possible for my Rogue to switch from the bow to high damage (double what the bow delivers) dual daggers when demons spawn in at close quarters. A bow is of little use when enemies are meleeing your character.
I prefer to tackle enemies when I'm no more than a couple levels below them. I have quite a lot of experience in the game and I generally play on Nightmare now, but for the Cat 3 Redcliffe Farms rift, I generally don't go after it until I'm around level 9-10. The open-air Hafter's Woods rift I can take at around level 10-11, and the one at the back of the cave I generally can't beat until i'm around level 11-12.
The issue is that everything in the game's combat system is ultimately level-driven. More levels means more hit points, more skills, and better gear. Better gear means more powerful skills since virtually every active (damage) skill is a multiple of your basic weapon damage. So every level you get improves your capabilities across the board.
As far as the inability to change weapons--or anything else--during combat, I expect it was a balancing decision. Rogues are actually super-powerful once you figure out how to run them--the stabby rogues in particular are just killing machines, though of course they're kinda fragile. But you have your stealth capabilities to help with that.
If I'm playing a twanger rogue, I generally go for the multishot-with-jumpback skill, I forget what it's called, that's on the left-hand side of the skill tree. Add in the go-into-stealth-when-you-shoot upgrade and you become virtually untouchable.
Another somewhat non-obvious Rogue skill is Poisoned Weapons with the recover-HP upgrade. That keeps you in the game without the need for constant potion-chugging, especially early on.
If I'm playing a rogue, when I get to Haven I respec and go for those skills, sometimes without even putting anything in Stealth. It's three skill points to get the shooty skill and another two for the improved Poisoned Weapons skill. Since you start with three skill points--Stealth, Long Shot and Caltrops--you only need another two skill points to make this build if you respec. So you can do this at Level 3.
If you're playing at normal XP progression--i.e. not with Take It Slow--you should easily make Level 3--possibly even level 4--while soaking up all those bits of 50XP lore lying around. Don't forget you can break into all those locked areas below the Chantry and pick up some extras other classes can't get access to.
If I have a skill point to spare I put it in the basic Stealth capability. After that I work my way from Poisoned Weapons down the left-hand side of the Sabotage tree until I get to Toxic Cloud with the Lost In the Mist upgrade, which takes another four skill points. At that point you become almost unkillable as a twanger rogue.
Since it's a shared inventory, you can switch between characters right from the inventory screen. With a controller it's up or down on the D-pad. Dunno what it is if you're using KB/M, but you should be able to find out from the key-bindings submenu in the options. Obviously if you want to switch an equipped item between characters you need to unequip it first.
I should add that D-pad up/down allows you to switch between characters anytime, not just in the inventory screen. You can do it in the skills menu for example, or when you're running around--you'll need to do it if you need, e.g. a Barrier to be zapped (mage) or a wall to be busted down (warrior).
There's other ways to give orders to your other party members using the TactiCam, but I almost never use it myself: the only regular use I make of it is if I want everyone to chug a Regen portion before or during a big fight.
You can even switch between characters using the D-pad when you're in combat. In fact as you will discover if your controlled character goes down during a fight the game will automagically switch you to whoever is just below you in the order! :-)
Glad to hear it! :-) If there's anything else you'd like to ask, I'm here to help.
Pick in group 2x magician and use 2x Dispel when Rift trying to spawn more demons - easiest way to win. Of course, some demons have Barrier, do not know hot it on lower difficulty but on nightmare will all trials - Barrier is death, impossible to defeat without few Dispels.
Have you accepted the recruiting quest from the guy outside the Chantry (assuming you're still in Haven)? Otherwise I don't know what might be the issue, as I've never encountered this particular bug.
When I target one of the Tavinter Zealots, his health is down, but I think that's a result of the Iron Bull's men's damage. Nothing my party does lowers this damage any further.
UPDATE: I just found some posts on Reddit from people who had the same issue. Suggestions were to go back to the camp and rest, then try again, or try doing a repair game. However, I already tried the rest thing.
UPDATE #2: I resolved it. Turns out I have to get much closer to the Tavinter enemies before they start to take damage from my party. Which is odd, because I have always targeted enemies from a distance.
Oh, I'm glad you got it sorted! :-) I'm only sorry I couldn't be more helpful... :-(
From your description it does seem you had the quest active. The guy's name is Krem and he shows up at the entrance to the Chantry in Haven right after the cutscene you get in the Chantry when you return from Val Royeaux after the encounter with the Chantry and Lord Seeker Lucius.
BTW FWIW there's a huge number of bits of lore--I lost count after thirty (!)--in Val Royeaux and--at 50XP apiece, so in excess of 1500XP--you can get most of a level just from that. Also a recruitable agent--Belle the Merchant, she's right next to you after the cutscene with Lord Seeker Lucius ends--though if you didn't get her in the moment she's gone forever. :-(
That is weird though, you are right. But for future reference, a lot of quirks in the game can be fixed by (1) saving and then reloading the save, (2) doing what you did, resting and resuming, or (3) leaving the region and then returning to it. Just so you know! :-)
It never ends. I've sometimes spoken to Krem in Haven, thus triggering the battle, and it's still going on when the game is long past that point if you don't intervene.
Admittedly I've never checked if it's still going on after the final throwdown at the Temple of Sacred Ashes, but as long as the quest is still active in your journal, it's still going on.
I see I was a little too cryptic! :-) I meant, does the Chargers/Vennies thing still go on after the SECOND battle at the Temple, when you finally get rid of You-Know-Who?
But--regarding the Temple battle during the prologue--I and all the companions--along with Leli, who dies a lot since she has no potions and is often outside the radius of Barriers being cast--have died plenty of times, and that ends it. Reload time.
It almost seems like the Big Demon and his henchdemons get tougher with each respawn. Maybe he's just using that ranged AoE Lightning Whip more often? Or that similarly-ranged AoE Lightning Ball?
If you're a Warrior you can usually get the henchdemons to follow you around to the backside of the Temple and then you can kill them mano-a-mano while your henchmen keep the Big Guy busy. And with a Rogue you can use stealth to evade them. But as a mage... crikey, that can be a tough one. You just aren't tough enough to kill both shades before they kill you.
And when you're running for your life you're not able to zap the rift, and that means death for everyone.
BTW FWIW I almost never use my mark to zap rifts in the game other than during the prologue... it's just easier to keep killing the demons.
The only exception is those times a demon--usually a Despair demon--keeps running away from the fight. Then I usually stay by the rift and zap it and let the other three party members do the heavy lifting. Otherwise what happens is, all of you are outside the rift's radius when the last demon dies and then... it resets from the start! :-(
I assume that's a bug, not a feature, but it sure is annoying when it happens. Presumably it's intended to keep you from wearing down the rift little by little, but there really should have been an error trap for "zero demons left!" :-(