Here are my suggestion for the skill trees that I have seen so far.
Warriors
- They should have one skill tree for sword and broad, one for dual weapon but only allow them to dual wield swords, one for two handed weapon and one for archery but only allow them to use crossbows. I find the notion that warriors, being masters of combat, being unable to wield a particular weapon or mastering a particular school of weaponry, downright nonsensical.
- Give warriors who the option to choose from multiple types of weapons. In terms of shields, a warrior should be allowed to use different types of shields from buckers to tower shields the enemy use and each shield should function differently. For example using a buckler is does not grant great defense but improves movement and attack speed whereas the opposite goes for tower shields.
Rogues
- Have more rogue skills. We know by deduction that there is 4 skill trees and 3 specialization trees per class. That means with rogues, there would be dual wielding, archery and only two remaining skill trees.
I for one liked the rogue skill trees in Dragon Age 2. There was something for each type of rogue. For those who wish to undermine the enemy, they could use Sabotage talents. For those who wanted to control the flow of the fight, they could use Scoundrel. For those who just wanted direct boosts, there was Specialist. For those who wanted deception and trickery, there was Subterfuge.
I am sure the remaining two skill trees are not going to be sufficient to provide the versatility that the Dragon Age 2 trees did.
Mages
- Take Focus away and instead replace it with spells that just use mana and have a casting time during which they are vulnerable to interruption. That would be a lot better.
Give firestorm or group heal long casting times during which the caster is vulnerable to interruption via stuns, sufficient damage, etc. Something similar to using Teleportation Scrolls in Dota 2. Powerful but you take quite a while to cast, enemy can interrupt you. This way, mages still use mana and the player still needs to be tactical and strategic.
- Have each tree to specifically distinct things. Put all elements into one tree. Have the second tree to be a mix of debuffing-type spirit and entropy. Have the third tree to be a support tree with the wards, dispels, barriers, etc. Then let the final tree be something like space-time manipulation. We have seen stuff like gravitic ring, pull of the abyss and time spiral. Having the ability to warp space and time in that way would be really cool.
Misc.
-Have a skill line for our glowy hand. I would be really disappointed if all it did was just to be used to close Veil Tears by pressing a button. Give us the option of decrease time taken to close a tear, and other cool abilities.
- Instead of having focus serve as a barrier to ability usage, it would be nice if Focus was something that genuinely promoted party cohesion and cooperation. We can have the Focus bar and once it fills up we can use it to boost party damage for a short time or increase regeneration, etc. IMO, Focus should be an "In the zone" ability. If party coordinates properly, they get in the zone and get some form of bonus as opposed to using it to cast Firestorm or Blizzard or Haste.