It's like it says on the tin: bring back the ability for player characters to have multiple specializations instead of just the one.
Now, to be fair, while I didn't really like the gameplay in Inquisition, the notion of sole specializations isn't terrible in theory. Unfortunately, in practice, it just compounded the sense of restriction that came with the game's upgrade system. As it is, you play one class, there's little reason to go back to it even with a different specialization, as the gameplay feels all kinda samey. Let's give players expanded options and some room to experiment, to craft their own personal builds that fit their style of play. That was part of the fun of the previous games, designing a character that felt right for you, and more options are always good particularly when it comes to the basics of gameplay.
So here's what I'm thinking:
- Each class has six possible specializations, and you get to choose three of them, a la Awakening. However, much like DAII, you won't be able to totally max out everything, and would need to make some strategic choices as to where you invest your talent points
- Also, no more tedious and grindy quests to obtain the specializations in question; while there would be some smaller quests involved, nothing so boring as hunting down X number of hard to find enemy Y. Most specializations could be unlocked by getting the aid of the relevant companion or allied NPC (for example, Merrill could teach you the Blood Mage specialization if you had good approval from here, Evangeline could teach you Spirit Warrior, Leliana Bard, etc)
- Having companions comment on your specialization choices is something from Inquisition worth keeping, and they'd also react to the specific combinations you've chosen as well ("Hey, apparently you're a Templar/Reaver/Spirit Warrior, how's that working out for you?")
And because I've put way more thought into this than I should, here are some ideas for specializations in the next game:
Warrior:
Reaver: Focus on damage output, characters become stronger as they take more damage (as per usual)
Champion: Supporting specialization like in Origins, uses sustainables and buffs to make allies more powerful, along with some crowd control options and passive benefits
Berserker: Maximum lethality, with some bonuses and abilities focused on larger, more powerful enemies, like Ogres, Pride Demons and Giants
Guardian: Inspired by Guardian spec from Awakening and the more defensive abilities of the Champion spec from Inquisition, focuses on improving survivability for player and allies, plenty of dedicated crowd control abilities. Also the only class able to use Guard.
Templar: As usual, focus on anti-magics, shutting down enemy spellcasters, resisting magic, gets bonuses to attack against mages and demons
Spirit Warrior: Like it was in Awakening, channels Fade energies for bonus damage (including conversion to Spirit damage), improved resistances and more effective AoE abilities
Rogue:
Bard: Mostly about the sustainables, able to provide a variety of status and effect bonuses, comes with a passive stamina regen bonus for the rogue in question, and some buffs for allies
Assassin: Sheer damage output, lots of powerful abilities against single targets, bonuses to critical damage and chance
Duelist: Enhanced survivability through passive benefits to defense and dodge, along with debuffs and AoE abilities to strike multiple opponents
Shadow: "Hit and run" rogues that focus on attacking from and retreating to stealth, also able to conceal allies and disorient enemies
Skirmisher: A "front-line" rogue a la the Legionnaire Scout spec from Awakening, focuses on survivability through sheer endurance. Also able to unlock the ability to wield full-length one-handed weapons, like longswords and war axes, as well as use warrior-grade armours. Effectively, it's as close as you can get to a dual-wield/archer warrior from Origins.
Insurgent: Combination of Inquisition's Artificer and Tempest; all about trick arrows, grenades, traps, blowing things up and generally hitting multiple enemies/crowd control
Mage:
Blood Mage: It's blood magic, what more to do want?
Higher level abilities include mind-controlling enemies, summoning demons and necromantic spells
Spirit Healer: Much like in the first two games: buffing and healing multiple friendlies effectively, as well as being the only ones capable of reviving downed allies
Battlemage: Sheer damage output through Primal abilities, often at close range like in Awakening, general nukers
Arcane Warrior: Enhanced survivability, as well as the ability to use melee weapons and warrior-grade armour, as per the spec in Origins. Also the only class able to use Barrier.
Force Mage: Gravity manipulation, for both crowd control and AoE abilities, pretty much what it was in DAII
Keeper: Nature manipulation, able to alter the terrain and environment to harm foes (hampering their movement with thorny vines, impaling them on trees, etc) as well as summon beasts to fight for them





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