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Bring Back Multiple Specializations


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#1
ThePhoenixKing

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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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#2
Duelist

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I'm not concerned one way or the other about specialisations but I imagine whether more than one would be accessible depends on what they use as a baseline.

Using DAI's Rogue specialisations as an example, Assassin and Artificer are already OP.
But giving an Assassin access to Opportunity Knocks and Elemental Mines or an Artificer the chance to nab Flask Of Lightning from the Tempest tree would make them even more OP.

If they used DAO as a starting point I could see it but for Rogues that would be a massive step down.

#3
vbibbi

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I agree that the specialization quests in DAI were poor fetch quests, but I did actually like us being restricted to one. It helps the PC identify with a specific skill set more, and it would be too resource-heavy to implement all of the permutations of two specializations if they're going to have companions comment on it or have specific quests based on specialization.

 

I would want an overhaul of the system, as I hate the 8 ability limit, and maybe if this were changed the specializations wouldn't feel so limiting. I also want the companion specializations to go back to the DA2 style, so it doesn't feel like a PC champion doesn't need to bring Blackwall since it's duplicate roles.



#4
AFA

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Give players two specialization points. Have every spec have two skill trees, each requiring a point. Either you can unlock more of a spec, or you can get the first part of two different ones. Put the likes of Blood Wound or Shimmering Shield on the second tier, preventing people from loading up on the most OP abilities from two specs.



#5
Lucidae

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I actually prefer having to pick just one. It made the choice feel more meaningful to me. I also liked that characters responded to my choice. With multiple specializations that won't happen because resources. I also think fewer specializations means you'll have better quality specializations. Some specializations like duelist just felt so meh to me. They didn't feel special. I prefer richer and higher quality over quantity.

With that said I thought Dai mage specializations were crap. Necromancer was weak and an attempt to make those who wanted blood magic not to riot. Knight enchanter was a cop out of arcane warrior. They couldn't justify having arcane warrior lore wise but wanted to appease those who wanted it back so badly. Rift mage had so much potential, but they mostly just took battlemage skills and a few other random abilities that previously existed and threw them together.
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#6
vbibbi

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I actually prefer having to pick just one. It made the choice feel more meaningful to me. I also liked that characters responded to my choice. With multiple specializations that won't happen because resources. I also think fewer specializations means you'll have better quality specializations. Some specializations like duelist just felt so meh to me. They didn't feel special. I prefer richer and higher quality over quantity.
With that said I thought Dai mage specializations were crap. Necromancer was weak and an attempt to make those who wanted blood magic not to riot. Knight enchanter was a cop out of arcane warrior. They couldn't justify having arcane warrior lore wise but wanted to appease those who wanted it back so badly. Rift mage had so much potential, but they mostly just took battlemage skills and a few other random abilities that previously existed and threw them together.


I think instead of rift Mage, they should have had a specific mark of the rift skill tree for each class. So besides the focus ability and JOH shield, each class gets specific skills like the blood magic bonuses from Warden's Keep in DAO. Then free up another Mage specialization. Because yeah, rift Mage was just recycled spells from cut spell trees. I thought rift magic was supposed to be unique, not spells we have already used in previous games.

#7
Lucidae

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I think instead of rift Mage, they should have had a specific mark of the rift skill tree for each class. So besides the focus ability and JOH shield, each class gets specific skills like the blood magic bonuses from Warden's Keep in DAO. Then free up another Mage specialization. Because yeah, rift Mage was just recycled spells from cut spell trees. I thought rift magic was supposed to be unique, not spells we have already used in previous games.

 

Yeah I have no idea who the devs thought they were fooling when they made the rift mage specialization. I'm not dumb, I've seen these spells before even if they have different particles now ~_~

Honestly I would have liked a rift mage specialization, just with actual new skills instead. But it would have been nice if the inquisitor specific skill tree was a few skills larger. After all after about lvl 20 I have pretty much my specialization and only one other tree I care about pretty much filled out. And perhaps this sort of thing would make players that want more than one specialization happy? And I'm not talking about a full on specialization with the mark, just a few extra skills like one or two actives and one passive.