▪Game Director: "Incredibly deep" RPG progression, "if I were to contrast Mass Effect vs Dragon Age, for instance, I really view Mass Effect as an ARPG. Big action, minor RPG. We're almost the total inverse of that"
▪"Enormous" skill tree web that is bespoke for each class
▪Skill tree web is a bit similar to FFX's Sphere Grid, players start in the center of it, and work outwards towards specializations they want
▪Example: Warriors can pump skill points into something more defense oriented, weapons oriented or abilities
▪Warrior Specializations: Reaper (can lifesteal, "freaky" powers), Slayer ("wield the biggest blades"), Champion (tank)
▪The origin you select at the start can net you bonuses like extra dialogue options or stat boosts (ex: Shadow Dragons deal extra damage to Venatori blood cultists)
▪Skills are unique per class, every level nets a skill point + other activities to get points
▪Where other RPGs might see players invest all their skill points to reach a specialization, the team wanted players here to reach specializations about mid-game, and "then you can really branch out"
▪Each companion has 5 core abilities, each with their own skill trees that players can customize (lower cooldowns, add additional effects, etc)
▪Elemental mechanics are very important (ice, fire, electricity, etc)
▪Each companion also has unique abilities that are tied specifically to them (Neve has ice powers for example)