Dragon Age: Veilguard | Skill Trees, RPG Systems, Classes
▪️Player cap at Level 50
▪️Confirmed: Bellara is a mage
▪️Base management returns (called "The Lighthouse" here)
▪️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)
For more:
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rpgsite.net/interview/15952-…
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rockpapershotgun.com/the-fir…
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