Progression is something that we want to share, so I will see when and how we can do this. I do know that something we wanted to talk about soon was the weapons and how they will affect your characters in the game (as it stands, you will be able to equip two weapons which will change things around for your character, but I will explain more in greater detail later).
Excellent, I've always been a HUGE fan of having multiple weapon options which affect more than stats alone (which actually adjust mechanics/properties).
Say your Berserker has the option of playing with two one-handed Axes or one giant two-handed Axe. Each weapon class has its own appeal/niche & one or the other may be more preferable to a certain style of play. For instance, a dual-wielding Berserker has much better innate Fury-generation but much less burst/overall damage by comparison, he would be far more suited to mowing larger creatures where he could maintain high Fury for great sustained-damage but less effective against hordes of mobs. A Berserker wielding a two-hander would generate Fury more slowly but its abilities would be far more effective, this would be less of an ‘auto-attacker’ type of build & more suited to decimating waves of creatures on average. A Ranger could use a Crossbow or a Longbow, Crossbows would have shorter range but deal greater damage while Longbows would do less damage in exchange for greater reach.
Skills could possibly be balanced by scaling off a percentage of weapon-damage (X physical damage is greater utilizing a more powerful weapon) so as to promote greater balance/fine-tuning between weapon-types. The downside comes when a Classes ultimate weapon is just one type or the ultimate weapons of each kind aren’t properly balanced. This’ something to keep in mind when developing weapon classes. Make sure to give us an ultimate version for each type but ensure the two options are evenly well-balanced between one another.