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It would be better if reskilling passives would cost nothing.
At start at which you experiment, the gold is not so infinite.
Later it doesnt even matter if it costs gold or not.
So the complete mechanic is not really something good for every player.
Not the best solution, but it is done at a few seconds.
Granted, if you really want to reskill most of your class, it gets tedious.
this is what i was thinking too. It just needlessly penalises the pre-end game player for wanting to try new things and doesn't make much sense to me. Pointing to an earlier comment in this thread for example, if it isn't an issue because you make so much gold anyway then why does the system need to exist at all?
Why? Well if there is a cost that means anything, all it will do is drive people to 'best' builds and Flavor-Of-The-Month builds. And significantly decrease any motivation to experiment.
If respec costs are low enough to not drive people to online guides or prevent experimentation? Well what is the point of having them at all?
Having respec costs are pointless and actually harm the game by removing the incentive for players to actually engage with a major feature of the game.
I can understand the philosophical argument of what you are saying
But coming from POE where you were basically forced to make a new character if you got your build wrong (faster to level a new character then farm for materials to re-spec your current one if its badly made, ie. didn't follow a guide strictly)
I'm just glad they have a cheap gold method of re-speccing here that you can sort things out in a single play session and save your character from ever feeling weak/bricked
They have to give some uses for gold to make it worthwhile to pick up (i love stash tabs and shattering runes, i'm sure you do too)
So costs will decrease and not all nodes are 1k+ but only a few hundred.
Not so much the Gold cost as it is the cost of leveling back up the respec targets. It is a painful and a pointless mechanic, to me at least.
Why punish players for experimenting or 'fixing' builds? Bad design if you want your 'Pay-To-Play' game to have wide success. Time will tell, of course.
But player preferences and what they will put up with do change over time. I think respec costs have seen their day in the sun and should be put to rest now.
Sorry i thought you meant passive masteries with the gold respec cost
The skill points themselves with the 'lose points, start at minimum level and get bonus xp+ until what you lost' mechanic?
Yeah... i don't like that one bit
If you have earned the point you should be able to keep it and respec it without having to earn it again
Yes, I kind of lumped them together. Cost in Gold is pretty meaningless except when it is a new player that has little. So, drives players (as it did me) to simply nuke the character and start over. So, if it really only hurts new players, why have it? Not a good plan.
But, I suspect from what I have read from the developers that they may not be open to changing 'pet' design decisions. And they should probably focus on fixing really busted features (such as Key Rebinding) before taking on system changes. :)
1. Unspec 1 point in a mastery
2. Spec said one point into whatever you want on your base class
3. Unspec the one point you don't like in base class
4. Spec that point back into mastery
It's not that hard and it doesn't cost that much.