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And it's avoid to just be always OP with the perfect build for our equipment.
This game is extremely generous, forgiving and casual when it comes to respec.
Putting a point or two in the wrong passive on a skill tree, because you underestimated the mana cost increase or because you didn't like a specific interaction, is pretty trivial to undo and get back up to par with your other skills.
I think the system is balanced just fine, skill choices are important, but if you absolutely must change something you can and it doesn't take that long to get it back up to a reasonable level. The last 2-3 points might take some time, but generally don't make that much of a difference. I don't want it any easier, I don't feel like I should be seriously considering full build swaps on one character, this is one of the reasons Diablo 3 was so bad and lacked replayability.
Punishing a player by wasting their real life time is a bad game design.
Playing a game should never feel like a waste of time. The cost of "respecing" a skill is going out and killing more things, which is the entire point of the game. If that feels like a waste of time to you, you might be playing the wrong game.
I mean of course I'd like to not have to do it at all but I am willing to considering the ♥♥♥♥ you have to go through to get respecs in a bunch of other aRPGs and there are still many that don't let you respec or are so limited it would be better to start your 20 hour journey over than try to get what you need to respec
You should be encouraged to experiment and switch skills around early on while you're unlocking stuff like skills, masteries, figuring out what build you want to play, etc. But because you are starved for exp early on, this is hard, and changing your main skill will be a big power drop for some time.
On the other hand, in the endgame you should be expected to already have settled on a build, you should then be DISCOURAGED from radically changing it. However in the current game respeccing in the endgame is the easiest thing ever, you gain so much exp that leveling a skill from 10 to 20 is very quick.
The way it is in the right now is backwards.
My proposed solution: make the Minimum Skill Level default to your highest achieved skill level of that slot, up to 10. This means that changing skills and respeccing is essentially free up to skill level 10.
On the other hand, make it so that skill exp is not affected by endgame exp bonuses like corruption and echo modifiers, making leveling a skill from 10 to 20 at endgame take longer, instead of the effortless process it is now.
That'd achieve making respeccing basically free at early game, and an actual decision with SOME consequence in endgame, but still manageable.
Some of the skill nodes doesn't really combine, and picking both, or all three/four leaves you questioning what works and what did you get for trying. Some nodes tells you what happens if you combine, but most don't.
Some nodes you'd want, but you have to dump excessive amount of points into something you don't want or care for, before you can get what lies beyond. Which I do get, but could be done even better.
So solutions. If you pick a node that can't be combined, lock the others. Or make them combinable if possible. Make text telling us what happens if combined.
When an item is removed with skillpoints, invalidate the whole skilltree, until user removes points.
Dumping points more than needed, restucture tree, or give us "ghost points" to fill in nodes we don't want, that inactivates that node. And ghost points could be a limited global set amount across all skills, given to us as a reward somehow, or as a stat.