Give everyone 1 or 2 passive skill tree RESETS

as i expected: the changes in physical damage are marginal, so i'll join the whine for a respec
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ronda174 wrote:
as i expected: the changes in physical damage are marginal, so i'll join the whine for a respec
People reporting a 3k increase in some physical melee skills' damage doesn't sound "marginal."
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Dec 5, 2011, 11:26:50 AM
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Gpas wrote:
or people could just plan their builds a little better when re allocating the skills, i dont think the passive tree has changed to much, and i agree with whats been said before, it helps to know how a char will play from start to finish, and not just a high level build dropped into a high level area


Are you really that close minded, or are you just trolling?
First of all, the tree has changed SIGNIFICANTLY in recent (large) patches, but more so than that, they have changed alot of the game-elements and how they interact, such as how damage/armor is calculated and what not.

Oh and also, I take it that your clairvoyance also allows you to know precisely and decisively how the new keystone nodes affect your character and it's abilities?
No? Didn't think so.

I'll give you an example, too. I speced my ranger into Iron Reflexes, and my ranger feels VERY squishy in chaos atm. Now how do I check if my ranger feels squishy because of the keystone? Or is it because of new armor calculations? Or perhaps the mobs THEMSELVES do too much damage?
Without the ability to respec and check all these alternatives and then proceed to write a complete report of my findings to GGG, all I can say now is "Hey, my ranger now is squishy as hell. Why? I have no idea".
Awesome feedback there, eh?

Ash
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WhiteBoy88 wrote:
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ronda174 wrote:
as i expected: the changes in physical damage are marginal, so i'll join the whine for a respec
People reporting a 3k increase in some physical melee skills' damage doesn't sound "marginal."


indeed not marginal, it's 3times the amount i have right now. ofc talking about base damage
wait what, theres no way to respec at all...?
I understand the point about levelling up, but it may well result in 'the path less travelled' turning into 'the path never travelled'. This was a major issue in Median XL before 1.13 and its respec feature. People would simply go for the spell 'with the most damage' because it looked like the safest bet.

As was mentioned in a previous post, it's hard to test the effect of something when you can't see the alternatives.

How about enabling respecs near the tail end of beta, say the last week or so? Then we get both the benefits of no respecs (people are forced to level up their character from scratch) and respecs (easy way to test the effect of individual skills).
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
respec would be nice, to try out different combos and with people testing out a lot of combos, PoE would see if any branch is really overpowered compared to others
Just so everyone is clear on the dev's intent. You can argue however which you want but ultimately this is their reasoning. From the Beta Manifesto:
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Currently there is no way to respec passive skill points on demand. We are periodically resetting them if major balance changes occur, but intend to add actual functionality for this. The current intended plan is that the users accumulate “passive skill refund points” that can be used to refund passive skill points that are not required by other points (i.e. you can’t create unconnected parts of the passive skill tree).

These points will be granted from certain quests in each difficulty level (so that the user can easily accumulate a total of 4-6 or so throughout the lifetime of their character), and from a relatively rare currency item that can drop. (Note that “currency item” does not mean it is purchased with real currency. These are a type of tradeable item used as currency in game).

The purpose of this system is to allow players to fix mistakes in their build, or to do small-scale respecs. We do not want players to be able to completely respec their entire character easily. The game is designed to be fun to play, so if you want to play a Bow character rather than an Axe character, you’re meant to start a new one. Note that if you are extremely high level and very wealthy in game, it’s possibly worth trading for enough respec currency items to perform the changes rather than play to such a high level with that character again. This is a choice we want the player to have to make.
Last edited by FaceLicker#6894 on Dec 5, 2011, 2:15:16 PM
I think whats being argued here is that the overhaul of the metagame was of such magnitude that many people when given 60-80 skill points to distribute at once all of the sudden, with new underlying mechanics, they may have made a mistake or two when creating their new build, and may now be stuck with borderline unplayable characters.

In this particular case more leniency in handing out respecs is at the very least, reasonable.
I think when implementing a patch like this, they should give 1 total respec. Also I'd like the ability to respec 5 points per week or so, while in beta.

How can you experiment with stuff if you risk screwing up your character? The most logical thing to do would be to choose what is mainstream.
Last edited by Loumy#0452 on Dec 5, 2011, 6:37:30 PM

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