Give everyone 1 or 2 passive skill tree RESETS

anyway, I agree for what they want to do in retail, but since this is Beta, and we are here to test, that is the reason to have respec during beta, to test...
Siding on the line of 'more respecs' at some point during Beta--even if it's just maybe making the currency drop when implemented absurdly (and temporarily, for that stage of Beta) high. The more information that can be uncovered in Beta, the better, especially on the points brought up of multi-class interactions, determining causality, and also so that high-leveled players can a)not have to have the play experience they bring sit out on a cycle of patch iteration and b) not be afraid to experiment with tweaks and features like keystones. The point of being able to respec so often now is that so when the respec system (with ethos so specified by the Manifesto) is actually as careful and meaningful as it's intended to be, the impact of the choices it will rest on the shoulders of the player, and not at the whim of an unvetted skill tree.
Apples are delicious.
"
FaceLicker wrote:
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:
"
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.


yes, but this goes for final right? Ofcourse i understand that you cant just reset your tree when this game is finished. But right now we're in beta and the devs want us to test everything, so why not give us some resets. And yes i did made mistakes with my witch that i cant play normally anymore now, so i rerolled a duelist...
To paraphrase some dev posts from long ago, they want the beta testers to play the game as if it were the released version. This gives them the most accurate feedback.

The respec requests have been heard before, a lot. They refused then, so they'll probably continue refusing to give us respecs in beta. I'm sure they've weighed the pros and cons of each.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
yep, since this is beta, we do need to test all the possibilities of the tree or else some hidden bug/anything may not be found until much later when the player base grows lager enough to find it.
Here's my idea. Once you clear the game on a certain difficulty (highest?) you unlock a "reset a week" kind of thing (on a per character basis). If one week is too short of a time make it two or three. This way it requires you to actually play the game fully and test it before you can respec. The time lockout could be looked at as a representation of the time it would take to actually level a new character to a desired level.
Because GGG I'm sure as much as people want to test your game, leveling up the same character over and over again just to try new path, in beta mind you, seems a little bit tiring.
This would make it so people could try new paths on their higher level characters without having to re roll. I really think that this would help to make testing your daunting passive tree a much more efficient process.
This would be a beta only thing though and should clearly be removed once the game goes live.

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Ashmyster wrote:


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


very valid point.
Last edited by Wootness#5594 on Dec 5, 2011, 10:23:54 PM
Also, the dev mind set isn't actually a "fun" mind set. I don't give a flyin whoop what the developers "have in mind", if it makes the game less fun, and less likely to succeed we need to tell them its a bad idea.

No resepcs are a bad idea.

Diablo 2 even added in official respecs recently because it is something that is needed in a game this complex with a rolling and changing meta game(unless of course GGG plans on no more skills/passive tree changes once they release). No game this complex should limit your potential build choices. See any other game in this genre or with this level of complexity. Respecs, because they make things more fun, and keep interest longer.
Respec or not, I would appreciate a 'Confirm Change' button after having applied skill point(s).

I would be nice to be able to preview changes made within the character sheet before confirming especially after a version change (I completely turned my lvl 66 ranger into an even more useless pile of garbage after attempting to get the keystone passives that were not closest to the ranger starting point).



Another one for respecs.

While not giving any respec does play like retail, it also lessens our ability to test. With a respec system* in place, we could test out much more combinations without having to level the characters. After a while, if I want to test a new build, this leveling becomes nothing more than an ugly grind.

We could test if a certain viable-looking path is balanced, broken or unplayable. This should be quite invaluable to the devs, especially after releasing these new keystone abilities.


*: daily, weekly, 10 points / day or week, I don't care as long as it can be done.
I agree with this, good suggestion:

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KrapnoV wrote:
Respec or not, I would appreciate a 'Confirm Change' button after having applied skill point(s).

I would be nice to be able to preview changes made within the character sheet before confirming especially after a version change (I completely turned my lvl 66 ranger into an even more useless pile of garbage after attempting to get the keystone passives that were not closest to the ranger starting point).
Last edited by Loumy#0452 on Dec 6, 2011, 4:35:37 AM

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