Lack of Passive Tree reset diminishes enjoyment

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VideoGeemer wrote:
This subject again? :\

Please just trust us when we say that full reset is *not* a good idea for the longevity of the game.

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Logun24x7 wrote:

That’s a good argument but what’s the difference if I play one character or a dozen the longevity is dictated by the gear collection.


Because you'd just get some good items and then respec the one character over and over, until you got bored and quit.


Playing through the same simple quests over and over again is not a player retention mechanic, the gear itself is the retention mechanic and on the build of a new character or re-spec players will need to grind out new gear to match the new build.

Read the rest of my above post.

Sooner or later a more forgiving system will need to be implemented to reduce the barrier to entry as this games early adopters are whisked away by the next big thing. When that happens the Dev’s will scramble to make the game more appealing to a broader audience and at least a partial passive skill reset will go in. You know I’m right, so let’s just cut all the drama of that day, make it part of the game now and reap the rewards of a broader community from the get go.


They should add a third "soft" league in addition to default and hardcore, where there is a respec every difficulty level, loot isn't shared, and deaths are only half as bad.
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Logun24x7 wrote:


Playing through the same simple quests over and over again is not a player retention mechanic, the gear itself is the retention mechanic and on the build of a new character or re-spec players will need to grind out new gear to match the new build.



I completely disagree. This "endgame" mentality is what will make the game stale. "I leveled to 75 with one character, why should I have to level another if I just want to change my build?"

Because it invalidates every other part of the game that's not endgame. May as well ask, "I climbed to the top of the mountain and back once, I should get a free plane ticket there whenever I want now." You are reducing the leveling and gearing experience of a new character to a means to an end. That end being a never-ending grind for slightly better items than what you have.

What's funny here is that the way the passive tree is set up, any class can do practically anything. How's that for replay value? "Level up to high level, then you can forget the other 5 classes even exist."

You also say the player needs to grind out new gear anyway when he respecs. So... why not play through the game again with a new character, taking part in a leveling experience, skill gem acquisition, and gearing up, instead of just doing maps? That's what the game was designed for.

I heard you mention the amount of time you have to play the game. You said 2-3 hours a day? That's a fair amount of time actually, and about the amount of time I have to play as well. Allow me to speculate on your behalf: Maybe you're expecting too much of yourself. Maybe you're thinking: "This game is only worth my time if I can roll multiple godlike characters and not have to waste any time ever."

What I'm hearing from that is: "GGG, please change the game to accommodate me, because my aspirations for a character and the time I have to play are incompatible." This may apply to you, but for others it won't. I'm fine with enjoying the game for 3 hours every couple of days. I know I won't ever reach the godlike power I had back in D2 when I played 9 hours a day, and I don't expect the developers to change their vision on account of that.
I started playing a couple of weeks ago with five friends and they have ALL quit. They were enjoying themselves and having a great time until they started act 3/cruel. The fact that they hit act 3 and found out that their spec wasn't good enough made them feel like they had just wasted all that time and they got frustrated. From there they each quit slowly one by one. Either make the game more forgiving to different specs or allow some form of reset. My friends can't be the only people who feel this way.
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dreatlan wrote:
You have to look at the other side of the coin though. For new players.. They don't have a clue as to how the game works. This results in frustration because they can't find that build they want. Sure you can read builds on the internet but, is that your style? Not all of the time. Then you have to make modifications and test to see if it works to your liking.


Just no. This is a Coregame for Coregamers from Coregamers. I don't really care much about the other side. You know why? Because everyone new to this game can come to the forum and take a quick look at other guides to get a feeling for "what is working" and "what is not working".

And besides, I played a lvl 45 witch and ralized that she is a total glass cannon and will be useless in merciless because she will always die due to lack of survivability. I just abadoned her and started a new character. After 3 days I was lvl 25+ again. This game is not really time consuming to get to mid levels, so I think it's good that players make their own experiences and start over or use some regret orbs to re-roll.

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dreatlan wrote:
I made a similar post to this if you read my profile. I suggested that they give any new characters made and any current character 1 full respec. I then suggested that they make any further full respecs a micro transaction based thing. Another thing you can do too is change the Orb of Regrets to 55 (half of current max skill points) or something. It won't be a full respec but, it would be enough to change major mistakes.


Microtransactions: No, that's pay to win and the developers said already that there will be no pay to win items in the shop. People with more money then others would have the chance then to easily reroll as much as they want.

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dreatlan wrote:
I guess I will let the community think of a better idea. For now I am off to switch my build.. AGAIN. *frustration*


Well, maybe you should put in soe thoughts into your build. The biggest mistake new players is, that they go for damage increase only and think "omg, I will own every enemy in just miliseconds!!" and in a higher difficulty they then realize that they can't take 2 hits from the enemy until they drop dead on the floor. I think it's good that you have to make experiences to make a good character. For me, that's whats this game is about. ;)

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bluetang wrote:
I started playing a couple of weeks ago with five friends and they have ALL quit. They were enjoying themselves and having a great time until they started act 3/cruel. The fact that they hit act 3 and found out that their spec wasn't good enough made them feel like they had just wasted all that time and they got frustrated. From there they each quit slowly one by one. Either make the game more forgiving to different specs or allow some form of reset. My friends can't be the only people who feel this way.


I think their are quite many players who quit because of that. Well, I don't think GGG cares that much about that fact. They had a vision how this game should be. And one point is, that this game is somehow unforgiving if you do to much mistakes. GGG wants that players think ahead with their builds, like "Ok, this will be awesome in early game, but I think I cn get to serious troubles in late game, so maybe I should go a little bit more for suvivability like ES or life".

If your friends quit, that's sad, but then it's just not their kind of game. They maybe should play Torchlich 2, Diablo 3 etc. Their are enough games from this genre on the market. ;)
The problem is that there is no way you could know that glass cannon is fail until you hit act 3 at which point it is worthless. There is no way a new player could know how important health is down the line when it isn't that important initially.

I would love to see GGG take most of the health nodes out of the tree. They are boring and yet, completely mandatory. There is no reason to have a "skill tree" that has so much necessary health on it. Health should be there for players who need or want it...not for every single player to load up on once they have already failed around level 40+.
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bluetang wrote:
The problem is that there is no way you could know that glass cannon is fail until you hit act 3 at which point it is worthless. There is no way a new player could know how important health is down the line when it isn't that important initially.


Well,then those players didn't use their head. It's naturaly that a character with no ES/Life will be a onehit. It's like in any other RPG: If you don't got for defensive stuff, you end up dead quite fast. While other games lead you to this "survivability", in PoE you have to use your head before skilling anything.

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bluetang wrote:
I bet GGG thinks about something to nerf life a little bit (or buff anything else). It's an issue that they are aware off, so no need to worry. They balanced this game 7 years long and they will balance it even the next years over and over again.


So tell your friends this: If there will be a mayor balance change ingame, EVERYONES skilltree gets resetted anyway. So maybe they have a full free reset the next time a big updates occurs. ;)
I agree that you need to take defense but new players don't know that loading up on armor/evasion isn't going to help them much after level 25. People don't know just *how* important health is in this game. And there's no way to really understand until you don't take enough health. That is a big problem.
There is one other HnS game on the market. It allows a limitless amount of free full skill respecs.

This game also went down the slippery slope of brutal stupification with each consecutive patch. Happily for its owners, the gameplay is now so casual and easy that it's perfect for porting to PS3/PS4 (which was recently announced)...

Sadly for many players, it's so easy it's not even funny.

Nowadays, it is a shadow of it former self, with gameplay consisting of mindless farming the lowest difficulty setting. Yes, that is true - there are 10 difficulty levels, but the developers made it so the 'new entry' players are not forced to progress in setting higher and higher level. As a result, the chance to find best items in comparison to clear speed is highest on the lowest difficulty setting.

In this game there is a special 'pillar of light' graphical effect for pointing the player to the unique item that just dropped. Without this effect it would be easy to miss the unique item, as the gameplay is so easy you can fall asleep :/


There is no joy nor grief in that game, maybe unless you play on hardcore.

On the other hand Path of Exile gives me a thrill of punishment even on sofctore, as I can easily lose hard earned XP points.

It also forces me to use my brain to plan the passive points progression throughout the game with a careful balance of clearing speed vs safety on low levels vs endgame.

That's what I call enjoyment and full respec would ruin it, possibly leading to further dumbing down of Path of Exile and danger of ruining the PoE experience (kiwi flavoured).
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Feb 23, 2013, 3:01:53 AM
This is what I’m talking about!


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bluetang wrote:
I started playing a couple of weeks ago with five friends and they have ALL quit. They were enjoying themselves and having a great time until they started act 3/cruel. The fact that they hit act 3 and found out that their spec wasn't good enough made them feel like they had just wasted all that time and they got frustrated. From there they each quit slowly one by one. Either make the game more forgiving to different specs or allow some form of reset. My friends can't be the only people who feel this way.



The Dev’s need to look at these metrics and look at the players their losing midway through the game and decide if the rigid passive skill system is at least in part at blame.

I’ll back off from the position that there should be a full respec system because of some of the arguments put forth but there has to be a middle ground here with a reasonable partial reassignment option for passive skills.

Part of the fun is the exploration and testing of how the different combination of passive skills can complement each other but the price of that fun is often a character that becomes unplayable.

There needs to be a system that gives players the freedom to experiment a bit without the fear of totally braking there toon making them feel all that playtime was a complete waste.
Last edited by Logun24x7#7236 on Feb 23, 2013, 10:33:36 AM

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