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ARealLifeCaribbeanPirate wrote:
Any time that player choices have no weight, there isn't actually a choice being made; unlimited/free respecs of the skill tree LOWER player agency by robbing their decisions of value. But the new player experience would definitely be improved by allowing them to experiment with a larger variety of tools and systems before (soft) locking them into their builds around level 45-50, after they've played enough to establish a foundational knowledge of what they need for their chosen skill/build.
I'd like to see one complete respec for free when players beat act 5, which must be activated before leaving act 6 or it disappears. In my head, you'd get this as your reward for beating Kitava. One line of dialogue added to Sin at the Cathedral Rooftop waypoint, and you're good to go. But it would also make thematic sense to replace the 2 regrets Lilly gives you for clearing the strand. Either way, this is deep enough into the game for first-time players to benefit from it but early enough to stop them from hitting a wall they can't surpass because their build is just that bad.
I think i see your point, but how does giving more respec points or free respecs remove agency? Any value we assign is arbitrary. I don't comprehend how value is assigned through currency gating freedom to reorganize the tree.
Like does buying a skill gem negate the value of getting it from a quest reward? Not trying to split hairs or anything. I just find it interesting.
I think your proposal is a fair compromise and is what torchlight infinite does . Free respecs in campaign, once your in their versions of maps a semi rare currency is used. In fact after the first lan a new player may want to fully respec anyway in order to fully use an ascendancy node.
Also makes kitava seem more imposing mechanics wise if he sunders your character in a immediately more visible way. It would be kind of like your character losing their essence to him in some way.