About permanent Ascendancies

Classes should not have been locked to character models. And ascendancies should not be final once picked, least not when it takes hours just to unlock it.
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mrfox123#7595 wrote:
Classes should not have been locked to character models. And ascendancies should not be final once picked, least not when it takes hours just to unlock it.


Well, generally, the concept of a class in PoE starts and ends with your starting point on the skill tree, which is why it's annoying to have an ascendancy be something you pick in the mid-game and be stuck with. Like, I don't know what I'm going to play in the endgame, when I get a cool item drop. Sure, I could just make a new character with a new build, but I won't be as emotionally attached to that character.

I basically agree with you btw. I'm not saying you're wrong, just pointing out that "classes" is a vague term, mostly, you only choose your starting character to get the ascendancy you want, if that matters to you more for your build than the look of the character.

Like, there will absolutely be some Mercenary Minion builds. (Skeleton to Mercenary MTX when?)
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Sickness#1007 wrote:
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Sickness#1007 wrote:
So every kind of respec is bad? If it was up to you we should not be able to change skill gems or respec passives?


Not necessarily every game is going to have some less important and more important choices. You can change these up to some extent but let me ask you:

What happens to a game when you make all the choices trivial and unimportant by making them easy to undo?

Imagine the game where nothing you do "matters" at all and tell me if you want to play it.


And let me ask you: What happens to the game when you make all the choices final and mega important by making them impossible to undo?

Here are two positions I think we both can agree are bad:
1. Everything can be changed.
2. Nothing can be changed.

You cannot argue that ascendencies should not be able to be changed by simply refering to the fact that (1.) is a bad state, because then I can simply refer to the fact that (2.) is a bad state.

Do you have anything else to support your position?


You didn't answer mine though, but I'm sure you see my point; so sure why not. "ALL choices should be final" is not what I'm suggesting.

I agree both are generally bad because there are choices you want to have more impact or weight than other choices. To feel authentic you need some variation or nothing feels organic. But also you want some of the less interesting choices to be quicker and easier choices. If all choices are immediately maximum impact you end up with a game like "I wanna be the Boshy" an insanely hard platformer game where every screen can kill you a dozen times over and literally every mistake sends you back to the start of the game. On the other hand if every choice has minimal to no impact you actually end up with no real game. Pachinko is my favorite example of a proto-game. Sure you can choose which slot to put the token in, but you're not REALLY effecting outcomes and the choice isn't very compelling even if one of the slots might have some statistical benefit.

Class is usually a choice that designers want to be impactful and important, to have gravity. Therefore it has to have weight the only way it can have weight and be taken seriously is if its at least "expensive" (or difficult) up to "not allowed" to reverse it. Mostly this importance is tied to real life verisimilitude; you can choose to be an accountant and then change your mind and go back to school and learn to be a lawyer, but you can't take 6 years of accounting education and instantly transfer it into Law school credits.

You can argue if this grounding in reality is good or bad, but generally RPG's always choose to stick with this much grounding and I think its a good place to have an important choice.

I support my point with D4. I doubt anyone is going to argue that D4 doesn't kill build exploration and make rolling any class more than once a very uninteresting experience because you can freely and easily try everything very quickly without investment or importance.

In POE passive respecs are possible but generally pretty expensive. The tree is super convoluted, constantly interacted with; and Notables are not nearly as "important" nor as "one time" as class choice. So it's reasonable to have respecs that have a fairly sharp cost. You can undo... but its gonna cost you. (note I understand regret orbs have been powercreeped past long ago by the clear speed meta and no longer constitute much of a cost in SC trade, and I've not yet had to spend gold to respec in POE2 but I've heard its fairly expensive)

Easy come easy go. Anything unearned will be valued lightly its human nature. Do you want your RPG to have classes that are unimportant choices? I don't but I'm old school.

Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Dec 9, 2024, 4:57:20 PM
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Sickness#1007 wrote:


And let me ask you: What happens to the game when you make all the choices final and mega important by making them impossible to undo?

Here are two positions I think we both can agree are bad:
1. Everything can be changed.
2. Nothing can be changed.

You cannot argue that ascendencies should not be able to be changed by simply refering to the fact that (1.) is a bad state, because then I can simply refer to the fact that (2.) is a bad state.

Do you have anything else to support your position?


You didn't answer mine though, but I'm sure you see my point; so sure why not. "ALL choices should be final" is not what I'm suggesting.

I agree both are generally bad because there are choices you want to have more impact or weight than other choices. To feel authentic you need some variation or nothing feels organic. But also you want some of the less interesting choices to be quicker and easier choices. If all choices are immediately maximum impact you end up with a game like "I wanna be the Boshy" an insanely hard platformer game where every screen can kill you a dozen times over and literally every mistake sends you back to the start of the game. On the other hand if every choice has minimal to no impact you actually end up with no real game. Pachinko is my favorite example of a proto-game. Sure you can choose which slot to put the token in, but you're not REALLY effecting outcomes and the choice isn't very compelling even if one of the slots might have some statistical benefit.

Class is usually a choice that designers want to be impactful and important, to have gravity. Therefore it has to have weight the only way it can have weight and be taken seriously is if its at least "expensive" (or difficult) up to "not allowed" to reverse it. Mostly this importance is tied to real life verisimilitude; you can choose to be an accountant and then change your mind and go back to school and learn to be a lawyer, but you can't take 6 years of accounting education and instantly transfer it into Law school credits.

You can argue if this grounding in reality is good or bad, but generally RPG's always choose to stick with this much grounding and I think its a good place to have an important choice.

I support my point with D4. I doubt anyone is going to argue that D4 doesn't kill build exploration and make rolling any class more than once a very uninteresting experience because you can freely and easily try everything very quickly without investment or importance.

In POE passive respecs are possible but generally pretty expensive. The tree is super convoluted, constantly interacted with; and Notables are not nearly as "important" nor as "one time" as class choice. So it's reasonable to have respecs that have a fairly sharp cost. You can undo... but its gonna cost you. (note I understand regret orbs have been powercreeped past long ago by the clear speed meta and no longer constitute much of a cost in SC trade, and I've not yet had to spend gold to respec in POE2 but I've heard its fairly expensive)

Easy come easy go. Anything unearned will be valued lightly its human nature. Do you want your RPG to have classes that are unimportant choices? I don't but I'm old school.



I didnt answer it because it was a stupid question.

You support your point with D4. D4 does not have acendencies.
I support my point with PoE1. PoE 1 has ascendencies.

I think you need a better way to support your case.
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delusional?

you know that most games force you to pick a class at character creation, like 99.9% of all RPG style games in history its a permanent choice you can never undo.

Are they delusional or is someone being completely unfair and also not particularity knowledgeable about how these games usually work?

I would argue that the mistake GGG made was EVER letting players re-spec their class choice in POE1 thus setting up an expectation that just made the first games choices less impactful, and when corrected made for some player confusion.

Its just one of those things I think some people feel entitled to that no one older even thinks is a problem because its not usually possible. Permanent class choice is the norm.

Make a new character, I promise you its not that big of a deal, some of us even enjoy it. Stop letting the illusion that you're "falling behind" or "not doing endgame where the game matters" ruin your fun. Trying stuff is why you have more than one character slot. Exalts and most important currency can drop while you're leveling, and alt is not a hardship. Gameplay is fun from lvl 1 to infinity. Only your own value judgements alter that and try to make it less fun because you assign a false meaning or importance to later progress.


This man just compared choosing a class to literal, irl law school and thinks he made a great point about games lol
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you know that most games force you to pick a class at character creation, like 99.9% of all RPG style games in history its a permanent choice you can never undo.


Skyrim: no classes.

PoE1/2: shared passive tree, no class restrictions on skills or weapon types.

DnD: has multiclassing.

That's a lot more than 0.1% IMO. Also makes no sense. It's role playing, not class playing.
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Sickness#1007 wrote:

I didnt answer it because it was a stupid question.

You support your point with D4. D4 does not have acendencies.
I support my point with PoE1. PoE 1 has ascendencies.

I think you need a better way to support your case.


Why get emotional? They're identical questions on opposite ends of the same extreme logic, you're essentially calling your own question stupid, which I don't agree with at all. Going to a logical extreme is sometimes a good way to highlight an idea or point to a logical conclusion. Your question or mine worked just as well to get my point across which is why I was fine with answering it.

As far as supporting an argument, perhaps you're projecting but I've supported my case quite a lot more than you've supported yours. To support your case you would have to address why class choice is better if its unimportant and easily undone. Which so far you've not even addressed. Only "it works this way in the previous POE" which isn't an argument.

You want class choice to feel temporary and unimportant, so tell us why?
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Dec 9, 2024, 6:29:18 PM
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You want class choice to feel temporary and unimportant, so tell us why?


It's never going to be important except as a function of annoyance.

I played Diablo 2 before you could fix your allocations and it was a terrible experience if you wanted to play optimally.

Bringing back the days of not spending points until x,y,or z unlocked is something I can't imagine has any foundation in reason.

Similarly locking character choices just creates traps for players who are learning the game or simply experimenting and the consequence of playing up through the campaign that most long term users would expect to repeat once a league already is honestly indefensible.

There is literally no argument anyone could ever make that would change my opinion on this. It's complete trash and serves no purpose except to make the game objectively worse.
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you know that most games force you to pick a class at character creation, like 99.9% of all RPG style games in history its a permanent choice you can never undo.


Skyrim: no classes.

PoE1/2: shared passive tree, no class restrictions on skills or weapon types.

DnD: has multiclassing.

That's a lot more than 0.1% IMO. Also makes no sense. It's role playing, not class playing.


Excellent example, D&D has multiclassing which you can do during your characters progression, but are permanent choices that can't be undone.

(last I read haven't played rules newer than the 3.5/Pathfinder schism)

Classless RPG's usually just have passive skill gain that doesn't involve choices or at least big important ones.

Personally I've always found multiclassing in D&D to be more compelling but I've also loved Ultima Online, Morrowind and several other classless RPG's.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
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Sickness#1007 wrote:

I didnt answer it because it was a stupid question.

You support your point with D4. D4 does not have acendencies.
I support my point with PoE1. PoE 1 has ascendencies.

I think you need a better way to support your case.


Why get emotional? They're identical questions on opposite ends of the same extreme logic, you're essentially calling your own question stupid, which I don't agree with at all. Going to a logical extreme is sometimes a good way to highlight an idea or point to a logical conclusion. Your question or mine worked just as well to get my point across which is why I was fine with answering it.

As far as supporting an argument, perhaps you're projecting but I've supported my case quite a lot more than you've supported yours. To support your case you would have to address why class choice is better if its unimportant and easily undone. Which so far you've not even addressed. Only "it works this way in the previous POE" which isn't an argument.

You want class choice to feel temporary and unimportant, so tell us why?

Yes, I am calling my own question stupid and I only posed the question to rethorically show you how stupid your own question was.

I provided the answer to both questions in the same post and went on to explain why pointing at the extreme end of things is not sufficent. I agree that if nothing is permanent that is bad, but the same goes for of everything is permanent. That means that logically it is not enough to point at one of the extremes to support your case.
It is also not enough to point at D4 to make your case, because then I can just point at PoE1 where we have exactly the thing I am asking for and none of the bad things that you refer to in D4 has happened.

I dont want class choice to feel unimportant. Class choice feels very important in PoE1 and that is what I am asking for.

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