Edit:
If you enjoy the idea leave an upvote.
If you’re simply sick of hearing over and over about people complaining about the respec system… do the same!
If you see any problems with the suggestion, please leave a comment, fleshing the idea out further and taking care of any potential problems is a primary concern of mine after all. I’ll keep the initial post updated and adjust it according to any problem brought forward.
If you just wanna talk about the idea or have questions… well… leave a comment as well
Currently there’s a camp, a rather large on (which I’m in favor with) stating that respec is utterly fine, maybe needs a bit of love early level and that’s it.
And then there’s another camp stating that respec in the current state feels punishing, and having to re-level the skills up is a hassle and at times even ruins the game for them.
So I thought about a solution which does solve all of those issues plus some extra ones along the line. It’s an add-on to the existing system and not a rework. Because that’s fairly important effort-wise from EHG as well plus keeps familiarity with the existing situation but solves the issues for both sides completely.
So first let’s set the baseline what it needs to do:
-It needs to stop characters from switching their setup frictionless during content to hinder boss-cheesing or similar things.
-It needs to take full care of the hassle for respeccing the passives (Clicking hassle).
-It needs to fully take care of the problem with respeccing skills (Re-leveling hassle).
So my suggestion is a fairly specific loadout system which is set up the following way:
-First of all, it’s only allowed to be done in town. This hinders any sort of abuse of the system
-It needs to have a cost to activate a new loadout initially since it could be abused as a storage method otherwise.
And it works the following way:
When you activate a new loadout it keeps your level and progression in general. Hence Campaign status, quest status and monolith status. Those don’t need to be touched.
What it provides simply is:
-An empty equipment set.
-Empty skill allocation
-Empty passive tree
-Empty blessings page
-Empty idol page.
So this way you can re-fit and re-build a character from scratch, with the same class and sub-class fixed but allowing variances in building up a character.
It also minimizes the needed storage space on EHG’s servers since no full-fledged character profile needs to be saved, it doesn’t need to store quest status, faction allocation, the monolith layout, the corruption status and probably much more I can’t think about.
This way both ‘camps’ are happy.
Friction for changing your own build is still there, meaning adjustments to a single loadout will nonetheless have an effect.
On the other hand variance in building a character is freed up and possible. ‘Experimenting with builds’ can be done without hitting the currently existing roadblocks for it.
Currently the game has 15 character classes in total, which means playing 15 times through the progression.
I would say this is more then enough. Expecting any more would solely be a mockery for the player’s time. After 15 times it’ll most likely become a slog for many people and takes care of this side-issue as well, alleviating that, raising player retention upwards.
Also as another side-effect it frees up character slots. Currently 25 are available because of technical limitations. I imagine this system will avert a large aspect of those limitations, allowing for more then 10 variances of builds to be played.
So… where to put that mechanic actually? Would be new assets needed?:
Actually no. We already have a place to respec passive points. This can simply be a tab there, enforcing it mechanically to be only done in towns anyway. The only implementations would be the mechanical application of switching out the respective parts on the fly as well as the UI for it.
A tab-system similar to the stash-tabs would work for this hence. You can name the different loadouts, you see what equipment, idols, blessings, stats and skills they have allocated through scrolling down when in the tab, you can one-button click and hence switch the whole setup simply.
As a side effect it makes ‘skipping’ the campaign for those variant builds unneeded as you’re already at the respective progress stage, hence this mechanic would be especially useful for long-term legacy players as well as experimental-prone people… as well as surely some others as well.