I’ll try to break down why a re-spec system like this isn’t detrimental but actually helpful hence.
First and foremost… yes, it’s meant to be ‘punishing’, but there’s reasons for that, if intended by the devs to act that way or not is of no matter, it’s what the design itself causes.
So, first off, why should you loose points when doing a re-spec rather then it being ‘free’?
This one might not seem all too clear right away, but the answer has already been given here.
Because it makes it so you can’t have a ‘one fit all’ character. Switching between clearing big amounts of enemies and single target dps would be quite easy. With the lack of that option given the loss in overall damage it means you’ll have to build a character in a way that it can deal with all the situations presented in the game… as you made it personally.
As already the example of Path of Exile has come in… let’s take that once more as an example:
You can switch out skills there with ease, put a area gem out, slap a single target one in. Immediate switch from killing large clusters of enemies to doing lots of damage to a single one.
Sounds fine, right?
But it isn’t.
First off, it causes builds to spring up which rely on using this option in the game, it is clunky to do, a ‘hassle’ felt by many, but for the sake of ‘efficiency’ several people will do it despite feeling ‘bad’. And some of them will even loose interest quicker, because first and foremost a game is supposed to give you as much dopamine as possible, reducing the friction points for being ‘clunky’ in places it can.
It’s a very real element that needs to be taken into consideration and causes people to get burned out from a game after all, it literally causes people to quit a game… which sounds wild but well, it’s simply the case.
Path of Exile has a ton of those things built in, their design philosophy is directly based on causing the players frustrating moments to reduce them leaning towards doing some things… but never to stop them from doing them in the first place! ‘Play as clunky as you want, your choice!’ is the method there.
So then it leads to mechanics like a high-friction trade-system, which frustrates people.
It leads to skill-switching on the fly, which is annoying.
It leads to outright gear-swapping for different encounters without a ‘loadout-system’ in place. Which also… is a hassle.
It’s even represented in their setup for their end-game, the mapping. Rather then providing a fluid way to play through their maps - which are baseline the same as the monoliths - you walk 10 steps… stop for a mechanic, switch up your play-style immediately to interact with it… return for 15 steps… find another mechanic. You never get into a ‘flow’ where you can just relax and turn off your brain outside of doing the basic ‘dodge attacks, kill stuff’ things.
It burns you out.
So why hindering people even to switch the same skill around freely?
Well, for the same reasons. But it’s not as severe. The implications of switching over a single skill are less intense, so it can be argued about ‘are the downsides coming with allowing it freely still too big?’ at which I would say… ‘maybe’. But it leads to at least a discussion for it. Still, the same clunky behavior would be intrinsic for it without any sort of ‘loadout-system’ in place.
In answer to the PoE respec system:
It’s one of the WORST systems out there, being inherently damaging to their game actually, making the need for using build-guides rather then doing stuff yourself overwhelming.
It’s baffling to me you’re even suggesting it to be better when you’re saying ‘The game doesn’t respect my time’… because Path of Exile shits on your time and then shoves you face-first into that steaming pile on top of it.
Made a mistake in building your character early game? Ah… just make a new character and start from scratch! You’re stuck now, no chance to fix it!
Want to try out a few different builds for your class? Well, better play for a few days to acquire the necessary currency! Miniscule downsides? Pffft… nah, you’re going to work your darn ass off to be allowed to try things out!
Only needing play-time to acquire the option to respec, not using other resources? Nah, forget it, because regret orbs are quite valuable actually, not some measly gold you would get from a single gold-shrine… nono, it’s enough value to outfit a mid-game character (start of maps) right away with the basic necessities!
So your argument it inherently flawed. Sure, it can feel not as nice for you personally… but objectively it’s a far less punishing method then most competition while also keeping the usage of the design itself intact
As on the missclick issue:
I agree wholeheartedly there! An ‘Undo’ button to take care of those should be available, that one’s a good suggestion. Loosing the ability to do so the moment you close the window.
Respec during campaign:
Also a good point there. Raising the minimum skill floor and making re-earning it more in line with the progression stage would be a good one. Which makes me baffled even more since you’re linking to a 2 year old thread which mostly focuses on early game and - as myself - causes people to be baffled by any sort of outcry related to end-game functionality.