Dont punish people who want to respec

and here we come the troop, mute and block its different word, you can mute someone for “alerts” but you still reading all the stupid stuff in every thread. Just I actually reading your message when I mute you and all the LE defender troop.

So perhaps you select the other option I underlined? It’s called “ignored” & that prevents you from seeing any posts by anyone who doesn’t agree with you. I’d imagine that it’s fairly handy if you can’t cope with differing opinions.

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Its just like compare checkers with chess. In POE, you have trading and drop mechanics related to the passive tree and skills That don’t exist in LE. Respec in LE is clumsy, cumbersome, even clicking on each point of the skill tree and having a confirmation message for each of the 100 points. Or respec the main class passives once you’ve surpassed 21 points, you have to apply extra points to be able to remove the old ones… if you want to remove 15 and you only have 4 points availables let play the game: apply 4, talk with the guy for remove 4, apply 4 again, talk with the guy for remove extra 4… or remove 15 from a mastery tree, and reasing it again later just trololo. The same goes for skills, it makes no sense to penalize levels when you’re offering them in fast experience, do it the right way or dont do it at all.

I’m probably being dense, but how does trading change based on your passives & skill gems? Unless you’re refering to being able to buy regrets, though I’m not sure I’d call that a “trading mechanic”.

For passives, absolutely, for skills, kinda. I would like to see allocating skills done differently more akin to how passives are allocated in PoE, being able to change them before hittting accept.

Oh, I can 100% agree with the clumsy implementation of the UI!
Absolutely on your side there.

Respec needs a ‘respec all passives’ button and a functionality to remove all passive down to a specific area with a single click.
Same with keeping a save-state on skill points allocated, so you don’t have to re-do it whenever you switch out an item to a better one of the same type.

As for the PoE comparison… how is a mechanic interacting with trade better then a direct one as provided in LE? It’s the contrary, not only is it a specific item which by design makes it already more clunky but also to acquire the fitting amount to do any meaningful amounts of respec you need to interact with a trade mechanic that’s intentionally build on player-to-player friction mechanics, with the actual intent to be frustrating as mentioned by GGG several times during dev-talks.

And I’m not a fan of the saying ‘do it right or don’t do it at all’. It’s a given that mistakes happen, improving existing systems is a mandatory part of development… or any sort of creation actually. That saying can be rephrased into ‘If you can’t do it perfect then just don’t do it’ is absolutely nonsensical in any meaning possible, at best we can go with ‘Make sure to don’t cause more damage then good’ and we can be fine with that.

Weird take. No, pretty sure “do it right or don’t do it at all” is a valid argument.

Hence this thread. And, you know, the hundreds of others that were made before in the history of gaming about this very subject.

Hey man, you got some strong opinions. Ever think of taking the time, money and effort to make your own video game for people to yell at you for your decisions over? Try it sometime, it’s great.

Get over it. Devs want it this way. Guess what? It’s their game.

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If that was a valid argument, you’d have a respec system without minimum levels and accelerated XP. Since that was the system before this one. Or, even worse, no skill respec at all.

Also, you’d have no game released ever, because no game, no matter how good, got everything perfect at launch and needed patches.

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If reading differing opinions upsets you, try ignoring them. Nobody forces you to read or reply in this thread. But it just so happens that I agree with OP and defend their position. You gonna let me do that or are you the police in here?

If you get a gem in POE through a drop, it can be of level x and has a market value. You can buy it and level it up for yourself or for resale; you can do this with several and generate your economy only with gems, the same goes for the passive tree, there are entire mechanics focused on items for the passive tree also for skills gems.

Everything has value in POE because YOUR time have value in the game that’s why it feels clumsy in LE and absurd to have to run 2 monoliths for releveling and test different passives from the skill tree, isnt fun and its a waste of time.

But, Diablo 3 and 4 already do that. I don’t- what?

And where is that spreadsheet-game you’re all talking about in these games? How has it ruined Diablo 3 to allow constant respec?

It hasn’t.

It’s not really the differing opinions, it’s that this is a done and solved case. Nothing about the system we have in place is going to change in the way your differing opinions want. The devs are standing by their position, and there are many more who are either indifferent or agree with the devs than those who don’t. It’s wildly petty for people to continue to bring this subject up, as if it were a brand new issue for some people, and expect that their crying will get them anywhere.

This gives me a “because most (rich) countries settled for nuclear energy, it’s petty to advocate for green energies” vibe.

Once again, I’ll keep defending this idea as long as the industry thinks it’s good, because I think it isn’t.

Don’t really have anything more to add.

I was saying that before this, skill respec placed your skills at level 1 and without accelerated XPs.

Just look at the vast majority of D2 players that left D3 and went back to D2. Just look at the majority of players that spent one or two weeks in D3 seasons and then left until the next one.

I’m not saying D3 is a bad game, it was just a game that was clearly targeted to the casual player. Which is why D2 players went back to D2.
Just like PoE is clearly targeted at a less casual player. Just like LE tries to stand kinda in the middle of both.

This is also a video game. Not nuclear power for real life. This is feelings, not economics and environmental advocation. Making big sweeping statements like this means very little.

You don’t like the system, don’t play the game.

Imagine how crazy that would be that your post actually encouraged me to create my own game?

See you in a few years for the release of “Last Exile” guys. I’ll be sure to cook an extra savory respec system. I’m sure you’ll love it.

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Aye man, if it’s any good I’d play it. Assuming I can respect easy.

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If you manage to make ANY system where no player will complain about anything, I’ll take my hat off to you. But I don’t believe that will ever happen, since this happened with exactly 0 games released so far since there was internet to complain about things.

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True, you can do that! Absolutely a valid point.
It doesn’t make it a ‘good’ system objectively though.
It’s not bad, don’t get me wrong there, but it has many many points which are clumsy, unfun and also hindering a player to actively enjoy the game.

The first aspect is that skills are even itemized in the first place. Very interesting design choice, offers many venues to make content around… but it also is an inherent mechanic to hinder people in changing their setup. If you can create a market around something the yes… it has value. But if something has value it also means you need to expedite effort to acquire it which people don’t want to do. Hence you create a supply versus demand situation.

It has nothing do to with valuing time and the player, because let’s be blunt… GGG presents itself as ‘the nice big company doing stuff solely for their players’ but obviously that can’t ever be the full situation, and while very miniscule GGG has obvious predatory mechanics in their game.
FOMO based unlocks during leagues.
Lootboxes.
Basic necessities which make any reasonable playing impossible without paying (stash tabs cost money)

And also as many mechanics which are specifically made in mind to keep a person ‘slogging’ through the game rather then enjoying it.
If GGG actually would actually value the time of their players then we wouldn’t have core mechanics in the game like their trade system which is built entirely in friction and frustration to push people away from over-using it… or even stuff like removing deterministic ways to acquire a combination of more rare modifiers on an item. Some items in PoE literally would cost 5000+ mirrors to create if someone was trying to attempt it in a reliable way.
That’s no way to ‘value the time’ of the players.

Not to speak of the fact that the mapping system is outdated and clumsy beyond end, itemized maps which hinder your progression based on pure RNG (rare but can happen) is the epitome of the lack of time-value, hindering a player to access content not by the ability of his character but sheer bad luck.

Would they actually care specifically about that point then they would’ve sat down and thought intensely about a way to adjust trading ages ago rather then now since LE came out and showed ‘Yeah… there’s different ways too!’. It doesn’t matter if it’s from intent, laziness or lack of competence, it’s a massive oversight.
The same goes for the adjustments of the mapping system with how it’s been set up, there’s surprisingly easy solutions giving the ability to adjust the content to the player’s choice rather then enforcing ‘the one way’ GGG thinks is right. Player agency is always a big point for game enjoyment, not the strong suite of PoE.
Also they would’ve handled the issue of TFT creeping up since literally years now, causing a mass-wave of scamming situations and for sure damaging their franchise massively. It can only be called ‘lack of care’ there after such a long time.

So calling a 5 minute effort ‘not valuing your time’ is just ridiculous. If you break their respective mechanics down and put it into objective light then it’s more then obvious which system causes less time-investment for the player for something which should have meaning but not be a massive hindrance.
For it to have meaning it needs to have a weight behind your choice. EHG made a system which has laughable ‘weight’ behind your choices in terms of skilling and using your passive points, comparing them to one of the games which has a system in place that causes the most amount of time investment and hence ‘weight’ included to it while also offering a plethora of loopholes to abuse it in ways which are clumsy and detrimental to long-term enjoyment is just not something which should reasonably happen.

And I’m not talking about personal taste or flavor, both systems can be improved and adapted massively to feel better or different in their respective ways… but the friction points in comparison are just on an utterly ridiculously different scale.

It is a bit confusing why it takes so much time to catch up to your maximum skill point total EARLY on but it is very easy later on. They just need to fix the speed at which EARLY skill levels are re-obtained and it’ll be fine. I like the system, it just feels a bit too slow if I’m say…level 15-50 and decided to reset a skill.