It’s enough reason to remove a large portion of incentive to do it, which reduces the overall amount of it done, which makes it more likely for people to do a ‘one fits all’ build since the effort used to switch builds in that manner would be a net-negative for play-efficiency.
This makes it extremely rare that someone would even try it out in the first place.
And more importantly… it makes it not used by people which play for efficiency to then ‘optimize the fun out of the game’ which has been found out to be a major aspect of why people stop those games.
So it’s not ‘never’ but it’s ‘reduced enough to have a meaning’.
The world isn’t only black and white, you don’t need to make a perfect system, you need to make a system which is ‘good enough’.
PoE’s gem-switch method stays counter to your argument and has a lot more weight to it then an argument as we can see it actively happening.
Sure… which does absolutely remove the whole aspect of having a AoE focus first (to speed up the process) to the change to solo-target (which speeds of the process for high health targets) entirely though.
So, what upside does it bring? Sure you can do it. You can also play through the whole game without wearing a helmet… there’s a difference between incentive and removal of an incentive though.
What you described is not ‘hot swapping’…
Once again, PoE gem-swap techniques stand counter to your argument.
The effort involved to do it is so high that it’s not a viable option.
Hence it counts similar to ‘non existent’ for the human brain, very very few exceptions existing.
A system without those frictions (that’s why those systems are called… friction systems actually) though don’t have that effort involved, hence the amount of people which deem it a ‘option to do’ increases in number. Path of Exile has a decent chunk of people which have complained about this specific aspect actively over the years, saying it has ‘sucked the fun out of the game’ for them.
This is a general thing with ‘slightly bothersome mechanics which give you an upside to use though’ as they’re generally friction mechanics which reward you for using the type of friction to derive a outcome. This is a golden line of balancing as the amount of friction always leads to frustration and the dev’s goal is to handle the scale of those to make the positive reward based feeling outlast the quite strong accumulating negative feelings towards those topics.
It’s a darn complex topic to get into detail with and is a part of the game development industry by now. We don’t get games ‘out of the garage’ anymore, it’s a surprisingly sophisticated sector with tons of knowledge about human psychology.
Nah… nah… he really isn’t. You just don’t understand the follow-up results of such a decision in that case.
Exactly!
Which isn’t the case now. No racer uses that, should tell you enough about the situation.
Which wouldn’t be the case with your suggestion of handling it though, it would suddenly happen, that should also tell you enough
That’s the difference.