Coming from couple hundred hours of poe1 & poe2 I really do hope respecs will be as easy as possible for everything. My start with LE is such a breeze of fresh air. I hope the ‘hardcore’ & ‘lock everything’ people that migrate here won’t break this game.
Mastery respec was finally brought to let people have more fun and experiment more. And what are you all doing here? Do you understand who will be hurt mostly by increased respec price or harder ways to respec? Me and some of my friends, who can play quite alot don’t mind to level a new char, especially with the ability to get to the same level of corruption, as on previous quite fast. But i have friends, which won’t level that much characters and don’t have much time to play, so for them this new feature is a blessing. Those are people that needed it mostly and this whole topic hurts mostly casual players. You want to take this feature away from them. I don’t care if somebody will save 5 minutes of leveling time by respeccing or make leveling easier with another mastery. Similar things happen pretty much in any possible arpg, as long, as there are builds, that function badly early or don’t function at early stages at all. If you don’t want that easy respec - just run a dungeon before respeccing your characters or throw away all your leftover gold after
It’s a game, after all, and we are here to have fun.
You haven’t actually read the thread, did you? No one is trying to take this feature away from them. What is being discussed here is ways to avoid players creating a meta of always using one mastery to level and another for endgame (and possibly even mastery switching for endgame cheesing) WITHOUT hurting the ones that actually want to respec occasionally.
I saw this type of criticism by @Macknum earlier in this thread… And it’s incorrect, and missing the point.
It’s not about how other people play the game, or how many respecs are easily available to other people. It has nothing to do with others.
The issue with mastery respecs being cheap and convenient, is an issue of incentives. When a system incentives everybody to do something, it becomes everybody’s problem. Sure, you can ignore the system if you don’t like it. But now you are disadvantaged due to the incentive structure. That feels bad.
Can you explain why that would be an issue?
It’s already been explained, not only in multiple threads about this issue but also in this very thread.
Since you apparently haven’t read the whole thing.
I feel completely opposite. For me ability to change gives the character more depth and also the game. This is one of the main reason that I cannot make myself play more PoE. I would have to invest another couple hundred hours to explore those depths. The lack of freedom to switch makes the game shallow for majority of gamers. What it gives me to know the game is deep when I wont ever be able to try it out myself? To have ‘fun’ I need to rely on someones spending 100s of hours testing those builds so then I can spend some time read about it and then follow it. Where is fun in it? Just so that we are clear, I don’t also mean to make it too easy to respec. But fairly easy is the way, I think.
my legacy guys have 15 million gold. my season guy has 10 million. This is CoF. If you guys want to spend 50m on respecs stick to merchants guild, lol
That’s fair. Obviously different players feel different things in regards to this, otherwise this wouldn’t be an issue in the first place. Some players would even like to have class respec as well.
But it does make the game feel worse to some people, even if they don’t have to use it. And that is because it will feel like we are wasting time and playing in a way the game doesn’t intend you to.
We don’t want mastery respec to go away completely (well, some of us would like that, but we understand that some fail-safe is a positive), we just want mastery respec to be an option for people that actually want to respec and try out different things and not an enforced meta of “switch to mastery X after Y levels because you’ll be much more efficient that way”.
And especially an eventual enforced meta of “Always go MG because you’ll be able to respec mastery more often and play more optimally”.
And yet every discussed solution hurts them more than those who can play alot.
If incentive is the key here. Maybe solution can be as simple as having ranking tags. Ranking tag for ‘non-respecced’ and ‘respecced’ characters. Allowing people to pursue ‘pure’ builds without separate game modes.
I suspect that will usually be the case in any scenario that uses a resource to respec that isn’t resonably common for those with less time.
I think the problem here is that you can’t have one without the other.
If the issue the devs want to address is that unexperienced players are punished for making a mastery choice they later regret, then the solution shouldn’t be a simple mastery respec. The issue is much more with mastery passives and skills being locked behind a mastery choice without any discoverability.
So this could be solved for example by allowing to spend passives and unlocking skills without a mastery (but with all the other requirements already in place) and moving mastery choice to a point a bit later in the story. This would enable new comers to get a feel for the masterys before having to commit, so they can make a decision thats a bit more informed. But mastery exclusive skills still being locked could still be an issue in that case.
Not really. There are several options that would work, some requiring more or less effort to implement.
Having a fixed number of respecs per account would allow new players to try things out and respec when they don’t like a mastery, but would prevent the meta of always respeccing mastery on every character for leveling, because they would run out eventually.
There’s also the option that was suggested some time ago to make the arena dummies zone a free respec/full points area where you can respec at will, even the class. This could even be available from the start before you even create a character, so you can try things out before commiting.
You could have an NPC for each mastery that would kinda describe what each is supposed to be, strong/weak points, etc.
You could also have templates for builds that you could instantly switch to to try out.
You could also keep the current system (though preferably not tied to gold, since that gives MG an advantage over CoF) but tweak the values. For example, if you have 2 characters, it would be more expensive to switch.
Lastly, why do we have mastery respec and not class respec? There is no fundamental difference between them, only a matter of scale. I could want to check Rogue because traps look nice, try it out and I don’t like it, now I’m stuck with Rogue and have to make a new character.
ok that sounds reasonable, i viewed it only from the character scope.
what would stop you from having multiple accounts? the ones who could afford it get the benefit.
if they can afford it than that would be more money for EHG
yeah and still break the game for the people taht are complaining that its breaking the game for them. so what would be the point? In other words it’s ok to respec anything when you pay for it? so maybe make it a paid service 5$ per respec why not?
but it still discourages the average player from abusing optimized leveling specs and respeccing the mastery for every build they level. Maybe i’m too old or too naive but i can’t imagine the average player making multiple EHG accounts (and steam accounts) just for the purpose of a few mastery respeccs. That sounds kinda stupid tbh xD
I really don’t get why the game should not be abused? This is just a game. It should be abused, it should give you some sort of this feeling of being overpowered or clever enough to cheat it, to break the rules. Don’t you have enough of rules and meaningful choices in your daily life?