Don’t really agree. Maybe you like your current mastery but want to try another but then you remember you have to sink a lot of time (relative ofc) just to get to a decent point (imo the pre empowered mono farm is super boring with content being very easy baseline).
You’re right, I confused you with the OP, sorry about that. I do still disagree though. I might have been willing to concede if this was a choice that was deep in the game. However, mastery choice is around level 25 and I’d argue that most ARPGs are built upon making new characters/seasonal play anyway.
It was purposely condescending, and it wasn’t an ‘in my day’ argument. It was a “don’t make wild assumptions for everybody, just because you want your opinion to appear more valid” statement.
Shoudln’t have used “most people” for sure. I actually posted on reddit to see what people who don’t know the game think, and some even thought it was a linear progression between masteries.
That being said like 6/10 think it’s permanent.
Tbh my biggest gripe is that it’s not made clear on character creation. Even if you pick one “early” you still have to stick with it for a bit to see how it plays and get some uniques that can be build defining.
Other than maybe locking it behind a high level, I wouldn’t mind seeing some sort of catch up so if you create a second mage you can fly through the boring gameplay bits (unlocking the passive/idols+ normal monos) as long as it’s in the same season/game mode.
If people say “Hey, I would like to have this”, that is a good thing and might make the devs change their mind eventually if enough people want that.
If people say “Hey, this has to be in the game otherwise it sucks and you all suck” that’s a bad thing that leads only to the other side becoming more entrenched in their position.
If people say “Hey, I want this in the game because” and then spend days posting multiple times just rephrasing their argument over and over again then that will usually lead to a reaction in the opposite direction. Especially because we all already know what the arguments for each side are. The various threads about this that keep being opened, even though there are still others that are still open on this issue, have all exposed all the arguments and all the various way of rephrasing it.
In my opinion, at this point, this issue should be reduced to a locked thread that just has a poll to count how many people are on each camp. There really is nothing more productive to say about this issue, either for or against, other than counting the numbers.
The reason it keeps coming up is new people buy the game (like me), notice certain things and come here to complain/discuss it so the same topics are bound to come back time and time again, not all that much you can do about that other than by having some mega threads or something.
I agree, I totally disagree with that viewpoint, but as a mere not-dev, my viewpoint is invalid. It’s almost like I’m married to them…
But there is when you make it & you can’t use the other passives until you choose one mastery.
TBF, they are definitely aware of that.
I’m not blaming you, actually. You didn’t open the thread, the OP did. You just replied in the latest iteration of it. But the OP could have just searched the forums to see that there was already one open (which it still is) and replied there instead.
Although I maintain my stance that by this point all arguments for either side have been made many times over and no new ones will arise. This would be more easily solvable with a poll.
I thought we were past this already
You can have opinions and discuss them, as long as you’re not making demands/insults saying that the game HAS to be a certain way
Ask my not-quite-ex-wife whether I let things go…
Nothing to do with the subject at hand, but I loved this line.
Great strategy, well played!
Reddit is indeed a wonderful place to get strong opinions from people who have no idea what they are talking about!
Why is that the boring bit? The progression pace during the mid and end of the campaign is great. Constantly unlocking new things to tinker around with.
That is not boring at all.
Campaign is not a means to the end. The campaign is the journey of your character.
I would argue it is even more boring doing the same stuff during the early levels, that you will do in endgame is even more monotone and boring
Because you’re just rushing through the campaign without caring about the story just to get the unlocks. In my case, if there were no unlocks I’d go straight to monos.
And normal monos are just this stepping stone to actual end game where you can start pushing corruptions, once you’ve gone through the normal version once it just feels like a chore having to do it again tbh.
Which is why having a catch up only when creating a character from the same class feels like a decent compromise for me. I kinda like the adventure mode option they have in D3.
But while you are “rushing the campaign” you are already significantly progressing your character and developing a build. That is what ARPG’s are about ultimately.
Doing that in Campaign or Monolith isn’t that different. You go from zone to zone and kill monsters.
But you can play the same class, hell even the same mastery so much different. So having a character of “the same class” doesn’t mean in any way that you should be rewarded for already having one of the mleveld, because the 2nd one can and will be massively different probably.
This would also be one step closer to having a catchupmechnic for your next character of another class. Then people will demand having the ability to create a character at lvl 58 ready to go to MoF. Then the next request will be having a character be ready for empowered already.
This is just moving goalsposts.
Yep, I had a whole response about what QoL do we need based on people not liking thing, and which should be ignored? I don’t like having to farm stability in a monolith, can we just get rid of it, and let me farm the end-boss non-stop without the hassle of stability? I also don’t like having to farm runes and glyphs, so can I just have an endless supply of each in my crafting bank?
To play into this a little, I’m curious what the devs are planning for the mastery quest. I know that it hasn’t been too long that it was moved earlier to accommodate some chapter changes and there was a statement at that time that there would be changes to it in the future.
It would be nice what we can expect as this could impact some of this discussion.
Mastery is important for the character to have an identity. Easy respec of everything in D3 made it very boring for me because it turned my character from being someone with a distinct fictional identity into a nebulous blob of abilities.
This game does a good job striking a balance between the possible extremes. I can see a character needing to do some preparation/training to be able to execute a specific loadout of abilities effectively. I can’t see a lich turning into a warlock, or a beastmaster forgetting how to bond with animals and becoming a master of elements.
I have some questions about this:
- How many toons have you leveled?
- what is your average playtime?
- tell me the important pieces that set the idendity of your toon apart from another and the backstory for it.
Every Primalist that is created across the whole game is the same Primalist as every other one with the same backstory, the same intro video, the same apperence, the same voice and the same skill pool. The only thing that is different from one Primalist to another is the name the toon has and that’s it.
I realy don’t understand how one klick make such a difference for people because you play the same clone as thousands of other people that is the same as everyones else. Changing something that non important as a mastery is nothing that changes a fictional idendity of a toon that is there copied thousands of times already.
The only reason to block mastery respeccs is to waste time and that’s it. Your second, third, forth or whatever primalist is the same primalist as the other you made before.
It needs a lot of fantasy to why this shouldn’t be a thing because of “idendity”. The only reason to have different toons is that the game is fun and don’t feel like a waste of time for many people.
To me it’s a bit different the base of the class is the same for every archetype. I would understand it more if picking a archetype prevents you from using certain base skill because your mastery isn’t using this crap, like Void knight gives a rats ass about holy skills. Then again EHG used their abilities to make homogenous classes that use and convert all skills and to whatever that kills the stand alone feeling of classes even more. I WISH masteries had more idendity so I want to have a Void Knight and a Paladin because they are very different.
Then again it’s just my point of view and I have enough time to waste so it’s a non issue to me but making the descission to pick a mastery is nothing that makes a toon outstanding and special because it changes so little at the end of the day that I don’t give a F. Still waiting for the paladin void conversion in the skilltrees and for avoid pony to ride on.
The bolded part is exactly the reason why you can’t change Masteries. You can change basically everything with a mere click in LE, except the mastery and thus a couple of skills that are locked behind it.
This one click does represent your character becoming a Beastmaster. The whole journey from start to endgame is your journey of a Primalist that mastered as Beastmaster.
No it’s not, depending on the mastery there are exclusive skills.
And even the skills that are available to all Masteries are so many, that you can t play them all. If you second Primalist feels to similar to your first one, that is on you, because EHG gives you the tools to really have vastly different archetypes even within the same class
Again: Every primalist created ingame has the same origin story, voice, looks whatever. The only thing, what isn’t even as special as people make it, is if you click on door 1, 2 or 3. There isn’t enough meat on the bone to call this a special game defining thing that should never be changeable because the effects of it a breathtaking and the game is completely different. You get some new skills… wow. It’s like if mastering a bass guitar just allow you to slap and not to use a pick.
It’s just a bit silly to me because to me masteries in LE offer so little outside of restrictions that I don’t care. Again that’s just me and at the end of the day i did enough silly things so i can brain afk and play the same toon at least 3 times to have every mastery available.
I think that the mastery exclusive skills and the upper exclusive part of the passive tree are interesting enough.
And going back to the identity topic, some of these mastery exclusive skills are very identity defining