Why is this here, especially when I accidentally remove/switch some gear that gives me bonus points and forces me to re-spec my points. It’s so annoying that the game can’t remember where my points were placed. This is just a stupid thing that needs to be fixed.
If only this had been answered before so you could search for the answer.
There’s a bazillion topics about this with a bazillion times the same answers. Sometimes in very very much detail as well.
ChatGPT says this:
The game doesn’t remember skill point choices for gear-granted skills because:
- They aren’t considered permanent part of your build
- The specialization system can only store active skills
- Allowing this would enable gear-swapping build exploits
- The backend wasn’t designed to cache skill trees for non-active skills
- It breaks build identity and balance
Frustrating when I accidentally swap something and the game grabs points from nodes causing me to review all my choices again to make sure everything is where I had it. Hopefully this QoL change can be fixed in the future.
It’s not a QoL change, it’s a conscious design decision re #3.
In offline mode, the removed nodes flash red for a few seconds. This used to happen online as well (I believe) and at some point it stopped working and was never fixed.
If it was fixed then you would get a visual cue of what was dropped so you could add it again.
Yep, that’s why it’s supposed to flash, but doesn’t. It’s basically a bug and EHG was too lazy to fix such a severe one which repeatedly causes those topics.
Also they’ve failed to provide a alternative system to make it more convenient for players to put the points back in but upholding the limitation they want to have there.
The system itself though is a viable one to avoid the switching ‘on the fly’.
After thinking about it (and checking in-game) I’ve come to the conclusion that it actually does the opposite.
Right now you can respec for free by removing and equipping +skills.
If you remove/equip +skills it will remove from the node that has the most points. Meaning it will usually remove from a 5/5 node.
You can then assign that point to some other node you want, then remove/equip again. It will remove another point from the now 4/5 node (this will depend on your specific spread. It can also remove from a different 5/5).
Which you can then assign to another node.
And if you have a skill tree setup where most are requirement nodes for the ones that follow (meaning they can’t be removed ever), you can even create a setup where it will always remove from one “end” of the chain and you can then assign to a node on the other end.
Alternatively, having a sort of skill preset (which you could maybe even plot at level 1, deciding which nodes get taken in which order) does prevent on the fly respec. Because removing and then equipping +skills gear would remove the last point and then add the same point again and nothing would change.
So I did come around on this specific issue after some thought.
Not about the respec cost, that one is needed to prevent the on the fly loadouts. But about the +skills gear removing the highest node.
Many of the 5 nodes are extremely important though, and it’s a bit more complex then that as well with the connections. But yes, it’s not a fantastic system… plainly spoken a ‘only in town’ respec system would do massively better.
Why?
Because we have no limitation related to portals during campaign and we have no need for switching in monoliths as they’re extremely short anyway.