In the hack-and-slash genre, the design philosophy of introducing intentional inconveniences—primarily aimed at “padding content” and “artificially extending playtime”—still persists to this day. The mechanic whereby specialized skills temporarily lose levels upon respecialization is a quintessential example of such an outdated practice.
The true appeal of hack-and-slash games lies in the freedom to experiment with a vast array of skill and equipment combinations, and to refine one’s own tactical approach through iterative trial and error. However, the current system of skill level reduction upon respecialization significantly restricts this freedom, serving not to encourage creativity, but rather to suppress experimentation altogether. Especially for new players, who have yet to fully understand the game systems, skill synergies, and enemy behaviors, being forced to finalize a build prematurely imposes an excessive penalty on failure and retrial, gravely undermining their motivation to explore.
I do understand the rationale behind wanting to discourage playstyles that involve “using area-of-effect-focused builds for regular encounters, then switching to single-target-specialized builds for bosses” without limitation, as it could overly emphasize efficiency at the expense of strategic consistency. However, specifically within the campaign (ACT progression), enemy strength is deliberately set at a moderate level, allowing players to win with relative ease regardless of their skill builds. Therefore, it must be said that there is little rational justification for imposing penalties on players for switching builds between regular fights and boss encounters during this phase.
Furthermore, while imposing stricter constraints may be more appropriate after reaching the Monolith phase, where optimization becomes essential, the pace of leveling during the campaign is relatively slow. For players who wish to experiment with various builds, as well as for beginners still familiarizing themselves with the game systems, the mechanic of skill level reduction upon respecialization functions merely as a cumbersome hindrance. Imposing excessive costs on experimentation at this early stage only serves to stifle the development of creative playstyles.
In conclusion, while the skill level reduction mechanic is ostensibly introduced under the pretense of “adding strategic depth,” in practice, it unjustly curtails player flexibility and freedom of experimentation. What modern game design should aspire to is not the perpetuation of such outdated restrictive measures, but rather the creation of systems that respect and foster players’ strategic choices and creative build construction. I firmly believe that this approach will lead to higher player satisfaction and truly extend the lifespan of the title.