Respec Cost at mid-level range

It may well be a pain to code & debug but it would also help us find bugs though it’s probably too close to the QA tools that @KissingAiur has access to :(.

You know, maybe it need not be an either/or thing with the respec. It might be alright to let people choose if they’d rather spend gold or exp. Some people would rather keep their points available and others would see it as less resource efficient. I think this could be a way to add meaningful choice to the cost side of the equation.

The thing is, if you would add gold it is more beneficial. Gold is easier to get then time you need to spend on XP. So maybe halfway? Less XP and a big amount of gold to reduce the XP penalty. Maybe even at a merchant in town to prevent abuse of swapping skills before a boss or something.

Front load cost, especially gold, has this risk to become irrelevant. Time cost, you have to pay after respect, will stay always same, yes, powercreep may help with leveling speed, but time cost will be relevant in week, month or years.

You were asking why they picked this specific solution. This may be it?

The best solution I have seen in this thread was this sandbox arena, where you can try anything but keep system like it is.

My 2 cents.

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re: bold part
This keeps coming up and I totally agree. I’m not suggesting people should be able to swap it in a mono. It may even be argued that they shouldn’t be able to swap it in a timeline still in progress. Just in towns and EoT. I’m cool with either.

As for gold vs exp, this comes down only to the costs of each. The game already needs more gold sinks and things to make gold meaningful, so this is probably a reasonable compromise.

Let’s look at a couple hypothetical examples. Assume each point is 1,000g to respec.

Level 10, first character.
1k is a lot of gold this early in the game. Just resetting a skill level is probably not a big deal.

Level 10, subsequent characters.
1k isn’t much gold, but it still means waiting to buy more stash tabs, not buying Runes of Shattering, or less/no gambling. It’s affordable, but still carries secondary implications.

Level 70, plenty of gold in stash (say 200k).
1k is easy to make, but you may need to respec many points because you want to completely change the direction of your build (perhaps from fire crit to fire dot). You’re looking at either spending 40-50k gold, or a couple hours of leveling up again. Spending gold retains your power curve, but is not a small amount of money.

Veteran player, millions of gold.
The gold cost no longer matters to you, but you’ve played long enough that you have earned this kind of privilege. Perhaps you’re really stingy or just don’t find exp a big deal since you play so much anyway, so you generally just dump the exp anyway. Neither cost has a huge impact on you.

In general, I just see it as an overall improvement that keeps players engaged and willing to experiment with their builds because they are choosing the cost–it carries a lot less negative baggage this way.

just skimmed all the lame i know better that you posts.
so maybe its already postet,dident op mean passive as well?
its a beta game so it would make sence to get ppl to respec alot(make it cheaper)like op said
he has a full time job and a family and cant invest that mutch time in the game.
sry albinosaurus i hit the wrong reply should be a general reply :slight_smile:

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No worries. I’ve done it a couple times.

thank you! just read you last post and i couldn’t agree more with the new player respec problem.
it doesn’t make sence in a beta game that ppl are hold back when the hole purpose is to test
things.

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But given that the important bosses are the only thing to kill in their own zones, being able to port back to town to after you’ve got enough stability to do the final boss is trivial as I’ve said several times before. There would be a small time cost to the act (loading screens, etc) but that’s it.

Given the mindset in PoE where many adopt an efficiency-focussed approach (entirely their prerogative) & are happy to swap out gems from clear to single target, doing something similar by porting back to town to respec isn’t difficult to imagine becoming the meta.

And as you say, a gold cost is only relevant early on or in SSF & I don’t think it’s reasonable to balance a thing around restrictions that aren’t relevant/existent. This is why LE has minimum skill levels & accelerated skill leveling below a threshold.

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But how the game plays & feels is as important as how things work. Could you imagine how the player base would react if they’d become used to a certain set of conditions (easy respecs to test stuff, easy crafting to test stuff, faster levelling to get to more skill/passive points more easily to test stuff) then come “release” & the game plays totally different with slower levelling, respecs & crafting that’s not an item editor.

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Agreed, it should feel as much as possible as the end product that were testing. You need to test the whole end product and experience.
Because of that we are discussing the respec cost being to high or not right? That wouldnt be the case if you could do it for free

My understanding is that they intend to employ leagues/seasons for multiplayer, which is where I imagine the vast majority of players will reside, so this only really stops being relevant later into those seasons, and as I said earlier, by this point they have earned it.

It might be more appropriate to make it a “spend gold to buy back exp” system that scales with the skill point level. I don’t know.

I still think having it exp-only is extremely off-putting, regardless of the reason for it being there. It’s hard to imagine taking a break from the game for awhile, coming back, finding my old build is worthless/nerfed, then having to regrind to put it back to a reasonable state with no other recourse. It’s like, “Sure, I could do all that nonsense… or I could just play something else.” It’s not the end of the world if a few people do this, but what happens if it’s the majority view? Yikes.

Yes, I agree that a large portion of the playerbase is likely to reside in leagues/seasons & I think one could argue that in this temporary scenario that the xp costs are not reasonable.

I’m still of the opinion that players are more likely to be more relaxed about the xp respec cost when they realise just how quick you can re-level the skills in end game. Not everybody, obviously.

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The easiest way to solve this is simply making the catch-up mechanic in early levels apply more aggressively, easing up on the penalty of experimentation.
Players should be encouraged to try new things, which from my understanding is a sentiment the devs share.

As for late-game solutions, I do think the current exp rate is fair, with the caveat that players need a way of making informed decisions (such as a testing room).

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Those last 3 spec points are actually kinda brutal, tbh.

As fairly new and casual player me and my friends found this current system pretty bad compared to any other game we ever played.

Trying out the new summoner builds, respeccing in the mid 40s was like a slap in the face as the skills went down by ~10 levels making the summons extremly weak. Going up to a reasonable level took around 15-20mins which were absolutly zero fun. Somehow you are activly punished for trying out the new and shiny stuff you just unlocked?

As someone who likes to jump in every now and then and try out new stuff i will probably not stick around too long if this doesnt change.

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This is why I’m confident when I say that it lowers player engagement. I’ve felt precisely that same impulse. I just haven’t given into it (yet).

i absolutely agree, especially when you have no characters yet (in regards of gold and respeccing) its pretty bad in my opinion. Beside that to stay on your point about the xp you are talking about, when you just relevel a few levels its fine in my opinion.

Its when you want to do indeed 10 levels or more were its gets ugly.

Well its true that you can do it faster in endgame i want to respec before endgame sometimes aswell. Then its actually a pain in the *ss in my opinion.

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