Depends on what you wanna achieve. If that skill is your main skill at the time, my advise is probably better than respeccing all at once, sicne you don’t lose as much power.
Surly it takes longer, but it doesn’t leave you in a state where you become very weak.
Losing power is absolutely not a problem. I am experimenting, I expect that.
The problem is purely the time sync to try the experiment. Not only did it take me a few hours to get the 4 points back but only then could I spend the few hours I needed to actually and meaningfully test the change.
You’re saying you could have forseen that increasing the cost of Fireball from 17 -> 19 would result in a loss of 40 Arena waves. Excuse me if i laugh my ass off.
You can though, you can even work back from how long it takes you to go OOM at the lower cost to calculate your effective cast speed & therefore how long it’ll take you to go OOM with the higher amount Or just take the ratio of the old to new costs & apply that to how long it takes you to go OOM for a rough idea. It’s a bit easier with skills that have cooldowns since the cast speed is irrelevant.
That assumes I spam Fireball. I don’t. I have a rotation that Fireball is part of that also includes Magma Orb or Meteor (was trying both). And that rotation itself varies depending on what’s going on around me at any point in time. If I am near enemies I will cast “not-Fireball” more often. If am far from enemies and have room, I cast Fireball much more often (it’s homing and hits targets well off-screen). So even the rotation I use varies from second to second. Thus I had to actually try the 19 mana Fireball over many Arenas to see if it was sustainable.
what i am really struggling with on this topic is why everyone is against being able to “save” a build. When i have taken days to get my Mono / Farming Paladin together why cant i save that build to come back at a late time. I then spend more days building a pushing / Arena Paladin and i should be able to “save” that build also. I should be freely able to choose to play whichever Paladin i have previously ground out without any cost because i have already spent the time, materials & effort setting them up.
If i have invested the time, effort and materials putting a build together it should be a 1 button click to go back to a build i have previously ground out.
That is nuts. There is no way i am spending the hours to take a new char from L1 thru entire campaign (to get idol slots & all available passives) back up to L85+ so that i can can have 2 Paladin or 2 Sorcerer builds. That is far far far too much of a time investment requirement for a semi-casual player. I agree with having to do it 3 times for each mastery but once i have a particular mastery it should then only be a case additional time to spec into different build types.
It was a facetious reply, yes. The alternative was to ask him to read through the preceding 288 posts, half of which would probably tell him why his request was (IMO) a bad one.
Why not just make it so each skill you leveled, stays at that level, even if you respec, so that if you want to revert, you won’t have to relearn it from scratch?
This way, every new skill you learn takes time, but experimentation is not punished/discouraged.
What about if the game tracked your experience in each skill, and when you respecced you lost the experience, but previously earned experience in a skill were earned back at something like 10 times the rate? That would hopefully still prevent strategic skill swapping, but wouldn’t make players feel punished for experimenting.
I really like the idea, that way you will still need to progress “new skills” at the intended rate, but going back to your old skill if something didn’t worked will g alot faster.
Maybe restrict that to the LAST skill you have specced in that slot.
But this is by far the best idea i heard in this thread together with an idea i heard in another thread about maybe adding a 6th or 7th specilisation slot(no skillbar slot)
You get one free respec token for clearing the Den of Evil on each difficulty. This could translate over into one free respec token for clearing X Chapters of the story. Or even a set number of tokens upon completing the story, if they devs want to make it more of a “congrats, you completed the story” type of reward.
Beyond the freebie, in D2 you can get the token components from specific bosses and combine them to make another token. This could translate over into something like the loot chest at the end of a Monolith having a percentage chance to drop a part of a token, and upon collecting X parts you can combine them into a respec token.
A respec token could be applied to a skill slot to instantly “un-spec” the skill in that slot, refunding all points (while consuming the token, obviously) and allowing the player to rebuild that specific skill using all the points they had accumulated for that skill.
The player would be able to build up respec tokens at whatever pace the devs deem appropriate by playing the game normally (since completing the story and running Monoliths are standard parts of the game) but they still wouldn’t be so plentiful as to allow the player infinite respecs without a bit of time investment.
But why 10 times the rate? That’s still making me jump through a hoop for no reason. Why not just let me keep the experience? If strategic skill swapping is really an issue - which I do not agree it is for one minute - you can very easily prevent it through other means such as restricting the conditions under which a player can respec (e.g never while grouped with others, only when not in a Monolith or Arena, or whatever).