Is there a full respec option yet?

Orbs of chance are fairly common, and at the vendor you can get an orb of regret for 2 scourings, and a scouring for 4 chances. So 1 regret = 8 chances. Not too bad when you also have the 16 respec points from quests.
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thepmrc a écrit :
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Saela a écrit :
I also think that it'll probably get old after a while, though. So at the beginning of the game we have newbies burning themselves, and middle/late game we have people restarting over and over and over and over just to test out minor variations.


Why would they start over and over and over to test 'minor variations'? This is precisely what the current system allows for... minor variation.


Because keystones are expensive no matter how you cut it. Building a character around the same 5 keystones over and over to see how it plays out with a couple of others isn't very engaging.

A summoning witch plays completely different from an elemental witch so making one of each is no big deal, but is it really fun to make three bow witches just to compare eldrich battery against chaos inoculation against blood magic?

Having said that, though, most of my arguments have been about keeping new players in the game and encouraging diversity of builds, not this stuff. It's two completely separate subjects in my mind, and I'll readily admit I've put less thought into this subject than I have the newbie one.

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Saela a écrit :


Based on this alone, I feel like they intend for this game to be an ARPG with MMO-like character reusability. Maybe that's naive of me, maybe the FAQ is out of date or incorrect, I don't know.


and if you want to full respec your level 100 character It should cost you a lot to do it!


And I never said otherwise.

I've suggested all sorts of constructive ways to deal with this problem, and not a single one of them has been to trivialize respecs.

Like I said in an earlier post...Respecs are already in the game. Why are you so convinced that this exact level they've drawn for them is exactly perfect? They just got it right on the very first try, end of discussion?

Suggestions on this have been everything from creating an XP bonus so that rerolling is less painful, to 1x respec per character (that's hardly "easy"), to tweaking the rarity of regret orbs. Every single one of those is bad to you? The rarity GGG came up with on orbs will never, ever need tweaking? Really?

I'll say it again: respecs are already in the game, we're just discussing ways that the system can be improved. There have been many, many constructive posts going back and forth on it.

I like GGG but I am not convinced that a system they came up with in closed beta is going to be absolutely-perfect-end-of-discussion without some tweaking and adjustments. Hell, they tweaked it most recently as of the current patch. Even they don't seem to think that it's absolutely perfect as-is. Nothing wrong with giving them different points to consider as they adjust it!

I am grateful that the people arguing against me have done so as eloquently as they have, this has been a productive dialogue! I hope the developers read this thread, I really do.
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Saela a écrit :

Because keystones are expensive no matter how you cut it. Building a character around the same 5 keystones over and over to see how it plays out with a couple of others isn't very engaging.

A summoning witch plays completely different from an elemental witch so making one of each is no big deal, but is it really fun to make three bow witches just to compare eldrich battery against chaos inoculation against blood magic?


This is exactly why I made this suggestion earlier in the thread:

One such option, that I feel, would be quite helpful and would be a pseudo compromise to the respecing issue, would be to add a few features to the online skill tree.
Meaning, if the Passive skill tree on the website, was able to handle information such as, being able to select which spells you wanted to use, how you want to link such spells, and maybe even as far as a very rudimentary stat selection, it would then be able to give you additional information like; Health, Mana, DPS, Crit Chance, and whatnot. By adding something like this, it would give players a better template to design, and theorycraft, their characters, rather than doing so in game.

It would alleviate the need for full respecs, because the most common errors would be misclicks, or small changes, and would also allow for better planning and theorycrafting.

I personally wouldn't think that it would be too hard, for GGG to implement such a feature to the skill tree, since they have pretty much the same code ingame. As for a way of stat allocation on gear, I'd say the easiest way would be to have a dropdown box, that contained the average stats of whatever mod, for say levels 20, 40, 60, 80, and 100, that way you'd be able to see how it would hold up, at different points throughout the game.
Ign: Desync
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Saela a écrit :

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A level cap of 100 is currently planned, but players will find that they level up more slowly as they gain experience. You'll need to be very high level and be very well-geared to contend with the end game content on the hardest difficulty level. These diminishing returns mean that the game doesn't suddenly end when the player hits some arbitrary point. If a player wanted, they could improve a single character for years on end.


Based on this alone, I feel like they intend for this game to be an ARPG with MMO-like character reusability. Maybe that's naive of me, maybe the FAQ is out of date or incorrect, I don't know.

Just pointing out that it's something they have officially stated. If it's wrong or misleading, then many of my arguments are indeed bunk.



This means that a player CAN improve a character for that long. It does not mean that a player SHOULD plan to make their first creation their lifelong project. Advanced players who figure out what they like, and get a good, solid build, can stick with that character for a very long time. But the newbie? Well, they're bound to make a couple mistakes unless they're used to this type of game.

In your other post, you made some really good points that just seemed to me to illustrate why maybe Path of Exile isn't for everyone. Yes, replaying the same areas does seem to be a part of the model. That was a part of my concern about players leveling up characters and then just waiting until time rolled around for a respec. We're *supposed* to play with several different builds. Given these thoughts, and that there have IMO been much better solutions presented in this thread over the last couple pages, I'm no longer really in favor of that periodic respec option.

However, I still think the Orbs of Regret could be more common, hehe. If they were, we wouldn't really need anything else, right?
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Dernière édition par VideoGeemer#0418, le 26 mai 2012 à 03:40:56
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Saela a écrit :

Because keystones are expensive no matter how you cut it. Building a character around the same 5 keystones over and over to see how it plays out with a couple of others isn't very engaging.

A summoning witch plays completely different from an elemental witch so making one of each is no big deal, but is it really fun to make three bow witches just to compare eldrich battery against chaos inoculation against blood magic?

Having said that, though, most of my arguments have been about keeping new players in the game and encouraging diversity of builds, not this stuff. It's two completely separate subjects in my mind, and I'll readily admit I've put less thought into this subject than I have the newbie one.


A valid point nonetheless.

I have no idea how this should be addressed though. With great possibility comes great ... this stuff? LOL

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to 1x respec per character (that's hardly "easy")


And also maybe a good idea. One per character. One chance to correct your errors. Don't squander it! Hehe

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I am grateful that the people arguing against me have done so as eloquently as they have, this has been a productive dialogue! I hope the developers read this thread, I really do.


As do I. The vast majority of these posts have been extremely well thought-out, and explore a lot of the things from many different sides of the issue, and GGG could probably get a lot out of this exploration of ideas.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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Cig a écrit :

One such option, that I feel, would be quite helpful and would be a pseudo compromise to the respecing issue, would be to add a few features to the online skill tree.
Meaning, if the Passive skill tree on the website, was able to handle information such as, being able to select which spells you wanted to use, how you want to link such spells, and maybe even as far as a very rudimentary stat selection, it would then be able to give you additional information like; Health, Mana, DPS, Crit Chance, and whatnot. By adding something like this, it would give players a better template to design, and theorycraft, their characters, rather than doing so in game.


I like where you're coming from with this idea. I think the difficulty would be in trying to come with approximate numbers based on what they think you'll be using as a weapon, armor, or skill gem. Even if you can select the gem configuration, the rare armor stats? All of those things make a difference as well... but...


Oh, man!! If the website skill tree, could use your CURRENT CHARACTER'S stats, passive tree, items ... you know what I mean? The website has access to your characters anyway, and their info. Link that to the tree builder. Sure, as you upgrade your items the resulting DPS and life and all of that would change too, but at least you could see, given your current character build, what would happen if you chose this and that keystone. Oh crap, they don't work together? Well cool, not I know that at least.

It's not a perfect solution, but still a cool idea. I'm not sure that it would eliminate the need for a higher drop rate or a one time respec for each character, because there's no way the site can substitute for actually playing the character with that build ... but even so it's a great idea.
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
Dernière édition par VideoGeemer#0418, le 26 mai 2012 à 03:42:16
Many MMOs with "complex" skill trees allow players to respec freely until level X. It's a nice way for a newbie not to feel overwhelmed by the skills when they try out the game.

The level limit is usually high enough so that you have a pretty solid idea of the character you are building by the time respecing stops being free, and low enough so that it doesn't kill the purpose of rerolling to try out a slightly different spec.
Dernière édition par XDementia#6681, le 26 mai 2012 à 12:18:04
I found a way to respec all my points, when you start the screen there is a button called Create new character, push that.
.....And that's all I have to say about that.
Has anyone here ever played Guild Wars?
It had a free respec system that worked great. Mind you,they had very few skill points compared to PoE...

But looking at different builds for example: dumping the majority of your points into abilities and having some other player with the same class and level walk by and double or triple your dps and utility with no way for you to change your points is really painful.
I for one support the time/xp cost idea.

And what about a repeatable quest of some sort that allows you to refund a certain number of points that YOU choose?
That way, the amount of time the players have to wait between respecs can be controlled easily, and players can redistribute the points as they see fit.

EDIT--------------
And this would mean that players don't have to exit the game to do character planning on the online calculator.
BUT expanded calculator functions would be useful as well.
Dernière édition par bcbear#0402, le 25 juil. 2012 à 02:36:06
Still new to the game and trying to get my head around the skill tree and current respec options. but has there been any thought on getting say 1 respec point per 50-100 monster kills?

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