He says they don't want you just going to town and switching into new gear and having a new build done. So, you can replay the same class and build it differently. The other more important point is that they feel it will help with replayability where seasons are involved. I'm not sure if they're actually the majority, but they're quite vocal about it and clearly being heard. One is that a lot of players want more meaningful, permanent choices. So, when you hear them talking about the incentives of having a paid respec they mention two main points. Then there was that legendary storyline ring which really decided things. I can still switch to DPS and be pretty effective in most content but he's a tank. So I wanted to make a Fury Warrior but, you know, I do quite enjoy tanking and tanks are always needed more so eventually my gear ended up deciding I was a tank. Even with the free respecs you do sort of get locked in to one role because of how slowly you find late game drops and how it distributes it based on the role you're playing. They assume a player will have this amount of gold by level 60 and sort of forget that a player might have spent it all on respecs. That sort of broke the game because by the time I unlocked mount training I didn't have enough gold for it. I'd spend all my gold respecing when a group couldn't find a healer or whatever. Like, back in early WoW days I was playing a class that could melee and cast spells and cast heals. So, are we really gaining anything at all by having a gold cost tied to it? We dont really have enough info to judge it and cost is easily changeable. WoW originally had increasing prices for respecs, then added dual-spec and today you can respec freely in town.) Could also be fun to see a Diablo "souls-like" spin-off and replace the mouse click spam with some proper action combat! As it is, I feel like I'll probably end up with 4 buffs as my moves to improve the single spell that's on right-click that can proc an explosion of fireworks just because its optimal for damage even if its sub-optimal for engaging gameplay. But there's a part of me that wishes we could go back to the original Diablo, which was a fork of roguelikes, and head back in that direction instead of going in the MMORPG direction. I'll still be playing it on launch day, same with every Diablo. Reminds me a lot of Lost Ark only darker and with less classes and abilities out. The leaked footage I watched made the open world seem sort of empty and boring. They'll strengthen the surrounding nodes so it might be worth getting all of them, which is a lot of points already used. Especially with the slots you put an item in, like we've seen in Path of Exile. The paragon board looks MUCH better than the paragon system in D3 but I do feel like we'll still see a lot of meta builds in that area. Like, a rune that casts spells on crit and stuff like that. Reminds me of Path of Exile runes which were pretty fun. Not wanting over overcomplate things lol. They menioned procs playing a big part in making up for having so few abilities on the bar. Like, if its 1 more skeleton or double damage fireballs I'm going with the fireballs. I feel like I'd just pick the one that sounds best regardless of what I had in mind. They also mentioned "book of the dead" for Necromancer with a few options to shift towards various weights of summons to spells which sounds like a good idea. I usually wait until I know all the bosses and that's kinda cheating, in a way. I'm seriously considering playing hardcore first, this time. If you want REAL consequence then it's all about playing on hardcore with permadeath. It's one of those things I think players can decide for themselves and add just not respec if they like being stuck with their mistakes and rerolling. Give players a chance to experiment at the start then lock them in after the lock themselves in. Yeah, it sounds like a good enough respec system.
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