But if you have already played your multishot DH for more than those 30 hours, you already got that respec token. It it not like you wake up one day, thinking “I want to switch to GoD DH”, and then you must farm for a token for 30 hours.
It can be pre-farmed.
Though, if you respec to GoD, and then want to go bad immediately after… then you might be looking into that 30 hour farm. But nothing stops you from doing that first shift from multishot to GoD.
So for people who play one build for a while, and then decides they want to try something else, for a while, a respec cost (or cooldown) would not really affect them.
The problem is I tend to have a predominat build and then minor builds that I play for the same class. I often switch builds a couple times in the same day. With high respec costs at end game this could not happen, reducing game replayability for me. Even a simple change like switching a rune and its associated element should not require farming 30 hours.
Also, this may sound strange but playing the same build for too long tends to hurt my hands and wrists. By flipping up builds, slightly different muscles are used/their pattern of use and gaming becomes a less physically painful experience.
I prefer giving players options and freedom to experiment within their class for them to enjoy a video game, rather than making them “locked” into a particular build (assuming that you do not have a respec token on hand).
This would be way too punitive. If the developers adopted this in D4, the player outrage would be so great, that respec costs would either disappear or be significantly reduced.
Hopefully not.
Of course, D3 runes do not exist in D4 anyway, so it doesnt really matter. As far as we know, you cant really change dmg types on skills in any easy way. Hopefully it stays that way.
But changing a skill, a skill upgrade, a passive, a single attribute point, etc. should all count as a full respec, and have the full respec cost. Because they can be.
If we can freely go between a fire dmg build and a cold dmg build, without having to pay the respec cost, then the whole thing becomes pointless.
Changing a single attribute point or passive at end game counting as a full respec is ridiculous concept to me and far too punitive. If Blizzard adopted this, I know for a fact that the outrage would be so great that the developers would ultimately have to change it.
If I were you, I wouldn’t keep wasting my time with this guy. I don’t think that’s possible to have a discussion with someone who pretends like he doesn’t know what’s an analogy, whenever it’s proven wrong makes like that paragraph doesn’t exist (and even has the nerve of demanding a response for his things), and dismisses things without reasons.
Deliberately doing that is a complete lack of respect.
There is a difference between a suitable analogy, a false analogy, hyperbole, and non-sensical hyperbole.
Others claim that free respecs = god mode like being immortal or doing infinite damage. You may say that this is an analogy. I think it is nonsense.
Some have claimed that having free respecs makes the game meaningless. I have demonstrated that this is not the case. There is too much hyperbole and rhetoric. It is clear to me that some want high respec costs and others do not. You have every right to voice your opinion as long as it follows the forum rules. I have the same ability.
To my knowledge, nothing I have said has been proven wrong. Moreover, most of what I said is opinion-based. If I said I live on Mars, that is wrong. If I say that I and others prefer free respecs that is fact, but the idea is still an opinion.
If there is a question that you want answered that I missed, please feel free to ask again. I can disagree with your viewpoint with civility.
As your quoted posts illustrate, you are trying to use hyperbole to make your point.
This comment of yours was in response to my suggestion that if an individual player wanted to have respecs costs to be high to maximize their own personal enjoyment of the game than that can be rule that player self-enforce.
You used an analogy that this is similar to arguing do not use an OP item if you want balance in the game. Your analogy does not match.
Moreover, I have felt that certain builds are OP. As a result I chose not to play them because I had self-discipline. My choice of not playing an overpowered build does not interfere with your ability to play an OP build. That is a major difference. Having free resspec cost do not obligate you to respec. It is a choice.
You are equating the imposition of high respecs at end game with setting my mainstat to 99999999999999. This is preposterous in its exaggeration. Wanting free respecs is not equivalent to making an impossible main stat.
I hope you understand my answers and why I do not think your argument is compelling. The question that I asked more than once to be answered was the claim that only 2% of the meaning of the game came from class choice while the insinuation was the other 98% came from high respec costs making your character’s selections meaningful. I suspect that hardcore versus softcore is meaningful as well as what activities you choose to engage in and how you perform combat in the game.
These extreme hyperboles make no sense to me.
If you want to have a more productive conversation, I suggest:
Stay away for hyperboles and exaggerations
Acknowledge that many players want free respecs as well as many players want high respec costs at end game
Acknowledge that we do not know precisely how many want free respecs versus costly respecs.
Acknowledge that D3 had free respecs in response to feedback from D2 and that many players have replayed the game alot due to being able to freely switch builds.
For me personally, I wonder how long it will take to level a character to end game. How long will it take to level a character of the same class to end game after having done it once? If respecs costs are too exist, then what would be fair cost.
High respecs definitely will discourage experimentation, leading to a significant number of players simply copying/pasting internet guides. I would dare say that it will be even more than what we see in D3.
If your argument is that free respecs are beneficial, you do realise that means you’re also, by necessity, arguing that non-free respecs are detrimental, which is what myself and others have been telling you, i.e. it’s detrimental to the game.
That does not follow.
Both can have benefits and detriments.
The benefits of limited respecs are just far outweighing the detriments.
But they are the reason why we should not have zero ability to respec, but rather have a limited way to respec.
I’ve yet to see any benefits of preventing players doing what they want to, when they want to. This would not encourage me to experiment with builds. Quite the opposite.
My opinion is that there are no benefits for having high respecs cost at end game, especially since I have already invested the time to reach end game. In contrast, free respecs have a multitude of benefits: more freedom of choice, more flexibility, ability to use effectively gear that I have farmed, etc…
I think the fundamental principle that I am operating on is both opinions have a degree of validity. Given that the player is already invested with a significant time commitment to reach end game, the adoption of my view does not impose an additional burdern on you. If they adopt your view, a significant is imposed on all players who may want to tweak their build at end game.
Also, if it takes 50 hours to reach end game, how long do you think you need to farm to respec once? What does Blizzard mean by “appropriately match”
Here is the quote from the blog:
“In the end-game, changing your build will require a significant investment, to appropriately match the time and effort you’ve put into defining your character”
Well, imo you should not need to farm at all. Just have a cooldown on how often you can get a respec token.
Maybe you get a respec token each week or two, and you can at most have 3 at any time (all of this is per character, and tokens would be bound to that one character).
If you have to farm for it, I’d say you should expect to see a token drop every 30 hour. But I dont really like the RNG of that. And here you should also only be able to carry maybe 2-3 tokens, so you couldn’t just save up on them for later.
(I guess, to reduce the RNG, it could be that you need 100 respec shards, to create one token, so each drop would be less RNG heavy)
As for those 50 hours to reach end-game. Probably shouldn’t take 50 hours to do that. 10-20 hours to lvl a character to max seems fine, depending on your speed and if you have lvling gear from previous characters. Though if there is enough content in the game to justify it, the journey could be longer. One might hope the change from lvling to end-game in Diablo 4 is a lot smoother than in Diablo 3, so it isn’t so much either/or.