If it is a matter of allowing people to regret their latest choice, after trying it, then I would be fine with having a free “undo” button that reverses the very last thing you did in your build (skill, node, passive, whatever), for a few hours after making the original change.
With the limitation that you can’t use the undo more than once per level gained or once per day or something, so you cant just flip-flop between two builds for free.
And as long as it only allows you to go back one step. Which should be enough if it is only to test how it works.
By default it should stop working at max lvl, after you have spent all your points (well, X hours after spending your last point). By that time you have had plenty of time to test stuff, and have committed to a build, that will require a respec to change.
On a slightly similar note, while spending skill points or attribute points in the UI, nothing should be bound before clicking an accept button, so you can place all your points before committing to change it. “Missclicking” should not be a thing, ever.
Doesnt change the facts that those builds you might reach through theorycrafting (which, to mention it again, is not a problem; theorycrafting builds is basically what A-RPGs are about), will be very different if you can respec, than if you can. Nobody is saying that theorycrafting doesnt matter. It does. And it should. It also matters a lot back in 2000. Tons of theorycrafting was happening in D2.
Respec limitations do create build variety, by changing which builds are optimal.
Indeed. And limiting respecs, limits peoples ability to optimize. Resulting in more build diversity.
It does. You can optimize toward GRifts, Rifts, push, speed etc. If you had no respecs you couldn’t do that. Or rather, you could, but it would be less efficient than it is now.
That doesn’t mean D3 doesn’t have other problems with diversity of course, like set items etc. But respeccing is a significant part of it.
Yeah, that is another problem. Shared paragon is one more.
A lack of content diversity/crossover between activities is also a big problem. Allowing for more optimization toward each type of activity. But it still doesn’t absolve free respecs from its role.
Agreed.
All overworld dungeons should always be around.
Having new “challenge dungeons” each month/season or something could be interesting though.
Like, each month/season, a few new challenge dungeons are replacing the previous ones. Each dungeon should be semi-handcrafted, but 100% static, with specific challenges in mind. They would still be using the art/skins from the actual overworld dungeons of course.
That could be good competition/leaderboard content imo. Rewards should be fairly low, due to the static nature of the challenge, so it isnt efficient to farm it, but people could compete against each other, and themselves, in a more “fair” way.
Unlike the so-called “challenge dungeons” in D3, you should be using your own character of course.