Krayzen wrote:The reason I favor level based re specs, is because I don't see it as something that breaks the bank for low level characters and is pocket change for endgame characters. I don't think having re spec so readily available that some one might clear the dungeon with one build pop a re spec potion and fight the boss with another, and then change to a third build entirely for the next zone is a good thing. I don't think re specing should be trivially easy and constantly done on a whim, hard limits make it a serious decision because you will eventually run out, I suppose it's possible that some scaling cost could keep it from becoming so, I'm just not confident in that option myself.
Basically I want re spec in the game, but I want the cost whatever it may be, high enough that dropping off to town and min/maxing your build for every zone/boss is not really an option or something the game would need to be balanced for.
There is something to this. At first one thinks, "that's silly, nobody would respec for each zone. What a hassle and a bore etc." I thought it too. Then I thought, wait I'm imagining the game on normal. On very hard hardcore, after I've already beaten the game on non-hardcore very hard, I will know if certain skills worked better in certain areas.
But again, if it isn't hardcore it isn't an issue. If people want to take the time to respec for a zone let them. Didn't we argue before that respeccing cheapens the experience? This implies the opposite. The player would be intelligently respeccing to meet the challenge. It's just like choosing between a sword or bow for an upcoming battle.
In hardcore it does matter, because hardcore should be hardcore. Your build doesn't work well in this zone? Then you better suck it up and tread carefully! Heh
Krayzen I thin you have one wrong idea. TL 2 isn't going to be like Diablo 2 where you had monsters immune to 2 out of 3 elements, and you could only make.a build viable focusing on one. There may be resistant monsters but I think the devs agree that finding a monster immune to your main forms of attack isn't a good mechanic, it's a bad one. Resistant is another thing, and the devs, fact, have said that they are working to make all the skills viable choices, aka useful through out the game. Also note that in Diablo 2 you could spend 20 skill points in a skill and some skills sucked. In TL2 it will probably be 15 max in a skill, some with lower caps, and all being worth investment. This means there won't even be a need to respec to meet a zone's demands, as your skill portfolio will be diverse.












