How can you be attached to something you're forced to throw away? You're, by definition, forced to detach yourself from the character. To elaborate, if, to echo the example the devs give, you need to re-roll a level 50 barbarian because you can't afford respecs, that means throwing your character away. These things you mention like consequence and investment just become tedious, and do not make your character mean more to you, they make it mean less. And you STILL spent hundreds of hours playing to get gear upgrades. Diablo 3 RoS had no cost associated with respeccing and it was great getting an item with, for instance, a 20% buff to frost damage, so you just open your skillbook and switch, no questions asked. This just makes experimentation punishing and way too tedious. That's totally legit, and it would be really dumb to get to level cap, start gearing up towards meta, then find something that's better than what you have, but you have to roll a brand new character to use it. That said, I totally get obtaining a new piece of gear while you're gearing up that could offer a substantial performance gain, but you'd have to respec to make use of it. There is no innovation in these types of games because the diehards dissect every inch of the game before it's even playable. There are people who pour through alpha and beta game files and find every piece of gear, every skill in the tree, etc., and they do some serious number crunching to figure out the exact optimal combination of skills, gear, ability rotation, etc.īy the time you, the casual player (comparatively speaking), get to level cap, the theorycraft has already been completed, so you're not going to find a build that works better through experimentation. I agree with this sentiment, but on the topic of experimentation, those cookie cutter builds you see in games like D3 and World of Warcraft are figured out before the current game build is even released.
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