![]() On that note, I want tooltips to allow every player to be informed from the start and therefore not need the respecs in the first place. When they were introduced, I ended up just exploiting them to strength bug my gear because I didn't need them for their intended purpose: for the informed player, all respecs do is allow them to use less planning in their lower levels. I don't know if this is what you mean by high horsiness, but I'm basing this opinion largely on the fact that I played a lot of Diablo 2 and became so comfortable with my knowledge of which skills scaled well and why that respecs were entirely pointless to me. In effect, making respecs possible makes respecs more necessary. Respecs mean that a lesser combination of skills have to be play tested due to the fair assumption that every player will have access to every build. The second design issue is that it modifies the balance of skills. If you make the game balanced for suboptimal builds, then the game is too easy for people using optimal setups. The first design issue is that respecs modify the balance of the game: if you make the game balanced for respecs, it's too hard to play with a bad build and then it's less of a roleplaying game and more of a bad action game because everyone is playing more or less the same game. I think that respecs are a relatively new concept in role-playing games and they represent two design issues through their late introduction. ![]() If not then well, plenty of other classes and other games.Ĭlick to expand.It's your fault for picking a low horse at the start of the game. ![]() If they patch it and make it better for STR based chars I'll revisit my engineer. I'll probably plough through the game maybe up through NG+ (no extra pluses) and not worry about it afterwards. Right now my engy is a beast, but I'm only just starting Act 3. The new shine has really worn off, so to speak, and the stat and skill system being so easily to mess up and easy to exploit have left a bad taste in my mouth. Honestly the last couple of days of researching builds and min-maxing have really soured me on the game a a whole. I'm fine with it at 5 points and I'm fine with onslaught not being the most min-maxy skill. Thanks for the input on dyanmo field earlier. The end result of all of this - the most efficient builds are ones whose primary damage skills don't use charge for offensive maneuvers at all, i.e. So, they came up with the charge system and stat weights in order to encourage non-casters to mix in regular attacks with their skills. It's ironic because Runic specifically said that they wanted melee classes to be more auto-attack focused before the game released.
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