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I like the ability to change the skills and runes without having to go to town, it allows players to try all the skills and runes and see what they like more, but some people is complaining that we will have no commitment to our build anymore. I think +skill afixes on gear can help with that, but here's an idea I had that could maybe help having some more commitment and allow you to test all the skills at the same time.
They would only need to add some feature in town (nephalem altars again?), that will only unlock at high levels (45+ or so). On it, paying a certain amount of gold, you would lock your build, so you would not be able to change skills, runes or passives, but it would give a bonus to your character (+5% more damage, or +5% more damage reduction, or whatever they can think of. They can even let you chose the bonus you want from a list). This way, after trying all the skills, once you decide you like a build for your character, you would lock it and get a benefit from it. You could always go back to this altar and remove this lock, so you can change the skills again, but you will need to pay again to lock it once more and get the benefit with the new build.
Also, as some people will like to change their build often (pve vs pvp build, for instance), they could add an option to unlock a second build tab (costing a good amount of money to do it), so you can have two locked builds on your character, that can be changed without paying anything at the altars.
What do you think? This would add a bit more customization, have a bit more build commitment but keeping the hability to test everything.
Why are you so concerned about having to commit to a build? If you want to commit to a build, just don't switch around your skills. Or do you just want other people to have to commit to their builds so they can't copy yours? By the time I'm in inferno, I'm sure I'll have a build I'm committed to because I enjoy the play style; I don't need some feature to force me into one build.
Artificially limiting yourself to one build cant be compared to having a game which is made for you being limited to one build. It is not the same!
I doubt a +5% bonus for "locked builds" would be anywhere near enough to matter (if 5% was enough, then there would be no need for such a system anyway). Also I don't like the more complicated ideas for respec systems. Just something simple would do perfectly fine imo.
I see your point of not trying to directly penalize those who got a respec-fetish, and its admirable, but I doubt it can work well.
Why do you want to have increasing difficulty? If you want the game to become more difficult, just play with one hand behind your back. Or do you just want other people to also play at your difficulty so that they can't win the game without being as good as you are? By the time i finish the game, i'm sure i'll self impose a difficulty i'm comfortable with; I don't need some feature that'll force the game to become more difficult for me the further i get.
I dont like that my characters will not have "identity". No lightning sorcs, just Wizards. Every Wizard will be the same except for items. This is not good solution, but I agree that there should be some "specialization" of your character.
Hmm, after thinking about it, your argument does make sense, assuming one can treat the concept of wanting build commitment the same as concept of wanting higher difficulty. So, instead, what exactly are the reasons people want build commitment for? Something less vague than " build identity" and "wanting to be my own unique special snowflake Wizard," please.Why do you want to have increasing difficulty? If you want the game to become more difficult, just play with one hand behind your back. Or do you just want other people to also play at your difficulty so that they can't win the game without being as good as you are? By the time i finish the game, i'm sure i'll self impose a difficulty i'm comfortable with; I don't need some feature that'll force the game to become more difficult for me the further i get.
Agreed, it is not the same. Some people lack the discipline to stick to a build (rightly so, honestly). But part of any game is to be able to mix up strategies depending on the situation. Locking yourself into a build pigeon holes you into a way of playing. With one build, you use the same ol strategies and same ol buttons. I think it is a great idea to diversify your skills, and this new rune system allows you to do that.
But for those who have issues with having the ability to change strategy and playstyle at any point in the game, you will have to exercise some discipline. It will put hair on your chest maybe![]()
I never understood the argument about being locked into one build.
If Flux's write up is accurate, they are forcing build commitment by giving us a horrible, terrible, no good very bad skill UI. If you want to hot swap skills, it's such a clumsy pain in the butt that it's probably not worth it. Solution!
So, items are not enough reward to fill the I-haz-earned-it satisfaction void?
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