I've been thinking a ton about respecs in ARPGs and where they fit in. From bullshit you make a decision you are stuck with it in D2, to being able to change your build on the fly without cost. Tough balance
People in online ARPG want both trade but also gear to drop that is worth looking at. Possible solution: have a drop only affix/property/mod pool, this stat is lost upon trading or crafting the item.
@ItsJustReeses I think what consumers need to keep in mind about investors in entertainment of an existing product it is a leech. This never effects things day 1, but now every dollar going to support Last Epoch doesn't go as far as Tencent takes a cut. Shifts the focus to mtx rather than game
In theory due to nostalgia I enjoy the gritty ARPGs. But in practice with time the grit becomes campy and constant repetition makes it impossible to maintain tone. But I still have difficulties looking at more cartoon ARPGs and thinking of them as an ARPG
What I want to see, just for the reaction by the PoE community. Is getting durability and ammunition into PoE.
It follows Chris "d2 has it" logic. You'd feel the weight! More clicks and time investment. Currency sink of casters constantly getting new quivers! It fits perfectly
@wabachaw Hey Waba I hope you are doing well! And I agree entirely. I feel from a design point, you keep it in for nostalgia and 1% rarity is better than 1 life per second but you make sure that as a stat it is a trap to progress. If MF is good it is a problem
To the seemingly 10 people who seem to be reading my tweets. With ARPGs what are your thoughts on MF/Quant gear existing? I always go back and forth
Ignore the current PoE AN problem, I mean in general
If PoE removes the multimod, attack/cast only and prefix/suffix cannot be changed; finding gear to pick up and trade would exist again.
This would shrink the power difference between low and high end players, make unique comparatively stronger thus usable and deflate currency
@ilicwindows Do you personally find the arpg choice of MF and such an interesting choice?
In existing games for solo play it doesn't effect how your character plays it functions as a tax where you have to nerf your character for the gains
@thorn_sebastian See I would lean into that direction too. But even a tiny sample of people from my limited audience which by default would have a significant overlapping opinion has more people wanting a form of MF than not.
Shows how far my opinion is away from the norm
@_animeprincess_ well I guess kinda if we are talking about any builds that are use skill X and under performing. And the transition we are talking about is putting so much currency into a skill that it works. But that is more of a separate problem
Obvious Take: If your arpg requires you to play one build to farm for the second build the progression system is kinda shit. Sure getting a chase unique and slotting it should enable a build but I should be able to transition into reasonably it not reroll entirely
@_animeprincess_ Reasonable transition to builds =/= everything is so powerful or simple that it is a mobile game. Accessibility to toys in an ARPG stifles creativity, players not being able to be curious because they need a mountain of divines just to try out and see if they like it
@_animeprincess_ I think it is ENTIRELY the devs job. I think "viable" is not a great word in this context because it means so much from person to person.
Players have been feeling the game doesn't respect their time, having to play another build before the one you want reinforces this problem