SirChancelot11 wrote: » Can the cost or cooldown scale based off of level? I get not wanting people to switch back and forth all the time, but I know when I hit 25 I'm going to want to play around with a few secondaries until I find the one I enjoy the most. Making that permanent sounds bad. Imagine logging in for the first time and being told to choose a primary archetype and that being permanent... You don't enjoy that class? Well too bad, you're stuck with it ... At Max level give switching secondaries a week long cooldown or something to prevent that from being a normal thing.
Optics- wrote: » Played lots of mmos Theory crafting IS WHERE YOUR PVPERS live…. Diminishing return for respec or increase cost per respec but their should be a window of opportunity to test/try/ experience each skill combo experience for players to be able to dial in how they want to play in relation to finding a viable build….
Vhaeyne wrote: » @insomnia It's like you ignored the whole point of my post. To point out: "Choices does matter". As if I explicitly said choices don't matter. Which I did not. I stated my personal preference and how this is a good opportunity to do something meaningful economically with the game. The point of my post is that this is a good opportunity to do something good for the economy.
Yuyukoyay wrote: » Locking the secondary archetype would give a lot more value on rerolling the same archetype more than once. So I'm actually for your class being permanent with absolutely no changing. Also it makes it harder to gather data manually which is better for the game in the long run. So locking them will delay the meta even longer and make the game fun for even longer. I'm all for it. However, the tree can't be permanent with no respecs because that will probably screw you harder and be a bigger reason for people to quit. That doesn't need to be easy to do though. I'd rather the price to doing it be some ridiculously hard to craft consumable so that the price changes with the game. So it's always ridiculously hard to respec. I'd like it to be a consumable either way that is hard to craft that has absolutely no pure gold sink option. I'd prefer it if the class was permanent for each character though.