Skill Respec
Posted: Fri Feb 18, 2011 11:50 am
I'd like to be able to respec my skills. Not the stat points, since that seems like it's going a bit too far to me, but I think that being able to purchase a skill reset for say, 750 gold, is a good thing.
I just played through my first sun paladin, died around level 36, and I chose some skills that turned out to be awful. I feel like, to some degree, I was gypped. How was I supposed to know how useless they were without reading spoilers?
I spent somewhere between 6-8 hours on the character (and while that's really not that much, it's longer than it takes me to ascend in nethack, so I think it matters) only to learn when I got higher in levels that certain damage skills scale very, very poorly to the enemies' hitpoints, even with high stats. I got behind, not because I'm stupid, but because the value of skills is not really determinable by their descriptions. You have to play around to get things right. Because I can't play around with skills at all without starting a new character, this looks like sort of a "gotcha" system. It almost feels like you're pulling a prank on us.
There's plenty to learn already, like how gear should be arranged, what stats to build, what skills go with what playstyle, what order to do dungeons, how to beat certain bosses, what resistances you need when, how to solve the puzzles, and so on, without needing to allow a character, representing several hours of my valuable time, to be hobbled by filler skills that either suck or are designed to be used in very painfully specific builds.
While the playstyles vary greatly between classes in ToME, and the skills are generally creative and fun, I think that in one respect, other roguelikes like Nethack, Crawl, and ADoM, have a slightly better idea - you train what you use repeatedly. You have less potential to end up with a worthless character that way. In a system like ToME, where I'm limited in my options by what skills I've picked and can never go back, not allowing a respec is just mean.
I just played through my first sun paladin, died around level 36, and I chose some skills that turned out to be awful. I feel like, to some degree, I was gypped. How was I supposed to know how useless they were without reading spoilers?
I spent somewhere between 6-8 hours on the character (and while that's really not that much, it's longer than it takes me to ascend in nethack, so I think it matters) only to learn when I got higher in levels that certain damage skills scale very, very poorly to the enemies' hitpoints, even with high stats. I got behind, not because I'm stupid, but because the value of skills is not really determinable by their descriptions. You have to play around to get things right. Because I can't play around with skills at all without starting a new character, this looks like sort of a "gotcha" system. It almost feels like you're pulling a prank on us.
There's plenty to learn already, like how gear should be arranged, what stats to build, what skills go with what playstyle, what order to do dungeons, how to beat certain bosses, what resistances you need when, how to solve the puzzles, and so on, without needing to allow a character, representing several hours of my valuable time, to be hobbled by filler skills that either suck or are designed to be used in very painfully specific builds.
While the playstyles vary greatly between classes in ToME, and the skills are generally creative and fun, I think that in one respect, other roguelikes like Nethack, Crawl, and ADoM, have a slightly better idea - you train what you use repeatedly. You have less potential to end up with a worthless character that way. In a system like ToME, where I'm limited in my options by what skills I've picked and can never go back, not allowing a respec is just mean.