Like most features within a
game, whether respeccing is good or bad, balanced or broken, will depend
entirely on how it's implemented. Let's
ask ourselves what some reasons for the addition of this feature might be.
1. A dramatic change to the skill trees.
I think we can safely assume that there will be at least some skill rebalancing. A respec would save a lot of characters from
the bin.
2. Improvement of game playability/enjoyability
at low/mid levels.
Something that has been missing for a long time. A respec would allow characters to invest in
skills that are good while you're playing through the game but bad for endgame. Synergies helped with this problem somewhat but still left a lot to be desired.
3. Giant changes fundamentally alter the way the
game is played.
Let me explain why respecs work in WoW and what some of the fundamental
differences are with D2.
a. In WoW, endgame
content requires a max level character.
In Diablo 2, with the right gear, you
can do everything with a level 75.
b. In WoW, creating a max level character requires an insane
time investment.
In Diablo 2, creating a level 75
character is a trivial feat that can be accomplished in a few hours.
c. In WoW, the best
items bind to your character.
In Diablo 2, no items bind. They're all easily interchangeable between
characters on any account.
d. In WoW, you've got a lot to do:
quest, raid, battlegrounds, farm gold, farm ingredients, pvp
In Diablo 2, there are 3 things you do: PvP, PvM, magic find.
e. In WoW, content is
continuously being updated and the world is changing.
In Diablo 2, you're lucky to get a
small content update once every 3 years.
I don't think I need to go on. You can
see why respecs make sense for WoW. It's
an ever-changing world with a lot of specialized stuff to do, where you need a heavily-invested character
that is not easily replaced.
Now, if Diablo 2 became more like WoW in a few of those ways, cheap, accessible respecs might make sense. If it does not, there may still be an argument for what I believe Blizzard has proposed--one easily obtained respec and possibly limitless difficultly obtained respecs.
Why do it?
I think the biggest reason, aside from saving characters from a skill rebalancing, is to make the early game more enjoyable. It's largely skipped because it's very hard to make a low/mid level playable character that won't be ruined for the endgame. I'd like to actually play through the game and explore areas outside of Worldstone Keep and Uber Tristram. Of course, I'd like to be rewarded for it too. I want to be able to find the best items while I'm playing through the game... maybe even some items that Baal runs won't give me. It's crazy that there are 5 acts and, for the most part, people only play in 2 zones.
How would we go about implementing this?
Well, to make respecs valuable, they ought to require less
time to obtain than a new character at your current level. That means that a respec at level 75 should
probably not require more than a couple hours to earn. A respec at level 99 could require two weeks
to earn. I'm guessing that they'll go
with something in the middle that applies to everyone.
Are they going to make respecs a commodity? Will the trick be to cube 12 Standard of Heroes, or will it be an intangible quest reward, or something else? Maybe it'll be a small charm with 1 respec charge, and once it's used it's locked into your inventory forever, reducing your capacity to 39, and by one more for each successive respec.
What are some objections? (I didn't say they were all good.)
1. It creates a one-build world. Less specialization, less investment, less
variety.
This is Diablo 2 we're talking about here. You can create a new level 85 character in a matter of hours if you know what you're doing. If it's pretty tough to earn a respec, you won't see people doing it all the time.. they'll likely find the build they like and stick with it.
2. It makes it too easy on noobs who don't know
how to plan ahead and allocate points.
Indeed, it does benefit noobs a bit more than pros, however, even pros have lag-clicked an extra point into a skill they don't need. If it's not an easy thing to do more than once, noobs will have to learn their lesson quickly.
3. It ruins the role playing aspect of the
game. It's not very rpg-ish to have
respecs.
You're not being creative enough. Ever hear of a Hyperbolic Time Chamber? Maybe your character got knocked on the head,
lost all her memories, and got stuck in a timewarp where she did a lifetime of
training in a matter of minutes. Maybe it was all a dream and when
you respec, you're just waking up from the bad build nightmare. Who knows? Use your imagination.
4. If they're gonna do it, they should go all
the way. No limits!
The response to this is the first objection. There are a lot of reasons to limit the respecs, at least with things the way they are now. Plus, infinite, free, easy respeccing would surely be a bad thing for power leveling sales :P
So, that's my take on the issue. We'll just have to wait for the PTR to see what Blizzard does. Until they screw it up, we don't have much to complain about.