| That is a pretty cynical view. Do you think that was the idea when levels were added to classic pen and paper RPGs like D&D? Levels are a way to give players choices about how their character develops over time. The choices they picked as their character levels up make up part of the story of their character that makes it uniquely yours. This is why I hate easy respec mechanics that a lot of modern RPGs have. When you respec your character you destroy it's story. Your level 60 paladin is now the same as anyone elses level 60 paladin. A blank slate divorced from your personality. You have broken the illusion that even the very term Role Playing Game was intended to be about. In the game I work on, Path of Exile, we have specifically made respec something that has a cost. The more you want to change your character the more costly it becomes. Changing your character then becomes part of the story of how it was created. |
My gaming group gave PoE a very serious try, and all eventually got bored, and I think this "feature" you boast of is part of the problem. To me, the good part of PoE was in evaluating different combinations, trying them out, seeing what combos work well together, etc. The gem system is fundamentally very good (except see the next graf). But locking in passive-tree choices prevents players from fully exploring the system you built (unless they're willing to invest thousands of hours). With an investment like that, any moderately-serious player will be driven to spend more time studying the wiki than playing, because a wrong choice is very expensive (though at least respecs are not impossible).
An even bigger problem, while I'm pointing out this I didn't like in PoE, is how a major factor in creating a potent build is grinding for "currency items", for dozens or hundreds of hours, to do things like reconfigure links on items. I think this sort of system is exactly the sort of thing that validates the sort of cynicism demonstrated in the parent comment. High performance is predicated on meeting a certain minimum skill level, and then investing the (many) hours.
And the latter two issues tie together, btw... because the respecs are expensive, you have to ensure that even Very Bad Choices are still viable, which is part of why there's never any meaningful challenge, except the challenge of staying awake while you grind.
Since you mention "story" and "illusion" and "role playing game", PoE's story, like nearly every other game's story, is basically total garbage. And the claim that a character is "uniquely yours" is laughable. Go look at your character creation process: choose one of 7 uninspired archetypes, listen to the dopey grimdark backstory, and sign up for the railroad characterization. You appear to want to hang your hat on writing that, in the realm of novels, would consign you to a vanity press, which baffles me.