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Posted

the skill checks in the game are so high and diverse, with level ups and points being so limited and far apart that I feel like I’m missing half the game. I’m about halfway through now and I’m struggling to care about anything because I can barely get half the information and due to skill checks. At least with being able to respec I could tediously go to the ship every 5 minutes and back to slot things into the categories I need, but not being able to and the checks being so high is just ruining the story and gameplay for me

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Posted

I agree but I also recognize what the Dev is trying to do here. 

The 2 DLCs will likely increase the level caps to either 40 or 50, so that either 20 or 40 extra points for you to spread. 

I think the better implementation is party assist like Deadfire has. Certain companion increase certain combat and non-combat skill by 3-5 points to assist you to pass the check. 

Posted (edited)

Dunno about TOW2 yet, but the original game was rather light on this. Like baby's first Fallout-Like. Even if you didn't specialize or cared much, you wouldn't face that many a hurdle. The same would apply to the game in general, like ressources being plenty and all over the place, also completely contradicting the game's lore and fiction of a struggling economy. They've announced they wanted to go a bit deeper with part 2. Which naturally may alienate those introduced fresh with the original.



That said, respec remains the single most bizarre "mandatory" feature ever introduced into single-player RPGs.

Still waiting for the racing game that lets you change car, gear and tires on the fly.
That Life Is Strange-Like that simply lets you reset all your choices, all the way to the start of Episode 1.
And of course the first Command&Conquer that lets you switch sides in the final battle -- Brotherhood of NOD has been cooler than boring GDI all along! 😄 


If a game makes you think it'd NEED respec, it's poorly designed, not because of the missing respec. FOMO doesn't apply though -- the entire point of character choice and specialization is offering a unique path that (in theory) only your character could experience this way. Whilst another player may have a completely different road to the ending credits. The three traditional archetypes targeted have been Combat, Evasion/Stealth and Diplomacy (see OG Fallout, Deus Ex. etc.). Naturally, with more nuances comes more options... Seeing this as a case of "missing out" is completely missing the point. The endgame is offering your specific character build his/her unique adventure.

I once build a New Vegas character that was basically all brains, sweet talk and luck. He had to "sneak" his way into Vegas, but in there, he broke the bank. 😄 

Edited by Sven_

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