As part of Diablo IV's press coverage leading up to the early June launch, Blizzard Entertainment has invited Wccftech to participate in an hour-long roundtable Q&A session with a bunch of fellow journalists as we filed questions to Lead Class Designer Adam Jackson and Lead Game Producer Melissa Corning, discussing everything related to key systems such as progression, player customization (cosmetic and non-cosmetic), respec, crafting, and much more.
It was a massive chat, which we condensed and edited in the transcription. It should definitely answer many of the most burning questions Diablo IV fans have about the aforementioned topics.
I'll start with the big one. After the beta, one of the main topics within the community was the respec cost. As this factors into player customization, I was wondering if you are continuing to look at the feedback from the community and whether you are planning any changes at launch or beyond for that.
Adam Jackson: Our vision for respec, so to speak, is that we have to balance this idea that we want players to commit to a fantasy and a character and have actual weight and meaning to their choices. But we also want them to feel free to customize their character and explore and try different builds and fantasies and ways to play. Where we've landed on that is that earlier on in the game it's very cheap, basically to the point that it's essentially free, to respec your character and change around your build and experiment and do what you want, particularly through the campaign.
And then when you get to the really late game, we do want you to kind of start to optimize and focus on a build and focus on a real fantasy so that you can have that identity of, I am a werewolf druid, or I am a
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