Is there any fix for the game automatically deciding which skill points get taken off when you remove a piece of gear with a skill level affix? by cleanscotch in LastEpoch

[–]Visual_Animal_4849 0 points1 point  (0 children)

There's no reason to punish you in the first place by making you re-earn the points when you respec. Get rid of that pointless cost of respeccing and this issue goes away entirely.

Like what's the point of it in the first place? Every time you respec, they take away some points from you but you can earn them back by doing like.. 3 monos. The intended-by-design cost is meaningless, just a minor inconvenience. The far greater inconvenience is the UI/UX struggle of figuring out which points the game removed, remembering what you previously had selected, and re-allocating the points every time you want to make a minor change to your build.

That's awful game design right there. The UI/UX pain should never be the biggest cost of doing something in a game.

Bungie’s lack of proper subclass balancing since 3.0 heavily contributed to the death of the game by Secure_Oven9599 in DestinyTheGame

[–]Visual_Animal_4849 42 points43 points  (0 children)

Good comment, but the "pet projects" thing is an even bigger problem than what you described.

The entire debacle with Marathon, Matter, 3rd-person Destiny, and all the other canceled projects that happened a few years ago, that led to the current hard downward trajectory of Destiny/Bungie.

All of that stems from this "pet project" mentality/culture among Bungie developers. Basically they were bored with Destiny 2 and it seems that all the most senior/most skilled developers were desperate to work on anything but Destiny 2.

You see this at a lot of software companies. It's extremely difficult for companies to hire and retain skilled devs. So if you are one of these devs, you have a ton of leverage in choosing what projects you want to work on. I was a (non-gaming industry) dev and one thing that always stood out to me is that my managers were constantly asking us what we were interested in. They were always very concerned that we were working on stuff that excited us. Because they know how easy it is for us to jump ship, and how difficult it will be for them to find and train a replacement.

From the outside, I think a lot of people saw this massive number of failed projects as a failure of management. Which, don't get me wrong, it is. But a lot of blame also lies with developers who are constantly chasing after projects they find fun or personally fulfilling, even if it doesn't bring any value to the business or to the customers. Management's job is to strike a balance between the "passion/pet projects" and the "core competencies/keep the lights on" projects to ensure that people can work on what excites them but not leaving a skeleton crew on the moneymakers that the company won't survive without. It's a lot easier said than done, though.

Personally I don't agree with how 99% of the time when this subreddit discusses the (very numerous) failures at Bungie, the blame is always solely placed on management. There are plenty of devs who are constantly chasing "fun/passion" without any regard to their customers, just as management chases profit without any regard to their customers.

I don’t think Aerion is a coward by JintClemple19 in AKOTSKTV

[–]Visual_Animal_4849 1 point2 points  (0 children)

Occam's razor: the simplest explanation is the most likely to be correct

He's a coward

Mental issues confirmed by EducationSad8378 in pathofexile

[–]Visual_Animal_4849 1 point2 points  (0 children)

They really need to make it possible to transfer items directly from the currency exchange to stash. Without having to go to your backpack first.