I was thinking about how the process of improving stats on the cRPG website could itself be improved. Currently, when you assign points to attributes, proficiencies, or skills, the website asks you to confirm your selection. At that point, the stat change is permanent, and only a 50% xp respec, retirement, or training lessons can change that. At the same time, I was wondering how build fuck-ups could be resolved by the user, rather than a trip to IRC. Furthermore, I was also interested in build experimentation: I was having a discussion with San the other day and he said he didn't mind buying Training Lessons right before the WPF change/free global respec patch because it allowed him to try two high-level builds within a few weeks of each other.
Background aside, this is my suggestion: A Stat Lock-In feature on the cRPG website.
Under this Stat Lock-In feature, any stat changes made on the cRPG website would be saved and applied to your character as normal. But those stat changes would not be permanently "locked-in" for a set amount of time, say one hour.
What does this feature achieve?
1) Fuck-ups. Any fuck-ups due to simple human error or patch-changed-an-item-and-now-my-build-is-bundle of sticks-a-mini-respec are now self-resolvable. The user can just reassign points as preferred within the lock-in time (one hour).
2) Build experimentation and refinement. With an hour for any stat changes to be locked-in, players can test builds. "I don't know if I should go 21-18 or 18-21. Oh, I know! I'll test both builds on battle. Even playing for 20 minutes for each build should give me a general sense of the advantages of each build. Then I can just choose the build I want to go with before the lock-in period ends."
3) Buyer's Remorse. Somewhat overlaps with Fuck-ups and Build experimentation/refinement, but worth noting. Most cRPG players have probably had an instance in which they regret the way they specced a character. This feature will partially address that (Remorse felt after the lock-in period can be addressed by the standard xp respec/retire/training lessons avenues).
Addressing Abusability
This feature shouldn't be abusable as conceived. With only an hour-long lock-in period, players would only have a limited amount of time to test, refine, and/or fix their builds or stat changes. There are two ways to implement the lock-in period: a timer that is reset every time a stat change is made, or a timer that is specific to each stat change made. With either implementation, builds will eventually be locked-in (because people need to sleep).
Questions, comments, and criticisms are welcome.