S'kay. The post-game content is where the meat's at, the main game is still ez af
None that I remember, no. My friends and I finished a run in April or May and our drops were what you just said, better stats and little else.S'kay. The post-game content is where the meat's at, the main game is still ez af
are there any interesting items ? Because from what i have been looking at unique and legendaries are basically +5 to health type of things rather than changing how builds play.
None that I remember, no. My friends and I finished a run in April or May and our drops were what you just said, better stats and little else.
In the regular game from nowhere. You have more named monsters, more uniques, regulars with more modifiers and it's still a clickfest with potion spam. Maybe on veteran+ you have to stop and pull monsters within your DPS capabilities. In post-game mod content you have to think and move around a bit more, not a lot. So nah, there isn't any. It's just satisfying to play and see things go poof.None that I remember, no. My friends and I finished a run in April or May and our drops were what you just said, better stats and little else.
Then where comes complexity from ? Or there isn't any ?
I swear it uses diablo 2 music remixes in the early undead areas.
I don't look into who makes stuff. They always turn out to be giga faggots.I swear it uses diablo 2 music remixes in the early undead areas.
because Uelmen wrote the music
I actually modded my Diablo II install to use some of that music, it's excellent....
I got excited when you said "Free game!" and then got disappointed when I saw the epicgames link and a second time when it wasn't actually free.
I like how it allows for streamlined as well as experimental builds, which would still work, all the while staying modest in the amounts of possible buffs, debuffs, dependencies, etc. For example the Outlander, who is supposed to be a ranged+magic class, can be built around three skills and some general passives as a melee, hit-n-run dodge-master with tremendous DoT capabilities.Started this game after playing it for an hour at release and dropping it. I swear it uses diablo 2 music remixes in the early undead areas. Feels like a true D2 sequel (minus the art style) when PoE, Grim Dawn and Diablo 3-4 don't. Highly recommend checking it out and giving it a go. You can have your pet badger cast fireball on people, what more could you ask for!?
I'm with you on the lack of complexity being good. Games like POE with 10,000 nodes on a skill/stat tree is just too much. You never feel at home because you're always 'grinding' stat points in +2 to mana so you can unlock +500% fire damage 3 nodes over. Doesn't feel good to use.I like how it allows for streamlined as well as experimental builds, which would still work, all the while staying modest in the amounts of possible buffs, debuffs, dependencies, etc. For example Outlander, which is supposed to be a ranged+magic class, can be built around three skills and some general passives as a melee, hit-n-run dodge-master with tremendous DoT capabilities.Started this game after playing it for an hour at release and dropping it. I swear it uses diablo 2 music remixes in the early undead areas. Feels like a true D2 sequel (minus the art style) when PoE, Grim Dawn and Diablo 3-4 don't. Highly recommend checking it out and giving it a go. You can have your pet badger cast fireball on people, what more could you ask for!?
I'm not saying that insanely complex diablo-likes, such as GD or PoE, are bad. It's just that, from time to time, a simpler approach goes a long way towards simply having fun. No need to understand bazzillions of things every given time.
Games like POE with 10,000 nodes on a skill/stat tree is just too much
It's still an actual tree with hundreds of options. It's not even close to optimised.Games like POE with 10,000 nodes on a skill/stat tree is just too much
They addressed node bloat though, now the tree is super optimised in my opinion
"It's easy to juggle swords if you have spent 100 hours practice". The node system is a mess and never should have been put into a game.Basically it comes down to choosing your clusters, grabbing keystone nodes (ignoring the rest) and taking the shortest possible path. That's it. Very easy to optimise your build now. But I doubt you know what you're talking about.
The thing about Torchlight and Torchlight 2 that always amused me is that both games basically take the story from Diablo and Diablo 2.I swear it uses diablo 2 music remixes in the early undead areas. Feels like a true D2 sequel (minus the art style) when PoE, Grim Dawn and Diablo 3-4 don't
I'm going to agree with this. I completely get why you have front sided gate keeping, like you need this skill to get the next skill in the tree. This annoyed me in Diablo 2 until the 1.10 patch where they added synergies, but I think Torchlight 2 has those as well? It's been a while. I really don't get the gate keeping, as you described it, once you've unlocked the skill. I leveled up, you gave me a skill point, I unlocked this skill right here, but I can't put the skill point there? Why the Hell not? If I want to make a build, which might be stupid and screw me in the long run because I focused on just one thing, let me do it. If it's a mistake, I'm okay with learning the hard way.I'm playing a cannon engineer with robot summons and I would really like them to stop gate keeping my shit for no reason. Is +5 cannon shot really such an issue at level 12? Let me level what I want.
What are the switch controls? Did they update the UI at all? The loot screens a bit of a pig. Simple but no easy way to ditch all your normal loot to sellThe thing about Torchlight and Torchlight 2 that always amused me is that both games basically take the story from Diablo and Diablo 2.I swear it uses diablo 2 music remixes in the early undead areas. Feels like a true D2 sequel (minus the art style) when PoE, Grim Dawn and Diablo 3-4 don't
I'm going to agree with this. I completely get why you have front sided gate keeping, like you need this skill to get the next skill in the tree. This annoyed me in Diablo 2 until the 1.10 patch where they added synergies, but I think Torchlight 2 has those as well? It's been a while. I really don't get the gate keeping, as you described it, once you've unlocked the skill. I leveled up, you gave me a skill point, I unlocked this skill right here, but I can't put the skill point there? Why the Hell not? If I want to make a build, which might be stupid and screw me in the long run because I focused on just one thing, let me do it. If it's a mistake, I'm okay with learning the hard way.I'm playing a cannon engineer with robot summons and I would really like them to stop gate keeping my shit for no reason. Is +5 cannon shot really such an issue at level 12? Let me level what I want.
All that said, playing Torchlight 2 on the Switch is great. They really did an excellent job porting the controls to a controller. It's almost killed my desire to play Torchlight 2 on the PC. Not sure why they never added controller support to the PC version.
Everything works really well and efficiently with the controller. It's a very elegant scheme. Some of the UI elements were redone for this like the inventory as you mentioned, which is great since Torchlight 2 is very much a monty haul. It's such a great scheme, other developers should probably take note on how well done it is for this type of game. It's in stark contrast to NWN:EE on the Switch which is very much the bare minimum to make the game playable with a controller. It's textbook "Low Effort" from Beamdog. It flat out sucks.What are the switch controls? Did they update the UI at all? The loot screens a bit of a pig. Simple but no easy way to ditch all your normal loot to sell