One thing I thought was neat was that some minor quest elements were randomized. I would have liked more variety in monster spawns, but the upside is that some stuff also makes the world feel a bit more cohesive and interesting (bandit forts, tribal creatures in villages, etc.). I would still rate it above Diablo 3 because the differences between both overland and dungeon areas were pretty drastic in the games I played, as well as the size of locations and positions of dungeons etc. There are definitely more fixed elements, and I would have liked bits and pieces to appear randomly, but we have to consider that a) this is a 700 MB beta, with file size kept fairly low, and b) they could always add more in future updates or the final game (Blizzard did this during the Diablo 3 beta). It's like it took them two years to implement multiplayer and that's it. The randomized side quests are about as banal as the Hatch quests in TL1. The skill trees are noticeably better than TL1 but a lot of the skills are pretty 'meh.' There's no crafting. It's basically TL1 with bigger tile chunks using the instance/zone line thing to create an overworld. Honestly the more I play the more I wonder what the fuck took so long on this game. I'll have to take back the 'the more I play the more I'm impressed' sentiment I dropped earlier in this thread. I could write more convincing side quests. At least nothing noticeable in comparison to Torchlight 1. They hired a writer to add some meat to the story (JD Wilker or something) but, so far, it doesn't seem like he's done jack shit. Yes, the tile sets are randomized but the side quests and dungeons were all exactly the same for each of the three characters I played through on. unless there are a few summer days in September (I'm not up on my equinoxes).Īlso also, I'm not seeing much in the way of randomization in the first act. Honestly if they haven't made a call on something like that now I don't see how they're going to make their projection of a summer release. On a side note in a thread where people were wondering about the lack of gem transmutation one of the developers hinted that while that was ruled out they are still debating something similar, perhaps crafting or something. But, yeah, that's not challenging in the slightest, just shitty design. I eventually beat the guy just buy buying 40+ potions in town. There's a noticeable lack of health potion drops on veteran. Some might say this is even too much class flexibility within an RPG, though I'd argue because it's a single-character game, highly-specialized characters working as a unit are less important (though multiplayer at high difficulties might change those needs).ĭiablo 3 does not allow for that kind of flexibility despite its one-size-fits-all "DPS is everything" system there's probably more build possibilities in Torchlight 2's individual classes than in Diablo 3 entirely, which is kind of just sad. Same goes for weapons - dual-wielding knives feels very different from using slow, heavy mauls. Moreover, there are ways to specialize within those roles, so a summoner can use summons in a support role, as primary damage-dealers, etc., or a pure melee fighter can focus on critical strikes, elemental damage, raw physical, etc. or all three, and be successful no matter what. I would say Torchlight 2 actually plays better with a balanced character rather than a min-maxed one, although it really depends on your build - an Engineer can be a full melee tank, a summoner, a nuker, etc. For example, Focus provides more mana, gives extra chance of a double-strike when dual-wielding, and increases elemental damage of all types Dexterity adds to critical rate, dodge rate and "fumble recovery" which I assume are things like stuns and knockback. Torchlight 2 makes all attributes relevant to each class and allows for multiple builds. In Diablo 3, everything is based on DPS and the attributes still aren't really globally useful. Like I said, it makes no sense, but that's not too big a deal considering it's Torchlight.
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