Quote (PikaBhew @ Oct 17 2020 02:37pm)
Very valid points. I’m pretty sure i agree with everything here. For pint 6, cool downs, are you referring to the cool downs such as meteor/frozen orb/nova. And OP started with talking about buffing, and my first thought about that is the BO/shout/frozen armor etc.
Thank you for taking the time to read, despite... well... you know... me being an asshole an saying some stupid shit awhile back.
Yes, i mostly refer to cooldowns like Meteor, Frozen Orb, Poison Nova and similar skills in other games... i'm not saying these skills are perfect they way they are right now, i just like the idea of a mixture of powerful cooldown skills with other powerful skills that you can just spam at the cost of faster mana drain. I don't like how the game deals with buff skills like Orders, Holly Shield, Shapeshifting and others. I think these skills should be semi-passive, by that i mean, once you activate them, they should stay active until you decide to deactivate them... because who wants to get debuffed in the middle of a fight, on hardcore, because he forgot to recast his buffs? I doubt there are people here who like the extra pressure of constantly thinking "hm, when was the last time i cast my BO, is it time to do it again?". My point is, once you're in the battlefield, you have no reason to not want these skills active, so why are they like that?
Torchlight 1 is a very casual game, i do mean very casual, almost to a negative point... yeah, even for my noob standards. Both TL 1 and TL 2 are like cartoonish versions of Diablo 1 and 2. The first one is simple, straightforward and takes you underground into a multi-layered dungeon, until you reach the Big Bad in hell (sort of). I've played it twice, on normal and it was a lot of fun, but i haven't touch it since, nor have i felt any desire to do so.
Torchlight 2 expands a lot on the first game, it's a real gem in my opinion. You have similar skill trees like in Diablo 2 - 10 skills per tree, with synergies between certain skills. It also has a skill tier system - every active skill (21 per character) upgrades to a new tier after you invest 5 skill points in it. Tier upgraded skills makes them more powerful or add additional abilities to them. What i probably love the most is how cleverly they made the attribute system - it's basically the same as D2's attributes at first look, but the way it works gives you more freedom to spread you attribute points. Strength gives not only physical damage, but also adds to critical damage. Dexterity determines your dodge chance and critical chance. Energy/Mana determines your mana pool, but also increases the chance to use both weapons simultaneously when dual wielding. Vitality adds to the armor rating and block chance. In other words, the way you spread you attr. points is determined by the type of character YOU want to build. I know you can do that in D2 too, but vitality being so important more or less, tells you not to give yourself so much freedom. In TL 2 you don't have to worry about not spending points in vitality, because vitality is not crucial at all when it comes to your life pool.
The game has a big emphasis on socketing, there are a ton of socketable items... a lot of useless ones that you can re-roll in the horadric cube version of the game and hope to get something useful, but also unique and legendary socketables in the form of skulls - these can be very valuable upgrades, but can only spawn from glowing chests, which makes farming them a pain.
Grim Dawn i haven't played much since the first expansion came out. The game is addicting, but i just love Titan Quest more, which is partially done by the same team of developers, back in 2006. The two games have similarities, but are also quite different.
Titan Quest is the game that i rank in close second place when it comes to this type of games. The main reason is the setting. Going through beautifully crafted epic ares in Anciant Grece, Egypt, Mesopotamia, the Orient, the Underworld and with new expansions - Northern Europe during the vikings' age and now also, Atlantis... it really is a great experience for me. If i have to summarize the whole game in one word, i would call it a JOURNEY! You never stop moving through new areas in TQ. In this game there's no "here's one hub area that you'll spend the entire act in", no. Instead you travel through ancient cities where you trade and take quests from, but you almost never have to look back. It's just such a nice change of pace, atmosphere and tone from Diablo 2... it's one of those game that is perfect to go back to when you're burnt out on D2.
I've mentioned Titan Quest's grind... For me what makes it great is all the things that makes it different from D2. Here you have 2 layers of unique items - Epics and Legendaries. The epic items can be found troughout all difficulties, but legendaries only drop in Epic and Legendary difficulty (the equivalent of nightmare and hell)... and you really have to get to legendary difficulty for the really good stuff. The game also have 3 tiers of rare items... there are your regular rares (equivalent of the yellow items in D2) that can be really good if you roll the right affixes, but what makes them even better is the option to socket them with relics and charms... something you can't do with epic and legendary items. The second tier of rares is the so called Monster Rares. These are rare items that can be dropped by specific groups of monster, and have one predetermined magical affix and you can roll up to 2 additional rare affixes on them. But the best rare items in the game are the "Monster Infrequents" - these types of rares have predetermined unique bonuses and on top of that you can get up to 2 additional affixes that can be taken from both, the rare and magic affix pools, which can result in a God tier item. It won't be an exaggeration if i say right now that the best weapons and armors in the game are well rolled MI's. And let's not forget that you can also socket MR and MI items with relics and charms, with additional completion bonuses to make them even better. Not to mention that MI's and MR's get more powerful versions on higher difficulties. Of course there's no way to know all this if not for the very useful item database you can find on the internet - it's a must have guide for every TQ farmer.
The relics and charms are TQ's version of the runes, but they work differently. Relics are act and difficulty specific (for the most part), meaning every act has a different pool of relics to drop, while every new difficulty offers a more powerful version of the same relics and charms. Charms are monster specific, meaning, you can farm a specific charm from a specific group of monsters. Want some boar hide? Go hunt some boars in acts 1 and 5. Want turtle shell, go to the swamps and lay the smackdown on the turtles there. Relics can drop from all monsters and bosses, but if you want act 1 relics, you better farm act 1... they can drop in act 2 as well, but at a very low rate. As i mention you can use the relics and charms to upgrade rare, magic and even common gear, but you can also use them to craft a powerful artifacts that serve as an additional item slot.. you need to find the crafting formula first, then go to the closest enchanter and follow the recipe.
In short, the itemization in TQ opens almost the entire game for the grind... depending on what you're looking for, you can find yourself grinding in all sorts of places, it's a very diverse grind, given the fact how huge the acts are and how much areas and bosses they have. In higher difficulties, you also get additional epic and legendary bosses that are nowhere to be seen in normal.
Grim Dawn is more or less the same in these aspects, but a bit more complex. Here you can add relics and charms to epic and legendary items as well... but that kind of ruins the greatness of the Monster Infrequent items in the game. You can also augment your items which is an additional layer of upgrades... it becomes too much for me... not to mention that there are much more item slots to fill. The game also has a devotion system on top of the skill tree... it's basically a second passive tree.
The game's setting is not as interesting, i don't what is it, but the Victorian setting is not as beautiful... the game is dark, but kind of boring looking to me... i don't know what it is, but the way Diablo 2 does the "dark setting" is unmatched by any other game. Grim Dawn does not impress me with its darkness and goryness. But don't take my word for it, because the game has a lot of fans and that must be for a reason, right?
Wow, my comment is too long to post? Damn! Ok, to be continued...
This post was edited by KillingIsMyBusiness on Oct 17 2020 09:48am