the hob game was a nice side project to support the studio. I do understand they want to make torchlight mobile game to rake in some profits to cover up the loss they got from the mess of trying to turn tl2 into mmorpg. but the market for mmorpg diablo-like are kinda dried up at the months around tl2’s release, leading to runic’s downfall and its leaders splitting out. ![]() they start to be optimistic about turning torchlight 2 into mmorpg like to compete with diablo 3, but they still want to make tl2 single player focused with good moddability. Runic games originally design torchlight to be accessible loot hunt arpg for all kinds of audiences, based from the original fate games by wild tangent. ![]() but when the studios themselves are not chinese originally, the cases depends on the studios’ original vision. its true that they tend to lean heavily toward turning every game they touch into power creep mmorpg lootbox heavy grind casino machine. I dunno… its a pretty complex thing when you’re dealing with chinese publishers. Well that solidifies it for me then - hard pass. ![]() They have basically stripped out everything I liked/talked about in TL2 above and removed attributes from character building (I’m assuming that they instead take up some of the talent trees, meaning they offer even less exciting stuff). I really like the idea behind the new relic system and the new character classes but I feel like it could all be fleshed out way more than it currently is.Įdit: I just found this Steam review and if everything is true, holy wow. On Torchlight 3, I’m sceptical on it as well. I have fond memories from years back where me and some friends would just sit in town for a good 20-30m and just fish and chill before heading out properly. Also, feeding fish to him to transform him into other pets is just funny to me. Ironically, the community standard was to load him up with minion spells so your personal pet would summon a small army of his own. He also aids you in combat and can be outfitted with his own skillset that can include anything from passive bonuses (like netting more money from items sold) to spells that do damage. Being able to unload trash equipment for gold in the field, or stock up on basic supplies like potions or identify scrolls without going back to town is convenient. Some random bits like the buff Totems or encounters like Phase Beast challenges as an example kept things interesting by throwing unexpected scenarios at you with a nice payout at the end. The map being different with every character via procedurally generated kept things fresh while playing as even if you knew which quests were in an area, you wouldn’t know where/when you’d encounter them. Some smart exploiting of mechanics meant things like using a wand in one hand and a gun in the other also enabled some new options. ![]() And that’s just on the surface, I remember seeing people further in the community experimenting with more bizarre stuff like tanky Outlanders or ranged Berserkers. Without going into their viability in the later levels/difficulties - Beserkers have some caster skills (including a channelled shapeshift) alongside the melee ones you’d expect, Embermages have some melee-style or close-up shotgun spells alongside their others, Engineers can be played as heavy hitter melee or ranged, go shield tank or even pure minion with your robots, Outlanders can make for ranged users, casters or disposable pet users. Like with Grim Dawn, variety within the character classes. Going from TL2 to Grim Dawn has certainly spoiled me in a number of ways and I’d struggle to go back but some of the things I enjoyed about it are:
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