
The one thing everyone eventually learns to itemize for is % resist all damage. This would again help differentiate the way you build the classes instead of making them all focus/str. Outlanders could've had dex-based skills, engineers could've had vit-based skills, that sort of thing. Another thing that more modern games have been doing with stats, particularly Pathfinder and D&D, is tying each stat to a particular class as well, as their "main" stat that their abilities scale off of. How this could've been fixed: Essentially, all the things I mentioned above. You would design your whole build around them.will you plan on this awesome helm that requires 80 strength? Or expect that you'll have to go with a lesser helm that only takes 50 strength? You ended up with slightly more well-rounded characters due to this.
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This made your builds slightly more interesting, because you knew that even spellcasters were going to have to figure out how to get a few points into those stats. By comparison, Diablo 2's items had a required level, and also required strength and/or dexterity. So you can completely ignore the stat requirement with a little patience. Items in this game have required stats to equip them.OR being at a certain level. You do like most people do and put all of your points in strength or focus, depending on your class. So you're going to be a glass cannon no matter what, and the diminishing returns of dexterity mean a few points on your gear can be nearly as effective as investing in it.

No incentive to invest in stats other than strength and focus So you've got 1200% dodge but the enemies ignore 1150% of your dodge so the chance is actually 50%.

Or, something other games have done, let the percentage just keep increasing linearly and have later game enemies' attacks reduce that number. Ideally they could've found something for the stat to do that's not percentage-based. How this could've been fixed: I wouldn't actually want the game to make ALL stats have diminishing returns, but at least it would've been fair. It only works on about a third of damage sources in the game. Not only that, dodge is the most useless defensive mechanism - it only works against small enemy auto-attacks, not enemy skills, traps, "brute" enemies, or most bosses. I don't know why you would make only one stat like this. There is no class or build that wants to stack up dex beyond a certain point. Unlike all the other stats, everything dexterity increases has diminishing returns. How this could've been fixed: either grant a lot more health from vit, scale enemy damage lower, or have points in vit slowly increase resist all damage. But those options are just plain off the table. You pump up vit and throw on a shield and wade into the enemies and wreck them, they can barely touch you! A viable tank wizard would be a lot of fun to play around with.

Imagine if, I don't know, let's say there was a melee embermage skill which cost very little mana to use (because it was designed for you to build with points into vit instead of focus). But all those wasted points would make it much harder to actually kill enemies, meaning you've gained one reprieve from death but end up mobbed and attacked that much more often.not a winning strategy.Īnd this is sad because it's fun to be able to play around with different builds. Eventually all enemies kill you in one or two hits, and if for some reason you had spent all your points every level on vitality you might get to the point where all enemies kill you in two or three hits instead.

This is because vitality ends up being useless long term. Only his skills could override this design decision that affects everyone. The only reason the engineer avoids this is due to his forcefields, and to a lesser extent his healbot. Many elements that surround them are odd decisions that end up forcing players to act a certain way in order to have a good time with the game and play well.Įvery class except engineer is a glass cannon (vitality sucks) One of the game's single biggest problems in my opinion is the stats. You can get a lot of hours out of this game without feeling these design decisions.however, it feels like the game was barely playtested at NG+ and beyond. I will admit that throughout all of normal mode, first playthrough, the game is pretty well balanced. This is discussing the base game of Torchlight 2 as it was delivered to players from the developers, and is mostly about the decisions they made in creating the game.
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Yes, I know mods exist that can fix most any problem. I know a lot has been said about the game over the years and this post probably isn't necessary, but I just wanted to post my thoughts on the overall design of TL2. I played TL2 back in the day when it first came out and just recently played through it again.
