OT - I'm in the Torchlight 2 beta - any interest in my thoughts on the game?

I got a weekend beta key. Played it today for a good bit while the D3 servers are down. It was an aboslute blast! I was playing an ember mage, using a staff, molten mace, lighning storm ball, staff mastery and magma missiles(the default spell). Had so much fun. Found some sets, completed the runemaster set by level 14 I think. Found 3 uniques, but none that I could use.

Smashing the monsters and pots is so fun in this game. Melee weapons seem to have AoE damage, so when you swing that huge hammer, it crushes 3 enemies instead of one. I can't even put my excitement into words. This game has my recommendation, and it deserves to at least be tried, Diablo3 be damned.
 
I've been informed that I'm in the Torchlight 2 beta, and I'm downloading it now. I suppose this means I'll never get my 1.09 Windforce (I've been running Pindeh for months), but "Oh, Well".

Anyway, is anyone interested in my thoughts on the game once I've had a chance to get into it?

I preordered largely because the preorder brought a free copy of TL 1 and I was jonesin' for some action-rpg May 14th.

So, I'm afraid I'm not at all interested since I'm rocking the D3 and will be for the foreseeable future.

Enjoy yourself with it, though. I'll probably play some when it releases.


 
This game will be my substitute for D3. I got invited in the open beta and have been playing non-stop since 4 am. It's as addicting as D2 was for me. Best of all, it's actual single player. My Outlander is now level 15.
 
I haven't gotten back into T2 since my trip - I got further with my Outlander than I had with my Berserker, but she did meet her end against a particularly tough monster. What I've noticed with the bosses is that, often, when you kill one, two more spawn to take their place. That's a compelling element to the game. I'm still not blown away by the mods you get on rare/set items (other than the xxx Physical Damage over 5 seconds - that's the bomb), but, again, early game items may be blown away by the endgame selections.

I like the promising fishing holes, and plan to put those Vampiric Spider Eggs (you get one if you find the chest in the "Save my Babies" quest) to use as I identify particularly tough bosses.

I'll try an Embermage or an Engineer - maybe tonight - I've been back looking for that 1.09 Windeh (did get ANOTHER Nat's Mark and an Aldur's Deception - this is driving me crazy), but revisiting this thread has me ready for more T2.
 
SO.... I went ahead a fired up an Engineer last night. Actually had a lot more fun with him than I was expecting, and more fun than the other 2 characters. Building on what I learned from my first 2 characters, when I saw a 2H axe with "of Mortal Wounds", which had 195 phyical damage over 5 seconds, I bought it and saved it until my character could wield it. I also enchanted it twice (with those enchanters that you have to find in the dungeons, which is a nice wrinkle) and it got +20% damage to secondary targets.

One thing that made the Engineer so fun is that a normal slashing attack impacts everything in the range of the swing, so unlike D2, a bit 2H weapon melee character has nice AoE. Another thing was the heal bot - that really made it fun to go through without constantly drinking potions. Now, there's a bug or a simple design flaw that makes you have to recast the bot everytime you switch areas - I'm assuming that will get fixed in the full launch. But, the BEST thing is that the "of Mortal Wounds" effect gets trasferred by attack skills. I ended up pumping a RMB skill that has a 270 degree wide swing with a 100% chance to shatter any shields (monsters with shields don't start taking regular melee damage and they block all your attacks until you shatter thier shields - a little bit of imbalance if you ask me, since shield in T2 have pathetic block rates - they start in the 7-10% CtB range) and delivers a percentage of your weapon damage to electric damage. Well, with the 195 damage over 5 seconds getting delivered to all monsters hit by this attack, it made for a very fun go. There were still sticky situations, but he really was able to take care of crowds, which is something I did not expect from this kind of character.

I also did my first MP experience, but I was very near the level cap (the Beta only goes to level 21 and to the Act 1 boss) so I haven't really had the chance to get an MP game from the start.

This character hasn't died yet, but his XP is maxed out, but I do think I'd like to try taking on the Regent (Act 1 boss) with him before trying an Embermage.

One thing I should mention - the Engineer skill trees are 2H Weapon, summons (like the Heal Bot), and Aegis (Sword and shield) - the Aegis skills I saw (I didn't use that tree, obviously) had a lot of Paladin-style shield augmentation skills, like a Smite type skill. So, the charater is actually pretty versatile on the types of builds you could pursue.

I completed some sets, but they are like the early sets of D2 - not awe-inspiring, but given the level, that may be consistent with good itemization (best stuff coming late). The good thing is that they are much easier to collect, and the shared stash means you can save stuff for other characters.

The person I was playing with showed my another very cool reference - in one of the dungeons, there's a bucket over a big, deep hole. One of the guys you kill drops some lotion - and if you put the lotion in the basket (Silence of the Lambs), you get a unique mask made of skin. I'm expecting lots of references like this.

There are also some hidden areas that don't show up on the map that are usually good places for items - I only found one or two of them, but I assume that those will show up throughout the game as well.

After taking on the Act boss with my Engineer tonight, I'll try out an Embermage.
 
I just was looking into this game a bit more as D3 hasn't captured my attention-especially with the online only. I didn't really get into the first torchlight, but it had many things that I did like. I just found I got bored fairly easy with it, and too unbalanced. This looks like it is going to be much better! Any idea if they are going to allow for easy community modding? That was one aspect I did like about the first one.
 
Yes, the game will ship with the editor they used in development, to my understanding. I had a similar experience with TL1, but I am already really liking the story and interactions with this game so far, and I'm starting to get a feel for the character build options that look very promising. I'm just still skeptical about the itemization and motivation to search for that ultimate weapon.
 
I know this stuff could probably be googled, but... You haven't mentioned unique-like weapons. Only sets. Does these not exist?
Do you have any idea of how MFing would be done? Boss running? Area grinding D3-style?
Is there HC?
 
@FoE: well, I made a short video of Torchlight2 that's in the "Share your gameplay videos thread" *self promotion*

Yes there are uniques, and they are common. You'll almost certainly find some before you reach level 10. Some may be for a different class than what you're playing, and some you'll be able to use right away.

Another interesting bit about items: They have a level requirement OR a stat requirement. Say you have a magic staff that requires either level 14 or 70 magic. You can use it if you meet either of those. So if you're a mage and investing in a magic stat, you'll be able to use it before level 14, and it will be awesome.
 
And, yes, there is a Hardcore option.

I've found the uniques to be underwhelming so far. And I completed a set, and it does not appear to have global set bonuses, so, really, I'm not blown away by the sets so far either. Now, I'm allowing for the fact that this is all very early game and that the full release and late game might have a lot more than the beta in items, but so far, my favorite items have been simple enchanted with the "of Mortal Wounds" affix (which you also get from One-Eyed Willie's Other Eye in a socket).
 
I played an Embermage last night, and I have some thoughts on a pretty major difference between the TL2 and D2 dynamics on elemental damage. It has long been my impression that elemental damage in D2 was considered secondary to physical damage, since only physical damage was buffed by stat investment and the only damage common to all weapons. Well, the jury's still out on my conclusions on the totality of the TL2 elemental damage system, but I did observe some things that I like. First, the base damage on caster weapons is not physical - it's elemental of some sort, depending on the type of weapon - for instances, there are wands and staff that have base fire damage (and it's cool to see your character toting around a flaming staff!), ice damage, electric damage, or poison damage. Further, you pump your magic damage by investing in TL2's version of Energy, and your skills generally combine base skill-based elemental damage with DPS from your weapon. There's also cool skills that give nice attributes to your character swinging a staff or wand, such as reducing a target's resistance to all elements by a percentage per hit. But the actual casting spells steal the show. I used this electric charge blast skill that I ended up really liking - it had a nice AoE and carried more than just a damage jolt (like D2), but it also had stunning and explosive effects with a % Chance to happen, and what appeared to be the same kind of chance to hit critical as a physical attack by another character. The closest I can describe it would be a directional Nova attack with the secondary effects of cold damage. I had a lot of fun playing her, but I didn't get as far as I did with the Engineer.

I did get into the IFT of the Runic forums where they were showing some of the uniques they found, and some of them looked like the generic collection of affixes that could happen on any rare like in TL1, but I did see a couple with some unique affixes, such as weapons that upgrade after you've killed a certain number of a specific kind of monster, chance to freeze, etc. Knowing that Runic bragged about having a much more extensive itemization than any other game they've been involved with (and this from the guys who created D1 and D2), and knowing that anything I'm seeing is effectively stuff that can be found in Normal Act 1, I'm a lot more optimistic about the kind of items that will be available later into the game.

Oh, one distinction I should mention is that monsters do not respawn when you quit and restart the game - it even saves the loot laying on the ground through an Exit/Restart - I'm really not sure how you can mine a monster over an over again with this system, but the drop rates appear much higher than D2, so it may not be nearly the grind (that's just guessing at this point, though).

Unfortunately, today is the last day of the Beta, and I don't even know if that extends to tonight, so I don't know if I'll have any more opportunity to test it out. However, based on what I've seen, I like the game a lot and do not regret my decision to pre-order it. I'm sure there will be changes, but as I did a couple different characters and learned the game, I found myself enjoying the game more and more.

Now let's see if they release a launch date soon *fingers crossed*
 
The Beta is indeed closed, so I did not get the opportunity to take my Embermage against the Regent (Act 1 boss). However, my impressions are still pretty fresh, but I know my write up did not cover every single observation I made - so if anybody has any questions about a specific element of the game that I didn't cover, or if anybody else has observations that either add to or contrast with mine, I'd be glad to discuss.
 
Yeah, embermage weapons look really cool. Dual wielding flaming wands? Yes please! Smacking enemies with an ember mace the applies the staff debuff(- elemental resistances)? Oh yeah!

One thing I've noticed while playing the embermage is that elemental effects(burning, poisoning, etc) get applied with pretty much every hit you land. They actually felt useful. You can see what's applied to the monster right under his healthbar. Also a neat touch.
 
I agree the Embermage looks tres BA - mine was toting a flaming staff, and I loved watching her run through the areas with that.

As to skills, another skill I really liked was the Engineer's 270 degree shield-shattering swing - it had a huge arc of impact, delivered "of Mortal Wounds", but the shield breaking was the best - shield monsters are OP in the game, IMHO, so having such a go-to bypass is awesome.

Having a little distance from playing now, what I most remember were the really cool side-quests. I absolutely love the humor and culture references they cleverly incorporate into the game. Like the one where you rescue the lady's babies from the spider cave - the indentifier tag for her babies (when you cursor over them) cracked me up.

One con I can think of is that the monsters don't respawn when you exit/restart - I'd really like to complete some of those early sets to twink characters.
 
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