In order to assist newcomers to Torchlight 2, this tier list now provides two powerful build options for each class, ensuring players start off on the right track. While the Engineer is often regarded as the top class, even the weakest Engineer build pales in comparison to the most effective Berserker build. Updated by Erik Petrovich on October 28, 2023: When it comes to the four classes in Torchlight 2, it's challenging to determine the best class due to the diverse range of builds available. While every class has its pros and cons, there is one class that is widely recognized as the most powerful, while another presents a more challenging experience for players. Each class offers a unique playstyle and specific advantages for dominating in combat. Torchlight 2 features four distinct classes: Outlander, Embermage, Berserker, and Engineer. In this fantasy realm, players are tasked with tracking down a former hero known as the Alchemist, who has become obsessed with a mysterious substance called Ember. Luckily GD’s combat system has depth, thus making it versatile and allowing us to mod a plethora of ways to improve any given item/affix/constellation/proc/skill/monster/etc.Torchlight 2 is an outstanding Diablo-style game that aims for simplicity and direct combat, while also incorporating some lighthearted elements. I only have a few things written down that I’m not sure how to rebalance, the rest is mostly about touching up certain skills, gear, and constellation to better compete with their similar counterparts. I’m confident Grim Dawn’s current balance can be improved without drastically changing changing the way things work. Don’t lose hope yet, I think having physical damage be reduced by both %resist and flat armor, while the rest are mitigated by just resists, is interesting. As for the disparity between caster and heavy armor, I am considering increasing light armor and caster armor to not be so wide in how much less armor they provide. Tanky armory soldiers that increased their armor absorb and % armor take almost no damage from physical, I find it’s often that the other damage types are what do the most damage. Cannons were ridiculous.Īs for flat armor failing to deliver in GD, I think that’s untrue because EVERY other damage type has a resist, and physical resist is possible as well. It made 2 handers outclass one handers by far in almost every case. Also the whole flat resists thing was pretty bad. )īut a lot of the problems you have mentioned are problems I was worried about and expressed, it was simply not on their agenda to change it, or they felt it was too late to change it. A lot of the things you mentioned could not be well predicted as I only got a small amount of time in the closed beta before release, and they didn’t try very hard to update the balance of things afterward. None of those were touched upon, instead the biggest overhaul decided to focus on Ȕber-dungeons requiring at least 50% damage resistance which means the flat armor system failed to deliver its defensive layer just like GD and new classes, of which only necromancer looked useful, because there is no “minion spam” class in a non-modded game just like GD. Basically IAS was only applicable to basic attacks, while everything else is a “magic” attack, even if the character visibly shoots from a big fucking gun. My biggest gripes with TL2 were two things: screenwide AoE hits as a main source of death and the imbalance between IAS/FCR skills. Hell even just endorsing a great mod every now and then…Īnyone if Crate doesn’t do it I’m sure the community will!īut to be quite honest, none of the TL2 mods went balls deep into changing the game, akin to Median for D2. The mods will be balanced together and accordingly and over time mods will be kicked and new ones added. The mods are now “official” so instead of feeling like you’re playing in an unlimited sandbox, one is playing in the restricted world that is so important for an RPG. This encourages those creators to continue to update those mods, and it gives the user base a “common core” to focus on. Then eventually Crate gathers up the best of the best and endorses them, stickies them, even advertises them (through game client). This wouldn’t occur for a while until the community had started finishing its first few mods. I think the developers at Crate should do 1 very simple thing that would greatly increase the longevity of the game through mods.īasically it’s a mod pack - of high quality, compatible mods that Crate has officially gone “Yep these are great mods”. If you got extended items mod with a level cap mod, the game was now broken. If you got a rebalance mod, with a new class mod the game was now broken. Then 99% of the other mods where incomplete and conflicted with each other. They had 1 developer endorsed mod that was really popular - respec potion.
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