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Torch Light (Mostly 2) Help TLM2H
STEAM-GRUPP
Torch Light (Mostly 2) Help TLM2H
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4 mars 2019
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Eyes over Skulls? Builds? Mostly Melee Outlanders
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/595149752738305265/

https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/813573650210895734/

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Ursprungligen skrivet av Dasyatis:
Hi, I usually never use eyes dropped from bosses and I sold them as it always appears better to me using other gems like vellinque or whorlbarb. But now I'm wondering if anyone had better results with boss eyes?
Boss Eyes offer less than Skulls however are useful to acquire certain Affixes before NG+ where they shine as early assets for builds.

Still viable for end-game if seeking to build faster and lighter on numbers than Skull farming.

Difficult to justify filling survival Sockets without Limony or Riechliu Skulls - however for Weapon sockets - Eyes are decent for damage boosts.

It's similar to comparing Unique equips against Rares.

Damage is easy to build in this game... as long as Enemy Armor is getting lowered or Criticals are invested during progression.

Ursprungligen skrivet av Cannonaire:
Not me over here using "Shred Armor" passive on Berserker with dual claws (50% armor penetration) and 100% crit rate. >.>;

(I favor Bonepry Wedge. It's just too good.)

I tend to agree that eyes are a lot more useful on New Game than at higher levels. Grell's Eye is an obvious choice. The only eye I find myself using consistently on my 'finished' builds is "The Eye of the Netherlord" to reach 100% Slow Resistance with Willpower VI, but even that is more of a preference thing.

I also tend to agree with steffire3 that "Damage is easy to build in this game...", and I spend a lot more sockets on ensuring survival than I do on increasing damage. Your damage should be mostly covered by skills, gear choice, weapon sockets, and enchants. Armor sockets are almost always best used for Damage Reduction (75%) and Health (Riechliu).

Ursprungligen skrivet av Cannonaire:
I'm assuming you don't mean Eviscerate, the Berserker skill...? It doesn't destroy armor according to the wiki. Then again, that wouldn't be the first error I've run into there.
The Equipment version of Eviscerate (equivalent to Rank 01 of the Berserker Skill):
https://torchlight.fandom.com/wiki/The_Beast_with_a_Million_Eyes
Although being a Legendary Weapon - it's too rarely random to expect a drop except during a surprise farming session (on second thought).
It doesn't shred Armor although the Damage-over-Time does bypass Armor.

Ursprungligen skrivet av Cannonaire:
I see. I have four available "Skull of Zardon", so maybe I can try those. I wish they were "Zardon's Mighty Skull" instead though. :(

Netherrealm Claw also has that Eviscerate, albeit with only 5% chance.
Your intuitive mentions in this thread are all good - I'm looking to see if I can suggest any other options as you've asked in the other thread for the build.

Netherrealm Weapons are great options for their 4 Sockets even if their Chances to activate events are lower than Legends and other Uniques.

Netherrealm is as close as this game gets to the idea of an end-game craftable weapon (if all of the Netherrealm options are viewed as one collection of choices).

Ursprungligen skrivet av Dasyatis:
Ursprungligen skrivet av Cannonaire:
Circling back to the thread's topic, it looks like "The Eye of Winter Widow" at level 100 does the best armor shred at -180 per hit. I should have several of them to use if I try it out.

Level 91 skulls of X'n!troph are much more effective, reducing enemy armor by -404. But I don't think getting a lot of armor reduction is really useful as enemy armor is limited and in my experience just few hits can get it down to zero.
Since getting multiple strikes within a second or two is easy in this game - even a lower number of minus Armor overwhelms enemies; at most - just one Weapon Socket satisfies the need if players feel it's necessary.

Ursprungligen skrivet av Dasyatis:
I haven't experience a situation yet where armor reduction worth it in late game.

Fumble attack chance can be easily lower to zero with Dexterity as long as you're in late game.
With Unique Weapons often having activation events - it becomes less of an issue.
Skills largely bypass Armor since most enemy Armor is limited to Physical anyway.

Dexterity is limited to reducing the Fumble Damage Loss.
Claptrap's Item removes 15% Chance of Fumbles preventing ruin of Critical potential.
Since Fumbles cancel Criticals - Dexterity not affecting the Rate of Fumbles directly does eat into the maximum Critical Rates.

Although only some builds aim for this. Situational goals.

Ursprungligen skrivet av Cannonaire:
Ursprungligen skrivet av Dasyatis:
Level 91 skulls of X'n!troph are much more effective, reducing enemy armor by -404. But I don't think getting a lot of armor reduction is really useful as enemy armor is limited and in my experience just few hits can get it down to zero.
Thank you! I overlooked them because they have slightly different wording, at least when I searched the wiki page.

I have to say, I'm not really keen on the armor shred idea either. When I'm talking about my builds, I'm talking about builds that have 100% or almost 100% crit rate (My Outlander has 83% on both sets, which turns to 100% in extended battles because of the charge bar and Share the Wealth). At level 100 they all have nearly capped crit damage bonus, so they tend to do several tens of thousands of damage per hit, making a couple hits of armor shred a pittance. Whether it's -180, -404, or even -4,004 armor, it's not going to make much of a difference except maybe on bosses. But to be fair, it just might be more useful on the hypothetical melee build which is more of a "just for fun" concept since it won't be blind-locking bosses with Shotgun Mastery.

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Ursprungligen skrivet av Cannonaire:
Next Build? Vanilla Only!
I ONLY play Vanilla. I have no plans or interest in trying mods at this time.

I've been playing TL2 on and off since it released, but in the last year I got really into it again and my playtime more than doubled. In that time I have made several 'complete', fully enchanted level 100 builds. So far I have one build I'm completely satisfied for each of the four classes except Embermage, for which I'm currently making my 4th build (Strength-based). I'm hoping that this build will finally be satisfactory after my somewhat disappointing Focus builds. With that out of the way, I'm posting to ask what kind of build should I do next?

Finished/Satisfactory Builds:
:berserker: Berserker - Auto-Attack (Left Click, 25K HP Heal Tank)
:tl2engineer: Engineer - Emberquake (with Fusillade Alt Set)
:outlander: Outlander - Shooty Outlander (Rapid Fire Shotgun/Single Pistol and Shield)

Finished/Unsatisfactory Builds:
:embermage: Embermage - Focus (Frost Wave/Prismatic Bolt, All 3 Brands)

In Progress Builds:
:embermage: Embermage - Strength/DPS (Shocking Orb and Icy Blast)

These are the builds I'm curious about since I've never done them:
:berserker: Wolfpack Berserker
:tl2engineer: Pure Cannon/Minion Engineer
:outlander: Glaivelander
:embermage: Fire Embermage
:fishing: Any Pet- or Minion-Oriented Builds
:luck: Any others (unmodded) I might consider?

Ursprungligen skrivet av Cannonaire:
Ursprungligen skrivet av potterman28wxcv:
Melee Embermage (with Magma Mace + Wand Chaos)...
That does sound fun! My Strength build has 15/15 Magma Mace already, but she's using either "The Final Embrace" (Primary) or "Bonepry Wedge" with a shield (secondary) because of the very large amount of elemental damage these weapons have, which would benefit from both Strength and the Focus points needed to equip mage gear.

I can't say I've really thought about using Wand Chaos. Is it really that much fun? I tend to go out of my way to avoid gear with Chaotic Rift effect (Netherrealm Wand, Magus Scream, Dragoncoil, Tri-force Catalyst) because I'm not a fan of enemies teleporting out of range and/or behind me. I was planning on enchanting a wand just because though, and leveling is pretty easy compared to farming and enchanting, so maybe I'll make another character to try out Wand Chaos with Magma Mace using the same gear! I'll save the next Dervish V and VI spells I find.

On another topic, just to clarify my stance on mods VS Vanilla—I'm specifically trying to push the limits of builds on unmodded TL2, and I already have a huge amount of resources available from an absurd amount of farming.

Engineer building around Storm Burst provides Mobility and Damage into and out of battles. Can easily support it with the less popular skills like Onslaught and Ember Reach for the crowd control.

Engineer makes good use of the weapon-swap function to flip between Cannon and Melee hence Fusilade to Emberquake for the best of melee and range.

All Shield related skills Engineer, with Tremor and Heal / Copter Bots

Embermage Wand Chaos activates Meteor, Glacial Strike, Thunder and such - makes up for the random teleport against enemies. Can be used with Wand-auto-attack builds and the 4 attack skills that activate it.

Berserker and Outlander can exclusively build their Passives for effective auto-attack builds.

Outlander building around several of or specifically:
Shotgonne Mastery
Venom Hail
Chaos Burst
Bramble Wall for the Item Activation Effect

Shadowling activations and empowerment

the difficult and un-optimized Dual Wield Pistols

Glaive Sweep, Vortex Hex, Bane Breath, Burning Leap, Rune Vault, Flaming Glaive, Blade Pact, Stone Pact with Melee Weapons

An ice with Focus Berserker that is surprisingly powerful
Hunter skill tree Berserker
Shadow skill tree Berseker
A mix of Hunter and Shadow Berserker

Ursprungligen skrivet av Cannonaire:
I have weapon choices narrowed down to one 2-handed weapon (The Final Embrace) and five 1-handed weapons: Shards of Cobalt, Arcgap's Vice, Bonepry Wedge, Clockmaster's Tooth, Hammer of Retribution.

Any others I might consider? This would be for the hypothetical Outlander melee build. I already have armor with a good mix of Strength and Focus enchants, and I don't want to enchant a full set right now. I would socket in "The Eye of Winter Widow" along with the usual skulls for improving damage.
A good plan.
I can extend that end-game list to include these:
https://torchlight.fandom.com/wiki/Eight-Armed_Axe
https://torchlight.fandom.com/wiki/The_Beast_with_a_Million_Eyes
https://torchlight.fandom.com/wiki/Masque_of_the_Red_Death
https://torchlight.fandom.com/wiki/Deathsport
and
https://torchlight.fandom.com/wiki/The_Axe_of_Throwing
I admit the Dps is low on this mid-game Rare hence best to enchant it with direct damage and add as much direct damage into it's sockets as well.
If only for the fact that it's the only Vanilla Weapon that can be thrown as it activates this as an item event. Useful if in need to swap weapons for the fake-range yet Melee damage.

Ursprungligen skrivet av Cannonaire:
Ursprungligen skrivet av steffire3:
Glaive Sweep, Vortex Hex, Bane Breath, Burning Leap, Rune Vault, Flaming Glaive, Blade Pact, Stone Pact with Melee Weapons
After what you said in the other thread, I'm thinking about this one now. I can probably make a new Outlander build fairly easily using the equipment I already have enchanted for my Shooty Outlander, but with different skills and weapons. I'm having trouble visualizing how it would play though. Any thoughts or skill point allocation suggestions?
Yes, a player could also add Bramble Wall (skill) to destroy it for the item activations from weapons (Acid Rain, Glacial Strike, whatever is available to spawn on the Bramble's destruction near enemies).

Outlander has no native 25% Damage Reduction (compared to Berserker) so it really needs all the Armor Sockets it can get to raise that and Riechliu skulls for the extra health.

Cursed Daggers provides some decent bonuses for any Build if used before striking directly with another skill or weapon.

Shattering Glaive can also provide a Move Speed reduction on enemies for support.

Shadowmantle can be useful as a lesser version of Berserker's Ice Shield for Outlander missile-reflection.

Dodge Mastery, Poison Burst, Share_the_Wealth, and Master_of_the_Elements are all decent support options for this as Passives.

Attacking with a weapon usually favors high Strength and 100+ Dexterity although Focus is also decent to invest for an Outlander that can take advantage of the elemental nature of it's builds. Until Boris can be used to boost and patch any gaps for Stats later.

Would help to carry a Shield for Melee survival (use the Blocking Tome from Fishing or Late-Vendors to boost chances - less Vitality needed if chosen) although if the numbers are decent - then going with no shield is also viable.

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In practice - Burning Leap gets snagged by obstacles however Rune Vault can be used backwards or forwards (mouse click in front or behind the Outlander) for mobility towards and away from enemies too.

Debuffs or supportive damage like Vortex Hex, Flaming Glaives, Shattering Glaive, Bramble Wall (to be destroyed for activations), Cursed Daggers, Blade Pact, and Stone Pact can be used or placed before the Melee begins.

While in Melee:

Bane Breath is awkward however it can be used in Melee effectively if built correctly with Focus and Death Ritual's shadowling boosts (no need for ranged weapons).

Glaive Sweep is the main Melee skill-attack option for Outlanders.
This skill actually has everything from Knockback to a tier-01 investment of Damage_over_Time (bypass Armor) hence a "Strength-Focus Dps mix" to crowd control with Stun and Interrupt, it even includes Charge-Gain.
The Knockback is awkward however it also means the ability to corner and pin targets in tight-space combat scenarios.

Flaming Glaive can still be spammed for the extra damage and the tier investments make Fire and Poison even stronger damage options on affected targets.

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The Melee Outlander is not recommended for beginners for a reason - however with good pre-farmed items - this power-house has strange and unusually good potential with the correct use of it's skills and traits.

Very different from a Melee - Berserker, Embermage, and Engineer with certainty.

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Ursprungligen skrivet av Cannonaire:
... ... ... I'm wondering if there are stats available to see why this enemy takes so long with Shocking Orb.

Anyway! Onto the melee Outlander build, and I gotta admit, I have no idea what I'm doing. I can't make heads or tails of what gameplay is supposed to look like with this build. Assuming a finished build at level 100, what will my attack patterns look like? Mostly left-click attacks? Glaive Sweep? I'm not too thrilled about knockback with melee weapons, especially since most enemies are probably going to take 2-4 hits with that skill.

I'll see if I can find a YouTube video maybe.
I suspect the War Titan has high Electric Armor.

Found a good end-game showcase video of a "Clawlander" Outlander and is as close as I could find and is related to my suggested build:
https://www.youtube.com/watch?v=PIlfnjg-jbw
A clear use of Glaive Sweep, Flaming Glaive, Rune Vault, Shadow Mantle, (passive) Poison Burst, Bane Breath, Cursed Daggers (for the DeBuff). Probably has supportive passives outside of those skills seen in the UI hot-bar in-video.

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Ursprungligen skrivet av Cannonaire:
I'm going to enchant a couple weapons. Does anyone know if there would be any benefit from having more than one Skull of Zardon on a single weapon (Conveys 3970 Physical Damage over 5 seconds)? Would it double the DoT? I have Four of them available.
I can say that it does apply another (although the game shows the number on the same overall total) 3970 damage over time.

So it would double, triple, etc - the amount of Time Damage inflicted upon affected targets.

I find that this game honors the time damage immediately yet shows the amount draining the enemy health bar anyway - proof is when the player applies sufficient time damage to destroy the enemy health bar and the enemy is actually destroyed before the time damage fulfills it's "time".

It's basically "free" damage unaffected by Armor just not affected by "Dps" Rates (yet actually is affected by strike speed since applying the Time Damage with more strikes in a shorter time will destroy the target sooner).

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2025 general advice guide links for TL2 mods
https://www.reddit.com/r/Torchlight/comments/1kc9f4f/a_new_love_now_i_need_some_guidance_for_best_mods/

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I have written some basic recommendations (near the bottom of this linked page) regarding how to manage the mod load order and other useful aspects to be aware of if swapping mods and such over on the Nexus for Ace:
https://www.nexusmods.com/torchlight2/mods/73

If in need to unbind mods after changing a bound mod in the load order:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=137868436

And I do have a guide on what to choose regarding the older mods on the Steam Workshop:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2418154311

Most players use Synergies and Essentials (mods) together along with the Compatibility (mod) above them plus any other feature and item mods of their choice:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1691341222&searchtext=compatibility

Ace has grown since 2016 and can be used with Synergies - recommended to begin new characters if both mods are present for best results.

Ace has some UI-Stash issues with Essentials however there are Inventory mods when placed above that can override that issue:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/654068491/4353365446950849460/

Ace crashes when Bob's Mod is present together. Use those two separately.

Class mods are usually best when placed as Class-packs like Variant Classes (mod) and similar options.
Refer to the mod-guide link farther above for recommendations on those.

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That addresses most of everything I could think of for now... I think I'll also link a Discussion that mentioned the best Minion-style mod classes in case that's of interest:
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/133257324788954314/?appid=200710

This Discussion's (Link below) advice isn't perfect however it gives an idea on how to order mods:
https://steamhost.cn/steamcommunity_com/groups/TLM2H/discussions/5/1768133742960293946/
That same Link is also inside the TLM2H Steam group whose Discussions-Tab addresses much of TL2's hidden aspects or archive for tactics.
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2025 general differences between the classes
https://www.reddit.com/r/Torchlight/comments/1k11lhb/i_just_got_the_game_whats_the_best_class/

There's a "deep" and unlisted "best" required affixes in TL2 to thrive including Damage Reductions.

Berserker and Engineer both natively have 25% DR and that helps much for survival; Berserker also has easy access to skill-based health-steals while Engineer gets Forcefield. Both are the best at survival.

Outlander and Embermage both have easy access to elemental damage skills and can passively combo with Poison Burst or with skill Brands respectively.

Outlander and Berserker have easy access to raising Critical Chances leading to greater consistent damage.

All classes have mobility-skills, resource-skills, big-area damage skills, and so on.

Play the affix game, patch any lack of survival with health reactions, look for weapons that react to strikes.

Save lots of Gold to spend on the randomly located "Boris the Stat Enchanter" on high-level equipment.

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https://www.reddit.com/r/Torchlight/comments/1kbyw7g/wow_ive_been_sleeping_on_outlander/

Ursprungligen skrivet av heckingincorgnito:
Honestly, all the classes can do damage. I think what sets classes apart in TL2 is how survivable they are, and embermage just doesnt bring much to the table.

True, I know of players who choose Embermage Frost Phase over Outlander Rune Vault as a preference between the forward vs backward mobility.

I myself enjoy Engineer Storm Burst both as a main attack (if it's the build) or as a one-point mobility skill.

And Berserker with Shadow Burst, Wolfstrike, and Savage Rush gets the most of all mobility options.

Yet without (25% native for Zerk and Neer) 75% Damage Reductions and the nice random Block of a Shield (possibly with 33% Missile Reflect) - survival is the difference whether new players may wish to leave some classes for later after getting acquainted with the affix systems.
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Do enemies have Damage Reflection in vanilla? And Melee?
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/595146853490664198/ = = = =
Ursprungligen skrivet av Cannonaire:
I've been browsing old posts, and I came across a comment in which someone mentioned enemies reflecting damage. I've finished up through the end of NG+5 and beaten Tarroch's Tomb on Elite several times, but I don't recall seeing any enemies reflect damage back onto me. I feel like I would have been gobsmacked by such a thing with the ridiculous amount of damage some builds can dish out (and presumably get reflected back on themselves). Are there really enemies in vanilla Torchlight 2 that reflect the player's damage back onto them? Have I somehow gotten so lucky that in 1,274 hours of playtime I've never witnessed such a thing?
Could be player preference regarding how much time is spent combating specific enemy factions (TL2 has many) - that determines whether a Player notices this trait. The one enemy faction I can affirm does carry one such enemy is the Ezrohir faction and specifically the "Ezrohir Brute" whom will activate a Forcefield-like skill in appearance yet unlike the Engineer-Player version - will Reflect any Skill or Weapon-shot that counts as a "Projectile" (anything that doesn't "lob" like a tennis-trajectory). Synergies-mod is where this trait is further utilized - as many mods try to keep the difficulty near vanilla+ while Synergies does everything in it's power to challenge the player beyond usual methods. = = = = My conclusion? Not luck - more a matter of spending time with specific enemy factions to try and spot if there's any unique traits amongst them (including their Mages and Brutes). Also worth noting that not all skills or weapon-strikes count as a "projectile" hence it's entirely possible for a player over 1000 hours to miss this. TL2 is much like that - I still have unanswered questions even today from certain players - one of them being: "Does Critical Damage affect Splash (Secondary) Damage?"I still don't know and not certain how to check for that in-game (or Editor) either. = = = = Extra Note : I recognize this initially asked for "Damage Reflection" hence may include "Melee" sources besides "Missile Reflection" as well. The "Ezrohir Brute" counts as a Missile (hence Damage) Reflect example. Whether the vanilla game makes enemy Melee Reflection evident ... is not easy to see.
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Limitation of Elemental Damage Affixes
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What weapon benefits an Embermage who uses a mix?
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Items that may not be available in vanilla drop rates
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HiFive's fix getting Bob's Mod to be removed (Ace mod incompatibility)
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Generally recommended Scroll Tomes to equip?
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/604148808450924068/

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Ursprungligen skrivet av HiFive:
I always like to put Frost and Fireball on my pet, because they have short cooldown times and at the higher levels of the spells, the blast is very strong and can wipe out a horde of minor enemies. I also give Archers to my pet. Again, if they are surrounded, the archers will help get rid of the mob faster. Haste is another good one for pets.

For the vanilla game, I like to use skeletons and archers for my character, along with Animal Handling (reduces pet town travel time and increases pet damage) and Treasure Hunter.
Ursprungligen skrivet av Cannonaire:
Pet: Animal Handling, Heal All, Retribution, Dervish, Frost (crowd control). :hype:
Ursprungligen skrivet av steffire3:
Early in the game; special Fishing spots may drop "Web". Only one rank exists in the game yet it's also great for trapping enemies especially when placed on the Pet.

Equipping 2 or 3 different ranks of Dervish on the Player is great for rapid use of Skills if sufficient Mana Regen or economic-cost skills are present.
Ursprungligen skrivet av Cannonaire:
On player I always, ALWAYS use Haste VI at higher levels. I also like Adventuring for the potion boost, as well as Blocking, Concentration, and Willpower based on the character's needs. Depending on how my character does damage, I might use some kind of Expertise scroll and/or Dual Wielding.

My hotbar is always full, so I prefer passive spells on player (aside from Haste) and active spells on pet, mostly CC for assistance like frost. At the start of a new character I'll probably put Web on pet and Repel + Rumble on the player character.
Ursprungligen skrivet av HiFive:
I agree that it usually depends on what character you are playing as to which skills are more important. I often give my mages the Concentration spell so their mana will be replenished faster, along with putting mana regeneration embers in their armor.

To reiterate your comment on which type of scrolls to learn, in general, for pet or character:

1) Tomes (passive) are best for your character.
2) Active spells are best for your pet.

Keep in mind that a pet will usually only spawn one skeleton at a time, so that is not a good pet spell, since your character can successively spawn skeletons up to a max of 5. Unless you are using a mod that allows archers to move, the archers will remain where they were spawned. Zombies will somewhat follow you, but they are slower than skeletons. You only get one Nether Imp, but it's stronger and will last until it is killed.
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Thinking of buying TL2 hence what to be aware of
https://steamhost.cn/steamcommunity_com/app/200710/discussions/0/592887157683699362/

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Ursprungligen skrivet av LittlePureWater:
This game seems interesting, do you recommend buying the game?

Ursprungligen skrivet av potterman28wxcv:
... ... that you can equip spells on your Pet and your Pet can go sell/buy things to town so that you do not need to go back to town to sell gear. In my opinion it's one of the best things about Torchlight 2, you can just grab everything, identify on the go, and give the extra to your pet.

... ... The story does have some long part (especially the wide wilderness areas filled with monsters), I particularly remember Act 3 as being quite long and painful... ...

One big caveat of this game is balancing. On Elite difficulty only a few builds are actually viable, and those usually involve taking the most powerful skills for your characters. Some skills are just leagues better than others. On Elite, some builds will destroy everything while some other builds will be a constant struggle. So I would advise you to play on Veteran, in my opinion it's a much better experience for the first time TL2 player.

But one great thing about this game is modding support. There are a lot of mods out there to customize your experience. You might end up with a half-broken game that has bonker stats of course but it can still be very fun!

Ursprungligen skrivet av chris.ferrantegerard:
It's a pretty good Diablo clone. A bit too overtuned damage wise at max difficulty imo, too many reliance on ramming damage reduction gems into gear, damage always felt a bit too spiky to me. A level below Titan Quest, Grim Dawn or Path of Exile to me but still a nice game in the genre.
So very true. :steamthumbsup:

TL2 Pets are a huge benefit especially for Loot-Sales not usually seen in other games within the genre and should be compared to certain Metal Gear games where supplies can be ordered on-the-go and discovered-Loot sold for a profit without the need to return to Town.

The story / campaign can be longer or shorter depending on whether the Player wishes to complete most of the Side Quests. Otherwise Main Quests average 2 per large zone twice per Act. Side Quests do have great rewards for Exp and Fame however.

What makes TL2 great for certain players is that it's much faster to level-up including the completion of builds compared to Grim Dawn. TL2 Main Quests can be speed-ran within a day and NG+ campaigns are the same with the addition of the secret ultimate Build test in the form of Tarroch's Tomb enemy waves up to Lv199 in the Ossean Wastes.

Map-works and Phase Beast maps enable other sources of mid-farm, alt-leveling, and post-game content.

Mods can help to extend the game-play in various ways for Pc versions and some mods even disable or reduce the infamous Critical-Enemy-Damage Bursts.

TL2 Console versions don't have modding however do have Potion-Respec craft-recipes built-in and Controller-support. Something Pc wishes it had in vanilla.

True that some skills are better for survival, mobility, or damage however games like these favor building specific rare Affixes and tactics rather than dependencies on Skills.
And I can say the same for games like Grim Dawn where this is even more pronounced.
In fact - TL2 is very accessible and less complex than Grim Dawn regarding Types and Defense mechanisms. Sometimes less is truly more. Depends on what a player seeks.

As to how a player will acquire the "correct" survival affixes will either be from farming Phase Beasts or mods that supply good equips.

Not every class is an Engineer and not every skill is Forcefield and not every weapon allows a Shield hence alternative strategies are needed to thrive even on late-Veteran difficulty. Especially when factoring NG+ Tarroch's Tomb and especially when Replay-Value is everything for any potential buyers.

As for the note on Act_03's length and difficulty - that also holds true for certain enemy factions when encountered again in NG+ loops.

A1 Icy Hills - rushing Yakitaur
A2 everywhere - ranged Ezrohir
A3 Blightbogs - enhanced Undead
A4 final rooms - draining Netherim

Among other factions that only get more pronounced on their accurate skill combos or other noticeable tactics in higher NG+ levels.

In fact - Hardcore players avoid certain Side Quests altogether especially when faced with rare yet present cramped rooms forcing close-quarters combat.
Wide-open spaces are a good friend in this game.

For all the hidden basics during campaign-runs worth remembering in a game that fails to note such things; we do have certain Steam Guides that can help with that:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1709334997

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