Torchlight II

Torchlight II

Thrasher's Armory (v.211)
Bandit 19 May, 2013 @ 9:56am
Discussion
Have you considered matching the minimum level on the effects the socketables have? Right now you have lotus and chomo's dropping at min lvl 1, have you considered putting them to lvl 28? its the minimum level for the 3rd tier of socketables and that feels about the equivalent of the power levels on the lotus socketable.

I looked into your sharkee's rage legendary helm, and It could also use tuning in the requirements. An item that powerful should require more stats or a higher level to wear than the level of the item. The other thing about that helm, level 20 but has stats for a lvl 50 character? Its a little overtuned even for a legendary.
Last edited by Bandit; 23 May, 2013 @ 4:50pm
< >
Showing 1-15 of 27 comments
Bandit 20 May, 2013 @ 4:14pm 
I made a few balance modifications in CTA for the meantime until we can discuss this more.
StrUktO  [developer] 21 May, 2013 @ 1:56pm 
I'm not sure what you mean by CTA, but I do agree that certain items need some balancing and will look at the mentioned items, let me know if you're satisfied
Bandit 21 May, 2013 @ 2:16pm 
It is great to hear that you feel the same way about providing a sense of balance to the items. I will take a peek at them when I get home so that I can provide some feedback on the new balance points. I was also wondering if you would rather keep the flavor text as dutch or would you like the items translated?
StrUktO  [developer] 21 May, 2013 @ 2:20pm 
the flavor text in almost every item is in english, there are however a few inside jokes in dutch which I would like to keep that way ;) read the description for more info! the balancing of mentioned items is done
StrUktO  [developer] 21 May, 2013 @ 2:21pm 
oh one other thing, I haven't forgotten about your request for more Magic: the gathering items, it's just that it has come to my attention that copyright issues can cause me some trouble, so now when I want to include such an item I have to draw the icon myself, which takes a lot of time, I DO plan to add some more but can't tell you when
Bandit 21 May, 2013 @ 3:25pm 
Just wanted to point out that I feel you tried to make the items appear at much more appropriate levels, but you do not want to leave <INTEGER>LEVEL_REQUIRED:45 as the same level as the item starts to drop, then the stat requirements mean nothing because you can only get the item to drop once you are lvl 45 area anyways. Typically powerful items will have both high stat requirements AND a higher lvl req than the lvl of the item. 300 strength and 300 dex is also an extreme requirement, I would drop those to 150 tops for a lvl 45 item (think 45*5=225 stats from levels alone) :3 I would suggest placing the lvl requirement of items at least 4-7 levels higher than the LVL of the item, and then place the MINLVL to 2-3 levels LOWER than the lvl of the item. This would make the items more similar to ones already in the game.

<INTEGER>LEVEL:45 <INTEGER>MINLEVEL:43 <INTEGER>LEVEL_REQUIRED:50 <INTEGER>STRENGTH_REQUIRED:125 <INTEGER>DEXTERITY_REQUIRED:125

this would be an example of more balanced requirements. For the stat requirement It demands that you be stacking both dex and strength but you will also need to be a class that has more passive stats in str and dex or stats on your items. A strength character or dex character could easily fulfill the requirements, or other classes can just wait to use at lvl 50 :)
StrUktO  [developer] 21 May, 2013 @ 11:04pm 
ok, that makes sense, I'm on it ;)
StrUktO  [developer] 23 May, 2013 @ 1:54am 
done, let me know if you like it!
Bandit 23 May, 2013 @ 9:09am 
Fantastic the new requirements are looking great! :) I updated to refect your new version. Let me know if you want help making icons or other stuff, I usually have time to spare.
StrUktO  [developer] 23 May, 2013 @ 1:44pm 
maybe I will take you up on that offer some time, so far I can manage
thanks so much for your support!
StrUktO  [developer] 23 May, 2013 @ 2:30pm 
I thought about this some more, and I am curious what you can come up with, icon wise
also, I do take requests so if you have any suggestions for items and can also provide me with an icon they are more easily integrated, feel welcome to contribute
Bandit 23 May, 2013 @ 4:12pm 
Ok :) So far my drawing skills are adequate but not as realistic as I want to be. Like this warlock[imgur.com] I drew in a few minutes, If I spent more time shading it, it would look a lot better. But I have tons of idea's racing through my head all the time It is so hard to keep up with it all. :P

So as far as an idea for items, I thought it would be cool to have Icarus' Boots. There can be a large movement speed buff on the shoes but also gives you NEGATIVE damage reflect. :D

Or I was thinking of creating a ring or amulet that gives you a debuff that makes you drop gold when you get hit, or you drop from the targets you hit.
Last edited by Bandit; 23 May, 2013 @ 4:16pm
StrUktO  [developer] 23 May, 2013 @ 10:35pm 
well that looks quite nice, shading is something I find hard as well, sometimes it works, sometimes it doesn't
I don't really consider realism in these icons myself, instead I try to approach the cartoony style of the game

those ideas sound great, you mean you get extra damage reflected upon you with those icarus boots? there is one limitation, I am starting to get quite a bit familiar with the tools but am not a programmer so any and all affixes applied to items need to be accesible in GUTS already
Bandit 23 May, 2013 @ 11:45pm 
I am fairly sure that every effect can have a positive and negative version of it. If you look at the wording in the effect files it is defaulted to having values for four wordings of any effect (Direct and Over Time in either direction). So it just comes down to creating new affixes that call the effect at a different value. A simple way to do this would be to clone the reflect affixes and just invert the values.
StrUktO  [developer] 23 May, 2013 @ 11:50pm 
I have no experience editting affixes, but I suppose that isn't any different from editing item or set properties, I'll look into it
< >
Showing 1-15 of 27 comments
Per page: 1530 50