Torchlight II

Torchlight II

TL2-ACE
Leagex 26 Aug, 2019 @ 5:49am
Game mechanic balance
This thread will concern only the balance of general game mechanic if it concern the balance of a class go to the thread "balance discution" to keep the discution organised.

So during my last play session I've ran into a lot of things wich raised a few question:
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How does aggro work with pets and minnion as it seems the monsters AI will always target the player when in range or in visible range from the player. Can we make the pets and summon keep aggro ?
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Is it possible to make some summon "permanent" after casting or reduce cd to most summon (class and scroll) less long to see some potential in summon build?
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Could vitality give +x% to all armor rather than just physical armor as elemental damage is present in most monsters skills? if not vitality why not focus for elemental armor as it increase your control over the elements
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DoT bypass armor for both player and monster as it act like a buff and not a direct attack ,is there a way to fix that?
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cooldown on monster skill should sometimes be higher, the mages in the third part of the rat raid can cover the whole room with their slowing spell pretty fast as it last a long time(no need to change that just the cd i think)
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loot table seems different between the normal game and the new areas, normal monster doesn't drop stuff in the new area or very few wich makes it hard to gear up

And thats all for now if you have either a question on a mechanic or a way to balance a mechanic in a better feel free to continue the thread.