Torchlight II

Torchlight II

TL2-ACE
Leagex 5 Mar, 2018 @ 7:28am
Review of Act 5 (mod version 903 and 909) Spoils ahead
To set a few things this act is still in devellopment and I'm give my feelings about it. So I've been playing with an assassin in veterant mode if it can help people to know the situation in which i played.


Story

The story is interesting : been sent to clear the way to a town, discover it has been destroyed by necromancers and having to hunt them down is pretty cool but it could links the different quest better , for exemple Krieg having a mysterious employer, what are the necromancer looking for( it is not clearly stated


Quest

I like the fact that the quest only gives the region where you can complete it because you really need to explore the region for once. In the normal game you are guided to all the objectives and I feelt it lacked the experience of having to search for the things you need.


region

The region are well design and it almost every time gave me the feelings of a different atmosphere, hill top and it's shrouded bridges, the crossroad that change from the city hub of the normal game, millshire and its zombie but the only negative point is the dark forest which could be a bit darker and with more trees because it felt like the crossroad: a plain but instead of bandits we have wolfs


Monsters

All the monster belongs where they are but some monster pack are to simple: between 5~10 exact same monster in a pack and it repeat all accross the region (the direwolf in dark forest and the beast in hill top) puting a bit less monsters a give them an alpha ( a monster who is a bit different, with an ability maybe?). Some monster should be nerfed the hellish skeleton in priority his special ability need a bigger coodown (from 0.2 second aproximately to 1 or 2 second) because they have a big pool of hp and they put fire everywhere arround them which deals a lot of damage which stacks ( I seen a -55000 HP per second on the fire debuff while testing why I was getting one shot for staying in place to fight). But all the other monsters are fine especially the spider in the dark forest who goes down of the trees, I find this idea pretty cool.


Bosses

The bosses are good: good move set, good design idea, good use in the main quest line. I've encouter 2 times Krieg, the first time he kept oneshotting me when I was in close range but manage to kill him while constantly running away, the secon encouter after his nerf was more of a boss fight: hight damage but you can tank him a bit, use his spell and close range charactere can kill him. The boss in the deeeper cavern needs a bigger area of fight or one wherre we can move freely because this boss tend to fill the area with fire ( remind me of a skeleton). The first necromancer was not dangerous at all I don't know if he has a special spell (I'm pretty sure I found a bug that make ennemy stop every things they do and it was the first time I saw it on a boss but i'll post something in the dedicated discution). Now the second necromancer of ♥♥♥♥♥♥♥t, he has three phase I think or there is three necromancer lord(?), the first encouter is in a hall to small for a fight but the second and third encouter have good sized arenna, for his ability/spell when he shoots his lots of projectile a better preparation annimation of the skill would be appreciate because the hit boxes of the projectile spawns before the actual projectil animation wich at cole range result in insta death for no reason because there is no indication of this attack before the animation of the projectil is seen ( I think he put his arm in front of him but it is to small to be seen when you have other things to dodge) maybe put a little "charge" annimation before the spell so close range would have a reaction time. All his other spell are good but I think the lightning explosion and the cage/root should appear a bit faster because they are too easy to dodge even without movement spell.


Note: A quest for the phase beast portal could be fun with a mad scientist who want to make portal to every where without waypoint wich result in him studying phase beast. ^^


The act 5 is really fun to play if you forget the problem I mention because you can easly overcome them by paying a bit attention to your surrrounding, and I can't wait for Corley to add new things in his mod for us to play.
Last edited by Leagex; 5 Mar, 2018 @ 7:34am
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Showing 1-3 of 3 comments
Corley  [developer] 6 Mar, 2018 @ 11:55am 
@Leagex - this is a really useful and detailed review so I thank you for the time to do this -its very useful feedback that I can use to make some good improvements. Please look out for future updates over the next few weeks as I will update and address the issues you have raised.

If you get a chance please check out the new farming areas in act5 and of course the tier 1 raid dungeon!
Xercules 13 Mar, 2018 @ 5:38pm 
Since this is a reveiw thread for act 5, ill add a couple things.

First, i really like the idea of proving myself by challenging the elementals. But the process is strange to me. We come across the poison elemental first. It is alone in a large room. And you are transported in and out of its “lair”. - it is not really tough enough? Kinda squishy? And cant vanilla poison elementals summon? Of course i use a summoner so i may not have noticed it summoning.

After that one, we fight all 4 on a stone bridge/pathway. This one is harder, probs cause we fight against them all, but kinda hard to dodge incoming elemental stuff flying at you cause its a narrow path. Been destroyed a couple times there. Dont know what otheres might think.

Why give the first one, poison, its own lair, but then all of them again on the path thing? Just wondering😀

The necro fights. The first one has killed me a few times simply because when i transport to its lair, hes right in front of me and i cant run around him. Maybe an issue with a summoner class and all minions plus me are right there upon warp and the necro too. Idk.

Second necro. We fight the second necro 3 times? I am just wondering whats up with that. Maybe the first 2 could be changed to like his two top guards or something. Maybe one, his right hand man and the other his vicious pet or something. Idk.

Third. When you play acts 1-4, there are diffrent things as you adventure. Trash chests, armour racks, blue chests exet,...fishing holes.... act five is rather bare with these things.

Overall, very fun and fresh. I love it, yes. These are just questions and curious things. 😀
Xercules 17 Mar, 2018 @ 6:26am 
I read somewhere that you had sidequests you were trying to work out. Act 5 also could use a couple of these. If you would like a few ideas for them, maybe we could help. Nothing supper complex, just some basic ideas for you.

Also, i liked coming across a random dungeon as well in acts 1-3.

Your bounty board. Just a cool idea. So much potencial there.

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