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Torchlight III Receives 10 Additional Skill Points

SystemSystem Member UncommonPosts: 12,599
edited September 2020 in News & Features Discussion

imageTorchlight III Receives 10 Additional Skill Points

The latest patch for Torchlight III has seen the addition of 10 new skill points in a reset.

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Comments

  • UnrealRpgUnrealRpg Member UncommonPosts: 138
    edited September 2020

    I don't know when this game is going to officially release but it's not near ready for a final release. It's like they are making the game up as they go and it still barely feels like a game. There is just so much blandness and emptiness to the game. Every quest is go to X, kill X boss, talk to X npc, repeat. Yes thats a staple in RPG/MMOS but theres a way to properly dress it up and making it fun and engaging. Then it wouldn't feeling like you're doing the same thing over and over.

    I believe TL 1 and 2 had all the difficulties unlocked from the start which TL3 will also. I personally don't like that because it makes me feel like theres nothing to build up to. Diablo 2 and 3 imo do it better by making you pick from X lower tiers, beating it then going onto the next difficulty.

  • cmacqcmacq Member UncommonPosts: 331
    Seems like your 2nd paragraph contradicts your first. If this game make you feel "like you're doing the same thing over and over again" why would you want to be forced to play through the difficulties to create some sense of having something to do?

    I do agree with your analysis tho, the game is very bland and that means skills, mobs, quests, and most particularly the loot.
  • UnrealRpgUnrealRpg Member UncommonPosts: 138
    edited September 2020

    In my experience games that follow that path tend to have more going on in the harder difficulties. Recently in Minecraft Dungeons, once you beat the main story on normal, you can then continue on the harder difficulty which adds new gear and such to change the gameplay up. In Diablo 2 the monsters level and characteristics change instead of just being higher level HP sponges and a bunch of other changes. It makes a nice flow to progression keeping you engaged. When I beat TL2, there was nothing more for me to do since all the difficulties were unlocked already. There was no sense of progression. You could gear up to kill the final boss faster I guess? It just felt like I was done once the credits rolled. The only thing TL3 has so far is a Tier Dungeon system at the end which is cool but not really.


    Path of Exile has really been pushing the ARPG forward with all these new gameplay mechanics every season. Diablo 3 has been recently doing the same with their seasons. I don't know if TL3 is going to have seasons but it overall feels like it's an old game releasing in modern times. It could do so much more but it just doesn't.

  • cmacqcmacq Member UncommonPosts: 331
    Well these guys have been pretty clear that no new content is coming before release so not likely they are going to change anything re: difficulties. It just looks like they are aiming for a completely different market ie: mobile.
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057
    cmacq said:
    Well these guys have been pretty clear that no new content is coming before release so not likely they are going to change anything re: difficulties. It just looks like they are aiming for a completely different market ie: mobile.

    Well they aren't after a mobile market at all.   But they are definitely catering to the console market and limiting things so they can work on the mobile like Switch.

    In a recent stream their design lead stated that they are just improving the game based on feedback from people that already like the game and have stuck with it.  While that strategy is smart when you have a healthy population, I think it will fall apart like Pagan Online and many other games that released in a state that most of their once interested customers hated.

    We have no idea if they even understand the problems with the game.  I'd feel 100x better if they verbalized what the biggest issues are and commit to fixing them post launch.  Instead, they are doubling down on the efficacy of their existing designs and that all they need is to polish them.  They are also likely to prioritize changes based on a small playerbase post launch, rather than do the things to let it resurrect ala FF14.

    Personally, the game is an easy skip until they incorporate mod support for the PC version.  This is no small task, but it clearly is necessary in order to give people like myself confidence in the games future replayabilty.  Hell, they could abandon it on PC and let the modders go wild.
    UnrealRpg
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