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Torchlight 2 Respec Mod

Torchlight 2 Respec Mod 6,7/10 1239 reviews

After more than 20 hours I’ve built my Embermage into a machine for the consumption and processing of monsters. My wands cast random spells when I kill an enemy. My armour reflects melee damage. I have a passive ability that randomly teleports attackers further away. My firestorm plants a fire vulnerability on enemies that my columns of flame capitalise on, explosively. Every point of damage I do fills my charge bar, which ultimately reduces the casting cost of all my spells to zero.

For today i brought ya 3 vids and some pics who show progress of the mod, not everything, film making take time and i dont have to much. But i pushed it a lot from 1.15 what means ACT1/2/3 got some hands on and i did a lot retuxtere there (mostly 'noise' reduction) and it came out pretty well so far.

When this happens I summon a duplicate of myself, just because I can. I’ve also got this raven. His name’s George. I think you’ve met. As the difficulty rises, it’s sometimes necessary to tinker with the machinery: to invest in new skills, or alter the opening moves of my combat rotation. By and large, though, the character I’ve made worked in act one and she’s still working a campaign and a bit later.Your place in Torchlight II’s plot is circumstantial: you’re a hero, and that’s about it. You’re chasing down the villainous Alchemist – one of the original game’s protagonists – for reasons that nobody in the game sounds especially concerned about.

Character emerges as you settle on a playstyle: I’m a stationary death vortex now, but I could have specced differently – a teleporting, sword-wielding warrior mage, perhaps. Her love for skeletons is like a truck.Besides the Embermage, the other predominantly ranged character is the Outlander: a mobile weapons platform specialising in guns, glaives, and debilitating magic. The Berserker channels spirit animals to augment melee attacks, buffing allies and debuffing foes to build an advantage. The Engineer is a tank that can specialise in heavy weapons or sword-and-shield durability, with the option of swapping out for a massive handheld cannon and an army of robotic pets.They’re a varied bunch, although the game struggles to communicate precisely how different they are before you start playing. I arrived at the Embermage through a process of experimentation: given the game’s hundred levels of character advancement, I recommend you do the same before committing.

Levelling grants you points to spend on attribute boosts and new skills. The two are linked: attributes determine the relative power of your weapon and magic damage, for example, impacting the usefulness of the skills you may choose to invest in. Unlike the original Torchlight, you don’t need to invest points in a skill tree to unlock its late-game potential. Instead, new skills open up as you level, allowing for greater dabbling as you progress. The system is over reliant, as many action-RPGs are, on incrementing your power by tiny percentages every time you spend a point and each individual level up can feel inconsequential as a result. In the long term, however, there’s a lot of scope for cleverness and creativity.

Unfortunately, Torchlight II limits your ability to respec to undoing the last three skill decisions you made. This effectively prevents shifts in direction at high levels: even though I’ve built a character I like, I can’t change her – and my skill trees are littered with discarded investments. If I want her to be perfect I either need to start again or wait for the inevitable respec mod, and both feel like a compromise. Certainly, it’s a system where decisions have consequences: it’s just that those consequences are a needless waste of time. In a year where multiple RPGs have figured out that freedom to change your mind actually results in more interesting decisions, not less, this aspect of Torchlight II’s design sticks out as an unwelcome manifestation of its early noughties influences.

Certain set pieces mix up the rules: in this section, you have to stay in the light.Other aspects are much more gratefully received. Offline play, six player co-op (both online and over LAN) and full mod support are all present, and Steam Cloud support enables the game to benefit from the best bits of modern online integration.In terms of features, Torchlight II has tremendous scope.

Torchlight

The campaign is randomised from the overworld down, remixing environments and sprinkling them with events that keep the pace up even as you go about the busywork of map clearance. You might kill a sprite who drops a golden key, then go looking for the chest it opens. You might kill a phase beast and enter a pocket-sized challenge stage, or stumble across a hidden side quest that stretches across the whole game. When you finish the campaign, you can start over from where you left off or enter the ‘Map Room’, a nexus where you can use in-game gold to buy access to randomised dungeons with custom rulesets.

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A full set of difficulty levels are available from the start, along with a hardcore permadeath mode for the committed. The game bends over backwards to give you options, a limbo act that twists the rest of the way and swallows itself with the provision of mod support.

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This is a game with a long, community-driven future, one that scrawls an infinity symbol over your potential time investment in effortless freehand.Ever feel like a game knows exactly what buttons to push?It’s less successful in terms of scale. There’s very little sense of escalation to the environments or encounters: you start in a field, pass through a desert, visit a swamp and spend an awful lot of time in caves. You will be fighting level 1 rat-men at level 1 and level 40 bat-men at level 40: although it apes Diablo II’s narrative and structure to a comical degree, Torchlight II doesn’t up the stakes in the same way. The short fourth act changes the tone but is thin on surprises. The game’s stock-in-trade is charm and detail: characterful animations that you’ll zoom in to watch, witty item descriptions, the sound of fingers on strings in Matt Uelmen’s excellent soundtrack. Action-RPGs are at their best, however, when they can complement detail with spectacle.

A sense of escalation helps to mask the numbers game by implying that there’s more to higher difficulties than a shift in some underlying equation. If the numbers game is why you’re here, then you’re unlikely to complain: Torchlight II will escalate your numbers all day long. If not, though, then expect repetition to limit the game’s longevity.Torchlight II’s status as the conservative underdog is the source of both its most impressive successes and its most visible limitations. It’s tempting to wonder what this chamber orchestra could do with the resources afforded Blizzard’s full-blown philharmonic: at the same time, there are moments when Runic’s devotion to the genre’s past – which, admittedly, they helped to shape – holds the game back. It’s a charming, sunshine-bright indie action-RPG with an old-school disregard for your time. It’ll consume you with a smile, and you’ll be smiling, too: but it’s down to the community to turn it into something special.

After having played borderlands 2, i have to say i love the idea of respeccing.seriously, sometimes I like experimenting with things without having to either spend hours building up a character, cheat, or download a mod (which is essentially a form of cheating) just to figure out if a build is viable.i mean, some skills aren't even available until level 42. I'm not building a level 50 character just to test one thing out. The fact that skill descriptions aren't fully informative of how skills actually function just makes matters worse. Being forced to turn to internet forums to ask 'is this skill worth using?' Is kind of a sign of poor game design. Let the players have all the tools they need to figure out what they want to do in a game.

Inside the game. The fact that skill descriptions aren't fully informative of how skills actually function just makes matters worse.Especially nowadays, RPG-ish games have gotten so complex (which is great!) that even with incredibly detailed skill descriptions, I still have to hit up the wiki or Gamefaqs or somewhere to find out exactly how the damage formula works, or which skills are based off INT and not STR, etc. It's been a while since I've played a game where I felt I didn't need to use the internet to fully understand how combat / skills worked.Without respeccing, you either have to:. Go in blind, then reroll your character several times because that lvl 100 skill worked differently,or. You need to invest a bit of time beforehand looking stuff up online to make sure you won't need to reroll your build later.Despite my vows to the contrary while I was younger, I have become someone who does not have very much time to play games. Respeccing allows me to get right into playing and experimenting without spending valuable time on either of the previous tasks.

I'm really torn on this issue. One the one hand, your point about making the choices significant resonates with me, because full respecs can shift the major decision making from a 'progression' or 'journey' and into something you mainly do at the end.On the other hand, in games like these (e.g. Path of Exile), with how complicated skills, mechanics, the interactions between different skills and items, how the type of enemy can change how useful a skill is etc., it really puts pressure on me. To the point where I feel it actually has the opposite effect from what's intended.I don't have as much free time to invest into games as I used to, so knowing I have limited respeccing ability changes how I play.

I'm all for variety in my playthroughs, but I simply can't afford the time to attempt to play the game 5 times as an Embermage and start over until I figure out what type of Embermage build would be fun / useful / viable.Since I basically don't want to ever make a character who will need to be scrapped (because to me that's wasted time that could have been invested in a usable character), I need to make sure ahead of time that the general concept of the build is ok. This leads to me spending days ahead of time, checking forums and wikis and subreddits and calculators until I have at least a decent idea of what skills do what, which ones go well together, what stats synergise with them etc.In the end, once I start a character, I already have a basic framework set out for them for me to follow as I go through the game. While there's always room for experimentation, the bulk of the novelty of new skills and the feeling of creating my build as I go is gone: I'm just following a blueprint I made for myself earlier, with tweaks here and there.Once I got the, however, that changed. The pressure of ' getting it right the first time' is now gone.

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If I screw up, or I find out a skill ends up being useless later on, or didn't work the way I thought it did, or I happen to find out that a particular item works really well with this one skill, I can use Rapid Respec to adapt. Now I don't need to go through and exhaustively research everything there is to know about a class before I try it; I can go in blind and figure it out as I go (which I prefer, and am betting was the intended method of the creators).I just started a Berserker, and put a point in Shadow Burst because it sounded useful from the description. Maybe later on I will find out a different skill accomplishes what I use Shadow Burst for, better, and then I would drop it. I've been putting points in Strength and Focus, and perhaps later I will discover that with the skills I've ended up using, Dexterity would have made more sense. And then I can change it.It's hard to convey how liberating it feels now, like a huge weight / pressure / obligation is gone, and I can just jump in and have fun. Fair point.On the other hand, trying new builds and combinations shouldn't penalize players by forcing them to reroll a character from the ground up, especially since the game requires quite some level to get the required skills point.When the first infos about d3 were being shared I too felt 'betrayed' by the new skills system, and I used to think that it would only dumb the game down, removing all the fun in the planning of your hero. Then, D3 came out and I realized that blizzard intent was to let the player find is own combination of skills without penalizing him; yes, it's more of a casual approach but I don't feel like it's totally garbage either.I still like games were you are being forced into careful decisions and plannings, but I can't really say that I don't appreciate d3 design because it feels 'more free' to me.

You have to realize that not everyone has 50+ hours to put into a character only to find out that their build isn't viable later in the game. Once you hit that wall, the game isn't fun anymore and it turns you off to trying again. This is one reason it's hard for me to get into PoE. I love the game, don't get me wrong, but I keep reading about people hitting that wall around level 40 or 50 and every time I choose a new skill, I wonder if I'm headed down a dead end path. It's fun to play now (level mid 20s), but I'm not into theory crafting and all that jazz, so if and when I hit that wall, it's going to turn me off to starting another character for fear of making another useless build.In my experience, full respec actually encourages me to experiment with builds. It gives me an option to try out other skills without having to spend many more hours leveling a new character, just to see what the other skills look like and feel like. It's not that I want an uber strong one-shot machine.

I just want to see if the other stuff is fun. Gamers irritate me on this topic to no end.' It' about mapping out your character, its so terrible if you can respec, make the choice permanent!!!'

Look, not everyone has hours and hours to play a character only to realize you wanted to go a different route instead, or even the interest. Give me a character with a massive skill tree and the ability to respec, and I will spend hours just trying different specs entirely. If you tell me I have do the same shit over again, not with a new character but the same one just to try slightly different skill combos, I say fuck it, I quit.So if you don't like the idea of respeccing, don't do it, but the rest of us enjoy it.

The problem is that if you had infinite respecs you get the d3 problem where every character can instantly become like any other removing all uniqueness from individual characters.I'm not so sure about this. For example Path of Exile has an enormous, very open with tons of possible paths and combinations, and in general you only get around 6 'do-overs' for individual points in the tree (out of a possible 111 points). This is about as far away from freely respeccing as you can get. By mid-game it becomes faster to reroll a character rather than farming for the resources needed to fully respec them.However, while browsing the forums, I found tons and tons of posts asking for, explaining, or complaining about 'cookie-cutter' builds. As I've, I think a lot of people look at that intimidating skill tree, realize if they screw up they need to start all over, and say,' Screw it, I need to make sure I do it right the first time,'and then look online for what the best build is.I don't think eliminating respeccing reduces 'cookie-cutter builds' and conformity, it just changes when people decide to do it. In D3 they can do it at the end-game, in PoE they just do it before they even roll their character.EDIT: Had PoE's respec system wrong.

I'm confused as to what you're saying here, this is, not. Runic devs made the right decision, their skill 'tree' isn't nearly as complex and is easy to look ahead at and decide what you think would be fun to put your skill points into. Never once did I look at the Torchlight skills and think, 'Oh shit!

Torchlight 2 Respec Mod

I'm never going to be able to decide, I better go online and look up some builds.' I could see that for POE perhaps, but only because I don't want to send my mouse cursor over each and every one of those little bubbles to see what they actually do. You're right; PoE may not be the best comparison.

I've been playing it as well recently, so it popped up as an example of a game that doesn't allow infinite respeccing makes it impractical to fully respec, and yet still has the lack of uniqueness problem that you are saying respeccing will cause. From that I'm basically saying that there isn't good evidence that limiting respecs prevents people from being unoriginal. Of course, not everyone reacts this way, I'm just saying that the people who would be unoriginal in a game with infinite respecs, would still be unoriginal even in a game with no respecs.And yes, TL2's skill choices and descriptions are more straightforward than a lot of similar games. But it's all the little things that come together that create this effect.E.G.Knowing which skills can proc status effects / DOT from your weapon, or the few rare skills that can proc mana/lifesteal. This isn't always clear.Intuitively I would have assumed bulking up on Vitality on my tanky Engineer is a good move, but apparently the consensus is that in general Vit is just not worth it in lieu of the other stats.With the way damage scaling works for certain skills, there's simply no way to tell whether it will stil be powerful endgame without trying yourself.

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Maybe at lvl 12 it does a nice +50 damage, but at lvl 50 the +400 damage is insignificant.Even outside of the skills themselves, investing in lots of status effects only to find out that most endgame enemies and bosses are immune to them is annoying if it took you 50 hours to get there. (Don't know if this is true for TL2, but it's happened in other games so I'm always wary).There are always times that a skill you previously overlooked suddenly becomes very useful in combination with some new skill/item/ability you got, and having to reroll just to adjust one skill in your build is troublesome.tl;dr:Yes, TL2 is not PoE.

However, it is an example of how having a limiting respec system doesn'.