![]() I don't know if this is what you mean by high horsiness, but I'm basing this opinion largely on the fact that I played a lot of Diablo 2 and became so comfortable with my knowledge of which skills scaled well and why that respecs were entirely pointless to me. In effect, making respecs possible makes respecs more necessary. Respecs mean that a lesser combination of skills have to be play tested due to the fair assumption that every player will have access to every build. The second design issue is that it modifies the balance of skills. If you make the game balanced for suboptimal builds, then the game is too easy for people using optimal setups. The first design issue is that respecs modify the balance of the game: if you make the game balanced for respecs, it's too hard to play with a bad build and then it's less of a roleplaying game and more of a bad action game because everyone is playing more or less the same game. I think that respecs are a relatively new concept in role-playing games and they represent two design issues through their late introduction. If not then well, plenty of other classes and other games.Ĭlick to expand.It's your fault for picking a low horse at the start of the game. If they patch it and make it better for STR based chars I'll revisit my engineer. I'll probably plough through the game maybe up through NG+ (no extra pluses) and not worry about it afterwards. Right now my engy is a beast, but I'm only just starting Act 3. The new shine has really worn off, so to speak, and the stat and skill system being so easily to mess up and easy to exploit have left a bad taste in my mouth. ![]() Honestly the last couple of days of researching builds and min-maxing have really soured me on the game a a whole. I'm fine with it at 5 points and I'm fine with onslaught not being the most min-maxy skill. Thanks for the input on dyanmo field earlier. The end result of all of this - the most efficient builds are ones whose primary damage skills don't use charge for offensive maneuvers at all, i.e. So, they came up with the charge system and stat weights in order to encourage non-casters to mix in regular attacks with their skills. But if you choose to restart the game after a whole lot of mapworking and reaching level 90, you are immediately bumped to NG+++ or so.It's ironic because Runic specifically said that they wanted melee classes to be more auto-attack focused before the game released. If you finish the game at 50ish, you are NG+. If both players have the same legendary, everything stat - wise will be the same between them.ĥ - The tier of NG+ which you will be bumped to when you choose to replay, depends on the level with which you finish the game. By extension, if you bump yourself a tier, you are cutting off a lot of legendaries from dropping for you.Ĥ - When legendaries in TL 2 roll, what you see is what you will always get. ![]() ![]() The legendaries in TL 2 are level specific which means that if you want a lvl 66 legendary shield, you are gonna have to play maps with lvl 66 monsters. The scarcity of legendaries between D3 and TL 2 are polar opposites with each other. There is no time limit on the items but you cannot trade with players on a different tier.ģ - Endgame loot is A LOT harder to come by. The monsters get stronger the higher the tier is but this mostly matters because if you are a NG+ tier and you wanna trade with your friend, you can only do so if he is NG+ tier too. You also do not level indefinitely in TL 2 nor can respec attribute points or skill points (with the exception of the last 3 skill points you used).Ģ - You can trade items and gold freely but every time you start a new game and progress through the story, you get bumped a New Game tier. There is also no time limit in TL 2 and no leaderboards. 1 - While both games have random dungeons as part of the endgame and you can start NG+ with stronger monsters, in TL 2's case, the most you can go is lvl 105 in the mapworks and lvl 190 in Tarroch's tomb (NG+ on). ![]()
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