[SUGGESTION] Koreans big suggestionlist.

Forum for discussing Torchlight II.

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Lodo » Tue May 29, 2012 1:10 pm

Some "taunt' skills sound like a good idea.
"The Breakfast Hen has more respect for its young than online gaming culture, and it's an imaginary bird which lays eggs directly onto a frying pan." - Luke McKinney
User avatar
Lodo
 
Posts: 384
Joined: Sat Aug 27, 2011 10:48 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Korean » Tue May 29, 2012 2:26 pm

gazm wrote:there are enough debuffs and buffs in the game that an organized group of 6 could probably plow through just about anything without the need of a "taunt"

No one has a taunt, everyone has damage, debuffs, and buffs. Looks good to me :3



You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.
♜♞♝♛♚♝♞♜
♟♟♟♟♟♟♟♟

♙♙♙♙♙♙♙♙
♖♘♗♕♔♗♘♖
User avatar
Korean
 
Posts: 43
Joined: Wed May 09, 2012 12:29 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby vampireyurigirl » Tue May 29, 2012 2:28 pm

Happens to anyone who is more tanky/kitey than dpsy
" It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no telling where you might be swept off to. " ~ Bilbo Baggins
User avatar
vampireyurigirl
 
Posts: 231
Joined: Mon May 28, 2012 5:57 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby gazm » Thu May 31, 2012 8:07 am

Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.


You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...

Unless there was some leak of the entire skill tree somewhere to look at?
gazm
 
Posts: 35
Joined: Sat May 19, 2012 12:42 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby vampireyurigirl » Thu May 31, 2012 8:10 am

I still say there should be a spell thats a taunt rather than making it only for one class. But I can mod it in if it becomes an issue that I find needs fixing.
" It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no telling where you might be swept off to. " ~ Bilbo Baggins
User avatar
vampireyurigirl
 
Posts: 231
Joined: Mon May 28, 2012 5:57 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Korean » Thu May 31, 2012 2:52 pm

gazm wrote:
Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.


You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...

Unless there was some leak of the entire skill tree somewhere to look at?


There's no leaked talent tree's as far as I know. Though this is something I wish for and hence why I'm bringing it up.

Image
♜♞♝♛♚♝♞♜
♟♟♟♟♟♟♟♟

♙♙♙♙♙♙♙♙
♖♘♗♕♔♗♘♖
User avatar
Korean
 
Posts: 43
Joined: Wed May 09, 2012 12:29 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Korean » Fri Jun 01, 2012 9:08 am

I would actually like to see some kind of response from Runic Games regarding these matters, feels like speaking to deaf ears. <3 If you bump into this post please leave some thoughts or just a conformation that you've seen it and that you hated the idea. Cheers (have a wonderful start of this summer).

Image
♜♞♝♛♚♝♞♜
♟♟♟♟♟♟♟♟

♙♙♙♙♙♙♙♙
♖♘♗♕♔♗♘♖
User avatar
Korean
 
Posts: 43
Joined: Wed May 09, 2012 12:29 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Cadence » Tue Jun 05, 2012 11:47 am

gazm wrote:
Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.


You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...

Unless there was some leak of the entire skill tree somewhere to look at?


For a taunt to be that far down the skill tree would be kinda lame :\
I'm starting to hope for a purchasable taunt rather than one down a skill tree....since a skill tree taunt will just....end up in drama from some of the people that are only going to play singleplayer.
User avatar
Cadence
 
Posts: 36
Joined: Sat May 26, 2012 6:33 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Korean » Tue Jun 05, 2012 12:19 pm

Cadence wrote:
gazm wrote:
Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.


You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...

Unless there was some leak of the entire skill tree somewhere to look at?


For a taunt to be that far down the skill tree would be kinda lame :\
I'm starting to hope for a purchasable taunt rather than one down a skill tree....since a skill tree taunt will just....end up in drama from some of the people that are only going to play singleplayer.


A purchasable one is probably the best option, as long as it's required to be within melee range.
♜♞♝♛♚♝♞♜
♟♟♟♟♟♟♟♟

♙♙♙♙♙♙♙♙
♖♘♗♕♔♗♘♖
User avatar
Korean
 
Posts: 43
Joined: Wed May 09, 2012 12:29 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Ashnal » Tue Jun 05, 2012 8:51 pm

I think a general spell taunt would work with the game's flexible character design, and would be a tough decision when you have limited spell slots. Couple caveats though, It shouldn't be able to taunt all enemies all the time, give it a moderate CD and an effect length that is as long or slightly longer than other hard CC effects. This way using it at the right time on the right enemies is part of tactical gameplay, and can give purpose to having multiple characters with the spell.

All the other suggestions are great, but I do take exception to the one asking for better loot on harder difficulties. That idea has been discussed quite a bit around here by most people who believe that the Diablo series' 'difficulties' were actually difficulty settings. They were merely new game+ modes and TL2 will have that I assume. The big issue with giving better loot on harder difficulty settings is that in the end you end up making the game easier in relation to the loot dropping. The game is designed to have the same player power curve for every difficulty level and merely adjusts monster power to make the game harder or easier to suit different players (and different numbers of players). When you adjust the player power curve higher on average by dropping better loot the game becomes a bit easier than it is currently tuned to be. Some have said you can solve that by making monsters tougher, but all that really does is make the numbers arms race more slippery slope since they just rise faster to accommodate better loot. SO you end up with a game where the numbers increase faster than the other difficulties, with no other difference. That does pose a problem when you consider multiplayer and the fact that an Elite character joining a veteran server will be overpowered for his level compared to veteran characters at the same level.

Basically, better loot for harder difficulties would only please players who need a superficial number increase to feel they're rewarded, while breaking the drop in and out nature of cross-difficulty multiplayer games.

Other players have suggested that Elite difficulty have special cosmetic (think cooler variants of normal items and unique items) drops that are Elite exclusive, satisfying the need for elite players to feel special without breaking the game balance. I personally like that idea the best.
Ashnal
 
Posts: 309
Joined: Sun May 20, 2012 11:54 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Cadence » Tue Jun 05, 2012 9:31 pm

Ashnal wrote:I think a general spell taunt would work with the game's flexible character design, and would be a tough decision when you have limited spell slots. Couple caveats though, It shouldn't be able to taunt all enemies all the time, give it a moderate CD and an effect length that is as long or slightly longer than other hard CC effects. This way using it at the right time on the right enemies is part of tactical gameplay, and can give purpose to having multiple characters with the spell.

All the other suggestions are great, but I do take exception to the one asking for better loot on harder difficulties. That idea has been discussed quite a bit around here by most people who believe that the Diablo series' 'difficulties' were actually difficulty settings. They were merely new game+ modes and TL2 will have that I assume. The big issue with giving better loot on harder difficulty settings is that in the end you end up making the game easier in relation to the loot dropping. The game is designed to have the same player power curve for every difficulty level and merely adjusts monster power to make the game harder or easier to suit different players (and different numbers of players). When you adjust the player power curve higher on average by dropping better loot the game becomes a bit easier than it is currently tuned to be. Some have said you can solve that by making monsters tougher, but all that really does is make the numbers arms race more slippery slope since they just rise faster to accommodate better loot. SO you end up with a game where the numbers increase faster than the other difficulties, with no other difference. That does pose a problem when you consider multiplayer and the fact that an Elite character joining a veteran server will be overpowered for his level compared to veteran characters at the same level.

Basically, better loot for harder difficulties would only please players who need a superficial number increase to feel they're rewarded, while breaking the drop in and out nature of cross-difficulty multiplayer games.

Other players have suggested that Elite difficulty have special cosmetic (think cooler variants of normal items and unique items) drops that are Elite exclusive, satisfying the need for elite players to feel special without breaking the game balance. I personally like that idea the best.


At first I was a little worried about the same level of gear being offered on each level of difficulty...I am still not totally sure how I feel about it, but I definitely feel more comfortable with it than I used to...

As for cosmetics, sure, it would work (and I have made this suggestion before...somewhere), but I don't think it's going to happen...so it seems a little pointless talking about it.
Unless modders want to do something about that o.o
User avatar
Cadence
 
Posts: 36
Joined: Sat May 26, 2012 6:33 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Ulvaak » Tue Jun 05, 2012 10:11 pm

Korean wrote:I would actually like to see some kind of response from Runic Games regarding these matters, feels like speaking to deaf ears. <3 If you bump into this post please leave some thoughts or just a conformation that you've seen it and that you hated the idea. Cheers (have a wonderful start of this summer).

Since we’ve had the beta and gave our feedback on the beta forum, things have really quieten down in terms of development news from Runic. One can only assume that with all the feedback they received from the beta, they are now hard at work polishing up the game in order to send it out the door as fast as they can.

I too have made numerous suggestions and ideas threads on this regular discussion forum and so far have had zero response from Runic (not that I’m complaining since I think it means that the game is near the end of the development cycle and the devs are just working hard to push the game out). I the best thing to do with the ideas and suggestions we have now is to save them for modding in later since I don’t think the devs are not listening nor interested at the moment.

By no means stop talking about ideas though, since other's on the forums may be interested in modding it in later and there is still just ever thin slither of a chance that someone from Runic may be reading and like the idea enough to slip it in the last minute.
User avatar
Ulvaak
 
Posts: 452
Joined: Wed Sep 14, 2011 5:40 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Cadence » Sun Jun 17, 2012 1:44 am

I am becoming increasingly worried that there won't be any sort of way to ensure that the person who is supposed to be tanking is going to be the one taking the damage...If they don't do something, it seems that an entire spec of a class has almost no use in multiplayer, seeing as how it will all be about either making sure people don't die, or doing damage.
User avatar
Cadence
 
Posts: 36
Joined: Sat May 26, 2012 6:33 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Makya » Sun Jun 17, 2012 3:53 am

Arimil wrote:I hope they DON'T add a taunt. It's counterproductive to AI and I feel to many games already use this broken mechanic.


The first thing that came to my mind when I read this is who is going to heal the tank?

I think that works in a normal RPG or MMO but not necessarily in a ARPG.

I think they like to spread the wealth so to speak. ;)
User avatar
Makya
 
Posts: 62
Joined: Sun Jun 10, 2012 5:44 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby CheesyPeas » Sun Jun 17, 2012 4:32 am

Absolutely ... An ARPG just doesn't have that kind of group dynamic in my opinion.

The different classes are for different personal playstyles; multiplayer group play is just that - all wading in and doing your thing, not having specific roles to fill. I agree a cooldowned taunt spell would be a fun thing to have and mess around with in multiplayer, but I don't think it needs to be a skill - or even really a requirement at all. Nobody is supposed to be 'tanking' per se, just some classes like being in the thick of it mitigating damage, and some don't.
Image
User avatar
CheesyPeas
 
Posts: 1241
Joined: Sat Jun 02, 2012 11:17 pm
Location: Displaced Brit

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Shadowside » Sun Jun 17, 2012 4:59 am

Nice Suggestions list. I also would love to see all the things u listed above
Image
Admin of Torchlight Lair, first russian Torchlight community
User avatar
Shadowside
 
Posts: 13
Joined: Wed May 09, 2012 6:09 pm
Location: Russia

Re: [SUGGESTION] Koreans big suggestionlist.

Postby vampireyurigirl » Sat Jun 30, 2012 12:08 pm

Reviving this thread because the idea of a taunt type effect, at least for modders to use even if not in core game, would be very helpful.
" It's a dangerous business, going out your door. You step onto the road, and if you don't keep your feet, there's no telling where you might be swept off to. " ~ Bilbo Baggins
User avatar
vampireyurigirl
 
Posts: 231
Joined: Mon May 28, 2012 5:57 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Bones40 » Sat Jun 30, 2012 6:17 pm

If the Aegis tree isn't supposed to be tanking, why is it even in the game. It has absolutely no value in a multi-player game at the moment, it's a complete waste of skill points unless you are playing by yourself. Why invest in defense, if your DPS will be so low that you will never get hit? It makes no sense to give players an option to make their character able to take lots of damage if they will never, ever be hit until all other players are dead.

Runic either needs to take away defensive builds or add a taunt. The way it is would be fine for TL1 or any other single player game. Their concept works in that environment. But the moment you take it online, there's absolutely no need for a defensive focused build. In single player, sacrificing DPS for survive-ability is totally viable in that environment. Adding it to a multi-player environment completely breaks the balance of the mechanic if there is no taunt, and turns that character into a waste of space. He's built to take damage, but can't get any monsters to attack him so he is reduced to just running around chasing mobs and doing very little damage.
User avatar
Bones40
 
Posts: 6
Joined: Thu Jun 28, 2012 8:06 pm

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Practiti0ner » Sat Jun 30, 2012 8:50 pm

Bones40 wrote:If the Aegis tree isn't supposed to be tanking, why is it even in the game. It has absolutely no value in a multi-player game at the moment, it's a complete waste of skill points unless you are playing by yourself. Why invest in defense, if your DPS will be so low that you will never get hit? It makes no sense to give players an option to make their character able to take lots of damage if they will never, ever be hit until all other players are dead.

Runic either needs to take away defensive builds or add a taunt. The way it is would be fine for TL1 or any other single player game. Their concept works in that environment. But the moment you take it online, there's absolutely no need for a defensive focused build. In single player, sacrificing DPS for survive-ability is totally viable in that environment. Adding it to a multi-player environment completely breaks the balance of the mechanic if there is no taunt, and turns that character into a waste of space. He's built to take damage, but can't get any monsters to attack him so he is reduced to just running around chasing mobs and doing very little damage.


This is not an MMO.. its a dungeon crawler.

The Aegis tree is as you said meant to be a survivability build, and games like this do not need the holy trifecta which is DPS, Healers and Tanks. The second you add taunts you will need to add Heals which are not in the game, so then if you add heals you will then need to add an extremely dedicated DPS tree(s).. you cant have 1 without the others.

So like i said this is not an MMO, if you want that holy trifecta of DPS, heals and tanking then i would suggest you pick up an MMO, as this is not that type of game. The aegis tree is simply there to take more damage, and there is no reason why an aegis build would not work well in multiplayer games.. as it completely would.
Image
User avatar
Practiti0ner
 
Posts: 128
Joined: Thu Jun 21, 2012 1:22 am

Re: [SUGGESTION] Koreans big suggestionlist.

Postby Bones40 » Sat Jun 30, 2012 11:59 pm

Practiti0ner wrote:
Bones40 wrote:If the Aegis tree isn't supposed to be tanking, why is it even in the game. It has absolutely no value in a multi-player game at the moment, it's a complete waste of skill points unless you are playing by yourself. Why invest in defense, if your DPS will be so low that you will never get hit? It makes no sense to give players an option to make their character able to take lots of damage if they will never, ever be hit until all other players are dead.

Runic either needs to take away defensive builds or add a taunt. The way it is would be fine for TL1 or any other single player game. Their concept works in that environment. But the moment you take it online, there's absolutely no need for a defensive focused build. In single player, sacrificing DPS for survive-ability is totally viable in that environment. Adding it to a multi-player environment completely breaks the balance of the mechanic if there is no taunt, and turns that character into a waste of space. He's built to take damage, but can't get any monsters to attack him so he is reduced to just running around chasing mobs and doing very little damage.


This is not an MMO.. its a dungeon crawler.

The Aegis tree is as you said meant to be a survivability build, and games like this do not need the holy trifecta which is DPS, Healers and Tanks. The second you add taunts you will need to add Heals which are not in the game, so then if you add heals you will then need to add an extremely dedicated DPS tree(s).. you cant have 1 without the others.

So like i said this is not an MMO, if you want that holy trifecta of DPS, heals and tanking then i would suggest you pick up an MMO, as this is not that type of game. The aegis tree is simply there to take more damage, and there is no reason why an aegis build would not work well in multiplayer games.. as it completely would.


I'm not sure why you would need a dedicated healer and certainly not the holy trifecta since everyone has a ton of self healing from potions. You say the aegis tree would work well in multi-player games. How? What would it bring to the table other than low DPS and an inability to EVER pull aggro off of the guy doing the most damage? Nobody is asking for a constant hate generation skill that always keeps all aggro on the one tank. Just a little CC type spell or skill that will pull the aggro of a boss on to you for a short while. Even a short duration/long cool down, single target taunt would at least make the aegis build be good at SOMETHING in boss fights.

Like I said before, there's no point in playing a defensive build if there's no way to get things to attack you (in a multi-player environment). The only way sacrificing DPS for defense works is in a single player only environment, or if there's a taunt. Otherwise, there's absolutely no reason to choose a tanky type build over a DPS type build.

Just because online ARPG's or "dungeon crawlers" aren't MMOs, doesn't mean they shouldn't promote team play. Any game where you can play online with other people on the same team, no matter the genre, is enhanced if there's an option to strategically work as a team. I've never been a fan of the "holy trifecta" in any game. But that doesn't mean I don't like having a guy around that can take a beating and has the means to get things to attack him once in awhile (it's no different than any crowd control skill/spell currently in the game except for instead of avoiding ALL damage for a period of time, it is directed at a the guy most capable of withstanding it). Otherwise DPS is the most important aspect of any build, any class. That takes away a lot of strategy and build options when the only viable build is whatever kills things the fastest. That's just boring.
User avatar
Bones40
 
Posts: 6
Joined: Thu Jun 28, 2012 8:06 pm

PreviousNext

Return to Torchlight II General Discussion

Who is online

Users browsing this forum: Bing [Bot], Google [Bot], Loub, Redvex and 20 guests