AttackGorilla wrote:While I like soft-caps and no distinct levels (xp/skill upgrade based on skill usage preferred), I do not think this is this best option of TL the MMO. Yes, they could do this, but since TL is a semi-casual game and is not likely to have a huge hardcore base they are likely better of sticking to traditional leveling schemes... that is just my opinion.
grysh wrote:This way I could get, and improve, healing and other support skills on my slaughtermachine when my group can't find a healer.
grysh wrote:I, personally, don't like skill points or classes because it's so limiting on your gameplay experience. Especially in a multiplayer game where you need to look half a day for a healer who wants to join your group.
I'd suggest having a couple of special gem slots where you can put skill gems you buy, or find in the stomach of the mighty lvl 75 ice dragon near the end of an endless dungeon, that have a special property which lets them grow stronger as they absorb the ember radiation that escapes from the shattered monsters.
This way I could get, and improve, healing and other support skills on my slaughtermachine when my group can't find a healer.
hawkn wrote:as long as it's not a grind.
Zidders wrote:I miss the days of Advanced Dungeon & Dragons, where by the time your character got to level 20, you were pretty much a demi-god. Now? We've got 100 levels, 150...it's like..
At what point do the numbers become meaningless? I don't care if they have levels or not. As long as progression feels good. As long as whatever system they have in place gives you a good balance of challenge and reward. Personally, I think Torchlight II could have used less levels. Instead of 100, give people 20, or 50. I think the time period between levels could be a lot longer because it feels like you hit 100 pretty quickly.
I guess I just don't get why games need bigger and bigger numbers. Like the number 100 is somehow superior to 20 in more ways than just the numerical. I dunno. Kids these days. Off my lawn. Etc.
Edit:I'll give a great example. I've been playing The Secret World. No levels, progression isn't along a straight line. You get to choose how you progress, you can go straight line and get good at one or two things quickly or you can get good at a lot of things at once and progress at a slower pace..only you're still getting the same amount of progression, it's just more spread out.
It's not about how you do it as much as it's about how it feels. I have faith in Runic's ability to make something that feels good. As quickly as you progress in Torchlight II, it still feels a lot better than in any other arpg's i've ever played.
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