
Mannam wrote:http://www.joystiq.com/2012/04/06/torchlight-2-will-ideally-launch-shortly-after-diablo-3/
Confirmed for releasing after Diablo 3, if it wasn't implied concretely enough for you already.



JoystickMonkey wrote:While it looks cool, the slowdown doesn't actually happen in-game (you can't really do time slowdown stuff in multiplayer unless you do it for everyone, and that would get annoying).
Also, Dexterity reduces the fumble penalty, not the chance for it to happen. Instead of doing a lot less damage when you fumble, you do a little less damage. There are other ways to actually reduce the chance of fumble.


Mannam wrote:Seems I posted that in the wrong thread.
Anyhow, I hope it's not too difficult to change the text that appears when hitting enemies.
I like floating numbers, but I don't really see any reason for the game to announce that certain things are critical hits and that certain numbers correlate to gold.
Wouldn't it cause much less clutter to just have normal hits, critical hits, and gold all tied to their own colored numbers?
BrianW wrote:Well, you can do full respec if you really want to. Create a mule character, spawn a respec potion from the console and put it in your shared stash. Your target character should be able to use it without a problem.

xani wrote:100% chance to crit is pretty good, especially if there will be passives with "on crit" trigger, altho it makes stacking crit less efficient (unless you get more charge by critting)
Look at 0:25 it looks like it charges pretty fast when using some abilities, so it's more case of "nice boost quite often" than "huge boost but happens rarely"
BrianW wrote:Well, you can do full respec if you really want to. Create a mule character, spawn a respec potion from the console and put it in your shared stash. Your target character should be able to use it without a problem.


PsychoticHamster wrote:Honestly, the next update should be something along the lines of a release date, or atleast a hint. D3 comes out in May and PoE is probably releasing in mid summer so where does that leave TL2?
jamesL wrote:I'm still not quite sure what Recovery and Fumble mean, but it sounds like it might affect that too
Brixtan wrote:A couple of thoughts crossed my mind when watching this video. I can't imagine how challenging it must be to balance TL2 with these charge bar mechanics built-in - it seems like there would be a fine line between over turning the content or under tuning the charge mechanics so hopefully you guys have found that 'sweet spot'.
Chthon wrote:Gee, you'd almost think that someone at Runic was reading this thread....![]()
Anywho, my thoughts:
1. I could not tell from the video if the berserker's charge was building up based on "hits landed" or "damage dealt." The difference is hugely important because a "charge up per hits landed" mechanic is going to prove virtually unbalanceable. The traditional tradeoff in action games of all stripes (including ARPGs) is that attack speed and damage per hit are inversely correlated. (ie Things like hammers deal huge damage but swing slowly; Things like daggers swing quickly, but deal low damage. Overall DPS works out the same either way (or at least it's supposed to if the game is balanced properly).) However, a charge bar that filled on a per-hit basis and awarded extra critical hits would directly correlate damage per hit to attack speed. This would push berserker build optimality into a 1-peaked configuration centered around the fastest possible attack speed, leaving everything else as "neat, but too slow to be any good."
This, btw, is quite similar to what happened with TL1 enchanting allowing you to arbitrarily increase damage per hit (but not do much about attack speed) of any weapon -- base attack speed became the be-all-end-all of weapon stats. (Aside to Runic, please make sure that enchanting does not return in anything even remotely resembling its TL1 form.)
The other classes are going to have pretty much the same issue with a "hits landed" charge-up system.
So, to sum up, charging should be based on "damage dealt." [but see below]
(Self-contradictory thought: A "damage dealt" charge up system passes through the unpredictability of the damage system, which can make it hard to play the system tactically. A "hits landed" charge-up system is totally predictable and therefore lends itself to tactical use. So, pick your poison: a charge-up system that unbalances everything in favor of max attack speed or one that is hard to make intelligent use of.)
[Actually..... the more I think about that, the more I feel that (1) being tactical-use-friendly may well be the more important issue, so perhaps a "hit based" charge-up system would be better; and (2) the fact that you have to break something either way takes me back to wondering if maybe the best answer of all is no charge-up system.]
2. The ease of charging/overall uptime ratio seen in the video seemed... well... just about right. It looked like you could simply ignore the whole charging business and treat it like a baseline DPS boost inherent to the class; OR approach the charging up tactically (timing and target selection conscious of the charge bar) and reap a slightly higher practical DPS when and where it matters; with the difference between the two roughly in proportion to the added costs in terms of concentration and repositioning/holding back. Either Runic tested this out or they got really lucky.
At least for the berserker.
If the outlander is merely getting an IAS/IMS boost, it should work about the same as the berserker.
I'm most worried about the embermage. Free spells with fast casting sounds a lot more potent than auto crits. Where the berserker seems (as best one can judge from a single video) to have hit the sweet spot between the charge-up mechanic being pointless and being all-important, the embermage may tip over into having a charge-up mechanic that's all-important.
Sounds like the engineer is going to play like a D2 Phoenix Strike Sin -- charge up, release, lather, rinse, repeat. That's fine I guess, but I would like to see non-charge-up-based builds being equally viable with charge-up-based builds. Or at least a variety of finisher moves to avoid a situation where there's really only one viable engineer build.
Mannam wrote:http://www.joystiq.com/2012/04/06/torchlight-2-will-ideally-launch-shortly-after-diablo-3/
Confirmed for releasing after Diablo 3, if it wasn't implied concretely enough for you already.
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