Mentally I take this a step further, too - I don't see the point of mods, and/or mods are always in the back of my mind as that option you could always take to destroy the game. "Why are you playing this game normally? You could download some kid's totally broken mod with the recolored Prismatic Bolt that kills everything in one hit and forces enemies to drop uniques when killed by it."
Of course the answer is that it's no fun. But then, what is fun? How in the world do you strike that balance? If I use any mods at all, I'm changing the way Runic designed the game. If I make it any easier then I've cheapened the base game and wasted all this time I've spent at regular difficulties; if I make it any harder then I'm wasting my own time for no good reason when I could just be playing the game the way Runic designed it.
Take the simple respec potion. I mod that in, and maybe I artificially make it cost 10,000 gold and you can only buy it in act 3 and up. Well, why didn't I make it available sooner? It's desirable, isn't it? Why don't I make it cheaper? And yet just by its very existence, it means I'll never start a character class from scratch again. Heck, maybe somebody will make a class/gender/name change potion and we'll only ever have to make one character.
Even if you don't find stuff like that fun, the fact remains that it exists, and using it would mean saving a lot of time spinning your wheels. Paradoxically, it is both fun to be challenged and fun to watch and feel your character advance quickly.
Myself, I just want the game Runic designed, and I honestly think it'd be easier and better if everyone else did, too. It's why Diablo 2 ladder worked.
THIS really makes me question my build too. I'm a sword and board engineer and I've been putting points into Passives and a few skills. Shield Bash for Charge building, Healbot, and Forcefield. The rest of my points are in Supercharged, Sword and Board, and I have 5 points into Aegis (the passive). So basically, I don't do any flat elemental DPS really, I go for the auto-attack weapon damage.Most people who use a shield seem to have a pure focus build, using abilities that deal flat elemental damage (no weapon DPS).
I have sinned... I gamble glitched. Mix of fun and guilt.
Seeing some of the uniques for Engineers really make me question my Engie build. Been putting most of my points into Strength and Vitality, and just a few points into Focus because I was having mana issues. Some of the uniques I was getting were calling for high-ish Dexterity and higher Focus. I haven't put anything in Dexterity at all. I wonder if Dex is good for the 2 hander build or maybe a dual wielding engineer (is that even viable?).
THIS really makes me question my build too. I'm a sword and board engineer and I've been putting points into Passives and a few skills. Shield Bash for Charge building, Healbot, and Forcefield. The rest of my points are in Supercharged, Sword and Board, and I have 5 points into Aegis (the passive). So basically, I don't do any flat elemental DPS really, I go for the auto-attack weapon damage.
i wonder did anyone kinda use the Coup de Grace with stun skill build for a engineer?
how good is it?
My level 53 Outlander. Took a lot of gambling and trading to get the full Witchfinder set (Unique).
That's badass! Stats?
I have zero dex on my focus engineer.
I raised Str to 100 then the rest was all Vit and Focus. My gear has a ton of focus on it at the moment as well.
Decided to gear for +health & Health regen gems. Then fire dmg+focus as I could get them.
I prefer the combat in Torchlight. Ranged combat in D3 is incredibly frustrating when you reach the higher difficulties since it's impossible to kite.
I could have sworn this was something you could mess with in the ini file of the first Torchlight. Maybe it's possible in this as well?kiting seems like it is not working properly in TL2 due to the shitty enemy pop-in in the game. Enemies often dissapear or do not show from view even if they are in the actual screen.
is there a setting to reduce pop-in?
have settings at max
I'm always surprised to hear people say that they like the zero fidelity combat from Diablo 3.
I definitely agree with the above statement about kiting. My alt in Diablo 3 was a Wizard, and my main in Torchlight 2 is the Embermage. The difference in kiting is night and day between the two games, i.e. I could not kite in D3 whereas I can in TL2. I cannot speak, however, about melee combat since I have not played that much melee in TL2.
How is the focus build working out for you? I've been mucking round with the console a bit trying to figure out the best type of character and for an Engi, the focus build is definitely the best damage dealer. Bit worried about not being able to equip the majority of equipment because of strength requirements, although I see you chucked 100 points into strength which balances you out a bit.
Are you using 2 handers or sword and board?
Dex is fine. I put about 100 points into it and I think just about any class and any build should.I have sinned... I gamble glitched. Mix of fun and guilt.
Seeing some of the uniques for Engineers really make me question my Engie build. Been putting most of my points into Strength and Vitality, and just a few points into Focus because I was having mana issues. Some of the uniques I was getting were calling for high-ish Dexterity and higher Focus. I haven't put anything in Dexterity at all. I wonder if Dex is good for the 2 hander build or maybe a dual wielding engineer (is that even viable?).
I look at it like this. If you got a Lego set would you build what the set was for, or just go use the bricks to build whatever you wanted?
Both are perfectly okay, but you do not see the instruction following people shouting at the other group the way people do when it comes to using mods they think ruin the game.
For me the best share iss 2ST, 1DX, 2VIT. At least for a shield basher tanky engie like me. Vit is good for armor and for Aegis, combined with Forcefield is the closest thing to immortality you can get.Dex is fine. I put about 100 points into it and I think just about any class and any build should.
Vitality is pretty terrible. I've not put a single point it and the only problems it has caused me is I need to wait to equip armor with VIT requirements. You're better off just using Forcefield to defend yourself, as has been said a bunch of times already.
Also, did that gambling trick get patched yet? I want to try it out at least once... >_>
What? It is a fact. Blizzard even addressed it and called it a design choice. Having the game intentionally lie to you about almost every hitbox in the game is the antithesis of fidelity. Whether you like it or not is one thing; however, the matter of accuracy and the disparity between what appears to be happening and what is actually happening is an objective one. Blizzard claims they did it to prevent people from making unearned or inconsistent progress in the game through maneuvering. I am honestly surprised to hear people say that they support this position, particularly considering there is literally zero precedent for it in the genre.I love how you make it sound like it is a fact, not an opinion.
BTW There are people complaining on the Runic forums right now about others using hacked +XP gear online, because that effect is shared with other players, so they'll run up to you and kill a monster and suddenly you're 4 levels higher.
So watch yourselves if you don't want to be forced to level up, I guess.
For me the best share iss 2ST, 1DX, 2VIT. At least for a shield basher tanky engie like me. Vit is good for armor and for Aegis, combined with Forcefield is the closest thing to immortality you can get.
so, apparantly it is not possible to press two keys on the keyboard at the same time in this game?
any fix?
keep dying because my key press for health potion does not register if I am doing something else at the same time
Ring Of The Rising Road
Level 31 Unique Ring
60 Physical Armor
18 Electric Armor
18 Fire Armor
18 Ice Armor
18 Poison Armor
1 Socket
+20% Armor
16 Damage Reflected
+5 Strength Attribute Bonus
Set: Warfare
2 items: +8% Ranged Weapon Damage Bonus
3 items: +8% Attack Speed
What? It is a fact. Blizzard even addressed it and called it a design choice. Having the game intentionally lie to you about almost every hitbox in the game is the antithesis of fidelity. Whether you like it or not is one thing; however, the matter of accuracy and the disparity between what appears to be happening and what is actually happening is an objective one. Blizzard claims they did it to prevent people from making unearned or inconsistent progress in the game through maneuvering. I am honestly surprised to hear people say that they support this position, particularly considering there is literally zero precedent for it in the genre.
What? It is a fact. Blizzard even addressed it and called it a design choice. Having the game intentionally lie to you about almost every hitbox in the game is the antithesis of fidelity. Whether you like it or not is one thing; however, the matter of accuracy and the disparity between what appears to be happening and what is actually happening is an objective one. Blizzard claims they did it to prevent people from making unearned or inconsistent progress in the game through maneuvering. I am honestly surprised to hear people say that they support this position, particularly considering there is literally zero precedent for it in the genre.
a) The attacks are in TWO different categories. One that do not have a hitbox attached to them: if you trigger it, you will eat the damage. Two: if you manage to move out of their hitbox before they finish, you eat zero damage. Those are heavily telegraphed attacks. Managing this is part of the gameplay, like it or not.
b) "particularly considering there is literally zero precedent for it in the genre." Why should that matter? Diablo III is not really a pure contender in the "arpg" market, I would not consider even looking around in the genre if games could only use elements that have had precedents for them in previous games (which is a paradox in itself - where did the first game come from? Was it allowed to make a precedent? ).
c) "Zero fidelity gameplay" is still not a fact. It is a label you came up with, in order to dismiss its gameplay on the fly. Which is fine, but it is what it is.
I also realize that some people really enjoy agonizing over choosing every stat - that's obvious just looking at some of the posts in here.
That's really what ruins the game for me. Enemies move faster than my witch doctor. Slow skills don't affect enemy champions (why do I even get slowing abilities knowing they become useless end-game?). It's simply impossible for me to kill champions without taking a hit.
You'll be hard pressed for anyone to say this is a good thing. You seem to be saying this is a subjective point...but I don't see too many people defending this, besides Blizzard.
The only reason it is how it is is to turn ranged combat into a stats battle, which helps them generate item sales for ranged characters.
What? It is a fact. Blizzard even addressed it and called it a design choice. Having the game intentionally lie to you about almost every hitbox in the game is the antithesis of fidelity. Whether you like it or not is one thing; however, the matter of accuracy and the disparity between what appears to be happening and what is actually happening is an objective one. Blizzard claims they did it to prevent people from making unearned or inconsistent progress in the game through maneuvering. I am honestly surprised to hear people say that they support this position, particularly considering there is literally zero precedent for it in the genre.
Did you try Diablo 3 with 1.0.4? Where they almost doubled the speed of most WD attacks?
I have a shy 12% movement speed and something between 1.5-1.6 attack speed, and I have no issues using spirit barrage, acid cloud or firebomb, they work fast, I can kite just fine.
It's not a label; it's a series of words I used. Your own series of words about the attacks reaffirms my series of words. Perhaps "near-zero" is more accurate. It is specifically referencing the lack of correspondence and consistency between what you see onscreen and what is actually happening. The only attacks that function like they look like they do are the ground DoTs and maybe the extremely slow big swings from the guys in Act IV (the hitboxes are still larger than they should be).a) The attacks are in TWO different categories. One that do not have a hitbox attached to them: if you trigger it, you will eat the damage. Two: if you manage to move out of their hitbox before they finish, you eat zero damage. Those are heavily telegraphed attacks. Managing this is part of the gameplay, like it or not.
b) "particularly considering there is literally zero precedent for it in the genre." Why should that matter? Diablo III is not really a pure contender in the "arpg" market, I would not consider even looking around in the genre if games could only use elements that have had precedents for them in previous games (which is a paradox in itself - where did the first game come from? Was it allowed to make a precedent? ).
c) "Zero fidelity gameplay" is still not a fact. It is a label you came up with, in order to dismiss its gameplay on the fly. Which is fine, but it is what it is.
I prefer the fluidity and responsiveness of the D3 combat. I click and what I'm trying to do happens. T2 is a little unresponsive in comparison. I greatly prefer the D3 combat overall.
It's not a label; it's a series of words I used. Your own series of words about the attacks reaffirms my series of words. Perhaps "near-zero" is more accurate. It is specifically referencing the lack of correspondence and consistency between what you see onscreen and what is actually happening. The only attacks that function like they look like they do are the ground DoTs and maybe the extremely slow big swings from the guys in Act IV (the hitboxes are still larger than they should be).
I've only played for 30 minutes as Outlander, but T2 was responsive as D3, just without desync issues.
I wonder if Dex is good for the 2 hander build or maybe a dual wielding engineer (is that even viable?).
THIS really makes me question my build too. I'm a sword and board engineer and I've been putting points into Passives and a few skills. Shield Bash for Charge building, Healbot, and Forcefield. The rest of my points are in Supercharged, Sword and Board, and I have 5 points into Aegis (the passive). So basically, I don't do any flat elemental DPS really, I go for the auto-attack weapon damage.
i wonder did anyone kinda use the Coup de Grace with stun skill build for a engineer?
how good is it?
For me the best share iss 2ST, 1DX, 2VIT. At least for a shield basher tanky engie like me. Vit is good for armor and for Aegis, combined with Forcefield is the closest thing to immortality you can get.
The boss fights are fine. Excepting Azmodon, they're my favourite parts of the game.And every single missile in the game, and every single "big guy attack" from every act (including Act1, Act2, Act3). And of course you can avoid boss attacks as well (Maghda's shot is kitable, you can get out of the way for Butcher's hook, its charge and its big attack as well), you will not get hit once by Belial if you do the fight well (without one evade ability ofc, you will get poison sprayed on, but that is it.).
It is not "near-zero", it is more like 85-15, where 85 is the avoidable part. So... really, do not get it. To the second part, well, people are different, simple as that.
Forcefield alone would achieve that immortality honestly. And, as noted above, Shield Bash scales with Focus, though Dynamo Field is basically "Shield Bash but better" as far as a spammable ability for generating Charge is concerned.
You know, I always wonder at the effectiveness of dodge but I don't even know how playing without it would go. It seems that the amount of melee damage dealt in this game acknowledges the fact that melee damage is extremely easy to mitigate, so if you let yourself get hit in melee more than once in a short period of time, bad things are going to happen to you.
I disagree with this. Once you're up to multiple peolle on elite you need the mobility and invincibility frames of Shield Bash while you're building your charge. You also get more utility out of your charge builder with the brief stun/knockback. Dynamo field is strictly better for ranged builds of course but I feel like you're selling shield bash short; my coop partner greatly prefers it to dynamo field because its a very safe attack.
Is the embermage the only class that doesn't start with 25% elemental damage reduction across the board? Seems a little strange.