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All Posts by crazynanny

All Posts by crazynanny

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171 posts found
Originally posted by Silok

You see if you take the time to test the skills, you will not need to cheat. You wait until you have 3 skill points, after that you put these 3 points in the skill you want to try. If you dont like it you go respec these 3 last points in town and try another skill until you are satisfieed.

Except every skills get additional effect at 5, 10 and 15 points spend. And then after spending 15 in skill A you discover it's not really good compared to skill B with 15 points. Reroll? I'd expect such attitude from more hardcore D3, rather casual TL2. Put option there, for some meaningfull amount of gold and done. No one force you to use it if you enjoy rerolling, just don't force others to do it.

Want to highlight one thing. Torchlight predecessor is game series called FATE, NOT D2. Google it and you'll see same pet system, fishing and fame. Don't want to take away credit from Blizz North guys as TL 1 & 2 are fun and polished games but it's Runic under previous name ?Encore Software? who made tons of work for TL series.


TL 2 is a fun game for more casual players. Played it enjoyed it but I'll be back with D3 after 1.05 patch.

I love lack of trinity and requirement of paying attention to enemy, fellow players and skills in order to be successful. It so refreshing after being dps, standing in spot X and pressing 1-3-4-2-2-5 in order as it's best rotation.


As for rewards/difficulty ANet is still balancing them. I remember duo-ing Caudicus Mannor story at lvl 43 bout 2 weeks after launch. Then I went there much later with 5 peeps and it was nightmare, with mobs much stronger and with many annoying skills. Folks say it's actually more difficult than exploration mode. So experience may vary...

While LOTRO graphics are astonishingly good considering it's 5 year old game, it's engine fails badly compared to almost any new MMO out there. LOTRO struggles with 10 mobs battles, which made ma already feel meh during Isengard book chapters, where rohirrims fought orcs. I mean those 4 orcs attacking me and 3 NPCs is meant to be an epic battle?

GW2 for example has 50+ mobs fights(NPCs + enemies) and this feels awesome - chaos, being a part of something big and those freaking siege machines. This I feel is what LOTRO will really lack during epic battles upcoming(Helms Deep and Minas Tirith)

Also hardware requirements for LOTRO are way too high for the result. Reason as I'd guess is engine being old, unoptimised with all new code added. I mean LOTRO can get choppy on PCs that would be powerhouses 3-4 years ago. And those loading times...

As a reminder I'll say that Torchlight is continuation of Fate series ARPG(pets, fishing, fame) rather than Diablo 2.

As for the topic, I'd say it's nigh impossible to actually compare those two games. Why?


Torchlight is single player game from design. Coop is something extra, they don't care about hackers, botters, class balance, loot droprates and such. As such, this game can be and is more fun but also more shallow. A game for more casual player, with community made mods.

Diablo 3 is multiplayer lobby game from design. Single player is something extra, itemization and drop rates are global, making good drops very rare, especially if you use AH. Blizzard pays attention to hacks, bots, exploits, class and skill balance which can be both positive and negative(skill/content changes aka nerfs). While casual can easily play D3 I think the actual depth of build/farming/itemization is actually for more hardcore people.


Anyways with 2 expansions and moeny behind it the longevity of Diablo 3 with it's huge community will make it superior game in time.

OP - it's nostalgia mainly.

Trinity system while not something bad is less complex in general, as you need to pay attention just for one thing. Green bars as healer, big boss/mobs as tank, rotation as dps. While simplicity isn't necessairly flaw, it wasn't the source of your fun. It was fitting the puzzle(heal, dps, tank) into dungeon design. So yeah I agree first clear of dungeon in trinity modle was darn satysfying. But after that, you got stuck in one old boring scheme, tank stays here, dps/healer here and off we go. It's shallow and it's BORING!

Not to mention biggest trinity flaw - blaming each other. Bad healer, bad tank, bad dps. While you can be still a bad player in GW2 it's harder to be ignorant and just put a blame on someone. You know when someone is not pulling their weight because they should do same things as you. Also this forces more cooperation and more friendliness then "L2P n00b" or "LFG XYZ dungeon, 56421+ GS , link achiev pls".

In GW2 everyone needs to pay attention to everything. You heal, buff, debuff, dps and tank mobs. To lesser degree of course than dedicated class. This requires darn good cooperation and participation in battle, rather than "I stand here and pew pew cuz I'm dps".


It will take time to get used to new system however, which will change encouters from death zerg into cooperate to progress.

There is no trinty in GW2, but that doesn't mean that there are no coordiantion and tasks to do. Difference and complexity(reffered as chaos, dying, zerg fest) is that everyone needs to do everything, instead just one role.

1. Support your team defensively - heals, protection, condition curing those are major deals. Good coordination makes nigh impossible fights suddenly controlable. Previously 1-2 person job. Now everyone needs to pull their weight, looking at buffs and healthabrs to buff and cure conditions aka cooperation.

2. Support your team offensively - blind, cripple, weakness again turns big scary monster that 2 shot people into slowpoke that can't hit anything. In trinity 1-2 debuffers were enough. Again everyone needs to pay attention to debuffs and chain them aka cooperation.

3. Pull mobs away, CC them, try to get their aggro, use protective bubbles to help dying member and get them up. It's not 1-2 person job anymore. Too many dead people => to few buffs, debuffs and "tanks" => you die faster. Again cooperation.

4. Keep eye on mobs/boss actions - dodge, position yourself or use protective bubbles. While this doesn't require much of cooperation, it was mostly tank job in trinity model(+some easy scripted events). Now it's everyones job. Not doing so result in often downed/dead state which makes you dead weight for team.

Anyways if I can say anything about dungeons - they are way too forgiving currently, often alowing die zerg to progress without learning a thing(cept that dungeons suck cus you die and have repair bill). The good example is a golem fight in CM story(lvl 30 dungeon). Only after duo-ing it I reckoginzed it attacks and learned how to avoid them. With 5 people we zerged it. And it has nice anti range attacks(fires a deadly rockets) as well as nasty flamethrower that makes it impossible to stay 100% melee.

"You aren't going to beat the Giant by trying to be the Giant."


Seems pretty obvious huh? Except gaming community is basically one big  spoiled brat. Which basically boils down to your game being crap becaus it is/it isn't like(pick one) Giant. Two recent big titles come to mind. Diablo 3 and Guild Wars 2:


D3 was trying to carter more to power players(thankfully they are fixing that somewhat), making gear and math the god of the game. Enrage timers, mob resetting to full health, gearchecks - that's usual MMO player bread and butter. And the backlash was huge. People were annoyed about many things, but core problem was that they couldn't just have fun in the game the way they liked. The felt forced into AH/RMAH because it was all about gear, without which mobs resetted(forcing you to skip), repair costs stacked and sometimes you just couldn't progress. So people are tired with playing Giant. But are they really?


Guild Wars 2, a game with no end game. No special gear(gearscore anyone?) there, that makes fresh lvl 80 feel like lvl 10 n00b. No raids and guilds that fast turn into 2nd job. No pwning in PvP due to uber gear. No trinity and forcing you into certain roles, with all blaming and immature crap that comes out of that. Even dynamic events are trying to cut the mold from old - go to npc with "?" mark. So a gamers dream come true, something different, yet familiar enough? Heh you wish. People already rage that there's no end game, no uber gear(I mean after all those 250 dungeon runs in farm mode WTF!), no pwning n00bs in PvP and bascially nothing to do at 80, which you hit in a week. At least they can't make "I cancel sub!!!11!!!" posts.


Anyways I think  that  there are three major groups now. People who love giant gameplay and they will play similar games - WoW, LOTRO, RIft. SWTOR. People who are tired with it and they will pick different style - GW2, EvE, Archage and similar titles. And finally the third group - people who are tired and burned out whit Giant gameplay yet can't enjoy anything else, those will hate the game for being same or being different - aka haters aka vocal minority.


Originally posted by bugse82
Originally posted by crazynanny
Originally posted by bugse82

on top of that, in big percent of the f2p titles, it's just cheaper to unlock averything for 2-6 months and after that there's no need to spend money atleast for some time (until x-pack etc.)

Actually this is as naive perception as expecting free lunch. Of course you would like to unlock and have no need to spend extra cash. But devs update their cash shop far more often then game itself. Furtehrmore they make some cash shop items needed in order to have fun and those items are by accident consumable and temporary.

So sure you can stop paying and still play content you bought but you might find that it's not nearly same game. But compared with subscription you either pay more in long term or play poor mans version of game(THIS is what people often not realize) while being satisfied that you paid less.



oh, realy?

i think it depends for the game and the person who plays it.

and maybe it's just me, but the miss of any temporary consumables isn't fun/game breaker for me.

Tolerance indeed depends on person. One will grumble at experience booster, other at skill reset and third will grind anything devs throws at him. That doesn't change that without those consumables you still do play poor mans game version.

Here is clear example from lotro as it's only F2P game I played for longer period. With F2P they took away ability to unslot relics(basically gems) from weapons, but lessened amount of currency to get those. With time amount grew and now the amount is even higher then before as new and best relics cost more and more(aka growing punishment for not using cash shop). This leads either to buying from cash shop or using inferior relics/grinding aka playing poor man's game version.

My issue is not with limitations or buyable content itself, but with developing game to be unfun in order to get $. In time your tolerance will have to grow or you have to stop playing. Which is bad for me as I find MMOs experience as long term - you meet people, form guild and have fun together - this takes time. Here F2P games fail hard with offering good payment solution for people who want to fully experience game aka you have to pay much more then subscription would ever cost you.

Originally posted by bugse82

on top of that, in big percent of the f2p titles, it's just cheaper to unlock averything for 2-6 months and after that there's no need to spend money atleast for some time (until x-pack etc.)

Actually this is as naive perception as expecting free lunch. Of course you would like to unlock and have no need to spend extra cash. But devs update their cash shop far more often then game itself. Furtehrmore they make some cash shop items needed in order to have fun and those items are by accident consumable and temporary.

So sure you can stop paying and still play content you bought but you might find that it's not nearly same game. But compared with subscription you either pay more in long term or play poor mans version of game(THIS is what people often not realize) while being satisfied that you paid less.



The problem with all known to me F2P titles is developing game features around items from cash shop instead making certain features fun. Going with LOTRO it's the legendary items. Neat feature that should develop into weapon that grows with you(levels, has skills, damage type, gems). Instead it went the horrible grind way, which you need to repeat every time level cap is rised for every character. Of course you can skip too much grind(which is I agree relative) with special items guessed it cash shop! This sort of issues make F2P games almost unplayable long term without spending huge amount of money, making F2P model really bad for people who like to invest(as an entertainment) in single MMO.

The good part with F2P is a'la carte option or buy box option(like GW2). Purchasing features that you need/enjoy is what people like. For example if I hate raiding why should I pay first monthly 15$ and then 50$ for expansion that focuses on that? Or if I like PvP why I should sponsor PvE content development? GW2 model could be an interesting one, granted they don't go with what I wrote in 1st paragraph. Instead giving players free content updates, they can and should give paind minor/major updates. That's nice and gives not only more freedom but alos doesn't limit you from playing curently owned content.

Hybrid systems(sub/b2p) could be nice if it wasn't for cash shop, which ends again with first paragraph issues. Instead on focusing to offer two ways of playing - buying content and paying monthly, companies go with double or even triple charging. For expansion(f2p and subs), for various boosters in cash shop(f2p and subs) and content(f2p). Instead cash shop part should be either free for subscribers(with cosmetics exception) or it shouldn't have any gameplay influencing items(just cosmetics/namechange and such). I'd also go with expansions being free for subscribers, after all they did pay for it monthly and will lose access when they stop paying, while f2p players will still have it after purchase.

Anyways my main problem with every f2p title I have played is GREED that changes fun games into korean grinders with "cash shop is here to save you!".

They're pretty much same deal as in majority of MMOs. Hard port comes from no trinity, rather than some unusal instance design. Previous dps/healers players are not used to dps/heal/support and defend. They think - I'll stand in one place and pew pew/heal heal - thus the trouble.

if you are new to MMOs or casual player slow pace of gaining skill is good and Anet should keep it that way. Especially when at lvl 10(I think) 1 kill = 1 skill unlocked, meaning bout 1-2 minutes to unlock all of them. So if you're pro, stick to one lvling weapon till lvl 10 and then unlock all weapons  nearly instantly(up to 4 kills per weapon).

I guess some option to unlock all weapons would be nice but Anet has bigger issues to deal with than this...

Surely there's some aggro mechanic and you can work around with terrain and skills to keep mob attention on one person. But there is NO RELIABLE WAY to do it. Furthermore since Anet didn't want to make a tank class, even if people will figure out some flaw in aggro mechanic, one change will send them into darkness again. Imo good group set up is and will be one who support each other, rather than try to have dedicated tank and healers.


Anyways gonna ask same question as in last tank thread:

I took my "tank" guardian with "dps" warrior into CM story(so same dungeon as in OP) and duoed it all the way. There was NO WAY to make mob stick onto me once it went for warrior no matter what I did. If there's a magic build/skill/rotation to make it possible, enlighten us please...


Taken from wikipedia:

"Tanking" occurs when the unit is intended to be the one taking damage (typically by being dangerous or detrimental, or using a game mechanic that forces it to be targeted), and secondly, to ensure that they can survive this damage through sheer health points or mitigation.

The first part simply doesn't exist in GW2. I took my "tank" guardian with "dps" warrior into CM(story) and duoed it all the way. There was NO WAY to make mob stick onto me once it went for warrior no matter what I did. If there's a magic build/skill/rotation to make it possible, enlighten us please, instead insinuating that we are poor players.

The second part fits many turtling builds, especially guardian, who can take quite some beating from melee/ranged mobs. However GW2 tanks are  very vulnerable to any condition damage, especially guardian, with his low HP. I guess you can go around this making condition removal builds and rotating similar skills in party.

tl;dr - there are defensive builds in GW2, but there are no tanks.

Originally posted by Vyeth
Games like Lotro, that went F2P, can sustain themselves off of xpac prices because the core game is free. Guild Wars could sustain itself off of addons (even though each one was its own game theoretically) because there was no monthly fee..

Core game is free in LOTRO? Since when? There are few free areas(starting for each race + lone lands) but every other will send you to store. Same for every expansion - moria, mirkwood and isengard. Add crafting guilds, mount, bags, currency cap, trait slots and you paid quite some for the core free game.

I have yet not found single F2P game which I can play long term without heavily reaching to my pocket or suffering heavy grind, that exist only for the purpose to sending me into store(In LOTRO it's about legendary items). All F2P games are nice for is as side MMO to spnd some time in.


As for Trion it's currently one of best MMO developers out there, core game + expansion is well worth price if you are into tradiotional MMORPGs. Not my piece of cake, but I was pleasantly suprised by their dedication wehn i tried it. Even respected Anet compared to them looks bad with all the trouble - trading post offline, hacking, official forums down, goldspam and mail/guild/party problems. Trion had best realease I've seen(side from queues) and fastest hotfix reactions. No idea how it's now but seeing praise they're getting I think it's still good.

Considering that OP doesn't even know his GPU model(4800 is GPU series name) and nobody else having any issues even on quite old PCs - I'd say problem clearly lies between monitor and keyboard. Expecting that wolrld(or in this case game development) will eveolve around him and his clearly dated PC + his raging on forums is quite funny.


Anyways my FPS is solid 60+ on i5 3570, 8GB RAM @ Radeon 7870. Anet made nice game with fluid engine. Everyone who played at least few newer MMORPGs knows that. So either upgrade or don't play.



Awesome patch, changes are exactly what player wanted - paragon levels adding more progression, buffed up legendaries/sets/yellows so you can giggle when orange/green stuff drops, no more stupid enrage/insta heal on mob packs, better AH interface, buffed up classes and no more friggin invulnerable minions affix. Sweeeeeet....
Originally posted by xenogias

I liked D3 but I'm not dilusional. The game is bad. I was just craving a dungeon crawler. At this point I wish I would have donated that $60 to path of exile. A MUCH better dungeon crawler.

This is simply not true. Path of Exile and D3 are bascially about same deal, killling mobs to hit the jackpot and get uber items. However PoE is more old-school like D2, which is okay as some people dislike changes and think D3 went too far with no statpoints/skill tree. Fair enough, but I dare to say that there are sa many if not more people who actually enjoy getting rid of old skill tree and statpoints.

I really like some of the PoE ideas, like maps or various runes, BUT there will be also a cash shop and no auction hall will be nightmare. Maybe it's just me but I can't imagine MMO game with old school trading via chat or vendor shops, this is plain bad design. I feel that I'm wasting time using D3 AH but I shudder when I think about browsing websites/forums for price checks, sifting trough chat/vendors to find interesting offer or spam it to sell something in PoE. Not to mention you'll get gold farming bots spamming 24/7 in same chat...


And finally PoE is also online only aka always DRM game, no RMAH but with cash shop and I'd be carful with hyping up about MUCH better dungeon crawler until we can actaully see how it looks at release. It's like with D3.  Everyone expected that it'd be the end of all ARPGs, giant, best game ever that'll last for 1 year of constant playing, great story, not too hard but not too easy, with no AH but with easy trading, no online only but no hackers. Result was less impressive nontheless it's a good game if you drop overblown expectations.

Those are very welcome and expected changes and kudos to Blizz for delivering. This makes D3 from fun game to solid rock game. And thankfully 99% naysayers are gone to next hyped game aka GW2, where we already see increasing hate(hell will break loose after 1-2 weeks when those peeps hit lvl cap and discover no raids, cash shop, no uber gear and good ol' ganking in WvWvW). Then they'll make tons of ragequit threads and go somewhere else looking for "that game who will rule them all" just like some are looking for Loch Ness monster IRL. Honestly expectations of some are so unrealistic that I'm baffled.


Anyways Paragon System is a good feature for all D3 fans, adds longevity to the game and with legendary/set items changes will give quite another few months of gameplay.

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