Ok, I have to start up a melee character, now. My alchemist just found a huge 2 handed axe named "Ward's Cleaver". >_<
Each skill can be assigned to one of F1-F12 keys AND to one of 1-= keys. Hitting the associated F key will put this skill into your RMB slot. Hitting the numeric key will simply use the skill (and keep the RMB slot unchanged).2. Either I don't understand how skill assignment to the right mouse button is supposed to work, or it doesn't work correctly. I'm setting some skill to the RMB, then go play a while, and after using some other skill -- suddenly that other skill has been assigned to the RMB! What's going on here? I know about the Tab switch mechanism, and I'm certain that I did not accidentally hit Tab; and the newly assigned RMB skill is not the Tabbed skill anyway
That sounds like a bug to me, though. What's the point of having function keys switch the RMB skill?
edit: Upon further consideration... so the function keys are supposed to be the bank of your readily available RMB skills, yes? That's an interesting idea and probably useful... once you know it. Manual update, please!
This game needs a gamma slider. Please add one to the options menu.
Yeah, I figured that out now, see above. I was confused because the manual does not mention this feature at all -- the description makes it sound as if the function keys worked exactly the same as the numeric keys.
Oh yeah, about the difficulty level -- I started on Hard after seeing all the comments that Normal is way too easy for old Diablo hands, and so far I have to agree. The only time I died was in the random merchant dungeon, and that was no big deal due to the fact that monsters neither respawn nor heal when you resurrect for a few hundred GP.
While I applaud Runic for sparing us any excessive punishment for player death, I wonder if they could introduce an intermediate level between this kind of almost completely inconsequential death and hardcore mode: keep the current resurrection options but reset all surviving monsters to full health. How about it?
What innovations am I missing here? I played it for 20 minutes last night and wasn't dazzled by anything, though the ALT-toggle was nice. I dislike Warcraft-style art design and moving a character through that world space makes me groan a little.
If it's just a good action RPG then that's fine, and I'll probably pick it up eventually, but where's the hook?
This probably applies to all hit effects. eg. If you have one weapon with +5 life steal while the other has nothing only the one with the life steal will benefit with +5, however if you have two weapons with +5 each will benefit with +10 life steal. Seems stacking similar bonuses of these types would be the way to go.
I wonder what happens if you have a ring with +ice damage (haven't seen life steal on a ring yet) but no weapon with +ice damage, does it ever get triggered? Maybe it's handled differently as it may not be an "on hit" effect? Anyone know what other weapon stats might be considered an on hit effect or only apply to a single weapon +physical damage maybe?
Probably but that sounds a little boring.The secret of this game is to put points into the mastery skills first and use skills that depend on your DPS.
I just need to let it gel for a while with lots of high praise, kind of like King's Bounty.
You can set the active mouse button skill just by clicking on it in various parts of the UI, which is annoying until you realise what's happening.
I'm a little surprised that they didn't include a respec option right off the bat, that seems like an essential part of any ARPG at this point, but glad they modded it in so quick.
I think I am going to go on hiatius from this game, as much as I love it, because I am getting an affordable gaming pc in a week or two and would rather enjoy it on that then on Vmware fusion-hard to put down though, I loved what I played of this game.
I have a dirty secret: I hate respeccing in games. Like, the entire concept of it. It's like the game gives you a series of important decisions to make, but then removes any consequences that your decisions might have by allowing you to retroactively change them whenever you want. I understand the arguments in favor, and even the practical need for it in certain types of games (like MMOs where skills can change after you've chosen them). But it still leaves a bad taste in my mouth. The RPG purist in me thinks that if you want to play a different character, then you should have to start afresh with a different character.
I can respec in real life, so it's realistic! :)
I do agree in theory, but I was also really happy to be able to redo points that I had spent on skills I didn't quite understand until I used them.
On a related note, will SOMEONE please explain how the spell mastery skills work? I have (had) 2 points in Charm Mastery and Summon Skeleton II, but both during when I had 2 points in Charm Mastery and after when I didn't, the spell was still Summon Skeleton II, and nothing seemed different about it whatsoever? Am I missing something with spells? I rarely use them, I let my dog use them mostly, and I'm playing a Magic stat heavy Alchemist!
Once somebody mentions re-speccing, I then start to worry more about each choice I am making rather then just enjoying the ride. I decided when I level up, I will give it though and just click a button. However it turns out, so be it. If I want it to be perfect, I'll learn what I can and go through again. Probably will not be combing the internet for perfect Destroyer builds, however.
Seriously, though, tooltips and ability descriptions, and often the full ramifications of what the stats do, are never well-documented enough at the outset. It is possible in e.g. Diablo 2 to build a character that is fine until you set foot into the hardest difficulty, at which point you hit a wall the first time you run into a super-unique, maybe even before that. So all the time you spent building up that character is essentially wasted. Yes, I realize that if you "had fun" then you got some benefit out of the time you spent, but it is very definitely not fun to spend hours and hours playing a character and then suddenly not be able to progress any further.
In any game with distinct classes that have different "build options" the ability to respec is necessary. Yes, if you want to play a different class, you should have to start a new character, but if you discover that half of your skill points aren't giving you a benefit that you thought they were due to confusing or poorly-worded tooltips, then you need to be able to fix that. The side-effect of this is that you can change your dual-wield specced barbarian into a tower-shield specced barbarian.
I can kind of understand your "purist" view-point, but the simple fact is that no amount of careful consideration and interesting decision-making will always be able to overcome ignorance or confusion on the part of the player.
I usually don't use respecs when I'm new to the game, but as time wears on I find them to help extend the life of a game. Plus I can see how they would work into the strategy for a hardcore player. Hit a spot where a different tactic is needed? repsec to the appropriate build and go to town, then get another and change to meet the next challenge.
Respecs can be cheesy, but some games (most MMOs, for instance) nearly require you to use them. Raid specs, PvP specs, AoE specs, etc. for different circumstances. A game like Torchlight doesn't really require them, but given that the effect of many of the choices you make isn't all that clear up front, it's not a bad thing to have as an option. I generally don't like respecing characters because it's annoying but sometimes I just don't like a dead end I've gone down.
Now, if you wanted to make respeccing part of the gameplay--maybe have a potion or scroll drop that lets you buy back one point, but have the drop be rare so that you can't make radical changes to your character all the time--I'd probably be fine with that. But respeccing as an always-available thing is about as exciting to me as having the option to play in god mode. I guess it's fine that some people want that, but for me, it takes a lot of the fun out of the game.
Last edited by Ben Sones; 10-29-2009 at 09:18 AM. Reason: needed to respec my post