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Topics - Zardoz

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Hello there! I felt the near 2 year long pause from TQ was long enough to get me excited to play the game again. I will now probably get lost in it for a couple of months before i'll take another break.

I was aware of the Eternal Embers release but intentionally kept myself in the dark as much as possible, to make it more interesting when i go back to playing the game. However, now i can't find a lot of information on it so far... at least not the information i'm looking for I know it adds a new act, a new mastery. I know about the curses that allow you to farm a new type of currency that can be spent on yet more loot orbs. I know they have added some more epics and legendary items to the game... but what else?

I'm more interested in the following questions, so please, help me out if you know the answers:

Are there any new rebalancing tweaks done to the already existing skills or on the epic/legendary (even monster infrequent) items? If yes, is there a way to find out what exactly is changed?

Are there any new monster infrequent items? No need for specifics here, just yes or no will be enough.

Are there any new affixes for rare items? Atlantis added the Tinkerer, but i'm hoping for more possibilities to get interesting rare and magic loot.

Are there any new rebalancing done to the monsters? Are the pets AI and the way monster react to them changed. I think i've read somewhere that pet AI is improved, but how exactly? The major problem i have with previous updates was monster ingnoring the wolves at all times and chasing the player instead, which in my opinion is not how it should be. The enemies should prioritize the wolves, not you, since they are the bigger threat to the them, when you're focused on a pure summoner build.

How are the new electrum orbs different that the orbs you can gamble with gold in Atlantis? I''m sure they're better, but are they really worth all the frustration of playing with a severely nerfed character? Especially when the only viable way to farm electrum fast is to enable all the curses... but then how is it even possible to play with a total of -200% resistance penalty on legendary difficulty?

Is the speed you gather elecrum determined by the level of the monsters? Meaning, the harder (higher level) the area is, the better the electrum gain? Or is it just 1 electrum per kill/ for each curse, or a total of 8 with all curses? If yes, then what is stopping me to farm just the starter area of Helos, up to the shaman where i'll be safe once i'm overlevelled for the area? Doesn't seem like a very well thought out feature in my opinion.

Anything else new that i'm missing to mention? Endgame content, or interestig feature i don't know about? I've already noticed the 3rd stats tab in the character screen with the additional information. Really cool and useful stuff.

Thanks in advance!

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Would you say it will make the game better? Or more replayable? What if we had procedurally generated overworld areas and dungeons, much like in Diablo 2? What if there was more enemy variety, with each area having a randomized enemy table that rolls every time you re-enter, so you don't get the same predictable encounters in every area or act with just the hero spawns being unexpected?  Now that i think of it, there is some variety in enemy spawns in TQ, but most of the time it's one or two types of enemies per area, and they're always placed in the exact same spots. Even worse, that rule doesn't apply for all areas in the game, most will have only one option for an enemy spawn, that is also always placed very predictably.

These are all questions, that i'm very interested in discussing. I realize these things cannot be changed in TQ (at least most of them can't), but it won't hurt if we talk about it, a good discussion is a good discussion. This is all this  I haven't touched TQ in more than a year now (hence my absence from the forum), and i even haven't played the new expansion yet. I just don't have it in me, i'm terribly burnt out from the game. I've been trying to go back to it recently, but with no success... I started 3 new characters in the last 2 months and got bored by the middle of act 1. I'm not sure when i'll be able to go back to fully grind one or more characters, but if i am to guess, it's not going to be soon. So all that got me thinking and asking myself what would it be like if the game was more like D2, and then the questions above came to my mind. What do you think?

Me personally, i think it will make TQ more replayable, but not by much, because it is already a replayable game, just not endlessly replayable for someone like me. Maybe some areas will suffer visually if they were procedurally generated instead of the beautifully handcrafted world we have now, but that will also make the gameplay so much more unpredictable... especially if we have some variety in the spawns. By that i don't mean add more enemy types, no, we can have the same enemies per act, just remove some restrictions to where they can spawn. Also, the hero spawns are way too far and few in between and feel way too unrewarding... In Diablo 2 you get entire champion and unique enemy packs that have randomized abilities and auras and give 5 times the experience, and also have better loot drops. The singular hero spawns in TQ almost never feel rewarding, despite their better experience and drop chances. We don't have the randomized groups of special enemies that might catch you of guard here. Even the "yellow" spawns in TQ are singular or in pairs at most, so at the end of the day, you mostly kill trash mobs for 99.9% of the game, which makes the combat, the exploration and the overall gameplay monotonous, repetitive and predictable.

Another thing that throws me off for some time now is the lack of balance in the game, but i've already complained about that a lot, and it is worthy of another topic. For now, let's just stick with the points above  :D Tell me, what is your dream/fantasy version of Titan Quest that's never going to happen?

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Anniversary Edition - General discussion / Help me on my journey
« on: 04 October 2021, 20:14:11 »
Hello there,

I've been absent from the game for months. I did play it here and there, with old high-level characters, just farming loot for fun, but i haven't had a fresh character start for a very long time.

Now i want to return for a self found character and want it to be something i haven't tried yet. I do play a lot of plain physical/piercing melee and ranged characters in TQ, but for this i want to make a more of an elemental type of melee fighter... a battlemage of sorts, which is something i've wanted to do for years, but for some reason i didn't, until now!

I'll be sharing a lot from this walkthrough, because i will need expert help with the builds i have in mind. And i also want to have Titan Quest discussions if possible, so i can learn more about the game. The activity on this forum is not very good sadly, so if this topic doesn't get any attention, i might discontinue it at some point if i get bored with it.

Okay, so this is what i have in mind:

https://www.tqcalc.com/TitanCalc53b553b5rune491c.html?mastery=Stonespeaker&master1=1&master2=10&sa=21&m1=32-12-0-8-12-12-0-1-1-0-1-1-8-0-0-1-0-0-12-1-12-0-0-0-0-0-0-0&m2=32-10-6-10-16-1-10-0-1-0-10-0-10-0-0-0-8-0-6-8-0-0-0-0-0-0-0-0

Or this:

https://www.tqcalc.com/TitanCalc464c464crunee80e.html?mastery=Thunderer&master1=8&master2=10&sa=21&m1=32-0-10-1-0-8-1-0-12-0-0-0-6-12-12-0-1-0-0-8-1-0-0-0-0&m2=32-10-6-10-16-1-10-0-1-10-10-0-10-0-0-0-8-0-6-8-0-0-0-0-0

I think i'm going to choose the Thunderer first. The plan for the attribute point distribution is to put just enough strength for weapons, i'm probably going to focus on swords... The rest will go in Intelligence and Dexterity in 1:1 ratio. I'm still not entirely sure if should go 1:1 int/dex, or 1:1 str/dex so i can equip more suitable armors for melee. Help me decide.

My plan for this is to be a self-found character, but not fully self-sustained... I will be transferring relics, charms and crafting recipes, because these are the things i find to be extremely boring to farm for. All the other gear (weapons/armors) i'll farming by myself and i'll be posting screenshots of them and of my progress.

I'll try to do it deathless, but this is not going to be a hardcore attempt. If i die, i'll keep playing... and i'm not going to hide my deaths either.


Questions:

Can Energy Armor work in combination with Heat Shield or Energy Shield? If yes, is it a combination worth having, or i should just focus on one shielding skill?

Is it a good idea to have Thunder Strike as a main (left mouse button) attack? I'm thinking building charges with rune weapon and then attacking with Thunder Strike... should i do that, or just put the points from Thunder Strike elsewhere and keep only Rune Weapon as my main attack skill?

Any advice or critique on the builds is more than welcome. Tell how me you would approach these two classes. Thank you!





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Modifications / Mod Suggestion TQ AE
« on: 29 January 2020, 00:31:59 »
Hi,

First of all i want to say that i'm really jealous of people who can mod the game. I wish i could do this myself to bring it back to the way i liked it the most... So i'm making this mod suggestion and hopefuly people will be interested.

I'm thorn between TQ AE and classic TQ IM. I love the qualiy of life changes in the new version, especially the ones Atlantis brouht to the table, but to this day i can't stand all the changes THQ Nordic did to the skill trees to resistances and to some of the stats, like the Chance to Block being capped at 75%

The with nerfed skills. Yeah, there are some op skills in IT like scatter shot arrow, but i liked it how. Making a bow hunter these days sucks in my opinion. Scatter shot having mostly DOT damage ruins it for me. It's hard to keep enemies of your back now. Correct me if i'm wrong but an archer should be cabale of destroying melee opponent they can reach him, while ranget enemies and caster are the real danger to him. I like that fact that i have to kite like crazy becuse my best AOE attack does useless DOT.

I also like the way resistance were back in the day. I hate bleeding and vitality res now get a penaly on higher difficulty... Maxing all resistance was hard enough even in vanilla so why do we need even more punishment now?

Basically, what i want the game to is classic IT with only the quality of life changes and the new act... Nothing else.

Also it's a great idea to make act 5 optional, like the Atlantis act.

And finally, too keep the game challenging, the number of enemiesn should be trippled, but just them, not the bosses like in xmax.

Please share your thoughts with me. Thank you!

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