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clarry: Intheresting to see so much love for Titan Quest. I tried to love the game, but while the sceneries are pretty, gameplay felt really damn repetitive and dull and boring. I think it boiled down to the skills and enemy variety. I was using the same basic skill all the time because frankly all the alternatives were just garbage. At that point it might as well have been *the* normal attack.
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idbeholdME: At the begining, yes. But unlike Grim Dawn, you actually get to use a lot of skills from the skill tree later on as the game is far less stingy with skill points/skill caps, allowing for effective usage of many skills from the skill tree.
I mean I played long enough to get any skill I want from the tree, but they were mostly either passive improvements or passive improvements for the one active skill I kept using, along with a couple active skills that were crap and not my style.

EDIT: I've a level 26 hunter with two of the highest tier hunter skills maxed out. One of them is passive, the other is pretty useful but "too little too late" and from a tactical perspective doesn't really bring anything to your basic attack except some splash damage for crowd control. The third max. tier hunter skill is a debuff and I'm not too excited by debuffs so I tend to save these for last.

So yeah, having spent however long it took to get those 26 levels and get some maxed out high tier skills I'm still not feeling it, which is pretty bad :( And that's how I got bored with it. (It doesn't help that I read about unfixed, possible risk of savegame corruption)
Post edited May 05, 2019 by clarry
for everybody who want to have a Diablo feeling, i really can recommend Grim Dawn.
Just fuark Diablo 3, good thing Blizzard lost me long time ago, when they announced
D3 without LAN Mode and BN 2.0 requirement for PC (hurrr durr online connection needed)
till today... yeah thats why the Console Versions work completely Standalone Blizzard yes?

As i said give Grim Dawn a try, good ARPG and a lot of Diablo vibe to it.
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GameRager: I will if you will(I mainly got to this point by explaining/clarifying further points in response to your replies).

Also a last bit of offtopic/aside: I didn't mean that last bit as/want to have such seen as malicious in intent. I was merely trying to offer a bit of friendly advice to keep a fellow gogger out of trouble.
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Wishmaster777: The thread derail began when your hero complex started to show off. It began the moment you created this mental image inside of your head, depicting the "attacked fellow goger" which you need to defend. No one was under attack, therefore you have got no one to defend.
Hopefully last bit of offtopic(i'd reply to this via PM but I don't want to send yoju/opthers too many unsolicited/unwanted PMs) - Again, it was the words/ideas I felt were being "attacked"...not the user you replied to. I also said/say again that I often reply to certain posts I feel are interesting and/or in which an idea is being unfairly put down/etc, as well as random posts that I like in threads I follow. It's mainly an OCD-symptom of mine(with good and bad aspects).

Clarification: Perhaps attacked wasn't the best choice of words/terms when describing it.



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CatintheHeat: I love Borderlands. But I would place that more as a shooter with an RPG element.
Doesn't that also apply to many ARPGs?

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SirHandsome: Diablo III was the definition of mediocre for me.

My favorites are
Baldurs gate Dark Alliance
Champions of Norrath
Dungeon Siege III
LotR Return of the King

Didnt care for PoE that much.
Torchlight is too kiddy looking for my taste

Im thinking of getting Grim Dawn next for my co op nights.
Dark Alliance is awesome....did you play part 2 yet, by any chance?

(I would, but the prices wanted for secnondhand discs on eBay is like 30 bucks or more...so it's on my wishlist for now)
Post edited May 05, 2019 by GameRager
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GameRager: Hopefully last bit of offtopic(i'd reply to this via PM but I don't want to send yoju/opthers too many unsolicited/unwanted PMs) - Again, it was the words/ideas I felt were being "attacked"...not the user you replied to. I also said/say again that I often reply to certain posts I feel are interesting and/or in which an idea is being unfairly put down/etc, as well as random posts that I like in threads I follow. It's mainly an OCD-symptom of mine(with good and bad aspects).

Clarification: Perhaps attacked wasn't the best choice of words/terms when describing it.
There we go - you have switched from "defending endangered fellow goger", to "defending goger's idea". That is not what you have originally said. By now you must have realized how silly it was to write such ludicrous stuff in the first place. :-) Have your parents tought you not to lie? :-)
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GameRager: Hopefully last bit of offtopic(i'd reply to this via PM but I don't want to send yoju/opthers too many unsolicited/unwanted PMs) - Again, it was the words/ideas I felt were being "attacked"...not the user you replied to. I also said/say again that I often reply to certain posts I feel are interesting and/or in which an idea is being unfairly put down/etc, as well as random posts that I like in threads I follow. It's mainly an OCD-symptom of mine(with good and bad aspects).

Clarification: Perhaps attacked wasn't the best choice of words/terms when describing it.
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Wishmaster777: There we go - you have switched from "defending endangered fellow goger", to "defending goger's idea". That is not what you have originally said. By now you must have realized how silly it was to write such ludicrous stuff in the first place. :-) Have your parents tought you not to lie? :-)
After this last reply i'm putting you on mental ignore, as you seem to be keen on character attacks and shaming rather than serious debate.
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GameRager: After this last reply i'm putting you on mental ignore, as you seem to be keen on character attacks and shaming rather than serious debate.
Next time, in order to avoid embarrassment, it's best to keep hero complex in check and speak the truth. Look for logos in life, it will be so much easier for you. :-)
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Wishmaster777: The thread derail began when your hero complex started to show off. It began the moment you created this mental image inside of your head, depicting the "attacked fellow goger" which you need to defend. No one was under attack, therefore you have got no one to defend.
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GameRager: Hopefully last bit of offtopic(i'd reply to this via PM but I don't want to send yoju/opthers too many unsolicited/unwanted PMs) - Again, it was the words/ideas I felt were being "attacked"...not the user you replied to. I also said/say again that I often reply to certain posts I feel are interesting and/or in which an idea is being unfairly put down/etc, as well as random posts that I like in threads I follow. It's mainly an OCD-symptom of mine(with good and bad aspects).

Clarification: Perhaps attacked wasn't the best choice of words/terms when describing it.

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CatintheHeat: I love Borderlands. But I would place that more as a shooter with an RPG element.
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GameRager: Doesn't that also apply to many ARPGs?

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SirHandsome: Diablo III was the definition of mediocre for me.

My favorites are
Baldurs gate Dark Alliance
Champions of Norrath
Dungeon Siege III
LotR Return of the King

Didnt care for PoE that much.
Torchlight is too kiddy looking for my taste

Im thinking of getting Grim Dawn next for my co op nights.
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GameRager: Dark Alliance is awesome....did you play part 2 yet, by any chance?

(I would, but the prices wanted for secnondhand discs on eBay is like 30 bucks or more...so it's on my wishlist for now)
Yeah Ive played through it a couple of times, each time hoping it would be better than I remembered. Its done by a different studio but with the same engine. The Heros are well done, but the game is way too easy and the levels are not as memorable.
I would say try Champions of Norrath, Snow Blind studios, the studio behind the first Baldurs Gate DA took their co owned engine and created CoN with it. Very good.
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GameRager: Hopefully last bit of offtopic(i'd reply to this via PM but I don't want to send yoju/opthers too many unsolicited/unwanted PMs) - Again, it was the words/ideas I felt were being "attacked"...not the user you replied to. I also said/say again that I often reply to certain posts I feel are interesting and/or in which an idea is being unfairly put down/etc, as well as random posts that I like in threads I follow. It's mainly an OCD-symptom of mine(with good and bad aspects).

Clarification: Perhaps attacked wasn't the best choice of words/terms when describing it.

Doesn't that also apply to many ARPGs?

Dark Alliance is awesome....did you play part 2 yet, by any chance?

(I would, but the prices wanted for secnondhand discs on eBay is like 30 bucks or more...so it's on my wishlist for now)
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SirHandsome: Yeah Ive played through it a couple of times, each time hoping it would be better than I remembered. Its done by a different studio but with the same engine. The Heros are well done, but the game is way too easy and the levels are not as memorable.
I would say try Champions of Norrath, Snow Blind studios, the studio behind the first Baldurs Gate DA took their co owned engine and created CoN with it. Very good.
Well it IS easy...i'll give you that much. I also liked what I played of CON, though.....it is also very good.
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Pangaea666: snip
Thank you for such detailed answer!
I noticed the "rate wars", that was my biggest complaint with the game, I just didn't know how to name it ;)
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idbeholdME: At the begining, yes. But unlike Grim Dawn, you actually get to use a lot of skills from the skill tree later on as the game is far less stingy with skill points/skill caps, allowing for effective usage of many skills from the skill tree.
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clarry: I mean I played long enough to get any skill I want from the tree, but they were mostly either passive improvements or passive improvements for the one active skill I kept using, along with a couple active skills that were crap and not my style.

EDIT: I've a level 26 hunter with two of the highest tier hunter skills maxed out. One of them is passive, the other is pretty useful but "too little too late" and from a tactical perspective doesn't really bring anything to your basic attack except some splash damage for crowd control. The third max. tier hunter skill is a debuff and I'm not too excited by debuffs so I tend to save these for last.

So yeah, having spent however long it took to get those 26 levels and get some maxed out high tier skills I'm still not feeling it, which is pretty bad :( And that's how I got bored with it. (It doesn't help that I read about unfixed, possible risk of savegame corruption)
At level 26, definitely. Titan Quest builds up much more slowly than Grim Dawn. But if you compare end-game in both games, e.g. ~lvl 70 in TQ and lvl 100 in GD, GD suffers exactly from what you felt in TQ but to a much higher degree. TQ eventually gets out of it and you get to use many passive and active skills which makes the gameplay a lot more engaging IMHO. Level 26 is less than 40% of the total skill points you are going to realistically accumulate if you play through all 3 difficulties and you already had a mastery and 2 top skills maxed out. Level 26 in GD will net you 75 skill points, which will max a mastery (50 points) and give you one not fully upgraded skill.

In GD, most builds will almost always revolve around one main active skill and all other skill points will focus on supporting that skill/triggering devotions. One of my main dislikes about the game actually. That the skill trees themselves just leave me unsatisfied with how high the skill caps are and the gradually diminishing amount of skill points you receive after level 50 and 90. It is usually "This is going to be my main skill, how will I spend the rest of my points to support it and only it". Or "what skills do I put one point into just to proc devotions.

Just from memory, my conqueror in TQ (Warfare + Defense) used about 7 passive skills, 5 active skills (some completely upgraded, some partially), a fully levelled left click replacer and probably more that I can't remember right now. That also made casters very enjoyable to play as a lot of the character power came from skill points alone and made hitting the next level a lot more satisfying to me than in GD.

An example reference:
Maxing 2 masteries in TQ, Conqueror for example (Warfare + Defense) would cost you 398 skill points
with 243 maximum available skill points (you will realistically get around 225-240 as the last few levels require obscene amounts of XP) and 64 of that being dedicated to masteries alone.

Maxing one mastery in GD, pure Soldier for example would cost you 410 skill points
with 248 maximum available skill points and usually with 70-100 of that dedicated to masteries alone.
Post edited May 09, 2019 by idbeholdME
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idbeholdME: In GD, most builds will almost always revolve around one main active skill and all other skill points will focus on supporting that skill/triggering devotions. One of my main dislikes about the game actually. That the skill trees themselves just leave me unsatisfied with how high the skill caps are and the gradually diminishing amount of skill points you receive after level 50 and 90. It is usually "This is going to be my main skill, how will I spend the rest of my points to support it and only it". Or "what skills do I put one point into just to proc devotions.
This is actually the problem I have with skill point systems in general: You basically *have* to overspecialize to be effective, at least until you reach a cap or encounter diminishing returns on skill points spent. (An example of the latter is in the Avernum series, but not their more recent remakes; as you raise a skill or attribute, it takes more points to increase it, but other attributes or skills are still cheap to increase, so it doesn't make sense to build up a skill too high unless it's to get powerful magic or is the Luck statistic (which is borderline gamebreaking if you raise it high enough, but fairly tame at reasonable levels).)

I note that Dungeons and Dragons 3rd edition (and 3.5e) has this issue with mutilclassing, particularly when it comes to spellcasting classes; multiclassing with multiple spellcasting classes just isn't viable (to the point where they added feats and prestige classes to try to patch that issue), and multiclassing ends up only being good for cherry-picking abilities that happen to be both useful and learned at lower levels.

One of the reasons I prefer SaGa style growth (or even something like Tangledeep: Legend of Shara's approach) is that it makes it easier to have characters with more diverse capabilities without having to overspecialize to be effective; a character with high Strength won't be able to get more Strength that easily, but could boost Intelligence to the point of making spellcasting viable for that character. Essentially, by making it so that stat growth is no longer coupled with the advancement of a single level, and that raising one stat or skill doesn't make it harder to raise others, builds that are not overspecialized become viable throughout the game (rather than just at higher levels, like in your Titan Quest example). Dungeon Master is also a good example here, where reaching a high level in one class doesn't impede your leveling in other classes.

I could also mention the approach taken in many Square games, starting in Final Fantasy 5, where the learning of skills and abilities uses a stat that is separate from normal level advancement; hence, you don't have to overspecialize to become decent at other things. (Plus, in FF5, many skills (including all forms of magic) can be "sampled" in a way; switching to a certain job gives you an ability from the job as long as you are in the job, and you only need to learn it if you want to use it in a different job.)

Of course, then you have an example like Dungeon Siege, which at first glance seems to be SaGa-like in its growth (but without the randomness), but then you discover the uber level mechanic, which makes it harder to raise a low stat when your character is already strong in other areas. In other words, the developers took a system that doesn't have the inherent problem of overfavoring overspecialization, and they then introduce the problem deliberately.

(Incidentally, Secret of Mana is one game that handles this well; being good with one weapon or spell type doesn't make it harder to become good with others (though there is the issue that reaching a higher level than the enemies will slow down the growth, but never to the point of being impractical to level skills), and the cap is low enough (and scales with progress in the game) that it encourages leveling multiple skills rather than just focusing on one and only one the whole time. (Also, with spells there are elemental weaknesses and resistances, so you can't just level water and expect to be able to kill everything with ice.))
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dtgreene: specialize vs not
On the flip side, I see systems as you describe as causing a problem where all the characters become flat and same-ish.

The D&D issue you brought up was an issue only in groups where one player goes maximizer. In groups, like mine, where people play for fun and I GM according to the group, it's not as much a problem. And there has to be a *downside* to multi-classing, otherwise, one may as well just get rid rid of classes and go to a [to me, rather comparatively unfun] open-selection, classless system. If there is no downside, everyone just gets the max of everything. (The big upside to multi-classing is versatility and great saving throws.)

Games done as Grim Dawn is have huge build diversity, which is why I enjoy it so much. I have dozens of characters that all feel and play VERY differently and are each enjoyable in their own way. There's also craft in selecting a path you'd like to go and good creativity in making an unusual "build" work. (And, with GD, it's pretty hard to make a character that can't reasonably make it pretty far through the game, though some are more challenging than others.)
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dtgreene: specialize vs not
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mqstout: On the flip side, I see systems as you describe as causing a problem where all the characters become flat and same-ish.

The D&D issue you brought up was an issue only in groups where one player goes maximizer. In groups, like mine, where people play for fun and I GM according to the group, it's not as much a problem. And there has to be a *downside* to multi-classing, otherwise, one may as well just get rid rid of classes and go to a [to me, rather comparatively unfun] open-selection, classless system. If there is no downside, everyone just gets the max of everything. (The big upside to multi-classing is versatility and great saving throws.)

Games done as Grim Dawn is have huge build diversity, which is why I enjoy it so much. I have dozens of characters that all feel and play VERY differently and are each enjoyable in their own way. There's also craft in selecting a path you'd like to go and good creativity in making an unusual "build" work. (And, with GD, it's pretty hard to make a character that can't reasonably make it pretty far through the game, though some are more challenging than others.)
One thing: Characters won't become too similar in these systems unless the player plays for a while, far longer than needed to casually beat the game. While you can make everyone good at everything, there's still the issue of the time it takes to reach that point. (See, for example, Final Fantasy X, where characters don't become similar until what I consider to be the post-game content. (The game is flawed, and it suffers serious balance issues that make the post-game unfun (from what I can tell from videos), but it is still an example of this sort of system.))

Furthermore, in some of the examples, there are equipment limitations that limit what you can have a character do. For example, in SaGa Frontier 2, each character can only equip 2 weapons and 4 non/weapons, and there's still the factor of needing anima from equipment to cast spells (you can give someone all 6 types of anima, but you will likely have to sacrifice defense to do so, and there's the fact that you might not have enough dual-anima tools and quells to equip the entire party that way). In Final Fantasy 5, you can only equip one ability from outside your current job, so while you can learn every ability, you can't have them all available at the same time. (Plus, FF5 has some interesting synergies between abilities that you might not expect.)

Another thing is that there are sometimes innate differences between characters. For example, in SaGa games, while most characters can do most things, some are better than others. In SF2, for example, some characters get more WP regen, only certain characters can use martial arts for some reason, and there's one character who can't use magic at all (which is a major plot point, though not a spoiler; rather it is this fact that drives much of the game's plot). In Secret of Mana, the two characters who can cast spells use different spells, so they are still very different characters even if they have the same spell levels. (Only the girl gets a healing spell, for example, while only the Sprite gets the spell that steals MP from enemies.) (I could also mention that, in SaGa Frontier 1, as well as in the first two SaGa games, dfferent character races differ fundamentally in the very rules for character growth; there are, in fact, 3 or 4 separate growth systems in these games, and they may favor different set-ups and play styles.)

Actually, the D&D issue, particularly the case of spellcaster multi-classing, is more serious than what you describe. If we ignore the "patches" that I mentioned, what we have is a situation where a level 10/10 Cleric/Mage is basically useless compared to a level 20 Cleric or Mage; the character has no decent healing (Heal isn't available until level 11, and every lower level healing spell is way too weak (another problem with D&D in general, though more severe in 2e and earlier)), and attack spells aren't going to work because of how common enemy spell resistance is, and the fact that our multi-class character is 10 points behind (on a 20 point scale) on hitting the enemy; if the single class character can hit half the time, the multi class character can't hit at all! 2e handles this situation batter; the character would get access to 7th level spells rather than only 5th level, and enemy spell resistance doesn't depend on the caster's level, so attack spells aren't completely useless. (The character would lack access to spells such as Wish and (if we gave Clerics their 3e spell lists and higher level spells) would presumably not get the likes of Mass Heal, but that's OK for there to be some sacrifice.)

Basically, the D&D issue means that, if I want to make a character who is devoted to learning all types of magic, the character becomes useless later on.
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fr33kSh0w2012: The snes version started off crappy but ended sweet!
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rtcvb32: It was 'ranged only' in everything, The hacking game was mandatory for the story, and there was little in the way of growth beyond the story. Unless you really loved the story, it was fairly weak. That's why i say the SNES was the inferior version.

The Genesis version take a WEEK of full time playing to beat. And fun nearly the whole time.
Yes the hacking was the biggest drag though!
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rtcvb32: It was 'ranged only' in everything, The hacking game was mandatory for the story, and there was little in the way of growth beyond the story. Unless you really loved the story, it was fairly weak. That's why i say the SNES was the inferior version.

The Genesis version take a WEEK of full time playing to beat. And fun nearly the whole time.
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fr33kSh0w2012: Yes the hacking was the biggest drag though!
I liked it, myself.....I also liked the "hacking" in neuromancer, which was alot of typing/etc. I feel such adds a bit of authenticity to said games.