JadeWah said:
Compare it to Diablo 3 (if you have it), what do you like or dislike compare to it?
Why? Its like comparing Bioshock to HalfLife just because they are both FPS. Just like Bioshock and HalfLife show, games in the same genre with the same general mechanics can offer a very different experience. I think there's a good way to test how different they are: play D3 for a while until your sick of it and have to stop. Then start playing TL2. Does that fatigue persist? If yes then immediately switch to an entirely different game that you know you like. If that fatigue persists still, then you prolly just need a break from your game session. If you can think of a better way to test the difference (in gameplay experience) then be sure to let me know.
JadeWah said:
Graphics
The skills of both games are "colorful/flashy" and you can distinguish each skill from each other.
Yeah that's a good consideration. Insofar as I've played I would agree with that.
JadeWah said:
Story/Quest
Comparing it to D3, I'd say TL2 has more sub-quests, but they tend to be similar, aka go fetch something or kill this, get to pick your item reward. What I've noticed as well is that the NPC's don't interact as much (so far in the game) as in D3; were for example you wanted to rescue the Blacksmiths wife, and he ran with you and open the basement door and came down with you.
I presume it's the AI engines limitation...
It might not be a limitation of the AI module though, it could have been a gameplay decision made right from the start. But the path finding in the beta so far hasn't been flawless. So you might be right here.
JadeWah said:
I played on Veteran which is the second highest out of four difficult levels. Dying is almost non-existant due to chucking down health potions.
That's why you play on elite, which is, however, unfortunately still too easy. I'll wait for a mod that increases difficulty
JadeWah said:
Basically I felt that there was no challenge in the game.
Agreed, I think this was a criticism of TL1 too. I'd say just wait for a mod that overhauls the gameplay difficulty.
JadeWah said:
Skill system
Putting point in one skill will increase it's efficient, however I don't like that you can increase one skill 15(!) points. For me it feels too much.
Fine with me. It seems to fit with the leveling & character building orientation of the game.
JadeWah said:
There is no restriction on where to put the points if you have access to the skills, so if get to level 14 and unlock new skills, I can put points in tree 2 fresh lvl 14 skill, even if I have no points whatsoever in that tree. So basically you skip out on the bad ones and cherry pick the ones you think are best.
Well I'm guessing by bad you mean less effective (in dmg output or duration etc.). I'm not sure what you mean here though, bcuz everything scales with level and current weapon DPS? I don't know how you can say one skill is superior over another. The shared properties of two given skills may vary quantitatively, meaning one might do more dmg then the other, but it seems that each skill has multiple properties, some of which are unique, that ultimately differentiate it in more then one way with any other skill.
JadeWah said:
There are also waaaay too may passive skills in each skill trees.
Some ppl like passives no? It allows you to further enhance a certain play style when you have decided on a set of active skills.
JadeWah said:
In the end I'm just using one maybe two skills and then auto attacking the rest of the time.
Why? Because a lot of skills offers less then 100% of weapon damage, so why bother using skills when you do more damage auto-attacking? In the loot section further down splash dmg will be covered.
I think in higher levels you eventually set a skill as your regular attack, like in TL1, but I don't know if it will ever exceed 100% dps.
JadeWah said:
Comparison to D3, you have way more chooses to make when it comes to skill. You don't get the option to hand pick which skill you want, but with the runes changing a skill, Diablo 3 offers more customization then TL2.
I don't disagree here, but your not taking into consideration the modding community. Its pretty much a guarantee that a mod team will make a skill overhaul. I wouldn't accuse Runic Games for relying on user made content, but you can be sure that there will be good mods to further expand on customizability.
JadeWah said:
As of stats D3 doesn't allow you to customize your stat points as they are automatically assigned to you, but you don't really have alot of real choices in TL2 (like in D2) unless you want to gimp your character.
Well maybe. But its always easy to point out boundaries ignoring the size of the bounded space.
JadeWah said:
The biggest issue I have and which irks me a lot, is that weapons do splash damage.
For melee it's every weapon, like sword, polearm, mace etc, ( except claws, but they ignore armor instead .)
For ranged the ones with splash weapon is shotgun and cannon. As I mentioned before; I was auto-attacking my way through the game due to this.
There are pros and cons to this though. But again, I think a user made mod can take advantage of this to tweak the gameplay to get something harder and also fun.
JadeWah said:
Pets got a upgrade from TL 1. You can use it to sell items and now buy potions and scrolls from town, which frankly is awesome.
Agreed, that is awesome.
JadeWah said:
It boils down to how good the editor will be though,
Technically, I would have to disagree with this. Let me reformulate your statement so we're on common ground here. I'm guessing that you are saying "The quality (replayability, technical integrity, fun factor, etc.) of any given user made mod will depend on the workflow of the editor." Workflow is the umbrella term that factors in everything like efficiency, ease of use, accessibility, functionality, extensibility, etc (Poor workflow means its hard to work with). I would agree with that, but I wouldn't say that this is the primary dependency. I think the community mod quality standards are more directly related to how much documentation Runic Games releases. The editor can be a suped up Ferrari, but if Runic doesn't tell anyone how to use it, then its not going to be used to its full potential. This was the primary shortcoming of the editor for TL1, there was almost no way to learn how to use it. People just reverse engineered the features, and the only ppl who became successful moders where people who already had a background in CG and gameplay scripting. Which means people who had good ideas but no technical skill could not implement their ideas.