![]() Oh, and by the way, the Gold Chests and Boss Chests that you are “rewarded” with for going out of your way to find the keys or defeat said boss end up dropping jack shit 99% of the time. God help you if you’ve finally accepted the fact that you’ll never replace your boots only to have an infinitely rare upgrade drop right after spending 10,000g (or 3 GUs) on your old pair. This ridiculous stinginess with gold means you are perpetually strapped for cash, only allowing you to augment the gear you’ve accumulated one map clear at a time. Each GU allows you to either purchase one item from a vendor, or upgrade an existing item by either adding gem sockets, enchantments, or purchasing gems themselves. It gets even worse, if you can image that.Ĭlearing an entire map’s worth of mobs and collecting every single piece of vendorable debris results in what I would like to term one “Gear Unit” (typically 2000g-3000g). Not even the class-specific helmet from the last boss was much an upgrade to my level 14 helm. Torchlight 2 has none of that – nearly two-thirds of the game was spent vendoring every ring, helmet, amulet, and pants I came across. ![]() The core of what made the Diablo series so compelling to play was how items and gold erupted from nearly every enemy you faced, and thus you had a steady supply of dopamine over the course of what otherwise is series of perpetually unengaging clicks. While not as outlandishly terrible as the original Torchlight, it is still entirely possible (and even likely) that you will receive a random drop at level 17 that you will still be using 40 levels later at the end of the game. The more crippling flaw though, and the singular design that undermines everything else the game set out to accomplish is the awful itemization and item progression system. ![]() While this was how things worked in Diablo 2, it is also true that at one point people thought asbestos as insulation was a good idea. Where this experimentation immediately breaks down is how there is no respecing in Torchlight 2 at most, you are allowed to get a refund on your last three talent points. While they mainly follow traditional hack-n-slash roles, there does exist room for experimentation: there are more than enough talents to choose from to transform, say, the archer-esque Outlander into a melee-only tank (albeit not likely as powerful as a normal tank class). Torchlight 2 features four different classes to choose from, each with three separate class trees. My fundamental gripes with both Torchlight games are their meaningless adherence to archaic game design, and a fundamentally terrible itemization/progression system. While it makes a great counter-point to Diablo 3 on the feature listings, Torchlight 2 is essentially more of the same from the original game. Indeed, Torchlight 2 was released around the same time Diablo 3 was making headlines with its controversial always-on requirements and server-dependent gameplay. Torchlight 2 is the hack-n-slash sequel to the original Torchlight, itself an homage and erstwhile competitor to Blizzard’s Diablo series.
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