Torchlight 2 Catch-All

Can't believe they double-nerfed Glaive Throw. I was loving my Outlander, way more than my Embermage I finished the game with or my Berserker who was chilling in the 20s. Damn.

Chesspieceface wrote:

There really isn't "redo-ing" areas... I mean you can play the game that way... but its not exactly designed as a 'once through with one character' experience. One misses the majority of depth in a decent ARPG with that approach.

There is redo-ing areas when it's the identical map and all all the enemies are 10+ levels below you. I don't think you follow me, I was probably 75% through Act III when it reset all of the maps. Just to get through the dungeon I was working on would require fighting my way through multiple large maps that I've already cleared.

Also thanks for telling me I'm playing it wrong. I'll play it how I like, thanks.

SixteenBlue wrote:

The patch reset all of the enemies/progress on Act III for me so I gave up...

I was in the same boat as IHateDRM. I think I was just about done with the campaign (with that character at least) and having to redo all of those areas was too much. I'm still super happy with the game. The rest of the pile calls though.

Hmm, I thought that was just me. But for me, the patch just re-set the outdoors map but not my progress. But I had beat the final baddie on the main quest and just had to turn in the quest and do one side-quest, so I have no idea if the other dungeons re-set. But, after the side-quest dungeon, I was able to move on to the next area.

Still, kind of not feeling it now, at level 37. I may just put this on the pile and come back and finish it off later.

So after 20-some levels, I just found out I could give spells to pets. ME SO STUPID.

Veloxi wrote:

So after 20-some levels, I just found out I could give spells to pets. ME SO STUPID.

Yeah I think that's what's starting to hurt my level 27 character, I still have only 3 spells and haven't gotten any for my pet. I have a ton of level 31/46 spells in the shared stash from my higher level character that was full on slots and kept getting them though. So soon I can fix that.

Having extra summon spells on your pet is awesome. You summon pets, they summon pets, suddenly you're running around with an army.

Veloxi wrote:

So after 20-some levels, I just found out I could give spells to pets. ME SO STUPID.

My ferret shoots both ice and fire.

Greatest. Ferret. Ever.

My panther summons nether imps and skeletons. My crew is 5 people deep usually. It's awesome.

Heh, yeah, I gave my kitty a summon skeleton spell, but haven't played further to see her use it.

Fun anecdote: When the mod tools were released for the first Torchlight my roommate created a custom scroll for summon skeleton that would have 0 mana cost and 0 cooldown.

Mistake #1 was teaching the spell to his dog Barkley so he wouldn't have to worry about constantly casting it.

Mistake #2 was not apparent until leaving town and entering a hostile zone. It was there we discovered that he had failed to mark the summoned skeletons as being friendly to the player. His cries of "Barkley, NO!" had little effect.

Hahahahaahhahahahaha

I have a weapon set of a sword with +4 strength and a shield I can only equip with that bonus strength.

Which breaks the weapon swapping leaving me shieldless.

Arg.

duckilama wrote:

I have a weapon set of a sword with +4 strength and a shield I can only equip with that bonus strength.

Which breaks the weapon swapping leaving me shieldless.

Arg.

Yeah that's really weird. Right-hand (left weapon slot?) seems to equip first. I had a pair of pistols on my Outlander, one of which had +5 Dex or something. If I equipped them one way, the other pistol would pop out of my inventory whenever I toggled weapons. But if I equipped it the other way, it would stay in.

Stele wrote:
duckilama wrote:

I have a weapon set of a sword with +4 strength and a shield I can only equip with that bonus strength.

Which breaks the weapon swapping leaving me shieldless.

Arg.

Yeah that's really weird. Right-hand (left weapon slot?) seems to equip first. I had a pair of pistols on my Outlander, one of which had +5 Dex or something. If I equipped them one way, the other pistol would pop out of my inventory whenever I toggled weapons. But if I equipped it the other way, it would stay in. :?

You can't just drag the item to the slot? Ie equip sword first, then drag shield to slot. I could swear that's possible.

Edit: oh never mind, weapon swapping specific. Huh what a pain.

Yeah, ripping through an area with my 2hander, running into a 2 or 3 boss fight, swapping weapons to 1h and shield and wondering why my shield bash isn't working. It took 2 deaths each for son and I before I figured out why my effectiveness was so rotten.

Seems odd that it equips offhand first.

Actually, take a look at the requirements for the weapon/shield, and see if you're just at a point where, if you equip one first, you reach (or not) the requirements for the other. I've had that happen more than once with my Outlander. Gun A first, I can equip gun B, but not vice-versa.

Rubb Ed wrote:

Actually, take a look at the requirements for the weapon/shield, and see if you're just at a point where, if you equip one first, you reach (or not) the requirements for the other. I've had that happen more than once with my Outlander. Gun A first, I can equip gun B, but not vice-versa.

Well that's what his trouble is, except he's having the problem when he uses the weapon set swap key. I was confused about that too at first which is why I edited my post. I never use that on my sword&board character so I never thought of it.
ie he equips a two hander as set I, and a sword and shield as set II. When he uses the keystroke to swap weapon sets (both previously equipped manually) the off-hand gets equipped first and then the main hand. Since the off hand shield needs the stats of the main hand weapon, he can't put on the shield. Unfortunately you can't put a shield in your main hand or that would be a workaround.

Oh... okay, my bad. Ugh.

Rubb Ed wrote:

Actually, take a look at the requirements for the weapon/shield, and see if you're just at a point where, if you equip one first, you reach (or not) the requirements for the other. I've had that happen more than once with my Outlander. Gun A first, I can equip gun B, but not vice-versa.

Pistols Ed?
Shotgun wielding outlander level 45 TacoDick disagrees with this strategy.

I was loving dual-pistols until I got this really nice orange shotty at 25 or so. And holy crap it's great, pushing bosses back from me, and laughing as they can't melee me and I destroy them without a scratch.

So, what's the best choice for a hardcore / veteran attempt?

Faceless Clock wrote:

So, what's the best choice for a hardcore / veteran attempt?

I have a hardcore/ elite run going with a sword and board engineer. Somewhere in the teens, so far so good.

The hardest part is no shared stash, so I can't pass great gear down.

Stele wrote:

I was loving dual-pistols until I got this really nice orange shotty at 25 or so. And holy crap it's great, pushing bosses back from me, and laughing as they can't melee me and I destroy them without a scratch.

Rapid fire T2 + shotgun mastery = 12m push back radius

Aw man, my pet was set to passive mode for heaven knows how long. I must have had a stray click at some point. I was wondering why he wasn't casting spells. Thing is it made the game a lot harder.

IHateDRM wrote:

I finally beat the last boss with my melee focused Embermage, and I have to say my only problem with the game as a whole was that it felt about three hours too long. I get that they want give their customers their money's worth, but there were just way too many fetch quests.

I have to agree with you here. I actually dropped the game down to Normal at the end of Act III and just literally ran past the mobs so I could get to the end game. X-COM has something to do with that, but I was more or less done with the main story content at that point. It shows how easy "Normal" really is with a well-optimized character that you can run past everything and still kill the boss without dying. Veteran was a good strong challenge until very late in the game, where even with my pretty tough Engineer it began to feel like I could die without warning to a champion. Being one-shotted is no fun. Now, some of that was the fact that my pet was just standing around (see above) but even with that it wasn't so much the mobs as it was the single champion beasts that would do me in. It seems like some of them can hit for thousands of points of damage.

boogle wrote:
Rubb Ed wrote:

Actually, take a look at the requirements for the weapon/shield, and see if you're just at a point where, if you equip one first, you reach (or not) the requirements for the other. I've had that happen more than once with my Outlander. Gun A first, I can equip gun B, but not vice-versa.

Pistols Ed?
Shotgun wielding outlander level 45 TacoDick disagrees with this strategy.

My time's been taken up with other things. I haven't gotten to Act II yet with my Outlander. Soon.

imbiginjapan wrote:
IHateDRM wrote:

I finally beat the last boss with my melee focused Embermage, and I have to say my only problem with the game as a whole was that it felt about three hours too long. I get that they want give their customers their money's worth, but there were just way too many fetch quests.

I have to agree with you here. I actually dropped the game down to Normal at the end of Act III and just literally ran past the mobs so I could get to the end game. X-COM has something to do with that, but I was more or less done with the main story content at that point. It shows how easy "Normal" really is with a well-optimized character that you can run past everything and still kill the boss without dying. Veteran was a good strong challenge until very late in the game, where even with my pretty tough Engineer it began to feel like I could die without warning to a champion. Being one-shotted is no fun. Now, some of that was the fact that my pet was just standing around (see above) but even with that it wasn't so much the mobs as it was the single champion beasts that would do me in. It seems like some of them can hit for thousands of points of damage.

I had problems with champions throughout the game but I just assumed it was because embermages have less health overall. Strangely enough I had fewer problems in act three then I ever did in acts one two and four, but by that point in the game I had a skill that let me turn mobs into giant health and mana batteries, which meant that so long as there were trash mobs around I was almost impossible to kill.

The only real trouble I had was with the final boss, by that point I'd run out of potions and gold with which to buy more potions and since there were no trash mobs, all I could do was respawn and keep going after him until he finally died.

Runic Games wrote:

Patch notes for version 1.13.x.12

Misc

Fixed Engineer armor set that was showing up as white geometry

Performance

Additional UI performance improvements
Additional rendering performance improvements
Precacheing of skills, missiles, and particles to reduce the appearance of stutters the first time those assets are viewed on some machines

Stability

Fixed a crash that could occur with a dying pet that proc'ed on save restoration

Skills

Fixed some issues with Stormclaw bolt chaining
Blazing Pillar will no longer give enemies the ability to burn you!
Shockbolts and Shocking Orb can now build charge
Fixed several non-working augment affixes
On-Death Procs properly cool down if required (Fixes several issues where a proc ceases functioning after a period of time)
Blade Pact and Stone Pact last for listed time

Items

Lore item set now has a tangle ability, instead of a nonfunctional acidrain proc
Several affixes that work based on unit proximity can work in parallel, when they could not before

Gameplay

Fixed several issues where procs could be precluded from activation
Set bonuses based on nearby monster count work properly
Some more multiplayer XP distribution fixes related to player/killer delta
Can't turn alignment on something that attaches to its master
When a left-click skill is bound, skills won't track a second mouse click if you click and click-away again (keeps you from pointing the wrong direction sometimes)
Player block cap set to 75 instead of 50
Elemental armor reduction can't reduce armor below zero
Champions all have 100% charm resistance
Siege Turrets have 100% charm resistance

Level Scripting

Can't prematurely activate Vyrax tower warp with teleportation
Various minor level fixes
Various visual updates to the Three Sisters' Lair
Some snow effects were not properly tagged as 'weather' so would not disable when weather was turned off
Tutaran trap fixes
Alchemist can no longer be 'started' on his third stage by rerolling, going to the next level waypoint, and back up.

Don't know the reason, perhaps it's the latest patch, but I'm at the end of Act II, in the middle of the Djinni's tasks, and all of a sudden I'm dying far far more than I was before. I'm playing a Veteran Outlander, with what's been a successful build so far, but after 3 deaths in 15 minutes, I'm really wondering what's going on. Anyone else have the same experience? I've seen a few posts upthread that mention Act III suddenly being much more difficult.

concentric wrote:

Don't know the reason, perhaps it's the latest patch, but I'm at the end of Act II, in the middle of the Djinni's tasks, and all of a sudden I'm dying far far more than I was before. I'm playing a Veteran Outlander, with what's been a successful build so far, but after 3 deaths in 15 minutes, I'm really wondering what's going on. Anyone else have the same experience? I've seen a few posts upthread that mention Act III suddenly being much more difficult.

The Djinni's tasks can be pretty rough, I can tell you that much. There are definitely some spikes like that in the late Acts on Veteran.

Patch last night:

Patch 1.14.5.5
Released October 18, 2012

GRAPHICS
*Intel HD graphics cards should not show ghosting/smearing effects if shadows are enabled

PERFORMANCE
*LARGE performance optimization to buff/debuff bar displays when there are a large number of overlapping, nonexclusive effects (damage over time, and duration based effects or knockback )

SKILLS
*Shield Bash bonus damage now deals the stated amount(charged and uncharged)
*Wolfpack will properly strike turrets
*Bonuses due to proximity now always expire properly
*Damage bonuses/reductions for Battle Rage properly expire
*Fixed Critical Hit bonuses on some effects not properly incorporating bonuses to crit
*Pet damage bonuses are applied to effects

LEVELS
*Three Sisters zone now has an appropriate level range for proper NG+ reward scaling
*Various issues resolved in Luminous Arena in multiplayer
*Level determinism fixed (Was broken with precacheing in previous patch - could result in triggerable elements and some structural elements re-randomizing on load, or in multiplayer)

ITEMS
*Set reward for Inquisitor set altered to a functional bonus
*Fixes to the summon skull proc on equipment (prevents it from spawning exactly on a target)
*Effects based on proximate monsters now work properly with socketables
*DOTs were not properly attributing experience if the effect was applied from an item instead of a skill

MISC
*Target Dummy is charm resistant
*Fixed issue where rebinding Close All Menus could lock you in pause mode
*Fix for shift-click casting a left-click spell and them selecting an item (would previously auto-attack)
*Pet enhancing bonuses work more consistently for pets attached to OTHER pets