All I can say is, it's about time. Didn't want to waste effort posting yet another player review since they aren't modded and therefore the TQ GameSpot player reviews are all full of crap. Won't post on GameFAQs either since this is mostly comparison vis-a-vis what Diablo 2 did.
What Titan Quest got right:
+ unlimited portals ('L') -- seriously, making players buy portal scrolls just to leg it to town adds no value to the game - realistic effects that are mere inconveniences and add nothing else should rightfully be done away with.
+ unlimited ammo / no durability -- it works for some, but again durability is mostly a matter of convenience - let's face it, if the item is in no danger of breaking within the next 5 minutes of usage and can be repaired at the drop of a hat, durability is a useless trait. It might be useful if NPCs charge too much for repairs and there are player-skill based repairs to compensate. Then again, skillpoints invested in a skill that does not help in combat are considered wasted.
+ no id -- same as town portal scrolls: about damn time, too. ID'ing always boiled down to stopping by the ID NPC before selling at the shop NPC anyway. Useless functionality, just added inconvenience.
+ carry bags -- instead of a D2-like stash, you got an expanded inventory. Technically this would boil down to the same thing (more storage), except for the fact that you bring your carry bags with you - thus eliminating the need for inconvenient town returns just to stash stuff.
+ summons -- now I personally haven't tried them, but most of what I've read agree that summons are strong. A nice change from D2 where summons were essentially useless past normal difficulty (think skeleton summon-based necro).
What Titan Quest changed:
+ socketables -- instead of hunting for socketed items, and ending up with the same thing every time you used a particular set of socketables, in TQ you could put them in most items (except for uber rare types, I don't recall the colour codes). One failing here though is that you can only use the same-type socketables, preventing players from mix-n-matching like in D2. This also means experiences players who know their items will discard low quality socketables and merely hoard a select few types, rendering the rest useless.
What Titan Quest got wrong:
+ crowd control skills -- where are they? My first character is a hunter (I haven't picked her second mastery yet even though she's like lv28 already), and worse, I'm only using one skill: the default-attack replacement (it's got 2 enhancements, that basically add pierce-through and blast radius). On rightclick I have that net-trap thingy, which I rarely use since it only works on one monster - most of the time I'm either chased by a mob which means slowing 1 monster down is useless, or I'm being chased by a boss which isn't affected by the net. I have used it on occasion against some toughies, and it was good then, but I fight those types of monsters like only 5% of the time. The net would be far more useful if it affected an area (like the spider monster's web attack). I haven't put any points in the aura-type skills either, believe it or not. True I've got a bunch of unused skillpoints, but I was thinking of saving that for the second mastery - of which I can't decide what to pick, since I don't want to dilute my focus on bow attacks, and most other masteries don't have good passive supports (the melee-type masteries have attack skills which, if I were to use them, would render useless all those points I invested in maxing my bow attack). True, the rogue mastery has a bleeding increase passive, but it's way up there. I don't feel like putting points in traps either. Also I've got a way low mana pool, which is why my build currently works since I rarely if ever use any other skill.
Where are the homing attacks, the multishot, the strafing quick-succession shots? D2 bowazons are definitely way more capable than TQ bow users.
I'm not commenting on the magic-skill masteries since I haven't used them, although from the skill descriptions and what people have said, they do have more area-effect skills.
+ hotkey & mouse buttons -- TQ screwed up big-time here. In D2 the hotkeys worked by changing your mousebutton'ed skills so you can quickly, say, poison a monster, freeze the crowd around it, throw lightning into the mix to weaken them, then finish them off with an area-effect spells. Not so in TQ. The hotkeys are cast when you hit them, which means an extra step clicking after that if the spell needs a target. This also means no quick skill swapping like in D2 - you'll learn to just spam your best left button/right button skills. The TQ arrangement restricts you to those two skills since changing them quickly isn't an option. Which means if you have support skills you will not put them on the mouse buttons, so you'll be doing a lot of hotkey pressing and extra clicking. This was a stupid decision.
Summary:
Titan Quest got so much right... and yet failed in the few critical areas that would've made this worthy of calling itself the next generation Diablo. I was actually thinking of playing D2 again before getting my hands on TQ - and after experiencing all the conveniences of TQ (especially item swapping between chars, i.e. muling, with the 3rd-party TQ Vault program), I don't think I can face playing D2 again soon, dammit, even though I know I'll have a hell of a fun time there since I really like D2's skills.
If they fixed TQ's skills and hotkey style, we would have a winner.
Edit: Got around to posting a player review for TQ (there are already 174 other reviews, ugh). It's more or less what's here, but there are a few points I forgot here, which I put there. Ok
http://www.gamespot.com/pc/rpg/titanquest/player_review.html?id=352166
Edit 2: Okay, I just realised you can combine partial relics to save space. How did I figure it out? I was rearranging stuff in TQVault when I decided to plop a relic'ed item onto the "split up" area to see how it worked, expecting to get the three separate relic pieces. Well it only spit out one piece. I thought, woah, is this valid - won't the game choke on it? Loaded character, hmm. Then only I realised what the little number on the lower side of the partial relics meant - they meant how many of 'em were already combined. Jeez! Talk about feeling stupid. Anyway, I probably got back an entire carry bag and a half saving space this way. Plus you get to see the complete relic bonus when you complete the set, no need to refer to a guide.
- Ce.
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