Please consider bringing back items pools similar to TQ1. Animals shouldn't be dropping armor and swords. Birds shouldn't have bardiches or great clubs. I know itemization is a critical factor in a game, but TQ1 was so unique to me that enemies only dropped what they could equip and I would really like to see that again in TQ2 to help differentiate it further from other ARPGs.
#Item Pools based on Enemy Type
32 messages · Page 1 of 1 (latest)
100% agree with this. It was also super cool to encounter a monster that used a legendary or epic equipment gear. Which could pose a challenge in itself.
It also allowed for deterministic farming. If you wanted spears etc, you could look for enemies using spears.
This should really get more attention
Will not confirm 100% this is coming, but this is something we've been discussing since the beginning. As more enemy factions and content makes it into the game such a change to loot becomes more feasible.
What about infrequents? I have got a few from the fish guys, to me it seemed like those are specific drops from that faction
but yea birds and spiders dropping big 2handed weapons is really odd
Oooh, I'm glad you guys are at least thinking about it! Good to know it's on the radar!
This is definitly a core TQ feature - I'm still a bit bugged by eagles dropping helmets & 2-handed clubs
Where was it hidden ?
Infrequents will keep coming. Currently both Undead and Bandits (besides Ichthians) have their own as well and of course future factions will feature more.
I play Sacred and D2 where (almost) everything drops from (almost) everything so I don't mind that in other games, But it really is TQ's trademark to have realistic drops
Pretty sure this is one of those things that 99% of TQ fans remember from the originale. It is such an essential part that it is surprising you did not add it (I understand it is EA).
I even referenced it for other games.
To give some clarity for our current decision. As we don't have that many enemy factions yet, we decided to go for a more generalized solution for loot, instead of half-implementing something and then keep changing and rebalancing it as new enemies come in. Also the reason Wildlife creatures drop such items, although at a lower rate
makes sense, thanks for the clarification
Wildlife could drop trinkets like rings and amulets instead of Bardiches, thats actually realistic for certain birds
My headcannon is that they all have a pocket universe in their stomach
While this is reminiscent of the games roots and the first title, I actually am not a huge fan of this. Targeted grinding can be fun but typically when it isn't used for every individual item type. TLDR mostly uniques or legendaries etc of the sort
I think this is mostly a nostalgia thing that people want to see back - I suppose it depends on what enemies drop what as well, as you don't want some item types to be too inconsistently dropped while progressing
I think what I like about the current system is its appeal; it's going to have much more appeal to players new to Titan Quest as a franchise as the open RoG itemization and drops do also increase the scale of what drops and thus can make target farming perfect items a little harder, and grind is the game 🗣️
I want to stress that Bosses still had a lot wider item pools. So you had more one than one option to farm items. Bosses, hidden areas, chest, Monsters and some humanoids that could have more than one type of weapons.
I did disregard the notion that chests, but regardless I don't think my opinion will change
I am fine with either system that would be in place to be honest, so that's all!
I just think one is catering towards pre-existing fans which is definitely good and keeping your games roots tied to its origins but also one is probably more appealing to a wider audience like Diablo players especially seeing how big 3 and 4 were
I think a game can do very well with random encounters. A game that you play through many times like most arpg that can still feel different each time. Regardless of the masteries you pick.
This is where i feel like the drop system really shined.
I felt the opposite, often times I felt it can feel unrewarding when you don't always have opportunities to see item types you use drop if the enemy doesn't have it in their lootpool at all
I think it's finding an appropriate balance of what drops what, I believe it can work I just feel like it's going to be much harder to get right