#A Collection of thoughts after 1st playthrough

2 messages · Page 1 of 1 (latest)

steep knoll
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for context I had already watched large parts of what the game currently has to offer by watching a friend and I have played the first Titan Quest a lot, both release version and anniversary edition and my run took me 3:40 according to ingame timer or 5.5 hours according to steam and I was running a rogue mastery only built utilising mainly trick shot

Attributes currently dont require much thought to be spent and are boring, since there always seems to be some type of armour that fits well with whatever attrbute you choose to scale off of and vigor also increases everything, even if it is to a lesser degree.
It disappoints me greatly that I cannt see how exactly my attributes are affecting my statistics, not in the skill overview nor in the tutorials I can optionally read in the menus.
Skill Mastery the window where you have all of the skills of a mastery in overview looks... for a lack of better words: empty or not busy enough. it'd be nice to have a visual that points out in what ways you can majorly transform a skill or to have more detail about the skills you have invested in without even hovering over them on that matter it would also be really nice if you could make this interface in a way, in which you can take a screenshot of an individual mastery and tell which modifiers each skill has to make posting your builts easier
Energy it would be very nice if there was a way to increase your energy without investing into passives you otherwise wouldnt want or even entire masteries that you otherwise wouldnt pick up
Divinity feels bad as it just exists to pass the very artifical feeling gating. higher tiered skills dont feel like they could replace lower tier unless you are already planning to use a higher tiered skill. it would be nice to have a place to put your divinity if you are only playing one mastery (or if you have it spare because you dont need it), in my case there werent any other masteries I found interesting to play with crits.......

steep knoll
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Skills looked at them by themselves look very nice, however since not all skills have the same "generic" modifiers it can be quite frustrating to find a skill that for example synergises with "on crit" effects. I personally found myself struggling to utilise the shadow dagger modifiers from "preparation" and "mark for death" which causes extremly low damage poison daggers to hit enemies when you critically hit them, as I wasnt able to find a skill which could crit enemies sufficiently often, base attack has no modifier which improves crit and trick shot will do such absurd damage on a crit that the 4 damage I could get from a poison dagger on crit wouldnt even add 1 percent damage after several modifiers invested into them, and even from an attempt to use these daggers to cause poison ailment to get some more damage out of them failed as I couldnt get these to cause plagued on an enemy.
other then that oddly specific Issue, I always liked how enemies (atleast for non-boss enemies) would use the same skills as you in Titan Quest so I could get inspiration of what I wanted to go for with another character if I found an enemy using a cool skill, this seems to be lacking currently with a trapper (with the circular wall of fire) and the evokers (with their moving fire storms) seemingly having access to fire based skill that I expect in the earth mastery (or I simply didnt find the skills in the earth skill tree) and this was really cool, I'd love to see it again.
Difficulty was pretty fun and even after increasing the enemies level to be 5 above. I found myself regularly facing enemies 7 levels ahead of me. it would be really nice if we could also use the Ares shrine to increase the pure number of enemies on the field, similar to what Titan quest had with Xmax which sometimes would multiply the enemy count by 10
Inventory was large enough, but its pretty boring with everything being shaped so similarly, my inner Tetris player wasnt pleased.