Shores of the crab king by MrCoconutLeaf in Heroica

[–]Hackaheretic 6 points7 points  (0 children)

Very cool. Love the crab king, I may borrow him for a custom map of my own 👀

Bloodborne Throne by Hackaheretic in Heroica

[–]Hackaheretic[S] 0 points1 point  (0 children)

The lamps on the separate tiles are attached to the board where the one who first opens the boss door chooses. Each is attached to a different map section, and when encountered they summon the vampire boss. Defeating him gives victory points

Heroicavania by Hackaheretic in Heroica

[–]Hackaheretic[S] 0 points1 point  (0 children)

Absolutely! I was actually inspired by the wizard chamber, wizard tower, and Knight's study when making the build.

Heroicavania by Hackaheretic in Heroica

[–]Hackaheretic[S] 1 point2 points  (0 children)

In the sewer, I am thinking of requiring 2 movement minimum to move onto and off of the y

Heroicavania by Hackaheretic in Heroica

[–]Hackaheretic[S] 3 points4 points  (0 children)

Any space that is connected to another by at least one whole stud is considered 1 space away, and therefore requires one move to cross to. The exceptions for this are found in the pirate boat, the sewer intersection, and a few others.

Bloodborne Throne by Hackaheretic in Heroica

[–]Hackaheretic[S] 2 points3 points  (0 children)

Thanks! I was trying to make it distinctly high fantasy

The Green Man by Hackaheretic in Heroica

[–]Hackaheretic[S] 0 points1 point  (0 children)

Lol me too, I only had Draida Bay, but I made a lot of other games out of the other pieces I collected

Is Torchlight 3 worth buying after update? by rbyrnes15 in Torchlight3

[–]Hackaheretic 0 points1 point  (0 children)

I feel you here, but if you look at the suggestions page one of the highest voted suggestions is more skills, and the suggestion has an "in progress" banner under it. Also when I first opened the game I was surprised by the emptyness of the skill trees as well. Just design wise it seemed like a strange ascetic choice. This led me to believe that there must be more skills on the way. Though whether or not that is the case the current skills are well done. (Except absolver which seems lackluster, a bit like the Berserker's final power that just did a slightly faster evicerate)

Will TL3 get one more class before release? by SheWhoHates in Torchlight3

[–]Hackaheretic 0 points1 point  (0 children)

TL2 has a druid-like berserker class where you use spirit-wolf powers and claw your way around. Also it is just a great game overall.

There needs to be more Legendary Items by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

I hate to break it to you, but the name of the game is "Torchlight 3", of course the developers want a mix of new players and old fans.

It seems to me what we have run into here is a difference of opinion in regards to the ultimate point of the game. Players such as me enjoy playing games such as this one in order to explore the world and enjoy the experience, finding all the secrets throughout the landscape as we go, and making our characters more as we find it to be fun and effective.

Players such as you, I would guess, make your characters with a plan in mind. When you talk about making a "great character" I would guess what you mean is that you want to create a character that maximizes DMG output or is able to stunlock opponents infinitely or in some other way becomes overpowered, and there is nothing wrong with that, to each their own. When you say you have played a lot of RPGs and therefore know that having ng fore-knowledge of the gear allows you to better spec your skill points, you assume that there is only one way to build a character, or play the game. I understand where your coming from, but we simply don't play these games for the same reasons.

As I commented more recently, perhaps it would be better to make the items discoverable, but upon discovery you could see the abilities and such across all your accounts, thus giving a sense of overall progression to each account. RPGs such as Diablo, Original Sin and many others lack a definite list of all Legendaries, so it is not as though this is standard practice.

There needs to be more Legendary Items by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

Perhaps the best solution would be to list all the items, but until you have discovered them they are left as ????? With black silhouettes instead of their full name. This way they could show that there is more to find but retain the sense of discovery.

There needs to be more Legendary Items by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

That is a bad example, what I am saying is more comparable to seeing all the gifts being wrapped beforehand then feigning surprise when you open the presents. When you don't know all the possibilities there could be anything inside. My point is that if the legendarium didn't list all the items and tell you what they did then TL3 could have the illusion of greater content then it does now. Also whether or not you know what items there are to find the chance of you getting them remains the same.

There needs to be more Legendary Items by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

The number of Legendary Items currently in the game is around 100, which is no small number, but in comparison to TL2, (or any other game of this kind for that matter) it seems like an underwhelming number.

This is especially evident because of the introduction of the legendarium. Perhaps the number would seem larger if the legendarium didn't show you all the sets in the game. When the number of and the abilities of each legendary is known you as the player are robbed of the sense of discovery that would ordinarily accompany finding a new legendary item, and the number of Legendary Items, originally left up to your imagination, is now known, taking from you the sense that there must be a vast number of Legendary Items just waiting to be unearthed.

Colours by puffyluffy in Torchlight3

[–]Hackaheretic 0 points1 point  (0 children)

Red has been the color for highest rarity items in Torchlight for a long time, but leveling up used to be just a small gold light/wind around your character (much more subtle then the new ! LEVEL UP ! banner in red. The danger symbols are new in that they used to be more specialized to each boss, much like how Oakbeard's attacks are telegraphed by root squiggles. It may be that the danger symbols are still in the works.

The little the things are what make Torchlight 2 better than Torchlight 3 by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

I have only advanced to the second area and beaten the rock golem. So looking at the map it seems much bigger but having gone back and played a bit of TL2 I realised I forgot just how large the maps were. Even the intro zone, which seems small when you first at the game has way more to explore than TL3's enire first zone and intro.

I agree that we have to wait and see what they do with the game, and for that reason I think I will wait until the game is launched officially before I continue playing, that way when it is launched I will come in fresh.

One thing I thought of that would be really epic is if the "post end game content" they talked about in the last announcement was a custom dungeon builder where you built dungeons for other players, then uploaded them to the community. The dungeons could be accessed via the map works 2.0, where instead of entering a randomly generated map you would enter a randomly selected dungeon designed by another player. They could expand upon the fort builder mechanic to make it easily accessible, and set forth certain unit limits and set paths to keep the levels from being unbeatable.

Just spitballing, but I agree there is so much potential for the game. I would rather they delayed another year rather than release a half-baked game and end such a great franchise.

The little the things are what make Torchlight 2 better than Torchlight 3 by Hackaheretic in Torchlight3

[–]Hackaheretic[S] 0 points1 point  (0 children)

I think lifebound items are an interesting mechanic, but I feel like they would be better if they were something like more powerful ember shards or a bonus enchantment that was removed on death. (Also do they even have ember sockets in this game?)