Torchlight infinite is a POE clone but heres things it did differently that i liked

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exsea wrote:

one thing GGG did is it proved to the world that f2p doesnt need to be p2w.


You get item find with supporter packs though, run 10 identical maps, then buy a supporter pack and run them again. Results are very different

Accounts have global modifications
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SeCKSEgai wrote:
I honestly think you're giving too much credit to PoE without considering the inspirations for its content.

When I think of unique and innovative, I think of a game like the Portal Series. Portals and guns are commonly seen in games, but a combination of the two not so much. Using portals to solve puzzles of varying degrees of difficulty and creating an entire lore to integrate with the half-life universe make them very unique titles in a sea of puzzle games.

PoE on the other hand to me is just an evolution of D2 gameplay. Instead of farming a handful of bosses and key areas, there are maps and more bosses to create a little more variety. Respeccing characters and a lack of means to "upgrade" storage space were obvious changes.

As for content and leagues/expansions - they all basically boil down to kill stuff and get loot. Most league mechanics are really just a variant of breach with some added nuance to give it its own identity.

I'm not sure why you'd expect particle effects to be unique. If I think of fireballs, they've more or less looked exactly like one would expect in most usage, whether its the original Super Mario Bros or Dragon Age. They don't appear the same, but the visual makes sense given the hardware limitation and artwork for the game.

The only "original" fireball that comes to mind is the street fighter series. While Dhalsim had a traditional fireball, Ryu, Ken and others with similar fighting styles had a more unique look with the imprint of the hands.

If anything, I would say the visuals in torchlight remind me more of Wildstar because of the artistic flair and cartoon imagery, even down to the particle effects. It's not like Wildstar "stole" the look from Torchlight or vice-versa.

You say that PoE has changed so much to be thought of as a D2 clone and is its own unique experience, but I would argue its essentially the same D2 experience just with much needed changes along with very undesired changes (see Kalandra forum threads).

An arpg at its core is killing waves of enemies until facing a more significant boss type enemy. PoE may give you more potential options in how you kill said waves, but clearing a map in PoE isn't much different from clearing a cow level in D2. I still miss frozen orb, but I sure as hell don't miss immunities.

But really action rpg is actually a broader topic, as even something like Fallout 4 is an action rpg being a role play shooter. As for the hack n slash dungeon crawler style from an isometric perspective, Diablo wasn't even the first. It's the success of D1 and D2 that effectively drove the genre (sub-genre technically).

The closest thing to "verbatim" I saw was a leap slam... but its a leap slam. You can even see that in some movie trailers albeit in slo-mo and a lot less height. Right now it appears to me that the complaints of a shameless copy are akin to complaining about seeing a rocket jump in other shooters. Sure it may have originated in Doom and/or Quake, but its usage in subsequent shooter style games wasn't some shameless rip off but just something to be expected. Like if any of the base version counterstrikes had a rocket jump, it wouldn't make sense (because it would be instant death), but if Unreal Tournament didn't do it, it be sacrilegious.
Immunities do not exist in d2:r anymore, as of ~3 weeks ago you can break all immunities in the game.
Torchlight predates Path of Exile by a good number of years. You can call it a Diablo 2 clone - made by most of the same devs - but calling it a "PoE Clone" is incorrect.

And yes, you saying that bugged me so I felt the need to be pedantic.
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t0lkien wrote:
[

I played the original Diablo beta. I also played 2nd Edition AD&D and then 1st Edition for "purity", but lets not go there (D&D did not have portals BTW - at least not unless specifically created by some massively powerful mage in a module-specific story).


We still run 2nd Edition weekly in a campaign. There are multiple spells and magical items that teleport and open gates to other locations. Spells like Dimension Door and Blink are low levels. Higher level magic like Teleport, Teleport Without Error, Gate, Estate Transference, Succor and others can easily traverse even dimensions.

Cubic Gates, Manuals of Planes, Obsidian Steeds, Spelljammers with the correct helms, Rings of Djinnie Summing, Rings of Wishes, Genie Lamps, Sigil Gate Keys...


...and I'm not even touching the Psychoportation Psionic disciplines.

All of this was well traveled territory back in the early 1990's.

No sir. You are quite wrong.

Don't make me start scanning my tome of magic.
:)
Must...feed.
An avid arpg gamer
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Chadwixx wrote:
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exsea wrote:

one thing GGG did is it proved to the world that f2p doesnt need to be p2w.


You get item find with supporter packs though, run 10 identical maps, then buy a supporter pack and run them again. Results are very different

Accounts have global modifications


i do have suspicions on this but cant verify.

i have had instances of going dry for a long time, after buying a supporter pack, not long after an exalt dropped.
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