Average User Score: 8.6Sep 20, 2012Finally, a true successor to Diablo 2! Torchlight II is amazing, and the customizeability, depth, music, and addictiveness of the game allFinally, a true successor to Diablo 2! Torchlight II is amazing, and the customizeability, depth, music, and addictiveness of the game all stay true to Diablo 2. If you were ever bored, dissapointed, or frustrated with Diablo 3, then this game is for you.
Diablo 3 ended up being a hollow shell of what the series could have been because it was ruined by a new developer team. Torchlight II is created by many of the same head developers that worked on Diablo 1 and 2.… Expand
Average User Score: 4.0Jun 12, 2012* Extremely dumbed down from D2, with insulting amounts of hand-holding present everywhere. This ranges from autostats, all skills enabled, no* Extremely dumbed down from D2, with insulting amounts of hand-holding present everywhere. This ranges from autostats, all skills enabled, no skill levels, freespecing, restricted skill choices without elective mode enabled, simple skill tooltips, removal of almost all combat mechanic affixes, no weapon swap, 4 socketables vs the hundreds of D2, generic/boring legendaries, etc.
* Lack of social support - poorly implemented chat channels, automatched game joining only, ghost town effect, 4 player limit = even less socializing.
* Cheesy B-movie story-telling, cliche one-dimensional characters, corny voice-acting, non-sensical/comical actions by villains, predictable twists and plotline.
* Lack of diverse character types within and among classes - no more physical/caster/hybrid - all character types now rely on weapon damage like physical characters in D2. This destroys a huge amount of itemization/gearing choices, as there's no longer a deviation between decentralized gear (caster) vs centralized gear (physical) vs a build that needs to balance the two (hybrid).
* DRM online only - no offline single player, no lan support. Laggy servers, and all the same issues of botting, duping, spamming, and trade exploits present in a game that's over a decade old. * Crappy UI that's designed by a console developer - convoluted to navigate, clunky, and inefficient at utilizing screen space.
* Approx FOUR times less legendaries (uniques/runewords) in the game than D2:
* 9 chest pieces vs 37 uniques + 14 runewords
* 18 swords vs 35 uniques + 26 runewords
* 6 shields vs 22 uniques + 8 runewords
* 7 bows vs 19 uniques + 16 runewords
* 4 gems vs 7 gems + 8 unique jewels + 33 runes + a NEAR LIMITLESS variety of magic/rare jewels.
* Legendaries are generic, boring, and don't have the flavor that D2 uniques/runewords did. Randomization of 1-3 entire affixes also makes the item much less iconic or powerful than before.
* A severe lack of combat mechanic affixes compared to D2.
* Inferno mode is broken. It's not more difficult, it's just cheap. 1/2-shots everywhere, melee is severely handicapped. A number of retarded monster affixes that should never have been put in. Most builds except for a select few aren't even viable. There's no semblance of strategy, just having the best gear possible and dumb luck in not hitting the wrong champions.
* Quests feel a lot more forced and non-optional than in D2.
* RMAH diminishes the sense of achievement of finding items. Spending hours finding a great item just doesn't feel as rewarding when you know you can find something similar at the RMAH for a couple of cents. Although buying items with money was prevalent in D2, at least it was hidden away and not endorsed for all players to see and use.
* Farming has shifted from item finding to gold finding. However, gold finding is considerably less fun than item finding. D2 was like playing the slot machine, each pull of the lever and you had a chance at something amazing. D3 is like going to work everyday, earning a paycheck, then buying what you want with the money.
* Outdoors feel a lot more linear, which is amplified by their completely static nature - there's less vast open areas with less monsters at a time compared to D2 = less opportunities to kill hoards of enemies at once.
* No ethereal or superior items, no ability to create items with such properties or transmute it onto items you own, no gambling, no charms, no way to reroll item affixes. Mystic used to be able to do this, then got scrapped. All this just represents more dumbing down of features.
* Lack of character uniqueness/identity/ownership - all builds are freely changeable, many builds in the late game are similar or identical - no character permanence + lack of customizability = lack of character attachment.
* Lack of in-depth customization - skills only have 1 level each so it's impossible to specialize in certain skills to the extent you could before. You can't specialize in builds that aren't predetermined for you through the passive trait system. Because there are no points to allocate, there's no more tinkering with unique builds, thinking about your build, or calculating your allocation of skill points/synergies.
* Low replayability - no point in making more than 1 character for each class. All unique builds can be tried out in the timespan of a few minutes, instead of a few weeks. Unique builds aren't practical in Inferno. Not enough depth in customization. Not enough depth in itemization. Bad pvp = low incentive to find loot. Bland loot = low incentive to find loot. Gold farming = low incentive to find loot. Low social support = less fun while playing. After beating inferno, is there even a point in continuing to play a game that's no longer fun?… Expand