Torchlight 2 Respec Stats

Posted : admin On 30.10.2019
Torchlight 2 Respec Stats Average ratng: 9,2/10 487 reviews

(Multiplayer Friendly Respec - No Cheat Flag) The console command to spawn respec potions into Torchlight 2 has always existed, but using the command would flag your character for cheats, making it much harder to find multiplayer games. One thoughtful player, Chewtoy, has put together a modified version of the sharedstash file that contains a full tab of the respec potions. This way you can respec your skills and easily change the stash back to normal all without being flagged by the cheater system. Use it sparingly!Link for mod page:Find out when I release new videos and interact with me on Twitter!Alternate Channel full of real life stuff and YouTube success:Real Life Highscore - My very own site for intelligent gamers and YouTubers.This Torchlight 2 video is commentary in nature and is educational in nature. As such it's creation and monetization through YouTube is protected under 'Fair Use' as defined in the Copyright Act 1968. This video commentary is my original creation.

It is pretty good. If you played Torchlight 1 then you pretty much know what to expect. There are stat points that are assignable (unlike D3) on top of actual skill trees as well. There is no way to respec the stat points and you can only respec your last 3 skill points. Torchlight 2 Rapid Respec is an unofficial, fan-made respec editor for Torchlight 2. Main Features: Free, unlimited respec of attributes, skills, and spells. Faster (and more forgiving of mistakes) than the in-game interface with a respec mod, especially for high-level characters.

After having played borderlands 2, i have to say i love the idea of respeccing.seriously, sometimes I like experimenting with things without having to either spend hours building up a character, cheat, or download a mod (which is essentially a form of cheating) just to figure out if a build is viable.i mean, some skills aren't even available until level 42. I'm not building a level 50 character just to test one thing out. The fact that skill descriptions aren't fully informative of how skills actually function just makes matters worse. Being forced to turn to internet forums to ask 'is this skill worth using?'

Mod

Is kind of a sign of poor game design. Let the players have all the tools they need to figure out what they want to do in a game. Inside the game.

Torchlight 2 Respec Stats List

The fact that skill descriptions aren't fully informative of how skills actually function just makes matters worse.Especially nowadays, RPG-ish games have gotten so complex (which is great!) that even with incredibly detailed skill descriptions, I still have to hit up the wiki or Gamefaqs or somewhere to find out exactly how the damage formula works, or which skills are based off INT and not STR, etc. It's been a while since I've played a game where I felt I didn't need to use the internet to fully understand how combat / skills worked.Without respeccing, you either have to:. Go in blind, then reroll your character several times because that lvl 100 skill worked differently,or. You need to invest a bit of time beforehand looking stuff up online to make sure you won't need to reroll your build later.Despite my vows to the contrary while I was younger, I have become someone who does not have very much time to play games. Respeccing allows me to get right into playing and experimenting without spending valuable time on either of the previous tasks. I'm really torn on this issue.

One the one hand, your point about making the choices significant resonates with me, because full respecs can shift the major decision making from a 'progression' or 'journey' and into something you mainly do at the end.On the other hand, in games like these (e.g. Path of Exile), with how complicated skills, mechanics, the interactions between different skills and items, how the type of enemy can change how useful a skill is etc., it really puts pressure on me.

To the point where I feel it actually has the opposite effect from what's intended.I don't have as much free time to invest into games as I used to, so knowing I have limited respeccing ability changes how I play. I'm all for variety in my playthroughs, but I simply can't afford the time to attempt to play the game 5 times as an Embermage and start over until I figure out what type of Embermage build would be fun / useful / viable.Since I basically don't want to ever make a character who will need to be scrapped (because to me that's wasted time that could have been invested in a usable character), I need to make sure ahead of time that the general concept of the build is ok. This leads to me spending days ahead of time, checking forums and wikis and subreddits and calculators until I have at least a decent idea of what skills do what, which ones go well together, what stats synergise with them etc.In the end, once I start a character, I already have a basic framework set out for them for me to follow as I go through the game. While there's always room for experimentation, the bulk of the novelty of new skills and the feeling of creating my build as I go is gone: I'm just following a blueprint I made for myself earlier, with tweaks here and there.Once I got the, however, that changed. The pressure of ' getting it right the first time' is now gone. If I screw up, or I find out a skill ends up being useless later on, or didn't work the way I thought it did, or I happen to find out that a particular item works really well with this one skill, I can use Rapid Respec to adapt. Now I don't need to go through and exhaustively research everything there is to know about a class before I try it; I can go in blind and figure it out as I go (which I prefer, and am betting was the intended method of the creators).I just started a Berserker, and put a point in Shadow Burst because it sounded useful from the description.

Maybe later on I will find out a different skill accomplishes what I use Shadow Burst for, better, and then I would drop it. I've been putting points in Strength and Focus, and perhaps later I will discover that with the skills I've ended up using, Dexterity would have made more sense. And then I can change it.It's hard to convey how liberating it feels now, like a huge weight / pressure / obligation is gone, and I can just jump in and have fun. Fair point.On the other hand, trying new builds and combinations shouldn't penalize players by forcing them to reroll a character from the ground up, especially since the game requires quite some level to get the required skills point.When the first infos about d3 were being shared I too felt 'betrayed' by the new skills system, and I used to think that it would only dumb the game down, removing all the fun in the planning of your hero.

Then, D3 came out and I realized that blizzard intent was to let the player find is own combination of skills without penalizing him; yes, it's more of a casual approach but I don't feel like it's totally garbage either.I still like games were you are being forced into careful decisions and plannings, but I can't really say that I don't appreciate d3 design because it feels 'more free' to me. You have to realize that not everyone has 50+ hours to put into a character only to find out that their build isn't viable later in the game.

Once you hit that wall, the game isn't fun anymore and it turns you off to trying again. This is one reason it's hard for me to get into PoE. I love the game, don't get me wrong, but I keep reading about people hitting that wall around level 40 or 50 and every time I choose a new skill, I wonder if I'm headed down a dead end path. It's fun to play now (level mid 20s), but I'm not into theory crafting and all that jazz, so if and when I hit that wall, it's going to turn me off to starting another character for fear of making another useless build.In my experience, full respec actually encourages me to experiment with builds. It gives me an option to try out other skills without having to spend many more hours leveling a new character, just to see what the other skills look like and feel like. It's not that I want an uber strong one-shot machine.

I just want to see if the other stuff is fun. Gamers irritate me on this topic to no end.' It' about mapping out your character, its so terrible if you can respec, make the choice permanent!!!'

Look, not everyone has hours and hours to play a character only to realize you wanted to go a different route instead, or even the interest. Give me a character with a massive skill tree and the ability to respec, and I will spend hours just trying different specs entirely. If you tell me I have do the same shit over again, not with a new character but the same one just to try slightly different skill combos, I say fuck it, I quit.So if you don't like the idea of respeccing, don't do it, but the rest of us enjoy it. The problem is that if you had infinite respecs you get the d3 problem where every character can instantly become like any other removing all uniqueness from individual characters.I'm not so sure about this. For example Path of Exile has an enormous, very open with tons of possible paths and combinations, and in general you only get around 6 'do-overs' for individual points in the tree (out of a possible 111 points). This is about as far away from freely respeccing as you can get. By mid-game it becomes faster to reroll a character rather than farming for the resources needed to fully respec them.However, while browsing the forums, I found tons and tons of posts asking for, explaining, or complaining about 'cookie-cutter' builds.

As I've, I think a lot of people look at that intimidating skill tree, realize if they screw up they need to start all over, and say,' Screw it, I need to make sure I do it right the first time,'and then look online for what the best build is.I don't think eliminating respeccing reduces 'cookie-cutter builds' and conformity, it just changes when people decide to do it. In D3 they can do it at the end-game, in PoE they just do it before they even roll their character.EDIT: Had PoE's respec system wrong. I'm confused as to what you're saying here, this is, not. Runic devs made the right decision, their skill 'tree' isn't nearly as complex and is easy to look ahead at and decide what you think would be fun to put your skill points into. Never once did I look at the Torchlight skills and think, 'Oh shit! I'm never going to be able to decide, I better go online and look up some builds.'

Torchlight 2 Respec Stats

I could see that for POE perhaps, but only because I don't want to send my mouse cursor over each and every one of those little bubbles to see what they actually do. You're right; PoE may not be the best comparison. I've been playing it as well recently, so it popped up as an example of a game that doesn't allow infinite respeccing makes it impractical to fully respec, and yet still has the lack of uniqueness problem that you are saying respeccing will cause. From that I'm basically saying that there isn't good evidence that limiting respecs prevents people from being unoriginal. Of course, not everyone reacts this way, I'm just saying that the people who would be unoriginal in a game with infinite respecs, would still be unoriginal even in a game with no respecs.And yes, TL2's skill choices and descriptions are more straightforward than a lot of similar games. But it's all the little things that come together that create this effect.E.G.Knowing which skills can proc status effects / DOT from your weapon, or the few rare skills that can proc mana/lifesteal. This isn't always clear.Intuitively I would have assumed bulking up on Vitality on my tanky Engineer is a good move, but apparently the consensus is that in general Vit is just not worth it in lieu of the other stats.With the way damage scaling works for certain skills, there's simply no way to tell whether it will stil be powerful endgame without trying yourself.

Maybe at lvl 12 it does a nice +50 damage, but at lvl 50 the +400 damage is insignificant.Even outside of the skills themselves, investing in lots of status effects only to find out that most endgame enemies and bosses are immune to them is annoying if it took you 50 hours to get there. (Don't know if this is true for TL2, but it's happened in other games so I'm always wary).There are always times that a skill you previously overlooked suddenly becomes very useful in combination with some new skill/item/ability you got, and having to reroll just to adjust one skill in your build is troubles.