Titan Quest II

Titan Quest II

Aranea Sep 29, 2024 @ 2:45pm
Slightly curious about enemy density
in the early gameplay we've seen till now there isn't much density of enemies, in fact titan quest 1 also didn't have much density of enemies in general, but i've known of a lot of people that played the game modded and would in general triple the enemy quantity to make it a bit more similar to other games.

Curious about which direction this is gonna go in, if anyone has seen devs answer question like these in any interviews i'd like to know
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Showing 1-8 of 8 comments
Martoq Oct 1, 2024 @ 4:48pm 
From what I have heard less mob density but more tactics from the mobs. Like healer,casters, and ranged being in the back of more tankier enemies. Also dodge will be limited 2 two with a cool down after you have expended them.

Personally I'm looking forward to less density, sometimes ARPGs go over the top with it and you end up with a cluttered mass and mess of particle effects making it almost impossible to see what is going on.
Aranea Oct 1, 2024 @ 5:32pm 
Originally posted by Martoq:
From what I have heard less mob density but more tactics from the mobs. Like healer,casters, and ranged being in the back of more tankier enemies. Also dodge will be limited 2 two with a cool down after you have expended them.

Personally I'm looking forward to less density, sometimes ARPGs go over the top with it and you end up with a cluttered mass and mess of particle effects making it almost impossible to see what is going on.

yea i certainly don't want it to turn into a bullet hell like poe 1 did, but i do think poe 2 (from trailers at least) grim dawn and last epoch mostly have a pretty good pacing without becoming straight up just a mess of explosions on the screen,
Butcher Oct 3, 2024 @ 2:14am 
Originally posted by Martoq:
sometimes ARPGs go over the top with it and you end up with a cluttered mass and mess of particle effects making it almost impossible to see what is going on.
What do you mean, that is the best part.
Aranea Oct 3, 2024 @ 2:32am 
Originally posted by Butcher:
Originally posted by Martoq:
sometimes ARPGs go over the top with it and you end up with a cluttered mass and mess of particle effects making it almost impossible to see what is going on.
What do you mean, that is the best part.

not at all, its the main reason i can't stand playing poe
Butcher Oct 3, 2024 @ 2:36am 
Originally posted by Aranea:
Originally posted by Butcher:
What do you mean, that is the best part.

not at all, its the main reason i can't stand playing poe
The less readable crap of the screen is, the more epic the fight
https://steamcommunity.com/sharedfiles/filedetails/?id=3274273906
https://steamcommunity.com/sharedfiles/filedetails/?id=2380876785
https://steamcommunity.com/sharedfiles/filedetails/?id=2355956419
https://steamcommunity.com/sharedfiles/filedetails/?id=2358971685
Hinageshi Oct 3, 2024 @ 5:05am 
I have no doubt that lower density and higher tactics is the way to go. This will opens to more builds diversity and mobs identity. Used skills will be felt, they will change the game experience. There will be space for more skills to feel useful and funny to be used, with a perceived impact. More builds/maestries viable.

With higher density, everything will be flattened. When you have a lot of mobs on the screen, they feel like a mass, and all the same. Skills and builds will be reduced to only few of them (AOE, fast kill) all the other will be felt not competitive or fast enough. Balancing from Devs can not solve this problem.

There are already many if not all arpg with high density, TQ2 don't need to do th same.
Last edited by Hinageshi; Oct 3, 2024 @ 5:06am
Butcher Oct 3, 2024 @ 5:11am 
Originally posted by Hinageshi:
This will opens to more builds diversity and mobs identity.
On the contrary, it removes possible mob identity. With high density you can have dangerous elites coming alone or in pairs, mid level mobs forming balanced strike teams or actual weak hordes giving utility and excuse to AoE, along with punishing high damage single target attacks.

With lower density you can't punish those who focus on single target damage.
vukotlak Oct 4, 2024 @ 2:38am 
Originally posted by Aranea:
in the early gameplay we've seen till now there isn't much density of enemies, in fact titan quest 1 also didn't have much density of enemies in general, but i've known of a lot of people that played the game modded and would in general triple the enemy quantity to make it a bit more similar to other games.

Curious about which direction this is gonna go in, if anyone has seen devs answer question like these in any interviews i'd like to know

I think that would be terrible.

More mob density equals less interesting mob design. Everything turns into a soup of boring bland trash. Just looking at you Diablo 4.

So if you like huge enemy density you can carve through like a lawn mower play D4.

I like less density and slow paced tactical combat.
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