I started playing Torchlight, because one of my friends played it, and it looked like fun.
Before that, I never played any Diablo game (beside Dungeon Siege) and wasnt familiar with ARPG games.
Having a simple story, you will forget, in the second it ends, Torchlight is mostly a game about monster hords, explosions and loot. Village gets attacked by evil wizard, heros help, heros save the day (and genocide countless minions).
You have 3 playable Characters, without being able to edit their stats and looks: A melee, ranged and mage.
Beside having classes with roles, every characters has 3 skill trees, that mostly provide main damage, support abilitys (buffs or debuffs) and summoning allies. Also each of these trees provide you with the abilitys to fight with the weapon, that was made for the class (sword for melee, guns for ranged and staff for mage) or buffing the damage with fighting with another class weapon, so the melee fires with staffs (why would he do that?).
The loot is mostly randomized like in every ARPG. Exeption are uniques and set items, that also can have different stats, but have them always in a certain pattern.
Also, the village provides you with different NPCs who offer you:
- 3 traders
- A quest NPC, that gives you tasks into special dungeons, giving you bonus dungeons as reward
- a gambler that sells you items, that have random stats
- two goblins, that can ether save sockets from items or clear items from sockets
- an item enchanter, that can upgrade your items. There is always a chance to break the item, which chance increases with every use. Features like that were stupid like ever, because they can be bypassed by save and load (in this case, because the game saves automatically, you can crash your game to leave without saving).
Having a campaign that is going through a dungeon with 34 levels, the bonus levels from the quest NPC and a endless dungeon, after you completed the campaign, you have enough time to enjoy the game.
- The classes are really imbalanced:
Having trouble fighting with the mage? You maxed your skills and still the enemy doesnt feel your hit? Play the ranged: I made a ranged fighter playthrough with every skill on level 1. How? The skills of the ranged character make damage based in % of your weapon damage. Most of the attacks of the mage do not. Who designs crap like that? Having a skill that gives you better mana regeneration and having the first ability on max, you can use it instead of your standard attack, blasting 300% weapon damage with every shot, with an attack, that pierces through enemys in a line. Why even playing the other classes.
- The enemy damage is imbalanced:
A big rock troll is hitting you? No problem, didnt even feel it. A little kobold mage casting a lightning on you? Dead!
While physical damage gets blocked by your armor, elemental does not! So, you will be ignoring all enemys, only focusing on their mages. This can be so extreme that in the dark fortress levels you always look out or demon caster, because you will onehit them, and they will onehit you. It is who is spotting the other first. All that doesnt feel like it is right.
- After lvl 50 the game starts feeling dull and unfinished:
After playing through the campaign, you will notice that the drops of uniques will decrease more and more. Thats because instead having your level, most uniques have a certain item level they drop. Around lvl 50-70 the normal items will also start going rubbish, giving you sometimes lvl 40 item on lvl 70. After a time, normal playing is no longer possible, because the enemys get stronger, but you dont
You can have a lot of fun with Torchlight, but dont take it as serious as a Diablo.