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Much like an old school dungeon crawler, there is little to no useful respec system here. You can respec the last three skill points used on a character, but that is it. This tends to lead towards plenty of skills in the skilltree that ended up going nowhere, which are just wasted points. Unless you know specifically where you will be putting each and every skill point for your build beforehand, no respec may have an impact on making a perfect build. See More
Torchlight 2 has all the typical RPG mechanics such as classes, loot, skill trees etc. However all the little touches and details come together to make playing the game really fun and a great balance between depth/complexity and being able to get started killing hordes of monsters. Killing monsters is very satisfying and the loot system keeps things very interesting without feeling like you're just grinding for better items. See More
The Elder Scrolls series stretches back 20 years and has always focused on providing a rich world to explore. Skyrim inherits the stories and world-building of over half a dozen previous games. See More
Skyrim, like all Bethesda in house game engines (GameBryo) is buggy and prone to crashing. Non modded games have plenty of issues, but to then add mods on top is just asking for a crash or corrupt game save. There are still many community mods for Skyrim that try to make the game more stable by addressing memory issues and general buggynes. While the game is not as buggy as it was upon release, there are still many people that have issues with the game crashing on boot or just randomly which is why these mods are still widely used and still very relevant. See More
Bethesda Softworks has upheld a tradition of releasing their internal content-creation tools to the public since Morrowind (2002). Many modders transition to new Bethesda games as they are released, bringing their experience with them and helping newcomers through forums and wikis. As a result, Skyrim's mod selection is outstanding in both variety and quality. See More
Fights within the game don't have very many options. "Headshots" don't matter, and most combat options in the game are poorly balanced. Few examples: Doesn't really matter if you go mace, sword or axe, fire, ice or lightning, or even two handed vs dual wielding. The options mostly add flavor to your character and little else. Despite the fact that you might have ranged attacks, dragons are impossible to hit while in the air, so you end up fighting them similarly to a melee character. "Twincasting" the first healing spell is actually worse than just casting it once in each hand. Illusion magic becomes useless at later levels, since the spells don't do anything if the enemy is too high level and enemies scale to your level. Enemies are too stupid to make hiding a bad thing. The worst one is leveling as an Alteration mage, which gives you access to the Dragonskin spell, granting maximum armor for 30 seconds and has a 5 second cast time. Or you could just go Heavy Armor, level that up (so it weighs nothing) and have maximum armor ALWAYS without ever having to cast an Alteration spell before combat ever again. Combat comes down to how you leveled, not how you play. See More
Things like stealing (and getting caught), fighting or killing in towns will change how the game plays as now those people or towns will be angry with the player, which makes things much more difficult. There are also many moral choices in game such as if one should betray the person who gave then their quest by keeping the treasure they were hired to return. All of these things will change how the game plays and how NPC's react to the character making for a simulated real world of consequences. See More
While the game offers players many choices some of these choices are not reflected in the game accurately. There are instances where NPCs should know who your character is or what classes they belong to but due to the limitations of the tech used in the game it is unable to "remember" these things and so NPC text will often break immersion in the game by saying the wrong things. See More
Skyrim has no concept of character classes, and there are no restrictions on what equipment or magic a given character can use or learn. A character's capabilities are defined by skills (e.g. heavy armor, marksman, enchantment) which automatically improve as they are used. Levels are gained by increasing skills, and each level grants one perk -- a passive, secondary effect which further enhances a particular skill -- and increases an attribute of your choice (Magicka, Stamina or Health). See More
Depending on what one want to achieve in the game with their party and what jobs and powers they want each to have it may take several restarts in order to get a good balance. This will take time and can be an inconvenience as none of this is spelled out in the game whatsoever. See More
Divinity: Original Sin has an innumerable amount interactions that take place in the game, ranging from NPC interactions to elemental spells that can douse fires, to a cornucopia of items that can be stolen. Most actions in the game can have consequences as well, from lower ranking in a town when thieving to much to full on guard battles. There is often a price to pay for behaving badly and getting caught. See More
There is a basic tutorial, but it is very limited and does not explain some of the finer aspects of the game. Much of the title relies on using spells, in and out of combat. Want to get into a locked door, you can burn it down. Want to save a burning ship, cast a rain spell over it. While this may seem like an intuitive mechanic, it does take a bit to get used to it and and solve situations through this manner as none of this is explained as to being able to be done. See More
At certain times during competitive play, the game can lag or slow down (not rare for an online game), which may mess up the timing of skill shots in the game. Being that timing is highly important to the gameplay, having a poor netcode that fluctuates during play can be upsetting, especially if it results in a loss. See More
Magicka has a unique spell-casting system that's based on queuing up elements such as fire, water and stone. There are 8 basic elements (each assigned to a key) of which up to five can be queued up. Some elements can be combined in the queuing process (such as fire and water to create steam). Then depending on which elements get queued up the effect of the spell changes. Additionally there are 4 casting methods - beam (right-click), area (shift+right-click), self-cast (middle-click), imbue weapon (shift+click). This creates an huge amount of variety in spells that can be accessed in any given situation. See More
Since the main gameplay mechanic of casting spells is skill based where how quickly you execute the key combinations matter, there's a high chance of misclicking or mistargeting and accidentally attacking your ally. Nothing quite like thunderbolting or summoning death on each other. See More
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