In Titan Quest, la valutazione di una reliquia o di un oggetto epico dipende dal livello a cui viene ottenuto, dalla build utilizzata e dal modo in cui le sue statistiche interagiscono con abilità, affissi, amuleti e altri equipaggiamenti. Un esempio particolarmente discusso è la Hippokampos Scapula, considerata da alcuni giocatori una scelta valida per una build Guerriero basata su Whirlwind, mentre altri preferiscono un’arma più offensiva e una gestione dell’energia affidata a elmo, anello, amuleto, amuleti e reliquie.
La reliquia non deve quindi essere giudicata soltanto in base al danno dell’arma. Energia aggiuntiva e rigenerazione dell’energia possono consentire di usare più spesso Doom Horn e Marked for Death, mantenendo costanti i debuff sui boss e compensando in parte la perdita di DPS diretto.
Hippokampos Scapula e build Whirlwind
Hippocampus Scapula is one of the best in slot items for the very energy hungry Whirlwind build. Also all those weapon stats goup with item level if farmed at later player levels.
Hippokampos Scapula isn't good for Whirlwind. Get a better weapon and use better alternate energy management items (helm, ring, amulet, charms and relics) that won't cut into your damage output as much.
Thanks for the advice but I am going to play this build as pure Warfare, So at later stages I will go for 2 weapon slots. Warfare seems quite good with bow from the builds I have done and whirlwind when they get close.
I do hate piano builds, but if need to I will, do not care much about having the highest DPS, just look at how to clear areas the quickest. So clearing a lot from a distance and finishing them off with Whirlwind seems more in my gameplay style. Also using Bow and Whirlwind mitigates a lot of the need for energy.
Perché l’oggetto può risultare utile
With Hippo Scapula my Reaver Character with Whirlwind, Marked for Death and Doom Horn, specced into Vitality damage (and Spirit with Doom Horn) but not bleed or rupture, can beat Hippocampus and Pan in under 1 minute, and Scylla in 3 (mostly because her fight has many obligatory phases).
The extra Energy and Energy Regen allow me to cast Doom Horn and marked for Death a lot more often, which HEAVILY boost my clear speed by adding a tone more damage to each attack I do.
With my 2 Rare Vitality swords, which have a reasonably higher DPS than Scapula, I manage to clear Hippocampus and Pan in about a minute and a half each, and Scylla in 3 minutes the same as with Scapula.
Hippocampus Scapula makes up for the loss of DPS by allowing me to keep debuffs on the bosses constantly, and is tehre fore a viable Unique for Whirlwind build.
You are correct. It is viable. I'm glad this inspires so many here to try things. It the best part in my opinion: trying things.
Un’arma da danno o uno strumento di supporto
La differenza principale riguarda il ruolo assegnato all’oggetto. Se la priorità è il danno fisico o elementale dell’arma, una coppia di armi rare con DPS superiore può essere più efficace. Se invece la priorità è mantenere attive le abilità e i debuff, l’energia aggiuntiva e la rigenerazione possono aumentare il danno complessivo della rotazione.
So without all the content yet, it is difficult to see. Hope you are right and there is a purpose.
Many things being viable is the dream balance state for a top down classic ARPG. These games are only good when you can have a lot of variety in builds, and they work.
Livello dell’oggetto e possibilità di ottenere versioni migliori
Which means I either leave Hippocampus to just before Pan to get a much better weapon or I go back and defeat it again.
It is also others who think Epics are not good might consider. If you know where to find them, you can upgrade the item.
So might seem a ridiculous idea, but say at level 50 plus (I have not been higher than Level 32 at Scylla), you cannot find a good item but you know you could go back to something like Hippocampus and get an item at your level that is better than what you have.
Perfect, no need for merchant or forge upgrades on a lot of items.
Also yes, those who don't think epics are good understand that the higher the level of your world, the higher the level of the drops you get from mobs and gambling.
The link to the list I provided shows most of the epics at their peak level 45. Their stats might go up, but it isn't enough to compensate for them not being comparatively valuable to rares.
Perché gli oggetti epici sono difficili da bilanciare
But when it comes to epics I'd find it hard to buff or nerf, because each affix for each epic item was hand-placed there.
Now was it placed with a precise build in mind, did they take into account content that we are currently unaware of. Or did they just went with a vibe without planning too much.
Maybe later other Epics that "blend" or "synergise", that aim towards particular builds-classes.
It may not suit everyone, but if it is the case, there is a purpose and it is logical.
Yet at the same time that is what makes Infrequent items etc special when coupled with charms and relics.
For the simple reason that they can make real unique builds aimed at your gameplay, but it does take some thinking about.
Here in TQ2 (EA) you can get mostly (but not perfectly) identical copies with your current char level.
I do not think (or rather "hope"), that this will be the permanent end-state.
Affissi, reliquie e confronto con gli oggetti rari
A bit off topic, but I wouldn't much hesitate to nerf all masteries,especially forge,to the ground, rare affix scaling as well.
Well, again, most of the TQ legendaries weren't exactly the BiS stuff - plus they always were level-fixed.
So many legendaries that were super helpful just automatically lost their usefulness after a while - and you'd never get them on a higher level version !!!
Of course this was (well, at least after the second time) apparent and to be expected from the moment you found the item.
So, with a view to that, I can totally accept that your standard reward legendary from early challenge, regional or sideplot bosses doesn't really shine in far later bossfights.
It should be expected and totally WAI that some are just a wee boost for map clearing.
And others are only useful in certain stages of the game - like that Atlantean Saber as an extra Energy regen item in a slot not providing that normally.
TL;DR: Are the current Legendaries superbly good or well designed? Nah. (and IMHO that's in principle OK)
Would that all be resolved with allowing the addition of Charms and Relics to them? Neither.
Il ruolo della Hippokampos Scapula come oggetto di transizione
Re. Hippocampos' Scapula & Kaenas' Sword: Those IMHO are quite obviously meant as trickle-down Alt-help legendarie - of which there have been several in TQ.
So it's kind of a tradition.
- being guaranteed drops in Act 1
- smattering of meh affixes (thus not having high-Lvl-req powerful affixes)
- low-to-mid range secondary stat requirement (unless you wait until you're maxlevel until you farm them, ofc)
It's the swiss army knife and the leatherman you can pass on to your next char.
especially obvious in the Scapula: +MoveSpeed, EnergyRegen, and +allRes loudly cries out "allrounder buff".
The Scapula for Might / Knowledge chars, Kaenas' for Agility / Shield build chars
Bossfighting with those . well, is quite literally like bringing your pocket knife to a gunfight.
Reliquie sugli oggetti epici
Also, if the devs eventually decide to allow charms, relics, or some limited version of them on Epic items (for example: charms only, or relics without completion bonuses), would it be reasonable to make socketing an Epic item permanent?
That kind of restriction would add weight to the decision and make us think twice before inserting a charm or relic .
For the case study of my bleed-rupture reaver I was unlucky to not have found Bonesaw or Sargaris on this SSF character.
I have been very unlucky to count them in the 25% unfound epics across all my characters.
so even with SSF I wouldn't have the one epic I would consider more powerful than my current rare.
That's a problem, which adds to their design problems.
I'll add another argument. I want this game to offer more challenge.
I hope difficulty will go up quite a bit and that it will make me become very picky on items and builds on max difficulty.
Choosing a (hypothetical) build-defining epic is a less complex solution than picking a good epic + a good relic.
And that's a less complex solution than picking (or not) this over equally as promising rare+relic combinations.
I hope they will choose a balance approach to facilitate this.
So I'm still firmly in camp "Relics on Epics".
Build, difficoltà e varietà
On a normal difficulty, yes! Absolutely.
But what is difficulty? It is the likelyhood of making mistakes.
If build design is part of the difficulty, your options must narrow towards the top difficulties (which not everyone has to play on).
If it is a very complex game, there may still be multiple possible solutions.
I do not think this game will have more than "Normal" difficulty.
Difficulties seem to have been replaced by the ability to just make things scale to your level, and also the +enemy level mechanics, that Shrine of Ares offers.
Also TQ1 was never an ultra difficult, ARPG that demanded incredibly precise builds to clear, even at max difficulty (Legendary).
It is just not that kind of game.
You may choose your difficulty setting from the shrine rituals, but that's still the difficulty settings.
I hope there will be more rituals to increase difficulty.
I know I can't expect too much from difficulty (little sub group of the payer base).
I don't want them to carefully craft the top diffculty.
I hope they just ramp up the challenge with new rituals and do it in a meaningful way, like giving enemies energy leech. retaliation. ailment cures as opposed to just bigger stat blocks.
All the things too irritating on the normal/base difficulty, that add another layer of consideration to your build.
And give enough levels to the settings so everyone finds his limit.
Valutazione pratica dell’oggetto
| Elemento | Impatto sulla build |
|---|---|
| DPS dell’arma | Determina il danno diretto degli attacchi |
| Energia | Permette di usare più spesso le abilità |
| Rigenerazione dell’energia | Favorisce una rotazione continua delle abilità |
| Marked for Death | Aiuta a mantenere i debuff sui boss |
| Doom Horn | Beneficia della maggiore disponibilità di energia |
| Armi rare | Possono offrire un DPS superiore |
| Amuleti e reliquie | Consentono di gestire l’energia senza ridurre necessariamente il danno dell’arma |
La Hippokampos Scapula può quindi essere considerata una reliquia o un oggetto unico valido per Whirlwind quando la build sfrutta soprattutto la frequenza delle abilità e dei debuff. Non è invece automaticamente la scelta migliore quando l’obiettivo è ottenere il massimo DPS dell’arma.
La sua efficacia dipende dal livello a cui viene ottenuta, dal resto dell’equipaggiamento, dalla specializzazione del personaggio e dal modo in cui si affrontano i combattimenti. Per una build Guerriero pura, l’uso di arco a distanza e Whirlwind a distanza ravvicinata può inoltre ridurre il consumo complessivo di energia.
