Hey Crate, any way you can get Titan Quest from Nordic Games?

I’m thinking at some point Nordic Games is going to drop it, and the IP might go up for sale again. A TQ rehash (a proper one) with an infusion of some Grim Dawn mechanics would be neat. If that ever becomes even a slight possibility.

Also, I don’t approve of what Nordic Games has done with the game so far. I could write a massive wall of text about it, but I won’t. I will say that I’m really unimpressed, and that they haven’t done anything to the game that a reasonably talented group of modders couldn’t replicate. A skilled developer could do way better.

Why do you feel that? They’ve put a lot of effort into it lately, both the base game and a mobile version. I don’t see your scenario happening anytime soon.

And it is also worth considering you are a lonely person in your view… Most the hardcore TQ vets that reside on this particular forum have done almost nothing but speak positively about everything they’ve done so far, which apparently consisted of most the community patch fixes and changes.

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Agreeing with powbam here. You’ve gone on and on about that for quite some time now, chaosblade…why not just mod the game to your liking if you feel so strongly about it? Or just play Grim Dawn instead if that’s your gold standard?

And no, I don’t think THQNordic has any intention of dropping an IP they put work in like this. You might disagree with that, but that’s just your opinion.

Given that Nordic did the changes for free / little sales as existing owners got them for free, I am actually surprised they did anything at all. The changes might be something skilled modders could do (many are from the fan patch…), fixing MP to work again probably goes beyond that.

I assume they are testing the waters to see if there is interest in a TQ2, so them dropping the IP feels unlikely for quite some time.

Finally, I am not sure upgrading TQ would be a good business case for Crate. If Nordic dropped it, it would be because their update proved there is not much interest…

I’ll admit, I haven’t felt this negatively about “changes” in any game in a long time as the changes that Nordic has made to TQIT.

Speaking of lonely - endgame multiplayer on steam for TQ:AE is incredibly lonely. Lucky to see 3 games on legendary going on. I had an unlocked game up Saturday and I ended up clearing all of act 4 before anyone joined. This has happened on more than one occasion.

And it is also worth considering you are a lonely person in your view… Most the hardcore TQ vets that reside on this particular forum have done almost nothing but speak positively about everything they’ve done so far, which apparently consisted of most the community patch fixes and changes.

Not one, single, person asked for VIT and Bleed resists to be nerfed to -100%. The damage of those attacks were scaled around those resists being at a minimum of 0%. Those attacks do completely broken amounts of damage as a result if you don’t have those resists at least partly into the positives. On some builds that’s next to impossible to get without completely gutting some other important stat. DPS on my assassin for example gets cut considerably because I have to use green rings with legendary demon’s blood in them instead of Mark of Ares in those slots.

They also nerfed CDR caps without providing methods for builds who relied on 100% CDR to do competitive DPS any alternative options to still do competitive DPS. It’s so hilariously bad that the best individual DPS source for a build like “Elementalist” is a normal attack with a staff. Yes normal attacks with a staff do considerably more DPS than Eruption can providing you got the gear. Ironically it’s the same gear that buff’s Eruption’s damage. You need to be able to rain 5-6 of those down on an enemy pack to get the same effectiveness any hunting build can get using decent gear by just using LMB with a bow.

Things are far more restrictive now as far as end game gearing options, as well as which builds are actually “competitive” end game.

The only reason I’m bringing this up as often as I am is because “I’m a fan of TQ who cares”.

The most “OP” build in TQ:AE at the moment appears to be a pet Champion build. Uses 80% CDR + Refresh to keep up perma ancestral warriors. And can lay down multiple flags every engagement if they want. I’ll post the build later on if anyone’s interested. But the gist of it is 80% CDR from gear, balanced resists, enough DA to not be too squishy (1200), and use “Wraithlord’s” with +phys damage for pets. I got 2 “Wraithlord’s of enslavement” rings + a “Puppetmaster’s of Convocation” amulet. I’d prefer Wrathlord’s of Convocation, but Puppetmaster’s is a good alternative. And the energy regen from puppetmasters does help a lot. I found the rings and amulet by shop farming in act 4 legendary. They’re not terribly rare mods.

A small handful of builds perform better in AE, trap builds for example are viable now. But overall the game is worse than the original. Because less class combos are competitive now than was the case in the original. Like give me a reason to play Thane, or Juggernaut, or Avenger, etc. Other than “just because”.

I don’t think you’d see that change via a change of ownership.

The Vit/Bleed and CDR changes you mentioned are the only changes I think are stupid. Every other of the hundreds, or thousands, of other changes Nordic have made are pretty well done.

But we like looking at the few sour apples rather than the great, delicious variety, don’t we? :slight_smile:

The only change i genuinely hate is the Vitality and Bleeding penalty resistance. It honestly sour the whole game to me. That and the fact that they didn’t add the ability to add components to epics and legendaries.

Grim Dawn spoiled me on that last one.

In fairness TQ’s components aren’t exactly a shining spectacle of balance to begin with.

They can easily balance the components. But at this point it’s pretty much not going to happen.

I don’t get why everyone is complaining about the negative bleeding and vitality resists, I have completed act 4 with -66% bleeding and -55% vitality resists and I died more in act 3 then I did act 4, I only died 5 times in act 4.

And staff attacks are the only way you can get good damage with elementalists? That’s bullshit Ice Shards and Flame Surge can kill at a speed comparable to 100% recharge without too much gear and ontop of that an elementalist can be as tanky as a defence character while ignoring elemental resists

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Depends on the build. Melee builds are hit the hardest. Pet builds, or builds that are squishy and have to play evasive anyway aren’t impacted as much. Builds where some green ring/amulet is their BiS are also not impacted that much. If I have to give up Mark of Ares on my Assassin for a mediocre green ring w/Legendary Demon’s blood, that’s a pretty substantial DPS cut on a build that was never OP even in the original game. I’m factoring stuff like this in as to why I don’t like the resist cuts.

And staff attacks are the only way you can get good damage with elementalists? That’s bullshit Ice Shards and Flame Surge can kill at a speed comparable to 100% recharge without too much gear and ontop of that an elementalist can be as tanky as a defence character while ignoring elemental resists

You gotta be trolling. Unless you’d like to post video evidence showing the killing speed of ice shards and flame surge in end game. Show me a Legendary Hades kill with those skills. I tested both those skills out with really close to BiS equipment. Focused on INT/Fire % damage and +skills. The philosophy I went with is “lets see what they do at maximum potential”. I was unimpressed. Their damage doesn’t scale well towards end game. It’s non-competitive DPS IMO. Anything using a decent melee weapon or a bow, or any build using pets with +pet damage gear is going to far outperform that. The best way to do elemental damage is by ternion attacking with a staff. Or stack elemental pet damage rings and let your pets deal it. There is no way flame surge comes even close to ternion attacking with a staff. Especially on a build specced for getting the most out of it, getting extra attack speed, and etc. Monkey king on rings (at least one), etc.

You know, regardless of my criticisms, I still play AE. Modded, but I still play it.

Considering 80% of that time is you just using defiler or something to max out out a character and equip “best gear” doesn’t really count seen you haven’t actually played the characters
Let me bet when you “tested” flame surge and ice shards you tried to keep distance so you’re loosing 80% of the damage.
I don’t have such a character yet but I have a friend who does, although hers is a druid not an elementalist but she is still using ice shards and slaughters everything in seconds all while having resists in the negatives

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Yeah, so what? I use defiler to respec a character and test out a new build/combo. I test these builds pretty rigorously. Act 4 mobs, other bosses, and even Xmax if it seems powerful enough to hack it. It’s the only reason I got over 100 hours in the game. Over 100 hours in AE, and I estimate closer to 600+ hours in the original TQIT over the years. I’ve done more than my share of leveling builds up from scratch. To the point where that’s not interesting for me anymore.

But I suppose you think starting builds from level 1 and running them through normal is a better measure of “testing” than what I’m doing. I’m already aware that those skills do better in lower difficulties. The imbalance is in the fact they do what many would say is too much damage early on, and not enough end game. An imbalance that Nordic Games doesn’t appear to be interested in doing anything about. Fixing a skill like ice shards is really simple. Just 3 words applied in the form of coding. Weapon damage percentage. Even just 15% could make it competitive. If some of those skills like eruption and lightning bolt, etc had weapon damage % applied imagine how much more interesting some of those oddball class combos (almost) nobody ever uses might become?

I tested flame surge on a tankier build that could channel it point blank, and on a caster build.

I did see one of your posts on Steam that brought attention to me that traps were actually good in this game. So you at least somewhat know what you’re talking about. As far as killing groups of regular enemies in Xmax, trapper builds got among the fastest killing speeds of anything. Massive waves of mobs just collapse around the traps like Persian soldiers did in front of the 300 Spartans.

Lol, people talking about Titan Quest like it has a competitive scene or an end game.

@Norzan/chaos: Why do you think Nordic is not going to do any more changes? Do you know more than the rest of us do or are you just gazing into your crystal ball?

Secondary resists were affected by difficulty penalties before and yes, it got changed back, but I’ll highly doubt that this was done at a point where Iron Lore was able to do any balancing at all due to time and money constraints. So I call bullshit on the fact that everything was balanced on secondary resists being capped to 0%. I might be wrong, but so might you be.

Moreover: I still can’t fathom your zealousness about a single change, just use your mod and everything’s fine. No need to bombard forums like these with it, where nobody can tell you any more than what we’ve being telling you both on tq.net and here. Bashing Nordic is not going to accomplish anything at all…

In conclusion: What Asylum said…

So you at least somewhat know what you’re talking about…

I assume you’re talking about Nightmare?..If so, then…:smiley:

Because if they were going to add the ability to add components to epics and legendaries, they would have already done it. It seems i’m one of the few who actually wants this.

Now that i think about it, i don’t know why i’m complaining about this. Grim Dawn made Titan Quest obsolete to me, so it’s not like i’m ever playing Titan Quest again.

Exactly.

I might complain if I had a reason to play TQ, but I don’t. The only reason I would have is to disprove the difficulty of the game changes, and even that I really do not care enough to bother with.

They’re pissing in the wind with small ball changes to huge problems and calling it a “fix”. They acknowledge there isn’t/wasn’t enough VIT/Bleed resist on gear, so what do they do? Put them on relics/charms mostly while ignoring the gaping holes in those resists on the top tier legendary items. Unless they’re putting Bleed/VIT on items like Aionios, Kael’s Visage, Mark of Ares, Apollo’s Will, Achilles’ Armor, Greaves of the Argonauts, etc then I don’t see what the point is. It’s usually melee who uses most of the above gear, and melee is hurt the most by the resist changes. Seeing as they’re the most likely to be hit by those attacks.

Secondary resists were affected by difficulty penalties before and yes, it got changed back, but I’ll highly doubt that this was done at a point where Iron Lore was able to do any balancing at all due to time and money constraints. So I call bullshit on the fact that everything was balanced on secondary resists being capped to 0%. I might be wrong, but so might you be.

How about this, explain why it’s more balanced now after these changes? I’m listening. I already put my 2 cents into why I view it as less balanced.

Moreover: I still can’t fathom your zealousness about a single change, just use your mod and everything’s fine.

It’s more than a single change. We got a new developer taking up an old project, and they’re not doing anything to touch the biggest flaws IMO that TQ has. I think part of the reason is they’re inexperienced. Several skill trees and skills need an overhaul IMO. Non pet focused casters need a pretty huge buff. I’d applaud Nordic Games if they made some more ambitious changes that made the game more balanced.

On old TQIT, most of the people I remember playing with had comps in epic/legendary items. Because nobody wanted to run around with junk resists and get instagibbed by certain enemies. People wanted to gear for DPS, and use relics/charms to fill some of their resist holes.

Almost nobody is playing legendary online. The few playing still seem to be caught up using the old builds, Haruspex, Conqueror, etc mostly. When I inspected a Conqueror and saw he had relics/charms on his legendaries on AE, I didn’t say anything, because I know what’s it’s like trying to run a melee with massive resists holes. Not even close to max resists either, they were all just 30-50% into the positives.

Now that i think about it, i don’t know why i’m complaining about this. Grim Dawn made Titan Quest obsolete to me, so it’s not like i’m ever playing Titan Quest again.

But the question is, would you play it if they made some more ambitious changes instead of “fixing” things that didn’t need to be fixed and actually gave several trees a revamp to be more effective endgame? OA only effecting melee attacks never made any sense to me. Crate didn’t think it made any sense either, obviously. The biggest problems I had with TQ, Crate managed to “solve” with Grim Dawn.

some skill trees were pretty weak and got ignored, agreed.

Unless the weak caster is due to a change in AE I disagree, my casters are never pet focused (which is not to say they had none) and never had any issues.
I can see a caster without any pets at all having a harder time though.