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They're the Nephelim Rifts from Diablo III. Clearing these dungeons unlocks higher tiers of challenge that get better gear drop- Nephelim Rifts. Once you work through the roughly 12 hour story, you're dropped into the endgame which presents three semi-randomised dungeons you can run through with different modifiers in the hopes of gaining legendary loot. For me that happened about 20 hours in (yes, really) and if I'm being honest, I'm not sure I would've played that far had I not been reviewing the game. Should you spend enough time in that grind, there will inevitably come a point where your build clicks and you start to actively enjoy the game. There's nothing more infuriating than a game that feels like it's actively wasting your time. Respecing at that point feels like a complete waste. Of course you could use a Respectacle to respec your character and choose different things, but given how far you need to get into a skill tree before synergies start presenting themselves, this means sinking ungodly amounts of time and energy into a build you may not like in the hopes that it might grow on you.
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One one hand, this makes progression itself a more deliberate choice since you're expected to spend your skill points much more carefully, but it also greatly reduces the scope for experimentation and lacks the flexibility other ARPGs like Diablo III, Path of Exile, or even Torchlight II have. Since this is the first thing you pick without ever getting a chance to try out the various skills, it's a bit of a problem. The problem is that the relic subclass you choose will be the one you have for the rest of the game. I went with a lightning based sharpshooter who varied up her bow attacks by summon storms that damage everything around her. Each of these has two class-specific skill trees and you pick a third Relic subclass to go at the start which includes things like elemental damage or life-steal attacks. Mage, Railmaster, Sharpshooter, and Forged are your main choices in this game. I'm not inherently averse to the lighter, more digestible brand of action RPG, and personally lost a lot of time to the even simpler Minecraft Dungeons earlier this year, but something just feels missing in Torchlight III. While it's nice that you don't have to pop back into town to speak to quest-givers or sell vendor trash every few minutes, it also means there's very little to break up the pace of the combat so things get very monotonous very quickly. The majority of your time in Torchlight III will be spent in combat and the animations and particle effects do more than an adequate job of conveying the desperate of a hard-fought battle. Continued abuse of our services will cause your IP address to be blocked indefinitely.It's a bit difficult to point out exactly what's wrong with Torchlight III without sounding like I'm dismissing it out of hand or to just gesture vaguely at an overall lack of staying power.
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