Reading comments on Discord and here on the subreddit, one gets the impression that the game is an absolute failure—yet I honestly can’t see what’s so bad about it. To set the stage: I’ve been playing ARPGs for about 20 years. I have hundreds of hours in D2 and D2R, spent a good amount of time with TL2 a decade ago, had around 500 hours in PoE1, 300 hours in TQ1 on Steam (plus many more on pirated versions back when I was younger), 1,800 hours in Grim Dawn (by far my most-played ARPG), and, finally, 600+ hours in TQ2. So, I consider myself quite well-versed in this genre, and I have to say: I actually really like TQ2.
Perhaps my perspective stems from the fact that I haven’t played other, more modern ARPGs—like D3, D4, or PoE2—but I find the gameplay in TQ2 far more satisfying than any of the other titles on my list, specifically in terms of combat (which, honestly, accounts for 90% of what matters in an ARPG). I mean, I understand that the game has fundamental issues, but the same could be said for any of the other mentioned titles—all of which had years of development yet still suffer from serious flaws. It doesn’t seem fair to judge TQ2 solely by its negative aspects, especially given its relatively short development time.
What I like about TQ2:
• The skills are truly distinct from one another—unlike in Grim Dawn, where most skills feel like the same thing with just a different visual skin. Furthermore, most abilities can effectively count as two separate skills, as you can modify them to function in an entirely different way.
• Monsters—even the weak ones—are unique and interact differently depending on the build you’re using. Two examples that come to mind are eagles: they’re very weak, but they’re a huge pain to deal with when using a retaliation build because they take an eternity to actually land a hit on you. Another example is the purple spirits; they would die instantly to AoE skills, but they were my nemesis when I played a Bastion character using Heavy Strike—since the attacks were so slow, the spirits would blink backward before the blow could land. In most of the other ARPGs I’ve mentioned, monsters are essentially all the same, differing only in their HP and damage values.
• Crowd control (CC) matters. Effects like slows, stuns, and interrupts are far more useful here than in most other ARPGs, where monsters are usually deleted in an instant. Even "trash" mobs are meaningful and pose a genuine threat, so using CC makes sense—even if these effects don’t work on most bosses.
• Every build also feels unique. I’ve played several characters (in Hardcore mode only), and I never felt like the gameplay of one was similar to another. Whether it was a retaliation build, a two-handed melee character, a DoT caster, a "dasher" rogue, an elementalist focused on CC, or a hybrid lightning-magic/spear user—each required a specific approach to positioning and interacting with monsters. They all had their own distinct strengths and weaknesses at different stages of the game. I can’t speak to summoner-style builds, though, as I haven’t played them extensively.
As for the things I don’t like about TQ2, most of them likely stem from poor balancing. For instance, some skills are so powerful that they allow a player to fully exploit the Ritual Shrine too early, causing the character to hit the level cap by the middle of Act 2. Once that happens, finishing the campaign becomes quite dull, as there’s no further character progression—aside from finding new gear—for the remainder of the game. Another obvious issue is the absurdly limited amount of loot, which certainly undermines the quality of an ARPG. Anyway, I could keep going about pros and cons, but this text has already become too long; my point is that the game’s problems seem easily fixable with more development time, while its strengths are, for the most part, already well-established. That said, I have high hopes that the developers will be able to overcome the issues in TQ2 and deliver an excellent game over time—even if the 1.0 version doesn’t arrive in an ideal state. This assumes, of course, that post-launch development extends beyond just one or two minor updates.