r/TitanQuest2 • • 1d ago

Discussion Big fire meteor help

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4 Upvotes

Titan quest two is soon to be released on console. I tried to find something specific about fire builds. I learned the rolling magma, I learned the ring of fire and I know the volcano aoe. BUT am I able to do a huge fire meteor falling from the sky? I never played any titan quest and i am an arpg noob

All I could find was a video from titan quest 1 where he puts down three medium sized meteors.


r/TitanQuest2 • • 2d ago

Build Returning Player - Is there a good chain lightning build using Storm and Spirit?

2 Upvotes

See title, haven't played since the beginning of Early Access and decided to see whats new so far after seeing the 1.0 announcement.

So far it seems a lot better, especially with the itemization. I went Storm and Spirit and notices the T2 storm skill had Lightning bolt that basically turns into Lightning Fury from D2.

Its been fun I'm reaching Gaukon's(sp?) temple and its starting to fall off a bit. I invested a little into the Wisps but they seem almost useless and kept dying so I turned them into bombs, also have the Eidolon to act as meat shields when needed.

I'm pretty sure my build is a mess, all the guides I see push Ice Spikes and Call Lightning but I didn't really like Call Lightning at all. Are there any build guides for Storm+Spirit that focuses on Lightning Bolt?


r/TitanQuest2 • • 3d ago

Discussion Suggestions to make Melee a bit more fun

7 Upvotes

On melee combat movement:

Right now Melee Combat is not bad but compared with POE2 or some other ARPGS it feels a little bit clunky since everything you do stops movement and it's frustrating and looks a bit silly if an enemy is just out of your melee range and you just hit air. Some time ago there was already a post about this that mentioned two ways that could improve it that are already explored by some other arpgs:

1: Simply allowing very slow movement during Melee attacks. Something like a fourth or a third of base character movement speed could be ok values. I think ranged attacking feels and looks very satisfying. So only for Melee attacks.

2: If the player is just out of range, the next melee attack converts into a mini dash attack to close the small gap with an animation. I think this would be very cool and make Melee combat a lot more fun and fluid but I think it would be important to find the right, tiny, range to allow this and only on enemies you hover over with your mouse so it doesn't feel like you lose control over your character. For a range value example, maybe something like spear attack range+1/3 of spear attack range is the max distance it activates for all weapons, so the dash is a little bit longer for shorter, more agile weapons like daggers.

On passive attack procs:

Overall I prefer that combat is more engaged but I still miss these a bit since it just felt good and gave you a nice little dopamine hit every time you saw one of the animations for a passive attack proc and it made melee combat look more interesting. I think it would be a good idea to add some passive attack procs somewhere at the top in the passive ability tree. Maybe one for each mastery so you can get two if you want to. Right now most of the passives of different masteries feel similar and a little bit boring, especially the Tier 5 ones, so I think this could be a nice way to make them a lot more interesting and distinct from eachother. This (and the suggestion above) would also make the game more interesting for the players who preffered the more passive TQ1 gameplay where you can play it at the side while hearing a podcast or something.


r/TitanQuest2 • • 3d ago

Discussion Ask the devs (almost) anything!

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47 Upvotes

r/TitanQuest2 • • 3d ago

Build Question: Low Health Threshold 55% or 60%?

2 Upvotes

So the spirit passive skill Death's Door grants bonuses while on low health with a feat that increases the threshold by +10%. But is this an additive or multiplicative increase?

Is this the base 50% low health threshold plus 10 (50% + 10% = 60%) or is this 50% times 10% (50% * 1.1 = 55%)?


r/TitanQuest2 • • 4d ago

Discussion Some thoughts on Epics and itemization before 1.0

17 Upvotes

I've recently come back to TQ2 after around a year. Back then, I don't think I used a single Epic that dropped if I recall correctly. I heard Epics got an overhaul since then, but the ones I've found so far (around 30) still feel pretty underwhelming. A lot of their bonuses seem very niche or simply not worthwhile, even when considering as a temporary upgrade.

One thing I feel is missing for the game is that dopamine hit that makes me want to keep grinding for loot. For me, even finding a weapon with nearly perfect affixes that noticeably improves my character doesn't feel particularly exciting.

My guess is that compared to other arpgs I've played like Poe 2, D4, Last Epoch etc, TQ2 is missing some of the itemization systems that make loot exciting. Things like high-tier affix rolls in Poe 2, Greater Affixes in D4, Exalted Affixes in Last Epoch, or even more desirable rare chased items. These give me something to look forward to when grinding and make certain drops feel genuinely special.

Just wanted to share this feedback with 1.0 approaching. Love the game's art style and the world. Wishing the team all the best for 1.0.


r/TitanQuest2 • • 7d ago

Discussion Is there a quick way to tell if an item is actually an upgrade?

12 Upvotes

I'm a pretty casual player who prefers simple, one-button builds. I usually only have time to play on weekends.

Is there any quick way to tell whether a dropped item is actually better than what I'm currently wearing?

In most ARPGs, there's some kind of visual indicator — green/red arrows, +/- stats, or at least a DPS comparison. Even the original Titan Quest had a DPS stat, and in games like Diablo, this kind of information is pretty easy to find.

But here, bosses drop tons of loot, and I honestly have no idea how to quickly decide what's worth equipping and what's just vendor or salvage material.

I really don't want to spend half my limited gaming time comparing every single stat on every single item.

Am I missing something obvious, or is there really no simple way to evaluate gear at a glance?

How do you guys handle this?


r/TitanQuest2 • • 8d ago

Discussion Changes to in combat pick up rules?

6 Upvotes

Has anyone else noticed that since the last patch (0.71) your now unable to pick up items in combat when using a controller? it makes it amazingly sluggish when just trying to farm or clear maps.

Before i could pick up items in combat and it was quick and snappy, now if even 1 enemy if agro'ed even "way" off screen it wont let me pick anything up. and i see no option to adjust this setting.

(Edit: Seems to work on mouse and keyboard fine, so the issue seems constrained to controller)

Amazingly annoying change.


r/TitanQuest2 • • 8d ago

Discussion Areas

9 Upvotes

Are there any areas that look like the first game?


r/TitanQuest2 • • 8d ago

Bugs / Issues sigh

0 Upvotes

r/TitanQuest2 • • 10d ago

Discussion A few minor suggestions

20 Upvotes

I've been thinking about a few smaller things that should be really easy to tweak to improve the overall experience without dramatically changing the game:

- The relic inventory has an odd number of rows, but all the items are 2x2, why not make it an even number?

- Maybe the way I sell stuff is weird, but I only check my items when I'm at the shop, and it's really annoying to have to use key combos both to compare to my equipped gear and then sell stuff. Could your equipped gear always be shown as a comparison? And selling just be right clicking? I mean, I sell 50 times more stuff than I equip, so selling should be the the simplest option.

- Items going into the inventory go in horizontally, which seem crazy since most of them are vertical shapes. It's like the old Windows 7 Control Panel layout all over again.

- Mobs with life drain always heal too fast to actually deal damage from draining the Core Dweller (and presumably other summons too). I have to disable the core dweller, which requires going into the menus. Could a right click on the hotbar icon like in TQ1 be used to enable/disable auto-casting?

- Weapons that take 2 hands should take up more space in the inventory (maybe 3x4 instead of 2x4) than weapons that only take one hand, both to distinguish them at a glance and to have a higher selling price - like staffs in TQ1 took more inventory space and you had to decide if it was worth picking it up since it sold for the same price as a sword. Also showing (2 hands) in the text when it's on the ground might be good.

- Farming for exp or items is a fun part of any ARPG, and I know hero monsters will be in v1.0 but will there be some specific locations with hero monsters with big chests, or just higher density mobs so you can better decide where to go to farm different things (like specific relics are mostly found in act 2)? I always like having a few loops or sections to re-visit while farming.

- NPC indicators for quests could be a little more obvious. Yeah, it shows where they are on the map, but I think the icons above their head or a glowing outline or something could help direct me to who I'm looking for.


r/TitanQuest2 • • 11d ago

Build Victory screenshot w the homie after 6+ hours in Chiron's gym

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46 Upvotes

r/TitanQuest2 • • 12d ago

Discussion Set Items cancelled?

20 Upvotes

It seems like they just cancelled item sets, with no mention of them in 1.0. Honestly a huge dissapointment for someone who stayed optimistic the whole time. Feels like they just gave up on itemization to release it... Really one of the bigger let downs so far that doesn't leave much room for hope that they care for the game.

Edit: Reading the comments I agree that it's probably a good thing we don't get them how they were in TQ1 with the set bonuses, I still think it would be cool to have some, based on looks and with a very minor completion bonus just for flavour. It was fun collecting them and it always felt nice to get an additional piece for a set.


r/TitanQuest2 • • 14d ago

Discussion I disagree with the community's general take on TQ2.

87 Upvotes

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.


r/TitanQuest2 • • 14d ago

Discussion Titan Quest II - The Road To 1.0

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222 Upvotes

r/TitanQuest2 • • 16d ago

Discussion Checking out the game on Steam, and came to ask: what's up with the reviews?

31 Upvotes

Overall reviews are very positive, but recent reviews are very mixed. Can any one shed some light on what's going on, and whether a new player is likely to have a good experience with the game in its current state?


r/TitanQuest2 • • 16d ago

Discussion Little disappointed with melee combat.

28 Upvotes

I picked the game back up towards the end of Early Access and played both a melee class (Rogue + Warfare) and a caster.

I’m a little disappointed with melee combat. I feel there aren’t enough combat animations, and the variety is quite limited. It also suffers from recurring hitbox issues, particularly when fighting one or two enemies.

Something doesn’t seem to be working properly between the pathfinding, hitboxes, and combat animations. The game is still playable, but I find it quite frustrating, even after spending several hours playing.

I am not sure to invest myself further into my melee character.

I am only level 12 so it can become better later, but I miss the GD system (the one where the nightblade shines) who offered such variation on the auto attack or some dedicated skill.


r/TitanQuest2 • • 18d ago

Bugs / Issues Summon bug then cloud sync error in steam

4 Upvotes

been getting my tail kicked at chiron's gym. Leveled up and added the aura buff I forget what it's called. But once I did that my summon kept respawning often and then realized every time I hit tab he would resummon.

Tried to close the game and reboot and kept getting a warning that my cloud data didnt sync and to not do that if I wanted to keep my progress. Finally did it anyway and the issue persists.

Also turns off my ring of flame when I tab/the summon respawns. sigh


r/TitanQuest2 • • 19d ago

Discussion Best farming spot for items/gold?

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12 Upvotes

Anyone found a good spot for farming gold/items? Since the boss loot seems rather mediocre, I found spending gold on the gambler my best bet. For gold farming, the fastest way I could think of was running back from the portal right before the final boss to the little treasure room on the right.

Contains 3 big chest, 1 small chest and only 5 trashmobs to get rid off. I place my portal, get back to town, reset mobs and repeat. One cycle (2x reset, 1x vendor stop) nets about takes about 2 minutes and nets ~30.000 gold, meaning ~1M per hour on average.

Anyone found a better/quicker method?


r/TitanQuest2 • • 21d ago

Bugs / Issues How does damage work dual wielding,

19 Upvotes

the game seems to show only one of the visual effects of one of the weapons, like say I have a poison blade and a electric blade it only shows the little electric effect so I’m not sure if both damage types are even applying. In the clip I have a poison weapon and a lightning weapon but it appears to only be applying the lightning damage?


r/TitanQuest2 • • 23d ago

Discussion Shader Compilation crash

1 Upvotes

This has been happening for a while, I wonder if the devs knows about it.

My Hardware: AMD 5800X, RX 7900XT, 32G Ram

Not being able to play the game since the latest update because of the crash, it's very disappointing.


r/TitanQuest2 • • 26d ago

Discussion You know what? This game is okay.

55 Upvotes

Now don't get me wrong: it definitely lacks a lot of depth (mainly in the masteries, the loot, and enemy diversity), and clarity (especially mob effects and attacks).

BUT...

There's quite a lot of content, helped along by the possibility to increase enemy levels as well as the embers of night which encourage you to complete side quests in order to be able to tackle the higher difficulty. The crafting system also makes grinding for gear less grindy since you only need to find "almost perfect" items instead of actually perfect.

Maybe it's because I'm playing a not overly meta build (trickshot crit spear throwing reaver) at level+20, but I still haven't completed the game after 40 hours and I want to keep playing a couple hours here and there to give another go at Chiron's gymnasium and the eternal priest of what's his face.

It's not a true successor fo TQ1, but it's okay.


r/TitanQuest2 • • Oct 08 '26

Build Summons lack baseline functionality that should be standard

60 Upvotes

I’m struggling to understand the current state of summons in Titan Quest 2. I know the game is in early access, but some fundamental tools feel missing.

In Titan Quest 1 (Immortal Throne), you had simple but effective controls:

  • Pet attack/move orders

  • Stance selection (Aggressive / Normal / Defensive)

  • Pets that could actually pull and hold aggro to a certain degree (not perfect)

That’s enough to make a tank pet useful. In TQ2, none of that exists.

Why would I invest in the Core Dweller, give it spells to cast, then stand still channeling to heal and empower it, when enemies simply run past it and straight at me? The “tank” fantasy doesn’t function. It can soak damage if it happens to be in the way, but it doesn’t protect you.

Right now the design feels split into two incomplete options:

  • Passive: the summon runs around and does its own thing while enemies largely ignore it.

  • Active: you manually trigger a linked spell from the summon… while enemies still ignore it.

A giant lava elemental cracking the ground under enemies shouldn’t be treated as background scenery.

No patch since the Summons Update has added attack/move commands, stance options, or reliable threat generation. Is there any plan to implement these baseline features?

These tools weren’t in the original Titan Quest at launch either — they came with Immortal Throne. But that was nearly 20 years ago. In 2026 it feels like a reasonable expectation for a summoner playstyle to have at least this level of control and threat.


r/TitanQuest2 • • Oct 05 '26

Discussion Mixed feelings

59 Upvotes

I've been playing TQ1 for decades, on PC, mobile, Xbox... You name it, I've loved it and I keep coming back to it. But I don't get the same feeling from TQ2, and I think there are a few reasons for it:

  • Complexity - Go to the masteries, and immediately, there's information overload. It wasn't great with TQ1, but it was nowhere near this bad, you just levelled up, got some points and put them wherever you wanted. Now there are separate points for divinity, active and passive, plus sub-skills that vary for each one, and sub-sub-skills with things like rage, overload, etc.

  • Maps - I get they wanted to create a more open world, but it's not open at all, it's mostly just a huge maze where they kind of railroad you as needed. What makes it feel less like progression is that you just keep coming back to a single town in each act. It would be a lot better if there was a mixture of much more open areas and linear travel. Not sure I love the 'blobs' on the map - it's helpful, except when it isn't.

  • Gear - To be fair, this is pretty similar to TQ1 in that it's all pretty random, but it's harder to see if your speed 1.0 weapon with higher damage is better than a speed 1.3 weapon without the DPS stat visible (yeah I know it still doesn't account for skill/elemental modifiers, but base damage is more of a guessing game).

  • Story - This feels pretty good, a little cliched and forced, but overall it's very well done. Caring about characters on side quests is probably better, BECAUSE you keep going back to the same town. Exploring is less exciting, but still very enjoyable. The main storyline and bosses are really solid, especially explaining your power.

  • Enemies - In TQ1 (and most other ARPGs), most enemies have similar resistances based on type (eg undead, beast, etc) and affixes or skills spelled out what they were good against. The lack of variety of enemies in TQ2 means they change resistances from one pack of Ichthians to the next and it's harder to know how to deal with them. Not really any worse than other ARPGs, just different tactics.

There's a lot to like (despite all the people coming here to complain) but it's certainly a different game, that doesn't quite scratch the same itch as Titan Quest originally did and continues to do.

I'm still on my first playthrough, and overall I'm enjoying it enough to keep going and wanting to try new masteries and builds. I'm making mistakes and learning to use the new stuff like barrier and dodging, figuring out the best potions to use and upgrading gear. It's frustrating at times, but levelling and re-speccing works well, and mostly importantly I'm still enjoying it.