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KickStarter Grim Dawn

Emmanuel2

Savant
Joined
Feb 19, 2016
Messages
364
Location
Pearl of the Orient Seas
Is it just my bad luck or are the rewards from nemesis monsters absolutely not worth the effort? The only nice thing about them is the guaranteed recipe, but it's not even a guaranteed relic, it includes all sorts of garbage recipes.

They were severely nerfed back then along with the Ultimate rehaul. People used to run Ultimate (most are on Elite) Fabius and Iron Maiden loops for farming.

Now it's Crucible and roguelike dungeon and/or mad queen looping.
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,538
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Is it just my bad luck or are the rewards from nemesis monsters absolutely not worth the effort? The only nice thing about them is the guaranteed recipe, but it's not even a guaranteed relic, it includes all sorts of garbage recipes.
They are indeed not really worth the effort anymore, though it's still the best way to get the rarer relic recipes after they made duplicate blueprints mostly stop dropping.
 

tripedal

Augur
Joined
Feb 22, 2015
Messages
401
Location
Ultima Thule
Really fucking annoying. It's filled with ground effects, plus some extra ground effects that move around (aether clouds) and you can't do anything about them. Absolutely not worth the effort in terms of loot.
 

Lord Azlan

Arcane
Patron
Shitposter
Joined
Jun 4, 2014
Messages
1,901
What bothers me is that Grim Dawn is such a small improvement overall over Titan Quest. Sure they improved a lot of small things (especially interface, added some tiny choices in quests, improved pace in early game, combat feel, etc...) but when it comes to the big issues they just copied their "choose two masteries" thing from Titan Quest. And all other major mechanics found in TQ too. They haven't improved on the main character building/gameplay systems in major way at all with the sole exception of Devotions. Devotions however feel like an afterthought and aren't that interesting mechanically. In fact GD regressed a bit from TQ in some aspects imo, masteries were more distinctive in TQ. And there was more of them... go figure. World building - same thing, feels like TQ except more generic (the latter is subjective - but levels do often look/feel similar), monsters - very uninspired, again nothing really new mechanically. Etc, etc...
This game feels more like TQ+ with new (mediocre at best) story. And the "+" part is not big enough. Probably the reason of all this i mentioned was money - or lack of it for making of GD and availability of it for TQ. Or people who are into making D(2) clones aren't into creativity. This is why i find PoE superior - at least the develeopers innovated in a few meaningful ways.

Long time TQ player and short time GD player. Have to agree with what you said here.

In the end I succumbed and bought it over the Xmas sale. Part of me knew that GD would not be *that* much better than Torchlight 2 or TQ. Seems I am right.

Good to see a game in that sort of universe though, I reckon if the developers take advantage of that world it could be good.

Positives

I like the bit of paper and diaries you can find. Add some back story to the game.

Same goes for reputation element and quest design.

Could be interesting game world. Has a Season of the Witch, Soloman Kane vibe. Sleepy Hollow?

I can see they tried to make the user interface more smooth and useful.

Negatives

Maybe it is the world setting but the environment feels mostly the same.

Masteries seem simplified compared to TQ.

At the moment feeling urge to play TQ or Torchlight 2. Can't say if that is due to comfort or they are better games!
 

Trias_Betrayed

Scholar
Joined
Dec 24, 2015
Messages
138
I found PoEs design and aesthetics to be much more bland and samey, as well as the fact that they decided to make the camera lock in about 2 feet away from your characters dick and other things I found extremely annoying. Vastly prefer GD or TQ to PoE any day.
 

Ivan

Arcane
Joined
Jun 22, 2013
Messages
7,498
Location
California
idk if it was just me but what put me off of PoE was the pathetic feel of melee. Grim Dawn nails it so damn well. I think it's the best in its genre in that sole regard.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,015
Pathfinder: Wrath
I feel the worst aspect of Grim Dawn is the environments, they really are samey most of the time. Act 4 also feels rushed, especially Necropolis.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
New patch announced:
http://www.grimdawn.com/forums/showthread.php?t=51001

V1.0.0.8

[Major New Features]
  • Alkamos in the Steps of Torment and Shar'Zul in the Bastion of Chaos can now drop new Legendary versions of their unique equipment on Elite and Ultimate difficulties.
  • Weapon tooltips now display an Attacks per Second value instead of a "speed" tag (ex. Fast / Very Slow / etc)
  • The character sheet now displays an Attacks per Second value modified by all speed bonuses and penalties
  • Player resistances on the Characer sheet now show the resistance amount over maximum cap in their tooltips.
  • +Skill Augments will now be grayed out if the corresponding mastery is not selected.
  • Added Maximum Speed cap values to the Attack/Cast/Move Speed tooltips on the Character Sheet so this information is available within the game for easy reference rather than researched outside of the game.

[Crucible]
  • Fixed an issue that could allow the player to select both the Continue and Exit option at the same time, causing the event to end prematurely.
  • Slightly reduced Monster Damage and Health scaling with Wave # on Challenger and Gladiator difficulties, more so on Gladiator difficulty.
  • Slightly reduced bonus to Monster resistance to Crowd Control based on wave # at all difficulties, more so on Aspirant difficulty.
  • Removed bonus to Monster resistance to Slow Effects and Movement Speed based on wave # at all difficulties.
  • Ulzuin's Pact: now grants 5% Cooldown Reduction, 100% Energy Regeneration and 20% Reduced Energy Cost

[Tech]
  • Fixed a display issue with % Attack Speed on the character sheet that would result in different Attack Speed caps based on weapon type. This was a display issue only and had no impact on gameplay.
  • Added Explosive Strike and Nightfall damage to Character sheet DPS and Damage Per Hit calculations for Fire Strike and Shadow Strike, respectively.
  • Fixed Shaman's Torrent not working properly with ranged weapons.
  • Fixed an issue where weapon swapping would become stuck if the player was trapped while charging towards a target.
  • Fixed a game hitch that was occuring with +Skill Augment items.
  • Bandit forges and other quest-related destructibles are no longer destroyable by enemies.
  • Fixed an instance where a client's components could become desynchronized with the host.
  • Fixed equipment with Illusions using the wrong texture after the player was frozen or petrified.
  • Fixed another instance where the displayed pet bars in a multiplayer game would not be properly removed.
  • Fixed Damage Absorption not showing up properly on skills with no points in them.
  • Fixed Main Menu windows not working consistently when ESC was pressed.

[Game]
  • Updated the difficulty curve such that the jump between difficulties is not as extreme. Difficulty now scales more with player level so that Elite and Ultimate naturally become harder as the player's power increases, resulting in a smoother progression overall. Note that there is still an increase in challenge when moving up to Elite or Ultimate, but it is no longer as severe.
  • Slightly reduced Nemesis boss Offensive Ability
  • Slightly reduced Physical damage dealt by monsters on Ultimate difficulty
  • Fixed an issue with Steps of Torment Achievements involving Alkamos.
  • Fixed an issue with a bounty for the Outcast targeting Alkamos being impossible to complete. This fix may cause your bounty for the Outcast to reset.
  • Kory the Keeper now offers an item that allows you to remove an applied illusion.
  • Rover Merchants no longer have an unusually high ratio for purchasing items from players
  • Slightly increased % Energy Regeneration gained from Spirit (was 0.25%, now 0.26%)
  • Devotion Shrines now have a much higher chance of generating Rare items rather than White or Magic items, particularly on Elite and Ultimate difficulties.
  • Increased chance of generating Rare items from Treasure Troves and One Shot Chests, particularly on Elite and Ultimate difficulties.

[Itemization]
  • Auras granted by Components have been converted to self buffs. This was done in response to the rare issues reported in regards to those auras killing players in Multiplayer (particularly in Hardcore mode). While this is not an ideal solution, unfortunately this issue has eluded us for too long to the detriment of the players. Our programmers had spent extensive periods of time digging in the code without any repro to lead them to the probable cause (despite the community trying to contribute as much info as possible), and though we had made changes as recently as 1.0.0.7 with the hope of addressing the issue, it has persisted. As this change is detrimental to pet builds, these skills now also give pet bonuses. Should this bug persist with other auras granted by items, we will take similar action on them in a future update.
  • A pass has been done on Magical Affix drop tables to remove less desirable affixes from the loot pool in order to improve loot quality while levelling. As most of those affixes were already disabled at higher levels (50+), this will have little to no impact at max level. This change is not retroactive. If you already have an item with one of these affixes, it will remain unchanged.
  • Fixed an issue that caused certain rare affixes to not be generated on various two-handed weapons
  • Reduced % Weapon damage on most item skill procs
  • Legendary - Agony: reduced % Poison Resist Reduction to -15% on the skill proc, but increased its damage
  • Legendary - Arcane Harmony Leggings: increased Defensive Ability to 80
  • Legendary - Avatar of Mercy: increased cooldown on skill proc to 70s
  • Legendary - Beronath, Reforged: replaced % Move Speed with 8% Total Speed
  • Legendary - Boneshatter Treads: added 16% Bleed Resist
  • Legendary - Bonewave Leggings: added 25 Defensive Ability
  • Legendary - Chausses of Barbaros: added 18 Defensive Ability. On the skill proc: reduced duration to 10s, reduced cooldown to 15s, increased % All damage to 75%, added 15% Armor bonus
  • Legendary - Chilldread Mantle: increased % Elemental Resist to 24% and increased chance on hit for activating the skill proc to 33%
  • Legendary - Colossal Grasp: granted passive now also provides 8% Attack Speed when using a shield
  • Legendary - Damnation: reduced cooldown on skill proc to 3s, reduced % Damage Converted to Health on skill proc to 50%
  • Legendary - Demonbone Legplates: added 25 Defensive Ability
  • Legendary - Demonslayer's Garb Set: reduced % Offensive Ability bonus to 5%
  • Legendary - Demonslayer's Jacket: increased Offensive Ability to 52
  • Legendary - Demonslayer's Life-Ender: increased Offensive Ability to 45, reduced cooldown on skill proc to 2.8s
  • Legendary - Devil's Cage Hauberk: added 5% Physical Resist, increased Health to 332, removed % Resist Reduction on skill proc but increased its damage, reduced cooldown to 6s and duration to 4s, added Defensive Ability reduction
  • Legendary - Deviltongue: added 120 Health
  • Legendary - Dracarris: added 12% Cast Speed. On the Skill proc: increased duration to 15s, reduced cooldown to 12s, increased % Chaos/Fire damage bonuses to 125% for the player
  • Legendary - Dread Armor of Azragor: added 20% Chaos Resist to granted aura
  • Legendary - Essence of the Grim Dawn: reduced cooldown on skill proc to 8s
  • Legendary - Exterminus: added 6% Total Speed
  • Legendary - Footpads of the Grey Magi: increased Defensive Ability to 58, skill proc now also grants 10% Physical Resist, cooldown reduced to 8s
  • Legendary - Fiendscale Jacket: added 24% Aether Resist, increased damage and spread intensity on the skill proc
  • Legendary - Fiendflesh Mantle: reduced cooldown on skill proc to 20s
  • Legendary - Golemborn Greaves: reduced Armor bonus on skill proc to 200
  • Legendary - Gutripper: reduced Defensive Ability Reduction to 80 on skill proc, added a 0.5s cooldown
  • Legendary - Harbinger of Eternal Suffering: reduced damage dealt by Harbinger's Mark
  • Legendary - Hellborne: increased cooldown on Wave of Fire to 1.5s
  • Legendary - Herald of Blazing Ends: increased Burn damage on skill proc
  • Legendary - Invoker's Elements Set: increased Offensive Ability bonus to 45, Invoker's Fury proc now reduced % Elemental Resist instead of Fire/Lightning
  • Legendary - Iskandra's Unity Set: added 50 Defensive Ability bonus, reduced % Physical Resist bonus to 16%
  • Legendary - Korvoran's Chestguard: added 302 Health
  • Legendary - Light's Defender Set: reduced Offensive Ability bonus to 55
  • Legendary - Mark of Divinity: increased cooldown on skill proc to 120s
  • Legendary - Mark of the Apostate: reduced cooldown on skill proc to 3s
  • Legendary - Markovian's Fortress Set: reduced Physical damage bonus to 18-28, reduced Cooldown Reduction from proc to 1s and reduced its cooldown to 4s
  • Legendary - Markovian's Bulwark: reduced % Max Pierce Resist to 3%
  • Legendary - Markovian's Distinction: reduced % Max Pierce Resist to 4%
  • Legendary - Markovian's Visor: fixed missing Physical damage dealt by the skill proc. This skill was dealing significantly less damage than intended.
  • Legendary - Mask of the Harbinger: Harbinger's Aim no longer grants % Crit damage
  • Legendary - Mindwarp: added 8% Cast Speed, increased % Attack Speed to 10%
  • Legendary - Nidalla's Legwraps: removed % Poison Resist Reduction on the skill proc, but increased its damage and added -15% Speed Reduction
  • Legendary - Pretty Great Pants: increased % Chaos Resist to 22%
  • Legendary - Sash of the Immortal Sage: increased cooldown on Wave of Fire to 1.5s
  • Legendary - Ring of the Black Matriarch: skill proc now has a 0.5s cooldown
  • Legendary - Shroud of Dreeg Set: reduced Offensive Ability to 80
  • Legendary - Black Gem of Dreeg: increased speed of the Gaze of Dreeg summons, slightly reduced damage dealt
  • Legendary - Mantle of Dreeg: added 24% Aether Resist, reduced % Poison Resist to 18%
  • Legendary - Siegebreaker: reduced % Max Pierce Resist to 3%, reduced % Weapon damage on granted skill to 80% and Stun duration to 2s
  • Legendary - Stormcage Legguards: increased Defensive Ability to 25
  • Legendary - Stormtitan Treads: skill proc now also reduces enemy damage by 10% for 2s
  • Legendary - Tinker's Ingenuity: removed % Damage Absorption bonus from skill proc
  • Legendary - The Deathmark Set: increased Cold Resist Reduction on granted skill to -15%
  • Legendary - The Infernal Knight Set: reduced damage dealt by Call the Inferno skill proc
  • Legendary - Infernal Knight's Faceguard: increased cooldown on Wave of Fire to 1.5s
  • Legendary - The Northern Wyrm: added 10% Attack Speed, added Frostburn damage to skill proc
  • Legendary - The Peerless Eye of Beronath: reduced Offensive Ability to 82
  • Legendary - The Venomblade Pact: skill proc now has a 0.5s cooldown
  • Legendary - Fist of the Venomblade: slightly reduced Pierce and Acid damage dealt by the skill proc
  • Legendary - Razor of the Venomblade: slightly reduced Pierce and Acid damage dealt by the skill proc
  • Legendary - The Untouchable: reduced % Defensive Ability bonus on skill proc to 8%
  • Legendary - Thornhide Legguards: increased Defensive Ability to 36
  • Legendary - Trozan's Ascension Set: Fallen Comet now also reduces all Resistances by 16% for 3s, Freeze duration increased to 3s
  • Legendary - Ultos' Storm Set: reduced % Offensive Ability to 5%
  • Legendary - Ultos' Hood: reduced % Physical Resist to 3% and Health to 520
  • Legendary - Ultos' Spaulders: reduced % Physical Resist to 4%
  • Legendary - Ulzuin's Avatar Set: increased % Attack Speed bonus to 18%
  • Legendary - Heart of Ulzuin: added 224 Health
  • Legendary - Ulzuin's Flamespreader: increased Offensive Ability to 75, added 120 health
  • Legendary - Valdun's Rifle: added 20% Chaos Resist
  • Legendary - Venomspine Greaves: added 33 Defensive Ability
  • Legendary - Vestments of the Great Guardian: replaced Poison Resist on granted aura with 20% Chaos Resist
  • Legendary - Vileblood Mantle: on the skill proc: removed % Bleed Resist Reduction, increased damage dealt, chance to confuse to 33% for 2s and reduced cooldown to 2s
  • Legendary - Voidwalker Footpads: added 25 Defensive Ability, skill proc now also absorbs Poison damage, absorption increased to 6000
  • Legendary - Vortex of Souls: reduced % Attack Speed to 8%
  • Legendary - Warborn Set: increased cooldown on skill proc to 7s and duration to 10s
  • Legendary - Warborn Gavel: slightly reduced damage dealt by the Earthquake proc
  • Legendary - Wildshorn Legguards: increased Defensive Ability to 56
  • Legendary - Windshear Greaves: added 18% Poison Resist
  • Legendary - Wraithborne Legwraps: added 18 Defensive Ability
  • Legendary - Wyrmscale Footguards: added 40 Defensive Ability, skill proc now absorbs Elemental and Bleed damage, absorption increased to 6000
  • Legendary - Zolhan's Revenge: reduced % Max Pierce Resist to 3%
  • Epic - Alazra's Ruby: replaced % Increased Fire Resist with 50% Fire Resist
  • Epic - Black Star of Deceit: reduced Resist Reduction on skill proc to 15
  • Epic - Empowered Alazra's Ruby: replaced % Increased Fire Resist with 78% Fire Resist
  • Epic - Empowered Warp Shard: reduced % Damage Converted to Health to 10%
  • Epic - Empowered Lichguard: replaced % Increased Vitality Resist with 30% Vitality Resist
  • Epic - Ravna's Guard: reduced % Max Pierce Resist to 3%
  • Epic - Warp Shard: reduced % Damage Converted to Health to 8%
  • Magic Suffix - Spellweaving: bonuses increased to match single element Magic Suffixes. Spellweaving suffixes are now effectively superior versions of the single-element magic suffixes.
  • Rare Suffix - Insanity: removed chance to Convert enemies
  • Relic - Belgothian's Carnage: reduced Cooldown Reduction from proc to 1s, this relic continues to perform a little too well overall, particularly for Blademasters
  • Relic - Dreeg's Affliction: slightly reduced Poison damage on Dreeg's Afflicted Spines and reduced number of Projectiles to 15
  • Relic - Menhir's Bastion: reduced % Damage Absorption to 15%, replaced % Physical Resist with 30% Armor
  • Relic - Nemesis: added 9 Cold damage. Nemesis pet now deals pierce and cold damage, rather than physical and bleed, damage increased, and his attacks have a chance to reduce Defensive Ability.
  • Relic - Oleron's Wrath: reduced % Weapon damage on skill proc to 20%
  • Relic - Reckoning: reduced % Physical Resist Reduction on the skill proc to -10%
  • Relic - Torment: reduced % Physical Resist Reduction on the skill proc to -10%
  • Relic - Ulzuin's Pyroclasm: reduced % Weapon damage on skill proc to 8%
  • Component - Aether Soul: increased % Aether Resist to 16%
  • Component - Black Tallow: increased % Chaos Resist to 16%
  • Component - Haunted Steel: added 10% of Physical dealt as Vitality, reduced % Damage Converted to Health on Bloodthirster skill to 24%
  • Component - Hollowed Fang: reduced % Damage Converted to Health on Blooddrinker skill to 20%
  • Component - Mark of Dreeg: slightly reduced Poison damage on Dreeg's Infinite Gaze and reduced number of Projectiles to 10
  • Component - Prismatic Diamond: replaced % Elemental Resist with 15% Vitality Resist, Prismatic Rage now also grants 130 Damage Absorption while active, cooldown reduced to 25s
  • Component - Resilient Plating: increased Defensive Ability to 26 and % Pierce Resist to 15%
  • Component - Restless Remains: increased Energy to 220, replaced Chance of % Current Life Retaliation with 3% Damage Converted to Health
  • Component - Soul Shard: increased % Vitality Resist to 10%
  • Component - Void-Touched Ammo: increased projectile radius on Chaos Bolts to 1.2, slightly increased damage.
  • Lifestealer Oil - reduced % Damage Converted to Health to 8%, added 50% Life Leech damage bonus
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Cont.

[Class & Skills]
  • A variety of class skills have received buffs at low ranks in order to front-load some of their potential and make leveling with them a smoother experience. This is a buff to those skills in general, but is more substantial at lower ranks.

Devotion
  • Affliction: increased Defensive Ability by 8
  • Amatok, Spirit of Winter: increased Health by 40, % Frostburn damage by 50% and % Cold damage by 50%, added 30 Defensive Ability
  • Anvil: increased Defensive Ability by 5
  • Berserker: increased % Physical damage bonus by 50%, increased % Pierce Resist to 15%, removed % Damage Converted to Health bonus, chance of % Bleed and Bleed Duration is now 100% chance but reduced to 50% Bleed damage with 50% bleed duration
  • Blades of Nadaan: reduced % Attack Speed by 2%
  • Blind Sage: added 25 Defensive Ability, increased % Burn, % Frostburn and % Electrocute damage to 200%
  • Crab: increased Defensive Ability by 17
  • Dire Bear: added 40 armor, removed % Attack Speed bonus
  • Dying God: added 25 Defensive Ability
  • Eel: increased Defensive Ability by 7
  • Fox: reduced Bleed damage by 7 / 3s
  • Gallows: increased Health by 45
  • Ghoul: added 23 Defensive Ability
  • Guardian's Gaze: added 8% Vitality Resist
  • Harpy: added 1.5 Energy Regeneration
  • Harvestman's Scythe: added 2% Defensive Ability
  • Huntress: added 10 Cunning and increased Offensive Ability by 15, reduced Bleed damage to 10 / 3s
  • Hydra: increased % All damage by 25%, increased % Offensive Ability to 4%, increased Offensive Ability by 10
  • Imp: added 10 Defensive Ability
  • Jackal: added 6% Cast Speed
  • Leviathan: increased Defensive Ability by 14
  • Light of Empyrion: added 30 Defensive Ability
  • Magi: added 20 Defensive Ability, increased % Burn damage by 60%
  • Manticore: increased Offensive Ability by 10
  • Mogdrogen the Wolf: added 30 Defensive Ability, reduced Bleed damage to 18 / 3s
  • Oklaine's Lantern: added 20 Defensive Ability
  • Oleron: reduced Physical damage to 9-12
  • Owl: added 15 Defensive Ability, increased % Burn, Frostburn and Electrocute damage to 50%
  • Panther: increased % Energy Regeneration to 15%
  • Revenant: added 175 Health and 6% Cast Speed, increased % Vitality Resist to 24%, reduced % Damage Converted to Health to 6%
  • Rhowan's Scepter: increased Defensive Ability by 11
  • Sailor's Guide: added 8 Defensive Ability
  • Scholar's Light: added 8 Defensive Ability, increased Energy Regeneration to 2.2
  • Solael's Witchblade: added 10 Defensive Ability
  • Spider: increased Defensive Ability by 5, increased % Cast Speed to 5%
  • Targo the Builder: increased Defensive Ability by 5
  • Tsunami: added 10 Defensive Ability
  • Turtle: increased Defensive Ability by 8
  • Unknown Soldier: increased Health to 220, reduced Pierce damage to 10, removed % Damage Converted to Health bonus
  • Wolverine: increased Defensive Ability by 7
  • Acid Spray: reduced Resistance Reduction to 25
  • Blizzard: slightly increased damage
  • Assassin's Mark: reduced Resistance Reduction to -28%
  • Blade Burst: reduced % Weapon damage to 18%, increased base Pierce damage
  • Blind Fury: reduced % Weapon damage to 60%, increased base Bleed and Internal Trauma damage
  • Bull Rush: reduced % Weapon damage to 28%, increased base Physical and Internal Trauma damage
  • Elemental Seeker: seekers now last a shorter duration before exploding. Their ambient damage has been increased to compensate for the reduced duration.
  • Falcon Swoop: reduced % Weapon damage to 20%, increased base Physical damage
  • Fissure: slightly increased damage, chance to stun now scales with rank to 25%
  • Guardian's Gaze: increased Chaos damage
  • Ghoulish Hunger: now activates at 45% health (this may cause your skill assignment to reset for this Celestial Power), now also grants up to 15% Physical Resist while active
  • Light of Empyrion (proc): now applies a % Damage Reduction debuff instead of reducing Armor
  • Living Shadow: increased base damage
  • Mark of the Wendigo: reduced % Damage Converted to Health to 65%
  • Maul: reduced % Weapon damage to 50%, increased base Physical damage
  • Meteor Shower: Thermite Mines can no longer be assigned to this proc, slightly increased damage (this may cause your skill assignment to reset for this Celestial Power)
  • Raise the Dead: pet duration increased to 40s by max rank. Skeletons now deal aether and vitality damage and scale with player bonuses, rather than scaling with pet bonuses. This proc has always been a bit of a niche, but as other options already exist via itemization for more hybrid pet summoning builds, it seemed better to focus Raise the Dead to be an option for direct damage builds that like the idea of having pets around but not necessarily excel at them. Damage may require further refinement, but the skeletons are now harder to kill, move faster and last longer.
  • Rend: reduced Resistance Reduction to -28%, increased base Bleed damage
  • Scorpion Sting: reduced Defensive Ability Reduction to 130
  • Targo's Hammer: reduced % Weapon damage to 35%, increased % Trauma damage and flat Physical damage, added 0.1s cooldown
  • Tainted Eruption: increased base Poison damage, slightly reduced damage scaling with rank
  • Trample: reduced % Weapon damage to 50%, increased based Internal Trauma damage
  • Tree of Life: increased base Health Regeneration, reduced Health Regeneration scaling with rank to 75

Soldier
  • Blade Arc: slightly increased Bleed damage scaling at ranks 1-7
  • Laceration: slightly increased Physical damage scaling at ranks 1-5
  • Blitz: slightly increased Physical damage scaling at ranks 1-8
  • Blindside: slightly increased Internal Trauma damage scaling with rank
  • Deadly Momentum: added Internal Trauma damage, slightly reduced flat Physical damage scaling with rank
  • Decorated Soldier: slightly increased % Physical damage scaling at ultimate ranks. Added % Internal Trauma bonus.
  • Discord: Physical dealt as Elemental increased to 100% by rank 3
  • Internal Trauma: slightly increased Bleed and Internal Trauma damage scaling with rank
  • Markovian's Advantage: slightly increased Physical damage scaling at ranks 1-7
  • Menhir's Bulwark: reduced Physical damage scaling with rank. Reduced % Life Damage Reduction to 33% by rank 12, 45% by max ultimate rank.
  • Military Conditioning: reduced % Health bonus at ultimate ranks, 25% by max ultimate rank
  • Overguard: adjusted Damage Absorption scaling with rank such that more of it is earned from ranks 1-12, rather than ultimate ranks; max ultimate rank value remains unchanged. Increased cooldown to 20s, reduced % Shield Damage Blocked scaling at ultimate ranks to 235% by max ultimate rank.
  • Added a new Transmuter for Overguard, Markovian's Defense. Markovian's Defense reduces the cooldown of Overguard by 7.5s, but causes Overguard to modify all damage dealt by -26% while active.
  • Shield Training: removed Physical damage bonus
  • Squad Tactics: increased % All damage scaling with rank
  • Zolhan's Technique: slightly increased Internal Trauma damage scaling at ranks 1-5, increased starting % Weapon damage to 90%, scaling up to its previous values by rank 12

Demolitionist
  • Blackwater Cocktail: reduced Offensive Ability Reduction scaling at ultimate ranks to 250 by max rank, reduced duration to 3s so enemies must stand within the flame to maintain the debuff for longer
  • Agonizing Flames: reduced Resistance Reduction scaling at ultimate ranks to 30 by max rank, reduced duration to 3s so enemies must stand within the flame to maintain the debuff for longer
  • Demon Fire: slightly increased Chaos damage scaling at ranks 1-5
  • High Potency: increased % Damage Modifier to 175%. Reduced % Physical Damage Reduction to 18% for 2s, requiring enemies to stand in the flame to maintain its effect for longer.
  • Blast Shield: reduced Damage Absorption at ultimate ranks, 1750 by max ultimate rank. Increased cooldown to 14s and reduced the Health Activation Threshold to 60%.
  • Flame Touched: slightly increased % Fire/Lightning/Burn damage scaling at ultimate ranks, added % Electrocute bonus. Slightly reduced flat Fire damage and Offensive Ability scaling at ultimate ranks, to 55 and 220 respectively at max rank.
  • Temper: slightly increased % Physical/Pierce damage scaling at ultimate ranks, increased % Internal Trauma damage scaling. Slightly reduced flat Physical damage scaling at ultimate ranks, to 52-62 by max rank.
  • Full Spread: slightly increased Electrocute and Internal Trauma damage scaling at ranks 1-7
  • Heavy Ordnance: slightly increased Lightning damage scaling at ranks 1-6
  • Improved Casing: slightly increased Internal Trauma damage scaling at ranks 1-6
  • Searing Light: reduced chance of Fumble and Impaired Aim to 33% by rank 10, 40% by max ultimate rank
  • Shattering Force: increased base Internal Trauma damage by 10
  • Thermite Mines: reduced % Fire and Lightning Resistance Reduction scaling with rank, to -40% by rank 16, -50% by max ultimate rank
  • Hellfire Mines: slightly increased Chaos damage scaling at ranks 1-5

Occultist
  • Blood of Dreeg: slightly reduced Offensive Ability scaling at ultimate ranks, to 210 by max ultimate rank Reduced % Heal and Health Regeneration scaling at ultimate ranks to 30% and 198 by max rank, respectively. Increased Acid damage scaling at ranks 1-5, slightly reduced Acid damage scaling at ultimate ranks.
  • Aspect of the Guardian: slightly increased % Acid/Poison/Vitality damage scaling at ultimate ranks
  • Blood Burst: slightly increased Acid and Poison damage scaling at ranks 1-5, slightly reduced scaling at ultimate ranks
  • Vile Eruption: slightly increased Acid and Vitality damage scaling at ranks 1-6, reduced number of fragments scaling at ultimate ranks to 6-7 by max ultimate rank
  • Bloody Pox: significantly increased Bleed damage scaling with rank, particularly at ultimate ranks. Slightly increased spread interval. Cooldown reduced to 3s.
  • Wasting: increased % Bleed damage scaling with rank, increased base Vitality damage by 3
  • Black Death: increased Poison damage scaling with rank. Chance to confuse now scales with rank to 30% by rank 12, 40% by max ultimate rank. Now also increased the duration of Bloody Pox.
  • Ember Claw: slightly increased Fire and Chaos damage scaling at ranks 1-7
  • Hellfire: slightly increased % Chaos/Fire/Burn damage scaling at ultimate ranks
  • Infernal Breath: slightly increased Fire and Chaos damage scaling at ranks 1-7
  • Fevered Rage: reduced % Offensive Ability bonus for enemies to 25%
  • Doombolt: reduced energy cost and increased damage scaling with rank, % Current Life damage now scales with rank to 20-35% by rank 12, 25-45% by max ultimate rank
  • Lightning Strike: slightly increased Lightning damage scaling at ranks 1-7
  • Manipulation: slightly increased % pet damage scaling at ultimate ranks
  • Sigil of Consumption: slightly increased Vitality damage scaling at ranks 1-5
  • Destruction: slightly increased Fire and Chaos damage scaling at ranks 1-6
  • Solael's Witchfire: increased % Vitality damage scaling at ultimate ranks, added % Vitality Decay damage bonus
  • Second Rite: slightly increased % Chaos damage scaling at ultimate ranks
  • Storm Spirit: slightly increased % Elemental damage scaling at ultimate ranks

Nightblade
  • Amarasta's Quick Cut: slightly increased Pierce damage scaling at ranks 1-5
  • Anatomy of Murder: increased % Bleed damage scaling at ultimate ranks, add % Vitality and % Vitality Decay damage bonuses
  • Belgothian's Shears: slightly increased Physical damage scaling at ranks 1-5
  • Blade Spirit: slightly increased base damage
  • Devouring Blades: increased base Vitality damage by 5
  • Elemental Awakening: slightly increased % Elemental/Frostburn damage scaling at ultimate ranks
  • Execution: increased starting % Weapon damage to 230%, scaling up to its previous values by rank 8
  • Lethal Assault: redistributed Cold and Acid damage bonuses such that they are equal, total bonus remains roughly the same across all ranks
  • Merciless Repertoire: slightly increased % Acid/Poison/Cold/Frostburn damage scaling at ultimate ranks
  • Nightfall: increased base Cold and Frostburn damage by 10
  • Phantasmal Blades: slightly increased Pierce damage scaling with rank
  • Heart Seeker: reduced % Damage Converted to Health to 10% by rank 12, 12% by max ultimate rank
  • Nether Edge: slightly increased Cold damage scaling with rank
  • Nidalla's Hidden Hand: increased base Acid and Poison damage by 3
  • Frenetic Throw: increased Pierce dealt as Vitality to 60%
  • Ring of Steel: increased starting % Weapon damage to 55%, scaling up to its previous values by rank 16, slightly increased Pierce damage scaling at ranks 1-7
  • Circle of Slaughter: reduced Chance to Fumble to 35% by rank 12, 45% by max ultimate rank, slightly increased Bleed damage scaling at ranks 1-6
  • Shadow Strike: slightly reduced % Weapon damage scaling at ultimate ranks, 410% by max rank
  • Whirling Death: increased starting % Weapon damage to 45%, scaling up to its previous values by rank 8, slightly increased Pierce and Bleed damage scaling at ranks 1-7

Arcanist
  • Disintegration: increased Vitality damage scaling at ranks 1-6
  • Distortion: slightly increased Aether damage scaling at ranks 1-5
  • Supercharged: slightly increased Electrocute damage scaling at ranks 1-5
  • Proliferation: slightly increased Aether damage scaling at ranks 1-5
  • Elemental Balance: slightly increased % Burn/Frostburn/Electrocute damage scaling at ultimate ranks
  • Overload: slightly increased % Elemental damage scaling, particularly at ultimate ranks, increased base Burn/Frostburn/Electrocute damage
  • Fabric of Reality: increased % Aether/Chaos damage scaling, particularly at ultimate ranks
  • Frozen Core: slightly increased Frostburn damage scaling at ranks 1-5
  • Shattered Star: slightly increased Lightning damage scaling at ranks 1-5
  • Inferno: slightly increased Burn damage scaling at ranks 1-5
  • Olexra's Flash Freeze: damage scaling with rank reduced. The skill now scales better at ultimate ranks such that the damage loss at max ultimate rank is less than 5% of its previous value.
  • Absolute Zero: slightly increased Frostburn scaling with rank, particularly at ultimate ranks
  • Sphere of Protection: penalty to Physical damage removed. Total Damage Penalty can now be reduced to 0 by max ultimate rank
  • Wrath of Agrivix: reduced cooldown to 5s

Shaman
  • Blood Pact: increased base Vitality damage bonus by 4
  • Devouring Swarm: reduced % Damage Converted to Health to 28% by rank 16, 33% by max ultimate rank, reduced -% Vitality Resist scaling with rank to 60%, 70% by max ultimate rank
  • Emboldening Roar: slightly increased % All damage scaling at ultimate ranks
  • Ground Slam: slightly increased damage scaling at ranks 1-5
  • Feral Hunger: increased starting % Weapon damage to 70%, scaling up to its previous values by rank 10, slightly increased Bleed damage scaling at ranks 1-6
  • Grasping Vines: slightly increased damage scaling at ranks 1-7
  • Entangling Vines: slightly increased Life Leech damage scaling at ranks 1-5
  • Heart of the Wild: reduced % Health bonus to 30% by rank 10, 40% by max ultimate rank
  • Primal Strike: slightly increased Lightning damage scaling with rank
  • Torrent: slightly increased Lightning damage scaling with rank
  • Storm Surge: added Electrocute damage bonus
  • Storm Totem: slightly increased Lightning damage scaling at ranks 1-5
  • Upheaval: increased starting % Weapon damage to 90%, scaling up to its previous values by rank 10, slightly increased Bleed and Lightning damage scaling at ranks 1-6
  • Wind Devil: slightly increased Physical damage scaling at ranks 1-7, slightly increased Electrocute damage scaling with rank
  • Raging Tempest: significantly increased Cold damage scaling with rank, reduced Elemental Resistance Reduction scaling at ultimate ranks to 40 by max ultimate rank
  • Maelstrom: slightly increased Lightning damage scaling at ranks 1-6, slightly increased Electrocute damage scaling with rank
ETA: 1-2 weeks
 

Lord Azlan

Arcane
Patron
Shitposter
Joined
Jun 4, 2014
Messages
1,901
Had some free time so approaching 25 hours now.

I have created a two handed shotgun expert Demolitionist. Huge satisfying fire damage and explosions from afar. Not really paid much attention to the story or character building - just went with the flow. Got tired of shooting every evil little creature one by one although later on I did improve my skills to include explosive damage that takes out more than one.

demolitionist-cde39.jpg


This guy completed Act One where you battle the deranged ex Warden of a prison. The final dungeon here was pretty good. I was not expecting it to be as big. There were some hidden passages there too.

Unlike in the early Titan Quest versions, you can come across some dungeons where the game deems the boss monster to be beyond your skill level. I died in a couple of these a few times before I understood what the message the game shows on screen actually means. "You sense a creature here beyond your capabilities.." or something like that.

In Act Two it goes a bit Western where you meet evil cowboys but there are some odd creatures thrown in, such as vultures and hippo-cattle things.

The second guy I have was chanced upon a skill called Devouring Swarm under the Shaman mastery which seems to be very good at taking a bunch of creatures out in one swarm.

"Out in the wild, one must do whatever it takes to survive. Some Shaman Conjurers take this lesson to heart by conjuring a voracious swarm which hungrily tears apart anything it comes in contact with, inflicting grevious wounds and exposing vulnerabilities"

It does Vitality and Bleeding damage.

This time I concentrated my build and equipment on enhancing the damage types and so far quite satisfied that most mobs can be taken out with a couple of clicks while I watch. The Swarm itself can pass through enemies. I also keep a little pet called Briarthorn which keeps many of the evil occupied. Looks neat.

300px-Briarthorn_Pet.jpg


On top of the main stuff there is another layer of complexity where you can collect devotion points from cleansing shrines. Afterwards you can look up towards the star constellations and pick and choose various options that can help your combat.

C92856DF2922AB348E61156E075E3C431C7C83C9


SO, as a long time TQ player, beginning to like this game, A BIT.

It would be nice to see what this engine could do if it included different environments apart from the drab yellow and brown I have seen so far.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,046
Demo with a gun is one of the most boring characters to play. At least a simple melee soldier chunks stuff all the time and melee animations are much more satisfying. But there are so many more interesting options.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
If you're a melee junkie, this is without a doubt the best ARPG in which you get to do so. Targeting is done perfectly so you can play with your LMB pressed down the entire time and seamlessly move and attack, change targets automatically, and focus all of your attention on casting your cooldown-based abilities, and watching your resources.

Unlike PoE, where 2 hours makes your wrist numb.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,368
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
If you're a melee junkie, this is without a doubt the best ARPG in which you get to do so. Targeting is done perfectly so you can play with your LMB pressed down the entire time and seamlessly move and attack, change targets automatically, and focus all of your attention on casting your cooldown-based abilities, and watching your resources.

Unlike PoE, where 2 hours makes your wrist numb.
lmb:cadence and rmb:charge and you're set.
 

4249

I stalk the night
Patron
Joined
Nov 19, 2014
Messages
1,216
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Codex Year of the Donut Divinity: Original Sin 2
New update about the expansion. The ability to play dress-up with your character. Yawn, BSB.

http://www.grimdawn.com/forums/showthread.php?t=51660

Grim Misadventure #112: A New You
Welcome to Grim Misadventures, the number one source of the latest leaks and peeks into Grim Dawn’s development.

First, a word on the upcoming Hotfix for V1.0.0.8. This hotfix does include some code changes that require more extensive testing, and so it has not arrived in the typical posthaste fashion. In addition to bug fixes, the hotfix will also include some balance tuning based on how 1.0.0.8 shook out. Stay tuned in the coming weeks.

Now as to expansion news, we’ve hinted last week that this GM is going to be a big one, and we intend to deliver. The last big one we had involved a certain Inquisitor mastery, so you know we’re not kidding around. While the second mastery coming with the expansion remains a mystery to this day, there are other exciting aspects to the expansion that we’ve yet to unveil…until now.

Today, we are ready to unveil the expansion’s major new tech feature. Are you ready for this?


Any guesses?




Last chance!




We are pleased to announce that a new Service NPC is coming to Grim Dawn with the upcoming expansion: the Illusionist!

attachment.php


Now, what does an Illusionist do exactly? Why, for a modest fee, the Illusionist will transform your gear to look like any other item of the same category! A little coating of illusionist dust will do just the trick.

Using proprietary Illusionist mind-meld technology, any item you discover will automatically have its appearance stored. In fact, the first time you launch the expansion, every item you have in your inventory and stash will be automatically added to start your collection. That’s a lot of different looks!

To facilitate your soon to be growing collection, we have created a brand new UI that stores and previews all of your appearances, accessible at any Illusionist.

attachment.php




[Illusionist FAQ]

When can I start using the Illusionist?
As soon as you launch the expansion, new visitors to Devil’s Crossing and Fort Ikon will become available to you immediately. You will also encounter other Illusionists in expansion areas.

Their services are not restricted by level, though item level requirements are still respected. What this means is that a level 1 character may not use the appearance of a level 75 Legendary. Common quality items (exception: medals) do not have level requirements, so you can start using those right away!


How much do Illusionists charge for their services?
Illusionists do not work for free, but for a meager sum of Iron Bits, they will happily perform their services. The cost to apply an illusion scales with the character’s level.

Restoring an item to its original appearance is always free.


Are there any restrictions?
Weapons are restricted to the same animation category. What this means is that you cannot make a one-handed sword look like a two-handed axe, nor can you make a gun look like a mace or a shield look like a tome.

There are no restrictions on armor. If you want your tanky heavily armored soldier to wear caster robes, go nuts!

Whenever an item has an Illusion applied, it becomes Untradeable (it can still be placed in the Transfer Stash, but it cannot be given to other players). Restoring an item to its original appearance removes this restriction.


This exciting new feature opens up huge opportunities to customize your character’s look, and we can’t wait to see what the community comes up with. To get your mental gears moving, here are some combinations that we’ve come up with:

Collection_1.jpg
Collection_2.jpg
Collection_3.jpg
Collection_4.jpg



Collection_5.jpg
Collection_6.jpg
Collection_7.jpg
Collection_8.jpg



Which one is your favorite? Any ideas already spawning in your head?


Like knowing what is coming up next for Grim Dawn? Check back on 03/06/2017 for our next development update!
 

RuySan

Augur
Joined
Jul 11, 2005
Messages
777
Location
Portugal
Never understood the point of this kind of feature. Makes sense for the item to look like what the stats convey, not having some light armour looking full of spikes and such.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
As much as I hate the Illusionist idea, at least it means I won't have to put up with the increasingly "wacky" and "epic" looks on gear.

Any word of a release date, anywhere? And was there ever any word on the second Mastery? I don't keep track of Grim Dawn much, but I'm waiting on the expansion before I return to the game, because I found the number of masteries sorta lacking before. I especially want a ranged weapon-focused and/or frost-focused mastery, because it's really missing those.

Wow, another "spell caster" that uses guns as the medium and it has chain lightning and fire magic. What a new and fresh idea, totally something you can't create with the Masteries already within the game. Fuck off, Crate.
Yeah, it's fucking annoying. There's already fire magic and there's already lightning, and there's already occult shit. I would've vastly preferred another "down to Earth" mastery similar to Soldier, Demolitionist or Nightblade, and the latter two of those already has too much obviously magic shit going on (and Nightblade has the shittiest name, it sounds like something that should be the result of two masteries; why not just have "Rogue"? - but on the other hand, "Inquisitor" also sounds like something that should be a combo-mastery class).

Getting a Ranger or Sharpshooter Mastery would've been stellar, but fuck me, I guess.
 
Last edited:

Ismaul

Thought Criminal #3333
Patron
Joined
Apr 18, 2005
Messages
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Location
On Patroll
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
So I tried the game, cause I needed something mindless to clear my head after long days of work.

Tried this (plus some other stuff since that's a bit simple):
lmb:cadence and rmb:charge and you're set.

And I'm bored to tears. Finished act 1, but can't get myself to go through the second. I'm utterly unengaged by both mechanics and presentation (graphics and shitty story). Maybe I'm playing it wrong?

I mean I used to have a love-hate relationship with Diablolikes. I loved the first Diablo, it was my first owned game as a teen and atmosphere was a big part of my enjoyment, but then I hated D2. Atmosphere took a big hit, and the item bloat, the randomness and the pointlessness of it all got to me. Enough that I threw my discs in the trash, vowing to never play shit games like that again.

But then, like 15 years later, I enjoyed greatly Divine Divinity, and recently Path of Exile for its mechanical complexity that somehow remains elegant, and the ability to tinker with your skills and take control of the randomness. I thought I had become a popamole lover. Yet I can't decline to Grim Dawn levels. Is it really shit, or is there something to it I haven't found yet?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,368
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Something to do with the fact that's probably more fun to combine builds in this. Pure soldier is good, but then you'll get bored. And well, honestly, Divine Divinity is not just an Arpg, it's practically an rpg with real-time click-fest combat. Path of Exile isn't your typical arpg either. This on the other, is. With a few extras.
 

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