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KickStarter Grim Dawn

RoBoBOBR

Arcane
Patron
Joined
Oct 29, 2012
Messages
713
Am playing Grim Dawn again, in user created league ( https://www.grimleague.com ). It adds a ladder and some more maps, items and QoL stuff. Went with MI-powered Blitz build and it's a blast.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
Another update came out today. I have not checked the patch notes nor have I played it yet. Lot's of buffs again it seems. List copy pastad from Steam forum:

Grim Dawn V1.1.9.7 Changelog
Pleased to report that our latest bug fix and tuning update is now live!

For the full list of changes, see below:

V1.1.9.7

[Crucible]
  • Increased chest quality at waves 100+ for successul runs on all difficulties
  • Increased drop rate of double-Rare items on Gladiator difficulty
  • Increased % Physical Resist for pets from the Blessing of Ulo Celestial Blessing to 10%
  • Increased % Health for pets from the Empyrion's Guidance Celestial Blessing to 140%
  • Increased % Damage Modified for pets from the Might of Amatok Celestial Blessing to 25%
  • Increased % Offensive and % Defensive Ability for pets from the Ulzuin's Pact Celestial Blessing to 5%
[Shattered Realm]
  • Fixed an issue with Shattered Guardian's Domain music tracking incorrect targets
  • Fixed an issue where a Shattered Guardian's Domain level may not end under rare circumstances
[Modding]
  • Increased number of map labels to 150.
[Game]
  • Increased the drop rate of unique items from the Roguelike Dungeon final bosses (ex. Alkamos rings, Shar'Zul's Worldeater, etc)
  • Increased the drop rate of Legendary Magi Rings in the Tomb of the Heretic to compensate for the RNG of getting the right magi in the boss encounter
  • Increased the drop rate of Kilrian's Shattered Soul
  • Human enemies with equipment no longer have baseline resists to compensate for fluctuations in resists from their gear
  • Reduced monster % Cold Resist by 6% on Ultimate difficulty and 3% on Elite difficulty
  • Reduced monster % Fire Resist by 3% on Ultimate difficulty and 2% on Elite difficulty
  • Reduced monster % Lightning Resist by 3% on Ultimate difficulty and 2% on Elite difficulty
  • Reduced monster % Pierce Resist by 3% on Ultimate difficulty and 1% on Elite difficulty
  • Reduced monster % Poison Resist by 3% on Ultimate difficulty and 2% on Elite difficulty
  • Fixed an issue where monster pathing could become blocked by certain monster skills
  • Fixed an issue where converted Retaliation damage would incorrectly scale with Cunning and Spirit damage bonuses
  • Fixed an issue that caused skill modifiers from items to persist on duration buff skills (ex. Blood of Dreeg, Pneumatic Burst) even after the items were removed. The buffs now expire immediately upon swapping the equipment.
  • Swapping equipment that modifies pet skills now disables their on-death attacks in addition to dismissing them (ex. Hellhound, Rune of Hagarrad)
[Itemization]
  • Most crafted Level 90 Blueprints have received a general buff to make them a more viable option.
  • Suffix - Aether Storms: increased % Attack Speed and % Cast Speed at levels 82+
  • Suffix - Dark Intent: increased % Attack Speed and % Cast Speed at levels 82+
  • Suffix - Honor Guard: increased % Attack Speed and % Cast Speed at levels 82+
  • Suffix - Rapid Reflexes: increased % Attack Speed and % Cast Speed at levels 82+
  • Faction - Blazerush: added 120 Offensive Ability
  • Faction - The Desolator: increased Fire damage to 74-102 and Health to 880. Increased % Weapon damage modifier for Bursting Round to 100%.
  • Component - Seal of the Night: reduced Energy Cost of the granted skill
Monster Infrequents
  • Ascendant Cowl: added Aether damage for pets
  • Ascendant Hood: increased % Crit damage modifier for Devastation to 50% and increased Elemental damage modifier for Inquisitor Seal to 110
  • Ascended Casque: added 20 Aether damage modifier for Spectral Binding
  • Basilisk Fang: increased % Retaliation added to Attack modifier for Dreeg's Evil Eye to 15%
  • Chosen Gaze: increased % Armor to 10% and added +1s Duration modifier for Ascension
  • Chosen Mask: replaced % Crit damage with 465 Health. Added 10% Crit damage modifier for Storm Box of Elgoloth.
  • Chosen Visage: added 4% Physical Resist modifier for Flame Touched and increased % Crit damage modifier for Summon Hellhound to 25%
  • Coerced Wraith: increased Electrocute damage modifier for Grenado to 360 / 5s
  • Colossal Defender: increased % Retaliation added to Attack modifier for Aegis of Menhir to 12%
  • Colossal Fortress: added 4% Retaliation added to Attack modifier for Counter Strike
  • Death's Whisper Hood: increased % Weapon damage modifier for Bone Harvest to 80% and added 8% Physical Resist modifier for Resilience
  • Fleshwarped Casque: increased Cooldown Reduction modifier for War Cry to -3s and added 100% Physical damage modifier for Iskandra's Elemental Exchange
  • Gargoyle Gaze: increased % Attack damage Converted to Health modifier for Amarasta's Blade Burst to 12%
  • Gargoyle Visage: increased Bleed damage and Vitality Decay damage modifiers for Feral Hunger to 210 / 2s
  • Incendiary Casque: increased Fire damage modifiers for Fire Strike and Flames of Ignaffar to 33 and 80, respectively
  • Kaisan's Burning Eye: added % All Retaliation damage
  • Korvan Casque: increased Internal Trauma damage and Vitality Decay damage modifiers for Blade Arc to 210 / 3s and added 6% Attack damage Converted to Health modifier for it
  • Korvan Gaze: added 18 Acid damage modifier for Righteous Fervor. Increased Poison damage and Vitality Decay damage modifiers for Whirling Death to 210 / 3s.
  • Korvan Helm: added 6% Health modifier for Soalel's Witchfire and increased % Attack damagae Converted to Health modifier for Reaping Strike to 15%
  • Magi Visage: increased Vitality damage modifier for Ravenous Earth to 90
  • Mark of Plagius: increased Vitality damage modifier for Vire's Might to 180 and added 80% Acid damage modifier for Harbinger of Souls
  • Murderer's Cowl: increased Bleed damage modifier for Blade Trap to 210 / 1s
  • Namadea's Horns: increased % Physical Resist modifiers for Pneumatic Burst and Vindictive Flame to 6%
  • Packla's Skins: increased % Attack damage Converted to Health to 5% and increased Defensive Ability modifier for Savagery to 80
  • Packla's Visage: increased Bleed damage modifier for Phantasmal Blades to 210 / 3s
  • Ravna's Claw: increased % Retaliation added to Attack modifier for Aegis of Menhir to 16%
  • Ronaprax's Sting: added % All Retaliation damage and increased % Retaliation added to Attack modifiers for Dreeg's Evil Eye and Aegis of Menhir to 15%
  • Skybreaker Circlet: increased Lightning damage modifier for Vire's Might to 160
  • Spectral Crown: increased % Physical Resist for pets to 8%
  • Ugdenbog Flamethrower: increased Fire damage modifier for Grenado to 550
  • Vampiric Bonewall: reduced % Attack damage Converted to Health modifier for Sigil of Consumption to 5%
Legendary Non-Set Items
  • Cindercore: increased Burn damage modifier for Grenado to 360 / 5s and added +0.5 Radius modifier for it
  • Conduit of Arcane Whispers: added 100% of Lightning dealt as Cold modifier for cold variant of Albrecht's Aether Ray
  • Conduit of Destructive Whispers: increased Vitality damage and Aether damage modifiers for Vitality and Aether variants of Grenado to 600. Added 100% of Physical dealt as Vitality and 100% of Physical dealt as Acid modifiers for Vitality and Acid variants of Fire Strike, respectively.
  • Conduit of Divine Whispers: increased % Retaliation damage Modified penalty for pierce variant of Aegis of Menhir to -42%. Increased Elemental damage modifier for Elemental variant of Aegis of Menhir to 360 and replaced its % Crit damage modifer with -0.4s Cooldown and -20% Energy Cost modifiers. Increased Aether and Chaos damage modifiers for Aether and Chaos variants of Eye of Reckoning to 150 and updated their % Conversions to Elemental dealt as Aether/Chaos, respectively.
  • Gildor's Pulverizer: added 18% Cast Speed and increased Health to 1080. Reduced % Attack Speed to 18%. Increased Pierce damage modifiers for Blade Spirit and Grenado to 220 and 550, respectively.
  • Gutsmasher: reduced % Weapon damage modifier for Eye of Reckoning to 14%
  • Mark of Ulzuin: increased Chaos damage modifier for Grenado to 280-420
  • Mythical Adversary: increased % Weapon damage modifier for Grenado to 120% and removed its Cooldown Reduction modifier
  • Mythical Aethereach: added % Vitality damage added 24 Vitality damage modifier for Albrecht's Aether Ray
  • Mythical Avatar of Order: added 5% Total Speed. Increased % Retaliation added to Attack modifier for Aegis of Menhir to 14%.
  • Mythical Avenger of Cairn: increased Physical Retaliation damage to 550 and Health to 702. Added +3 to Shattering Smash and added 16% Retaliation added to Attack modifier for it.
  • Mythical Beronath, Reforged: increased % Total Speed to 14% and removed % Retaliation Damage penalty on the granted skill
  • Mythical Blood Sigil of Ch'Thon: added 8% Attack damage Converted to Health and 100% of Physical dealt as Chaos modifiers for Fire Strike
  • Mythical Bloodsong: added 10% Attack damage Converted to Health and increased damage on the skill proc
  • Mythical Circlet of the Great Serpent: added 44 Defensive Ability and increased Acid damage modifier for Summon Blight Fiend to 60
  • Mythical Chains of Nightfire: added 25% Stun Resist. Increased Energy Regeneration to 3 and Health to 660.
  • Mythical Chilling Grip of Hagarrad: increased Frostburn damage modifier for Grenado to 255 / 5s
  • Mythical Consumption of Agrivix: increased % Retaliation added to Attack modifiers for Callidor's Tempest and Flames of Ignaffar to 16% and increased their % Attack damage Converted to Health modifiers to 6%.
  • Mythical Crescent Moon: increased % Weapon damage modifier for Grenado to 80%
  • Mythical Dreadchill Mark: added % Acid damage
  • Mythical Essence of the Grim Dawn: increased % Attack damage Converted to Health modifiers for Albrecht's Aether Ray and Flames of Ignaffar to 5%
  • Mythical Evoker of Elgoloth: reduced % Weapon damage modifier for Savagery to 20% and reduced % Projectile Passthrough modifier for Storm Spread to 33%.
  • Mythical Fiendmaster Raiment: increased Health to 800
  • Mythical Final Stop: increased Health to 1440 and % All Retaliation damage to 80%. Replaced +3 to Oak Skin with +1 to Shaman Skills. Increased % Retaliation added to Attack modifier for Smite to 26%. Increased % Retaliation added to Attack on the granted skill.
  • Mythical Gauntlets of Ignaffar: increased Burn damage modifier for Grenado to 320 / 5s
  • Mythical Havoc: replaced modifiers for Fighting Spirit with modifiers for Markovian's Advantage and Chilling Rounds
  • Mythical Hellborne: reduced Radius modifier for Grenado to +2
  • Mythical Inashkor's Head: reduced Physical damage modifier for Albrecht's Aether Ray to 90
  • Mythical Infernal Brimstone: added 8% Health modifier for Vindictive Flame and increased its % All Retaliation damage modifier to 260%
  • Mythical Mark of Bloody Ends: added 40 Defensive Ability. Increased Bleed damage modifiers for Summon Blight Fiend and Summon Briarthorn to 110 / 3s.
  • Mythical Mark of the Dreadblade: increased bonus to Righteous Fervor to +3. Added modifiers for Cadence and Righteous Fervor.
  • Mythical Markovian's Stratagem: added 16% Retaliation added to Attack for Markovian's Advantage
  • Mythical Necrolord's Gaze: increased Defensive Ability to 70
  • Mythical Nightshade's Reach: added 50% of Cold dealt as Acid. Added 25% Damage Modified modifier for Shadow Strike and reduced its Acid damage modifier to 220.
  • Mythical Nosferattis: added 460 Health
  • Mythical Pagar's Betrayal: increased % Retaliation added to Attack modifier for Flames of Ignaffar to 14%
  • Mythical Pestilence of Dreeg: increased % All Retaliation damage to 70%
  • Mythical Pummeler: increased % Retaliation added to Attack modifiers for Aegis of Menhir and Forcewave to 20% and 24%, respectively
  • Mythical Rune Armor of Ignaffar: added 18% Poison Resist and updated the skill proc
  • Mythical Runebrand Legwraps: added 380 Health
  • Mythical Scion of Burning Vengeance: increased % Retaliation added to Attack modifiers for Aegis of Menhir and Grenado to 20% and 30%, respectively.
  • Mythical Scion of Noxious Wounds: increased % Retaliation added to Attack modifier for Aegis of Menhir and Necrotic Edge to 18% and 28%, respectively
  • Mythical Siegebreaker: reduced % Weapon damage modifier for Shattering Smash to 40%
  • Mythical Skybreach Bulwark: increased % Retaliation added to Attack modifier for Aegis of Menhir to 20%
  • Mythical Spelldrinker: increased Defensive Ability to 70
  • Mythical Spiritseeker Cord: increased Health to 660
  • Mythical Turrion's Reprisal: increased % Retaliation added to Attack modifier for Blackwater Cocktail to 15%
  • Mythical Voidmancer's Cord: added 35 Defensive Ability
  • Okaloth's Visage (mythical): increased % Retaliation added to Attack modifier for Sigil of Consumption to 12%
  • Pandemic: removed Vitality damage modifier for Ravenous Earth
  • Phasebreaker: increased Elemental damage to 30 and added 55 Offensive Ability
  • Rune Armor of Ignaffar: updated the skill proc
  • Scion of Arcane Force: increased Elemental damage to 99-126 and increased its Elemental damage modifier for Cadence to 210
  • Scion of the Screaming Veil: increased Aether damage modifier for Righteous Fervor to 80 and its % Attack Speed modifier to 12%
  • Stormheart (mythical): increased Targets modifiers for Fire Strike and Cadence to +2 and added 100% of Physical dealt as Lightning modifier for Fire Strike
  • Voidspire: replaced bonus to Deadly Aim and its modifiers with +3 to Aura of Conviction and modifiers for it
Legendary Set Items
  • Allagast's Masterpiece Set: increased % Chaos and % Vitality Resist bonuses to 32%
  • Ardor of Octavius Set: increased Physical damage modifier for Rune of Kalastor to 240 and % Internal Trauma damage modifiers for Aegis of Menhir and Forcewave to 600%
  • Avenger's Crusher: reduced Targets modifier for Smite to +2
  • Barrelsmith's Destroyers Set: reduced Cooldown Reduction modifier for Grenado to -0.4s
  • Bysmiel's Trinkets Set: increased % Health bonus to 12% and % Physical Resist bonus to 12%
  • Chillwhisper Set: increased % Aether and % Chaos Resist bonuses to 32%
  • Dawnseeker's Light Set: increased % Lightning Retaliation damage bonus to 200% and increased % Retaliation added to Attack modifier for Savagery to 7%
  • Mythical Dawnbreaker's Beacon: increased Lightning Retaliation damage to 660
  • Mythical Dawnbreaker's Duty: increased % All Retaliation damage to 80%
  • Deathguard Set: increased % Cold dealt as Acid bonus to 80% and added 440 Poison damage / 3s modifier for Shadow Strike
  • Deathguard Blade: increased Health to 244 and added 31 Poison damage / 5s. Increased Acid damage modifier for Bone Harvest to 120.
  • Deathguard Hood: increased Health to 660 and increased bonus to Nightfall to +3. Increased Acid damage modifier for Shadow Strike to 120
  • Deathguard Mantle: increased Health to 660 and increased bonuses to Soul Harvest and Shadow Strike to +3
  • Deathguard Shroud: increased bonus to Nidalla's Justifiable Ends to +3
  • Diviner's Vision Set: increased % Physical Resist to 12% and % Total Speed for Pets bonus to 14%
  • Diviner's Codex: increased Defensive Ability to 60
  • Diviner's Mantle: added 40 Defensive Ability
  • Diviner's Mask: added 50 Defensive Ability
  • Ghol's Malice Set: increased Health bonus to 2400, Acid damage for Pets bonus to 30 and Poison damage for Pets bonus to 22 / 5s
  • Ghol's Mantle: added 60 Defensive Ability
  • Ghol's Mark: increased Poison damage modifiers for Summon Blight Fiend and Summon Briarthorn to 100 / 5s
  • Mythical Iskandra's Texts: added 400 Health
  • Nature's Call Regalia Set: increased % Physical Resist bonus to 14% and Physical damage for Pets bonus to 16
  • Mythical Beastcaller's Shoulderpads: increased Defensive Ability to 70
  • Mythical Beastcaller's Shroud: increased Defensive Ability to 52
  • Radaggan's Folly Set: reduced % Attack damage Converted to Health modifier for Aura of Censure to 10%
  • Rage of Agrivix Set: increased % Aether and % Chaos Resist bonuses to 32%. Replaced % Cast Speed modifier for Vindictive Flame with 10% Physical Resist and +2 Radius modifiers for it and increased its Aether damage modifier to 410. Increased damage on the skill proc.
  • Mythical Arcane Shard of Agrivix: updated modifiers for Vindictive Flame to 160-280 Fire damage and 6% Physical Resist
  • Mythical Codex of Agrivix: increased bonus to Vindictive Flame to +3. Added 100 Fire damage modifier for Vindictive Flame and increased its Burn damage modifier to 240 / 3s.
  • Mythical Mantle of Agrivix: increased bonus to Vindictive Flame to +3
  • Radaggan's Folly Set: increased % Chaos and % Bleed Resist bonuses to 32%
  • Rimetongue Set: increased Energy Regeneration bonus to 10, Offensive Ability bonus to 150 and increased % Bleed and % Poison Resist bonuses to 32%. Removed % Crit damage bonus. Increased Cold damage modifier for Grenado to 350.
  • Rimetongue Chestguard: increased bonuses to Horn of Gandarr and Shattering Blast to +3
  • Rimetongue Mask: increased Pierce damage modifier for Grenado to 200
  • Rimetongue Pendant: added +3 to High Impact and increased Energy Regeneration to 2.5
  • Rimetongue Shoulderguard: added 25% Slow Resist and increased bonuses to Horn of Gandarr and Grenado to +3
  • Rotgheist: added 10% Attack damage Converted to Health modifier for Vire's Might and increased its Vitality damage modifier to 280 and its Vitality Decay damage modifier to 300 / 5s
  • Sentinel of the Three Set: % Acid Retaliation damage bonus is now a 4-piece bonus
  • Defender of the Three: increased % All Retaliation damage to 80% and Acid Retaliation to 1560-1770
  • Judgment of the Three: removed % All Retaliation damage and reduced Acid Retaliation to 290
  • Shepherd of Lost Souls Set: added 6% Defensive Ability bonus
  • Stoneguard Pummeler: reduced % Retaliation added to Attack modifier for Shattering Smash to 26%
  • The Clairvoyant's Focus Set: increased Heal on the skill proc and reduced its Cooldown
  • Mythical Clairvoyant's Hat: added 60 Vitality damage modifier for Albrecht's Aether Ray and increased its Vitality Decay damage modifier to 180 / 2s
  • Mythical Clairvoyant's Mantle: added 4% Physical Resist
  • Mythical Clairvoyant's Wand: increased % Vitality damage to 297%
  • The Mageslayer Set: increased % Aether and % Chaos Resist bonuses to 32%
  • The Spellscourge Set: reduced % Attack damage Converted to Health modifier for Devastation to 2%
  • The Vanquisher Set: increased % Aether and % Poison Resist bonuses to 32%
  • The Voidsoul Set: increased Vitality damage modifier for Flames of Ignaffar to 150, its Chaos damage modifier to 55-150 and its Vitality Decay modifier to 200 / 3s
  • Voidsoul Visage: added +3 to Intensify
  • Virtue's Light Set: increased % Cooldown Reduction bonus to 12% and % Health bonus to 18%. Added 4% Defensive Ability bonus. Added 10% Block Chance modifier for Ascension. Increased Burn damage modifier for Aegis to 280 / 3s.
  • Virtue's Armor: added 40 Defensive Ability
  • Virtue's Defender: increased Fire damage to 72-89. Added Burn damage to the skill proc and increased its Radius.
  • Virtue's Gaze: increased Defensive Ability to 66
  • Virtue's Guard: increased Defensive Ability to 66
  • Virtue's Ward: replaced bonus to Haven with +2 to Divine Mandate
  • Warborn Bastion Set: reduced % Weapon damage modifier for Eye of Reckoning to 5%
  • Mythical Warborn Gavel: increased % Attack Speed to 10% and increased Physical damage modifier for Reaping Strike to 160
  • Mythical Warborn Visor: removed % Attack Speed
  • Warborn Visor: removed % Attack Speed
[Class & Skills]
Devotion

  • Dying God: increased % Attack Speed for Pets to 8%
  • Ishtak, the Spring Maiden: increased % Total Speed to 6%, % Defensive Ability to 4% and % Total Speed for Pets to 8%
  • Mogdrogen the Wolf: increased Defensive Ability to 50 and increased % Total Speed for Pets to 8% and Bleed damage for Pets to 12 / 3s
  • Nighttalon: increased % Attack Speed for Pets to 6%
  • Typhos, the Jailor of Souls: increased % Health to 6% and % Physical Resist to 5%
  • Messenger of War (celestial proc): increased % Fire Retaliation to 140%
  • Hyrian's Glare: increased base % Retaliation added to Attack by 3%
  • Targo's Hammer: increased base % Retaliation added to Attack by 1%
  • Trample: increased base % Retaliation added to Attack by 1%
Soldier
  • Menhir's Bulwark: increased % All Retaliation damage scaling with rank
Demolitionist
  • Canister Bomb: increased Fragments scaling with rank to 8-10 by rank 12, 9-11 by max ultimate rank
  • Flame Touched: increased Fire damage scaling with rank
  • Temper: increased % All Retaliation damage scaling with rank
  • Grenado: increased Radius to 4.5 and reduced Cooldown to 2.5s, Energy Cost adjusted accordingly. Increased Physical damage scaling with rank.
  • High Impact: increased Fire damage scaling with rank
  • Shattering Blast: increased % Crit damage scaling with rank to 70% by rank 12, 100% by max ultimate rank
  • Vindictive Flame: increased Fire Retaliation scaling with rank
  • Ulzuin's Wrath: increased base % Retaliation added to Attack by 2%. % Attack damage Converted to Health now scales with rank, scaling up to 20% by rank 12, 25% by max ultimate rank.
Occultist
  • Blood of Dreeg: increased Acid Retaliation scaling with rank
  • Aspect of the Guardian: increased base % Physical Resist by 2% and increased % All Retaliation damage scaling with rank
Nightblade
  • Blade Spirit: increased damage scaling with rank.
  • Dual Blades: increased base % Physical Resist by 2%
  • Merciless Repertoire: increased % All Retaliation damage scaling with rank
  • Nightfall: increased base % Attack damage Converted to Health by 2% and increased Frostburn damage scaling with rank and removed Vitality Decay damage
  • Pneumatic Burst: reduced Cooldown to 8s and increased Offensive Ability scaling with rank to 110 by rank 12, 200 by max ultimate rank
  • Breath of Belgothian: reduced Cooldown Reduction to -3s
  • Shadow Dance: increased Defensive Ability scaling with rank to 160 by rank 12, 290 by max ultimate rank, and increased % Melee and % Ranged Avoidance scaling with rank to 22% by rank 12, 28% by max ultimate rank
  • Elemental Awakening: increased Frostburn, % Elemental damage and % Frostburn damage damage scaling with rank
Arcanist
  • Arcane Will: increased Defensive Ability scaling with rank to 200 by rank 10, 380 by max ultimate rank
  • Maiven's Sphere of Protection: increased % Damage Absorb scaling with rank to 22% by rank 12, 32% by max ultimate rank
Shaman
  • Emboldening Presence: increased % All Retaliation damage scaling with rank
  • Oak Skin: increased % All Retaliation damage scaling with rank
  • Storm Touched: increased % Lightning Retaliation damage scaling with rank
Inquisitor
  • Aura of Conviction: increase % Physical Resist scaling with rank to 16% by rank 12, 20% by max ultimate rank
  • Horn of Gandarr: increased % Damage Reduction to 25% by rank 12, 35% by max ultimate rank
  • Word of Renewal: reduced Cooldown to 12s
  • Word of Arms: reduced Cooldown Reduction to -4s and added 4% Heal bonus
Necromancer
  • Blight Burst: increased base % Pet Attack damage to 33% and its scaling with rank to 66% by rank 12, 90% by max ultimate rank
  • Rotting Fumes: increased Poison damage scaling with rank
  • Master of Death: increased % Offensive Ability scaling with rank to 12% by rank 12, 18% by max ultimate rank and increased Defensive Ability scaling with rank to 125 by rank 12, 240 by max ultimate rank
Oathkeeper
  • Ascension: increased % All Retaliation damage scaling with rank
  • Presence of Virtue: increased Physical Retaliation scaling with rank
  • Rebuke: increased % All Retaliation damage scaling with rank
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
I haven't played GD in a while, but it's great to know they haven't completely abandoned it after FF came out. I'm also patiently waiting for GD2. There are a few things they could improve, like the item bloat, too many character levels and too many resistances/damage types.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
It feels good to dunk on Diablo 4, so Crate decided to join in. I love these guys.

https://forums.crateentertainment.com/t/grim-misadventure-176-so-the-new-thing/128700

Grim Misadventure #176 - So the New Thing

Grim DawnDevelopment Updates
grim-misadventure
Jul 21






ZantaiCrate Employee - Designer

19h


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ARPG community’s a bit active of late, isn’t it? Many new faces are joining us, and some old ones are coming back from retirement. We’re happy to have you. Somehow it feels like Grim Dawn’s best years are still ahead of it!
There are rumors abound of a v1.2 coming…of MOAR? It’s all tantalizingly close, but we are not ready to go into full detail just yet. But…let us dust off the ol’ tome for a moment with a little misadventure to hold you over.

peter-falk-fred-savage.gif



Grim Dawn version v1.2.0 is going to be entering the public playtest later this Summer with an expected release in the late Summer/early Fall. This update is, to put it mildly…a big one. We have gone through literally hundreds if not thousands of data entries to bring you quality of life improvements and breathe some fresh air into the game.
V1.2.0 will deliver upon our promise to implement some of the outdated Grim Internals utility 473.
These are the features we are planning to implement:
  • Option to disable Day-Night Cycle
  • Option to disable Fog
  • Option to display Cooldown Counters on the quickbar
  • Auto-Pick Up Radius can now be increased
  • New visual alerts for Legendaries, Monster Infrequents, Double Rares, and Double Rare Monster Infrequents. In addition, Monster Infrequents will be marked by an icon to separate them from standard Rare items.
  • New options for monster health bars, including thicker visuals and option to display % values and active debuffs
In addition, we plan on improving certain boss runs in the future, though not in v1.2.0. This will come in the form of better shortcuts, but also making the boss runs themselves more lucrative and enjoyable. Teleporting directly to a boss room is basically a cheat, and while some players are content with cheating in this manner (it’s a game, have fun, you do you), we think it’s better to make things more fun in general.
One such change we are planning to make is with drop rates. Getting a good Monster Infrequent roll is already a lot of RNG. There is no need to also have your boss attempts cheat you out of a chance of getting that roll in the first place. As such, all Bosses will have a 100% chance to drop their (non-legendary) Monster Infrequents.

Which brings us to the other half of this update. In addition to the usual round of balancing and bug fixes, we are planning MOAR. Here is but a taste:
  • You will be able to play the entirety of the game up to the level cap on the difficulty that’s enjoyable to you. To support this, level scaling will be updated on Normal and Elite difficulty. Many areas on Normal will scale up to level 100. Elite difficulty will scale up to level 100 in all areas. Loot quality and experience gains will remain higher on higher difficulties, as before, but if playing up to level 100 on a more relaxed difficulty is for you, then we feel there is no reason to stop you. Have fun!
  • Toggled buff effects will be automatically toggled on and no longer need to be on the skill bar. Toggled skills with energy costs will have those costs removed. Anyone that has 2 exclusive skills learned on their character for some reason will want to pick one though, or the game will choose for you.
  • To top it off, you will be able to disable visuals for toggled buffs in the game options to improve visual clarity on your character and to show off all that gear.
  • The Nullification mechanic (ex. Arcane heroes) will be overhauled. It will purge all temporary buffs and Disable toggled buffs for 2 seconds. No more fumbling through your skill bars to turn auras back on.
  • For the modders out there, the console will log lua errors in custom games. We are also looking into enable certain debug commands for you, such as the debug cursor for locating game coordinates.
  • Pets will default to an Aggressive stance rather than the Normal stance. This setting can still be toggled on a pet by pet basis as desired.
  • You will be able to select your desired Main Menu theme in the game options.
  • MOAR
As for what is beyond v1.2.0…now I am not saying there might be something more in the future…but maybe I am saying there is something more in the future…
image

Like knowing what is coming up next for Grim Dawn? Stay tuned for the next Grim Misadventure
:wink:
 

udm

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Patron
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Aug 14, 2008
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Make the Codex Great Again!
It's great they're still updating the game, but I'm not sure how to feel about Normal and Elite scaling to level 100. I'll wait to see how it works before passing judgement, since Crate had done a good job with the game's implementation of level scaling, but that bit of news was unexpected.
 

ArchAngel

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Mar 16, 2015
Messages
21,331
It's great they're still updating the game, but I'm not sure how to feel about Normal and Elite scaling to level 100. I'll wait to see how it works before passing judgement, since Crate had done a good job with the game's implementation of level scaling, but that bit of news was unexpected.
I think it is good. I have yet to finish Elite difficulty in that game, it gets boring fast to do everything 3 times when a single run is so long. They took D2 system of 3 difficulties and made it 3x more irritating
 
Joined
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I like the idea. I've long said that the design of players finishing the game 3 times on a single character is extremely stupid, especially for a game as long as Grim Dawn. Ideally it would be done without level scaling the whole game but that's clearly not in the cards at this point in the development cycle.

If it was up to me I'd also have all 3 difficulties share the same world map state so that if you finished normal and wanted to do boss runs or w/e on elite or ultimate you could jump right to that rather than need to replay things.

Either way very cool that they are still supporting it with updates that probably require a good amount of time. I wonder how many long tail sales they are still getting nowadays?
 
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ferratilis

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Oct 23, 2019
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The entire post reads like a big "fuck you" to always-online ARPGs like D4 and PoE (and to some extent to DRM). One one hand, you have two companies who keep fucking around with mechanics however they like, and then you have an indie studio giving you a single player experience you can craft to your liking. It's very pro-consumer, especially in this day and age.

I wonder how many long tail sales they are still getting nowadays?
No official information, but if you look at steamcharts, player numbers have been consistent over the years. There are spikes whenever there's a sale, but other than that, it's hovering around 5k players at any time (this is Steam only). For a mostly single player game, that's impressive. So sales must be good, still.
 
Joined
Jan 21, 2023
Messages
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Grim Dawn has a loyal community, which is nice. My guess is that it received a lot of the former Torchlight players too. I could never get into Path of Exile.
 

abija

Prophet
Joined
May 21, 2011
Messages
3,298
The entire post reads like a big "fuck you" to always-online ARPGs like D4 and PoE (and to some extent to DRM). One one hand, you have two companies who keep fucking around with mechanics however they like, and then you have an indie studio giving you a single player experience you can craft to your liking. It's very pro-consumer, especially in this day and age.

You know what would be pro consumer? To add more content or make a new game in the same genre. Especially when you needed both Kickstarter and EA to get the game done.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,588
I recently started playing this again. Previously I had beat the base game three times with a Commando and then rage quit after not being able to beat the Malmouth final boss on Ultimate at level 94. At the time, I blamed it on not being able to find relevant gear for my build. I also had about five other characters I played until level 40 or so before losing interest in them.

Looking over him again after playing the game more, the Commando build had some dumb mistakes that I've fixed. I will get around to beating that boss with him.

Started playing again. Beat the base campaign on Normal and Elite. I'm towards the end of Malmouth on Elite and already level 84 with a Purifier. That is without grinding and only playing Crucible enough to unlock the 2nd tier. I plan on finishing both expansions with this character but I'm already starting to burn out and probably won't move on to Ultimate any time soon. Having to play at least the base campaign three times in order to get to true "end game" content is definitely the biggest negative.

Loot drops are still annoying. My level 84 character has not received one build relevant legendary drop. Nothing even worth consideration. Not even a blueprint (although I did get one for a nice item for my Commando). IMO, the automatic legendary drops at the end of the campaign, roguelike dungeons and such should be specific to what class you are playing. Something that is going to be generally useful to any build for that class but not something that people are going to want for their dream build. Hell, make them class specific Epic items on Normal and Elite and that would be better than the way it is now. I know you don't necessarily need Legendary items in order to beat Ultimate but milestone rewards should not be something that just take up more space in your stash.
 

ferratilis

Arcane
Joined
Oct 23, 2019
Messages
2,906
That's interesting, because I'm playing as a Purifier and, even on normal, I found several +3 or +4 items for my relevant skills. Maybe I just got lucky.
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
Saduj, you don't have to play through the campaigns once you have a character on a higher difficulty who can access Forgotten Gods content. You can buy a token that immediately unlocks that difficulty for a different character. As for loot, the pro gamer move is to play a character until you get bored of it and then make a different character who can use the loot you've found with the first. The only way to focus farm specific items is to go for legendary boss-specific items. They are usually weapons, so they are quite a power spike.

What I'd like to see is an xp blocker so you can stop leveling at a certain point in order to farm for lower level items or just enjoy a more limited character. The loot at max level is indeed overwhelming because you basically have an item for every possible build combination. What I'd also like to see is a crafter who can upgrade lower level items to their higher level duplicates and vice versa.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,331
Saduj, you don't have to play through the campaigns once you have a character on a higher difficulty who can access Forgotten Gods content. You can buy a token that immediately unlocks that difficulty for a different character. As for loot, the pro gamer move is to play a character until you get bored of it and then make a different character who can use the loot you've found with the first. The only way to focus farm specific items is to go for legendary boss-specific items. They are usually weapons, so they are quite a power spike.

What I'd like to see is an xp blocker so you can stop leveling at a certain point in order to farm for lower level items or just enjoy a more limited character. The loot at max level is indeed overwhelming because you basically have an item for every possible build combination. What I'd also like to see is a crafter who can upgrade lower level items to their higher level duplicates and vice versa.
Don't you have to collect those stars points in each difficulty?
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,367
Guess I'll have to disable autoupdate to continue my adventure with Reign of Terror mod...
and another expansion when they already made Ultimate Package(c)?
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,588
@Saduj, you don't have to play through the campaigns once you have a character on a higher difficulty who can access Forgotten Gods content.
Thanks for letting me know. I recently bought FG but was saving it for later as I was using a new char and didn't want to do it on Normal. Based on what you said, my original character should be able to buy the tokens for any future chars.

As for loot, the pro gamer move is to play a character until you get bored of it and then make a different character who can use the loot you've found with the first.

Yeah, my current character had good stuff from levels 20-50 because the other chars had picked up items he could use. I've only advanced two characters past level 50 and keeping up with the loot starts to be hard around level 70 or so. Having blueprints helps but that involves grinding too. I understand that in a game like this, loot grinding is part of the appeal for the most dedicated players. But most people are not going to put that much time into multiple characters. Last night, I finished Malmouth on Elite with my new character and the loot was just a bunch of low quality green garbage. Then the quest reward was some ring I won't ever use. Bit of a bummer.

I did get a good weapon from a shrine or totem last night for a character I was thinking about making. I was probably going to create the character anyway, but if this tips the scales then I guess the random loot system is working as intended as it is driving me to play the game more. But that was a random drop anyway. What irks me is when you finish the main quest/expansion or a rouguelike for the first time and the game is like "you just did the great thing, you get nothing".

What I'd also like to see is a crafter who can upgrade lower level items to their higher level duplicates and vice versa.

That would relieve the loot grind burnout pretty easily. That is also the kind of thing that could be offered as a one time quest reward to relieve the issue I have with getting nothing when reaching content milestones.

I did read that FG lets you transmute duplicate items into another item from the same set but haven't tried it yet.
 

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