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KickStarter Grim Dawn

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,738
Pathfinder: Wrath
Great, even more items to clutter up the whole thing. Would prefer to just upgrade existing ones. Also, summoner builds feel shafted again. Not to mention their overreliance on Shaman + Occultist in general.
 

duanth123

Arcane
Joined
Mar 22, 2008
Messages
822
Location
This island earth
But can we take a moment and discuss the resistances? Who the hell thought that it will be a good idea to have 10 resistances in the game? Good luck trying to get decent resistances to all of them. Every fucking enemy group seems to have their own "element" with shit like aether/chaos/vitality/bleeding/piercing damage that is something completly separate from fire/cold/lightning/acidpoison damage. And then you have stun resistance and a stat that decreases the freeze time, because aparently the cold resistance is not good for it. And the worst thing about it? There is no indication which enemy mob does what type of damage. Sure, there are the basic, common sense rules that when somebody throws fire at you, you use fire resistance, but what about all the demons and Cthonics? Do they use chaos? Bleeding? Vitality damage? Who does use aether damage? Only aetherials? Or mages too? It pisses me because I have no idea which resistance I should increase not to be hit so hard by Chthtonic Bloodletters and Harbringers. Those are the only enemies that will destroy 5k of my hp very quickly. But they do similar damage to my other chars with less hp, so I suspect that their damage may not be flat but rather %based, which is fucking stupid.
Funny. I've found that the # of damage types is a positive distinguishing feature of GD and certainly a carry-over from TQ. What I think the system could benefit from is either more info along the pop uP health bar for each mob that describes their damage type or maybe more of a visual effect, like how in PoE chaos damage is purple or green... Perhaps they could even allow swapping between two armor sets like a weapon swap operates now...
 
Last edited:

Morgoth

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
36,041
Location
Clogging the Multiverse with a Crowbar
http://www.grimdawn.com/forums/showthread.php?t=28304

The final Grim Misadventure of 2015 begins! And with the end of the year fast approaching, so is the impending releasing of our next major content update: Build 29. With Build 29, Grim Dawn will become content-complete. All of the shiny content we have promised will become available, and with it, access to the game’s next two difficulty modes.
 

tripedal

Augur
Joined
Feb 22, 2015
Messages
401
Location
Ultima Thule
I recently leveled a summoner to 60 and grinding is starting to get boring (especially when you go through SoT and find nothing, those relic recipe drops are impossible to find), this is great news. Hopefully it's a bit more challenging at the highest difficulty because right now even the toughest content is a joke.
 

Renevent

Cipher
Joined
Feb 22, 2013
Messages
925
I'm sure it will be, in TQ the higher levels were met with decreased resistances, increased enemy resistances, more enemy health/dmg, higher group and special enemy counts, etc. The difficulty hiked up nicely though Crate has said they are going to go even further with the difficulty in Grim Dawn.

Also, have you tried beating Magdrogen (sp?) He's available to fight in the current content and is anything but easy.

Anyways I think the reality is everyone is simply over leveled for the current content/difficulty level. I don't think the current content is meant to have people grind away at level 50 in normal difficulty. Most everyone would have moved on to the next difficulty by now.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
The game is content complete with new patch. Release ETA in February.

http://www.grimdawn.com/forums/showthread.php?t=28422
And there are some major changes to the game, for example:

  • After extensive deliberation and observation of the Community, we have decided that the best course of action for the longterm health and balance of the game is to remove Completion Bonuses from Components. The ramifications of this change are significant: Components now stack up to 1000, freeing up storage space previously taken up by countless variations of the same Components; Crafting no longer requires you to place items in the UI. Crafting materials are now automatically grabbed from your inventory, personal stash and transfer stash, in that order; With the discrepancy of Completion Bonuses removed, we can more accurately account for player power and balance the game accordingly; We can add more Components in future content without feeling like they are going to take up obscene amounts of player storage. Many Components have been buffed in light of this change.
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
The game is content complete with new patch. Release ETA in February.

http://www.grimdawn.com/forums/showthread.php?t=28422
And there are some major changes to the game, for example:

  • After extensive deliberation and observation of the Community, we have decided that the best course of action for the longterm health and balance of the game is to remove Completion Bonuses from Components. The ramifications of this change are significant: Components now stack up to 1000, freeing up storage space previously taken up by countless variations of the same Components; Crafting no longer requires you to place items in the UI. Crafting materials are now automatically grabbed from your inventory, personal stash and transfer stash, in that order; With the discrepancy of Completion Bonuses removed, we can more accurately account for player power and balance the game accordingly; We can add more Components in future content without feeling like they are going to take up obscene amounts of player storage. Many Components have been buffed in light of this change.
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.

200_s.gif


Finally those fuckers got the message. This is one of the best things they've done for the game, even better than the Devotion system.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
The game is content complete with new patch. Release ETA in February.

http://www.grimdawn.com/forums/showthread.php?t=28422
And there are some major changes to the game, for example:

  • After extensive deliberation and observation of the Community, we have decided that the best course of action for the longterm health and balance of the game is to remove Completion Bonuses from Components. The ramifications of this change are significant: Components now stack up to 1000, freeing up storage space previously taken up by countless variations of the same Components; Crafting no longer requires you to place items in the UI. Crafting materials are now automatically grabbed from your inventory, personal stash and transfer stash, in that order; With the discrepancy of Completion Bonuses removed, we can more accurately account for player power and balance the game accordingly; We can add more Components in future content without feeling like they are going to take up obscene amounts of player storage. Many Components have been buffed in light of this change.
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.

200_s.gif


Finally those fuckers got the message. This is one of the best things they've done for the game, even better than the Devotion system.
It really is, now my components take less than one full stash tab, and I can pick all the components that drop without thinking "For fucks sake, not another emerald, I have like 50 of them already!", stack size of 1000 is just beautiful.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
The game is content complete with new patch. Release ETA in February.

http://www.grimdawn.com/forums/showthread.php?t=28422
And there are some major changes to the game, for example:

  • After extensive deliberation and observation of the Community, we have decided that the best course of action for the longterm health and balance of the game is to remove Completion Bonuses from Components. The ramifications of this change are significant: Components now stack up to 1000, freeing up storage space previously taken up by countless variations of the same Components; Crafting no longer requires you to place items in the UI. Crafting materials are now automatically grabbed from your inventory, personal stash and transfer stash, in that order; With the discrepancy of Completion Bonuses removed, we can more accurately account for player power and balance the game accordingly; We can add more Components in future content without feeling like they are going to take up obscene amounts of player storage. Many Components have been buffed in light of this change.
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.

200_s.gif


Finally those fuckers got the message. This is one of the best things they've done for the game, even better than the Devotion system.
It really is, now my components take less than one full stash tab, and I can pick all the components that drop without thinking "For fucks sake, not another emerald, I have like 50 of them already!", stack size of 1000 is just beautiful.

Not only that, but they all got buffed as well so they should be even better without the faggot random stats.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
I will wait for full release. I played the game few hundred hours already, if I am going to play it few hundred more I might as well wait a bit more so I don't get bored while there is still 2 months of polishing to come.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
Ok, the final boss is utter bullshit. Straight up DPS check of the worst kind. He is immobile so there is only one place from which you can deal damage to him as melee. He constantly spawns adds when you get him to below 50% and the adds hurt like hell, some melee dudes and tentacles that spew a lot of aoe area denial skills that melt your hp. The combination of immobile boss with one spot to attack him and adds spam leads to you either being surrounded by spawned adds when you decide to damage the boss and die to the ridiculous damage they output together or you run away in his arena and he keeps on spawning new adds and the current adds now block your path to the boss.

Not to mention that he has a puking attack that can melt my 11k hp in 2 seconds so you cant stay in front of him for too long anyway.

And the cherry on top? He regens hp, up to around 25% of his hp. You can dps him down to 10%, and die or have to run away and he will somehow regen hp back to 25%.

The way to win this fight, as is the case with many boss fights in Grim Dawn, is to have enough AOE clear to be able to kill the adds the moment they are spawned and at the same time damage the boss. If you let the adds to gather up, they will fuck up very quickly. And my char is not particularly squishy.

Another problem with Grim Dawn boss fights, not only this one, is the Health potion cooldown mechanics. You basically have no reliable way of healing other than 30 second cooldown potion and some life leech that may or may not proc on your attack. It leads to you drinking your potion and then running around until it is off cooldown. Really boring and silly. Potions is a mechanic that they could improve still.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
Ok, the final boss is utter bullshit. Straight up DPS check of the worst kind. He is immobile so there is only one place from which you can deal damage to him as melee. He constantly spawns adds when you get him to below 50% and the adds hurt like hell, some melee dudes and tentacles that spew a lot of aoe area denial skills that melt your hp. The combination of immobile boss with one spot to attack him and adds spam leads to you either being surrounded by spawned adds when you decide to damage the boss and die to the ridiculous damage they output together or you run away in his arena and he keeps on spawning new adds and the current adds now block your path to the boss.

Not to mention that he has a puking attack that can melt my 11k hp in 2 seconds so you cant stay in front of him for too long anyway.

And the cherry on top? He regens hp, up to around 25% of his hp. You can dps him down to 10%, and die or have to run away and he will somehow regen hp back to 25%.

The way to win this fight, as is the case with many boss fights in Grim Dawn, is to have enough AOE clear to be able to kill the adds the moment they are spawned and at the same time damage the boss. If you let the adds to gather up, they will fuck up very quickly. And my char is not particularly squishy.

Another problem with Grim Dawn boss fights, not only this one, is the Health potion cooldown mechanics. You basically have no reliable way of healing other than 30 second cooldown potion and some life leech that may or may not proc on your attack. It leads to you drinking your potion and then running around until it is off cooldown. Really boring and silly. Potions is a mechanic that they could improve still.

I was just gonna post myself how crap the final boss was, but you saved me the trouble. What a giant clusterfuck of a fight. Some of the more unorthodox builds (like a defensive thorns Soldier) would probably not be able to beat this encounter.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
How did ya guys get there so fast? Only one new boss since previous build?
Yeah, the content added from the last patch is just Necropolis, one not that big area and a few levels of crypt with the final boss. Also, the second roguelike dungeon, which I like. Its a series of areas in the Void, and the boss isnt "Lololol you die!" type.
 

MrJohnson

Educated
Joined
Feb 14, 2013
Messages
94
Whats your opinion on the new components? I think it's great that they stack now, but couldn't they just stack the ones with the same completion bonus and keep the completion bonus? Components now seem a bit dull and only good for crafting and not to hone your builds gear with the best compleation boni.

Friend and me just roflstomped through the new roguelike dungeon. Ain't shit against steps of torment. Well I guess we have to wait until Ultimate difficulty mode.

All in all im happy about the update. Already got 2 nice legendarys for my pure tank soldier -> shield and boots with really good passive defensive skills. Got both from the final boss quest - my buddy is playing nightblade and got the shield from the quest so he gifted it to me. I hope we find some good weapons soon.
 

tripedal

Augur
Joined
Feb 22, 2015
Messages
401
Location
Ultima Thule
If you think the new boss is bullshit you're gonna have a bad time at the higher difficulties. I flew threw the new roguelike dungeon and the final boss without a scratch, and I'm getting buttfucked by trash mobs in Elite.
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
I think the game still needs work on its balance. I've a feeling that all the interesting customization isn't going to amount to much if only some builds will end up being doable at the higher difficulties. I hope I'm wrong.
 

duanth123

Arcane
Joined
Mar 22, 2008
Messages
822
Location
This island earth
I think the game still needs work on its balance. I've a feeling that all the interesting customization isn't going to amount to much if only some builds will end up being doable at the higher difficulties. I hope I'm wrong.

This is a point on which I think people fail to appreciate how rare it is that ARPGs actually achieve proper balance; the type, let's say, that would actually allow for a viable HC run across difficulties (which I would say is the ultimate end goal for balance, to the extent that any player death represents a failure.)

Imo, only Path of Exile has achieved this. And, unfortunately, I wouldn't hold my breath for GD, as much as I think it still can be greatly enjoyed.

And as much as they probably will rein in some of the imbalances, even if certain issues like unavoidable spike damage or inefficient healing systems persist.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
If you think the new boss is bullshit you're gonna have a bad time at the higher difficulties. I flew threw the new roguelike dungeon and the final boss without a scratch, and I'm getting buttfucked by trash mobs in Elite.
It was the complete opposite for me. I had real trouble with the boss, even on level 65, had to turn off veteran difficulty to kill him, but now on elite I plow through mobs like they ain't even there.
 

MrJohnson

Educated
Joined
Feb 14, 2013
Messages
94
If you think the new boss is bullshit you're gonna have a bad time at the higher difficulties. I flew threw the new roguelike dungeon and the final boss without a scratch, and I'm getting buttfucked by trash mobs in Elite.
:hahyou:
2015-12-26_00001.png
 

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