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...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.
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.
And there are some major changes to the game, for example: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:The game is content complete with new patch. Release ETA in February.
http://www.grimdawn.com/forums/showthread.php?t=28422
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.
- 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.
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.And there are some major changes to the game, for example:The game is content complete with new patch. Release ETA in February.
http://www.grimdawn.com/forums/showthread.php?t=28422
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.
- 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.
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.And there are some major changes to the game, for example:The game is content complete with new patch. Release ETA in February.
http://www.grimdawn.com/forums/showthread.php?t=28422
Two other difficulty settings, level cap increased to 85, new roguelike dungeon, over 240 legendary items and 246 empowered relics.
- 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.
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.
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.
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.How did ya guys get there so fast? Only one new boss since previous build?
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.
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.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.
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.