A few QoL ideas for Loot Filter, Devotions, FoA, and Bounties

Hey everyone and Crate devs,

Just backed Grim Dawn after years. Already been putting a ton of hours into Grim Dawn lately and loving the game, but a few small pain points keep coming up during my runs. Just wanted to throw out a few feedback ideas that I think would make the overall flow feel a lot smoother.

  1. Loot Filter Tweaks
    Generally, you want offensive/damage stats on weapon and off-hand slots since they give the most damage value, defensive stats on armor, and specific secondary requirements on accessories. The current loot filter doesn’t easily support this. For instance, if you check “Health”, weapons with health will still show up even though almost nobody wants health on a weapon slot.
  • Split gear into clearer categories: It would be super nice if we could separate filter options into three distinct sections: Weapons/Off-hands/Shields, Armor, and Accessories. It would make tweaking what you actually want to see way less clunky.
  • Crafting base toggle: Add a simple checkbox for “Show bases needed for blueprints/crafting”. That way, if you have Two-Handed Weapons filtered out, the filter will still highlight something like a Troll Bonecrusher if it is used as a crafting ingredient.
  • Attribute filter: Add checkboxes for filtering Physique, Cunning, and Spirit. These base attributes are essential for hitting gear requirements on target item bases, so filtering by them would help a lot when planning out builds.
  • “My learned skills” filter: The current “My Masteries” option is too broad since most builds only focus on 1 or 2 specific skills. Having a “My Learned Skills” filter would be perfect so we only see items buffing skills we actually use, rather than cluttering screen space with skill bonuses we ignore.
  • Right now I rely on DPYes to manually filter affixes and item bases, but requiring 3rd-party mods isn’t ideal for newer players. Grim Dawn’s biggest strength among ARPGs is how intuitive its core systems are; you can solve its complex build puzzle and reach endgame without needing external guides, so the default loot filter should match that design philosophy.
  1. Devotion Map Quick Filters
    Planning out devotions still takes a ton of visual scanning. Having two simple toggle boxes on the constellation screen would be a lifesaver:
  • Hide pet constellations
  • Show ONLY pet constellations
    It would make filtering out irrelevant stars so much faster depending on whether you are playing a minion build or not, since pet-related nodes are largely wasted points for non-pet builds.
  1. Fangs of Asterkarn Density
    Is it just me, or do the new FoA maps feel a bit empty? Running through them feels a little quiet compared to older zones. Maybe we could simply get a 2x to 3x monster density boost for this area to keep the action pacing up.

  2. Global Bounty Board & Bounty Rework for Ultimate
    Right now, the bounty system feels a bit dated and unrewarding for endgame play.

  • Global Bulletin Board: Add a central board in main towns where you can pick up and hand in bounties for all friendly factions at once.
  • Better Endgame Rewards: Give completed bounties a chance to drop core crafting/reroll materials for Ascendant mode. It would give us a fun, reliable alternative for farming across Cairn instead of just grinding Crucible or SR non-stop.
  • Alternative Completion Conditions: Make bounties complete if you fulfill EITHER condition:
    a) The classic goal (kill a specific named hero or enemy type).
    b) Complete a Monster Totem or Tempest Totem in the assigned area.
    This would make bounties flow much better since you wouldn’t have to stop and Google exact mob spawn locations every time. You could just head to the zone, clear a totem, loot, and hand it in. Keep it fast and simple. Let’s be honest, we aren’t just farming items here—we’re farming pure dopamine, and these changes would deliver just that.

Curious what other people think or if anyone else has been wishing for similar QoL stuff!

1 Like

Dunno. If we start getting into this slippery slope of increasing accessibility to ascendant-related mats (and there’s been other type of similar requests to other parts of the gameplay), we’ll soon reach the point when ascendant mode isn’t a challenge anymore and just another red carpet walk to a power creep fest.

I’d feel much happier if ascendant mode was kept largely inaccessible to most builds, unless the player was willing to invest seriously into conquering it.

Not really, no. We are farming for faction reputation. That’s the only purpose of the bounties. With that in mind, I hope it makes more sense to you why they are designed the way they are.

I think there could be an argument for us having infamy bounties. But I’d hate to see bounty boards turned into anything more than reputation sources. And to that effect, new bounties with goals that don’t really reflect this purpose.