Edit: The Post has been modified to better distinguish between ideas that are planned / worked on and ideas which are subject to change / subject of discussion.
Introduction:
Final Dawn will be a collection of improvements/changes to existing systems in grim dawn, to improve the feel and playablilty of the “end-game”. The concept behind this mod will always be to keep charcters compatible with the main campaign and to only rework existing conent without adding (almost) no extra content. I’ll tackle these systems one by one, and I am open to feedback, in order to create a mod that provides end-game friendly systems.
Regarding Feedback: I’d really like to hear you feedback on things that are written in blue
The goals:
There are a few design principles that this mod will go by, the most important ones listed here:
-Full character compability: Add as little new items as possible (expection: blueprints)
-Less quitting / reloading
-A wide variety of viable farming options, for those who want to play casually
-An endgame that provides content for all types of geared characters, no system should be behind a stat wall
-Systems have loot specifications: There will be no system, that is “the best farming method for everything” - different systems provide different items
The current focus:
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Faction and [SIZE=3]Nemesis Rework:
[SIZE=2]Factions:
-Each friendly faction will have some predefined items/components which they’ll reward: so if you need for example Chipped Claws, doing for example Devils Crossing Bounties will be efficient.
-Bounties will be reworked: No more “item-bounties”; bounties will take longer and give better rewards as a result
-New: Trading option with factions: Each faction has a set of predefined trades which you can always do once you reach the required reputation (i was thainking about “revered”). These trades include trading components of the same “Tier”: Polished emerald for a scavanged plating and relics of the same tier: calamity for a ruination.
These features should solidify the faction quests/rewards as a reliable way to get the components you need.
Nemesis:
-Nemesis no longer automatically spawn once you reach “nemesis reputation”
-You may now challenge a nemesis by selecting that option in the bounty table of a rivalring faction to that nemesis. (For example: In Devil’s crossing you may challenge the aetherial nemesis in burrwitch and the inner labatory; from the fort ikon bounty table of the black legion you can challenge the aetherial nemesis in the plains of strive)
-The area in which the nemesis can appear is smaller -> less time spent looking for them
-There will be easier and harder nemesis, between which you can choose, depending on you gear
-Nemesis bosses will be rebalanced: The fights are less about high damage/high defense and require more skill: like focusing on summons, dodging powerful attacks.
-There will be either a forced delay before you can challange another nemesis (you lose infamy which you have to regain or need items to challenge a nemesis) OR no forced delay, making nemesis bosses much easier to farm
-The first option will result in an overall better loottable, since the nemesis per hour compared to the main campaign will be lower
-The second option will result in overall worse loottables, but keeping a focus on blueprints and nemesis MI, so that nemesis are a good way to get these items
-The difference between elite and ultimate rewards from nemesis troves will be increased; it will be much less viable to farm on elite as an ultimate-viable character
[SIZE=4]Planned system changes:
-Rogue Like Dungeons:
-Those should be the best place to get unqiue items from
-These dungeons promote a risk/reward playstyle: More kill-rooms
-A celestial smith like the one from tyrant’s hold will appear after killing the final boss: For only a resource gained throughout the dungeon, he is able to create random legendaries of a certain type
-This resource will be awarded by killing the final boss of the dungeon, completing kill rooms and maybe purchaseable from the merchant for a large sum of iron bits
-The difficulties of the dungeons will be ajusted (lowered, highered) so that SoT will be for “lower geared chars” and BoC for “well geared chars”
-Your suggestions
-Crafting System:
-Balancing crafting costs: components/items of similar strength should be equally difficult to craft
[COLOR=DeepSkyBlue]-Adding new blueprints/recepies for existing legendary/epic items
[/COLOR] Final words:[SIZE=2]
This mod will be BIG, not only in the time needed to make it, but also in file size, as the main map will be modified and is integrated in the files.
Please post your suggestions, feedback and questions here, as this thread serves the purpose of an early source of feedback.
In the future, this thread will be expanded/changed and even after the mod becomes available, please refer to this threat for balacing discussion and suggestions.
Hopefully i was able to explain all complicated concepts in an understandable matter.
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