The changes to Arcane from 1.2 were very welcome. However, there are still plenty of situations where Arcane enemies feel “bullshity” and detract from the enjoyment of the game.
As a gamer, I love a challenge. But Arcane enemies often feel like an unfair one.
Some specific problems:
A) Graphics wise? Nothings happens when you get hit. There’s only a tiny purple debuff icon in the bottom left corner of the screen which no one will notice except for people who expect to be Arcane’d in the first place and specifically go look for the purple icon. In the middle of a crowded fight, this will get unnoticed.
B) Audio wise? A subtle and generic “boom” sound effect is played. This sound is re-used across the game and can be confused with a variety of other things happening on screen, especially in the middle of a crowded fight. Also sometimes the sound does not play at all when multiple other sounds are being played (middle of a crowded fight). Or maybe I’m just not hearing it.
C) Some Arcane enemies are impossible to evade even with perfect timing. Vollarius ~ Arcane is the worst example: a Wendigo type enemy that is very short. Because of its low height, the arcane projectile is also spawned at low height. If the player is at melee range, they will get instantly hit with zero time to react, dodge, or evade.
The counter-example is Archanis ~ Arcane - an “aetherial-mountain” enemy that is very tall. Because of its height, the arcane projectile is also spawned up in the sky and needs about a second to fall down to the ground and hit the player even at melee range. So you have a 1-second window to evade after you hear the arcane “boom” sound. IF you hear it…
It feels arbitrary and unfair that some arcane enemies are easily evadable and others are impossible. Don’t even get me started on Loxmere…
Some suggestions:
A) Add an obvious graphical cue to tell the player they’ve been arcaned and need to run! It could be the Sundered “red-lines” screen effect but purple or blue. Or perhaps something more subtle but visible in the center of the screen, where the player’s eyes are focused on. Something that would stand out in the middle of a crowd (which is precisely where being arcaned is the most dangerous!)
B) Change the “arcane projectile fired” sound to be something more loud and distinct. Grava’Thul’s arcane-attack sound works a lot better, and, if changed, things would be consistent: all arcane sounds would sound the same in the game. The only problem then is that Occultist’s Doom Bolt uses the same sound, so it could be confused with that. But it would still feel like a massive improvement.
C) Make all arcane projectiles spawn at the same height. Archanis ~ Arcane is an excellent example of a good height and gives the player a small margin of time to evade after they hear the sound cue. In my opinion this should also be applied to Loxmere: a projectile spawns at a good height when he hits his Shadow Strike or something. I’m not sure that this could be applied to Grava because his arcane balls are homing; maybe in the crucible version of Grava.
Don’t get me wrong with all this criticism; I love Grim Dawn and Crate, and nothing would make me happier than seeing some of these issues improved, making GD an even better game going forwards into the future
Hope this helps in some way.