We have second Nemesis for this faction but certainly we don’t have the density to spawn both Nemesis consistently in the same session which turns into big material sink when altar is used . Can we replace the undeads spawns or simply increase the density in the Arkovian docks for Cronley members , thanks in advance
They need a seperate dungeon with a cool looking dualslinger charging boss at the end.
Without even adding density I think the propensity to spawn a nemesis can be increased?
Even then, just getting to the lowest reputation level to spawn nemesis is a pain against Cronley. I think I managed it on 2 out of 27 characters I have…
More density/more areas would not just help nemesis spawns, but help you farm reputation more naturally. And since they’re pretty rare, adding more Cronley spawns would add variety to the game.
And/or they could replace half the Groble spawns in Tyrant’s Hold with more Cronley spawns, and add a lore note explaining how the gang is trying to take over the stronghold to make it their new headquarters and are fighting the Grobles for it. Would make the area more fun, i.m.o. Grobles are everywhere, Cronley’s guys are pretty rare.
A new dungeon would be cool, but probably hard to justify from a business perspective, it’d need too much in the way of resources from the devs.
Just give them Barrowholm’s nem spawning rate and it’s golden.
My point is that both the amount of negative rep you get from kills and the number of kills needed to spawn a nemesis are numbers Crate can tweak. You don’t necessarily need to add more mobs of that faction. With Barrowholm, 3 or 4 cellar runs are enough to get nemesis status and after that you barely need to fart in the cellar to get a nemesis spawn.
I would rather they didn’t. Not all Grobles are the same tribe and the ones in Tyrant’s Hold are the best source for Groble Stone Effigy. Not to mention that the dranghouls in there are the earliest easy source for Dranghoul’s Savage Blade (though perhaps that will be less, er, desirable in 1.3.1).
I’d welcome a bit more cronley density in Arkovian Docks. Right now Cronley’s gang offers the lowest amount of nemeses per session alongside DV/Kymon’s chosen.
It’d be nice to have some more in the Mine as well.
Cronley’s hideout is fine, four hills is fine, but a boost to the # of mobs and heros that can spawn in the mine and in Arkovian Docks would be a big QoL boost. At least on Ultimate it’d be nice.
I agree with adoomgod’s suggestion of Barrowholm style rep for Cronley’s gang.
Thematically, I’m fine with having undead in the Arkovian docks, but if we can reduce their numbers a little more and add more Cronley spawns, that’d be great.
Bit of a greedy request, Cronley’s presence in Act 2 has alway felt a little weak. I’m not sure what can realistically be done. Maybe the detonation site next to Staunton Mine can have guaranteed hero spawns, the stretch from detonation site to the Rocky Coast can use some more Cronley thugs.
Arkovian Foothills does a fantastic job of introducing the Arkovian Undead, but it does so at the cost of Cronley’s presence in the region.
As my nickname could very well be “ZantarinFarmer9000”, I have to object a little bit. Farming Infamy for DV/Kymons Chosen is certainly painful but actually spawning their respective nemesis bosses isn’t. And on Ascendant, you can get at least two guaranteed nemesis spawns by just running the tomb south of Fort Ikon, often even three, without juicing the altar. That’s quite good for that little of an area.
Cronley is significantly worse. You can run Stalton Mine, the mine in Arkovia and Cronley’s Hideout and actually get no nemesis spawn at all. In fact, I get more Beast nemesis spawns by passing through the little bee hive sections in the respective dungeons than I get Cronley nemeses. That’s just comical. Now, I don’t necessarily go there to farm the nemeses, it’s just part of my regular farming route, so maybe I’m not thorough enough in terms of mob clears. However, the beast nemeses still spawns more often in the Cronley areas and I only kill a few bees for that to happen ![]()
+1 for either more density or higher spawn probabilities in the cronley areas.
there’s a ton of bonus Cronley heroes that are bounty only spawn.
But/i don’t know how it works, surely default spawn rate can simply be increased? - no clue how spawners work in areas/“but whatever” script/setting/dispenser is populating cronley zones could be directly increased or by adding more “dispensers” ![]()
Staunton is probably a good example, even tho it’s small it feels very sparsely filled, more so noticeably on low infamy/Normal playthrough and you don’t even have the Raven bounty forcing a hero spawn there.
I generally don’t like the idea of a cronley totem, always seemed like would feel off. But surely base spawn rate can be increased in relevant zones atleast, even if we dont’ get more zones/dungeons.
And if performance is an issue perhaps instead of static spawn increase in Arkovian docks it can be like one of those “wave events”, where they spawn delayed similar to undeads crawling out the ground, but to fit better then run out of a door/camp in the ruin or such ![]()
If you’re Cronley farming you should always have one of the bounty heroes up, the problem is that they’re DC-only, so you just get the one.
Cronley’s guys ambushing you similar to voidmarked chests would be a good start, and we already had something similar to that back in AoM with the Ugdenbog ghost chest. In fact, just make the Cronley totem a big fake chest and we’re golden.
I share this sentiment as well.
However, my suggestion for Statunton is a little more radical than simply increasing the spawns. I feel like it could use a minor extension. Maybe, Rashalga style chamber hidden away where we find even more Cronley boys.
But, they’ve added quite a lot of content to the base game. That’s why I didn’t want to go down that road because I felt like I’ll sound greedy.
This is a good suggestion. The tech is already there because of Undead spawns and the beavers.
The what?
ye but that’s my notion, it would feel too gameism with Cronley bois to just have them pop out of a chest, or random totem “dafuq are you doing here all of a sudden”, since they’re supposed to be the normal element in the world not a magical entity.
one-shot chest with 5-10? random spawn places in Ugdenbog that has 3 spectral ghost nobles/heroes appear as ambush trigger and loot reward.
edit. hmm looks like it’s not on GT as map object
- but one of the spots is where the wendigo quest boss can spawn too Grim Dawn Interactive World Map
The idea is that the chest can be framed as a mundane event. They’re not coming out of the chest, the chest is bait, the gang hidden in the shrubbery trying to ambush whomever opens it. (you.)
Add some smoke bomb type VXF to mask their appearance and it could work.
+1 to this.
It fits Cronley’s men because they are bandits at the end of the day.
You’d think the final dungeon in FoA is a Chthonic or Beast themed one. But no! It’s Cronley’s son trying to set up some shady shit in Asterkarn! I’d welcome it though. They’re like the only enemy faction without a dungeon (outside kymon/vigil)
could just add a side dungeon in base game, it wouldnt’ have to be in Asterkarn where they havent’ entered
- there’s plenty of ruins/map sections not used there yet if so (you can even see parts of it from the rover camp iirc)
Yes , this one extra hero changed everything /s
I think skeleton key dungeons for the Order/DV would be very interesting. Death’s Vigil managed to reach the Korvan peninsula, it makes sense for them to have some presence in Asterkarn. It’d also add some enemy variety to the region.
Maybe the Order is in the region researching about wights, but the tomb (locked-dungeon) that they’re exploring belongs to Korvaak. I’m just spit-balling here. This would give motivation to either faction for being there.
As for Cronley, I see what you mean. But, they’re like the least interesting enemy faction from a lore perspective imo.
Fort Haron
literally already exists, tho i don’t know if the "flip script"based off faction rep can as easily and equally apply to a whole dungeon ![]()