We play Grim Dawn since the beta release. We have played it with the expansion this winter, leveled up 6 teams to level 100, and this is my report from the new addition and changes to the game.
This report is exclusively based on the multiplayer experience of the story game (no solo, no crucible, no mod etc).
The good
The expansion brings two additional masteries which really make sense: the inquisitor is the cornerstone a large part of the ranged and caster builds needed, and the necromancer brings new options for the melee builds.
The Ugdenbog and Malmouth areas bring new atmospheres to the game, which are refreshing changes after the dumps and swamps of the beginning of the game, and then after the barrens, rifts, snow valleys etc. Now each place really has its own identity as a matter of space, colors, atmosphere, challenges, factions, rewards etc.
And as well for the devotions, most new ones really fit well in the devotion sky, completing what was missing with the others.
So, good additions, yes, but does it make the game now complete, does its experience now fully make sense? Well… no, far from it:
The bad
Bonus fest versus Masteries limit
The whole game is about stacking as much bonuses as possible of those stats the characters plans are based on. If one does x damage points thanks to its current weapon, the next objective is to get another weapon providing more damage output, if one reaches +100% damage bonus on that type of damage the character does, the next objective is then +200% and then +300% and so on. Same with the skills: 1 point, 2 points, maxed, then additionnal +skill levels from gear. Same with the resistances: +10%, then +20%… up to 80%, and then +max res% and so on. Same for everything in the game, but the masteries… The masteries have to be improved by and only by hard skill points.
Why aren’t any bonus available for the masteries themselves? I am not talking about unlocking skills in the skill trees that can’t be unlocked with just the hard points put into the masteries, I am just talking about the passive bonuses the masteries provide: physical, cunning, health points etc. If it is possible to get bonuses for the damages, the resistances, the skills, absolutely everything, why is it impossible to get anything to improve the masteries? The game becomes challenging in end game, regarding the health points for the builds not based on many +health bonuses, regarding the offense for the builds who can’t get enough cunning and offense, and regarding the physical requirement for the builds who can’t get much +physical, and the option to get mastery bonuses would make sense here.
Once a given build has reached its levels in its masteries, increasing the health points, energy, offense and physical becomes then very challenging. Sometimes the devotions, the gear, the components can help to some extent, sometimes the build just can’t get enough bonuses to remain viable in late game. That caster just can’t get enough physical attribute to be able to wear that chest armor that would help so much with its damages/resistances setup, but he is still 70 physical points short whatever how he looks at it. He did everything he could, he just won’t be able to wear the armor. That tank was doing pretty well until now, but the end game turns out to be a little bit tougher than expected, and he wouldn’t miss an extra +1000 health points or so, but he just can’t get them, because the whole gear/components/devotions set is doing its best to provide some extra health, and both masteries are already maxed and can’t get a single additional points.
I am not talking about getting additionnal mastery bonuses in addition of all the other bonuses, I am talking about the option to boost the masteries passive bonuses beyond their natural level 50 tables. Everything in the game can be boosted over its natural limit: skills, damages, resistances, everything, but the masteries. I have some builds that were doing ok until end game, and sometimes I really would have traded some gear bonuses, some devotions bonuses, some last skill points put into some skills for those +attributes/health/energy bonus points the masteries provide. The characters in early game build up their abilities to hit harder and get hit harder incredibly well thanks to the masteries, but once the masteries are maxed to those levels that were planned for that build, well good luck in end game if you end up a bit shorter than expected with the physical requirements, the health or the offense. Planning a build with a calculator, doing some theory, is nice, but the build always ends up doing a little bit different than expected in game. That’s theory versus reality. The end game can be especially challenging by times, and I do believe that some option to get those masteries beyond those level 50 could help a lot sometimes. Not all builds do need to have all their skill points put into skills and all gear dedicated to damages and resistances, sometimes some additional health/physical/offense/defense is all they need.
My suggestion:
Exactly as there are +skill points granted to items, grant +mastery points to items. Some items would be good at their primary use (a weapon doing a lot of damage, an armor doing a lot of armor), some others would be good at helping with skills (+skill levels), and some others with masteries. The skills in the skill trees are only unlocked by hard points, the bonus points only grant additionnal phys/cunn/ener/HP/EP.
Devotion
Cooldown reduction
There is not a single devotion item dedicated to cooldown reduction.
The one item in the whole devotion system somehow related with cooldown reduction is the Time Dilation, which is a skill that has to be assigned to an attack skill and is only available in late game.
The cooldown reduction is something that is extremely challenging to build up in the current version.
Excess devotion points
Unlocking shrines once the 55/55 devotion points limit has been reached is at the moment completely useless. Why is that? Aren’t shrines all over the world supposed to be restored? If a devotion points limit has to be set for game balance purpose, why couldn’t the excess shrines give something else, like attribute points, formulas, rare components… something?
Healing Rain ability visual
The healing rain ability granted by the tree of life is hardly noticeable. This is a pity because this is a pretty challenging devotion to unlock, and its ability is useful in multiplayer. There are abilities like Heart of the Wild, Blood of Dreeg, Flash Freeze etc that are both important and visible, but this is one shows a clear discrepancy between its usefulness and its visibility and this sounds wrong.
Offense bonuses vs defense bonuses
There are more bonuses about offense than defense. Defense got plenty of small flat bonuses, but very little +% bonuses, while offense can get plenty of both flat and +% bonuses thanks to the devotions. I am not sure if this is intended. Maybe the defense is supposed to be built up mainly by the armor gear, but even so, there is little reason why the offense should get more bonuses in the devotions (if the logic is that the defense is supposed to be built up by the armor, then the offense should be built up by the weapon(s)). I always end up in end game with characters who have something like 2500 in offense and 2000 in defense at best, and building up the defense beyond the 2000 cap is always a nearly impossible challenge without the soldier mastery. Critical hits can turn out to be very bad surprises in ultimate, and with the defense capped around 2000 for the players who don’t want to go full physical/hallowed ground, the options are very limited… The armor is pretty limited since it only affects the physical damages, and even by maxing the resistances to 80%, one can still sometimes experience damage peaks which are very likely related with the critical hits and therefore the defense.
Factions Reputations Drops
Sometimes at some stage in late game, I just find myself unable to buy that faction augment I was used to buy since middle game. Reason: back to “honored”. Why? No reason, just because. Just farm again some reputation and shut up. If this is supposed to make some sense regarding the game, the story or something, I don’t get it.
Suggestion: it should be possible to get reputation points over the limit of the last stage. It is just beyond stupidity to get some reputation way over the max but then at the first action that does not please to those people to get back to “honored” like mere third parties. Am I really “revered” or not? It does not sound very “revered” to me sometimes… The reputation that is gotten over the last stage could then be used to compensate for the actions that would decrease it.
Unexpected windows opening during action and interaction
Text/Dialog windows opening right in the middle of a fight or quest rewards opening right while interacting with NPCs really are confusing and frustrating experiences. There must be an option to cancel anything appearing over the character and the monsters around as long as there is a fight going on, or to postpone it until all threats have been dealt with.
Same with loot names. Sometimes the whole screen is literally FULL OF FUCKING TEXT while you are struggling with some tougher enemies. It is not uncommon to have bosses and unique monsters surrounded with normal mobs, which are going to die first and drop junk stuff, but in some fights there is enough drops to prevent you from clicking on the remaining enemies. This is ridiculous.
Yes I know that there is an option to filter the display of the loot, and I do use it. That comment is not about filtering levels of loot, that comment is about preventing the screen from being infested by spam during the action. The filter does not filter the iron bits, the potions and the components anyway, and those are by far the most common drops and filling the screen can sometimes be done within seconds.
My suggestion:
Give the option to the player to enable or disable spam during the action. This can be setup by a countdown that starts each time the player does or receives damage, with a duration of 2 or 3 seconds for instance, and which disable the name display of all the loot on the ground around and all the windows related with quests etc, everything that may appear on screen and prevent the player from attacking or retreating.
Same with the quests rewards appearing right while selling items to the town vendors right over the inventories. This is bad and this is even worse now with the expansion: before it was possible to remove them by clicking on the OK button, but now it is no longer possible for no reason. The OK button is disabled and this is very lame.