While I’ve played your game for over 170 hrs now and have been really trying to like it, I always just end up hating it after a playsession and leave it be for days afterwards.
These following flaws really ruin it for me (am playing it on elite):
no guiding map-icons on contracts and quests, so I have to spend hours just roaming the maps trying to find a target for the bounty/quest.
I dont have the time to do that.
Motivation goes down fast and I ultimately end up frustrated and having no fun. I think you are overestimating the motivation factor in your game at the moment.
inability to dodge (double-tap a key or a dedicated key) is a major flaw for me. It all feels very static this way and when I get one-shot because of some ultra-fast debilitating boss effect which I have no way of avoiding, I just stare at the screen in disbelief. The game in itself is actually very good - graphics, mood, sound and complexity are all great.
combat feels way too fast, unbalanced and I often don’t even know what kind of damage is killing me (icons on the lower edge are too small and if you move the cursor to check them - the monsters do you in in 2 seconds).
I don’t know if those issues were pointed out before but I would surely be happy to see them worked on.
The official wiki has info on most quest/boss lacations, (some of them has multiple possible spawn points) i looked up many things on that before i played enough to memorize everything.
Also this might prove useful: http://the-maphack.com/index.php?page=2
I’m not sure i get what you’re implying but if its some universal class-independent skill/button to timely evade things then it sounds wierd to me… some classes have certain skills like Mirror of Ereoctes or Blade Barrier, granting invincibility for a very short period of time.
And also the most powerful enemy attacks have some telltale animation/windup so a little sidestep or temporary disengage could save a char a lot of damage.
I think the high speed of combat in GD is pretty close to the standard pace of the genre but thats just my opinion.
PS. I didn’t intend to sound like “gitgud” by any means, just trying to be of some help if i could.
My points don’t seem to register. The underlying theme in my post was that the game might have been more “fun”, but once I hear a word “genre” being said - I’m off.
Will play it for achievements, it seems and drop it immediately afterwards.
Have a nice day.
p.s. perhaps to clarify a bit more what I mean with “fun”:
I’m not that young anymore, have 2 kids, don’t have time to waste and hang on the computer for hours on end. Anything that is not a chore or a load of work is classified as fun to me, so every little thing helping me have my fun is more and more appreciated.
It’s been a while I did bounties. Once you get to revered at least once you just buy +100% scrolls for your other characters.
Also following your logic, there should be arrow pointers towards mobs that will drop you a good item. Cuz you know, farming is a chore. Even a bigger and pretty much unavoidable chore, unlike bounties.
If dodge and rolls is your thing then do try Victor Vran.
Also, maybe Torchlight 2 would be more to your taste, but it’s even more fast paced than GD.
Grim Dawn is much nicer to look at, has better atmosphere/mood and is way more complex, but I still like Torchlight 2 more.
As for the “pointer to the mobs” you refer to - please stay on subject.
My point was/is that bounty/quest targets don’t have the “star” pointing to their location, so the time I spend searching for them is just lost time for me, it serves no other purpose than to bloat the playtime the game/crate entertainment wants from you.
The time spent that way is empty and unnecessary and has nothing to do with “fun”, its just an artificially imposed chore that feels forced to me.
And yeah - fun is subjective, but that statement is empty without further elaboration on the points I’ve addressed.
No productive discussion has ever come out of not trying to understand what the other person is trying to say.
How can I understand if you are more busy being defensive than trying to explain?
Lets just get it straight - you want markers on the global map or the local one? If it’s the global one - then yeah, it’s a decent Quality of Life suggestion for bounties, although like it was said above the bounty text tells where you need to search, so it’s an issue only if you skipped it. If you want markers on the local map then no, can’t agree - you’re supposed to search for your target.
Also you named this thread as balancing issues, but I don’t see specific complains about balance.
I’m afraid no one will tailor the game according to your needs and likes. These are always subjective. Developers have their vision on the game and it defines the whole development. For good or bad. You either like it, or not. Fine tuning and tweaks could happen, but unlikely any drastic changes in the direction of the game.
The issues described are you personal ones. Don’t get surprised if a a great majority of the player base disagrees with you, as they are here because of the things you dislike.
There are other more simplified and less time consuming clickers on the market, like D3 and Torchlight. They provide more handholding, less time to achieve your ingame goals, and are not as complex as this one. Players with your profile are their target group, thus eventually could be the better option.
mechanical dodge in this kind of games is a gigantic trap
either is so valuable that the only way to play is glass cannon and and dodge any damage, or it’s so useless that it might not be there
The first post wasn’t describing it correctly but his last makes it clearer.
Most quest have an indicator on the mini map showing the quest objective.
And a few don’t have it.
Here the bounties. But I also think about Ol’ Bloodbriar.
Adding the star on the minimap for the missing quests won’t really simplify the game. But it would make a feature consistent over all the game.
It’s not a guide. It’s not shown if you’re not near enough.
It only makes the objective more explicit.
There are some times you discover a quest is already done. It happened to me at least.
I think it can be a good thing.
It’s definitely not a bad thing.
Ok im going to address some of these individually, also none of these have to do with “Balance”
no guiding map-icons on contracts and quests, so I have to spend hours just roaming the maps trying to find a target for the bounty/quest.
I dont have the time to do that.
One of the main selling points of Grim Dawn is that the game doesnt hold your hand, that said, most bounty targets (IE hero mobs) have about 3 fixed spawn locations, you eventually figure these out if you play enough, your opinion is subjective here.
inability to dodge (double-tap a key or a dedicated key) is a major flaw for me. It all feels very static this way and when I get one-shot because of some ultra-fast debilitating boss effect which I have no way of avoiding, I just stare at the screen in disbelief. The game in itself is actually very good - graphics, mood, sound and complexity are all great.
The sign of a poor build and gear choices, Grim Dawn has enough damage mitigation options that barring one extreme outlier (the avatar of mogdrogen) one-shots should never happen. Cap your resists, get a damage absorption skill (Menhirs bulwark, Maivens Sphere of protection, Possesion, Primal Bond), use armor with higher armor values, use a shield. all of these aid to mitigate damage to the point that needing to “dodge” as in the sense of Devil May Cry or Dark Souls, is not needed
combat feels way too fast, unbalanced and I often don’t even know what kind of damage is killing me (icons on the lower edge are too small and if you move the cursor to check them - the monsters do you in in 2 seconds).
See above, your problems with the game stem from a poor build and gear, if you say the icons on the lower right side are killing you, then those are Damage Over Time effects, which again, resists will mitigate those greatly. However yes some debuff effects are not immediately obvious, IE the Herald of the Flames attack speed reduction aura. also there are two despell effects in Grim Dawn, the arcanists, nullification, and Cleansing Waters from the Ulo, Keeper of the tides, constellation(which gives plenty of resists)
I don’t know if those issues were pointed out before but I would surely be happy to see them worked on.
Regards.
so yeah i think this game may not be for you if this is the case. Also if you can use grimcalc.com to send us a build link some of us could probably help you out in fixing it
This. Game was planned this way, and I think the vast majority of players agree that quest pointers are very lame and game is indeed MORE fun(for lots of people at least) with a little more challenge finding the quest targets n stuff. Besides, if you make different builds and play through the content more than one time(which is one of the main things about GD - making lots of builds), you’ll already know where you have to go for all the quests
And (just my personal opinion) a universal dodge button would be horrible, I’d firiggin hate it
So, like others said before, the game seems to be just not for you then…
Quests do have a star indicating their location - when you get near enough. Bounties don’t, but they’re not a requirement you have to play to complete the game. Simply don’t do them, then you won’t have the problem.
Your request has been suggested many times and answered by Crate just as often. They don’t want the game to hold hands for you with arrows pointing the way to quest locations. If that’s what you want/need then I’m afraid you need to look for something else to play because GD won’t give it to you.
There is one thing we agree on then - this game is not made to my liking and (as I’ve said already) I’ll drop it as soon as I’ve done a few more achievements.
would be ok, but I guess they did not do so intentionally
If you don’t like doing contracts, only pick ones where the location is clear or do none at all. I usually do the ones for the areas I am about to clear anyways, solves the problem of not finding the target
inability to dodge (double-tap a key or a dedicated key) is a major flaw for me.
not to me, this is an ARPG, it is supposed to be your build’s skills, not player reflexes, I don’t think most ARPGs offer this and I always doubt the ones that do
combat feels way too fast, unbalanced and I often don’t even know what kind of damage is killing me
yeah, I am not sure what damage is killing me, at the same time I usually succumb to overwhelming numbers more than single strikes, so I also do not think knowing would make much of a difference
Some people have been asking for a combat log, but I do not see much use, mine would usually say ‘death by a thousand stings’ or ‘death by one huge hit from a skill you should have avoided being hit by’, so damage type does not really matter
nah, at that point it becomes about ‘the game could be more fun for me, but not for people who enjoy these kinds of games, but frankly I do not care about them so there’
Maybe you like games with dodge/roll better, but the ARPG crowd does not, so it is not universal agreement that having dodge/roll is an improvement…
If a genre does not offer something, there usually is a reason. If you add dodge/roll, you devalue defensive skills which unbalances the whole game. If you want dodge/roll, play games that are more fringe-ARPGs like Sacred 3 or probably that upcoming Vikings game (I think that has a dodge too, not sure, hence probably).