Being very content with the present state of the game (finally!), one of the minor concerns I have now is the character moving speed/manner.
He/she/it moves too fast and with so broad strides that it seems floating swiftly over the ground rather than walking or even running. It looks and feels slightly confusing and inadequate in not-so-funny post-apocalyptic world of Cairn, and sometimes it causes problems with proper targeting. And seems there’s no ways to mend it.
Is it only my own issue or somebody else sees the same?
the floaty walking animation (is this the right description?) could be caused by the titan quest engine grim dawn is using. this floaty feeling happens too in titan quest, yet in titan quest your movement speed can go up to 160% or something. while in gd its 135%.
that targeting problem is probably caused by player clicking ground that’s too close to their current position. in tq your char won’t move at all if this happens, or the char do some awkward run animation briefly, stops, then attack/cast on you target near that ground you click (especially problematic with melee char). this targeting problem is reduced in gd. but sometimes it can happen. very annoying if you’re a slow melee autoattacker build trying to hit fast enemies with constant movement ai.
also, this is kinda out of topic. but i notice your icon is the icon of the arpg game loki:heroes of mythology. have you ever found some late game set items there? in around lvl50-ish at hero difficulty, i’ve never found set items. yet i got several orange unique items. most of them are underleveled and doesn’t match my class though (and there’s no private stash & shared stash…). what’s worse, some of those orange uniques are around level 10… while my char is lvl 50-ish… talk about bad loot scaling. not to mention how my egyptian sorcerer’s mummy summon life drain and horus’ passive flat healing after casting spells DOESN’T WORK AT ALL (had to rely on set’s 1 point wonder invert health/mana spells).
these problems makes me gave up on that ‘beta’ diablo-like game. what a shame. it has some nice story involving mythological gods that talks and fights with you (titan quest’s mythological gods are passive/not shown or only few of them interact actively with you). and the graphics are nice too…
Well, in Titan Quest a character moves much more slower (non-modified with speed boost items, of course) and in some… ehm, frolicking semi-hopping manner, if you like.
Moving a character in TQ gives a feeling of, I don’t know - slight resistance of ambience (air, ground and such), not very like real walking but something distantly similar. Your character seems to have weight.
Here you just slide about as if skating, meeting no friction of any sort.
And my targeting issues are certainly caused by this specific moving manner of GD character: it advances forward and moves around so fast (comparing with TQ animations) that is seems almost inappropriate for the game world filled with slow zombies, not-so-slow but slow-nevertheless rift things and so on.
I still have to advance far enough in Loki to have a chance to find some neat stuff 
I love this game very much but loving it is like loving some other’s orphan child, it takes too much strength out of you… 
Sometimes I feel completely drained struggling with its bugs, non-working skills and so on. But it has its magic, and I keep returning to it over and over again.
well, i’m not well versed in spotting difference of walking animation and the influence of weight, wind and footstep sound to it. but if you’ve reached max movement speed in titan quest, the animation becomes ridiculously fast. while in grim dawn, max movement speed doesn’t make your character’s leg move ridiculously fast. it just makes their strides longer and floatier/lighter.
comparing our character and enemy move animation in grim dawn is hard, because there are enemies that are constantly in slow motion even in late game (zombies, golems, giant trolls), enemies with variable animation speed (slow zombie soldiier that can suddenly blitz you with freakish speed), and enemies that move really fast despite their giant size (giant bosses that can dash/teleport to you, giant fast bosses dancing awkwardly to pathfind their way to melee you while you’re being swarmed in crucible).
in general though, crate seems intent on designing the combat pacing of gd to be slow, yet it becames fast when you’re facing freakishly fast enemies.
though i myself am not troubled with the floaty walk animation of gd player char. i rather wish crate gives different walking sound according to player armor (light, heavy, caster).
about loki HoM, if you really want to like that game, you have to endure the sloooooow leveling speed, and you have to enjoy killing mobs upon mobs upon mobs of generic monster with aoe skills. because good loots are mostly dropped from random mobs and chests (i’ve had 1 unique dropped from lowest level wood chest…) boss fights are awesome though. even if most of them are one trick pony, and some of them can have dumb ai moment.