comprehensive feedback/wall of text on release build

it’s me again, here to complain at length about my favourite game of all time. in general though, as with all my feedback threads, anything i don’t mention is something i’m completely satisfied with. i really do love this game more than any other, and that’s why i’m so hard on it at times. if you haven’t noticed, i’m pretty emotionally invested in what you guys have created. at this point you guys should realize that i’m probably one of the most hardcore of your hardcore audience, so all feedback will be from that perspective. i think the game is incredibly well-balanced (other than resistance reduction, which i’ll address later), so most of my issues are mechanical. i’m basically going to just list all my thoughts here, stream of consciousness style (like i do in all my threads).

note that a lot of my suggestions involve reworking existing systems into avenues for more legendary items. i am aware that this would increase the amount of legendaries that players would amass per hour, which might be problematic. you could easily just reduce the normal drop rate of legendaries while implementing any of these suggestions to equate to an equal amount of legendaries per hour but with a significantly more rewarding endgame experience.

  • to start things off with a positive: the devotion system is absolutely brilliant. like, it’s genuinely one of the best-designed systems i have ever encountered in a game. i’m constantly finding minor tweaks to my devotion setups on all my builds, and those little epiphanies are why i play games like this. kudos to you guys for making it worth the wait. it’s not perfect balance-wise, but given the astonishing breadth of options available, it’s incredible that it’s as balanced as it is. i don’t think there are any egregious balance flaws beyond offensive devotions not being good enough, and final tier devotions generally being underpowered. a good fix to the latter would be to give them affinity for completion as well, allowing some of them to self-sustain. but yeah, not much else to say regarding the devotion system, it’s really my favourite aspect of the game.

  • class balance feels really good at the moment except for how heavily you nerfed arcanist and soldier. i touched on this before but i get that those two classes were massively overpowered relative to others for several years, but as this is not a seasonal game there is no need for a revolving door of what classes are OP. the best way to balance the game would have been to bring the underpowered classes up to their level, and you did with demolitionist and occultist, which are now incredible. the thing is that the buffs to those two classes would have put them toe to toe with b30 soldier and arcanist, so i don’t see why you felt the need to make soldier and arcanist just worse than demolitionist and occultist as support masteries. this is most salient with arcanist and the constant nerfs to things like maiven’s, inner focus, and now even mental alacrity for some reason. every class should be a good support class. the vast majority of people complaining about how OP soldier and arcanist were never even finished ultimate.

  • my other problem with class balance (though this is more with the skill system in general) is that +skills to main attacking skills are way too good relative to +skills to support skills and passives. this is unfortunate as often times the two seem to be weighted equally on gear. titan quest was amazing for its (admittedly broken due to things like stonebinder’s cuffs) +skill system, as you’d have linear boosts to all skills into ultimate levels, making them equally meaningful. the sad thing is that this was rendered irrelevant since there were no bonuses to single skills, only entire masteries. in grim dawn most pieces add bonuses to individual skills, so why you felt the need to significantly reduce the value of +skills to supports and passives is beyond me. i get that it’s a concern with scaling, but the fact that something like maiven’s offers 20% absorption, 10% less damage, and 5% less physical damage at 12/12 and 25% absorption, 8% less damage, and 2% less physical damage at 22/12 is ridiculous. why do the first 12 points have 4x the value of the final 10? mental alacrity follows the same trend, with the first 10 points being worth 4x the value of the 10 ultimate levels. this is really disappointing, especially when compared to +skills on damaging skills, where the 10 ultimate levels are often worth more than the first 16, point for point. i get that balancing passives is difficult with 10 ultimate levels, but i think that it’s something that should be worked on, as it’s tremendously disappointing.

  • legendaries are in a much better place than they were before, and i’m thankful you took so many of my suggestions from my prior thread. i still have no idea why you haven’t made every legendary weapon skill cooldown-free, however. no one playing this game is using stormreaver’s 2.5s cooldown skill. in general though, legendary balance feels a lot better. the new winter king crown is really cool, so why not just do that for every legendary skill?

  • farming at end game is just not interesting enough. i love this game so much that i’ll run SoT and BoC hundreds of times just because, but some kind of incentive would be nice. one of the main problems is that there is literally no reason to kill trash mobs. this is a massive flaw in the game, and one that i’m having a really hard time ignoring the more and more i play. i think jajaja and i have the two most efficient endgame builds right now, but his is better than mine because mine kills regular enemies a lot faster while sacrificing boss killing speed, and his just kills bosses. there is no reason to kill regular enemies, ever. components don’t matter anymore, and i think i’ve received maybe 2-3 legendaries from trash mobs out of several hundred thousand that i’ve killed. gap-closing from pack to pack and killing heroes is not the way ARPGs should be played. note that i’m not even talking about a 25% drop rate boost to trash mobs; they need to drop legendaries at least 20x more than they currently do to make them worthwhile. this is a really serious design flaw. i shouldn’t be seeing a legendary from a trash mob once every 50 or so SoT runs.

  • the nemesis system is also just not interesting or meaningful. in early access i was so excited about it, but it’s just disappointing. the only nemesis that is in any way relevant is fabius, because he can be easily farmed. the other ones may as well not exist. i have thousands of hours in the game, a lot of it spent grinding at end game, and i’ve never seen the aetherial nemesis. i don’t even know his name. moosilauke showing up in SoT is cool i guess, but it’s a pretty rare occurrence. also the fact that nemeses don’t drop a guaranteed legendary is completely ridiculous to me, i really don’t understand why you think that would be unreasonable. people were running iron maiden for gear in b29, and you didn’t like that for some reason, so you nerfed their drops, and now nobody runs iron maiden anymore for any reason. mission accomplished i guess?

  • further, it just doesn’t make sense from any perspective. you’ve killed a lot of dudes in one faction and their response is to hide a super powerful boss from you that you have to hunt for? uhh ok. the obvious solution to both this problem and the aforementioned problem with trash mobs is to create a system where a nemesis will automatically spawn when you kill x number of a certain faction in a session. this harmonizes and rectifies two very egregious problems with end game farming.

  • the only thing with the nemesis system that i actually really enjoyed was the recent addition of anasteria’s nemesis-only legendary helm. that was super fucking cool. it was an agonizing grind, but for the first time i actually felt like the nemesis system mattered in some way, because for every other faction it doesn’t. they don’t give you anything that you can’t already get from other sources, and unfortunately you can usually get it faster from other sources as well. every single nemesis should have 1 or more super rare legendary (or incredibly powerful MI, to make the hunt even greater) drop. if used in tandem with my prior suggestion, suddenly killing trash feels meaningful, because it summons nemeses, and killing nemeses feel meaningful because they have a chance of dropping unique loot. it’s a simple fix and makes farming so much more interesting. i don’t think anybody is especially happy with the current nemesis system. it was made to give incentive to your hardcore audience, but as your hardcore audience i can tell you there’s no incentive and it’s not interesting at the moment.

  • another huge problem with end game is the removal of completion bonuses. i don’t think you guys realize just how massive that change was for people who want to grind. i loved this game in early access because i was always hunting for the right hallowed ground and chains of oleron completion bonus. now components are completely pointless. anybody who’s played the game for a meaningful amount of time has a preponderance of every single droppable component (short of ectoplasms and corpse dusts due to skeleton keys), and there’s nothing you can do with them. what am i going to do with my 90 hallowed grounds? nothing, ever. you completely removed one of the farming goals from this game for the sake of complaints from the community about lack of stash space, instead of just giving us more stash space. this is the only choice you’ve made as developers that made me feel disenfranchised as a hardcore player, since it was very clearly taking away an interesting mechanic to appease your casual audience. i understand that it was something you felt you had to do, but it still really bothers me.

  • one solution to this problem is to give components a very small chance on completion to have boosted stats. it doesn’t matter how minor the boost is, it still makes collecting components feel relevant again. they would take up a secondary spot from regular components, which isn’t a big deal since it would be a maximum of 2 spaces per component type. if you don’t do something like this then there is literally 0 reason to have incomplete components at all. reduce their drop rate and make them drop as complete components. the problem with your component stacking solution is that, even though they take up less space, there’s now no need to keep picking them up, so the reduced space they take up is now irrelevant. i don’t really care that my 80 hallowed grounds take up 1 spot in my stash; if they took up more i’d just throw them all away, since i can’t do anything with them. it really doesn’t matter. another thing you could do is just make these ‘advanced’ components craftable, requiring x amount of the base component to create.

  • another solution is one that also makes end game farming more interesting. the fact that devotion shrines can drop legendary items is really enticing, and they’ve completely taken the place of one-shot chests in terms of things to look forward to on a new character. it’s a lot of fun to do these shrines on fresh characters due to the chance of a legendary drop, but the fact that there’s a finite number is disappointing. i suggest creating devotion-like shrines (with no devotion point awarded of course) that randomly appear in roguelike dungeons, with either very heavy component requirements to cleanse (i’m talking like 5-10 hallowed grounds per, for example), or really difficult monsters that get summoned if it’s corrupted. this keeps things fresh and exciting, it makes collecting components feel meaningful, etc. any solutions that solve multiple end-game problems are definitely good ones.

  • one shot chests are also unimportant given how prominently the mechanic is advertised as being a selling point of this game. epics aren’t the final tier of loot, and the fact that one shot chests on elite and ultimate aren’t able to drop a legendary makes them pointless for everything but your first character, and even then they’re still pretty underwhelming. i completely ignore every one shot chest on elite and ultimate on every new character, as i’m assuming everyone else who plays this game a lot does. give them a chance to drop a legendary on elite and ultimate. simple solution to make an unimportant gameplay element past a very easily reachable threshold important again.

  • dismantling is another disaster resultant of your removal of completion bonuses. it was somewhat interesting when players were hunting for completion bonuses, but now it serves no purpose whatsoever. i’ve talked about it before, and even with the small chance of a rare crafting material, it’s still a massive waste of time. i tried doing it with epics and i was getting something like 1 rare material per 30 epics dismantled. it doesn’t matter how much more likely it is with legendaries, this doesn’t help the fact that we can’t do anything with epic items, and they drop constantly. dismantling really should be used to gain some kind of currency which can then be exchanged for a random legendary. this is by far the most elegant solution. i talk a lot about this in a prior thread of mine (http://www.grimdawn.com/forums/showthread.php?t=31464) so i will not go into too much more detail here, but the whole dismantling situation just feels so incomplete.

  • legendary drop rates are also fine as they are (though should probably still be easier to get due to how many of them there are lack of smart loot), but the fact that epics are still useless past a certain (easily reachable) point at endgame is incredibly disappointing. there is absolutely nothing that you can do with them. refining the scrap/dynamite system to make epics relevant even for players on ultimate difficulty would be a welcome change. it’s probably way too late in the game for this, but to be completely honest, there is no reason for epics to even exist past a certain level. every epic level 60-65+ should have been a legendary with updated stats so as to make the available gear pool at end game that much more interesting. players have rares and faction gear to keep them afloat while they farm for these legendaries. in fact, doing this would significantly increase the value of both iron and crafting materials, since it would make crafting (or shop farming) necessary to survive the final difficulty level until you find some legendaries. the updates to rare affixes and MIs makes this very doable. it would make 3 useless objects (epics, scrap, and iron) actually meaningful.

  • i think the main disappointment i have regarding grim dawn stems from having read medierra’s posts a while back lamenting the state of titan quest’s endgame, saying that the two additional difficulties were tacked on at the end the game’s development with little to no testing. i expected that to mean that grim dawn would have a robust endgame. in actuality, titan quest had more features that were gated by additional difficulty. talos, the dragon liche, and the hydra, while simple boss encounters, were still later-difficulty only content. grim dawn technically has 0 content that is gated by difficulty level. it has devotion shrines and gear that you can’t get on normal/veteran, but that isn’t ‘content’. nemeses are encounterable on normal difficulty with enough effort, and even they are such a minor element of gameplay that even if they were suddenly made to be elite/ultimate only, it still wouldn’t really feel like enough. i really appreciate the efforts you took to balance ultimate, and i like the current difficulty of it a lot. i just wish there were more to do. i’m hoping that survival mode fixes this problem.

  • bounties are also mostly pointless. the black legion is the one case where you have to do them, which is fine i guess, though it’s pretty agonizing. i don’t think i’ve done a bounty for another faction in months though, and i reroll characters with some frequency now. it’s so much faster to just kill the appropriate enemy type. even when i’m farming rover reputation on new characters, for a while when i would run SoT for rep i would check back at the rover bounty table to see if i could get the bounty for skeletal knights or revenants so i could boost my rep gain a bit, but when i realized that they offered like 200 reputation, barely more than a boss, i just stopped doing them.

  • they had some kind of merit back when components still mattered, so this is yet another problem resultant of your removal of completion bonuses. i can’t even remember the last time i actually looked at the bounty completion screen to see what component piece it gave me, because it really doesn’t matter at all. right now the only meaningful thing you can do with bounties is get the devil’s crossing one where the cronley hero spawns in the room beside cronley, and then you just never turn in the bounty and kill him for an extra 25 rep every run while you grind cronley reputation. i’m going to assume this was not your intention, and it’s pretty disappointing that the only thing that makes a system you created in any way meaningful is something completely incidental.

  • this is really easy to fix, just give bounties a chance of rewarding legendary items upon completion on ultimate difficulty. it’s a bandaid solution but it’s still something. i get that i’m coming off as a broken record here suggesting that everything involve legendaries in some way, but this is a loot-based game and legendaries are the highest tier of loot, and anything that doesn’t involve them (or MIs i guess) at end game is irrelevant. this is the nature of ARPGs.

  • scrap is also a weird mechanic. scrap-crafting still leaves a ton to be desired, as well. it feels completely unfinished, and as i mentioned in a prior thread, it feels like it was put into the game to give people something to do during early access, but has little to no benefit at any point for any character. relic, component, and legendary item crafting are the only things that are worth doing. it is always faster and more resource-efficient to keep resetting and check the devil’s crossing vendor to get specific rare items. the vendors might not be able to sell double rares, but the odds of crafting the correct double rare item are so low that it’s not even worth mentioning. scrap crafting serves no purpose when leveling either, since you are even more resource-starved, making the shop farming thing even more appealing. it’s a trap for new players who don’t realize the pointlessness of the system.

  • this can be fixed by either giving a small chance at a legendary from scrap crafting (which, with the boosted rate on scrap from dynamite, almost makes dismantling worth it), or simply homogenizing scrap and my aforementioned ‘legendary currency’. make a vendor that will turn 500-1000 scrap into a random legendary. this makes dismantling useful (assuming you bump up the amount of scrap gained from dismantling, which you should), makes random epics/repeat legendaries useful, and makes iron useful. the latter doesn’t fix the scrap crafting problem, though. you can also make a new blacksmith recipe that requires x number of scrap and y number of rare components to get a legendary, which then makes scrap more meaningful, rare components more meaningful, and crafting more meaningful.

  • a solution for scrap crafting could be to dramatically boost the blacksmith bonuses. like, dramatically. they’re so minor that they don’t really have any impact on anyone’s gameplay. it’s disappointing that the answer to new players asking ‘what blacksmith should i pick’ is universally ‘it really doesnt matter’. if they were significantly higher then not only would scrap crafting have some kind of merit over shop-farming, but it would also make craftable legendary items worth crafting multiple times to get the right bonus. at the moment i don’t really care if i get 10% energy regen or 8% elemental damage on my legendary helmet, it’s not enough to make me want to craft the item again. the angrim/duncan dichotomy is even less relevant when you consider that due to how obscenely rare bleed resistance is in this game, crafting from the skeleton dude in the necropolis is always your best option.

  • re: legendary craftables, i really like them and the game needs more of them. i think they’re balanced really well in terms of cost and reward, so nicely done on that.

  • another problem i have with crafting is that completion bonuses on most relics are irrelevant. the non-class specific ones can roll some amazing stuff like %OA, but the majority of the class-specific ones don’t really matter. my callidor’s tempest character rolled an agrivix’s malice with bonuses to inferno and overload, the best possible outcome, and it didn’t matter at all. i think it boosted my damage by close to 1%? class relics should go back to boosting main skills again, i have no idea why that was changed. a long time ago i complained that the pool was too large and that the bonuses were often irrelevant (nobody wants +2 to nullification as a bonus, for example), but making the completion bonus meaningless was not the solution i was hoping for. again, this is a change that only really matters to the small percentage of players that play the game enough to min-max in hardcore, so why not give us something to farm for? this is another way to increase the value of components.

  • treasure troves are incredibly confusing. i honestly have no idea why they exist. iron is not really a big part of the game for anyone who isn’t a new player, and to have created an entirely new kind of chest just for iron strikes me as a really bizarre design choice. you see one of them, you port to homestead, you buy dynamite, you port back, and you profit like 5000 iron. what is interesting about that at all? you’re never going to find a legendary from it (maybe you will, but it doesn’t seem to be any higher than just getting one from a standard chest which is like one out of several hundred).

  • i don’t get why you created two fully functional applications for dynamite when neither of them do anything meaningful. you could completely remove both dismantling and treasure troves from the game and nobody would have any problem with it. every thread related to treasure troves on the forum is players asking ‘what is the point’, then they are told what the point is, and their response is ‘oh’. there are so many useful systems you could have created for dynamite that involve loot in some way. i have no idea why you thought that the recent rare materials from dismantling was in any way enough to warrant the mechanic’s existence.

  • my only game balance complaint is that resistance reduction is just as good as it was in titan quest. removing sapros from the game doesn’t make the mechanic less important, it just makes players find other methods of accomplishing the same thing. every top build involves heavy resistance reduction, and any builds that don’t feature it are objectively worse. i say that as someone who discovered one of the best builds in the game. it’s probably too late in the game to rectify this problem but maybe you can do something about it for the expansion. i think it should be removed from the game completely, and that there should be a mechanic similar to what they have in PoE where you gain the ability to penetrate x percent of an enemy’s resistance, with no chance of putting it below zero. or if that’s too difficult to implement, remove -n and -n% resistance reduction, and only allow for items to reduce by x%, so it will always stay above zero. it’s too good a mechanic, and it really limits gearing choices. this is only really apparent when it comes to min-maxing, so i understand that it’s not especially pressing for you guys to fix it, but given the steps you’ve taken to try to curb OA/crit damage stacking, this is worse than that ever was.

basically, you put tons of effort into multiple systems (bounties, nemesis system, dismantling, treasure troves, one-shot chests) that don’t actually offer anything to the game. they all have superficial merit that might fool new players, but they don’t matter past normal difficulty (if at all). i get that the vast majority of your player base stops playing the game after normal, but these systems are already in place, why not just update them even slightly to matter to the people who play elite and ultimate? none of these suggestions negatively impact the game for newer players, and i think most of them elegantly fix several problems at once.

[b]TL;DR for people who don’t want to read a massive essay:

  • killing regular mobs is pointless, so create a counter that automatically summons a nemesis after having killed x number of that faction’s mobs in a session
  • nemesis system is pointless and offers nothing that can’t be attained elsewhere with less difficulty, so give every nemesis a super rare unique drop a la anasteria
  • farming is monotonous, so give devotion-like shrines a chance to spawn in roguelikes (or around the world) that don’t offer a devotion point but have a chance of giving you a legendary, with very high component requirements to cleanse or very difficult mobs to kill if corrupted
  • scrap and dynamite have no reason to exist short of fixing bridges and shit like that, so make scrap and dynamite a relevant part of the gameplay experience, ideally through a scrap crafting system that can offer legendaries
  • component drops, especially rare components, are mostly pointless due to how quickly players amass a surplus of them that they can’t do anything with, so make components worth picking up through my prior devotion shrine suggestion, or an ‘enhanced component’ possibility upon completion, or just use them in crafting for a chance at a legendary
  • epics stop being useful very quickly in a player’s progression at end game yet they keep dropping, make them worth picking up by refining the scrap/dynamite system, boost the amount of scrap generated by dismantling epics, and giving scrap crafting a chance to roll a legendary
  • scrap crafting is a waste of time and blacksmith bonuses are largely irrelevant, significantly boost the blacksmith bonuses to make scrap crafting have some kind of merit over shop farming, as right now the mechanic is a trap for new players who don’t realize that shop farming is faster and cheaper
    -one shot chests are pointless on elite and ultimate for all but the newest of players, so give them a chance at rolling a legendary on elite and ultimate difficulty[/b]

that’s about it for now. i’ll update this as more ideas come to me. i hope this doesn’t come off as a THC7-style ‘more ! more ! more !’ list of demands; i think i’m being pretty reasonable with my suggestions for the most part. i really hope that survival mode fixes a lot of my problems with end game, but i’m keeping my expectations reasonable as well.

but guys, great job on the release, sincerely. i know this is a pretty negative thread, but know that i’m beyond thankful for all the work you’ve put into this game, and for the way you treat your community. your transparency and consideration of your players’ demands is nothing short of inspiring, and you really deserve all the success in the world. i’m so happy to have played a part in this game’s development, and i don’t think another game will ever mean this much to me. thanks for putting up with my hectoring over the years.

Well that took me a while to read - may I suggest better formatting, perhaps even some bold/underline usage to highlight keywords, on your next post.

-> I won’t argue that Soldier nerf was unwarranted - I feel it was definitely warranted, but perhaps overnerfed in certain areas, especially the crit damage bonuses. I have never played an Arcanist class so I won’t comment.

-> I completely agree that ultimate levels of skills i.e beyond what we can achieve with hard points and can only be achieved through +skills should definitely offer significant benefits, but only at the very highest levels i.e say 19-22.

-> Legendary balance does feel a whole lot better but I am still completely chuffed about the fact that there are simply no physical specific sets or legendaries that are remotely good. Grasp of Unchained Might, and Soldier’s Rebuke/Leviathan are the only ones that come to mind.

Markovian’s Fortress is great but is actually aimed at block builds, so there’s no way a non-block physical build will ever complete it. What I’m saying is that Soldier has 3 main attacks, Cadence/Forcewave/Blade Arc and has no sets to support it. Cadence is supported only for a ranged build through Valdun’s.

To build my Blade Arc warder’s gear in ultimate I had to literally look at every legendary and empowered epic in the game to see what I could use and what was better. For my DW Blademaster, I could select Deathmarked set with no thought process at all. Primal Strike Druid? Ultos Set. And so on.

I still feel legendaries are not yet very well designed. For example, on my 2H Rifle Commando, I have no viable shoulders. There are no set shoulders in Valdun’s Set. I have to either go for Ulzuin’s or Deathmarked Shoulders. There’s literally nothing else that’s as good as those 2 shoulders, and THEY ARE FROM OTHER CLASSES SETS.

When creating a set, one must ensure that you not only have viable alternatives for the set pieces themselves, but also items available for the non-set pieces that you couldn’t/didn’t make.

-> Your nemesis idea is pretty cool, and I think that could greatly improve both farming and offer a unique challenge. However this might feel a bit too hard for certain players, especially in Roguelike dungeons. I’d say implement the concept, but have it disabled for Roguelike dungeons where you could simply up the spawn rate of heroes instead.

-> Completion bonuses - meh. I don’t think that normal components should have completion bonuses, but rare components definitely could. They don’t drop as much as normal ones, and can be crafted. I’m talking about stuff like Chains of Oleron etc.

-> I definitely agree with you on One-Shot chests and Shrines that don’t offer devotion points but a challenge instead. This has actually already been requested in a separate thread where they asked for different types of Shrines and different types of duels, buffs/debuffs, etc. I think it’s definitely something that should be looked at.

-> I don’t like dismantling personally for the fact that I have to hunt for Dynamite or buy it at an exorbitant rate from the Homestead dude. I’ve never really done it so I can’t speak for/against it, but if what you say is true it is pretty bad. At least in D3 I could turn it into a guaranteed legendary/set crafting material.

-> I will disagree with you on this, especially with respect to empowered epics at level 75. For ex. Empowered Fanatics Overcoat and Lapis Mantichora. These are crazy good, but sometimes I wonder why they are Empowered Epics and not Legendaries. Although I don’t know what the fuck Feral Hunger is doing on an obvious Blade Arc amulet.

I probably will say that stuff like those 2 should be toned down and legendaries brought up to serve as better gear. Level 50 legendaries should just be raised to level 60/65 and buffed as a result.

Although I’d say that many will disagree - epics should be worse than legendaries, and it’s simply legendary design that needs to improve.

-> You’re wrong about content gated by difficulty - Loxmere doesn’t appear in Normal and also Elite(?? not sure IIRC). They could perhaps add some bosses. There’s also Dalia’s quest on Ultimate. I’m also really looking forward to Survival Mode.

One idea I was thinking about was invasions. Right now there are 4 major towns/encampments/fortresses, and you could have something like an invasion on each. Since this isn’t an MMO, the invasion would have to be manually triggered, but it would be a whole lot of fun. I’ll leave it to others to suggest what the invasion should seem like, what kind of enemies, etc.

Yeah bounties are terrible. At this point the only reason I’d take any bounty would be for Black Legion’s reputation as that is easily the last one that is maxed and is the hardest to max if you took Outcast and did all her quests. Either they should be buffed to offer better rewards, or even fight some nice hard unique bosses which are spawned when the bounty is accepted by the player.

-> I’ve never really done crafting as I thought it was just a massive scrap/iron sink that didn’t really give great rewards as it was so RNG dependent. I’m really happy to see that many crafting improvements were made in the form of affixes, and sometimes the greens that drop are amazing to look at and could actually be useful for other characters. I suppose there could be improvements in this aspect.

-> Treasure troves to me, are kind of funny really - I think I just enjoy seeing a lot of iron bits coming out of it, but now that I think about it it’s only a sort of compulsion for me - I see one and I think “Oh god I must blow it up” even though the reward is barely anything.

-> How exactly does your solution for resist reduction solve the problem? It’s still too powerful if you keep it in the game. Either damage% bonuses should be improved, or base skill damage should be improved with simultaneous reductions in resist reduction quantity so that resist reduction doesn’t become the go-to stat and you have a viable alternative i.e stacking damage% bonuses, which unfortunately at this point are bad because they are additive.

99% agree with everything said i just think that legendary drop rates are good enough as least on ulti, havent played any elite since recent patches

thanks for taking the time to reply in such detail. i’ll work on the format, it’s how i write all my threads but i can see that it’s a bit jarring with this much content.

note that for the most part i intentionally shied away from discussing my balance concerns in the OP, as they’re a lot easier for me to live with than the mechanical issues that focus on.

crit damage to me is a strange beast; the heavy nerfing of it in all areas except arcanist and shaman (why the fuck does shaman get away with 50-70% crit damage from a single skill? there’s no way this isn’t broken, i’m just trying to find the best build to utilize it right now) strikes me as really weird. fighting spirit is now completely useless.

i think a major problem with it is that 10 ultimate levels on support skills was too ambitious. i think it’s probably quite challenging to balance, and an appropriate solution would have been to cap support skills at 5 ultimate levels or something to that effect. though with some builds easily getting +5 to their class at end game, maybe this isn’t quite such a good idea. i don’t know, either way it feels awkward and strange. i do like the idea of the final 2-3 points being massively huge over the prior ones though.

yeah i mostly just gave up on legendary balance, i’m assuming you read my massive legendary feedback thread from before. i’m just happy that so many of my suggestions were implemented. there’s still a massive amount of work to be done but i’ll take what i can get.

yeah, i haven’t played many soldier mains so this is not something i think about often, but it definitely is hard to ignore. i really don’t understand their aversion to really obviously meaningful legendary items. hell, despite my constantly mentioning it in my prior thread, we still don’t have a lightning shaman belt.

yeah, it’s even worse when we have 3 legendary sets that are soldier-related, and are shield-themed. it’s ridiculous because such a relatively low amount of soldier skills are shield-related.

When creating a set, one must ensure that you not only have viable alternatives for the set pieces themselves, but also items available for the non-set pieces that you couldn’t/didn’t make.[/QUOTE]

i agree with the sentiment here, but brimstone shoulders could be kind of cool though for the WPS (and the massive boost to brimstone if you’re going fire strike).

but yeah, we still have like 3 vitality/bleed related shoulder items despite lacking some really important shit. it’s frustrating.

i think it could be very easily be made so that if a player were to be clearing a roguelike, they would need to kill like 80% of the monsters inside to trigger the nemesis summon, something that could easily be avoided by underprepared players. or, you could just run from the nemesis.

though i may have been vague about it, i also still think we should keep the current rep system, in the sense that you would still need to grind to nemesis to unlock this feature, making it pretty hard to do accidentally.

i’m not even advocating for readdition of completion bonuses, just updated versions with a small chance of occurring on component completion just to make farming for them somewhat meaningful. i do agree that it’s way more pressing with rare ones than common ones. i remember when i started playing, finding even a single piece of a dread skull was a cause for celebration. now i don’t even pick them up anymore because there’s nothing i can do with my 50 complete ones.

i remember reading that and liking some of the ideas, it seems really easy to implement given the fact that everything except the random generation already exists in the game.

yeah, it’s really atrocious. it has no business existing in its current form.

there are a couple incredible late game epics, absolutely. empowered essence of beronath is another fantastic one. but like i said, and like you said, why are they not just legendaries?

i agree that legendary balance is still a problem, but i don’t get why we have so many late game epics that could have easily just been legendaries. there are so many pieces that could easily have been amazing end game gear if they just had updated stats.

further, why do 3-4 examples of usable epics justify the existence of the other couple hundred? i don’t even look at the blues that drop anymore, and i don’t see why anyone farming ultimate would. it’s stupid because the game puts epic above rare on the loot filter list, but anybody playing this game for a long time won’t want to see blues and will instead want to see legendaries and rares, which there’s no option for currently.

my ‘remove all late game epics’ suggestion is easily my most controversial, and it’s not something i think is anywhere near as important to fix as the others. i wouldn’t mind the existence of epics, there’s just nothing i can do with any of them. i already have a fanatic’s overcoat with 821 flat health. i don’t look at them anymore. the systems to make epics useful are already in place (scrap, dynamite) yet absolutely no steps have been taken to actually use those systems in a meaningful way.

yeah i mean if epics have to exist then i agree with this sentiment, i just don’t understand why epics have to exist past a certain point. and either way, i don’t even really care how good or bad epics are, i just want to be able to do something with them. the fact that they’re not worth picking up is ridiculous, i do constantly roguelike runs and the only thing i pick up are ectoplasms, corpse dusts, and legendaries. this could so easily be fixed with any of my suggestions regarding dismantling.

you’re completely right, i did forget about loxmere and the dalia quest. though in fairness i also forgot about the secret passage in TQ, which is basically what the final/most important leg of the dalia quest is, so it’s basically secret passage/talos/hydra/dragon liche vs quest up to secret passage/secret passage/loxmere. tq still has more, and it doesn’t even have much.

loxmere was also a complete and total disaster until the current build, i have no idea why anyone thought it was an appropriate encounter. is it now just a farmable hero with an MI? or is it a boss with appropriate purple name loot? if the latter maybe it’s sort of relevant, but it still feels like it doesn’t really do anything.

agree, though i intentionally kept my suggestions as simple as possible. everything solution i offered was just a modification on existing systems.

it’s disappointing because they seemed so interesting in early access, and were such a massive part of the development that the devs actually almost removed completion bonuses just to allow for more potential bounties. they ended up doing that anyway obviously, but it would have been horrible if it was for such an irrelevant aspect of gameplay (though since they were removed in order to make crafting slightly less tedious, it kind of was!).

still, not enough incentive over shop farming. it really is a trap, through and through.

yeah, effort was put into making them exist, and minimal effort could be put into making them in any way interesting. it’s so strange to me.

my solution prevents players from putting enemy resistances below 0, which is what makes resistance reduction as insane as it is. as most mobs don’t have substantial resistance, getting theirs to 0 might not always be as good as just boosting your damage. hell, since ‘x% reduced target resistance’ can’t stack with itself, this would make it impossible to take an enemy’s resistance to 0 unless you had one item or skill with 100% reduced target’s resistance.

it would still make one piece of resistance reduction, be it through skills or gear, a very important stat, but would make stacking additional reduction useless, which is where the real problem lies. having it be important to have one source of it is preferable to having it be important to have as many sources of it as possible. the best builds are ones that stack 3, 4, even 5 separately stacking resistance reduction methods, put boss resistances to like -70 or -100, and melt them.

I agree with most of this, particularly the Nemesis spawn, Nemesis MI, and component completion chance for bonus.

Sent from my Nexus 5X using Tapatalk

It’s always better to reply to someone who actually has an idea of what they’re talking about. Much of my time and posts on the forum is spent on telling people that they shouldn’t offer opinions, but actual facts, but ego>all apparently.

I was trying to get a build to do that too, unfortunately it’s downright problematic, especially for me since I like playing melee only. If I went PS, it was terrible as it doesn’t work well in ultimate, especially with respect to bosses. The only thing I can think of is a DW Nightblade+w/e maybe Demo, build with Stormhearts and loads of lightning procs with lots of OA, but even that doesn’t really seem fun(procs are lackluster on graphics and the Stormheart proc is only 10%).

The problem here is +skills. +skills are so goddamn powerful that they can easily beat say a 30-40% damage increase on skills or 50 OA, because they can boost skills that naturally provide such damage increases, OA/DA, as well as survivability through heals, damage reduction, resists etc.

Either you remove +skills on most gear, which is kinda bad because they have a major nerf effect on legendaries especially, or you make it so that the +skills only really shine when you can stack enough of them. Perhaps lowering the max cap on how much a skill can stack to ex. 22 is too high perhaps, could go down to 20?, could really help.

Yes I did, and that was a fantastic post. I was really happy on a lot of changes that went into legendary balance, but I frankly, on the whole, was disappointed. There were no major sweeping changes for physical damage builds, 2H Valdun’s Set was mostly left untouched, sets for certain builds were not introduced or tweaked to cater towards other builds. I was most pissed about Valdun’s, but it’s better now than it was before so that’s something.

There are some legendaries, that are just duplicates of other legendaries, and the only difference is that they offer some kind of a stat or a proc that might help in different circumstances ex. lifesteal or low health damage reduction proc. We need a much bigger look at legendary design. I might make a thread about physical legendaries later because there is a major disparity.

Absolutely, considering some of the balance changes kinda nerfed shield builds to the point that more than half of the players playing shield builds have now gone for pure damage and use defensive constellations to be, at best almost as tanky as the shield builds were.

I liked the love that was given to retaliation builds though, but I’d suppose 1/2 sets were enough.

This just ties back to both +skills and probably just oversight. At this point my Blade Arc Warder is great, although I definitely should rebuild it as Commando because of the insane offensive bonuses from Temper and Flame Touched. But again, no set is aimed towards this particular skill or any type of completely offensive oriented Soldier build.

That’s a good idea. Yeah, I actually became Nemesis with Undead somehow in Elite despite not farming at all before Elite was released.

There definitely could be potential for a recipe to convert a set quantity of components into something more powerful. One idea I had was of Epic and Legendary Components. Something like that could definitely promote farming. Other than completion bonuses of course, but I hope to god it will not be +skills or it should be, in conjunction with what you said about primary skills, +skills to primary damage skills and not support skills.

You could basically just ask your Blacksmith to Salvage it for an iron cost. It’s done in so many other games I don’t see why we have to use Dynamite for it. Up the rewards and call it a day.

I suspect that the reason certain powerful epics are available is because epics drop more frequently than legendaries, however it makes a comparable legendary weak either because the legendary is badly designed(note : not powerful enough) or because the epic is too well designed.

I suppose it’s an issue of balance in design. It’s something the devs will have to carefully think about.

I suspect it had to do with something of a developer joke.

“Hey let’s put this really weird, really powerful monster, right out there in a huge mob of Aetherials, who btw can one shot you, and if you don’t you’re probably stuck in a huge mob with zero energy and the next hit will probably kill you”

I guess the joke went too far and they had to nerf her. I think he/she has an MI though, just not sure what it is.

I’m thinking that it’s just an oversight, or perhaps a way to allow players to get revered enchants before they move on to Ultimate. This way it isn’t a bad idea, however farming mobs/heroes is so much better because not only can you get loot, you’re also not trying to find a specific mob and then portal back out, and also because the rep gain is so much higher(read negative rep gain with enemy factions).

I still think they should stay, they should just have more incentive to do.

An easy way would be to just make them much much better than One-Shot chests, or even hey! spawn a guardian boss when you attempt to blow up the chest!

Fair point. I’d say that giving % resist reduction on certain mastery skills and only providing flat reduction through devotion and gear would certainly go a long way towards reducing it’s power.

The problem I envision with making any kind of change to this mechanic is how it would synergistically influence the power of OA/Crit damage/AS/Damage bonuses. It might even make any of them better than they already are, which would massively pigeonhole builds towards getting some/any/all of them, not that it already isn’t, but it would make the effect even more noticeable.

i have thousands of hours in the game, a lot of it spent grinding at end game, and i’ve never seen the aetherial nemesis

Have this issue here too

  • my only game balance complaint is that resistance reduction is just as good as it was in titan quest. … remove -n and -n% resistance reduction, and only allow for items to reduce by x%, so it will always stay above zero.

That would destroy bleed builds, and probably poison and vitality as well

I’ll just type this out succinctly as I read your post, Most. :wink:

Devotion is indeed in so much more of a better place. I still feel like the defensive ones are a bit strong used together but I definitely am choosing a wider variety these days, and the defensive boost from legendaries and enemy damage nerf has taken a good deal more pressure off than I initially realized. The end-tier ones of often the most disappointing as you’ve stated. Adding some self-sustain or buffs would help a lot, because often they are not worth sacrificing some of the earlier devotions available in order to reach them. Which specific end-tier devotions do you think are the worst? (Sometimes they’re not that bad so much as their requirements require giving up too many good mid-tier/early-tier devotions)

-Arcanist + Soldier, funny that you mention this. I’m finding Arcanist is fine twinked but challenging not. Soldier was toned down too hard I agree. I was worried about complaining about soldier when only Normal/Veteran existed, because as it turns out it really wouldn’t have scaled as well into ultimate. Soldier could use some tune ups. Blade Arc is fine.

-My main issue with +skills is how absolutely necessary they are. I’m not convinced there’s proper competition for those slots. But I agree that passives feel STRANGELY weak compared to active skills in ultimate levels. I mean, I understand letting passives scale less then active skills, but they’re basically unsatisfying to level beyond the cap most of the time.

-I completely agree that trash mobs should have a real chance of dropping legendaries and epics, even if it means reducing the drop-rate elsewhere a smidgen. We understand that this will be a fine line that’s hard for the devs to find. Too much and people ignore bosses/dungeons, too little and people ignore trash. I agree the bosses and reward chests should be the best drop rate by a fair margin, but part of the fun of Diablo 2 was finding that really good item from a trash place you’d never expect. Boosting the rate on trash from where it is now has, in my opinion, no chance of hurting the game.

-Nemesis, yeah here’s what really needs to be done. Each nemesis should have their own epic, legendary, and monster infrequent. And they should be competitive in the meta. I don’t think it’s just a problem of their drop rate so much as there is no reason to seek them all out other than to see and kill them once for the experience. They should all have a unique epic, legendary, and MI. Maybe even a component. This will make them farm-able and is completely fair because even if their items are really good they aren’t NEEDED to beat ultimate as the current gear is sufficient. Having them appear after a random number of faction kills after reaching nemesis status would be nice. (300-500 kills so you can’t predict when it’ll come? I dunno) They could each have a cool explosive entrance that’s thematic. They shouldn’t be able to spawn in challenge dungeons though.

  • Components. I agree and disagree. I mean I completely agree that the grind has been killed. But at the same time now components are usually inherently powerful and often competitive and provide a quick boost. But the loss of completion bonuses has taken from me the excitement of completing another chains of oleron in the hopes of getting what I wanted. Completion bonus pools were a little too wide in the past I think, but now they simply don’t exist.

-Dismantling. I truly don’t see the point of it anymore. Yeah.

-Agree on most epics not being ultimate worthy. I mean I get that they aren’t supposed to compete with legendaries, and perhaps are supposed to act as placeholders until you get your legendaries… but with the lack of smart loot they tend to just be useless past a certain level.

-This is one of the biggest points I agree with: ULTIMATE IS A PIECE OF SHIT. Elite offers all the loot that ultimate does. Ultimate offers… what? A few shrines? That’s it. Ultimate needs to have exclusive content and rewards beyond just a higher drop rate. So glad you mentioned this Most. I agree that this is the MOST (heh) disappointing part of GD for me as well. Ultimate feels like a chore as I get scraps for playing it.

-Bounties, haven’t played them in a couple builds.

-About blacksmith bonuses. I dunno, sometimes a little energy regen takes pressure off a component slot for me. I personally try to not have to use energy potions but that’s just me. They are generally weak though, but that could be acceptably intentional.

-Crafted legendaries really are quite wonderful generally. Well done indeed.

-Relic completion bonuses need a serious look, I agree. I feel like if this is all I write it will look like I don’t feel strongly about this, so let me again state: I agree. I strongly agree. I really fucking agree. Is it clear that this one specifically has irked me for some time? I love the %oa bonus on lower relics but it is true that a lot of higher relic completion bonuses have negligible impact on my character.

-Agree about treasure troves. They should have a low chance of appearing and be much more rewarding… and maybe dynamite should be even more expensive to encourage farming it rather than buying it. I dunno, then it’d just be like a super chest though. Not sure if they add anything to the game.

  • Resist reduction. Trust me Most, I pointed out how OP it was both publicly and in the no-reply section. Why do you think a lot of the obvious places it appeared were nerfed? It still needs to be a bigger nerf. Because enemy resists are so high in ultimate resist reduction is rather strong. I said an alternative way to soft-nerf them is add more enemies in ultimate with very low resists but higher hp and/or DA, making resist reduction less effective against them as opposed to raw damage. Still, if they just flat out lowered resist reduction now a lot of builds would feel really hurt dps-wise. Sigh.

I have read the entire thread, and will reply accordingly when I have the time to. There’s, perhaps obviously, just too much for me to pick through to reply to right now. Having said that, I found this glaringly disagreeable.

Resist Reduction would still be more effective against them, especially compared to raw damage. Damage is a linear gain, things like RR, IAS/CS, Damage Modification are multiplicative gains. Changing numbers on one side of the equation (buffing enemies) does not inherently affect the relative potency of anything else.

Edit: The way you make linear damage gains more competitive with multiplicative ones is lessening the need for them. Taking enemy resists from 50 to 20 but buffing enemy health only makes Resist Reduction more important, as it will more potently enable you to tackle that increase in health. Straight-up nerfing enemies is how you make linear damage gains more important. But then in order to create some semblance of difficulty and progression, you actually need to buff everything in the game to give you a larger pool of numbers to work with (i.e., nerfing an enemy from 1,000,000 health to 500,000 health is a monstrous nerf when players can do 20-60,000 damage, but nerfing an enemy from 10,000,000 health to 5,000,000 health isn’t as disastrous when players are doing 200-600,000 damage. This is simply because the damage range allots for more variance in character performance allowing for more accurate tweaking. TL;DR D3 numbers are meta when it comes to balancing.)

I only read the TL;DR, so I may misunderstand some points.

My comments on your suggestions:

- killing regular mobs is pointless, so create a counter that automatically summons a nemesis after having killed x number of that faction’s mobs in a session
I got several legendary from trash mobs, latest one is a grey magi boots from a bee.
The counter idea may not be bad, but I also don’t see how the current nemesis system is bad either. I mean, if I am lucky I can find a nemesis in 1 minute instead of having to kill 200-500 trash mob to fill the counter.

- nemesis system is pointless and offers nothing that can’t be attained elsewhere with less difficulty, so give every nemesis a super rare unique drop a la anasteria
They already have increased chance of dropping legendary and blueprint so they do serve a purpose loot-wise, but I totally support your suggestion.

- farming is monotonous, so give devotion-like shrines a chance to spawn in roguelikes (or around the world) that don’t offer a devotion point but have a chance of giving you a legendary, with very high component requirements to cleanse or very difficult mobs to kill if corrupted
+1 here too, just don’t name them with devotion or shine to avoid confusion.

- scrap and dynamite have no reason to exist short of fixing bridges and shit like that, so make scrap and dynamite a relevant part of the gameplay experience, ideally through a scrap crafting system that can offer legendaries
You mean scrap crafting to have a chance to give an epic or even a legendary of the item type you chosen? I love this idea!

- component drops, especially rare components, are mostly pointless due to how quickly players amass a surplus of them that they can’t do anything with, so make components worth picking up through my prior devotion shrine suggestion, or an ‘enhanced component’ possibility upon completion, or just use them in crafting for a chance at a legendary
Agree. So, player could choose to ‘sacrifice’ a number of component in a scarp crafting to have an increased chance of spawning a legendary (Is this what you mean?).

- epics stop being useful very quickly in a player’s progression at end game yet they keep dropping, make them worth picking up by refining the scrap/dynamite system, boost the amount of scrap generated by dismantling epics, and giving scrap crafting a chance to roll a legendary
Some empowered epics are still very good if not BiS.

- scrap crafting is a waste of time and blacksmith bonuses are largely irrelevant, significantly boost the blacksmith bonuses to make scrap crafting have some kind of merit over shop farming, as right now the mechanic is a trap for new players who don’t realize that shop farming is faster and cheaper
Really? I never see double rare in a shop.

-one shot chests are pointless on elite and ultimate for all but the newest of players, so give them a chance at rolling a legendary on elite and ultimate difficulty
They don’t have a chance for dropping legendary? (learnt sth new) This suz…

“literally no reason to kill trash mobs”

This is the reason I ended up with my recent lvl85 build that I simply stopped progessing at the last shrine in BoC. I hate running though large packs of mobs causing lags here and there. And overall running though enemies is just feels so pathetic for me.
So I started to play the game in my way. I just fckin reload the char from backup after the last shirne fight. It gives a really good fight with 6-8 lvl93 heroes at once.
I do this rather for fight than the loot but I can tell its way way faster to get stuff than doing BoC/SoT.
And btw I really don’t give a fck to oppinions whether its considered cheating or not, as I fight for every single drop.

what makes you think they don’t already? I’ve had my latest legendary drop when my character was lvl48, going through towards Logherran on Normal and dropped from a trashy.

genuinely curious what issues you would take with my sentiments (outside the obviously controversial ‘remove all epics past level 60’ part), so please get back to me when you have the time

here’s the thing, it doesn’t matter that you’ve received several legendaries from trash mobs. so have i. the fact is though that i spend all my time in this game trying to maximize my legendaries per hour, and it’s objectively quicker to avoid trash mobs and just kill heroes/bosses. like, by a sizable margin, even with an aoe-focused build.

you can think that the amazing legendary a random skeleton dropped makes killing every skeleton worthwhile, but it doesn’t. you will find significantly more legendaries per hour by ignoring him and his white/yellow friends and just killing heroes and bosses.

i’m fine with keeping the current random nemesis system as well, the counter suggestion was more of an ‘in addition to’ suggestion (though i guess that could cause problems with having two spawn in the same area).

further, it would depend on numbers obviously, but a fast aoe build can clear 200-500 mobs far more quickly than it can reliably find a nemesis. hell, i do 1200+ mob SoT clears in like 6-7 minutes on my CT character. the problem is that it’s not in any way rewarding, and it’s completely for show. i get way more legendaries per hour by just shadow striking (well, chaos striking) from pack to pack and just killing heroes. nemesis summoning through trash killing would actually make killing regular mobs meaningful.

that purpose is not relevant enough to warrant such a huge and seemingly-robust-but-not-actually mechanic. fabius with the right build gives you the highest number of legendaries per hour, but that’s just because he’s the easiest to find. the other nemeses are just objectively worse versions of fabius, for all intents and purposes, barring bennjar and moosilauke which have a chance to spawn in challenge dungeons as well. iron maiden, DV nemesis, and aetherial nemesis may as well not exist. giving them unique drops differentiates between them and gives us a reason to kill them.

yeah, that’s one possibility. another possibility is to just create a scrap vendor (or a specific blueprint) that requires 500-1000 scrap and gives you a random legendary. then, you increase the amount of scrap generated by dismantling epics and legendaries, and boom; all of a sudden, legendaries are worth picking up, dismantling serves a purpose, etc.

kind of, there are so many ways that scrap crafting could be made relevant, you could easily just incorporate my prior 500-1000 scrap for a legendary idea and also make us throw in 10 rare components each time, and that makes dread skulls and hallowed grounds worth picking up again. really simple solution.

this is true, but the 5 or so amazing epics do not justify the several hundred ‘endgame’ epics that aren’t useful for anything. rares should very much have been what epics are supposed to be, and those several hundred epics should have just had better stats and been made legendaries. imagine if we had twice the legendary pool we have currently instead of several hundred level 60+ epics that stop being useful early on in a player’s end game progression?

as i mention in the non-tl;dr section, shops can’t sell double rares, but they can sell rare+magic, which is often preferable for the item slots that you’d need them for. something like tempest of attack or incorruptible of readiness on rings, for example. hell, even for weapons, skyfallen of alacrity/the rifthound isn’t that much worse than skyfallen of voracity, and you’ll find like 50 of the former in a shop before you’ll be able to craft 1 of the latter.

the odds of scrap crafting the double rare you want are so astonishingly low that i don’t think it has a place in justifying game mechanics.

i’ve never found one, opened all of them on elite and ultimate for the first 5 or 6 characters i took through the game and never got one, so i’m going to assume it’s not possible. if anyone has evidence to the contrary, let me know.

While still beeing new to the game, if endgame works like you describe, I agree on all points.

The Devotion System
It is indeed an intricate system which adds another layer of customization. During playtesting I was often worried how so many layers would make a character too OP, too quickly. Which in most cases it does…until you hit Ultimate and every bit of min-maxing is required to stay alive.

When playing Path of Exile you have this giant “tree” of nodes. If you look closely it is nothing more than a joint/mashed re-presentation of Attribute/passive skills in any other game. And in every aRPG you need to stack on health primarily to survive later difficulty modes accompanied by other attributes/passives to wear certain gear.

In that regard… Devotion System actually adds something new to customize your character. While the other system fakes complexity by having a different re-presentation than other games use.

The Devotion is in no way perfect, but it has potential after a few more tweaks. Even if you mildly gimp your character it is possible to balance it out with the right constellations. Personally I felt, and still do on occasion, overwhelmed by the options. Even sub-maximal devotions work on Ultimate meaning I can go for what looks/works the coolest and is most fun.

Class Balance
Personally I suck at the number game. Give me lore and world design and off I go. Still… The Arcanist has certain survivability skills that seem to be the bread and butter of most builds. Maiven’s Sphere, Flash Freeze, Mirror of Ereoctes, Inner Focus are all too good too pass up for almost any build. There isn’t any other class that offers such a good amount of diverse supporting abilities. Which too me shows it is more an issue at the core of the Mastery Design than it is with the numbers of how each of the skills function.

Normally I’m a melee guy, but for the past builds I haven’t touched the soldier. Until release day. I’ve deleted the entire game, folders and everything. Had too start from scratch and did so with a Battlemage. With the shere amount of awesome skills to choose from with a soldier/arcanist I can see people wanting it all and spreading themselves too thin. Followed by complaints how weak that combination is.

On the board there are also complaints about the Soldiers nerf regarding Cadence. That it isn’t functioning as powerfully as other alternatives. Which is another reason why I’m playing a soldier to test it out. At level 50 I’ve got some attack speed%, phys damage% and critting Cadence at 7-9k. So far I’ve reached halfway Elite and not seeing an issue since packs of mobs get wiped of the screen quickly…while single target opponents take longer. At which time the Cadence indeed feels weaker than its many alternatives. This of course also has to do with the many procs that can go off and do AoE damage.

Medierra often says he tries to buff other classes too bring them up to the stronger masteries. So don’t go yelling nerf when this isn’t always the case. I don’t mind that Cadence has been made weaker. Opens the way for other alternative skills you would otherwise not even have bothered with. Plus now we also have chances with demolitionist which was really weak before.

End Game/Farming
Personally I’m not a gamer that participates in most end-game nor the excessive farming. I prefer the leveling/exploration sense with the occasional hectic battles. On top of that it is quite relaxing to play a game with one mouse and just hanging back in my chair.

In Titan Quest I didn’t mind doing a bunch of runs from the mountains to kill the Telkine, go through the portal, make my way through Olympus and beat the titan. Maps from Torchlight/PoE only interest me for a few runs. The map design of SoT and BoC don’t feel right to me to do multiple runs other than the time I do it as part of exploring and clearing all content. Even in Diablo 2 I didn’t like to do repetitive runs.

As for farming I don’t think it is all that needed in Grim Dawn. Most faction reputations you get around the time you need their items. When completing Ultimate some factions, like the Rovers and Devil’s Crossing are maxed so you can do their factions quests.

I too would’ve liked seeing variations per difficulty. For many builds, before Elite/Ultimate were even on the drawing board… I suggested to have something like Dungeon Siege 2. Where you could see a locked area on normal difficulty. On the next level you could access it as part of the story and see some, albeit small, new areas of content. While adding a TQ like extra boss monsters on Ultimate.

Even though I’m not a fan of the maps like Torchlight/Path of Exile. It could work as part of an end-game faction quest. And ancient Arkovian device somewhere could open gates to other map areas. “Time Travel” to other areas and see what the world of Cairn was like in the past. To see what it is you’re fighting for to get back or something.

Still the developers are going to release Survival mode and such which is end-game content.

Loot

For epics/Legendaries I don’t feel the need to farm either. When clearing one difficulty of the game all my stash tabs are filled with loot and duplicates anyway. Got more stuff than I know what to do with. Which ties into the use of One-Shot chests. They’re nice for lowbie characters. Still after completing a tough boss I can’t wait to hit those chests for the loot fest on top of what the boss drops. It would indeed be nice if those chests would have a shot at dropping a legendary at epic/ultimate. Not sure if they already do though.

When it comes to drop rates of epics/Legenaries I actually think it is too high seeing how quickly all my stash tabs fill up. It isn’t like Diablo 3 or something where you get legendaries with really shitty stats. Almost every high tier drop in Grim Dawn is actually useful. Where a duplicate is only a minor improvement.

I do understand, and agree, that Legendaries still require a lot of work. Except for Nine and Dikkie I don’t think anyone actually tested them extensively enough during playtesting. This results into post-release balancing work that is required. That’s ok I guess. So ideas on how to improve are needed.

Nemesis & Bounty Hunting
Like others I was interested in this. It sounded great while on the design table. In practice it fell kind of flat in my opinion. I agree that it feels weird too have a nemesis “hide” itself meaning you’ll have too look for it. While it should be the other way around.

Same for the bounties. I often have to look on multiple locations while killing things that offer little too no challenge. Then end with a reward that holds little interest.

They’re all neat little additions to the game to make the world come more too life. While at the same time offering a bit more content.

Completion Bonus Components
The varying completion bonusses on components are so minute compared to the many levels of character customization… It simply wasn’t worth the trouble they gave. Without them we can now stack items in stash which saves a lot of space. Now we can also use the blacksmith and other crafting means without extra troubling issues of having to move ingredients around and into your character inventory…before you can craft what you want. A massive QoL impact.

With different completion bonusses you’d end up with many different seeds from which the crafting system could not take what you need when crafting. This change wasn’t made because of people complaining about stash space, but because of the devs trying to make the crafting system actually be easier to use. Ending up with the possibility to generate three different stacks of a component on completion… I donno… One stack with basic seed used primarily for the crafting system. And two chances to roll a different seed and thus a different stack with its own completion bonus. That sounds like a lot of work for the devs to gain such a non-noteworthy stat boost to the min-maxing of a character.

On top of that destroying the components and such isn’t really worth it. So grinding/farming for that +1 minute bonus point on an attribute is both worthless and pointless.

Components right now are definitely NOT worthless. Try playing without this level of character customization and see how far you’ll get in the game. This layer still adds enough to appeal to “hardcore” players.

Currency
Currency, in any game of this kind, is pretty pointless in the end. Even Scrap is somewhat rare at the start, but in due time you’ll be rolling in it. Creating noteworthy sinks that scale over the course of an entire game is not easy. Early on in the game it is easy to control since you’ll be needing it to repair bridges and other things. On consecutive characters you might end up crafting stuff to twink the character and making progression a bit faster and easier. In the end you will always end up with a lot more than you can spend.

Crafting doesn’t really have a resource impact. Just keep pressing the craft button, perhaps even through a macro, and it’ll keep going as long as you got resources in your bank. You got a lot better chance for crafting those rare double affixes than getting a worthy item upgrade from the shops. Unless your character is a lowbie and is still trying to get somewhat OK gear to begin with. In which case it doesn’t matter what you craft or buy, because almost everything will be an upgrade at that point in time.

You say crafting greens for those rare double affixes isn’t worth it? These affixes that can make a huge difference in your min-max of the character… Yet you are worried about component completion bonuses that have no real worth to the min-max of a character. You’ve got some messed up priorities :stuck_out_tongue:

The crafting system in Grim Dawn however fills a similar role as Gheed in Diablo 2. Basically you gamble and hope for that rare awesome item to appear. Not something every player loves to do, but enough are out there that do enjoy this gambling system to really get those maxed out gear to min-max theorycraft the uber pwn charact0r.

Relics
These are obvious very different than components. And I agree that the bonusses are often too little to care. That is why I simply select them for the main stats that boost my damage output. So phys damage% to a melee class, elemental % to arcanist etc. This means most people are fairly gated into the choices that can be made for the sake of simply having a proc and required stat boost to keep going through the content.

Dynamite
I find dynamite a bit of an odd ball in the list of mechanics/features this game offers. It began by being able too blow up a barricade in Act 2. From there it snowballed into “what else can we do with dynamite”. This explains why the Treasure Troves can feel a bit out of place.

Dismantling could be worthwhile if the chance of getting rare ingredients was increased a bit. Simply because it provides a sink of getting rid of duplicate high tiered items into a resource that is worth more then Iron Bits. Getting rare ingredients is one less to farm for.

Quickly Iron Bits mean little. So every time I go to Homestead I’ll buy all the dynamite Reddan has to offer. In no time you’ll be running more dynamite than you’ll actually need.

Although I’d say that many will disagree - epics should be worse than legendaries, and it’s simply legendary design that needs to improve.

The devs have stated early on in design that one tier of items is not automatically better than the next. It just means they have a higher chance of rolling more extra’s. For a long time MI’s and greens were better than epics as well. It is something different from most games and adjusting to it can cause people to have trouble adjusting to it.

Well…Empowered Epics came to be, because of the Transmogrification demands. People liked the visual effects on epics and wanted to be able to use them later in-game as well. So Empowered Epics were created…epics with updated stats for those who want the visuals. No other reason that they exist from what I gather.

you’re completely right, i did forget about loxmere and the dalia quest.
…its odd how people have found the dalia quest, but not the hidden Bourbon Insanity level yet :stuck_out_tongue: If you want to talk unbalance…

my solution prevents players from putting enemy resistances below 0, which is what makes resistance reduction as insane as it is. as most mobs don’t have substantial resistance, getting theirs to 0 might not always be as good as just boosting your damage. hell, since ‘x% reduced target resistance’ can’t stack with itself, this would make it impossible to take an enemy’s resistance to 0 unless you had one item or skill with 100% reduced target’s resistance.

it would still make one piece of resistance reduction, be it through skills or gear, a very important stat, but would make stacking additional reduction useless, which is where the real problem lies. having it be important to have one source of it is preferable to having it be important to have as many sources of it as possible. the best builds are ones that stack 3, 4, even 5 separately stacking resistance reduction methods, put boss resistances to like -70 or -100, and melt them.

I don’t see a point in skills that reduce resistance on opponents. Looks redundant to me. Just like player characters opponents have some resistances low. And with your debuffs you can easily lower their defenses against your preferred damage type.

So what added value would your idea have over the already existing alternatives?

This is a whole other issue than others have presented. They said making trash mobs more worthwhile too kill, because they don’t drop legendaries. You say it is more efficient to skip them too farm heroes/bosses for the 8 legendaries per run. But because of how much time it takes to kill trash it is only normal to avoid them.

So what do people want? Easier trash mobs to warrant their kills to loot ratio. Or increase legendary drop chances on trash? Or just stick to skipping trash and go straight for heroes/bosses like you usually do in every arpg.

Once again. Why would you want to make trash mobs meaningful to kill? They’re trash for a reason. I don’t think getting a nemesis after killing x amount of trash would add to the efficiency of time/reward ratio in the end.

Personally I’d take a look at the system Guild Wars 2 has in place when it comes to truly Legendary high tiered items. Meaning you’ll have too farm a resource which is hard to come by just to craft a single component. After creating several of such components you can craft the legendary. Then there are three vanity variations of said Legendary so that people can get the one with the looks and effects they want without a mechanical/numerical difference between them. Add several of such godlike items and off we go.

the odds of scrap crafting the double rare you want are so astonishingly low that i don’t think it has a place in justifying game mechanics.

That too me sounds more like a tweaking issue. Adjust the chance to roll higher quality stuff in regards to it still functioning as a resource sink at the same time.

-edit-
There we go…finally entirely caught up :stuck_out_tongue:

Read the whole thing.

-I don’t like the Idea of welfare legendaries, from scrap or wherever. I like the feeling of finding gear out in the world from killing things. Not even much of a fan of crafting in general, i mostly ignore it other than certain BiS stuff.

-I proposed an idea with completion bonuses is to allow them to stack but have an overlay tooltip of all current completion bonuses available for selection. Would have to alter how many bonuses can roll obviously and keep the bonuses static like 4% attack speed not 2-4% etc… To make it work. I agree needing to find 4 chipped claws for a full one reduces stash space for little purpose. Just drop the partials and the drop rate. It will reduce what drops though which may effect the feeling of loot drops.

-I find Arcanist is still really good as a base tree and still OK as support. When they nerf defensive stuff elsewhere it will be more solid. I like OFF. Soldier is only so-so, not a fan of shields or any of the attacks other than Blade Arc. Warcry is good, military conditioning is still good. Field command is good, Fighting spirit is only 1 pointer again. WPS suck. I wish scars of battle was earlier in the tree. I’d only go 2 handed blade Arc or a Savagery 2H Warder now.

-Completely agree with the Trash mob drop rates obviously. Though farming trash to fight the Nemesis I’m not too sure about. I would rather trash just got legendary drop rate improvements so i could go do SoT or BoC for something different to Fabius runs.

  • Like the devotions too just they need balance, and then some more balance…

  • Epics, still many useful. Quite a few slots are BiS or close for certain builds. Many of them are completely redundant though, as per my example in my thread. We disagree on legendaries, i would like to see more BiS for which ever build they were designed for, unfortunately a good chunk are terrible, usually missing an important affix. Sets aren’t that great either and aren’t as good as BiS stand alones.

-Treasure troves are pretty worthless, early on they are not even worth opening. One shot chests absolutely should be able to drop a legendary.

-OA is pretty difficult to amass now and would only do it in a crit damage stacking build I guess as it should be! I can’t really comment if it was overnerfed as i haven’t done a crit build since release.

-regarding dynamite, sometimes its just good having things in the game that don’t really do a hell of a lot. Can’t take to much out of the game or it ends up like D3, hollow. I would like to see a use for certain ( as pointed out ) materials. A randomized shrine like goody bag requiring rare unused materials? Yeah sure why not.

@gibly, i appreciate the lengthy reply. i’m only going to respond to the bits of your post that directly involve the issues i’m talking about, though. you seem to be someone who isn’t especially focused on end game farming, and while there’s nothing wrong with that, it’s directly antithetical to what the entire thread is about: a more enjoyable endgame farming experience. i intentionally posted suggestions that utilize existing systems for the benefit of people who play endgame, without negatively affecting the gameplay experience of people like yourself. i want to improve my gameplay without hurting yours, and i think it’s very easily doable with only minor tweaks to existing gameplay elements.

i was never talking about cadence, i’ve actually never played a cadence character. i was speaking more to things like the increased cooldown on war cry and the immense nerf to fighting spirit (which used to be a huge selling point of the class as a support mastery and is now pretty awful). further, i expressly mentioned that it was much more noticeable with arcanist than with soldier.

also, while i’m happy that demolitionist is finally in a good place, that has nothing to do with the nerfing of other classes. reducing the casting speed on mental alacrity and the damage absorption/ultimate level scaling on maiven’s sphere were not necessary for demolitionist to be in a good place. ‘its ok that x class was nerfed because now y class is good’ is not a reasonable argument because the two are not mutually exclusive.

as i mentioned above, if you don’t think farming is needed in this game then you’re in the wrong thread, since almost everything i talked about related to an improved endgame farming experience. to me, the story is just a hump i have to get over before i can start farming.

again, nothing about this thread relates to normal or elite difficulty, so we are not talking about the same thing. i’m happy that you enjoy collecting blues while leveling your characters, and i am not trying to take that away from you.

it’s also not like diablo 3 in that loot is not tailored to your class, meaning it’s very common to find a string of 30 legendaries in a row that aren’t for the build you’re using. if your only interest is seeing purples drop, then it might seem like they drop more than they should, but the odds of them being usable for your current build (or even a build you have lined up) are going to be very low.

anybody that complains that legendary drops are too high does not play this game very much.

i’m not asking for additional character customization, simply chances at static ‘advanced’ versions of components. chains of oleron having a 1/100 chance upon completion of having 50% improved stats. anything to make me want to collect components, because right now there is no reason to once you’ve played the game for any reasonable amount of time.

again, not asking for completion bonuses, just a chance on completion of static boosted stats. the system would not need to be complex; every time you complete a hallowed ground component, it has a 1% chance of turning into an ‘empowered hallowed ground’ component with boosted stats, which would be the same every time. no rng beyond that. further, it doesn’t matter how noteworthy the improvement is, i just want more shit to farm. a lot of people play arpgs in order to have things to farm, and this game does not offer enough.

i wouldn’t be grinding for it, it would drop while i grind for other things, like it already does. the only difference would be that instead of not picking up dread skulls because i can’t do anything with them, i would start picking up dread skulls again because i’d have a small chance of getting a good one. i want to make the things that i am already seeing in the game worth picking up.

you misunderstand me. i am saying that picking up components past a certain point is worthless. there is no reason to continue picking up rare components past a certain (easily reachable) point, because there is no meaningful sink for them, in part due to issues with relic completion bonuses.

there are so many ways in which currency can be made useful. it will still be useless ‘in the end’, in the way that everything becomes useless once you have nothing left to farm for, but that end point can be stretched much farther than it currently is with very little effort on the part of the developers.

you absolutely do not have a better chance of crafting rare double affixes than getting an upgrade from the shop. crafting has a very, very small chance of double rares, which shops can’t offer, but at almost any point in your progression through the game you will have better luck with gear shop-farming than crafting.

it’s not worth it for a lot of builds because they take such an absurd amount of resources and effort, and they’re just worse versions of MI items. i’m not going to spend several hundred thousand scrap and several billion iron to get a double rare item that’s worse than an MI with those same affixes. it’s so obnoxiously time-consuming either way that there’s no point in choosing to focus on the second best item.

further, this only applies if the double rare MI is best in slot for your character, which a lot of times is not even the case. a skyfallen sword of voracity would take me months of farming to acquire, and it would be worse than the stormheart legendary.

they are immeasurably different, as the difference between legendaries and double rares is very sizable. there have been basically nothing but complaints about grim dawn’s scrap crafting system, and my mind is boggled that you do not see the upsides of integrating a chance at a legendary item from scrap crafting (especially since you reference gheed, as the ability to get legendary/set items from him was the main reason to gamble).

yes, but that’s still a limitary and unexciting function compared to boosting the amount of scrap offered from dismantling and allowing for legendaries to come from scrap in some way.

I’m still trying to find ways to improve the Empowered Epics vs Legendaries debate, but the ONLY REAL THING that’s stopping us at the moment is understanding developer design.

Do the devs think that Empowered Epics should be viable alternatives to Legendaries? If so, then they are kind of achieving their goal, HOWEVER, legendaries at the same level of Empowered Epics should be much stronger than the epics themselves because of the difference in drop rate.

Did the devs not think too much about how an Empowered epic and a Legendary with same/near level requirement would compete against each other? Then that’s something they should look at.

There’s always going to be a difference in opinion between players and devs behind a design decision. At least if there is some transparency we can make our peace with that.

I’m not going to comment on the remaining points because they’ve already been well fleshed out. I hope to see some changes based on the feedback we’ve put out here.

I’m off to make my physical gearing post. See you all there(if not most).

I’ll come back to this and add more as I see fit:

More or less anything I do not mention I agree with wholeheartedly, Most, and most of what you’ve written falls under that umbrella.

Resist Reduction
I don’t see the need for a complete removal of this stat. I think the concept of resist reduction opens up interesting alternatives to character design, and also extends well into cooperative play. Furthermore, it gives enemies a way of contending with overgeared players; this is why Shar’zul is as dangerous as he is if you can’t kill him quickly enough. The current problem with Resist Reduction is that there is no cost for taking the stat, or, if there is a cost, its negligible. In theory, a build going crit should be roughly as powerful as a build going raw damage, and roughly as powerful as a build going raw damage + resist reduction, and roughly as powerful as a build going resist reduction + crit. There should be tradeoffs here and there aren’t; as Crit, balanced through OA accessibility, has been brought down to a level (ish) playing field with raw damage, so too does Resist Reduction need to be. In short, there ought to be damage or defensive losses for resist reduction gains. This will create diversity, whereas your suggestion will hamper it.

Bounties
I kind of dislike the idea of being handed a Legendary weapon for this. That might be more balanced, but immersion is gutted. Oh, so John Bourbon is just sitting on a pile of Legendaries in the middle of the apocalypse? What a hypocrite. Creed, too; he seems prompt enough to give you a godslaying weapon after you’ve already done all the godslaying. I’d rather see Bounties themselves be rewarding. Put Bounties on enemies that players want to slay ordinarily, i.e., enemies with M.I.s. Now, I don’t mean the generic bounties like ‘Kill five billion Fleshwarped Commanders’ because those aren’t fun, even though they have an M.I. involved. Make a Bounty spawn a quest item (Fabric, Legion Supplies, etc.) in a zone players like visiting anyways. Then buff up zones players don’t visit and create bounties for them too. Honestly, in this regard, the whole world needs a lot of work. Why should I visit Hallowed Hill? Nostalgia? Good enough for one in every 200 sessions. Stonerend Quarry at least has a dedicated boss, even if that boss rewards nothing special (which he should). adoomgod wrote that each Nemesis should have their own Epic/Legendary/MI, and I completely agree, but I’d extend that notion to bosses in general. Otherwise SO MUCH CONTENT is just ignored which feels terrible because SO MUCH CONTENT is actually really well done. I feel like I’ve digressed from talk of Bounties. Basically, Bounty rewards at the end of the bounty should only minimally be the reason players do the bounties; real rewards should be bequeathed to the player during the actual bounty. That’s how you make bounties viable AND ENJOYABLE in endgame.

Nemeses
Should have either: Guaranteed Legendary droprates or singular spawn locations, preferrably in areas people don’t run.

Difficulty-Locked Content
Technically there is one Ultimate-only zone/boss. More would be welcome.

Shrines
I really wanted Desecrated Shrines to be repeatable for loot, if not for Devotion points. I’d also like to see more on Elite/Ultimate difficulty with a general pass made to make them devastatingly difficult. As it stands, the Ruined Shrines are generally more difficult to complete in Ultimate, which makes no sense for a game centered around combat.