I’m in love with Grim Dawn, but this love of the game does not translate to the Wizard, Mage, Witch, or whatever class it may be.
After being frustrated with the new expansion, because it is something much smaller than the previous ones, with npc’s extremely easy.
I installed the Path of Exile, played a bit of Albion Online and I’m following another game of which I’m very Torchlight fan.
And I reach the conclusion that Crate does not know how to develop the Wizard class, all other companies know very well how it works and that a magician can not exist for example if it has an absurd damage, extremely fragile and so I did not survive if I do not have a teleport as leakage support.
Anyway, one more outburst of someone who loves this game, but is extremely disappointed to not be able to play with the class he likes.
If you do even a small search you will see plenty of mage archetypes ripping the game appart and while leveling
Post your build, ask for advice before writing a letter of goodbye;)
not that much smaller actually. Same number of bosses and 80% of the area size. Plus you get the Shattered Realms.
I reach the conclusion that Crate does not know how to develop the Wizard class, all other companies know very well how it works and that a magician can not exist for example if it has an absurd damage, extremely fragile and so I did not survive if I do not have a teleport
I am sure other people will point out builds that work for casters, I am not in ‘endgame’ yet so won;t comment on what is viable and what is not, but the build compendium seems to have no shortage of builds across the board
To be fair I do not think you can count 1 type of skill from 1 augment slot as equal to all the teleport stuff you can get in say D2/3 or POE as a caster. Add CC boss immunity and no hirelings(or player scaled pets that draw argo) and it seems fairly obvious to me that its far more difficult to keep your distance from foes in Grim Dawn compared to most other ARPG, which is what they where probably talking about.
Most of the movement skills in Grim dawn are also more suitable to get close to enemies then to stay away from them. In addition most are melee only. You can still use them for dodging as some sort pinball build but that’s a fairly different experience compared to ranged casters in more traditional APRG and again requires a melee build.
The kind of gameplay you have with a sorceress/sorcerer in D2/3 is just not not possible in Grim Dawn.
Besides that being an extremely ridiculous statement, it also implies that EVERY build needing a baseline defense to survive the hardest content somehow makes everyone a tank. Which couldn’t be further from the truth.
The reverse wouldn’t exactly be perfect either. Torchlight 2 had a screenwide, spammable teleport skill for the Embermage and even threw in the ability to spawn a circle of walls as a protective shield anywhere you wanted - around yourself, around Bosses, in corridors etc… It was easy to keep your distance from enemies.
Players went ahead and used one or both of these tools to create glass cannons that destroyed everything in their path and were rarely if ever touched.
Maybe in Grim Dawn 2, moving away from the “facetank everything” mentality would be an idea, but there needs to be some balance between how much mobility players have access to and offensive power.
Most are not melee only. And if even if they were, that requirement is largely a nonissue for casters, as Daggers/Sceptres both classify as melee weapons.
I wouldn’t consider zorping across a map a staple unique to Wizardry in any genre. In PoE and D3, anything and everything can do that and the game is entirely balanced accordingly. In D2, Sorceress (+teleport) was far from terribly-well balanced to begin with.
Not sure i could even imagine the OP builds people would come up with in GD if they didn’t have to worry about defense or resists on any way and could focus 100% on just damage.