Did you change something with the little beholder/gazer type creature in hotfix I? They’re launching lightning balls like they’re machine guns. Couldn’t figure out what was taking me down so fast until I hit a group of them and they just gunned me down like I was a dirty noob.
Yes they did.
It’s over tuned in ultimate. Maaaaybe a teeny bit in elite. On ultimate they gain a 10% chance on attack to lower your lightning and Arther resist by 10%.
Will adjust in future release.
Just a couple of bugs I found lately.
Fixed in next release? You guys eager for a hotfix? I’d just fix the bugs above and you’d also get improved zombie soldiers (just the normal version, and better OA on all versions).
Or wait until I really get around to 4.1? First boss fight I aim to improve is the ancient shambler? Thoughts?
We plan on usually just adding lieutenants and mobs to boss fights. Though some bosses we will try to make challenging purely by themselves as well.
Shambler just feels right with more shambly shambles.
I don’t feel any great need for a hotfix. I’m really enjoying corn at every step along the way.
Hmmm how about giving his normal attacks that forcewave/cadence shockwave? Some knockback stomps or shouts (can players get knocked back?) and an ability to summon like four player-sized shamblers. Could two that just chuck rocks and two that charge - Shambler Stone Slingers and Shambler Avalanches. Maybe a chance for an Earth Ward or Stone Form to activate… Or maybe a Stone Form almost always activated and you have to wait for the window between casts and cooldown to do the real damage? Probably could give him some epic boss music too XD
I’m a fan of the build-test-iterate style of design. I think it would be a better approach to adjusting enemy difficulty than monolithic changes in a system where close coupling occurs. So, just imo, hotfix away.
music is coming toward the end of development. We definitely want to diversify the soundtracks and have already picked a few to add in later. I have no experience messing with the sound in game but it should be pretty straightforward.
I am enjoying tweaking bosses more than i thought I would, so expect some big changes to boss fights.
Asides from just improving shambler cast speed anim on one of his abilities, adding another and tweaking his avalanche (falling rocks from the sky), I am going to give him additional mobs.
I’m also going to try and take 4 of the hero golems as bases and develop unique versions for this boss fight. Volcun, Frigga, Grunneldeg, and Wyniun, representing fire, water, earth and wind.
On elite 1 out of the 4 will randomly spawn with the shambler and his mob. On ultimate 2 will spawn. Later in the future we’ll probably give the shambler himself and each of these dudes a unique item of some sort.
And health on the boss and trash mobs (trash mobs will be cloned so as to not affect normal spawns) for this fight will probably have more hp than in vanilla.
Prepare your asscheeks, doom is feeling inspired again.
And yeah I may start releasing 4.1 soon and just start with like 0.4.1.1 thru 0.4.x.9 thru. Er my confusing numbers don’t mean anything, I mean I may release all of our future 4.0 monster update content in pieces. So I’ll do a chunk of all monsters up thru the flooded passage. Then all monsters thru to some other point etc.
I’m going to change the lieutenants to just 3. Earth is redundant with the boss itself so I’m going with GD’s trio of ice fire and lightning.
It seems like a lot of the changes to skills mentioned in previous changelogs have been reverted in the latest version- for instance, ring of venom is back to 75% pierce to cold, and blade burst is back to a 2 second DoT. Is this intentional?
Yup, given our changes I felt I could probably do the whole “ring of Venom” thing on an item later by making an invisible modifier for ring of steel. Just merged some stuff back because didn’t see our changes as explicitly improving the game and thus no need to override vanilla when those kind of things can be added to items.
Sometimes you try things and they just don’t work out quite the way you want. I rather add some interesting gear later with %cold damage converted to acid.
So, after watching this mod from the sidelines for a while I decided to give it a go when I delved back into GD after a few months of absence.
I hadn’t played Corn before and had missed a number of the later Vanilla versions, so I can not really compare that much.
I opted for a Conjurer and had originally planned on a build based around Vital Assault with whatever AoE I could muster.
Starting with Devouring Swarm (the only chosen skill in Shaman for many many levels) the opening game was breezy. DS did not fall short in terms of damage near the end of act 1 (I remembered DS to deal dissatisfying damage the more you progressed through the game.)
When I realized I did not have to let DS go, I chose Bloody Pox (with strong emphasis on Wasting) to complement it. These two skills in combination destroy pretty much anything that stumbles into view (only downside is I sometimes have a hard time telling if BP was actually cast on something, with its visual and audio effects being overshadowed by many things, and particularly DS).
As a single target nuke I have Doom Bolt (yay for this, never used it much before but this thing dooms in a bolty fashion), Chaos strike and Chaos bolts (these are somewhat more of a filler and are not used that much, really).
Playing veteran, I haven’t had any difficulties so far. Being only lvl 42 right now, I can’t comment on anything truly challenging, but I’m having a lot of fun.
Will have to see if this setup can hold it’s own damage-wise in elite and ultimate. (not worried about the chaos aspects of this but not sure about the vit-based spells). If all goes well, I may not dabble in Vital Assault (as per original idea) at all.
On attributes: I feel like a noob again
I have no idea what my build might lack in endgame so I keep quite a number of points unassigned for now. All 3 attributes seem useful, which might be the dilemma :p. If this doesn’t end up the old “Attribute X to equip item Y, dump rest into physique”-style I’ll be happy.
On items: I like the missing attribute requirements on items likely because I never liked that system in any ARPG that used it. I’d rather develope my char based on what I feel needs improving rather than based on the question “can I equip item X?”.
I find myself not using epics other than weapons currently. I’ve always found rares in GD to be more versatile and usually far stronger on the defensive aspects. This may be pure paranoia on my part, but ever since my very first vanilla character (Blade master) got destroyed by Cronley’s pistoleros I focus more heavily on resists rather than a few more % offensive.
So, not the most useful feedback i presume. Mostly I wanted to say that Corn is really great so far and I’m enjoying it more than vanilla by a rather noticible margin. Keep it up 
Glad to hear you are enjoying it. You won’t find much challenge yet as only recently have we entered the “buff monsters” phase. The next release will make the first chunk of act 1 harder and we’ll keep moving from there. Editing monsters in interesting ways takes time.
Ideally if we balance attributes properly you really shouldn’t need attrib. requirements on items, but as of now cunning is the new dump stat. This is only temporary because later we’ll raise energy costs on player skills to make spirit more valuable and also make a variety of enemies that make Offensive ability and defensive ability irrelevant, making cunning not valuable against them. So we think with further tuning eventually these attributes will be relatively viable separate from each other.
The only way I see doing attribute requirements again would to be to only put them on specific items to control their power level. Like if I made a semi OP legendary but required tons of physique basically forcing you to play it with soldier + all your stats in physique and maybe even require you sacrifice another item slot to get more physique to wear it. Such a concept is interesting but may not be healthy for overall balance/easily done poorly.
Don’t be too sad though, you can mix attributes more to less detriment than in vanilla. Physique is nice if you have multiple sources of hp regen.
And yeah, BP may be overtuned at lower levels. I’m not even sure it’s an issue but the line between making it balanced or not is a bit tricky since it’s always worse on bosses than on trash mobs since you can’t “speed up” the damage, and recasting it doesn’t do more damage. Will look at it again after all monsters are buffed.
Don’t get me wrong, I’m not complaining about Veteran being too easy. I wouldn’t mind if normal/veteran is a smoother ride.
Having completed veteran yesterday, I’m not so sure if BP can keep its level of power during higher difficulties.
Towards the end (of veteran), enemies lived notably longer than before, so I expect higher health and resistances to bring BP down to good levels.
Will comment more once I get to ultimate and have collected any gear of relevance.
Basically, with my previous post I just wanted to say I’m having fun 
It can if you gear properly. I built a lvl 85 BP character. While it won’t be as super easy supa strong as it is early, it can beat all content. It clears trash really well at all junctures in game if you have gear support.
I basically made BP and its modifiers scale a lot harder in its ultimate ranks. It just slows down a bit on bosses (and not too much). Put wendigo’s mark on it to get close to immortality for the rest of the game. Possibly need to nerd Wendigo now that I think about it. You NEED +skills on the BP line if you want it to work into ultimate well.
Just confirming with Doom that BP is still viable in Ultimate levels but you really need the gear to make it work once you hit Ultimate, so there’s a bit of a gap where it lags a bit.
I respect you two for not being afraid to make big changes based on feedback and for not being afraid to be heavy-handed with buffs when they’re long overdue. For example, bloody pox and the raven in vanilla have been bad for what feels like an eternity but here they’re finally getting some love.
