Just refreshed my GD journey by targeting a Holy Grail challenge since I started using Item Assistant more and more in this past year. Just in time to remind me two things that are bugging me for some time ![]()
The first one involves the blueprint reward quests mainly Forgotten Passage/Depths of Old Arkovia and rescuing Ulgrim from the Void Edge I believe in AoM expansion campaign. Both give the player a random blueprint reward. The problem is most of the time the blueprint is a duplicate. And I’m not talking about saves that have most blueprints unlocked, I’m talking about fresh SSF starts which I often do and done in the past year by playing the Community league offline mod. There is a good chance the Old Arkovia gives you a duplicate blueprint in Normal even though you just finished Act 1 and learned several blueprints by killing and destroying totems in the way. By the time you reach AoM and Ulgrim quest, it is almost certain you will receive a duplicate blueprint. And I’m talking about normal fresh start SSF
not elite or ultimate whe you will receive a duplicate blueprint 100%.
And tbh I don’t understand why. I mean the code is definitely there, no duplicate blueprints when you destroy totems or kill bosses/elites. Is there a particular reason why this isn’t the case for the two quests? I don’t know maybe it is a small thing you guys missed along the way but I believe those quests should be in line with the general concept of the game - reward player with a non-learned blueprint right?
The second piece of feedback involves pets, mainly skeletons but could be applied to other ones as well if there are more than 1. I’m not quite fond of playing pet builds in GD even though I quite enjoy pets in other arpgs like PoE. Part of it is because you guys did such a great job at making melee viable and fun from the get-go as opossed to other arpgs where melee builds seem like a punishment esp early. Also whats bugging me and I noticed that when you summon skeletons, an odd thing occurs that can def cut out the fun. I understand skellies are squishy and they need to be summoned more often than not, but there is a small thing you could do for QoL imho.
Let’s take PoE for example. With Raise Zombies skills, when you have the max zombies and use the skill, one has to be despawned naturally to maintan the max no allowed. However, what GGG does great is that always the zombie with the least amount of health is despawned for a new one. In GD, I noticed this doesn’t happen, when you summon skeletons over the max no allowed, random ones are being despawned. It would be of great help if the ones with the least amount of health were despawned, leaving the full healths pets alone. I hope this makes sense.
Other than that, if you could come up with a hideout system where all useful/notable NPCs are/can be in the same place along with your stash obv, that would be awesome. I’m dreaming with my eyes open this will happen with FoA expac
Also if you could borrow some parts of the essence crafting idea (currency basically that reroll prefixes, sufffixes from a rare item, that upgrade the item level maybe so instead of farming specific zones, you could continue your adventure and simply hope for essences along the way or in your fav zones) from the community mod, that would be amazing. I know, I was spoiled by the community mod, that’s why I love it so much and still play it offline to this day.
Anyways, keep up the good work Crate and looking forward to the next big update and UI overhaul. Cheers.