I’ve thought about this for a very long time and it’s been very anoying
since i am always about balance in games. How come a first tier skill that
can be spammed without CD and low cost with AoE, can hit for 100k+ damage
repeatedly, while spells like Doombolt which is on a very long CD and costs
massive amounts of energy, hits like a wet noodle !?.
It is not unusuall to see Cadencebuilds hit bosses with contant bashing of
scary damage, or even a Demolitionist’s rapidfire of dual pistols hitting for
insane amounts of damage on a very fast rate.
But sofar i’ve yet to see a single spell in Grim Dawn hit for any kind of damage
that could be considered high, compared to Cadence or Firestrike.
Even Aether-ray, which is a spell that literally locks your character if place
until you stop shooting, hits like nothing compared to some abilities, but it
still drains insane amounts of energy and requires 2 other passives to max
out their potential.
So how come we don’t see any spells hitting like Cadence/Bladearch/Firestrike ?.
Wait for the new patch before jumping on the melee hating bandwagon that pretty much every one the casters on this forum like to do. If anything all this shit talk has gutted many melee builds this patch
The problem isn’t that melee does too much damage, because some
monsters has some serious healthpools. The issue is that most spells
that are considered damagespells, hits like a wet noodle.
If Crate makes the mistake of nerfing meleedamage and retaining the
insane amounts of health that bosses and some mobs has, then this game
will take a turn for the worse.
Its the spells that needs a boost. Just look at the Arcanist, it’s hands down
the least survivable classtree, yet it has nothing to trade for it…
I don’t personally hate melee. I do think he has a point though. Crate does seem to be taking some steps to fix that…But OP is also missing something.
@OP Aether Ray is a spell…But basically, you’re hitting as much as Cadence, if not more. So overall damage for SPAMMABLE spells, or “continuous” ones, is not actually all that bad when you start comparing them. I DO think damage is messed up on a lot of the COOLDOWN spells. If something has a 6+ second cooldown (Doombolt), then it should be hitting at least as hard as anything else I could do in those 6 seconds. Currently I can’t say that’s true for any of the cooldown spells I’ve used, and I’d like that fixed, personally.
What are people’s thoughts on ‘overdamage’ issues with cooldown spells if they’re buffed up that high? A mob with 200k health that gets hit for 600k damage wastes 400k damage, for example. It seems like a doombolt that hits as hard as 6 cadence hits (an appallingly high number imho) would be so powerful that it would only be efficient to use it on bosses.
-Devastation, hands down my second favorite skill in the entire game (after DEE) is one of the most powerful skills in the game
-Calidor’s Tempest (solo w/o Devastation) is powerful and very tanky (Aetherfire and pure Aether)
-Phantasmal Blades (not a spell but are casters) are insanely powerful and have good sustain (Aether, Chaos/Vitality and Cold)
-Dreeg’s Evil Eye the best spell in the game (cause Dreeg ), it’s a Poison skill innately (can be used for Vitality as well) and poison casters are pretty powerful in the game.
-Forcewave, not a spell but scales with cast speed is immensely powerful.
-Obsidian Tremors and Winter King’s Might are two 2h casting abilities that are pretty powerful
-BWC and Stun Jacks are OP but way less cool than anything else :undecided:
Right now i just named these things, if you want i can describe why they’re good as well
BiS Casters are very powerful as most of them (except AAR) have a nice balance of AoE and Singler Target damage output that melee builds lack (many exceptions here)
My experience with GD is that all builds are good when built correctly.
-Mirror of Ereoctes and Nullification are the bread and butter of Arcanist, any build with these is pretty OP so no, arcanist has some really good skills