Darius Cronley and his faction need a buff

Not too long ago, I rambled about my experiences with the game after picking it up again for the first time in ages.

Anyways, I’ve never been a fan of the Cronley section of the game. Upon my return, the experience felt no different.

Faction density

It’s already been stated in another thread that the faction has a very sparse presence in Act 2 despite supposedly being in control of the general area and being the main adversary of the entire Act. In fact, I feel like the Arkovians are better suited for the title of “Act 2 Main Enemy Faction” than Cronley’s thugs.

Beefing up the faction density and spawning more heroes before we even reach Four Hills would help a lot. There’s some other suggestions in that thread. I’m just linking it here since it’s relevant to the discussion.

Turn Shanks into a unique boss

I’ll start by saying that I absolutely love Rutnick and Vinn. Rutnick in particular is exactly the stylish gunslinger enemy that I’ve been wanting in Grim Dawn.

Even after you added these two and Pit Champion Aldric, I feel like the Cronley’s faction has room for one more unique boss. Which is why, I propose promoting Shanks into a unique boss monster.

From a lore perspective, he’s less interesting than Igor or Romanov - two heroes who spawn inside Cronley’s Hideout. But Shanks is the best candidate for a promotion because he’s responsible for leading the Cronley post right outside Devil’s Crossing. That puts him far away from the other Cronley bosses and prevents Four Hills or Arkovian Foothills from feeling crowded.

In addition to a promotion, he needs some mechanical and thematic overhaul. He needs to be turned into an Ascended. This js important because despite Cronley’s thugs being Aether-infused bandits, most of the unique bosses are just regular thugs.

TL;DR

We need another Cronley gang Ascended member to be a unique boss.

Darius needs another phase

This has always bothered me. Cronley is the closest thing we have to an Act boss in Act 2. He’s supposed to be the focus of Devil’s Crossing’s main quest after the Warden’s defeat. Yet he has a move-set that is lamer than Fabius, Vinn, and Rutnick. All of whom are his underlings. His only gimmick is the Maiven Sphere.

Even beyond the move-set, the boss only has a single phase. Compare that to the other Act bosses - The Warden and Karroz. They both have fantastic second phases. Warden becomes more deformed and Karroz has a Chthonian burst out of his body. Darius just kind of keels over and dies after his sphere drops. The only other Act boss with a single phase is Ekket’Zul and he gets a pass on account of sheer awesomeness.

So, what should Darius’s two phases do? Imo, a visual transformation isn’t needed. The two phases should have mechanical distinctions.

Darius Cronley (First Phase):

  • Uses a ranged two-handed weapon that has occasional rapid-fire proc for burst damage.
  • Throws an Aether variant of Grenado/Canister Bomb at us when we move away.
  • Summons Aether-style Rune of Hagarrad.

Darius Cronley (Second Phase):

After the first phase is ‘defeated’, you swap in the current Cronley. Kind of like how the phase-swap for Krieg and Karroz happens. Phase 2 Darius can have the same move-set as what he has now but I’d like for him to get Blitz.

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I say we just port his shattered version in there as-is.

Cronley Faction totem doesn’t exist which is predominantly why rep is a ballache. Suspect it doesn’t exist because it can’t be justified through all acts of the game but screw that, it should exist and they should share spawns in A1+2 possibly into A3 up to at least homestead, plus tyrants hold.

Same for Kymon and OODV, but don’t know if that’s technically more of a problem as you’d need to be able to spawn based on faction. You can make shape shifting, you can handle that.

(although the existence of MP might screw the fluidity of the chosen faction totem concept)

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Cronley Pirate Dungeon with Aether Sharks when? :pray:

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Doesn’t make sense thematically. Although, a more suitable alternative was proposed in the other thread that I mentioned. Basically, instead of totems we have “trap chests”. Here’s the original idea -

Cronley Totem

That’s not how programming/coding side of things work.

Final locked dungeon is Noktukari, you get the tools to turn him into a KFC meal for putting you through his shit quests.

On a serious note

A new Cronley dungeon (locked or otherwise) would be awesome.

Take Darius and leave the Connolay.

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Isn’t Voldrak the end boss of Act 2? And there are the wasp and undead bosses. Act 2 is not just or even mainly Cronley.

Voldrak is the “area” end boss/the boss between the cutoff transition zones
But Cronley is the story “act quest” boss

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Is he though? He’s a spillover from an Act 1 storyline. Surely the Arkovians and Rovers are the real meat of Act 2.

While there definitely are a lot of unique bosses on your path to Homestead, only one of those bosses has a dedicated quest. Darius shares this with Krieg and Karroz. Devil’s Crossing wants Cronley dead. Voldrak is killed as a consequence of blocking your way. The Arkovians and Ikrix are also optional and don’t have quests that want them dead.

How though?

Your actions from Act 1-3 are all about helping Devil’s Crossing. So, you doing a quest for them in Act 2 isn’t really a spill-over. Heck, even helping Homestead starts off because of the DC food shortage.

none of them sends you through a roadblock or boss, blame crate if you wanted them to have more impact in act 2 :sweat_smile:
*kilrian is neither a roadblock nor rover quest boss, but entirely optional and side area
SoT ofc entirely optional/side area and the quest sending you there is not from Rovers either.
Cronley and Voldrak are the roadblocks/“progression gates”, but only Cronley has a campaign quest related to him

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I will say that I don’t think the Cronley faction are the best element in the story. They are not at all epic in feel, but then they are just escaped human convicts so what can one expect? It would probably have been better to have the Bloodsworn encroach further south.

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That’s all true, but I always do all the quests and bosses anyway, as I suppose a lot of people do.

Yeah I know, it just entertains me to be a facetious jerk :laughing:

Agree, best is Cronley gets a Rogue like Dungeon.

I would also add expanding by a lot the presence of Kymon`s Chosen and Deaths Vigil factions - with 2 negligibly small “dungeons” only as presence as well as all their rewards - they need up lift to modern standards

Sure it is.

You spawn the enemies and a smoke VFX and print the text “Bandits ambush you!” just like we currently get with the void monsters.

I’m not saying to make enemies visibly crawl out of the scenery, I’m saying to give a more fitting in-character explanation for spawning them.

And since the void monster spawn on opening random loot containers works pretty much exactly like this except globally, programming/coding wise this should be possible. Make a new fancy looking chest asset, attach the spawn-cronley-gang script or however their internal engine handles this, and assign some spots on the cronley maps to spawn these ambush chests.

I think you misunderstood my comment. The line you quoted was targeted towards a user’s remark about having totems for ODV/KC. The user I quoted made a comment in relation to having unique totems depending on which of the two factions the user picks in Act 3.

As for your suggestion about having chests spawning bandits, I agree with you. Hence why I quoted your original idea to another user.

EDIT:
I edited my comment so it should be much less confusing now.

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Ah, that makes more sense. Apologies for the confusion then, I thought I had not explained my idea well.

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Cronley should have been the first Aetherial Hulk the player fights. With the Totems, you can fight Hulks in Act 1, but the crystals on his shoulders maybe can go haywire and turn him into an Aetherial Hulk.

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I like this idea a lot.

Cronley is a better way to introduce us to Flesh Hulks than Venarius in the Stoned Quarry.