There is anothor problem as well…
Certain enemies can reduce your resistances greatly. Overcapping resists helps against some, but many just ignore them. Many of ill-famous endgame bosses have this ability (Guardian of Dreeg, Sentinel, Mad Queen, Anasteria, Sharzul, etc). When you got your resistance reduced from 80-88 to 40-50, it’s literally a “fuck you” sentence for most characters, because incoming damage will be increased by 2-3 times, and they’ll be just crushed.
Also, some enemies can reduce your damage and make you miss like crazy, nullifying your DPS (and again, you can do nothing with that).
And of course, some enemies are immune to ADCTH, and it’s by far the best way to heal yourself. All other means simply dont have enough HPS to deal with serious damage. Should i mention, that life steal is a broken mechanic in all ARPGs… It cant be balanced, ever…
Because not all of us are theory crafters like Ceno 
Seriously, arguing over how Kraken is worse than other constellations in some situations and better than others means it works well enough most of the time.
It’s a good constellation, it works nicely for 2H builds not min-maxing etc.
For the record, as a new player (2 characters cleared ultimate), Sailor’s Guide is my favorite filler constellation. That it’s on its way to awesome stuff like Kraken and Tree of Life is just gravy.
Also, Kraken is incredible, by the way, but I’m a sucker for attack speed.
Assassin, Blades of Nadaan, Oleron and Sailor… all can be used along with Kraken to further boost theirs bonuses.
-Ulzuin’s Torch is a tier-3 fire based constellation, it being fire-based doesn’t seem irrelevant to me
Kraken isn’t limited to damage types even though physical is the strongest suit
i know it isn’t a must to go Kraken for 2h builds but a 2h build can only afford to drop kraken if it’s pretty well set offensively
The best part about Kraken is that it is %total damage which makes it a versatile constellation that fits into most builds (2h ofc)
Also, we need to remember it being a Tier-2 constellation it’s bonuses seem vastly superior to most tier-2 constellations
-Sorry little inexperienced with Pierce to comment
-Sailor’s Guide is a defensive constellations. While one can say that the bonuses it gives for being a tier-1 constellations are too good. But similar arguments can be made for Kraken as it’s bonuses seem better than other tier-2 constellations offensively
-When comparing Oleron and Kraken, i do agree Oleron is vastly superior. And one can afford to loose Kraken
But Oleron is a costly investment, and Kraken gives nice offensive bonuses for relatively lower investment should one decide to drop Oleron on a physical build (Elementalist, anyone?)
-Kraken doesn’t blow in the grand scheme of things, it depends from build to build.
Most 2h builds can make use of it which isn’t something that can be said about other constellations. But that’s not it, the bonuses are so good that it never turns out to be a bad investment
While 20% AS might not seem much, but considering all the AS penalties 2h builds receive any source of AS is welcome, crit damage is pretty high as well
Dafuq man? 
You and eralduspr need Jesus
In a way, Kraken is simply a compensation for choosing a 2h weapon, allowing them to become correct.
It has been pretty much proven that overcapping resist does help against enemy’s debuffs.
I just tested with Guardian of Dreeg and my poison resist stayed at 83% after getting debuffed because with Aspect of Guardian i have over 100% poison resist over the cap. While it showed most of the other resists lowered because i don’t have much overcap in them.
Hmm, tested it with my Witchblade (he has massive overcap for piercing resist), and indeed, overcap helps now. IDK, i’ve tested it in 1.0.0.5, and overcapping didnt helped at all. Maybe, Crate changed mechanics or just boss, i need to test it for a while before making conclusions… Need to test with Anasteria, Sharzul, Kilrian, Sentinel and others…
Move speed and slow resist do not infact have no value. The issue is their value is hard to quantify by being an indirect value.
For a ranged build, Slow resist with capped move speed is one of the most powerful combos in the game. Mobs can’t hit you if you run away from them at max move speed, and perfect slow resist means you never drop below that. Oh look, that is very uniquely obtainable by ranged builds with fair ease. It brings a heavily undervalued skill in ARPGs, the ability to kite, a very strong tool to play with. And furthermore, most people assume that running away removes your ability to unload your full DPS. While this is true, you CAN unload about 80-90% of your DPS while kiting without being hit. Move speed gives you that desperate 5 seconds you need for your potion to come back off cooldown. Movespeed just increases the rate of your ability to farm, by letting you move between enemies at a greater pace. Sure, it may not increase kill SPEED, but decreases clear time. What’s better? A build that can clear Bastion in 10 minutes, but take only 10 seconds to kill Sharzul, or a build that can clear it in 8, at the cost of spending 20 seconds on Sharzul?
Also, the most popular boots in the game, Stonehide Exaulted Treads of Kings, notably lacks movespeed. This puts pressure to get it from any other source.
I also tested with Valdaran and it’s the same thing. He not just lowers lightning resist, but every main resist except stun. In a couple updates ago they did change the stats menu to show the exact aumont of resists you have after being lowered by enemies and in a very recent update to show your overcapped resists.
About movement speed. if they remove it, the player pretty much loses the ability to slow down enemies. Yes, it doesn’t work against major enemies but it does work with trash mobs and squishy builds appreciate the ability to do that.
No, not at all. You CAN slow enemies and NOT have bonus movement speed yourself. Losing the ability to GAIN MORE movement speed doesn’t mean you can’t LOSE movement speed, by being slowed, or that you can’t slow enemies. Nor does it mean enemies can’t gain bonus movement speed. The two things aren’t linked. The point isn’t not having the stat itself, the point is that when you offer people the option to get MORE movement speed, they overvalue it. So don’t give people the option to get MORE movement speed, and the problem never exists in the first place.
This whole arguments falls apart to one notable rebuttal…If the game didn’t have bonus move speed, or boss slows, none of that would be true. Nobody FORCED Crate to add those stats, and there’s no need to have both either, as long as slows are balanced properly.
If they had never added movement speed or slows to the game, can you honestly, for certain say that the game would be worse in any fashion?
As for the boots…No, this adds NO pressure, because the game can be played just fine with NO added movement speed. You’re proving my point FOR me. People overvalue added movement speed because it exists in the game. If it wasn’t possible to gain movement speed, your last paragraph wouldn’t exist…And the game wouldn’t be any worse for it.
Too many answers to reply to them all, so here some commentary regarding the design flaws, to make things more clear.
-
The point here is not just that there are not enough items available for every build. That’s a problem, but making even more items makes the whole finding item thing even worse.
The point here is that because of the many possible combinations of playstyles, classes, damage types etc. the devs should have made more items that benefit more general purposes, i.e. for all melee fighters, all mages, all ranged fighters or so.
As it is now, it’s simply not fun that literally 99% of all the items you can find are pointless to that one build you are currently using. After a farming run my inventory is full of legendaries but most of them I can’t use and the rest are duplicates that drop 5 times in a row because of the faulty RNG seed calculation. -
Yes the recipes are great for gearing other chars or rerolling, I give you that. But it would have been nice to have separate sources for the recipes at least.
-
This is huge, but most people don’t get why. As many have already noted, the kraken devotion kind of makes up for the lack of 2h weapon damage, but it will never reach the performance of dual wield.
Problem looks like this:
1h weapon 1.1 - 1.2 attack per second --> gains 1.1 or 1.2 points of damage from a single point of flat damage
2h weapon 1 attack per second --> gains only 1 point of damage from a single point of flat damage
But that’s only 10 or 20% right? No. Not in the long run.
1h weapons gain a bit more from flat damage. Especially when you look at all the flat damage bonuses, they are way larger than the base damage of any weapon, i.e. you will always reach the point where your 1h weapon will have the same dps as a 2h weapon. At around 1k (or 2k for the slow 1h weapons) extra flat damage on average, your 1h weapon will reach that and a lot of builds have way more than 1k extra flat damage from skills and devotions.
And then… you can use two 1h weapons, i.e. allowing you to gain up to 2.4 points of damage for 1 flat damage while 2h weapons still only gain 1 point of damage for 1 point of flat damage. So in the long run, dw will deal 120% - 140% more damage than 2h, i.e. when the bonus flat damage gets so high, that the base weapon damage doesn’t matter anymore. All kraken does is push that point a bit back, but it doesn’t fix the issue in the long term.
What the devs would need to do is make the flat damage bonus scale with attack speed and weapon type, while also adjusting base damage of 2h to 2x that of one 1h weapon (base damage of 2h is up to 3x atm, because otherwise the problem would be even more apparent and the devs used that as a cheap but inefficient fix).
Then again, most people don’t get to see that point, because they never find the items needed for that.
Point is this thread has been derailed for many pages over a debate one constellation… no need for more than one play-through because there isn’t anything to theory craft over or try anything after one play through >_<
why would that be the most popular boots? Survivalists Exalted Treads of Featherstep are my favorite boots.
Except move speed is in the game so his argument is 100% on point. No point debating what if’s.
The point is so that other ARPGs don’t make the same exact mistake. Spread enough awareness, and it might be prevented. Had I known about this game back when it was early access, I’d most definitely have pointed this out, and perhaps the game would’ve been better for it.
As it is now, it’s simply not fun that literally 99% of all the items you can find are pointless to that one build you are currently using.
This allows you to equip your other characters, and sometimes even gives you an idea for another build. In my opinion, that’s one of the best things about Grim Dawn.
It does depend on your other gear but Stonehide boots are great “resistance spackle” in a slot that doesn’t have a whole lot of good competitors. That said I’d rather have Stonehide of Vitality.
I have no issue with stonehide (I have stonhide on all 3 of the MI pants) but purposefully using boots with zero move speed seems kind of stupid.
^This guy knows his boots.
Hey. I know I laughed. Gotta count for something.
Sent from my SCH-I605 using Tapatalk
