You have to fight your way through all enemies, so…
And even if not, it’s just stupid if you can’t play part of the game because you went damage type X.
and that is exactly why i would ditch those damage types.
and btw diablo 2 did exactly that, you could be dual dmg sorc, and have enemies that are immune to both of your damage types. not saying this is good or how it should be…
but you would just skip those enemies… and i mean skipping enemies is nothing new, even if you could kill them all…
also maybe turn vitality into only DoT to replace bleeding damage, bleeding skeletons just doesn’t work but vitality is easier to “defend”
or maybe change poison and acid damage into alchemy damage or something like that, because i’m convinced the acid part of the poison acid damge, exists because poisoned skeletons etc doesn’t make sense…
but with all that said, i’m not looking to convince you or anyone, just writing some crap down because create worte they think there are to many damage types…
Yeah…I don’t know if bringing back immunities is a matter of “having the balls” to do it…
Well, blood cells are produced in the bone marrow. Maybe undead skeletons still have active marrow in their bones that produces the life-force that animates them, and bleed damage interrupts this.
Please no immunities. I like having enemies highly resistant to certain things, something to build towards and solve. I don’t like having an entire build completely invalidated by parts of the game “just cause”. I’m not even a fan of some enemies in GD being completely immune to freeze, but it’s not as bad since its more of a utility than you’re whole build (except for Olexra’s doing literally nothing, it should at least proc enough to put a dot on and trigger devotion).
Remember the old days in Diablo 2 when you learning the game with a fire sorceress and killing everything until you meet your fire immunity nemesis lol, good old days man xd
Happens with the Emberguards at the Burrwitch riftgate if you’re fire based.
Personally I don’t get the nostalgia associated with D2.
When it comes to immunities, I clearly remember the people I played with being completely annoyed when they encountered them and most of us refused to even play on hell difficulty. Play in nightmare and trade for hell drops.
To me: There is fundamentally something wrong if players are purposely skipping content that developers put all that time into. More over skipping immune rares is just missing out on loot and if you can kill them but it takes 15 min just to see 4 potions and a perfect gem…feels like crap.
You could have easily gotten the same effect without using immunity and just jacked the health of the mob.
Additionally you are forced into combating there said immunity…leaving the question of how often does it even show up? So commit x% of my build for y% of content…sounds bad on paper IMO. Wasn’t fun in practice on a subjective level.
Diablo 2 is Godly! Enough said…
I very much agree. The irony is that back in the early 2000s, when D2 was young, players bitched constantly about how buggy it was and how unbalanced the skills were.
I’m trying to remember when immunities were added. Around 1.07 I think(?) They would have been OK, I think, if synergies hadn’t come soon after, which funnelled players towards single-element builds. I think that’s nub of it. Immunities can be good if it’s easy and natural to build a multi-elemental character. That’s not really true of D2 or Grim Dawn. (I know there are dual element aficionados in Grim Dawn, but I think everyone would admit it’s not optimal.)
I saw Ceno early in the discussion speaking about having classes that are well defined.
I personnaly don’t care as much about that but I see what he means compared to classes like in Diablo 2 for exemple.
I kinda like the dual classes in Grim Dawn.
One thing that could be experimental or worth trying is having something like passives/skills/procs that you unlock when having specific combos of classes. That way you keep the dual classes but you also define them more by having more skills and/or passives and/or procs for each combo of classes.
Thoughts ?
So a specific additional skill tree for Conjurer, Warder, Archon, etc.? Sounds great but also complicated. Would certainly make single mastery all the more difficult wouldn’t it?
Single Mastery was never the plan, even in Grim Dawn, the game is balanced with 2 mastery for each build
I do like the idea, but I think it would be even neater if skills can naturally work together or combine into something greater. I guess I prefer more ‘open-ended’ (potentially limitless) possibilities rather than fixed stuff. Although I guess it’s similar to the ‘should we even have classes’ question from earlier. I can understand that it’ll be easier to design if it’s more restricted in scope.
What I meant was I think I’d prefer skills like the Onslaught Berserker skill (haven’t played it yet), which empowers all cooldown skills.
Or alternatively you can have this kind of empowerment as modifiers on items.
For example shadow strike now does extra damage against slow/frozen enemies, to work together with flash freeze and other freeze skills.
Crazy idea: making your own spell with elements from both masteries. For example combining Doom Bolt & TSS → Big Ice/Lightning Shard. Or maybe it becomes like a storm with many small chaos bolts? ![]()
Just to be clear that was just an idea
Doesn’t have to be a skill, thats why I said “and / or” !
Could be a passive tree (another tab beside both masteries tabs) with procs and you make one choice to define your build.
Or it could be a passive added automatically when a combo of masteries is selected. It’s another idea but you don’t have a choice here.
In the end my point is the following :
The overall idea is, adding something to a combo of mastery could be more build defining in terms of lore/classes. If added the right way it could be nice
This has been suggested occasionally (including by me a long time ago) and has been ruled out:
Quote from 2018, when only AoM was out and there were just 28 dual-classes. Currently we are at 36 and with FoA there will be 45.
Fair enough
Don’t get me wrong i am happy with the current way that the system works in Grim Dawn
Also, I think i heard Mediera saying that they though about another way to covert the problem of the current system with gear and + skills (have to go back at each items in the game to add +skills when adding a new mastery).
Probably because it’s a lot of work and they could add more masteries for each DLC, or something else, if the work wasn’t as high for each mastery added to the game. So I guess adding something specific to a mastery combo won’t happen.
He talks about it shortly in the interview by Chris Wilson, but without going into detail.
you did get that i wasn’t arguing for bringing back immunities right? right…?
edit: but i won’t blame you for not getting the joke within the context of my posts, i made it not for you but for me… =P
edit2: but please i’m interested in your current stance on your previous statement that GD may have to many damage types and what you currently think for GD2 (which might change obviously…)
change that to eldritch damage…
oh yeah and add (optional) music for underground areas! here i don’t have a fun tangent i can go off on … =\
I think most D2 nostalgia is due to having rose-colored glasses. Most people fondly remember the old days having GG geared Sorcs & Javzons with Infinity merc and easily acquired duped runes all over battlenet.
Start fresh on single player and whoa boy does it suck having to slog through hell with that first character. Although, the game has gotten much easier overall thanks to terror zones and new runewords.
