Grim Dawn V1.1.2.0 Preview

No, I mean, why do we need TWO chaos gloves when currently there is one chaos and one vitality gloves. Revert plz, just switch chaos on grasp to vitatality and everyone is happy.

Any details?

They have different pools for Boss difficulty, each boss having a difficulty tag. They added a new pool (super ultra mega OP category) and put Kaisan and Grava there (maybe others I don’t remember the stream). Bosses from this category won’t appear in low shards. You can’t have them in double in the same room. Indeed, a double Grava on shard 50 was harder than 75.

Good changes overall, but a few things bother me still.

1. Shattered Realm Ward: removed bonus to All Skills
Why? You just have to acknowledge there are a lot of builds/masteries (e.g. NB) that are VERY skillpoint-hungry. It was Priceless Shard of Beronath all the way before FG, and I was really happy we have offensive and defensive options since FG. Now we’re back to Beronath again.
P.S. yeah, I know there’s 3 more options, but those are hard to get (my only MI ammy is Charged of Meditation, utter joke).
2. Retaliation nerfs affecting non-phys retal.
I’ve just assembled Sentinel of the Three a few days ago, and I have to say it’s below-par even before the patch. I remember someone got it to SR75 and proper Cruci 170 with Absolution+TD, but I don’t like this TD magic and I’m a much worse pilot apparently. I died 5-6 times before reaching SR 15 (!).
Acid retaliation buffs I noticed in the patch notes are either not clear yet, or meaningless. I mean, a few flat acid retal more when you have a few thousand flat acid retal already? Too early to judge though, will try it out and see. Some phys retal made into fire will help acid retal as well, so that was smart.
3. There’s a few more options for CC resists now, but no added options for slow resist.
AA builds are not in the best place atm, and this combined with SR Ward nerf will make some builds suffer even more with both skill points and slow res.

Otherwise very nice changes with some warranted (except Ascension) nerfs. Looking forward to GT update.

But why not to have gloves supporting mixed damage types for DB - chaos & vita? The first one from ranger set converts all vita to chaos, the second one can grant some flat vita damage to DB as well.

Because you`re ruining builds with these changes that relied on conversion from these gloves :eek:

Please give me exact example with GT calc.

Well i have about ~25 distinct aether bone monger builds and about 6 elemental ones. This set has been my pet project for most of the development of FG. I actually sent you a pm the day of the forum wipe, im not sure if you saw it before that or not.

The number of solid aether variants out weights elemental… And the conversion doesn’t even bother two of my elemental builds as they are built to be hybrid and have good utilization of both damage types.

Look, like I said this was not my idea. I don’t care which way it falls, just stating the facts. And that I’m indecisive on which way to go with it

Right, and + to Static Strike on an item for offhand users is questionable.

Good feedback. I recently experienced Mythical Shadowflame Mantle messing up Dreadscorcher.

https://www.grimtools.com/calc/1NXzwB8V
Any non-Vargul vitatliy SoC builds would suffer from this change.

Is anyone else concerned about the potential impact of what amounts to hands free RR on the Raise Dead skeletons? My previous play experience places them at moderately durable, and they were often romping around in a pack of 6 even when bound to a low priority skill for proc-ing. This patch is nerfing passive RR in the form of mageslayer amu and censure - and introducing a much more accessible bit of hands free RR for builds that can go this affinity route. Obviously this is going to be at a net loss of RR vs. rhowans and maybe manticore, but for encounters with enemies of trivial duration being able to have your army of RR skeles skittering about means better RR uptime AND more aggressive devotion bindings when you no longer need to bind a high priority RR devotion.

RR on skeles will let many builds anchor themselves further in RED/BLUE and lead to a few extra affinity points at the cost of some RR. Again, testing will be needed, but with how passive RR has previously demonstrated its strength (warlord vs. witchblade performance, infiltrators) long lived RR skeles look to be a global step in that direction.

Hm, I see. Skill mod for vita Savagery seems to be a better solution …

Agree,that’s better than removing conversion.Doom bolt needs more options.For vitality you are already handicapped,cause you can’t use Dark one set.

I don’t see your pm, it may have been wiped out before I saw it.

It’s still absurd to put elemental conversion in bonemonger because you have just wiped out a whole archetype that can be made using the set. If you still want that conversion, You can put that 25-30% elemental > aether to aethereach gloves for God sake. Elemental to aether conversion already has so many conversion gear available, why you want to put it in the set also?

If this change still goes through, it just shows that crate prefer easy obvious one dimensional set to build around. Just omit the elemental support, remove elemental RR, make the proc pure aether. Just like what you want to see. Another obvious set to build around.

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Cut Zantai some slack here, guys. Software development is never easy, even in small teams. Shit happens, some features take precedence over others, and some things end up with emergent flaws. This is an iterative process. Littering patch notes with “omg I don’t understand why this is a thing” or “please add this little thing to the patch really quick” (lol) is literally less than useless.

Wait for the patch to come out, try it, and write out your issues in the feedback board. Trust the process. It works.

defiler is dead. DEEEEAD (╯°□°)╯︵ ┻━┻

at least in the early game and the leveling phase.

but yeah, overall the patch brings a lot of good things (DIE OATHKEEPER DIE!!!)

This is a buff

Sry but i can’t stay without saying , you will nerf Archon spec ( oathkeeper + shaman) survival quite a bit imo .It’s weird, each time i play and love a new char it become harder to play because of the change.
I really think to play these pet build now ^^"

Archon just gets a bunch of aether resist this patch.

Waaoow awesome, wil lsave me being ,stun , disrupted petrified , OS while using eye of reckoning