Grim Dawn Version 1.0.0.2

On topic of treasure troves:

1.Im not sure whats their intended behavior, some of them are missing (Immolation) some of them wandering(spined cove) some of them stay fixed. Would be nice to know what to expect.

2.Maybe its not something entirely new but now i always encounter star mobs and bosses near the treasure trove, and this is a welcome move. You may even go further and make the trove locked until the boss guarding it its killed. A la nemesis trove style.

  1. Treasure trove drop chance: farmed like 5 hours in a row, cant say its raining legendaries. Yes i got like 6-7 legendaries from them, but guess what, there its only 1 of them i can really use, other ones are not for my char(battlemage)or i had them alrdy.

I dont know the numbers, my only concern is that in case the trove has a better dropp rate then star mobs and bossesthen adjust it accordingly so the troves dont instantly becoming the best way to aquire legendaries.
I dont want the troves to be tonned down, but i want the star mobs and bosses to buffed to the troves level.

You may ask why? Im at the mark of 2k+ boss/hero mobs killed, got my fair share of legendaries but those are not for my battlemage. Itempool seems huge, legendaries droping does not mean its the item i want/need and as i see they have some stats which are not fixed value so getting the best version is even harder.

Im playing legit not using trainers, saves etc, im aware of them and i got tempted when sessions/days in a row i didnt got anything for my char just duplicates of epics or some legendaries i dont need/want at all.
The dark side was calling and i was asking myself why not to just accept it, farming for the sake of farming?
Now the troves and the dropp all around seems abit better tho the rare mats like blood of chthon makes a nice dillema, use it up for a random legendary it may be not the one i need or i better keep for skeleton key.

Again im not sure, my feelings are like the game got abit more rewarding, for me its not broken as i got only one item from 7 in 5 hours which is good for the armor % on it tho its ment for another build as usual.

My opinion dont overnerf the troves, i cant say what should be the number(chance) for the drops, in this 5 hour i got 8 ancient hearts which is just one attempt for a legendary gambling, so gamebreaking you say?

@Zantai

Vitality build as being caster, to be able to survive i need to invest alot in defense devotions = not using many offensive devotion trees. Few days ago i reached nemesis status and adjusted my build to be able to farm two of them. First thing i had to do was get as much HP i could, that’s said before patch i had 16k HP which made my survivability about if i can use my potions or kite few spells with good reaction, before respecing devotion i just died in one shot. After patch i lost like 3k HP which was quite big, i feel a big difference in my survavibility.

Being caster means that you just have to take as much defensive stuff as you can. While heavy armor users doesnt have to go full def to be able to survive, and path nerfed the only thing that caster could use as his defence, while heavy armor and shield users are being intact, while keeping their offensive abilities from devotion. Becoues their defense coming from amor and skills, not from devotion.

Openes 20 troves so far got 1 Legendary that dont look quite broken ( or maybe im unlucky).

And crafted 2 legendary armor piece and instead giving me 2 leg it gave me 2 reciepe for legendary head armor.Is that intended?

And didnt notice any crashes while in previous patch i got it very often

Ps sorry for my bad english

I was looking for the next patch but it seems you still haven’t solved to crashing issue(tried to play today and crashed) which makes me want to just return this game and never play again. I have only played couple hours and i enjoyed it and its sad that this crashing makes this game unplayeable for me.

???
You must do something and not just standing around in 5 hours. :stuck_out_tongue:

http://www.grimdawn.com/forums/showthread.php?t=35406&page=2
It’s broken… :rolleyes:

Zantai, please see to lightning totem builds. How are we supposed to survive? We have to play melee cos Vendigo Totem 's radius is fairly small. And now even maxed Vendigo Totem is not enough to heal through massive incoming damage. Shouldn’t totem builds be kiters? But we just can’t :frowning:

Why nerf rend? If you don’t want people to stack gimmicks like malediction, buff devouring swarm and rend to where they were, then get rid of gimmicks.

And how are we supposed to play melee with 10K hp?

Most of the comments on the threads are lamenting about the lack of resistances.

Armor does not help with resistances; with the removal of resistances from component’s completion bonuses, it is very hard to get the adequate resistances to survive. I don’t understand how having more physical armor helps against the like of having constant, unavoidable fire/ice/aether/poison/etc. for melee characters. No amount of armor can substitute for kiting and resistances.

So I can be a heavy tank with high Armor and high absorption and with block damage. That does nothing against non-physical damage. If the solution is not to hand out resistances, then perhaps damage on Ultimate is overtuned, or melee is just broken because they need all types of resistances to be even a tank.

@ Easy at#199

I said i got 6-7 legendaries, and only one of them is good for my char others are for other builds(gun, rifle, soldeir 2h etc) or duplicates.
I mentioned the 8 ancient hearts, got some tainted brains and blood of chthons, these are all treasure trove drops.

Treasure trove its not 100% chance for legendary if you somehwat misunderstood it . It has a chance for legendary because as the devs stated the overall loot quality got better for the treasure troves but thats far from being 100% dropchance
Using my example i ask again one usable legendary and one chance for a gamble in 5 hours, its that gamebreaking so people has to ask for nerfs?
What about reading the whole reply and think about the reasoning i just wrote about the whole “tresure trove issue”?

Again, for the millionth time, that is not the fucking point!

The point is build diversity getting shafted and gated so that you have to be almost fully defensive to succeed on higher difficulties!

Someone here said it better… in the end, it’s no different than Diablo III, where you can’t play your way, but are forced to play their (the game)'s way. What is the point of granting us choice and lots of gear affixes + devotion, if you’re gonna put cuffs on us to restrict us that way?

Changes to armor seem ok. They left my character with Obelisk of Menhir with the same armor value, but now I can remove the obelisk and still have some armor to rely upon

Did i wrote 100% chance for legendary? noppeee :rolleyes:
Legendary is legendary. Doesnt matter if needed or not!
More legendaries -> a higher chance to get a legenardy u need.
Atm the legendary dropchance is broken.
If u want leg-drops that fit your class/build 100% play Diablo3.
eh i read your comment but… :eek:

Exactly, I feel like I need to do exactly what I didn’t want to and copy some build off of the fourms. IIt’s very disappointing. I’m going to be a little upset if my melee firestrike/vitality build is traahed. I can’t imagine that it isn’t now.

I also waited for the official release to avoid this sort of thing. If crates going to make such large changes after release they really should be better thought out.

Depends on gearing in my experience. I used to go almost exclusively defensive in devotions, but now I’ve gotten a lot more offensive. And the armor buff will help that a lot, as long as I can keep my resists in a good spot.

On resistances - it seems we’ll have to rely on “oinments”. Too bad they only last 7.5 mins :undecided: If resistance changes are to stay, it would be a move to the right direction to at least buff the “oinment” duration to 15-20 minutes.
On TT resource drops - it’s interesting that “oils” that before were incredibly expensive to craft but being only marginally powerful at least available now, but a random legendary >>>>>> any oil.

@Zantai

I feel the main issue with the troves is that some have fixed spawns, so people can just keep going to the same one easy. If they was all random then I think it would solve the issue.

And for me the resistance change means I can’t choose the gear I like as much and just have to select resist gear on most slots. I had a lot of slots with resist gear anyway but now they almost all are and it doesn’t leave much choice. Being able to get my resists by spending my devotion points on them meant I could choose more options for items that I wear and made it more fun too.

Significantly increased armor values on level 50+ armor. This increase ranges from 10-35%, with the largest increases at the highest levels.

Are these changes retroactive for existing gear ?

Because my Battelmage just lost a whoping 200 armor, going from ~1300 down to ~1100 plus loosing around 1200hp aswell, wich makes a big difference to 1.0.0.1

The mobs that were already a big threat for a char with casterarmor, aka big phys hitters (Trolls, stone tusks and the like) are now hitting like a train instead of like a truck. Even white “Trashmobs” like a charging Rotting Soldier eats more then half of my hp if he manages to hit me, that is with now 7.6k hp after the patch. (Resistances all capped ofc)

I think the nerf was a bit over the top, especialy the nerv to Menhirs flat armor bonus, wich was one of the few ways to get some decent armor as a caster.
Probably you could add some ways to get pysical resistance on caster gear, Devotions or even components to compensate the nerfs a bit.

it’s definately a lot harder and less fun on ultimate now, not like “it gets thick be on your toe’s and have your defences ready”, more like “wtf just killed me”

This is fair enough, a lot of the defensive devotions were overpowered, and I think some people are being a bit overly dramatic due to the sudden and extreme nature of the changes.

However, all these nerfs are really doing is narrowing down player choice in how they build characters. Nerfing defensive devotions makes any melee character without tons of life steal/leech less viable, nerfing sources of -resist just makes getting more sources more important. This leads to things like Malediction being the only worthwhile relic for many builds, sources of +% damage becoming of less use, etc.

Personally, if there have to be sweeping changes like this I’d want to see some big changes in how enemy resistances are handled. Lowering overall enemy resistances a bit (and making nothing 100% immune to anything, which I think is a poor design decision for a game like this in the first place), and only allowing one source of each resistance reduction but making individual sources more powerful would allow for a lot more choice and variety in itemization and character builds.

Basically at this point if you’re not following certain very narrow character concepts Ultimate is often more frustrating than fun. You’ve just nerfed one of those narrow lanes to success, while I think you should be making an effort to open up more. If you feel things are too powerful that’s fine (and you’re probably right), but at the same time if you close one door, you should be using the opportunity to open many others, which you didn’t really do with this patch, and is likely why most people are complaining.

Tell that to Uberjager and his 0 physique build. Just because you cannot do something does not mean that it is impossible.

I think that I’ve enjoyed my witchblades more than blademasters. I intended for my last witchblade to use a shield, but I started messing around with a DEE build in Elite and I got this awesome Wretched Tome of Nar’Adin and…well, I ended up killing Ultimate Log (quite easily in fact) without ever going back to the shield. These days I just kind of make new, random builds with an eye towards using some good drops that I already have in stash, but often I end up going in a different direction.

Considering that the new gambler/crafter crap out mostly lvl 50/58 legendaries when I’ve tried (admittedly a relatively small sample), there’s nothing wrong with the dynamite chests having a 100% guaranteed rare drop or having fixed locations.