Grim Dawn Version 1.0.0.2

Tyrant’s hold on elite or ultimate. Where in tyrant’s hold, not sure, have not played since the patch

Thanks, I know where Tyrants Hold is, anyone know if he is inside or outside nearby?

My uninformed guess is inside, and to the little jail area… I always found that place suspicious of having nothing…

As a new player, stories like this, and others, kinda scare me from getting invested in a build. :frowning: Some people seem to like the new patch, but is it because they weren’t immediately affected by the changes? I’m not far enough into the game to notice these changes. I have just a few Devotion points, so it’s hard for me to know if it’s ultimately good or bad.

Did you somehow miss the whole Life Regen, Tree of Life, Behemoth, Scales, Obelisk Meta?
Or lifesteal nerfs? Very few builds can survive on lifesteel alone, if people use then it is coupled with other defensive/regen skills.

I just hope the devs are able to get the message through all the ranting and raving that it’s time to pump the brakes on making sweeping gameplay changes like this and focus more on bug-fixing. I’d hoped the mindset of drastic re-balancing would be set aside after official release. The go-to defense of “well it’s Early Access, things change during development, roll with it” is gone now.

Drop rates on Ultimate in general seems to be off.
After the patch I just played slowly doing full clear through Ultimate Act1, went through Flooded Passage and into Burrwitch, got to Warden’s Cellar, looked in my inventory - …!.. I got FIVE legendaries in the meantime just as a random hero/mobs loot!

I’m seriously afraid that if I play further with the current patch, I’ll get every single legendary in GD before I even get to Log.

Good points.

An even more radical approach would be to make all devotions offensive and have each constellation grant minor defensive boosts along the way to the granted proc.

That way you potentially gain diversity as you’d pick constellations that complement your build idea offensively without feeling the need to take the defensive devotions in order to survive.

Off course we’d then need revamped defensive options from the masteries just like you mentioned.

This is NOT the issue. The issue is that Mark of the Wendigo is now a single target damage proc with a cooldown! Mark of the Wendigo is the only single target damage proc with a cooldown now (other than Tip the Scale, but its mainly used as a defense option so its different).

If you think vitality builds got over-healed from Mark of the Wendigo, nerf the heal % or even nerf the damage (I don’t care!). But if you give cooldown to a single target damage proc you kill the skill! This is pretty much what happened to the Tome of Names proc, you killed that legendary lol. We will raise the same issue if you give Eldritch Fire a cooldown; its not really about vitality build and not about attack damage converted to health.

If you really want it to have a cooldown, change it to a multiple target proc either by attaching a radius or make it jump to nearby enemies (see #22 and #23).

LMMFAO

How very sad for you.

/s

This hotfix has given me a reason to actually play this broken pile of pussifed fanboy-appeasement nerf-crying detritus.

It might actually approach being fun again.

I’ll make sure as to not log in to Steam again, to avoid the inevitable removal of fun.

Please stop.

I have to agree that droprate for legendaries in Ultimate is very high. I obtained five legendaries in very short time. Two of them from heroes. Three from treasure troove run in Foggy Bank cavern. About difficulty. I did two runs to Cronley and two runs to Warden with two of my chars. I did notice some increase in difficulty, but it was without serious problems. I enjoyed that. It applies on my builds of course. Played Blademaster and Saboteur in melee way.

Haha would you believe that I’d already considered this? Radical it might seem but it would also be easier to balance. The only defensive devotion procs I’d leave in would be shield related, and maybe leave the %hp regen ones but lower flat hp regen from devotion or remove entirely so to benefit you’d have to get it from skills or gear.

Well I’m rambling again. Basically yes, I’ve considered making all devotion procs offensive in nature. It’s not a terrible idea actually. But ideally by improving some of the other things I mentioned it won’t be needed. Ideally you will be able to get your defense from items or devotion or a mix of both, instead of outright needing huge amounts from both.

They can add difficulty back in, in more interesting ways. Dodgeable enemy heavy skills and attacks. Interesting monster buffs auras and debuffs. Monster cooperative ai mechanics. Boss mechanics. Challenge dungeon features (a dungeon where you lose a % of your health every second, a dungeon where challenge rooms and the boss have -% movespeed auras, a dungeon that inverts your resistances, a dungeon that has meteors constantly falling but slow enough to dodge. Etc. More mechanical difficulty, less stat wall difficulty )

Treasure troves are clearly going to be nerfed, but I’d like champion drop rates lowered a touch and trash mob drop rates improved. Maybe 1/600 or so trash drops a legendary. And make it so it’s worse in multiplayer but not linearly. So not 1/1200 for two players, 1/1800 for 3. More like 1/900 for 2. 1/1200 for 3. Because you can share loot in multiplayer and loot is instanced so higher chance of getting something someone can use.

My bad - enemy damage has been reduced in elite and ultimate. I’ve been busy handling other things and forgot to add it to the change log before the build got posted. I’ve updated it in the original post.

It sounds like higher difficulties may still be too punishing though, in which case, ill make further adjustment. I’ve been pretty busy coordinating with GoG / Humble and handling other post-release issues, so I haven’t had as much time as I’d like to test and fine-tune balancing.

Love the pic, shows again that there’s too much of an emphasis on resistances. 143% poison resistance counting the -50pt from Ultimate? And I bet you still can’t take more than three poison hits without using a potion :smiley:

Understandable. Could you provide us with any insight on how you want to make ultimate more manageable for melee without trivializing the content for ranged? Obviously we won’t hold you to your current input, as it may likely change upon testing.

Just curious as to what approach you currently want to take, regardless of whether it changes. Thanks in advance, understand if you’re too busy to reply or lack a current confident path in addressing this.

Also I agree here. Wendigo got crushed. Was so cool before.

Is the GOG release date affected by these patches/updates? Will it move forward with every update?

No, patch has no effect on GoG release. All our work is done for the GoG release and they’re just sorting things out on their side, getting ready to release it.

My Totem build is doing fine in Ultimate and my character isn’t melee to use Wendigo Totem.

Actually I feel quite tanky vs. anything except melee physical and bleeding damage. Poison is really a non issue since I started wearing the Dreeg set, only that purple troll boss in East Marsh made me dodge his poison nova thingy.

But as I said, damage from melee hits feels more like it has been increased, contrary to what the patch notes say.