Grim Dawn Version 1.0.0.4 + Hotfix 1+2

hallefuckinlujah I love you guys. Thank you so much for adding % weapon damage to spear as well it literally did no damage before!

Patch notes looks excellent all around good changes imo

Lol - how the server population climbs everytime :smiley:

151 members and 1490 guests online.
Record was 2,108 users on 01-12-2016.

Damn it Crate, I was about to go to bed! oh well, sleep can wait… Looking forward to the new content :smiley:

More DLC confirmed? :smiley:

Hmm in GOG my patch says 2.6GB.

Now if only I had internet… (phone doesn’t count)

anyone find “Hidden path”? checking allside, but i cant find this

YEEEEEEEEEEEES! From 10 to 30 is awesome!

:cool::eek:

A question of data compression i guess… (i wouldn’t want you to have more content then me :cool::eek:)

Devastation nerf but no love for Trozan Sky Shard? Trozan is mad!

All these changes. And still no X/Y/Z/SCALE display in the editor. :undecided:

But nice job overall :stuck_out_tongue:

RIP broken deathmarked weapon procs, we loved thee…

already finded!

love it ! :smiley:

very nice patch, can’t wait to try it !

Better pet engagement, new affixes, and more frequent Rares and especially the monster infrequent buff will be nice for my conjurer. Hopefully I can farm a bloodsworn signet ring now. Curious to check out the new augments, hopefully resistances are a little easier to get.

Cadence still broken?

Yes

The devs are too afraid to change it into something actually useful

“Reduced Damage over Time effects applied by monsters on Elite/Ultimate difficulty”

Thank you! Some heroes and regular enemies DOT damage could reach ridiculous aumonts of damage, specially Bielna (i think i spelt it wrong) could reach 3000 poison DOT.

  • A balance pass has been done on Faction Augments. Generally, the goal was to increase the appeal of some of the more lackluster damage-focused options and provide more viable options on Ultimate difficulty. With a select few exceptions, this is an all around buff to Augments.

Maybe, but since the resist ones haven’t changed almost nobody will see them - in fact, you nerfed outcast’s bastion, which means even more than before builds will be tunnel-focusing resist augments.

Edit: Also, why are the 2H weapon augments still not twice as strong as 2x 1H?

Extremely excited to play this. I agree with the vast majority of changes but would appreciate your commentary on the following:

Why did you guys decide not to reduce monster resists in ultimate if you’re going to nerf our sources of resist reduction? You’re just going to make us want resist reduction even MORE.

Sometimes the solution to a problem is to nerf the numbers of the obvious source, but I believe this time the answer was going to be a two pronged approach: Nerf resist reduction sources as you did, but also nerf monster resists to reduce the need and desirability of resist reduction.

In fact, there should be some low resist high hp monsters, or if you took the time to program them, monsters immune to resist reduction (but not by having 500 resists, like having normal resists but resist reduction immunity, or at least partial immunity.)

That would be a really cool thing to add to the mod tools, a % resist to resist reduction!