Well, I decided to try Bull instead of Azrakaa in Phys AAR Battlemage, but the skill cannot bind to AAR.
why? It simply narrows the range of constellation options.
If there is no good reason, correct the Bull skill so that it can be bound with AAR.
I see that you closed that other thread so I wanted to post feedback somewhere and I guess here is better then anywhere.
Totems: best thing since sliced bread. I can’t nor do I have enough words to say how good this is.
Components: wonderful solution to the more comps to help with crafting. It’s like tripling drops. This allows for target farming of rare mats and blowing up legendaries for rare mats.
SR: I get the rng behind this. If players are already using the camera to pull one boss at a time, why not use the lever system that SR has to allow players to choose if they want to spawn one at a time, 2 at a time or all 4? Then give more rewards for the amount of levers pulled pass 1? The change to the death timer is healthy.
Relics: the change to Yugol’s made my build so viable because of that damage buff, thank you
MI’s: there are some MIs, due to monster density, that just drop more then others. Can we even this out somehow. One example are the FG effigys compared to the death effigy. There just aren’t that many shamans to drop the effigy. Other wise the additional medals are great, especially the ABB one.
The legendary changes I won’t touch as I felt the changes were appropriate or have already voiced my disagreement with them earlier on this thread but don’t have a reasonable argument against them that wouldn’t be biased.
Thanks for the great patch, hope crate continues to put out more content for such a gem of a game.
Go give Wolcen a try then get back to me on that. While I get what you’re saying it is just the nature of some games development models these days. Grim Dawn is still under active dev so, yeah, when they push out new things there can be some growing pains.
Part of that is ongoing balancing of items and such.
How is this a good idea? The whole set is based on the Hellhound and Skeletons, the latter do mostly Vitality damage. Now the Hellhound is back to doing Physical/Fire/Chaos damage again… and can we even equip the conversion items while also using this set? This will necessitate some big changes to my character…
If you’re playing on Steam there isn’t really any elegant method to do that - as you should know. GOG, yeah, you can choose to keep your game held back easily.
For Steam you DO have the option (with local saving) to easily make a backup of your save files tho. So easy. And there are methods to roll games on Steam back to older versions. Not the most user-friendly but it does exist.
So it seems at least this change made the Bonescavenger’s Deathgrip useful - some of the Physical to Vitality Conversion went there. I do wish they finally changed the ghost summon to on enemy death caused by pet, not by you (since that barely happens with a summoner).
There are plenty other sets to use if you wanted to do a non-vitality Defiler. Like the Unholy Covenant. I always planned to make a Cabalist with that set.
The issue that prompted the change is that there’s no set for the Hellhound currently except for Lost Souls, but the previous conversion forced characters that wanted to use it into Vitality damage. Now, as the set is more flexible, there’s the option to use it for Chaos or Fire.
Beastcaller is a similar set that is all-around strong and gives you the option to go Fire, Lightning, Cold, Physical/Bleed etc. with the Briarthorn - some people wanted Lost Souls to be more like that for the Hound.
Been gone over for years, it’s almost certainly not changing at this point. Even if the proc on Bonescavenger Grips were changed to a different style, the ghosts would require heavy nerfs to not be overpowered.
Another patch, another avengers set buff lol. What is this, like 12 in a row now?
Well at least this patch inspired me to go full tilt on an IT setup and this set feels smoother than ever.
I still think the set wouldnt need constant buffs if the shaman bonus just went to feral hunger though
The devs keep removing unique item stats as a rule it seems. Cataclysm’s offhand, stronghold’s shield, why gutting the +1 to all skills? Many interesting builds were possible previously due to these unique stats. Now it feels very standardized and straightforward.
Easy to balance this way? Probably. Fun to play?and build? Not so much…
So you are arguing that the +1 to all skills was making the builds viable?
(Just asking for clarification. Z’s timing …) I always thought that +1 skills gets overdone and overshadows specific skill focus. There are a lot of skills that only need a few points but won’t get any unless you have +1 to all skills in play. Maybe too late to worry about it now.
+1 to all skills on an offhand or shield can make this item usable for many builds. How many cool pets builds were using this offhand for example?
Uniqueness has nothing to do with +1 to all skills, but rather the fact that one can make a fun and strong build using items from different sets from different classes not related to the original design of the set. Which was amazing but now gone…
Pets is a good example of where +1 to skills is the most important stat in a large number of builds. Maxing as many pets as you can as points are tight for all those pets. (second only to the specific pet set in play).