Grim Dawn Version v1.0.0.8 Preview

“everyone”? You are the only one who complains about it here. You are the actual minority making unjustified accusations.

-They just changed something, this is something i’d prefer to test how it feels in practice
-I know what you meant, i mean you are overreacting to this
-They have been doing some hard work. A lot of things in these patch notes anger me greatly. But as opposed to i am to the changes the prudent thing to do is to test it in practice

Nah there are other genres of games too. This game gets better every patch but somehow less fun to play.

I noticed that with 1.0.0.7 and .0.8, there have been MAJOR changes over single patches. In .0.7 it was the DA buff that changed the game overnight and with .0.8 it looks like a lot of defensive procs are getting massively nerfed in a single patch.

What I’m trying to say is, maybe, just maybe, try NOT nuking something with your entire arsenal whenever you notice it just a tiny bit out of balance? In general, these massive knee-jerk reactions are never good in terms of community response, and only serve to push players away from the game (which is why other game devs large and small always try to avoid implementing massive changes too quickly). People don’t handle instantaneous change well, it has to come bit by bit.

That Alkamos’ Scythe might single-handedly save my Blademaster that I had to shelve because it wasn’t working at all.

A few other miscellaneous thoughts:

  • I don’t know why they keep nerfing Markovian’s set, it was fine before.
  • Nerfing Mark of Divinity is absolutely warranted, that medal was BiS for almost everything.
  • Same with Acid Spray, every time I see a non-poison build take Manticore my skin crawls.
  • Really disappointed that Imbued Silver/Purified Salt won’t benefit my allies anymore, but I understand why they did it. As for the other component auras, who cares? I’ve never found myself in a position to say “wow I’m glad my buddy has Stormtouched Ammo”, and if you actually cared about it you’d probably already have it on your own weapon.
  • This is like the third patch in a row to buff Eel and Sailor’s Guide. Those devotions have always been really good, we can probably ease up on buffing them.

-So i guess non-poison builds shouldn’t take a flat RR skill and be forced to use mediocre RR. Good point :slight_smile:
Then i guess Plaguebearer is only meant for Poison
Tyrant’s is only meant for physical
Oleron’s Blood is also only meant for physical

  • Yes, Mark of Divinity was overpowered. Why use a CB when you can die and restart :slight_smile:
    I know it was BiS for most builds, but it’s cause of the nature of the skill. And no one relied on that granted skill.
    It’s the best damn protection we had. I’ve had a case where i got ganged up with Avatar of Mercy proc on, i die sometimes with Menhir’s Will on, i die with Meat Shield on a non-vitality build, Mark of Divinity keeps me safe like its meant to.
    120 sec CD isn’t too big for the main camp. But for crucible its pretty big.
    Also, guess what? It nerfs casters, all that DA won’t save them if their CB skill is on cooldown

-I too am considering using that scythe it looks so awesome but it lacks attack speed. I don’t think it’s better than Frostborn Alkamos Scythe of Fury, still an awesome addition.
I love Shar’Zul’s Weapon. I already have an Infernal Brimstone 2h Commando. This weapon would be so awesome to swing on that build. I love it! Btw, World Eater Shar’Zul is a bad-ass name. Long live Chthon :smiley:

given the severity of the issue, yes it is (not that it actually affects everyone, as you claim)

Shit like this is what betas and early access is for.

yeah, because we all know no game ever had any bugs once it was officially released…

Insanely lazy.

they tried to locate it but so far no luck, so not exactly lazy, more like desperate

Who knows, they can still have some test items to keep digging and fix it, but at least in the meantime HC chars do not get killed due to a bug

I really don’t see the sarcasm in that.

character flaw I guess :wink:

That is, honestly, precisely the issue. Only hardcore-players suffer from this, and only when playing with random people that are unaware of the bug.

which is 99% of all players (unaware, not HC)…

Wish i had seen this earlier. As some people already stated some changes may be “ehh” but, overall I think most the changes will lead to a better game for everybody. I can’t (and wont) complain :wink:

As always keep up the good work guys. :slight_smile:

Called it! :stuck_out_tongue:

Conversion on Haunted Steel will mean a straight-up ~10% to ~20% DPS loss for certain builds. Not a really good idea, even if it does improve the consistency of the Hollowed Fang -> Haunted Steel evolution. Weapon vitality builds will certainly benefit, but that’s about it.

Blast Shield triggering at 60% is actually a good thing IMHO for those builds with decent sustain. Now it won’t unnecessarily trigger as much and somewhat compensates for the higher cooldown IMHO.

Shield Training not giving damage to the main hand means it finally makes sense, reality-wise :p. But shield users got overly-nerfed IMHO. It swung hard in one direction and now it’s swung hard in the other direction. Crate you gotta find a balance. :stuck_out_tongue:

Other nerfs seem mostly tolerable, though I haven’t looked at everything in detail.

I like the changes to the MP Aura Bug, overcapped resist tooltip, new Alkamos Scythe, and Raise the Dead. I will be closely analyzing the attacks per second tooltip.

Still on my wishlist:

  1. Permanent aura transmuters for BoD and P-Burst
  2. More sources of life leech resist
  3. Lower Blizzard cooldown
  4. Make Soul Shards Useful Again

neither did he, he just said that you equate the two when what they actually did is a lot less severe than removing a mastery would be

And do not try to claim you did not equate the two…

@mamba

Did you miss out legendary Alkamos sword? Or are you keeping its stats a secret?

I just want to know if it exists or not

These QoL changes! Yessssssss!

The issue for me is I have 500+ hours in the game and hardly any BiS gear at all. I’ve given up on my BM I’ve dumped so many hours into him and re-tweaked beyond all belief then more nerfs. Oh and getting one shotted from zantarin was the final straw. I don’t see any reason why I’d play melee in this game ever again (now its harder with these changes).

I might just stay on patch 1.0.0.7 or just take a break from this game.

I ended up just moving on to poe. This patch sure isn’t going to bring me back.

I wonder why you’re on the forums then :slight_smile:

Right, and that was my point earlier. A lot of these nerfs seemed aimed at the higher performing builds with BiS gear equipped. I have no problems taking these builds down a couple pegs for the sake of balance, but I feel like maybe nerfing the gear would be a better way to go about this. I feel the nerfs in this patch are gonna make it difficult for new people interested in end-game GD, because it’s going to be harder to get there without gear than ever before.

That being said, Zantai said the physical damage nerfs to monsters across the board should help smooth this out. While I definitely have my reservations about these nerfs, I’m on board with the “try it out first” crowd before I totally pass judgement.

Thought you Quit already, why you still here.
And only a few of you are bitching aboot the change so far, so obvioulsy it isn’t as game breaking as you are making it out to be.
Oh poor me I can’t buff people in multiplayer with fire aura any more. I’m the only one that matters fuck the rest who are inflicted by the bug in multiplayer (not just hardcore, softcore is affected to. Some people just dont like dying, especially to a bug)
You are worst then the celebrities who promised to move to Canada if Donald Trump became President. I mean you make a promise then live up to it and quit already.

I wouldn’t lose sight of the issue here. I believe many would consider auras a major mechanic, and a mechanic that should be in any ARPG. Obviously it is not as major as an entire mastery, but it is still a big deal. Further, if the aura changes continue, will monster auras still be in the game? If not, would make Zantarin a lot easier for my BM :stuck_out_tongue:

The proposed change raises a lot of questions, I do not believe it is so straight forward.

We also should keep in mind that this change is in response to a particularly frustrating bug. Removing a major mechanic because a bug is particularly evasive is, IMO, very disappointing.

And so here is my question - are we to understand this as throwing in the towel on this bug? No more work will be done to solve it, just remove auras from the game? This seems to be to be a huge mistake, and also limits the scope of the game moving forward.

It seems to me a better short term solution would be to make the aura change in question only for hardcore, and leave auras as it in softcore. And in the meantime fix the bug! I have faith in you Crate! I will repeat, removing a major mechanic such as auras because of a tough bug hurts this game now and will hurt it moving forward.

If we’re invoking “shoulds” here, RR shouldn’t be anywhere near as powerful as it is and this scenario shouldn’t even have to exist.

Well gee, let’s take a look at these things and what they do.

Plaguebearer’s items boost poison damage, poison duration, and have a proc that does more poison damage. Those three things combined are 75% of what that prefix is. So yes, I’d say it’s pretty explicitly meant for poison.

Tyrant’s only has a very small physical damage bonus, all of it’s other stats are broadly useful. So no.

Oleron’s Blood boosts physical damage and trauma by a large amount, and the granted skill deals large amounts of both damage types. It’s less clear cut than the Plaguebearer’s prefix but it’s really apparent from the first line that this is an item geared towards physical/trauma damage.

I don’t think there is one