Grim Dawn Version v1.3.0.4 + v1.3.0.5

Thank You! Love the game. Would be cool to allow Attribute reset at NPC and allow push the skill levels with the equipment - uncap for a crazy builds :wink: - iam missing this features most

ho on the steam forum … day to day user don’t see it… in steam there is a section for update. The last update showing in the day to day user (aka in the game page) is from the 25)
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The only update showing in the offical part of steam

I know of this button. But why couldnt there be an option for a thing that Iwould keep on at all times? When I am using WASD, there is literally zero reason why my mouse should do any further movement than the aiming.

I might have missed something, but did you remove the ā€œChthonian ambushesā€ when looting random loot spots with patch 1.3.0.4? They were consistently and frequently present in 1.3.0.0, but now they’re GONE! What happened? The adventurous spirit is lost!

I’m not writing this to start an argument or to argue with people. I apologize in advance if I offend anyone with what I write. But it’s also true that what we call ā€œendgameā€ is being talked about a lot these days. The term ā€œendgameā€ in the ARPG genre isn’t that old. I’m going to name a game that took the world by storm, one we played like crazy without even knowing about each other because we didn’t have the internet. So please tell me about its ā€œendgameā€ system. Diablo 2. In my opinion, the adventure we experience as we reach the final level in ARPGs is far more important than the end of the game itself. Afterward, we create a new character and continue on our journey with a different build. That’s actually the whole point of starting over at different difficulty levels (Normal-Elite-Ultimate).

Grim Dawn is played by many longtime fans of the game we just mentioned. I wonder why? I think Grim Dawn is, in spirit, a very successful continuation of that tradition. What matters in this genre is the adventure. For example, I love fire-shooter builds—if you knew how many Demolitionist builds I have, you’d laugh at me. :sweat_smile: If we were talking about a game like Diablo 3 in terms of difficulty, I’d completely agree with you. Because when it’s easy, it’s ā€œtoo easy,ā€ and when it’s hard, even if you grind all day, it’s still ā€œnot enough.ā€ I also liked how threatening the new bosses are. I thought to myself, ā€œArmor absorption has become even more important now.ā€ But I don’t want someone who picked up the game during the fall sales to get wiped out in their first encounter with Milton. I believe Crate will find the right balance as always, and keep this great game going.
Best Regards to all :raising_hand_man:

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I’m gonna add a few more thoughts to my previous reply (wish there was edit button) and also possible solutions. So, there is also keyboard only movement type. This does in fact prevent the movement happening from mouse altogether but then I also unfortunately lose the ability to aim with mouse. Basically the solution (to me at least) lies between keyboard and keyboard only mode. First one adds unwanted movement when I would be just fine strictly moving with WASD at all times. And the latter is of course what I already explained.

Here’s couple of ideas of how I think this could be implemented:

  • New option thats something along the lines ā€œReverse Stationary Attack Functionā€. Meaning of course that your character by default would attack on place and when holding the button it would move towards the enemies etc. I think this kind of behavior by default would make a lot more sense with WASD specifically. Could probably go under Gameplay options.

  • New keybind that is just basically the same as stationary attack (hold) but with a toggle function.

  • Added fourth movement type that is keyboard only + mouse aiming (not targeting).

Of course I could possibly do some kind of macro that would keep the stationary attack pressed indefinitely but it would be much better if this could be just found within the games options instead, imo.

New users cannot edit their posts as this was exploited by spambots in the past. Adding details / thoughts to an existing post also results in others missing the new information.

I did not test WASD, as this was part of the public test of v1.3, but it seems LMB was working as you want, but gave other players issues:

Crate apparently went with move to target. Give it a try and ask them to reconsider / refine the control scheme.

I think that person has a valid point IF you are playing a melee character. Then the behavior as it works right now makes sense. But as a spellcaster, it feels more of an annoyance because I wish to keep my distance instead of getting up close and personal.

Whats also kinda interesting is that if I use Devouring Swarm on mouse 1, my character never moves closer to targets (which is of course good in my situation). But with Bone Harvest it for some reason does. Both are ranged spells so its a bit weird when in this context they behave differently. Maybe all ranged spell should just be stationary by default when using WASD?

Malmouth resistance rep seems broken. I’m half-way through the campaign arc, taken back sewers etc and the rep still says I’m tolerated. I’m not getting any rep upon quest completion, I’m not getting any rep upon Aetherial Vanguard hero kills etc

Yes, but because in Grim Dawn it takes a few hours not a buncha dozens of hours to reach 100 you need to further expand the game through equipment progression that is actually meaningful and would get you somewhere by doing so.
The DLC did a great job in my opinion on paper with some of the new mechanics like rerolling stats, upgrading epic items, a new potions system, evade tweaking etc. The game really desperately needed to make the endgame itemisation have a purpose, which is Ascendant mode where working on your level 100 character and their performance is an actual requirement and simply beating the Ultimate campaign is not where the game ends.

As I said earler. With no new reward options coming from challenges for a build to face against there is no meaning in further gear progression. Before the DLC and before Ascendant mode the game was like this. Beyond a certain point the things you do are clearly just overkil, if you do work on your character it doesn’t get you anywhere, because there isn’t that big of a difference between SR and Totem runs aside from a couple sets, and Ubers have meme rewards.
That said on paper there now should be shit to do and chase on a completed character that actually affects your loot and unlocks further progression systems across the whole game and that’s indeed what the game needed in my option, because it was shallow and you were literally kited only towards making a new character, because everything you would do on your Ultimate one was simply overkill.

@_maverick It still is more about that, but you can’t neglect the people that want to do meaningful stuff with finished characters completely, which is what the game had been missing for years. Sure you had stuff to do (Shattered Realm, Crucible and Ubers), but honestly would it get you anywhere beyond what you could already do in the campaign with a much worse character? No. There is no difference between doing this content or simply running basic content dungeons or totems, which is why I’m glad this was adressed with adding Ascendant mode, the Altar and some other stuff. By playing the base game I was getting bored extremely quickly because there is no purpose to this adventure. It ends the moment you finish the Ultimate campaign. Trying out another new and another new character was the only point of the game for years, because actually finishing or perfecting a character wasn’t, and that sucks for someone who wants to actually get attached to their character. The game loses on such players.

@GoldShark I played the base game for like 800 hours maybe. I spent the other 3000+ on mods that expanded on the incomplete game at the time or either completely changed it, like Reign of Terror for example. I play mainly Hardcore mode because I’m experienced with arpgs in general and I played almost all of them.

There is nothing unique to that farm from any other farm in the game aside from extra dfficulty and more loot. Sure there are a few sets that only drop in SR, but there is nothing in there that would unlock anything new or unique for just about any character. You only do this as an alternative way to effectively get the same loot yield as anything else.

@GoldShark See, to me you are supposed to do this on Ultimate and get ready for Ascendant there, on Ultimate, not to enter Ascendant mode with a rat of a character in order to snowball your progression and trivialize the game in no-time there. Because that’s exactly what is killing the progressive depth for endgame builds. Nothing is stopping you from trying this, but to me this should be punished. If the devs don’t do this, some time from now there won’t be a need for Ultimate, same as there barely is any need whatsoever for Elite now. It’s just running into the same problem again, and I don’t want a Normal>Ascendant game. I want a Normal>Ultimate>Ascendant game.
Ideally a Normal>Elite>Ultimate>Ascendant game, but for that they would need to drastically nerf experience gains from monsters & quests and rebalance the whole game, which I don’t think the players want and would cry too much + it’s too much of an overhaul at this point, so at the current state of the game it’s better to just leave Elite as a joke.

Btw; The fact you call this a ā€œbasic engame farmā€ is silly. It’s not basic farm and who made you think that in the first place? It’s supposed to be a challenging rewarding farm, later on with altar also pricy in materials but specialised on what you want to specifically chase at the given moment. In no world this is ā€œbasic farmā€.

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Not if you’re not all about speed-levelling to endgame and smashing SR or GDStash to have everything in a day. My builds always take 20-40 hours to reach 100 because the journey there is fun, and slowly dropping better gear in the endgame loops is rewarding at a slower pace.

I really dislike this mentality that floods the ARPG genre, driven by D3/4 and PoE that ā€˜everyone’ thinks the campaign is irrelevant and the game ā€˜starts’ at endgame. Sure, it’s important, but it’s not where 95% of balance and dev concentration needs to be, even if it’s the most vocal area.

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Bro but by nerfing Ascendant difficulty this is exactly what makes your lovely campaign irrelevant XDDD Don’t you get it? People will skip the campaign. The point is for people to actually mess around with it to get ready.
And adding more quests to the game that also give dozens of thousands of experience is also what makes people skip a one whole difficulty(Elite).

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I skip normal/veteran and used to skip elite, but now with the boss buffs I’m not sure yet if I like starting in ultimate. But it’s not the quests, it’s because veteran is too easy and I don’t enjoy as much stomping everything from the start. It’s definitely better than it was before, so :+1: for the devs.

Me too. I’m not much a fan of farming just for the sake of farming. I will do it with a character that’s fun to play, but more so because it’s fun to play. And I still find the campaign much more interesting to play than SR. I haven’t had the time to get to ultimate ascendent mode yet, because unlike others here I don’t have that much free time and my characters don’t zoom through everything in a few hours. :stuck_out_tongue: So I’m hoping ascendent mode does give us the ability to play campaign stuff with some of the challenge of SR.

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Which is great. I start in Elite now because I’ve been playing for ages, but thanks to there being lots of extra quests and factions etc, I’ve still got plenty enough to do to not need all three difficulties to get to 100. I can choose exactly how I want it.

Anyway, the nerfs to Ascendant are nowhere near the level that seems to be implied here, and the altar is there for those wishing to juice the difficulty and rewards, including those of us campaign-enjoyers.

Exactly. I only hope there’s more than a handful of us that think so… Maybe Crate’s just done too good a job for us so we’re not the ones complaining :stuck_out_tongue:

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It’s a new difficulty setting that unlocks access to new drops, that are universally useful. That’s exactly what ā€œbasic endgame farmā€ is. Is it currently unexpectedly hard for that role? Sure. Does it really change anything? No.

There are uses for the various difficulties. In 1.3 I found Elite surprisingly useful for levelling with merits, potions and no saved gear. And you still need somewhere to level 94-100. And if the character can’t quite push into Ascendant at that point, it would probably farm Ultimate. Although I would rather try to break into Ascendant on a new alt, if the build just doesn’t work out for that purpose.

Well you said that you want something to continuously challenge a build, and to have a reason to keep improving an existing character. My point is, ultimately it’s a job for an infinite scaling mode. Is SR the most fun of these ever? Probably not. Do its rewards keep scaling up? No. Well here’s the problem area. Adding an overtuned campaign on top of 3 previous campaigns isn’t gonna fix it.

(Although I agree that Ascendant + Altar + Ubers solve a lot of ā€œneed for challengeā€)

It has been missing it because it is not about it.

The adventure is the purpose and trying different builds.

I don“t even like two difficulty playthroughs. It is too much.

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That would kill kinda the point of the mode/difficulty tho… Because they got into the it with the intention (if you listened to their interview) to elevate the campaign stuff up to SR/Crucible, so it’s finally a 3rd pillar of endgame again. But if Ascended would effect SR, it would elevate SR further ā€˜again’ and push people once again more towards SR for Endgame / campaign content enjoyers fell left behind again.

That’s like patching an underpowered, undertoned skill to catch up with the rest, but patch in the same matter the rest of the game so once again there is the same gap…

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I am fine with Shattered Real not being affected by it, but it should read so or in the difficulty mode description, or disable SR in Asc mode. I lost track how many ā€œoh I did SR30 in asc mode I am soooo gooodā€ I’ve heard

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Sadly, I got one tapped by a shotgun from one of the Wight hero trio shortly before the final boss.

I will revive the character in GDStash and use it as training wheels for the final boss mechanics I guess and seeing the apparently bugged state it was in out of curiosity, then patch. Really should have started a SC character first anyway for the first FoA run, to first map out the new bosses/enemies.

But after that, HC reroll time :expressionless:

Wanted to make a Battlemage the moment I saw Ruugru’s Mane drop anyway.

EDIT:
Funnily enough, I beat Beronath without dying once. The fight was fine overall. All attacks seemed well telegraphed. But there indeed was one instance of the Chaos lightning storm, hitting me when I was nowhere close. The regular ones that pop up during the fight could be dodged normally. Only the ones where he channels 3 huge waves of them seemed to hit no matter where you position. Dropped me to like 5% HP and had to pop Mirror of Ereoctes, but recovered and luckily, he never got to do it again as my damage was actually pretty decent.

Shame the character met its doom at the end of a Wight’s shotgun :stuck_out_tongue:
Rest in delayed peace:

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So… Soul echoes still don’t go instanced drop and playing with friend is a waste of time?
:C