Kubra’s blood pool Heals Other mobs as well! AND it stacks, two of those will make your entire wave essentially immortal. That isnt even counting some modifiers like regen
Looks very good, but I have to be honest.
I feel having more than wave 150 is too much, especially when new nemesis are being added.
Just playing wave 1 - 150 is long hard work and if there is going to be tougher mobs and longer waves, it will be more pain than pleasure.
Also, some builds are simply not able to play crucible at all.
Currently, having high stun res and phys res are answer to tough & insane heavy punchers.
This narrows the build you can play, and this is very very sad thing since being able to build and play any character was most fun part of this game.
I love playing this game, but hopefully new patches will change current condition.
That makes sense, thank you for the answer. I don’t think anyone should have problem with that kind of solution.
OMG I need this dungeon
Modt likely not for PS4, it comes to XBox because the PC and it both use DirectX, so you already have something that is 90% there with the PC version. This is not the case for PS.
splendid news …
LOOKING FORWARD TO THE NEW MONSTER
I did not call it an obvious improvement either I said it supposedly is.
Has there been some analysis as to what the PCs that do not get better performance have in common or is this more like ‘random 50 users have worse performance with it’ ?
Super excited for the casting changes. Will make playing my Vindicator with mouse and keyboard actually fun instead of a chore (annoying enough right now that I’ve been playing it with a controller, and I don’t like playing Grim Dawn with a controller, though maybe with the new changes it will be better…hopefully I can disable map rotation on the right stick.)
Looking forward to see patch notes. That gate looks beautiful!
Much excite.
I’m more excited about the casting changes for use with my Bone Harvest, totems/traps/player-scaled pets, and projectiles than anything else. I would be happy if weapon projectiles always traveled their maximum distance, but not “failing” when targeting outside the range will be simply amazing.
For the players complaining about this change, where were you to voice your concerns on the multiple, pages-long threads about this exact much-needed change? There are multiple threads on Steam, Reddit, and here regarding Bone Harvest and totems specifically as well as cast distance failing in general. A quick Google will lead you to 4-5 on the front page alone depending on chosen wording.
Luckily it’s all but finalized, so it’s happening. I would simply say have an open mind and try it out. You might get some wonky SoC or totem placement for a short while, but once you’ve settled in and adjusted, I hope your gameplay is better for it. I’m sour about the upcoming Seal of Blades change, but you don’t see me bringing it up on every one of my forum posts from the past two weeks. checks post history erm… you get the point. Some will be happy, and some won’t.
Dear Crate,
Thank you for being a proper example of a gaming company; one that, I feel, I don’t deserve.
Much respect and appreciation,
Malpheas
I play GD now 100% on a controller, the last 300 or so hours, I can give a fair bit of feedback
The ‘responsive casting’ or whatever; you actually have already implemented for controllers it seems, plus more works needs to be done for the Hotbar for controllers.
Already posted under the bug forum on AoM release -
Prior to AoM on a controller with a mob auto targetted you would press an attack button and character would walk into range and hit them, meaning if you kept hitting Cadence you would auto follow the mob if you knocked them down/they ran away, this worked same with ranged attacks it worked fine
Now when you hit an attack button you swing at the mob even if they arent anywhere near you, so you have to walk up to them and then begin swinging, if they get knocked down or run you must follow them with the analog then keep hitting attack button, it doesnt work well since you cannot ‘free aim’ - its basically like playing on a mouse/kb with Shift being held constantly, this also means Range is extremely clunky as you tend to shoot off in the opposite direction even with the mob targetted IF you arent close enough, so you need to walk into range
Since AoM released I cannot play anything non cooldown related now its too frustrating - also ‘default attack’ never works on a controller the way it does on LMB with a mouse, if you have Blade Burst on ‘A’ and use it, press ‘A’ again and character does nothing on cooldown you actually need to assign a default attack key…whereas of course LMB on ABB does the skill and will auto attack on cooldown, then use ABB again.
Inquisitor Seal isnt viable for ranged on a controller as it uses the Seal on the enemy and not you, some bosses are so huge you cannot stand in your own seal
On the hotbar you cannot assign any consumable potions, Aether Clusters etc so you cannot even use them mid battle unless you hit SELECT and mouse over them mid battle, you cannot even remove your Energy potion for something else
Also Channeled skills are kind of unplayable on a controller as you cannot ‘turn’ while channeling you have to let the game just retarget for you, if you move to ‘turn’ it breaks your channel
I posted this here as I dont really think anyone reads any feedback section and Zantai always has a presence on these threads
You keep repeating this but the GM specifically contradicts you. It’s talking about non shift casting, where your character moves, and it’s saying you will no longer move during non-shift casting.
This is an absolutely horrible change likely being implemented just to get around quirks with controllers and skills normally requiring targets, so now skills are fired directionally instead of positionally.
So now what happens if you try to fire something like Doom Bolt at a boss, but there are enemies in-between you and said boss? I suspect it’s going to hit the trash enemies instead of the boss since it’s no longer firing where you click, but in the direction you clicked.
I wouldn’t say “improved casting behavior” is “A major improvement!”.
Hopefully this is optional and this new one can be turned off, because to me it sounds garbage.
Waw i like Grim dawn team
When will new sets be released again? I REALLY want to play my Grenado Sorc and DW Sabo again… Oh and plzz balance the OP skills and buff Essence Drain. That skill is literally worthless and its sound SUCKS !:furious::furious:
Gosh, I’m so looking forward to having multiple Kupacabras in Crucible!
Crate, can you please consider changing temporary buff portion of skills like pneumatic burst, blood of dreeg and word of renewal to be “permanent”? I mean, once they used, every effect except health restore should be permanent, BUT skill should heal only once per use as it is now, and skills should keep their cooldown. As of now, this buff portion of these skills already “permanent” if constantly refreshed, but it is very annoying, especially if you need to use several skills.
I also want to ask you to add option to remove ingame fog, option for slight camera offset (because you can see a lot in upper half of screen, but much less in lower part) and maybe an option to disable shadows casted from player character in very high shadows setting.
Sorry if this is a wrong place for such post.
Wrong…you can still target and select individual mobs with the mouse same as before…and you can do the very same with the controller.
This isn’t just for controllers as this casting change has been requested previously do to the inconsistency with current casting…some skills your char will automatically move into the range while other skills don’t need this char movement
This DOESN’T (that I’ve found yet) devalue or remove any ability to target and select where you cast…IT STOPS the char from moving to a set casting range depending on the skill and basically that’s it as far as mouse users will notice.
Will people PLEASE stop with all this “The sky is falling” and “This will ruin the game just for the sake of controllers”…as it’s both completely untrue and without actually trying the setup, it’s impossible to say with such certainty how it’s going to be.
Seriously just wait and see as it’s anything but garbage.
I can see Kuba and Lokarr having fun dancing around our corpses in patch 1.0.4.0 :rolleyes: