Grim Misadventure #138: Moving Right Along

It would be really awesome if Crate gives the leap skill or the “charge to point” skill to some charging enemies. Currently, charging enemies are not fun, not because they are hard but because dodging their charges is just annoying and awkward. Also, Fleshhulks leaping towards you would be cool as fuck.

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That leap attack seems like it has almost no cooldown; hope it’s just for testing.

looks interesting! I really like the idea of disengage!

I’m scared of desync… I Hope this New skills and the hole game will be working on my old gtx580 just as good as today.

5 years for a Leap… thanks, God

Evasive Fire comes to mind, but I’m pretty sure it will not work like EF

Whirlwind w/o being a channeled skill should never be called Whirlwind.

Why? Why you are so awesome? How can i wait until End of Year? Youre so evil. :smiley: You torture us with this awesome love for ARPG. This is EPIC!

I’m at work and I just shouted out loud when I saw that opening gif xD

It’s for the paramour levels to GTFO when your ex appears.

Crazy ex appears in the wild

:smiley: And what did your work colleagues think about that beaverusiv?

So I need to help filthy witches instead of burning em?
Fine, movement over principles every time.
Though I kinda needed that Black Talc on my medals…
Also I don´t think havin ones toon leap behind him is good for business…Soiled Trousers get REAL.

Does anybody have an educated guess as to whether these movement skills will be automatically applied or if they have to be selected? For instance, if I have Cadence selected on my left mouse button, will clicking on the ground a certain distance away from my character use the movement skill? After a certain point, I hate having to hit more keys.

Rune Augments grant you active abilities
Actives = assigned to hotbar.

Hmmm…

  1. Hate to say it, but the animations of the skills don’t look quite good, to me at least. I hope they’ll work on them some more. And, speaking of animations, I would much prefer if they added color changes to attacks with damage conversion, but oh well…

  2. I’m also a bit worried that this will make the game more similar to PoE and D3 than it is right now. One of the best distinctions Grim Dawn has compared to these games is its more moderate pace, in which you can actually see what’s going on on the screen. I sure hope they’ll use cooldowns to reign in these skills, to prevent the game from turning into a sprinting race.

  3. So does this means that people were wrong when they intepreted Zantai’s statement ‘‘things that weren’t thought of as possible with this engine’’ as referring to randomized areas? Because that was the majority interpetation of that statement when Forgotten Gods were announced.

I seriously hope randomized areas don’t get implemented. Even with these movement skills farming and especially build testing would become 10 times more tedious

That statement was made in reference to the new game mode, which is not this.

Not sure what doesn’t “look quite good”. They rather look like what you would expect and I am seeing nothing intrinsically wrong with them. Of the three they have shown about the only one I wouldn’t mind seeing have a little more “flair” to it would be Rush. Perhaps some type of “wind” effects around the character during the actual Rush.

I also still want to know about what that character has upon his damned head. How is it that I am still the only one to comment on it yet? Weird.

A game mode with challenging multilevel dungeons filled with monsters and bosses taken from campaign/roguelikes.

I think it would be great. 10 times better and more fun to play than crucible that is for sure.

it is the hat of Indiana Jones :wink:

he is looking for something in Egypt

I think he jumps around because he got caught by his lasso :wink:

So since we are talking about the engine and always doing more, Hows that shapeshifting coming along?

Oh btw…Sexy™