Grim Misadventure #35: Epic Power

Maybe I’m a little OCD with exploring every corner of the map and reach a higher level before warden that way.

A rough estimate would indeed be nice though. What levels can we expect to be at during the higher difficulties?

Level 16-18 is average for me.

Was just trying a Nightblade using his frost burn aura ability and I killed the warden at 16.

Trying to see if the aura can work with the frostburn passives and high cooldown rate (if that makes it proc faster).

I’m finding that this is the same for me as well. For my characters that are self-found, it tends to be closer to 18.

Agreed, based on act 1 it got bigger than initially planned

To those that are concerned over the proposed level cap: what specifically bothers you about that number?

That it is too low :wink:

As I said, we are level 20 when we finish act 1, so I expected to be in the low 40s by the end of normal. So I would expect to hit 50 around act 2 epic. In other words halfway through the game.

I expected to continue leveling until he very end, like in TQ, or at least close to the end.

200 was never for the initial release, but with all expansions. As there will be expansions, we won’t be locked at whatever limit the first release has forever.

75 levels in TQ would not allow you to max out two masteries at 100%, you still needed to think about your build, choose your skills carefully. Still, you had enough points to really create a build and enjoy it, even with the original cap of TQ (60 levels, if I’m correct).

Now, Grim Dawn has a longer skill tree…With more skills…So the 50 level cap ends up giving you waaaay less possibilities, less opportunities to play with builds than TQ.

It gives you less skill points per build, so if you want to play with different skills, you need more builds.

I don’t see myself having one fully fleshed out build at level 50 that from then on only invests in skills it already had. At 75 that might have been possible. Right now I think I will definitely max one mastery, but not the other, so I have enough points for the actual skills.

Fewer points in that sense give more build variety, as you simply do not have enough to get everything you want.

I’ll be honest by saying that so far I haven’t really tried a dual-mastery because of the level cap. I find pure one-mastery characters to be more viable, while dual-mastery ones are rather weak.

Not sure I agree there, I frequently go dual-mastery.

I give you that given the level cap a single mastery is viable, and chances are it will remain viable with a level cap of 50 still.

Right now, with the level 50 caps, chances are I will only stick to one mastery and max it out…Or select a second mastery that will barely get a couple of points here and there…Unless if I decide to invest all of my points on both skill trees, but then I’ll have to play with little to no skills until I reach 50 on both skill trees.

I doubt I will max both masteries for the same reason. Nothing really wrong with that though, this is not the final game or level cap, so it won’t be the final build either.

The upside appears to be that the final game (incl all expansions) just got bigger :wink:

As long as I keep leveling until at least the middle of the last difficulty, I don’t really care what the level cap is. If I stop leveling before that it feels like an arbitrary restriction to me. I guess we will see how this turns out.

Not quite. It’s cast from the hand, and the only way I could capture the spread was after the hand had already gone down. :wink:

I see, my bad. :o Anyway, shots look still miss aligned in b15. Or maybe I am cross eyed. :smiley:

i agree with that and what the others say. i usually “finish” act I around lvl 18, so even with a very slowed curve in the next acts and difficulty levels, i don’t see how you end the game lvl 50. plus that means that we can only expect to use a little part of each trees.
that seems weird… but i totally trust Crate to give us a fun and rewarding experience so let’s see what will happen.

oh and the item’s granted skills look absolutely awesome :smiley:

to be clearer i hope we won’t be restricted AT ALL, just unable to reach the level cap without spending a huge amount of time in the game. just like it was in TQ. that was perfect to me.

I was sort of expecting a level cap of 75 like TQ. I know there will be three acts so there should be 25 levels of content per act. Each should have 20 levels of leveling content and additional additional (grinding/farming content).

But in any event is there any word on Arcanist?

TQ had a level cap of 65 before IT and you didn’t really reach that, you got to level 59 or so in one playthrough (all three difficulties). Playing through the 4th act then got you one more level, as the XP required to reach it was so huge.

I know there will be three acts so there should be 25 levels of content per act. Each should have 20 levels of leveling content and additional additional (grinding/farming content).

You do not get 25 levels per act. For one, you don’t level linear, so you get less levels in the second act than in the first and so forth. For another, there are multiple difficulties, so you play each act more than once.

I believe you got around 16 levels in act 1, 10 in act 2 and 6 in act 3. The 16 definitely feels right and the 32 also, not sure about the exact split between act 2 and 3 though.

Seeing how we reach a comparable level in act 1 of GD, it sounds reasonable to expect a level 30 char by the end of normal. So I guess the early 40s I expected earlier was aiming a little high.

That leaves around a dozen levels for the second difficulty and around 8 for the third. Which just might work out to us reaching the highest level towards the end of the third playthrough without farming.

In that case I guess I am fine with the level cap and look forward to lots of expansions to bring it to the envisioned 100+ :wink:

i also realized that there is in the database a lot of lvl 50 blue items, including some powerful sets, which is strange because 1) you have to reach the lvl cap to wear them, so this cap can’t be too hard to achieve and 2) legendaries will be in the same level range than the end-game epics.

but i might be asking myself too much questions :rolleyes: :smiley:

Yep, saw that too. I assume so we have something to do when we have reached max level and the expansion is not out yet :wink:

Hi

Very cool new items. I recently found the unique/epic/legendary crossbow that has chance of rapid fire. Can’t wait to find another ranged blue weapon.
Thank you for all the hard work and continued good luck with the creation of this game.
P.S. Item drop lvls are great:D
cheers

Not yet.

Usually they’ll have a showcase on the mastery a few weeks before the release of the content.

I’m expecting the Arcanist to be added when act 2 is released or sometime after.

First and most importantly, wicked nice work Crate! The items look like a lot of fun to play around with. Designing builds around them could be quite a cool challenge.

Regarding all the concerns about the level cap, I can’t help but feel that we should wait until we can actually see it in game and try it for ourselves. Postulating and guessing based on assumptions won’t really work too well with something like this :wink:

I think the man Zantai put it best earlier in this thread:

^Completely agree here.

With many of the features such as Factions, Loot/System, Crafting, Level Cap, and so on it’s too early to tell because we don’t have the actual experience in playing the full game.

No worries, I find this sort of conversation to be interesting - I’m a very difficult person to offend regardless.

Now that I’ve given this more thought, I’m actually looking forward to a level 50 cap over a level 75 cap. Of course this means more potential expansion packs/regions added, but there’s something else about this that’s good.

At the moment, the level cap is 25 - we have 73 skill points to play around with (+1 from Kasparov included here). We’re currently used to creating builds with this skill point pool. When the level cap increases to 50, we’ll have an additional 75 points to play around with, so a total of 147 (+additional points from quest rewards).

147 skill points is enough to create a fairly decent build for just about every class. We’ll slowly become comfortable with 147 SP per character build. We’ll become accustomed to building for level 50, and there will be much discussion about builds at 50.

Then we get an expansion…level cap increases…and builds become more complicated. Then again a few months later…and again…and again…until we hit the eventual level 200 cap. That’s exciting to me - being able to build for different incremental level caps. :slight_smile:

Holy crap, I want them all already! Especially the belt, I’m happy to risk it :wink:

Normally you’d be lvl 30-32 when reaching diablo. Unless you twink your character with found loot. But then you’re strong enough to play on higher monster levels and thus gain more gold and experience and still reach lvl 30 before beating Diablo. You’ll only reach Diablo before lvl 30 is if you play on a lower monster power level then you can handle.

Leveling in Grim Dawn for Act 1 is spot on. By the time the Warden is beaten the character is around 17-19. If you twink it that character can do the Warden around 16-17. Just because we are able to farm act 1 up to lvl 25 doesn’t mean act 1 is ending at lvl 25 during regular gameplay. The level your character finishes act 1 on normal is the same as for every other major Hack and Slash RPG out there.

Question is how they’ll be balance the level curve across the remaining 3-4 acts and 3 difficulty levels. Since they’ll be less then most games in this genre I’d still expect to get a few more levels in per act when compared. Lvl 30-35 at the end of normal mode would be nice. That is similar too Titan Quest as well. Around lvl 50 act 2 Veteran difficulty. Lvl 65-70 end of Legendary difficulty.