obviously I said grim dawn. The followup question was
“What do you like about the game”
I talked about my attachment to the class system, the playability, the art, the indie scene. The next question however threw me off. it was
“What DON’T you like about the game”
obviously they had the intention to then followup by asking me how I would improve the aforementioned issue, to gauge my creativity and problem solving, but I had a hard time finding something negative about the game! what would you have answered?
What I’ve come to rather dislike is the pet system. They would be better off imo if they scaled with player stats - this could be beneficial in lowering the amount of affixes in the itemization while also cutting down on the amount of text that an item has with the main result being a large increase in viable builds rather then pure pet builds or the few hybrid builds that may or may not work.
ppl know i call alot of grim dawn players fanboys. so it seems you are too. thats the problem. if you cannot criticize the game you like so much how can you improve it even more? ok, nothing is perfect in this world but still
I used to be like that regarding Dark Souls, but I now I can think of at least 5 topics where it can improve
Even for someone who gripes about things here and there that is a VERY tough question to answer. Most my issues with grim dawn are laser specific. When you step back and look at the game as a whole it’s almost perfect.
What Grim Dawn did that no one else has is ARPG where the player generated content is just as much of a draw (or more so for many of us) compared to the dev created adventure. You compete against yourself with your build, against your other toons, you see how optimized and how effective you can get, will this idea work?? etc etc.
No other ARPG has that flexibility- POE comes close but it’s more even keel there, doesn’t have the highs and lows of GD.
The ONLY THING i could think of if i complain about this game as a whole still sounds stupid:
the world is SO dark it seems well past the point anyone would bother to save it. There is no city that still lives, everyone is a refugee, there’s 10,000,000 demons out there for every adult human.
the females and males look extremely identical and there is no female snug armors, or male show-off bare chested armors.
Gameplay wise maybe there are issues with the game as a whole (why do quests randomly give yellow stars on map when you don’t need any more of that…) but it takes gamers smarter than me to know what they are lol. I think it about it more when i’m NOT playing than any other game i’ve played, you can literally theory craft for days in your head it’s ridiculous
So say it, instead of adding more arbitrary text to a cringy thread.
The game feels more like a slow burner, and while relaxing, can get pretty boring at times. Not particularly a fault of just this game, but this genre in general.
But when you are finally home from work, can kick off your shoes and enjoy a beer, this game can be a good time.
Well, for starters I don’t like that Spirit is weaker than Cunning and Physique. Spirit should also give OA and DA (half the OA of Physique and half the DA of Cunning). Otherwise it’ll always be “just enough for offhand” stat.
Next thing I don’t like is the difference between heavy and light/caster armor. The armor values were brought closer with last patch (seems like to heavy side), I would had also brought down physique requrements for heavy pieces down. You see, when you make say a Cunning-heavy build you’d want to compensate with devotions, gear and class defense mechanics for this. Since heavy armor offers better protection overall I’d want to wear it, but it has a high physique requirement. It’s quite weird that the only defensive stat also unlocks the most defensive gear.
More or less related is overall impotency of devotion system when it comes to defense. It heavily favors the idea of getting the top constellation of your chosen damage type and cherry pick the defensive stuff. If you want to be more on the defensive side - you pretty much can’t, because it’s quite ineffective when cross-referrenced with opportunity cost in mind. T3 of your chosen damage type + defensive procs FTW.
There’s probably a myriad of small things I’d like to see changed in GD, but out of major things it’s shattering the all-phy meta, hands down.
Pet stat thing was a bad decision as in TQ so i call this first. Why would you differentiate it from char stats? Logic is simple; More powerful you are, more powerful summons you can have… since the ones you are “summoning” are not one of a kind so you can summon “better ones”. Second is, you can not place your aoe spells anywhere you want. It just chooses nearest target or grid edge as center point. Thus your aoe spells are never centered on your mouse click position unless it is an enemy. This is a bigger issue then it seems but devs are just ignoring it. Third is rng loot system. I have talked so much about this so i will not write it again. Fourth one is unbalanced stat system. Spirit and cunning must provide more.
-Lack of end game to keep me occupied (I find solo crucible to be boring)
-Attribute system is flawed to be more precise Spirit has zero usage atleast Cunning gives us OA (outside Soldier builds I doubt anyone can afford pick cunning over physique though)
-Few odd damage types. We have two damage types (Chaos/Aether) w/o any DoT components (which is fine since we weren’t meant to have them apparently) then there’s Pierce and Bleed which clearly should be related but are not
-Then there’s some weird things like RNG on conversion stats, why would I even want anything besides max possible value on conversion?
-Positioning is rarely taken into account in tough fights, it’s more about tanking shit. So it’s more about making an impressive build and less about having an impressive playstyle
-The shit interface of the crafting system
-I personally never liked the player character models. The male model looks like friggin’ hobo
-Act IV (Karroz to Loghorrean) is empty, like really really empty
-I personally would’ve liked one or two scavenging/rebuilding quests for New Harbor
-Barrowholm choice isn’t something I like as I loose very good augments and a super boss if I don’t side with Cannibals
Tacking to the same gear-dependency meta that every ARPG tends to fall victim to because we like to hit loot pinatas for shinies.
If I were tasked with solving the problem? There’s a good question. Possibly move some of the stuff gear gives into skilltrees, stats, devotions, but GD already has reasonably robust skilltrees and devotions. I think it could be doable, but balancing would be… interesting. I wouldn’t want to move ALL gear stuff into “innate” forms of character advancement, because loot pinatas, but I would want to make gear choice less of a critical juncture than plotting skilltrees and devotions and stats. I don’t want to make every armor and weapon be samey and interchangeable, but I would try for MORE interchangeability. The math for scaling this stuff wouldn’t be fun, though. Math was not my strongest subject.
They can already join dodge and deflect chance together, they are separate which is wrong logic. If you block an attack, the % chance should be together.
So on the stats page third tab, it should be dodge and deflect chance % combined, not separate both. This will make soldier’s defensiveness better, logic.
Gear is another thing that needs tweaking, most gear I mean 80% of gear doesn’t have dodge and deflect % chance. block recovery, life leach resistance, physical resistance and so on. This is where gear needs tweaking, when this is done. There will be even more viable builds way more. This can be fixed by gear being able to drop with different stats, for example the legendary justice set take the chest. It gives %fire damage, %defensive, two resistances so on. The gear is fire damage so the %fire damage and of course %defensive will stay, but the rest have a chance for the gear to drop with different stats. This will make even more viable builds, way more.
Components the things you can attach to gear, need to have more things added to them, when this is done there will be even more viable builds way more. And components need to be able to be put anywhere, depending on the component. For example vicious jawbone cant be put on chest, helm so on, but can also be put on rings not just amulets and medals.
To be more precise he said he’d remove Aether and Chaos as the players weren’t meant to have them to begin with. This will be done to make balancing easier
Mapworks was surprisingly entertaining. Although TL2 can’t really hold my attention for long after I finish the main campaign
Simplify the damage type/resist system. Keeping 10-15 resists in check is tedious and no fun. It is also limiting your gear selection and thus build diversity.
Better support the self-found playing style by providing crafting options which can improve existing stats of rare items (but no epics or legendaries, otherwise this would be power creep). Many builds can not really take on Ultimate Act 5+6 when working without those great legendaries everyone is using in the guides…
Enable caster builds to avoid “face-tanking”. Currently this is almost impossible to do for most (but not all) caster builds, given the speed of bosses, the caged fights, boss summons, etc. In this all ARPGs after Diablo 2 are failing, IMHO.
Tone down permanent ground damage effects (aether fire, etc.). Dying to this is no fun and serves no real purpose.
Enable Steam players to play with GOG players!
Change skills with a longer duration than recharge time to auras/toggle skills. There is already a whole lot of button mashing going on.
An overlay map would be great. Stopping for looking at the map happens to often and breaks the flow of the game.
OK, let me modify my original statement: Me and some other players I know cannot take some of their builds into Ultimate Act 5+6 (or sometimes even only beyond Elite) with their self-found gear. Improvements to the gear could change that.