Ideas to Crate for the future

  1. as many mentioned. this game is heavy on trying to make the best builds people can make. meaning that you’d just go for the gender that is the best according to the stats it gives.

but it would be funny if at lvl100 the female would get “multi task” ability and then double cast some spells or weird shit. still that would be more for comedic relief that a mod could provide.

it makes sense that a barbarian would have more strength and an Amazon be more dextrous. this is based on class, similar to the stats you get from the mastery bar in grim dawn. it has absolutely nothing to do with the gender of said Barbarian or Amazon. it just so happened the developers had pre-set genders for each of their classes. it was more of a technical / design reason they did that.

  1. In this game, and many like it, you’re covered in gear. you hardly see any skin. other then graphical armor models i often don’t even know what gender my character is. having skin tones, or any character body customization, is just pointless in this type of game.

  2. ranged chars are doing just fine. depending on how you build them they can be fairly similar in playstyle to close ranged melee builds. ranged are supposed to be more squishy though, but even a Vindicator with relatively weak defences, can make it though the content fine enough.

  3. Diablo 2 set the precedent for this. in order to reward players for their progress they’d get to travel to new looking areas. to provide a big contrast you had a sandy area next to a swamp. totally opposite color scheme and such to really drive home the point you made progress.

in Grim Dawn we don’t have specific acts. the world of Cairn doesn’t take you from huge varying environments. We do have some semblence of varying environments, but you can’t get away with big contrasting areas like others in this genre. In GD you don’t travel to the far west or east to justify big changes in environment.

I too would like too see more fantastical environments, but those or just unrealistic expectations given the context of Grim Dawn’s world.

  1. should there be a new expansion I’m pretty sure we’d get a new mastery as well. no idea what that would be. it needs to fit with the lore and world of Grim Dawn. Paladins are not part of this world so get that out of your mind as a possibility. There are orders and cults, but nothing paladin or knights.

I would like to see an Alchemist like mastery myself. You can take the concept of throwing vials and baubles to create effects. Some could give you a buff, others could create a ground trap/effect, others could be a literal storm in a bauble. Maybe some golem as a summon which you can augment through your baubles and vials. Transmuting Circles as a skill.

Or maybe another pistol based class with some more poison damage type added into the mix would be nice. Seeing how poison feels very under-represented in general outside the occultist with the summon from necro.

5.a) new damage types are a big NO as well. not because it can’t be done. it is already too much work trying to have a balance between the current damage types. And most of the secundairy aren’t even all that present as is. Adding another damage type, like Holy, wouldn’t fit with the world of Grim Dawn either. In short don’t expect it…ever…

  1. this could be discussed. personally i wouldn’t want a hireling with an aura. currently there are 6+ layers of character customization as is. we already have a huge amount of options available. not to mention it also adds another layer of difficulty when it comes to balancing content. I was already reserved when the devs introduced the last 2 layers of customization. because that made the game so much easier already. requiring a lot of time to balance it back to the appropriate difficulty curve of the content.

I would however be ok with a mule type hireling like Torchlight has. an extra to store more loot before having to go to town. or sent it to town in your stead. this would mean you can keep the flow of combat going without needing to take a forced break when you don’t want too.

I never saw the issue with attributes. they are quite useless in general until you get % based boosts from gear. even then the total number gained is just a drop of water on a hot plate. it is a remnant from pretty much all games of this genre. even in the old D2 you went full in the stat your class used to wear the gear you needed. everything else went into vitality. Attributes are just there, part of your build, that defines what gear you can use too complement your build. We could go the D3 way and automate attribute gained per level based on class/masteries… but that might end up with increments that prevent you from wearing certain gear you want. Do attributes need more love? i doubt it. its fine the way it is.

Crafting UI in general needs attention. ages ago saw a suggestion of making it more like Leageu of Legends where you can just craft what you need instead of creating all those intermediate steps first. Other then that it looks good enough as is. Issue in my opinion is trying to make sure crafting materials stay relevant. we don’t want an expansion that will automatically introduce a new material that makes the old ones absolete.

Penalty for firearms vs melee? say whut? o.O

Is that so? Consider aether battlemage and death knight as paladin candidates then :smiley: After all aether associates with light, aetherials are creations of gods and last but not least aether is an antagonist of chaos which is dark :rolleyes:

Propaganda at its finest

Ekket’Zul, Grava’Thul, Loghorrean and other chthonians are the true creations of God

I like this to the point it almost disturbs me i can’t roll one right now :).

I dont like op suggestions (except new areas) just makes the game bad and complicated.

But a new mastery is dope. I agree with alchemist mastery. Please Make it happen!

Are there tiers for loot RNG? I keep getting duplicate drops, none of which are useful for my chars. Second Mythical Nightshade’s Reach & Skybreach Bulwark just now.

I want an Alchemist class, something between the Demolitionist but without the pyromancer/technician side and the scholarly Arcanist but with less emphasis on magic and more on science, but with maybe a tiny bit of magic to infuse potions for those more daring Alchemists who got banned from their order.
Skills would be stuff like drinking potions and throwing phials, and passives like enhanced effects from vendor potions, which would be quite interesting seeing how most of this stuff is barely ever used.

Let’s not be too hasty!

I for one welcome our new aetherial overlords :rolleyes: