I very enjoy Grim Dawn and played it for a very long time, but as more I get into endgame the more I get disappointed. I do enjoy SR and cruicible along with rogue dungeons, the content is nice, the complaint is about how some mechanics end up working there. That is mostly evident when concerning bosses in SR final chunk, or multi-nemesis Cruicible wave.
The problem itself is that bosses became an unstoppable onslaught of disables and gap-covering. With several fully fleshed out endgame builds I experience serious issues, which seem to be totally of a random nature and not skill-dependent. Bosses do too many disables especially in SR if an unlucky combo is spawned, being stun-locked, trap-locked or similar ends up in an instant death on CR170 or SR60+. And here comes the mobility - these bosses become crazy quick, so sometimes even kiting does not work. While I imagine there are builds with well all-round defense that do such content, I find it mostly unpleasant, why the hell we have other, non-“optimal” builds in the game??? Why design so much uniques and especially sets that go straight into trash when concerning endgame??? To do, what, dungeon runs?, but we all know loot aint there, its a good midpoint in the account progression, not the endgame. I feel that no skill, kiting, knowledge of boss skill animation and patterns helps anymore.
I must put an emphasis on that Grim Dawn is NOT a multiplayer game with an economy like PoE, D2, insatnced mmos, etc, Or when builds have to be all leveled not to outperform drastically over others in end-game bosses (PoE) or GR (D3) to keep variety of distribution. There is no need to restrict players in power so that most of the builds just feel sad in the end.
For example, Grim Dawn there is simply too much resistances and especially considering many types of CC-resistances, like slow, stun, freeze, petrify, trap, sleep, depression, brainwashing, traffic jams, internet disconnects, death of the loved ones, PTSD, loss of limbs, FPS drops, game fatigue, alcohol, well I cannot scroll resistance page further, and one has to CAP all these to counter the random effects in the endgame. And what can we do to bosses? How about 100+% resistances to stun, life reduction, skill disruption, very high slow res, unremovable buffs? How about mechanics that we are handled by the game in form of skills, constellations, random items, uniques? - Get arcane blast from Grava in the face and insta-die because so many builds rely on defences from auras, thats how. Yes, these mechanics work on non-boss mobs, but these do not exist in endgame, they disappear almost instantly, only bosses matter. For what the history teaches us, this problem was already dealt with in D3 in which originally all CC did not work on bosses or elites, and gues what, it works now, not that effective tho, and its just fine, it is a part of build-planning. As cherry on top player can sometimes get so many debuffs, especially resistance penalties that incoming damage suddenly becomes untankable. Capping base damage resistances is already a pain, since so many items are BiS and you may end up like having 150% bleed overres , but still unable get that 2% ot aether res simply to cap it, and when resistance penalties kick in, you dead.
I will end my ramble with few points that I thing are cruicial to implement in Grim Dawn to make endgame enjoyable:
remove the current effect of Arcane mob from the game entirely or rework it into energy-regeneration aura-like debuff or something. In endgame its simply an insta-kill.
Make bosses be vulnerable to all CC-mechanics, they can be resistant or take that many off during specific time period, or have regenerating diminishing, like in D3.
Make that if several bosses spawn that can disable-lock a character, their CC gets a severe penalty on duration, proc or cooldown
Seriously reduce the speed of bosses in these encounters, so that there would be kiting and skill in play, instead of “nuke them faster than they come”, some bosses can have their trademak in speed, like maiden or few others, not just a screeching gank of 5+ balls of death closing on you like a ballistic missile.
Nothing should reduce the resistances of players, as it very hard to build and chars have to be all-capped, due to random structure of endgame encounters, the specialization is impossible. CC, speed, OA, DA, crit multi, regen, leech debuffs are ok. Maybe replace some defuffs on players with buffs on mobs.
Consider that the game still has hardcore ( I dont care personally, but I know some people do ), in PoE for a long time exhists a chunk of important end-game content that is simply ignored on HC due to uncontrollable death probability, such a sad joke, or just a few builds can do it reliably.
Well, thanks for reading folks, if you disagree I’m glad to hear the criticism, just be calm))