Let's make heroes HEROES

+1 to your +1. I like the relaxed leveling, definitely it’s great way to counteract the intensity of Crucible or SR. Plus for lot of casual players difficulty spikes between normal and elite presents enough challenge, no need to the game to be too much sadistic. :slightly_smiling_face:

i think reduced cast speed to strong telegraphed attack is the more accurate approach, rather than reducing their entire speed (grim dawn enemies are already slow-paced imo. reducing it further will make gameplay feels slower).

Tell that to the hyperactive wendigos, aetherial colossi, and flesh hulks. However, a more individual consideration can be made for certain hero types (ugdengolem power and obsidian guys come to mind.)

Agreed by the people who give advice here, on reddit, and discord. Often, people ask for a build that’ll get them through the achievements. Quite often they get told to scrap their characters and play something else. Happened to my conjurer pre-1.0.1.6 (before that, skeleton cabalist was the gold standard and pet skills didn’t have %base damage), elementalist, DK post forgotten gods… Gun Sabo, Bomb Sorc…

MC builds don’t get posted here on these forums either. Nor on discord, and I don’t see any on reddit either. Especially not about forgotten gods.

As for the rewards/time, I checked it back with my DK (pre-mindwarp). Similar challenge rating, better rewards and reward rate than even key dungeons on aspirant. 100->150+3x(130->150) Toast checked with his slightly stronger setup on 150-170 (pet conjurer), had even better loot rates. again, aspirant.

And loot rates are over half the reason so many builds don’t exist around here.

I agree that most heroes need buffs because at the moment they are just slightly stronger trash mobs that do no damage and their abilities are weak. Only Arcane (doesn’t even exist in Crucible for that matter), Timewarped and healers can actually exist for more than three seconds, unlike the majority of heroes.

I never cares about time of crucible or sr

AoM and FG enemies are designed to be much better at everything than main campaign enemies. i was talking about the slooow attack speed of most enemies and heroes in original campaign. with few exceptions such as boris the berserker in four hills arena. my point is, crate shouldn’t just give a single buff/debuff mandate for every enemy in the game. enemy strength and weakness should be considered before adjusting the buff/debuff to them.

Heroes can be pretty powerful when their debuffs synergize. Buffing debuffs is a slippery slope. This already removed two of my ever-favorite builds from serious endgame competition (Silver Sentinel infiltrator and Venomblade dervish).

Whatever you buff about heroes (or anything) just please no more stackable da shred and phys rr. Or any rr. Look at this: Wendigo Marroweater (trash) + Arcanom the Soulthief (hero) + ugdenplant (trash) = about 70 phys rr. And such combos are way more common than they used to be.

Even more so if the target of this idea is main game. Which is where people play with incomplete gear, devos, skills and therefore very raggedy stats. This would not make the game more interesting/difficult. Just increase the frustration from even more rng deaths.

That sounds like an issue with stackable rr in general, not heroes. The only situation in which I can imagine this happening is when you add a theoretical corrupted hero into the mix.

As for MC and rng deaths, you get plenty of those from mutators in roguelikes (“just farm sot its ez” is the general response to players with incomplete ultimate gear), and non-roguelike bosses, both of them have enough base damage to kill you anyways, sometimes without a chance to do anything. like Bollag, or even Korvaak on elite if you don’t play a zantai-canonized cookie cutter.

I’ll also amend the suggestion to a more individual approach to the speed/strength buff/nerf of each hero.

+1 to making heroes great again.

-0.01 because I’d need to update the Augury mod if hero files were changed.


In general I’d like to see more unique heroes and less archetypal ones, but that’s neither here nor there as it’d be quite a bit of work for little gain to convert existing heroes over. To that end, buffs to those archetypes are fine by me.

Big fan of Defenders getting an Inquis Seal. In all my time playing the game, I don’t think I’ve ever noticed anything special about Defenders except for the loot orb they reward. They have negligible game impact and I’m somewhat surprised the buff to vanilla enemies didn’t touch them up.

wasn’t that addressed in a recent patch ? So if you want vanilla heroes to be similar to AoM/FG heroes, that should already be the case now…

yea, crate is on the right track for upgrading the whole original campaign to nearly match the power of DLC enemies.

Most heroes are ok for campaign, specially after the buff to veteran difficulty. Those three heroes packs can be a nightmare to deal with early on. Maybe their scaling in high levels could be buffed to make them relevant in endgame, but early and midgame should remain the same to not frustrate newbie players.

Or maybe some archetypes could be reworked/buffed to be more interesting. Per example, I almost never notice the impact of regenerator, defender or swift heroes in battle.

I dont mind ultimate campaign being more difficult if it is actually proportionally rewarding.

He had -armor and DA debuff then the +OA modifier caused all three to crit on him with overhead slam. Also after the convoluted mob calculations they actually do insane amount of damage before mitigation (like Alek’s 100k meteor before mitigation). Shit happens man :sweat:.

Back when Ashes of Malmouth first came out where retal builds spent 10 minutes killing Kuba’s main body then give up after he splitted. Gravathul and Aleksander deleting people instantly regardless of build and people have their highest damage received updated to 60k after trying to kill ravager :joy:

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I don’t mind it too, but in SR&Crucible the difficulty will increase too, what I don’t want anymore.