Limits of a Glass Cannon?

Hyperboles are fun…

But on a serious note, something like 40% resists, lifesteal, a bit of health from items and one “circuit skill”(which should be enough defenses for a GC) should have the same level of viability for HC as tanks or half-tanks if the player is skilled enough, which is not the case.

with how much resits they have added to gear along with augments its almost impossible to have that low of resists.
The build I posted has around 40 to 60 in all resists, very low health and mediocre DA (around 1800)
Yes he uses the resists elixirs to up his resits but he absolutely uses all offensive gear & devotion choices.
This is a Glass cannon by urban dictionary standards.

I am guessing the ones who support the idea of Glass Cannon and want to implement it somehow in Grim Dawn are the players who want to show off their gaming skills and feel special, become elite. There was a whole cast of self-entitled arrogant assholes in D2 LoD who thought they were better than other players because they had better gear and could crush everyone pvp (usually with a class that was supposed be the strongest anyway). It’s laughable of course, because D2 LoD involves little skill compared to competitive games, it’s a different genre altogether (action in rpg basically stands for “Hey, it’s rpg but dumbed down, flashy, fast and without 50 lines of readable only dialouge options in each quest”, imo, not for skill required).

There are tonns of games where you constantly have to be a good glass cannon to survive (like online shooters), Grim Dawn is not one of them. Don’t put ideas in developers heads, or they gonna make another D3 next time.

@Gordyne, I’m not sure you understand exactly what you want in the grand scheme of things. GD is about analysis, not clicks per second. So pure skill will not guarantee you success. If you think one ohsh*t-skill can theoretically be enough then maybe you’ve not met Loxmere often enough :smiley:

There are lots o defensie strategies in GD. Some are timing-based, some are luck-based, some are more bulletproof but require sacrifices. Being able to kill things before they reach you is a defensive strategy as well, and it works just fine already, just not on big bosses.
The issue you’re facing is that one defensive strategy (e.g. insane DPS) is not enough in GD, and I’m glad it is that way. It allows ppl t oput more thinking into their game, more choices to make and so more build diversity. There should be no key that opens all the locks.

I’ve seen a few working builds that may satisfy your demands, I think all of them are CDR-based. More variety would be welcome, but we have some options indeed.

P.S. all-physique and no debuffs on bosses are evil.

If you think a char who deliberately choses to take 3 times more damage than regular one should be just as viable then pass me some of what you’re smokin’.

The impact of resists compared to the effort of getting them is so high that not capping them (or at least close to it) is not going glass cannon but going insane.

Honestly i really have no intention to offend you but going half naked to a gunfight when you’re living next to the arms shop with bargain sale on kevlar vests is more unwise then it’s brave.

1)That he has to use potions to survive shows there is a problem already, considering how unfeasible it is to use that many potion constantly.
2)Sorcerers with Blast Shield + Mirror are quite tanky for spellcasters.
Try to do the same on an warlock that is not based around Vit + lifesteal, say one that uses DEEG line + Doom Bolt.

The problem is that the “reasonable” amount is 80 and not 60.

The largest problem I have with the current state game is hardhitting CC immune melee based mobs(Like hulks)/Bosses/nemeses that frequently have both a charge attack and/or stun capabilities.

CC can only used on regular mobs (please no joke about how it stand for crowd control as that is not the only meaning) and any build relying on CC to survive get shafted when a encountering a boss or CC immune mob.
In addition there are no active dodge abilities in game. Sure there are two moment abilities, but both of them are melee only + require a mob to move to, which are frequently unavailable during boss fights.

This results in a reduction the number of ways the game can be played. As the only reliable way to survive is to be able to face tank everything, at least for a more then few seconds.

This in turn has a detrimental effect on the number of viable build options for ranged classes + low health combat classes and frankly I don’t see much a reason to even play as ranged character in this game as you will unavoidable be in melee range for some of the most difficult fights anyway.

IMO the best fix without drastically changing the game would be to have CC work on every enemy, but with reduced amount for bosses and certain mobs.
In addition make it so that CR can not reduce the cooldown of these skills below a certain amount.
With proper values this would prevent stunlocking bosses + challenging mobs, while still leaving enough time to disengage from combat range.

sorry no, your GC specs are too glassy to be serious, unless player skill here translates to kiting successfully over prolonged amounts of time.

You have to try hard to have resistances that low and just one circuit skill is begging to die with those stats. If this is what you think should work, you really have to adjust your expectations.

This is simply not feasible and should stay that way.

It isn’t a problem as he could have added more resits from his gear and still basically been a glass cannon. He chose to add more offensive procs via gear because he knew he could use elixirs for resists.
Ultimate is balanced around you having a reasonable amount of resists. This is the one defensive mechanic you cant ignore. Even as a Glass Cannon.
Seriously people this isn’t rocket science.

This isn’t about showing off, but about having differences in playstyle.
Something that would be more than just investing in different stats or procs.

I think i’ts quite the opposite.

I mean if a (stat wise) “full offense & little to no defense” char could be as survivable as a regular(ly balanced regarding offense & defense) one by cc-ing, kiteing and out-dps-ing everything that would seriously deflate the value of shitloads of defensive stats hurting diversity more than helping it.

Why would anyone play tank or semi-tanky or even just a well rounded build if he/she can survive just as well with a glass cannon while doing times more dps?

It’s a problem with resistance caps being too high.
As a GC we should also have to rely on other forms of defenses, like mobility skills. Failing that the stats should be enough to prevent one-shots.

jajaja did some crazy dps-oriented builds that relied on killing the likes of Fabius in ~10sec so that a few reliable defensive procs are enough. Most of them were nerfed in some way (which, sadly, pissed him off and made him abandon the game so far), but they were working fine.

There’s also rumors people have OP builds of similar clearspeed but hesitate t oshare them so that they won’t get a hit.

But that SHOULD require a lot of skill to accomplish, and most people don’t have that or like playing more tanky/support builds, so they would go with more resistance anyway.

The real challenge is to make GC require skill and at the same time be viable in HC, it’s definetly not easy.

“Investing in different stats or procs” is pretty much the defining line of the genre alongside “hacking & slashing monsters”.

This game isn’t Dark S… oh fck it it’s late here i’m tired imma go to sleep.

Brawl it out w/o me.

peacing out

ARPGs were not never about the player skill. I don’t know where you got this mentality that these types of games need more player skill, because they were never about that.

You are also asking for more player skill in a game where you fight hordes of enemies. Totally gonna be able to see a specific enemy attack in a group of a dozen of enemies. This isn’t Dark Souls where you fight at max 3 or 4 enemies.

Perhaps I was not clear enough.

1)In my idea you would need to invest in CC ability (max the skill + skill bonus in ultimate)for them to be effective against a Nemesis + strong bosses.
Also I am not asking for making it possible to CC a Boss/Nemesis so much that you can have 100% or near hit avoidance. You would still get hit, just not as much.

  1. I don’t see where I said that that they should survive just as well, Just better then currently.
    Right now the balance pretty much the other way around. Tanky builds can do good dps while surviving relatively easy. While the more fragile(not necessarily to the extent of a glass cannon) builds struggle to survive but don’t get all that much dps in exchange. In some cases they even have lower effective dps due needing to disengage from combat constantly.

3)As additional point the current state of the game makes ranged combat impossible against a number of enemies.
This means that the choice between ranged or melee is more of a stylistic choice rather then a different gameplay style. That is, if you use a build that can actually do all the content without dying constantly.
The only exception would be a ranged build that would allow your to kill everything in few seconds but this would require insane amounts of bis gear, which is not something to balance the game around.

Would be a lot better if it was, though. :wink:

Dark Souls is an ARPG, too, for the record.

Fewer buttons to push? It’s come up in this thread (and others) often enough - not everyone wants to need to push 2000 buttons to play the game. So the traditional tanks we have today would be what you describe, and then players could have CC/kiting abilities for more active gameplay with greater risk but potentially greater reward.

Different sub genres that live under the same general genre named ARPG. Think of them more as… Cousins.

To me ARPG is just a general catch-all genre that corrals various games under the same umbrella, which then branches out in various directions from there.

But I’m sure you are well aware of the distinction.

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Oh, god. Asking for more skills that reward skillful play will turn the game into Dark Souls now…

Sure, the game will be much better with every “different” build trying to cap resists and choosing “fire instead of lighting”… Also, don’t forget your Turtle or Menhir’s Will or any proc like that… have fun!

I think we do. :slight_smile:

Edit:
Okay, I have to ask this:
Am I terribly wrong or could any enemies besides Bosses and Nemeses can be cc´ed and every boss can be kited if one has enough Movement Speed and uses the environment?

Because this is what I mostly do. I have bound Falcon Swoop to Devouring Swarm and Rend to Grasping Vines. With this I soften up every group of mobs in BoC/PV with using the bridges, houses, etc. so when they reach me they have low health and I just have to finish them. On bosses I shadowstep in, apply my dot (aka hitting the numbers on my keyboard) and get out. With Shar´Zul and Mad Queen it is “round and round”, Mad Queen I rarely go melee for a 2nd time. This is not fast but it works.

Fabius, often mentioned: If you´re faster than him, you can kite him. In one of my first kills of him I kited him from the room before Cronley nearly to the Rift Gate before he got down.

I don´t know if other masteries have skills that allow them to do this, e. g. if Olexra´s Flash Freeze would work.