I wonder if it possible to add Panic Attack (all Vitality damage converted into Poison) and Astral Projection (all Ice damage converted into Aether) transmuters to the Bone Spirit - they would give to the Necromancer (D3) more synergy with other classes.
Actually, both transmuters are in my plans already. Thanks for the tip anyway.
News about Demon Hunterās items pack next week.
I registered an account to say thanks for making this mod. I just started trying it out and it very high-quality. There are few aspects that scream āmod-added,ā which I appreciate.
I started a playthrough with a wizard to try things out. I can give you feedback if you would find it valuable. Thus far (level 20), my only suggestions and observations are:
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To date, I have not seen any items that grant + skills to the modās classes. It would be nice if this were possible.
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I would remove the screen shake that occurs when lightning armor strikes a foe. This is rather distracting when many enemies surround the player.
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I know it is likely unavoidable, but the duplicate necromancer class name can be confusing at times.
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Electrocute is extremely powerful against groups but super questionable against single powerful foes. I tried speccing in it at first, but I had to switch to arcane orb due to electrocuteās weakness against bosses. I donāt think this is necessarily a problem: I just want to give you feedback on how it is functioning.
Iāve already started creating new items for the D3 classes. So far, Iāve been focusing mostly on trying make the skills work as similar as possible to D3. I think Iāve done my best ( :eek: ), so create new items is my next goal.
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Sorry about that, I forgot to turn the shakescreen on to see which skills are using it. Itās really annoying indeed.
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For me, itās intended. Electrocute should be strong only against large group of monsters, not when fighting bosses. Idk for sure, but I guess the same issue happens with it on D3.
Thanks for your feedback!
Greetings.
Finally Iām working on new items and trying to create some nice stuff for the next patch. The oldest class of the mod has been chosen to have his āwardrobe upgradedā. Most items will have empowered and mythical versions, so itās gonna take a while to finishāem all.
Preview:
[spoiler]
[/spoiler]

Patch notes updated from time to time in the main page.
Thatās all⦠for now.
Awesome stuff.
itās kinda sad that I enjoy this mod more than the actual d3 
But I cannot download it in my country:cry:
Because of our net controlā¦If u can upload it to another website or netdisk such as Nexusmod or baiduYun,that will be very helpful:D:D:D:D
For those who canāt download from Google Drive:
Donāt know if anyone reported this bug already but with patch 1.0.5.0 grim dawn and your mod (version 2 I believe, from nexus), playing as necromancer, the modifier sudden impact for bones spike is asking for point in bone spear, shows as 0/12 AND breaks the game if you actually put any points in it (game freezes).
Thanks for the report, it will be fixed soon.
I downloaded this mod to play the wizard as I love electrocute and being able to hit multiple enemies is fantastic. Couple things I would like to see specifically for Electrocute:
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Maybe have something like the ray of frost animation where itās a constant beam, would help it graphically a lot.
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Give it constellation bonuses like Ray of Frost, it currently has none.
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Give it a 4th skill to level in to. Every other starting ability has 4 skills (magic missile and ray of frost), Have it take more energy and deal a little more damage or even flat damage or an explosion of lightning on death⦠something would be nice
Thatās it, I hope these changes could be made to improve electrocute.
Edit: is there a list of all the items and item sets that you made for the mod? There isnāt a Readme or anything that Iāve been able to find and would be great to see if there is something like that.
Electrocute skill type doesnāt work with RoF animation on GD. With this animation it would work like the āArc Lightningā rune. I could add this version as a granted skill from some item though.
Thereās no space in the UI to add more modifiers.
Check āItemsā in the main page of this thread. Items are outdated, wait for the future patches.
Iām thrilled not only see the progress made but the continuing progress. Iām looking forward to the items, I just hope Grimer can get a lot of items packed into the mod. Regardless, I think I may have to give up Guild Wars 2: Path of Fire and Tom Clancyās: The Division for a while so I can play this fantastic mod.
I did give up playing the Grim Dawn mod Cataclysm (which is a terrific mod). However, there is something that draws me to this mod more than others and itās not just my love for Blizzardās Diablo series.
Please, please, pretty please Grimer pack numerous more legendaries, sets, et al. into this mod, not just half a dozen or so. Also, did this mod finally get an expanded or shared stash? If so, and with the addition of items, I think I will start playing again. I will wait for patch 2.1 for now⦠although Iām itching to play to see the skill changes.
One last thing, please donāt nerf Shadow Power and Shadow Power: Gloom for us hardcore players. If you do nerf Gloom, at least keep Shadow Power duration at 8 seconds.
Thank you Grimer for not quitting! I might be insane but, Iām still holding out hope for a true Diablo series Barbarian.
Good to see you back, Ziyon.
Unfortunately, something unexpected happened, so itās going to delay a bit.
I should keep SP with 8 seconds duration then, but Gloomās dmg reduction must be nerfed.
Dozen? No. Next patch will have 16 new items! Jk. I can tell you that it will have about 100 items (including mythical and epic versions), mostly for Demon Hunter (even the loading screen will have its theme btw)
Iāll check the extended stash later.
Letās see what I can do here.
100? WOW! This makes the item hunter in me very happy.
Iām actually quite surprised you have done so much work on items considering the tsunami of changes that have taken place in your mod. Clearly, you have been working very hard!
Regarding Shadow Power: Gloom, you can do what you see fit with it. If there needs to be a nerf, then go ahead and nerf it. Selfishly, the hardcore player in me doesnāt want to see it nerfed but, I have no experience testing it so I do not feel qualified to give you serious advice. Just do as you see fit and Iām sure Iāll be happy either way. 
How did gems work out? I remember somewhere in this thread you said you were adding Diablo 3 style gems like Taeguk or Enforcer. I thought this idea was brilliant but I havenāt heard anything about it since. Were you able to implement this into the game?
Iāll let you know when I jump back in. Iāve been busy most of today, but tomorrow looks promising. Keep up the great work! 
EDIT: OH, and the pack rat in me combined with the hardcore player in me is in desperate need of a large shared stash. If you can pull this off, I will be extremely happy.
Hey, just started playing my Monk(ey) and noticed that dual-wielding is no longer part of Fists of Thunder.
Also, there is a large shared stash! Anyway, would like to figure out why I cannot dual wield with my Monk. =/
-Very underwhelmed with Exploding Palm. I maxed it right away but not the modifier Shocking Grasp. What am I missing? The radius seems insignificantly small as well as the damage. Perhaps I should max Shocking Grasp, my build is Fists of Thunder so maybe I need Shocking Grasp for the lightning damage since I am lightning damage based. Ok, I have been able to notice the radius damage more, especially with Shocking Grasp but, Iām still not overly impressed with the damage compared to my Fists of Thunder build.
-Without dual wield, Alacrity is a must have.
-The graphic overlays have been vastly improved. They are absolutely gorgeous to look at. What a marvelous job, Grimer! Amazing.
FoT used to allow DW before? Weird, it was not intended.
Since it can trigger multiple explosions, EPās damage is lower than normal.
Thanks.
It looks like Hydra is broken. I put a rank into it and whenever I summon it, all that shows up are 3 flames that donāt do anything. When I summon them for a second time, the hydras appear and then fade away without doing any damage even when thereās enemies around. Hopefully this will get fixed in the next version as itās currently unplayable.



