[Mod] Reign of Terror

If u druid, the creeper skill that heals you, heals the enemy aswell is bugged

Update 0.6.5.1 released.

Download:

ReignOfTerror_v0.6.5.1.7z (1,3GB) Google Drive

Installation:

  • Drag and drop “ReignOfTerror” folder (located in ReignOfTerror_v0.6.5.1.rar) into your Grim Dawn/mods folder and overwrite all files

Notes:

  • Update 0.6.5.1 is compatible only with Ashes of Malmouth + Forgotten Gods expansions and RoT version 0.6.1.5 or later

Changelog:

>>>>>>> Click here to show Changelog <<<<<<<

SUMMARY:

    1. MAJOR CAMPAIGN OVERHAUL
    1. STANDARDIZED CRUSHING BLOW (lower values, in general, no more CB on pets)
    1. NEW MONSTERS
    1. PALADIN REWORK & OTHER SKILL ADJUSTMENTS
    1. NEW ITEMS
    1. ITEM ADJUSTMENTS
    1. BUG FIXES AND OTHER ADJUSTMENTS

1. MAJOR CAMPAIGN OVERHAUL

Major campaign overhaul, monster are a lot stronger. The further you progress the more noticeable the difference is.
Main adjustments include:

  • HP scaling has roughly been done by making 4 categories of monsters (light, medium heavy and caster). There is noticeable HP scaling between acts. The last zone of an act (say, catacombs) is taken to add the 25% life to for the next act, starting zone monsters. Between diffuclty (normal to nightmare to hell) is a 50% jump.
  • All monsters now have some resistances to at least a few damage types, and as well as crushing blow resistance. Simplified, it means that monsters classified as Light have 15/25/35%, medium 20/30/40%, heavy 30/40/50% crushing blow resistance for normal/nightmare/hell respectively. Of course there are crossmatchings present (light monsters with heavy CB resists, vise versa etc).
  • New passive abilities for monsters. Many monsters have passives that grant them bonus poison/vitality/life leech/magic/chaos damage and often have a minor debuff as well. Casters have their intelligence and AR boosted in most cases. Also some have abilities that activate at low health.
  • Attack Rating and Defense Rating increase across all difficulties. Just like a player, between normal act1 and act5 hell, monsters will now have varying AR/Defense between the 155-3000 values. Not paying attention to attack rating or defense while playing will should now really be noticable.
  • Super Uniques: Several super uniques can now drop a Monster Infrequent. These monsters have seen a bigger boost to their stats and should provide good challenges. List below.

Other than the monster infrequents who clearly have it noted in the name, no monsters are immune to damage, some do have very high resists (97% for example), with 1 exception. Several monsters have been given various influence immunities (stun/freeze/trap etc).
Copied from Diablo2 Original: All skeletons are now immune to mana and life leech and bleeding damage, in all difficulties, with exception of the skeletons in Uber areas.

ACT BOSSES & WORLDBOSSES & UBERS

—ACT BOSSES—

Andariel Nightmare & Hell

  • New Ability

Duriel Normal & Nightmare & Hell

  • New ability/ies

Mephisto Hell

  • New Ability

Diablo Hell

  • New Ability

Baal Normal, Nightmare & Hell

  • New ability

All act bosses on hell: new drops (see below @sets)

—WORLDBOSSES—

The loot has changed rom Worldbosses. Lowered the chance for the mythical set items to drop, but added an extra chance for dropping socketed items (higher level socketed items only).

Cabra Negra

  • Lowered the total speed. More on normal/nightmare, and a bit also on Hell

Belladonna

  • lowered movement speed, more on normal and nightmare
  • increased the cooldown between spell uses by ~1 second per spell.

Desdemona

  • Portal can be spawn for a total of 3 and minios spawn of 6

Raptora

  • Decrease the slow effect of ground spell and delayed the casting of the spell and also added 50% elemental resistance reduction

Sandrakul

  • Removed offensive life chance percentage from sandgust
  • Removed fumble from standsorm and added mana leach
  • Reduced to 50% the hit chance of physical and pierce dmg of sand tornado

Hellphaestus

  • Fixed lava geysers spawn

—UBERS—
All ubers now have a base crushing blow (%health damage) resists of 85% (from 65%), and will jump to 92% @ 50% HP and then to 98% @ 20% HP

BRUTALUS

  • Added visual clue (blue little aura) while the mana-drain is active.

—Mercenaries—
All mercenaries have received a HP boost and a HP regen boost.

2. STANDARDIZED CRUSHING BLOW
Crushing blow has been adjusted across the majority of all items.
-One Handed Weapons: Max value ~10% CB
-Two Handed Weapons: Max value ~20% CB
-Druid Wolves and Necro Skeletons: CB removed

3. NEW MONSTERS
New Monsters/Adjusted monsters
Many of the Diablo 2 ‘SUPERUNIQUE’ Monsters have received a big boost, turning them into minibosses that drop special loot with custom RoT-D2 prefixes to help you level through the more difficult campaign. Some prefixes can only be found in Hell.

MI Monster list:
Act1
Coldcrow (The Cave Lv2)
Rakanishu (Stony Field)
Bone Ash (Inner Cloister)

Act2
Creeping Feature (Stony Tomb Lv2)
Beetleburst (Far Oasis)
Fangskin (Claw Viper Temple Lv2)
Summoner (Arcane Sanctuary)

Act3
Stormtree (Flayer Jungle)
Witchdocter Undugu (Flayer Dungeon Lv3)
High Council members (Travincal & Durance of Hate Lv3)
Storm Leviathan
Corrosive Leviathan
Flaming Leviathan

Act4
Izual
Infector of Souls
Lord De Seis
Grandvizier of Chaos

Act5
Eldritch the Rectifier
Frozenstein
Pindleskin

4. PALADIN REWORK & OTHER SKILL ADJUSTMENTS

_ _ _ _ _ PALADIN _ _ _ _ _

The goal was to keep the general idea of most paladin skills intact (D2-original kept in mind as well), while getting rid of the high amount of exclusives. The result is (including general skill adjustments):

Prayer

  • added life leech resists

Meditation

  • added max mana leech resists

Defiance

  • Added Block Value
  • Added %Absorb
  • Added physical Resists
  • lowered flat defense

Thorns

  • Added %retaliation damage
  • Now a modifier to Defiance

Resist Fire/Cold/Lightning

  • Now a PASSIVE

Sanctuary

  • Now a buff with duration
  • boosts magic damage
  • grants a Pet bonus

Redemption

  • Passivly Activated defensive buff based on %health threshold

Salvation
Temporary Elemental Damage absorb shield

Blessed Aim

  • Toggled buff, no longer exclusive
  • Works ONLY with ranged weapons and Javalins

Vengeance

  • increased %weapon damage by ~8% per rank
  • increased %elemental damage slightly
  • increased mana cost

Zeal

  • Increased mana cost

Sacrifice

  • Lowered %weapon damage

Conversion

  • Now a Weapon Pool Skill (Requires a two-handed weapon or ‘sword-n-board’ style (no ranged/dual wielding)

Fanatism

  • adds a small amount of flat physical and pierce damage

Might

  • Focuses on Physical & Trauma Damage
  • Gives a Bigger buff when used with a two-handed weapon

Conviction

  • lowered resist reduction
  • lowered defense reduction

_ _ _ AMAZON _ _ _
Impale

  • Now a Weapon Pool Skill. Requires Javalins or Two-Handed Swords

Poison & Plague Javalin

  • Significant scaling to poison damage in later levels

Guided Arrow

  • Added a chance for %to all damage

Dodge

  • Added trap resists
    Avoid
  • Added Stun resists
    Evade
  • Added Slow resists

Inner Sight

  • Added -% pierce resistance

Pierce (WPS)

  • slightly increases %weapon damage with skill rank

Charged Strike

  • Lowered the starting weapon damage of the projectiles by 75%
  • increased the flat lightning damage

_ _ _ BARBARIAN _ _ _

Double Swing

  • Now a Weapon Pool Skill (requires dual-wielding)

Grim Ward

  • Now lowers physical resistances of monsters near it
  • Provides a boost to ‘occult’ powers (chaos & Vitality) when near.

Scepter Mastery

  • Now gives bonus damage to Elemental, Magic and Chaos damage

Spear Mastery

  • Now gives bonus damage to Pierce, Lightning & Poison damage

Shout:

  • Lowered the defense gained by 67%
  • Grants 15 armor per level.

Battle Orders

  • Added flat amount of bonus Life and Mana

Battle Command

  • % strength and % intelligence added to make it less of a “1-point wonder”

Increased Stamina

  • Removed %health bonus
  • Added health regeneration

Iron Skin

  • Added Shield Blocked amount
  • Added %retaliation Damage

Concentrate

  • Lowered the AR boost by ~75%
  • Added Block Recovery reduction

Berserk

  • New FX
  • Added -max resist debuff
  • Increased the armor debuff

_ _ _ DRUID _ _ _
Wolves

  • No longer have Crushing Blow
  • Speed now scales with level (end-game builds should see little difference, leveling should be harder)

Grizzly

  • Added Crushing Blow

Fissure

  • Increased scaling at higher levels
  • Deals some Chaos damage

Fireclaws

  • Added some Chaos damage
  • Added new FX

Maul

  • increased weapon damage by 4% per rank

Feral Rage & Hunger

  • Added a new FX

Rabies

  • Removed the Weapon Damage
  • Lowered Poison Resist reduction by ~45%
  • Increased poison damage

Twister

  • increased damage scaling

Tornado

  • Increased damage scaling

Molten Boulder

  • Increased damage scaling

Carrion Vine

  • Attempted to fix the healing bug

Cyclone Armor

  • Added max freeze resists

Armageddon

  • Increased max fire damage value slightly

Lycantrophy

  • added max life leech duration reduction

Shockwave

  • Changed 100% chance to stun into 10% chance to stun and 10% chance to knockdown target

_ _ _ NECROMANCER _ _ _

Life Tap

  • Now also provides a buff to the necromancer

Poison Nova

  • Increased poison damage /scaling (not acid)

Poison Explosion

  • Increased damage scaling

Corpse Explosion

  • Increased damage scaling
  • Added chance for Vitality decay

Bone Spear

  • Increased Damage scaling

Bone Spirit

  • Increased Damage Scaling
  • Explodes in fragments on hit
  • Lowered explosion radius
  • Lowered Mana Cost

Teeth

  • Lowered the max magic damage value by 15%

Skeletons
-Renamed the skill to Summon Skeletons
-Removed Crushing Blow Value
-Speed now scales with level (end-game builds should see little difference, leveling should be harder).

Revived Monster

  • Unholy Strike now has Crushing Blow

Bone Armor

  • Added Disruption Protection

_ _ _ SORCERESS _ _ _
Fire Wall

  • Significant damage scaling added

Frozen Orb

  • Increased Damage Scaling

Hydra

  • Slightly lowered damage at lower levels

Fire Ball

  • Increased damage scaling

Nova

  • Increased damage scaling

Frost Nova

  • removed freeze
  • added slow run/walk speed

Shiver Armor

  • Increased cold retaliation damage slightly
  • added % retaliation damage

_ _ _ ASSASSIN _ _ _

Tiger Strike

  • Now works more like Original Diablo II version (Soldier’s Cadence). Charge up and then unleash a final strong strike.

Cobra Strike

  • Changed into a buff that grants leech and vitality damage to all attacks. Activated by Tiger Strike Final strike.

Psychic Hammer

  • Increased Damage Scaling

Blade Shield

  • Added %Retalation damage to attack
  • added %retalation damage

5. NEW ITEMS

  • Monster Infrequents from the Adjusted Super Uniques (see list above which super unique monsters drop them)

NEW GEMS
Three new gems are now craftable in your Horadric Cube:
Corrupted Ruby (chaos damage)
Cursed Emerald (vitality damage)
Perfect Prism (elemental damage)

NEW SETS
There is a new set for each damage type (except for poison damage, as it already has Palashia’s Set).
These items can only drop from the Act bosses on Hell Difficulty, and each set is intented or at least 3 classes, so each set will have a minimum of 3 ‘builds’ (but, add in conversion and GD classes and the sky is the limit).

The Hardest - Physical Damage
Balrog’s Burning Body - Fire Damage
The Soulthief - Magic Damage
Stormblessed - Lightning damage
Vampire’s Outit - Vitality Damage
Essence of Frost - Cold Damage
The Deepest Void - Chaos Damage
Sanguis Primum - Pierce & Bleeding damage

NEW TRINKETS/RELICS
Every Class (except for the barbarian) has received 1-3 new trinkets, depending on the class. They’re adjusted slightly to offer more specific build trinkets.
For example: Sorc now has 1 for each element, Necro now has one for magic damage, one for summons and one for poison damage etc.
They still drop from the same ubers as before.

_ _ _ _ _ _ _ Items _ _ _ _ _ _ _ _
With the coming of life leech (DoT) as a damage type, I also felt this resists should be more readily available on items (you can already get quite some through devotions).
Item’s that now have life leech resistance, among other adjustments are:

Runewords

Stone

  • Added life leech resists
  • Increased armor value
  • increased attributes

Lionheart:

  • Added life leech resists

Smoke

  • Added life leech resists

Nadir

  • Added life leech resists

Radiance

  • Added life leech resists
  • added % fire damage
  • increased armor for heavy version, lowered armor for light version

Delirium

  • added life leech resists

Ancient’s Pledge

  • Added life leech resists
  • Added mana leech resists
  • added 3 mana regeneration
  • increased %damage taken converted to energy
  • added cooldown reduction

Rhyme

  • added life reech resists
  • added run speed
  • added energy absorb
  • added block value

Crescent Moon

  • Added life leech resists

Death

  • added life leech duration reduction

Wrath

  • Added life leech resists

Unique/set items

Cat’s Eye Amulet

  • added life leech resists

The Rising Sun Amulet

  • Added life leech resists

Saracen’s Chance Amulet

  • Added life leech resists

Bul-Khatos’ Wedding Band

  • Added life feech resists

Nature’s Peace Ring

  • Added life leech Resists

Vedungo’s Hearty Coil

  • Added life leech resists
  • added healing increased

Credendum

  • Added life leech resists
  • Added mana leech resists
  • added block recovery
  • increased dexterity from 10 to 25

Rockfleece

  • Added life leech resists
  • added Attack rating
  • Added Defense
  • Added 5% life
  • increased Armor

Arkaine Valor

  • Added life leech resists
  • Added defense
  • increased armor

Sazabi’s Ghost Liberator

  • Added life leech resists
  • added 5% dodge chance
  • increased defense from 4% to 7%

Stealskull

  • added life leech resists

Steel shade

  • Added life leech resists

Kira’s Guardian

  • added life leech duration reduction
  • addex max life leech resists

Headhunters Glory

  • Added life leech resists
  • Added %life
  • Added %dexterity
  • Added flat vitality and %vitality damage
  • Added flat magic and %magic damage

Gerke’s Sanctuary

  • Added Life leech Resists
  • increased block chance

Moser’s Blessed Circle

  • Added life leech resists
  • lowered bonus life granted
  • lowered block value

Stoneraven

  • Added life leech resists
  • added 11% attack speed
  • added 75 strength
  • added 75 dexterity
  • increased defense
  • New Granted Ability

Set bonuses:
Sazabi’s Set bonus

  • Added life leech resists
  • added life leech duration
  • added max life leech resists

The Disciple Set Bonus

  • Added life leech resists

6. ITEM ADJUSTMENTS
Other item adjustments which are not related to life leech resists are:

— Runewords —

Spirit sword

  • increased intelligence requirement
  • lowered skill bonus to +1
    Spirit Shield
  • Increased strength requirement

Dream (shield)

  • added 75% lightning damage

Dragon (shield)

  • Added 75% fire and 75% burn damage

Splendor

  • Added 30% to all damage
  • added 5% cooldown reduction

Rift

  • Added Chaos Damage
  • Removed %fire damage

Call to Arms

  • Changed %physical damage to %to all damage
  • slightly increased Battly Cry skill level

— Set —

Trang-Ouls (normal & Mythical)
Completely reworked to be closer to the idea of Trang-Ouls from Original Diablo 2.

M’Avina’s (normal & Mythical)

  • Lowered the damage on m’avina’s bow
  • Added a new Mythical M’Avina’s Bow.
  • New abillity for the full M’avina’s set
  • Removed the fire arrow modifier from the set bonus.
    (the mythical set remains as useful as it was before, should you not want to use M’avina’s mythical bow).

Naj’s

  • added % to all damage
  • added chance for % elemental damage
  • increased to all skill bonus from +1 to +3
  • added 10 mana regen
  • New granted ability

Palashia’s Set

  • added -7% max fire resists
  • Adjusted Palashia’s Bone Armor modifier
  • Lowered Poison javalin Total Damage Modified from 100% to 33% (related to the adjustment of the skill itself).

Leoric’s Royal Bone Knight Set

  • Changed the set bonuses slightly
  • Changed the sacrifice modifier into modifier to smite

Serenade of midly cold and lukewarm

  • added -7% max lightning resists

Lord Death Tools
-added -10% max physical resists

Orphans Call

  • Fixed Bash and Dragon talon skill with full set equipped.
  • Added fire damage and %fire damage
  • added physical damage
  • increased %physical damage
  • added % lightning damage
  • added 100 Attack Rating
  • New granted ability

Steelrend

  • Changed to sacrifice modifier into Smite modifier
  • slightly increased in attack speed
  • added internal trauma damage

— unique items —

Boneshade

  • Lowered cast speed from 25% to 17%
  • lowered magic damage from 204% to 174%

Darkforce Spawn

  • Lowered cast speed from 22% to 17%
  • Lowered magic damage from 280% to 226%
  • Lowered critical damage bonus from 50% to 35%
  • removed +skill to skeleton mastery

Pierre Tombale Couant

  • Increased barb skills from +3 to +4
  • Minor weapon damage increase
  • added 280% physical damage

Blackleach Blade

  • added +3 to venom skill
  • added acid and poison damage

Soulfeast Tine

  • Changed weapon damage from physical into a mix of chaos, magic and vitality damage
  • added cast speed
  • added conversions (Physical to vitality, acid to vitality)
  • New Granted Ability

Ravenlore
Restored some of it’s original fire-druid theme

  • Added %fire damage
  • New granted ability

Radaments Sphere

  • changed the total retaliation modifier into total retaliation damage

Magefist

  • added +3 to firestorm
  • added +3 to fireball
  • added +3 to fire arrow
  • added +3 to holy fire

Stormshield

  • modifier to whirlwind
  • new whirlwind FX

Runes -
IST RUNE

  • Lowered the level required reduction down to 3%.
  • added 10% mana & life leech resists

HEL RUNE

  • Removed Pet bonus
  • Added 5% mana cost reduction.

GEMS

  • Added 3 new craftable gems

As a fun little addition, the council membmers have a low (~2%) chance to drop the shield-weapons from GD (Totally normal bulwark/buckler/Dawnshard on nightmare and hell).

7. BUG FIXES AND OTHER ADJUSTMENTS

  • Fixed pathing in all Shattered Realm maps
  • Fixed uber one-shot chest spawns
  • Added option to open SR up to 130th shard by using Waystone of Terror
  • Removed requirement for lower tier waystone when using Waystone of Destruction / Terror to upen SR shards
  • Adjusted leveling curve which allows for much smoother gameplay experience (this change might result in a visual bug, i.e. xp bar being “stuck” - gets fixed automatically after levelup)
  • Difficulty unlock notification moved from Diablo to Baal
  • Lower goblin HP on Normal diff
  • 5 extra inventory bags being rewarded in Act 1 Normal (1 for each of the first quests)
  • Fixed gear scaling of Necro Skeletons and Mages based on skill level and slightly adjusted their dmg scaling
  • Fixed %Attack Speed bonus to pets on Shael rune
  • Fixed Legendary Gem tags / stats
  • Act bosses: several QoL changes and bug fixes

Maps

  • Added hitbox below transparent ground at world boss stages
  • Forgotten Island changed to have more open areas
5 Likes

So, the rework on Trang set gets rid of the set bonuses for the skeletons but not the mages (Much prefer when the numbers are even)? 7 piece set is now worthless for Necro so it looks like I can drop the off-hand (zero bonuses for SUMMONER Necro) and use Spirit shield instead.

Wow! So many changes to class skills, etc. Is this the entire skill tree rework or is that in another patch?

Anyway, sounds like a good time to play again if I get sick of D2 mods again. :slight_smile: I’d love to start over yet again and take it for a spin. :smiley:

The main focus is no longer a summoner set. The rework of the set is made so it’s closer to what it was in original D2 (fire-orientated set that made you turn into a vampire shooting fireballs). However, the set still offers plenty bonuses for pets to let you play a summoner build (not to mention all the bonus skills), or instead, try to run a hybrid caster+pet build.

Adjusting the skill trees is a continuous work, more to be done in future patches. Paladin was just always a topic that we felt should be done a bit sooner.

Hotfix 0.6.5.2 released.

  • Make sure not to have Radament’s Lair quest active before applying this update, otherwise you will need to use the quest fix method found in the first post.

Download:

ReignOfTerror_v0.6.5.2.rar (4MB)

Installation:

  • Drag and drop “ReignOfTerror” folder (located in ReignOfTerror_v0.6.5.2.rar) into your Grim Dawn/mods folder and overwrite all files

Notes:

  • Update 0.6.5.2 is compatible only with Ashes of Malmouth + Forgotten Gods expansions and RoT version 0.6.5.1

Changelog:

>>>>>>> Click here to show Changelog <<<<<<<

BUG FIXES / ADJUSTMENTS:

  • Fixed Radament kill count into NM / Hell quest objective
  • Fixed Mythical Mavina’s set tags and 7th set bonus
  • Fixed %Defense bonus on various Trang Oul’s set pieces
  • Fixed Augument support for Bows and Javelins
  • Fixed “Removed requirement for lower tier waystone when using Waystone of Destruction / Terror to upen SR shards” (which was supposed to be in 0.6.5.1)
  • Fixed vendors selling Aether Clusters
  • Fixed %hp modifier on Pain affix
  • Aether Crystals have been added to monster loottables
  • Adjusted scaling of these skills: Fire Blast, Molten Boulder, Firestorm, Teeth, Holybolt, Raven, Summon Skeleton, Prayer, Cleansing
  • Removed bonus projectile to Bone Spirit on Lords Death Tools
  • Increased starting mana cost of Bone Spirit by 15
  • Reduced the number of fragments to Bone Spirit
  • Worldbosses now have between 85%-97% CB resists
  • Changed Royal Bone Knight skill modifier to Smite
  • Increased Goblin hp at higher levels
  • Increased damage of Diablo’s Lazer and Melee attacks
2 Likes

I got addicted to the mod late last night and couldn’t stop playing it. INITIALLY, when I started it was a total trip after playing actual D2 mods for the last month or so. I’d been away from this mod for awhile and had forgotten the emotional impact.

I’m playing the new Paladin. It’s great so far, and the game is quite challenging while offering the player brief feeling of great power before it ramps up. About level 11 or so. I’ve enjoyed all the skills I’ve used so far, Holy Fire and Holy Bolt.

Is the Radament kill count what’s making him unkillable on normal difficulty without the hotfix?

I’ve downloaded the hotfix and radament is still unkillable in normal. He gets down to like 10% health and then it doesn’t move.

This new patches monster difficulty might be a bit overtuned. My Necromancer is end game geared and I cant touch things in Hell difficulty now, let alone a boss.

Yeah, not a fan of this new patch, the health of the monsters is waay to high. Gonna revert my game back to an older patch.

Update 0.6.5.3 released.

Download:

ReignOfTerror_v0.6.5.3.rar (1,3GB) Google Drive

ReignOfTerror_v0.6.5.3.rar (1,3GB) GoFile

Installation:

  • Drag and drop “ReignOfTerror” folder (located in ReignOfTerror_v0.6.5.3.rar) into your Grim Dawn/mods folder and overwrite all files

Notes:

  • Update 0.6.5.3 is compatible only with Ashes of Malmouth + Forgotten Gods expansions and RoT version 0.6.1.5 or later

Changelog:

>>>>>>> Click here to show Changelog <<<<<<<

Monsters:

  • Fixed monster hp scaling in A4/A5 on NM and Hell difficulty
  • Fixed Radament hp regeneration on Normal difficulty
  • Fixed “-2 billion hp monsters” in Act 3-5 on Hell difficulty
  • Globally lowered CB resists of regular monsters and hero packs between 5-15%
  • Reduced the life regen value by 40% for monsters who had the regen-ability
  • Reduced the damage absorption from 65% to 15% to monsters who had a damage absorb ability
  • Increased cd of Mephisto’s Doom circle ability from 11 to 16 seconds
  • Adjusted hp of various monsters on all difficulties

Items:

  • Bone Shade, Bone Armor modifier: removed flat magic damage, removed all chaos damage bonuses
  • Bone Shade, Bone Spirit Modifier: Lowered Total Damage modifier from 75% to 25%
  • Stormblessed set: swapped the number for chance for bonus lightning damage (35% for 600% dmg)
  • Griswold’s set & Items, Blessed Hammer & FoH modifier: lowered the weapon damage granted
  • Monster Infrequent RoT Prefixes: Removed all skill modifiers from the Armor MIs (only on weapons and jewellery)
  • Monster Infrequent Pain’s Prefix: Fixed the %hp value
  • Monster Infrequent Terror’s Prefix: Fixed the %hp value. Armor pieces give %hp, weapons & jewellery a flat amount

Skills:

Barbarian

  • Fixed Grim Ward debuf scaling on higher levels

Paladin

  • Conversion: increased weapon damage, added retaliation damage added to attack, increased conversion duration
  • Blessed Hammer: Received a better damage scaling
  • Redemption: Shortest cd is now 12 seconds. Max duration set to 10 seconds.
  • Resist cold/fire/lightning: Increased skill investment required to reach 4% max resists
  • Blessed Aim: reduced the AR gained per skill rank, slightly lowered bonus critical damage
    Necromancer
  • Bone Spirit: Lowered damage slightly. Added 1 fragment. Increased mana cost
  • Bone Spear: lowered Max magic damage by ~10%

Assassin

  • Mind Blast: increased duration to 5 seconds. Added chaos damage. Added chaos and physical resist reduction. Reduced conversion chance by ~80%

Maps:

  • Fixed pathing in various SR maps
4 Likes

Patch didn’t change the HP’s, everything still has millions upon millions of HP in Hell. Not that it really matters, Mephisto kills my level 36 skeletons in about 3 seconds.

I have continued to enjoy the difficulty in Normal + as I felt pressured to fully max charged bolt before I move onward to other skills to have more kill power for my second maxed skill before level 20.

The guy protecting the anvil in act one felt like the butcher and was pretty frightening, LOL. Barely beat him. :smiley:

I am confused by the comment about current Hell difficulty saying they all have “millions upon millions” of HP when the patch was to fix the “billions” of HP.

EDIT: or was that monsters with a negative number in HP?

Im assuming some monsters ended up having billions of HP, like rare ones. The only way I can kill anything in Hell right now is with Ber runes for the crushing blow, and since that doesn’t work on bosses there is literally no way I can kill a boss like Mephisto in this new patch at the moment. I played D2 for well over a decade, and the previous version of this MOD seemed pretty in line with the difficulty that I recall on normal, nightmare, and hell. Of course I can only comment on the characters that I have played through each difficulty so far. This version however increased monster health in Hell exponentially while player damage did not change from what I can tell.

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I have an act 5 Nightmare summoning necro I haven’t played in ages. I could try it out myself if I’m up to it. I was playing it before things became much easier again until this latest update/patches. It’s hard for me psychologically to play older characters, but I just may to see how it feels in comparison. Maybe I’ll get addicted with it again. :wink:

Act 4-5 Hell hp scaling was the biggest change in this patch, you won’t see much of a difference in previous acts.

This.

Crushing blow works on all bosses, including ubers and worldbosses. As far as mephisto goes, you need to micromanage your minions out of the blue doom circle he casts.

Also, player damage did not go up much, as it already was too high. The monster HP went up to better match the damage output of players.

I have level 36 skeletons, 32 mages. The white mobs in Durance of Hate have 3 million HP’s. I have to sit there for 2 minutes spamming amplify damage to kill white trash mobs. I know all the items D2 offers and Grim Dawn, there is no way to progress this character to the point that it can do any further damage that would make a significant difference on these mobs. Having to perfectly micro every single minion I have in a fight that will take me hours to complete such as Mephisto is unrealistic. If crushing blow works on him then I’m not sure the mechanics of it because I spent a good 5 minutes fighting him multiple times, resummoning minions as I could and in all that time of them hitting him his HP bar never went down even a sliver that I could see.

In act 2 sewers, just killed Radamant. Around level 23 or so.

Holy Fire is great, so I expect no issues when I move to Holy Shock later in my build. Damage isn’t OP but greatly helpful. Normal +.

Cosmetic issue: Holy bolt either detonates in front of an enemy or on an enemy, not sure why it fails to detonate in the center at certain times and other times it does. It doesn’t seem to affect gameplay. Maybe unsophisticated hit boxes (collision detection) are the problem.

Gameplay issue: When using holy bolt near a wall it sounds like it’s gone off but no damage occurs. My guess is the game is absorbing it into the wall, because when I fire directly away from the wall at a right or near right angle it’s suddenly just fine.

Gameplay issue: The large dual wielding enemies, sand something, sand raiders? They often run into the walls when running otherwise very quickly toward you. Minor issue. I guess that’s a tracking problem, specifically in the sewers levels. They don’t stay stuck, but it’s noticeable because of their extreme speed.

Played through a great deal of act 1 before being consciously aware most areas had no music. Easily resolved this by pressing escape to the in game menu before hitting the windows key or alt tabbing out. Game sound stayed intact.

Note: I was just telling a good friend of mine, after a month of playing a REALLY good older D2 mod I actually enjoy more than Eastern Sun currently (Requiem of Sorrow, no skill point reassigning allowed), I mentioned that this Grim Dawn mod so far plays far better than most D2 mods I’ve ever played.