[Mod] Reign of Terror

One thing I forgot about running D2 is the sharpening filter for Nvida graphics card also has a noise removal. I turned that all the way up as well. The animation frames are very crude and there’s alot of clashing of textures, for example, in character animation, etc.

Now concerning Reign of Terror:

I think when I was playing ALOT, nightmare and normal were quite difficult, but I was non melee so I did well, and I’m used to hard difficulty; but it was impossible for some character types.

I think how much I play this mod will depend alot on my impressions of depth and easy access as Diablo can do at it’s best. A great aspect about Grim Dawn is that crafting can be done by anyone without looking at databases with the exception of not finding specific items for recipes, and that transitions well into fixing what I thought was the biggest flaw of D2, the Horodric Cube. That takes care of itself. D2 mods like Z-El scare me with 50,000 recipes when in most games I only use it to store loot so I don’t have to go back to town. But again, that’s not an issue for me in Grim Dawn and I rather enjoy the system, and this mod seemed fine there as well (even if in the base game sometimes it takes hours to actually get what you want). It just all seemed worth the effort and the reward was justified in that effort.

The other issue is the concept of removing the passive skill trees (forget what it’s called currently, LOL) that add additional skills to base skills and give the game alot more customization and ability to alter builds. I’m unsure how that would affect my love for the mod or dislike for it, if it were removed. I guess it depends on how true to the original game people are looking for, and if that’s a distraction to them or a welcome addition into the D2 universe. Last I checked more people wanted these constellations removed. And all of that depends on how well crafted the skill trees themselves are in the final product, and if they have many valid and interesting builds. My personal opinion, despite the constellations feeling out of place in their current form since it’s built around GD and not D2, was that it helped make up for the fact that the D2 skill trees are so much more simple than GD skill trees. While I love this mod, playing it helped me realize how simplistic the synergies and builds are compared to the evolution of the ARPG since. One of my favorite aspects of this mod, initially at least, was the constellations along with the D2 skill trees. But my concept may change with that in time.

I still have not yet come to terms if I’d enjoy playing a Grim Dawn class with a D2 class, but I have no issue with them being in the game. Just like with Grimarillion, so far I’d decided to only play base GD classes as I haven’t exactly sinked thousands of hours into the game or played it the entire release cycle. However, as I’ve learned more about the skill trees like the Titan Quest trees that are added, I’ve found they are very different from the original and may be fun to mix with base classes. I still play Titan Quest sometimes, and it was clear many new skill classes were not as consistent as the official classes. :slight_smile: What I’m saying is my concept of what I like may change and I’ll give any version the community wants a fair shake regardless of my personal opinion and what I wanted for this mod to begin with.

I didn’t even know I was going to write this post, was intended to be a short comment. Since I find it unlikely I could redesign such a system myself, not generally getting too involved in game stats and memorizing systems enough to visualize a system with a theme that fully fits D2, particularly with the constellations, I’m at the mercy of the community and mod designers to decide what’s best.

That I have thought this much about it, however, says something. I actually care about this mod. :wink:

Another thought about how people play ARPG’s. I pretty much never get to endgame. I still have yet to do that even with the base Grim Dawn game. I don’t in D2 either, and often don’t even get to Hell mode. That makes me a PARTICULARLY terrible play tester. :smiley:

EDIT: I think for me, the journey is what I enjoy the most, not the end. Often times I feel I’ve realized a build enough to not keep playing, and that is my end. The gameplay and reward seems to slow significantly as I get to the endgame. So how often I play a game is generally entirely dependent upon the leveling process itself and how enjoyable it is to start at level 1. Grim Dawn actually got me to almost level 100 twice, because there’s alot more to do with a character even when high level. Still, I have alot of other things I do besides gaming, and when I stop playing a character a few months, I lose that attachment and I start over.

Starting over is always the funnest in a good ARPG (for me anyway), and the reason I’ve played so little Diablo 3 in my time.

So there is a boss area in Act III the Spider Cavern, that I went twice, one of those secret areas where you click on a spiderweb in the wall and go through but there’s no boss, both normal and nightmare. Sais the “Lair of the Spider Queen” . Ocasionally some trash mob spawns but that’s all, is it a bug or I’m not doing what I should to trigger the boss appearance ?
And there’s also one in Stony Field, on a high cliff, it seems the only way to reach him is by teleport ? can’t find a way to go up yet I see his skull icon appear in the fog.

Just a quick question, if Amazon skill guided arrows working? I don’t think it worked on mine…

Is there any chance you can make auras only exclusive with other auras and not exclusive with all “ultimate” stances?

For the average physical damage build paladin pales in comparison to barbarian since barb gets so many stacking passives while paladin have essentially 0 if you are not using shield. You cant use an aura since Berserker Rage is better and exclusive.

Thanks

The areas you have found are used for Hidden Uber bosses which spawn only on Hell difficulty while Normal/NM spawns only the one-shot chest with guaranteed unique/set drop.

Not sure if you are refering to Stony Field or Dark Forest but there’s always a path leading either directly to the boss or to the door/portal in case the area is located on a remote map tile.

Guided Arrow requires a target to be used and the projectile then starts following the target. It’s very likely that GA will not work the same way after the planned D2 classes overhaul because the current version of the skill is clunky and quite unappealing to use.

All exclussive skills fall into the same pool so there is no option to make certain skills being exclussive to each other but not to others.

However, Paladin is getting a partial rework in the upcoming 0.6.5.0 update, introducing new passive abilities, WPS, and also modifying / boosting some of the existing auras to be more versitile.

Just a thought regarding the balancing of difficulty scaling. I believe the D2 classes are quite nicely re-done, so far, after taking a look at the different skill trees. The GD classes I never liked to begin with, they’re just too messy for me, feels like every skill wanna become any other skill with all the damage type shifting, whilst all the classes are “unique” because of this messy spread of skills but in and on themselves all try to copy one another. Couldn’t bother myself to play GD endgame because of it.
Constellations…don’t even get me started, it’s like they tried to say “hey path of exile we can do that too” but they couldn’t .Alas…
Because of the damage and overall character buff spike just about when hitting nightmare, I think there is not so much a balancing/nerfing d2 classes+buffing GD classes because that’s an insane amount of trial and error…but simply improving the health and overall defenses, a bit of damage on the monsters. Act 5 nightmare mobs go up to 120k HP but when you’re hitting AoE’s of 80k or a necro with a combined 200k nuke damage on pets, the monsters don’t get a chance to actually react and fight and use their skills more than once. I was quite surprized to see the low health bars on nightmare monsters.
Overall it feels like the skills are good, strong, nice feeling, insane combos you can do…but there’s nothing to fight with. The opponent doesn’t get a fair fight, bosses have skills too, some monsters have strong shielding/healing abilities that don’t have a chance to be used when they’re downed in two clicks.

That’s exactly what 0.6.5.0 is going to fix.

I simply didn’t have time to do any balancing before because I was 100% busy working on the campaign content and there was nobody else in the team who could do it for me at that time so that’s why it took this long.

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In hell now, it’s a bit better the fights are somewhat challenging , without that update coming , nice !
I’ve set myself a challenge, killing Baba Vaga at lvl 70 while waiting for the update :))

Interesting Terranu1:
It sounds like you don’t actually like Grim Dawn base game, but you are mainly interested in this mod. I personally love the base classes of Grim Dawn and the constellation system. But the constellations felt too complicated and overwhelming until I became more used to it and realized it’s actually fairly simple.

One of the things that appeals to me about this mod is having Grim Dawn’s features overlap D2’s, because the base game is so good! I get to experience Grim Dawn in a totally different way, and get that D2 nostalgia fix, and even realizing Grim Dawn as being the true D3/D4. It’s quite a trip, LOL.

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Maybe it’s because I grew up with Diablo 2 and been waiting for such a remake forever . I like the new features GD brings in, the constellations are a very cool concept , it’s just my opinion they’ve been done wrong, that’s all :slight_smile: . The classes, again I loved it at start but by the end of it I realized there’s just too many things to choose from but none really feels like it’s the thing I wanted to do ; then the story itself it’s just…bland, compared to the feeling I get whenever I boot up Diablo 2 .

I found a game breaking bug.
If you press esc while having the waypoint window open it’ll act as if you hit esc but you can move around, yet you can’t open any window nor use any skills as well as pressing esc again to get out of it.

I cannot reproduce this. Esc-key simply closes the waypoint menu for me.

You most likely hit the tilde (` ~ ) key together with the esc-key? This opens the console in a single-player game, and allows you to move around. Bottomleft corner you can see that you can type commands in but it’s hard to see if you don’t realise you opened the console.

Well I was quick to judge, it seems hell is nicely balanced afterall :slight_smile: at least for the non-perfectionist who doesn’t have 10 hours a day to spend gearing up. World bosses are tough enough, some are downright impossible before lvl 100 …Nice Job ! Lots of things to do and hard fights before getting to lvl 100, even without that update coming . I think the companions are a bit too weak though ? Their healthpool don’t show up, just the abilities, but I’ve noticed they die in a few seconds whenever they get hit by a world boss or uber. Do they also inherit player’s healthpool and resistences ,besides damage ? That would explain why my act 2 might/deviance companion dies so quick in boss fights, cause I built a glass cannon with 10k healthpool .

Is there a place where I can find hard caps for pet % attspeed/damage ? diminishing returns values ? Or are they the same as base GD ?

Big issue is that they cannot have life leech. If you want to get a near-invincible mercenary, use inquisitors seal or wendigo totem for them. Inquisitor and occultist can also heal them with their buffs. Mercenaries work just like any other player scaled pet in grim dawn.
As for pets, I don’t think they have a hardcap from what I have seen (they turn into melee-machine guns).

Happy to see you experienced it this way. Luckily you didn’t notice that monsters in hell act1 have more life than in act5 :smiley:
Be sure to give next patch a try!

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I did noticed by act 3 but fortunately the world bosses and some beatable hidden ubers gave me enough satisfaction to not be bothered clicking through cardboard mobs all the way :slight_smile:

The mercenaries scale from PLAYER bonuses. If you happen to play a summoner, merc will have plenty of health but little damage. Just something we have to live with since can’t repliate the merc system in Grim Dawn.

Thanks for the answer to Amazon guided arrow.
Just got another one, for Druid, is it possible to visually change the appearance under lycan or bear form? Just think it will look a lot better for gameplay

GD doesn’t support player character swap with different animation set on runtime so this is not possible unless such feature is added to the base game, which is most likely not going to happen.

Ok, what determines the HP of the ‘Mysterious Goblin’? My lvl4 Assassin just encountered the goblin in Cold Plains and the damn thing had 39 THOUSAND HP!?!?

You should have waited for the 0.6.5.0 update (currently in beta testing phase which will take couple more days before we get all the bug reports from beta testers fixed) because Goblin hp on Normal diff has been lowered significantly so even starting characters will be able to take them down now.

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