i play always on single player
thx , i test it that too
that would be really nice
i play always on single player
thx , i test it that too
that would be really nice
Please check the following list of common issues, it sounds like your Grim Dawn might be in a language other than English. If so, this is not supported per the list below. Hope this helps!
Causes of common issues while playing the mod:
yes, change from german to english and grim dawn newstart, helps and works, thanks a lot
Thanks for spotting this, will be addressed.
Regarding retaliation pets. I wonder if this will be a viable thing but by all means, go ahead and try, Iām curious where you end up at. The Wodans thing is a curious one indeed, ill remove the dodge from it.
As far the the dim vision is concerned, light radius doesnāt mean anything for the aggro range AFAIK. Especially as any curse ticks (i.e. attacks) every second. Losing aggro is done through confuse indeed. Some items do add a chance for pets to taunt/get aggro more often. And some pets (GD pets mainly, and grizzly) have their own taunt attack.
There is a devotion, Ishtak I think its called, that also adds pet taunts when you are hit.
This is my favorite GD Conversion MOD! I like others also, but this I play often. And honestly, I prefer this to Diablo 2 Resurrected, though I do enjoy that also.
Thank you!
@ChapterMaster Glad you you continuing to play and find issues and question design decisions, etc.
Concerning D2: Resurrected. I played up to act 3 with Vanilla ++ mod. It comes with a launcher that allows for adjustment of champions and mob density, etc. Itās pretty damn cool, but itās still not even close to what this mod is! Once you use your video settings at high end enough for D2:R, the graphics are astonishingly good, but often it feels just like RoT where I donāt actually believe it is the original, and it turns into a glorified D2 mod. As a result I still far prefer RoT to D2:R!
Getting to Act 3 compared to two summoning characters completing hell in RoT, not really much competition, from my own actions, what I like more, LOLā¦
Even with the extra stash space, D2:R simply canāt compete with any modern game or well designed mod. With mods, so far, itās still deeply lacking in comparison as well. Without mods, the QoL is far too behind for me to even consider playing it.
RoT has PLENTY of inventory/stash space. But if you take a mod like Grimmarillion that has massive inventory designed for picking up ALL high tier items with massive monster density and still completing entire missions, even entire acts without needing to sell items in town. You look at D2:R and you just cry.
What makes D2:R even more difficult for me, is within a year or two of D2:LoD I discovered Eastern Sun and never looked back. RoT is where itās at for me and always will be with Diablo, until D4 ships hoping itās actually good. And Grim Dawn base game is a great spiritual successor to D2, making all other mods like Grimarrilion and RoT, but also pretty much ANY OTHER GD mod, an ultimate Diablo replacer.
Funny how things turn out, LOL.
Now, while it is true that GD has limitations in itās ability to emulate Diablo and other gameplay systems modders may want to have, I question the relevance of a Grim Dawn 2 even. Itād be great if it had full mod support as GD current does, but the modding community is so massive I feel the sequel would have to compete with all the free content GD itself offers in mods. GRANTED, once it was out a few years people would be buying GD2 simply to have access to all the modding content after the base game, sure, but it does short term make me question a sequel to Grim Dawn at all as a valid choice on the part of Crate.
As usual, this turned into far more than I thought I was going to write originallyā¦
I have a question about multiple related builds that have a similar theme.
Right now Iām running Holy Shock, electric hydras, and Lightning Storm. At first it was just Holy Fire, trying to be totally passive.
On another build did Assassin traps that I didnāt get far with, but I will include that in the question.
I was looking up the role of offensive ability in vanilla GD as I canāt find a direct response for this specific issue. Are these spells still run by my attack rating even though none of them target manually? I seem to be doing great as Iām 100% into damage and a decent amount of Intelligence. Iāve never invested in dexterity and have 30 points left over.
What should I put my 30 points into? In nightmare Act 3 and still doing ok. On one thread it says only retaliation and pets donāt need offensive/attack rating. Couldnāt find anything more similar to what I was running.
Funny how Iāve played this game so much and Iām still unsure about some of the mechanics and if any of these skills are actually losing hit percentage with missing dex/attack rating. And that would in turn lower my damage per hit.
EDIT: Changed the final paragraph a few times just now to be sure I asked the right question. I believe in GD you are always hitting your target, but you generally do less damage per hit with a low hit chance.
Completely agree. This is better than D2R. The quality is absolutely amazing.
No. In GD you hit or miss. If you are below 70% chance to hit, you get an additional penalty to your damage. Above 70% chance to hit you will full damage. If you hit, that is.
Player based pets will still need attack rating to hit or miss, this case the hydras and lightning sentries. Your attack rating will boost theirs. Regular pets have their own attack rating, your dexterity etc wonāt matter for them.
Certain AoEs I think donāt miss, like a holy shock aura. Theyāll behave like you said above, just the damage penalty below 70% chance to hit.
Hey thank you!
Spoiler for attack rating in Nightmare: It looks like it matters with bosses in late nightmare, or large fellas with high defense. Assuming you never added to dex allowing for variance between different characters. Of course it matters early too, as you arenāt maxed on mastery points. However, at just 468 dex many monsters are still at 73% chance to hit.
Other opponents show 60 but they could be lower. Google tells me I canāt go below 60 and I think itās roughly 15% damage loss along with missing critical damage. But thatās just plain awful if I use an actual attack. It does explain why bosses die slowly.
Yes, pets require attack rating, sometimes player attack rating if the skill states this. That is nice to know about traps being similar to hydras requiring player attack damage.
Iām glad my brain no longer feels super disoriented. But you know, thatās a person problem.
60% is set as the lowest possible chance to hit. So you cannot go lower than that (even if the formula would let you drop even more). Very un-diablo like, I know, where the minimum was set to 5% iirc.
Some classes definitely have in issue having enough attack rating, sorc and necro being the 2 classes with the least amount of buffs to it, but through components, mercenary, devotions you can usually get by relatively ok. Sorceress has enchant and thunderstorm and necromancer has life tap to help out.
Hey there,
I tried to update the mod and this is what happend.
Can you help me to fix it? Btw itās the health potion.
Thatās a result of missing texture references. You must have installed the update incorrectly. The most common issue is not extracting all required files or extracting them in wrong order.
PS: next update is going to be a standalone version so you will have to download and extract only 1 file.
I missed the v0.7.0.0.7z update. I thought only the last one (v0.7.2.0) is enough. So I tried again and it worked. Thanks.
I have another question about the merc. I would like to change the medal/charm, but how can I remove the soldier from it?
Well my character is in hell act 1 and it made a big difference giving myself that attack rating rune as opposed to a damage rune or a gem.
Some suggestions for the next patch, if possible:
The winged demons in act 6 still look like vultures to me.
Act 6 should have level names like:
The Dungeons Level 1-4
The Catacombs Level 1-4
The Caves Level 1-4
The Labyrinth Level 1-3
The Labryinth of Diablo (I forget what this level is called, but itās unique name).
The idea is to have them displayed on the waypoints to make it easier to know where one is in Act 6 and for it to not feel so generic.
@Solitaire You have to buy another merc from an NPC. While you are capable of removing the merc from your item via crafting, it gets destroyed, and thereās no other way to get it back, even if you destroy the item. If you find many replacement charms early on itās going to cost you ALOT.
@ D2ModPlayer Damn ⦠I wish you could remove it from the item like a normal gem. Thanks for your answer.
Could you consider removing āslow resistanceā of Boss monsters?
It is one of a lot fun and also one of a strategy of classic necromancer in D2.
Still a very good mod and thanks for making it, but that one thing is a bit disappointed when playing nec.
I think it would not harm the value of this mod seriously.
Few people would use the slowing debuff skills for killing just normal kid monsters.
In reverse, i think the immunity of the Boss makes that kind of skills useless, which means the decreasing of variety in strategies.
I havenāt always liked it either, but Iāve found over the years I like that āslowā mechanic. Why? Because itās a unique stat that needs resistance. I feel Grim Dawn as a base succeeds because thereās alot of ways to interact. Slow debuff is an incredibly powerful thing to have for some characters!
Oh yes, bosses being immune to different effects. That sucks. But you still slowed the other monsters before hand right?
Itās similar to having fire as your main damage and facing a fire immune monster. Without it the game would be easy. Annoying I agree, even deadly, but also a more interesting game as a result. I find it useful that some builds kill some bosses easily and other cannot. Look for those you can exploit unless you absolutely have to pass a quest boss, which might take an hour with a build thatās naturally countered by it.
Duriel really got my summons once. But then I realized without that encounter Iād have steamrolled everything. Thatās how I feel about skill immunity in some bosses. Think about how to defeat him.
Am a bit slow today, you said itās useless if it can only be used on normal monsters. But thatās what you are killing 90% of the time, or did I miss something?
PS, a secondary thing here: I installed a Ryzen 5600 on my existing motherboard. Itās the biggest upgrade since my 1080. Makes a MASSIVE difference in peformance with Grim Dawn for a player who enjoys DSR and max AA alot. Grim Dawn is largely CPU bottlenecked unless you have the latest and greatest.
The new CPU makes a bigger difference than adding an SSD a few years ago. Think about that. I also now have newer 1TB M.2 SSD and that had only minor differences (or no differences, literally).
Iāve been stunned by this, as my old CPU was an overclocking king.
Iām not trying to argue but please donāt be upset that I donāt agree with you.
I also will not be upset even if devā doesnāt take my suggestion.
First, what I said in the above reply is not the same situation with facing a fire immune monster as a fire-main character. Facing an immune monster, it is just that I canāt kill a few specific monsters. But what about slow immune? It belongs to āallā bosses and it means I canāt use slow mechanics to āallā bosses. I think thatās the problem. I can accept if a few bosses have slow immunity but itās all.
Second, what you are saying is that slow mechanics are still useful because Iām killing normal monsters on 90% of the time. But what you have missed is that I donāt even need to use slow mechanics to kill normal monsters. Even in D2R, slowing skill of necromancer is used only to boss monsters and Amplify is used to every other normal monsters instead.
Third, pet builds like necromancer and ritualist(in vanilla) are especially hard in grim dawn that other games. Itās because skill points and items are all used to strengthen pets so that the main character is left very weak and thereās no way to protect from enemies. Slowing mechanics or petās provocation is allowed in other games and itās not in grim dawn. Thatās why there need variable mechanics to protect from enemies and slow mechanics are the very just one for pet build classes.
Last, this mod mimics D2 in many ways and slowing mechanics to bosses are allowed in D2.
Hey no problem. I was literally saying I was slow initially. I didnāt get much sleep.
But yes, thereās other mechanics where ALL bosses wonāt play with those either.
Yes, I didnāt miss that. You may not NEED the slow mechanic, but itās still increasing your power. I definitely get that itās rough if you canāt always rely on skills as advertised.
I definitely understand if you miss that from D2. This TC was initially going for a 1 to 1 recreation but has since veered away from that, especially due to the release of an HD version of D2 officially.
At least my response got you talking about it more.
If you do the pet build right itās a bigger powerhouse than anything. If your pets do enough damage they can almost always aggro a boss before they kill you. I wasnāt even truly endgame viable (did it before the newer endgame was added). Didnāt even hit level 100. But I agree thereās many builds with summons that are more difficult early on.