Hello guys,
It has been about a month since I returned to Grim Dawn after taking a break for years. (If I recall correctly, the last time I played was around the initial release of Forgotten Gods.)
Previously, I had never reached level 100 or fully cleared content on Ultimate difficulty. This time, however, is different: I now have two level 100 characters and am preparing to face the toughest bosses in Ascendant difficulty. Significant changes in the game have truly refreshed my experience. Today, I would like to share my feedback on various mechanics and compare them to similar games, such as Path of Exile and Last Epoch. I hope this provides useful input for the devs to make GD even better!
Core Gaming Experience
The core of ARPGs is always the same: we make a plan and build around it. The main source of fun comes from that building process, and Grim Dawn offers a very unique flavor compared to its peers.
PoE usually requires players to craft gear through a complex system, whereas GD focuses on farming gear based on an item affix systemâa direction I personally prefer. LE sits somewhere in between. Using the third-party tool DPYes, I can easily filter and pick up exact items with desired affixes. This makes the overall gameplay feel remarkably smooth: I can focus purely on the hack-and-slash loop without breaking immersion while farming. Furthermore, sorting loot after a run is quick and straightforward because every piece of gear picked up carries at least one relevant affix. You can jump into the next run almost immediately, and time just flies by.
In my opinion, GDâs greatest strength is that it isnât built around artificial âplayer retentionâ mechanics. PoE requires a massive player base to sustain a healthy trade economy because crafting and drops are so rng-heavy; as a result, many of its design choices seem explicitly intended to slow players down and keep them playing longer. LE avoids this specific problem, but its endgame content and boss challenges currently lack the depth to keep players engaged long-term.
Time is everyoneâs most precious asset. While PoE often feels like it is actively trying to waste my time, GD never feels that way. The developers truly respect the playerâs time, which naturally motivates me to play more out of genuine enjoyment rather than FOMO or endless, artificial achievement goals. As a returning player, this respect for my time is the most valuable part of the experience, and I deeply appreciate it.
Regarding Ascendant Difficulty
This is an intriguing design. I initially thought it was too difficult, but the moment I stepped into it, its purpose clicked for me.
To be honest, I am not a fan of the Shattered Realm because its time-limit mechanic forces builds to clear at a specific speed to maximize rewards. In Ascendant difficulty, however, this isnât an issue. I can play at my own pace and rhythm without being penalized for moving âtoo slowly.â Playing this mode with friends is even more enjoyableâeven in early acts, the difficulty scaling yields handsome loot. Ultimately, finding upgrades and getting those dopamine hits is the core of any Diabo-like ARPG.
Furthermore, unlike many other modern games, Grim Dawn features a hand-crafted world map rather than randomized, tile-based layouts. This delivers a wonderfully old-school experience that is rare in modern ARPGs. The world map is so detailed that even after multiple playthroughs, I am still discovering hidden chests and secrets.
I have four suggestions to help polish this difficulty:
- Currently, opening chests can spawn an ambush of enemies. Iâve noticed that most of the time, these spawned packs belong to the Bloodbound faction. Given that there are around 10 hostile factions in the game, having the system randomly spawn ambushes from any of these factions would add variety, making the gameplay more dynamic and intense.
- We could also introduce a wide-area taunt mechanic when attempting to open lootable containers, triggering chaotic, large-scale skirmishes.
- Grim Dawn has many unique heroes and bosses, but each unit generally spawns only once across the static world map, which can make farming specific MIs feel tedious. It would be exciting if a random hero from the same faction could spawn alongside a Nemesis boss, and if a random unique boss from any faction could spawn together with The Dread. This would significantly heighten the combat intensity!
- Could Loghorrean, the original main campaign boss, get some love? Perhaps a new humanoid Nemesis boss named âAspect of Loghorreanâ could be added, inheriting Loghorreanâs full skillset and loot table. Due to his huge model size, he rarely gets seen outside his arena and canât spawn as a random encounter or in Crucible. (And while weâre at it, letâs not forget Kraâvall in Ugdenbog!)
Regarding Affix Transmutation
This is easily one of my favorite features in FoA! Previously, obtaining a double rare MI with your exact desired affixes was practically impossible. With this mechanic, we can now realistically chase those ideal rolls to tackle the gameâs toughest endgame encounters. I have zero complaints about itâit is an absolute win for player progression.
Regarding the Ascension Altar
The concept is great, but the current difficulty scaling feels like it was tuned primarily for a full four-player party rather than a solo player. The difficulty spike after using it is quite steep, so collecting more telemetry and tweaking the tuning might be beneficial.
Additionally, the bonus granted by Soul Fragmentsâwhich increases the drop chance of MIsâcould use a slight adjustment. While it works wonders for MIs with low base drop rates, it provides no benefit for unique bosses that already have a 100% guaranteed MI drop. In those cases, any drop chance bonus exceeding 100% could instead grant a chance to drop multiple MIs may be a reasonable solution.
Regarding Endgame Materials
While there are blacksmiths to exchange certain endgame materials, the options donât cover everything. It would be great to have new recipes or exchange options for rare endgame components like Celestial Lotuses. However, this shouldnât come completely free or without effort. Placing a special blacksmith with limited exchange uses in the reward room at the end of each Skeleton Key dungeon on Ascendant difficulty would be a solid, rewarding solution!
Thatâs all the feedback and suggestions I have for now. Time to get back to farmingâsee you in Cairn!