Hello. Grim Dawn is my favorite ARPG and here i come with some ideas that could be good to improve the game.
MASTERY POINTS
I consider myself as a casual player. I play occasionally. I bought game in open beta when second act was introduced (3 years ago?) and from that time i have 3 characters (2 fighting through ultimate [1 of them is 85 lvl] 1 in elite)
And now to the point of my idea. Because i am not experienced with all masteries enough, i often use only a single mastery build or 2 masteries combined, but very slightly.
Having just 1 mastery isnt bad, you can put more points to skills and not to the prerequisite points (those that give you stats like spirit, physique, cunning, life, energy).
But those additional stats are pretty usefull sometimes and 1 mastery character can have bad time not having them when 1 mastery build is completed.
Why not to make posisibility to add prerequisity points indefinetely? Currently, there is maximum 50 i think? What do you think about that?
BOUNTIES TABLE
Maybe i am blind, but i do not see the possibility to cancel bounty. (Sometimes i accept bounty that i want to cancel). Dont you think it would be good to improve this aspect of game?
The bounty window (dialog window) is good, but it would be awesome to have something better. For example, instead of current bounty dialog, there could be real wooden table that pops up in center of your screen when you want to choose some bounty.
In this table you will see all bounties that you can choose from all at once. You will see rewards, difficulty (how dificult or long bounty is) and goal of your bounty.
Wouldnt it be fantastic? In that table you can easily choose what bounty fits your taste (long or short? hard or easy? or reward you need? or opponent you can kill)
VOICE ACTING
Currently voice acted characters ingame are pretty good. I like to listen them. I understand that your resources are very limited but i am very upset that there are only few dialoges voice acted in game.
Another fantastic thing would be to have voiceacted lore boooks you are finding during play.
SKILL DAMAGE INFO
I know you added variety of improvements to character stats tabs, but i think there could be more improvements for specific skills you can use.
Right know you can see only damage for skills on left and right mouse button but not for other skill on skill bar. For example my ocultist have chaos bolt on skill bar, not on right or left mouse button. I know i can to put mouse over skill in bar to see damage but i think there should be info in character tabs about every skill you can use.
When deciding which item i will use, i must fly from character tabs to bars and hover over it all to know what stats will change.
SKILL DESCRIPTIONS
It would be good to rework skill descriptions. When choosing new skills, it is hard for me to know what to expect from it. Maybe show us some kind of video or animation.
INVENTORY BAGS ORGANIZATION
This quality of life improvement would help to players that try to keep their inventory organized. Can you do it so we can change position of added inventory bags? For example to move the bag at position 2 to last position with all items in it?
IMPROVING THINGS THAT ARE ALREADY IN GAME
Like other people even me like new content but do not forget on polishing content that already is in game. I mean some locations could have some love with better design, graphics and with hidden areas (i love them, more = better).
There are some other minor flaws in game. The difficulties (repeating same content 3 times), decisions during playtrough (do i help to this guy or not? will i join them or no?)
I have nothing againts choices, but right now they are not implemented good enough. They interfere with game itself and difficulty (You can make different choices in different difficulties / Isnt it weird when there are 2 players in multiplayer, one has kymons and other has death vigil? / and more …) Do not make unnecesary choice situations.
And there are other areas of game where more polishing would be good. For example skill executing/using and their overall feel. For example occultist’s dreeg evil eye often freeze in air (doesnt explode) when it hits the wall or something that is not hitable. It feels weird.
SUMONNS & SUMMONING
I do not play pure summoner but i have some characters with summons and summoning seems a bit weird.
Summoned creatures appear quickly almost from nothing. Would not it be good to summon them by short channel casting? When you perform summoning you would see their bodies forming.
Together with that i have another idea to resumoning. When my creature is on low health and i need to resummon it, old copy dies. But it would be nice to use current creature and when resumoning it, it should not be destroyed but healed to full health instead of that (channel effect like when creature is summoned firts)
This idea is for authenticity and immersion but i understand it would be hard to do it this way and it could possibly bring some balance issues to summoner characters.
Other thing is, my summons should be more agresive. They should not be behind me but instead of that they should circle around and trying to protect me from dangers. Maybe it would be good to have some setting for them (currently we can only set them defend, balanced, agressive)
The power of summoned creatures is discutable too. I do not have a pure summoner. I have 2 characters that make use of summon (shaman and ocultist) but both just as a helpfull companion to take some hits and stun some enemies. I do not expect miracles from them. Their tankiness is good. I even started to put a lot of points to them because i wanted them to start killing something but it has not brought the effect unfortunately. If feels like the waste of skill points. I am upset you need to strongly sacrifice your gear and devotion towards summon stats (I have some of those bonuses on gear and in devotion points) if you want your summons to do something and not only be flesh to be killed by monsters.
END
I apologize for my english. I hope my suggestions are not stupid. Sorry for text wall.