Hello!!
Grim Dawn is an amazing game, well rounded and balanced, with incredible replay value. However, after roughly 600 hours of gameplay, taking 8 characters to finish ultimate and somehow managing to finishing gladiator on one of them (that at some point seemed impossible), I feel I reached a point of ever increasing frustration that could be addressed in a rather simple way (at least imo). I’ll elaborate further in the next few lines.
Personally, what I enjoy the most is experimenting. What drives me to keep playing over and over again is trying new stuff and trying to pull off builds with mechanics I find interesting despite their current status on the meta (in fact for some reason I tend to avoid meta builds). Now in the current status of the game, reaching the builds’ full potential requires very specific items and -most of times- completing certain sets.
Aaaaaand, there comes RNG. While the system is quite rewarding, specially early on, at some point you start looking for very specific items. In my case, I haven’t completed a single set so far, and this is pissing me off bad. I am one piece away from completing IK, Warborn’s, Markovian’s, Iskandra’s, Deathmarked and Ulto’s, all of which are key for the builds I was trying to pull. And I have so many repeated pieces!!! Now, don’t take this as the usual “I hate RNG” rant. I love RNG. Also, I acknowledge a certain degree of frustration is necessary, or rewards wouldn’t be as satisfying. Good ol’ “No pain no game”!! It is just that I would like to enjoy more of the game without having to sacrifice my whole life farming 24/7 just in case RNG blesses me and I get either the recipe or the last missing farm for the sets.
One way of solving this would be to resort to trading. If somehow the devs want to encourage this, then no change would be necessary. However, it seems to me the game is mostly focused on the single game experience. I personally wouldn’t like to resort to trade to finish sets, as it would take away much of the satisfaction I get out of completing stuff.
So what could be done to increase satisfaction without changing the actual state of the game and RNG in a significant way? This would likely be relevant after the expansion, in which so many items will be added. I can think of a few approaches:
-
One is expanding the existing crafting system, to include the possibility of “exchanging parts” of similar tier sets for a specific part the player wants to have. Of course it would need to be balanced to prevent exploitation and to keep it as a last resort. For example: exchange four lvl 75 set parts, six of each rare material (blood of chton, ancient hearts and tainted brain matter) and 1.000.000 coins for a warborn helmet. Cost might be outrageous but you get a GUARANTEED reward after your hard work, even if it takes you 100 hours.
-
Get a token after finishing each difficulty level to exchange for a known item, considering “tiers”: normal will let you choose a lvl 50 item, elite a lvl 70 item and ultimate a lvl 75 item. I mean, getting to choose one item after the 25 - 30 hours it takes to go all the way through ultimate doesn’t seem excessive. It could even replace the reward when killing Log. If this seems like to much, you could adjust tweaking the number of tokens per item (i.e. getting two chars trough ultimate would give you one item of choice).
Well, would like to know what you guys -and maybe the devs- think about this. No matter the mechanic, my experience of the game would be so much better if after all the hard work I put into it, I could get a guaranteed reward instead of having to rely 100% of the time on pure RNG. If the cost is high, so be it. Just knowing that if I farm 100 ancients hearts I’ll be able to finish a set would somehow help to deal with the frustration of not looting it.
Well, I hope this proves somehow useful and if it has been already discussed/proposed, my apologies. I tried to look up for similar threads, but found none. I did skim some of mediterra’s threads about game design though.
Good luck!!