So there was really something a bit unusual around the 1:26 - 1:28 mark 
Can we counter all projectiles the same way ? Or only a select few ? And/or only by using specific skills ?
Great video by the way 
So there was really something a bit unusual around the 1:26 - 1:28 mark 
Can we counter all projectiles the same way ? Or only a select few ? And/or only by using specific skills ?
Great video by the way 
That sounds like it up’s the ante in terms of strategy, do melee get some way to avoid projectiles? Or is it just an awesome thing ranged professions get?
Medierra a notice or link for this should be on the front/home page.
I really like the projectiles, they have a satisfying kinda ‘gamey’ feel to them. I sorta miss a little more sense of impact when they strike a mob, but maybe the sound might be to blame for that.
Loving the colors like others have mentioned already. It’s grimbrown, but still with a lot of colors making the different elements really pop.
I suppose it’s a dumb thing to like, but I get a strange sense of satisfaction from way the text popup animates when you pick up cash. It’s like you step in it and it bounces up before it falls back to the ground. Like jumping in a puddle.
The music gives me an almost Fallout vibe.
Great work Crate Team!
I hope preorders will increase significantly after this super video!
Thx medierra this vid!
Cool dark occultist fireworks in hell! 
It works for most projectiles, actually, I can’t think of any it doesn’t work for currently. It can be tricky with the lobbed ones where they have an arc but you can still do it quite frequently once you get the timing right. It is feels very cool and satisfying but, at the same time, enemies can do the same thing to you.
I use the chaos bolts skill a lot in the video because the number of little projectiles helps to clear out any enemy projectiles coming at you while still delivering a few surviving bolts to damage the enemy.
The melee answer to this is a shield.
Melee characters are a lot beefier in GD relative to a pure caster / ranged than they were in TQ. The Flesh Hulk battle at the end of this was actually very difficult for the occultist. I think I did it so many times that it ended up looking easier than it is in the video. For a soldier though, the Flesh Hulk isn’t quite as tough because you can weather 2-3 hits in a row without dying whereas 2-3 hits can kill an Occultist. On the other hand, soldiers can get overwhelmed dealing with large groups of enemies where there is a lot of AoE or direct damage they can’t shield-block.
Could the projectile thing be tied into difficulty maybe? Player projectiles being ‘invulnerable’ on the default run, while it can be shot down on the harder tiers.
I’ve no idea how much of a factor it is overall though, just thinking out loud.
Medierra - would you ever consider converting potions into a dropped item with mods?
I would plan of playing a melee type class.
Just curious…how do you rotate the camera? Cursor on the edge of screen? Hot key (like press down on middle mouse button)?
I always like games that let me toggle it real quick like holding down the ‘alt’ key and rotating the mouse left/right. Felt the most natural and responsive.
Camera rotation is tied to middle-mouse button. Just hold it down and pan right or left to rotate, it is pretty seamless, as evidenced by the fact that I’m able to do it while fighting for me life through buildings. 
There is also a keyboard key for rotation that escapes my memory atm. Both can be rebound.
Well, they are a dropped item… with mods? Like extra bonuses beyond just health / energy? Problem is, it doesn’t seem like it would make sense to have potions stack if they have different mods and a lot of different mods could end up in an inventory cluttered with potions.
Is that something we will be able to re-bind? I dunno why but middle mouse button has always been an issue with me lol. Just feels more natural if it’s a keyboard key for me.
Yes, although, by default I think there is also a key, I just don’t remember what it is.
I have item text turned off but if you look close you can see various things dropped off or popping out of enemies. Enemies tend to not drop as much junk as they did in TQ where every satyr had like 3-5 peices of equipment.
A lot of stuff also drops out of the crates, barrels, bone piles, bookcases, and various other furniture that you can destroy. The world is littered with lots of little randomized chests like stumps you can turn over, rock piles… oh, and actual chests.
All is forgiven.
You may live, for one more sun.
Btw; whats with the tilting? Will we have to tilt in the game to see better, or is that just a pre-alpha thing?
Just wondering, I don’t remember that in Titan Quest… it’s been a while.
Edit: Somewhat of an answer for my question on page 5, but I think this question still holds some merit.
Ahah! Well, actually… I wish I could describe this to you in a proper manner.
Imagine that potions – the consumable item – didn’t drop. (Therefore they don’t stack in your inventory).
However, now imagine a potion as a modable item, not a consumable item, but an item with mods.
Alright, so let’s say that the potion-item adds some strategic mods for the player when used – like remove stun, cure disease, remove fear, reduce skill cool-down, etc.
It’s a non-consumable potion-item which has useful mods. Now, because the potion-item has a cool-down what if it essentially auto-refilled at the end of the cool-down to be reused again by the player. You’ll have to suspend disbelief here and come up with a small reason for the potion to refill at the end of the cool-down but it’s a neat mechanic. (An infinite potion so to speak).
In this system you remove potions as an item that is spammed on the ground to be auto-picked up. You also enhance strategic decision making by applying useful mods on a strict cool-down device.
Also, to bar misuse switching out potion-items can cause a cool-down delay so they couldn’t be abused.
Finally, you remove unnecessary inventory bloat and add to the game’s over-all strategic play.
I think this is a pretty awesome idea – but I realize it’s simply much easier to stack consumable potions.
Anyways, glad I could catch your ear. 
Congratulations!!! excelen video, great class… I like the monsters ordes.
The camera in Grim Dawn is not locked like it was in Titan Quest. While levels are still designed so that you shouldn’t have to rotate/tilt the camera to play, if you want you can.
I don’t think anyone would need to tilt, I just tend to move the camera a lot when I play. With locked camera ARPG, I feel like you’re often forced to view the world from non-optional angles even though the world is designed for fixed camera. The times in TQ where you’re running toward the camera, for instance, always felt awkward to me. If you don’t mind, that’s fine, you don’t have to touch the camera. I love being able to move it around though so I always have the best view and I do it without even realizing it.
Alright thanks… good answer.
I should probably also mention, that walled in road isn’t a linear part of the level, you can break through it at various points and there is a whole other wilderness area on either side. Also, at the crossroad in the beginning where there are two burning piles of junk, those are randomized barriers. The burning piles always appear on 2/3 of the ways forward, so sometimes you go right or left instead of straight. You can also fight through all of the surrounding buildings in the video. The Abandoned Waterfront is actually about 5x larger than what appears in the video.
Oh wow! Fast action, flaming pet, badass looking summoning circles, giant flesh hulk, movable camera, awesome music, explosions… So. Much. Goodness…
Awesomeness overload!
…
Aaargh!

You just made my week medierra! 
Edit: It’s all good if I pimp that video on other sites to spread the word, right?