Poll: Component Completion Bonuses

still no reason to have to put it together yourself, the completion bonus will be the same every time.
What he suggested is only thing that makes sense. Instead of dropping partial components just have them drop completed components. They can lower the drop rate to balance this out, but it makes no sense what so ever to have to collect parts if you know the outcome before putting it together.

Drop rates should be alot lower if random complition bonuses are removed, but the point of getting partial component as a drop would be you can use partial components in gear “early” compared already fully completed component.

I’d not bother reading all the comments, I don’t know if someone had suggest this already. Why don’t we have another options?
where we can have extra inventory for quest and crafting, so we can choose our components that we want to use for quest and crafting and transfer it to said inventory, then NPCs will use items in that inventory instead of your main inventory.

As for QoL for components stacking, I suggest to make all the complete component bonus a fixed number and keep the randomization of complete bonus. This way we can stack some of them and not lose all the randomization. What we lose is just deviation of completion number.

P.S. I voted no but doesn’t mean I don’t want a yes too. I want a bit of both, couldn’t we?.

why would you choose to use a partial if you had a full, makes no sense.

For veteran player it doesnt but it does have purpose for new players and self found players.

If i remember correctly partial components has a seed because devs wanted to prevent abusing randomly generated bonus when completing component. Without seeds there would have been partial components anyway. But cannot be sure it might have been Titan Quest thing also.

It would be pointless right now to focus too much effort on game balance when the game isn’t even finished, additional gameplay systems are going in and the latter difficulties aren’t available.

I’ve personally spent 0 seconds mucking around with components beyond responding to posts in this thread.

How about having all completed Components be unidentified and you need to use a special potion/scroll on them to find out their bonus? Or they could drop as a whole unidentified Component.

That way they all stack and can be used for bounties until you identify them. It keeps the randomness and customization we all love yet cuts down on storage space, you can ID it and if it isnt useful you can just drop it or vendor it(or save it :slight_smile: ). It satisfies all the PROs and has none of the CONs.

But but but you are missing out on 30% of the game?! :eek::eek::eek:

I am as surprised as you are. Some of the reasons given for voting Yes for such a game changing outcome are a little underwhelming.

personally if this change goes through can we perhaps see 5-6 new components that do something like this:

2-3 hp/s, 50+ hp, 15% Hp regen, completion bonus 10% Hp regen.

4-5% casting speed 4-5% attack speed, completion bonus 3% total speed

5-15 aether resist, completion bonus 10% aether rersist

likewise do the same for vitality and chaos resists.

iunno i figured i’d contribute something to the thread.

I voted no.

After reading the arguments, I have to agree with the people who like the added layer of player controlled character customization. It’s this exact feature, or lack thereof, that is why a certain third installment of the franchise that defined the genre sucks so bad.

A question to the devs, I know NOTHING about game design and the amount of work required for pretty much anything in a game, but would it really be that hard to ask the player in some way which component they want consumed as part of the bounty system? Please do not interpret this as me calling anyone out in any way, I really just do not know. It just seems like this poll has sparked quite a fiery debate, maybe more than others so far in GD’s development, and right now it’s pretty even. Maybe it’s worth it at this point to implement some sort of small window where a player could place the component they want consumed in the bounty process??? This would make a great way to get components out of the economy and further incentivize picking them up. The bounty system could ask for a completed component of a certain type that the player chooses, regardless of randomized bonus, to fulfill the bounty requirement.

Is a bit more stash space really worth the loss in customization? Is the added random bonus of components worth the loss in replay-ability as a result of a gimped bounty system? Is the loss of a component that you wanted to save so bad compared to a gimped bounty system or loss of a layer of player controlled character customization?

If this is a time/ resources issue, I can buy 3-4 more copies of Grim Dawn…

Yes but then you are encouraged to build in a certain way.

Adding more components may be fine and dandy but what if you want a part of Component 27 mixed with your Component 31?

This is where the random completion bonus shines in that I could have a component in which I definitely want the base stats but then need a certain resistance which the random bonus may provide. You create your build/gear set and let the random bonuses fill the cracks that need to be filled whether you need more defensive or offensive stats.

The system as it is now adds a versatility and openness to the possible builds that people can come up with.

edit: Perhaps Monster Infrequent items could be something you would need for some of the bounties. This would encourage the farming of X boss or mob type. Unless this is one of the options already.

Make use of the notes, give us a reason to pick them up more than once, lol.

Bounty Hunter: The Lost Diaries

Lol

This shouldn’t even be listed as a con. Everyone should already understand things like this can happen as the game is still in development. I’d even go so far as to encourage everyone to start with a clean slate upon final release.

One compromise i’ve thought of would be adding crafted items which would allow you to reroll the completion bonus to something specific of your choosing (this would tag said component, preventing it from being used to complete bounties/crafted items). I’m picturing a new tab in the crafting ui, sub categories for where components can be used, then the options: AS, DAM, OA, etc. for components that can enchant weapons/off hands, you get the idea. The blueprints would be fairly cheap to craft, an aether crystal or two for common components/completion bonuses (physique/cunning/spirit), maybe an aether shard and/or scrap or more for rare components/completion bonuses (resist all/total damage). All blueprints could be purchased from rep vendors (rarer bonuses requiring more rep) to prevent adding a shitton of blueprints to the loot table (unless, of course, there was a way for the game to recognize when you have learned a specific blueprint and remove it from the loot table). This is all based on the fact that you can use an item to reroll the completion bonus on a component in the first place, IS SUCH A THING EVEN POSSIBLE? :confused:

Obviously i voted yes in the poll.

I voted yes as well. Weighing the Pros and Cons, I clearly see the advantages of this change. Of course, components needs to be reworked to compensate for the “fixed” values.

Would the following be a feasible compromise, Crate?

  • Components now always roll with static Completion Bonuses

  • Components can now be brought to the Crafter and have their Completion Bonuses “re-rolled” to one of the random bonuses that are currently in place for each Component.

  • Each re-roll of a Component’s static Completion Bonus costs 1 fragment of the Component you are attempting to re-roll: ex. One Roiling Blood fragment is used to re-roll Roiling Blood’s static Completion Bonus one time. A completed Roiling Blood (4/4) can be used to re-roll another Roiling Blood 4 times.

  • A Completed Component (4/4) can be used to re-roll the static Completion Bonus of any other Component type one time: ex. A completed Roiling Blood can be used to re-roll the static Completion Bonus of Riftstone.

  • Once a Component has been re-rolled, it can no longer be used for any Bounty quests, and will not stack with any other of it’s kind.

This way all components remain useful and retain some sort of value throughout the Grim Dawn experience. Not sure if this would be easy to implement though.

My opinion that randomized completion bonuses is something that makes this ARPG line unique. Crafting does not take too much to optimize it. Components does not take too much space and you can make special stash page for them. But I think that A LOT of competion bonuses should be revised.

For example it’s very annoying when you keep recieving +%Acid damage bonus on your Claws (and even more annoying on relics). Or that your fire damage component can have +%attack speed but cannot have +%casting speed.
I suppose bonuses should give benefits to most builds which would like to use such component. So Claw can have +%physical damage bonus but should not have +%acid bonus. It can have cunning, physique or %attack speed bonus but should not have %casting speed bonus.

The spirit of “yes” isn’t to first scrap completion boni and then spend 3 months rebalancing them, making new ones or finding ways to reinject them with a random completion bonus. It’s a quick solution to a problem without spending too much time.

If you vote yes and then proceed to request a new feature you’re not voting yes, but option c.

Most of us would like an option c as it seems, since everyone has an idea about stash/crafting/inventory management, and this hot thread is proof of that.

People have suggested banks, UIs that allow you to pick which item to use, UIs that choose the completion bonus, others suggest random ranges in components not knowing that those components would actually be different due to the seeds, lively discussion has ensued.

Components and their completion boni are a major feature. For people that don’t want to bust their spleen farming for that one bonus, the Standard Completion Bonus is a good option.

It’s a delicate issue.

Just so you guys know, “boni” is not plural for bonus. “Bonuses” is. Or is it an intentional joke?