To be honest, the inventory in this game is pretty lax compare to PoE. At least in this game, I can auto-sort, and there is more room to put items inside. If one thinks the inventory management is bad in Grim Dawn, PoE would be hell for that individual.
and you never will once they make the change you personally asked for. So grats
Except that in PoE you can buy as much inventory space as you want. I found one set of (6) tabs was all I needed but some people have bought hundreds.
Well, the way I see it, Chains/Hallowed might return to getting a +1 All skills (maybe not Chains, as that drops too early). AAP might get some pretty sick bonuses as well to compensate.
On the flipside, imagine how easy the new system would be to mod. You could throw like 40-50 new components in with just a couple days of work (depending on your schedule :eek:), since each one would only need one bonus rather than needing to come up with and balance a whole table for each one.
That’s why I think that if they make the change, they could add epic/legendary components.
I think you are confusing between stash tabs and inventory. I was only talking about the inventory.
As for the stash tabs in PoE, yes, I can get more stash tabs by buying MTX points to get more space for to store outside of the inventory.
Grim Dawn will have a mod like TQVault to store as many items I want without any expense.
I have not voted yet. I have read everyone’s inputs and I didn’t see this suggested, but how about something of a compromise?
Keep the different completion bonuses, but how about remove the variable stats. Instead of +3%-7% attack speed, how about they are all just 7% attack speed? And for those that are +1 - +8 (stat) just make them all +8? So on and so forth? I don’t mind the random completion bonuses, tbh. Makes customization unique to the individual and the build.
Probably not that much better. Really, its only worth considering as a way to kill three small birds with one stone - you know, assuming people think its worth doing.
I think I would be ok with the change IF they make Epic/legendary components.
Who knows - would at least be more feasible with components getting condensed in the inventory. Right now I can’t imagine adding more.
Then I will stick with the vote being no. That is all I can do. 
three tiny birds with a stone made of solid gold. it feels wasteful.
making the game simpler on that front reduces replayability in a way that isn’t meaningfully compensated for, as I’ll explain in the comment below the next quote. its effect on duping is negligible since people will just keep duping other-- typically more rare-- items. there’s also no way to add a single specific bonus that will be satisfactory to everyone who used the component beforehand. i am largely satisfied with the development of the game, although there are some changes that were made in ways I didn’t care for, but this is legitimately the first time where a proposed change makes me really worry about the health of the game.
it’s not as if compelling and well-designed bounties can’t possibly be created without the ability to turn in components as part of the quest. the content related to bounties isn’t inherently at odds with the current state of completion bonuses.
I feel like it’s rewarding to have a good compleition bonuse as it is. And somehow the current system don’t need epic/legendary components because of that random part and how good the compleition bonuse can be. But if the completion bonuse is fixed then the random part (with a good completion bonuse) of the current system could be replaced by epic and legendary components. At the end, the itemization level would be more or less the same and we would still feel rewarded when we find a good epic/legendary component. AND the inventory management would be better too.
I voted no, but I would change for yes if you do that!
Okay, I have read everything (even though I won’t be surprised if 10 new messages are posted while I am typing this one :rolleyes:).
If I had to be honest, I would say “I don’t care” (and I will explain why), BUT…After reading what people have say and hearing a lot of “don’t change anything, we like randomization”, I will quote this (sorry, I don’t remember who said it).
Then the obvious right choice is to leave completion bonuses alone, do the simpler bounties now, and do something more complex in the expansion.
I will simply change it to “Then the obvious right choice is to leave completion bonuses alone, do the simpler bounties now, see how players react to them and maybe do the component stuff in B26.”
So far none of us know if we will like or not bounties, how much we will like them, and if we will be ready to let go of random completion bonuses for the sake of more “bounty diversity”. Testing it in B25 could allow many of us to have a better opinion about it.
One thing though, I find the idea of using completed components as bounty missions a bit…Counterproductive? I mean, those missions will be randomly generated, right? And the point of bounties is not only bringing XYZ items, but also the thrill of adventuring and searching for them, right?..
I can’t prevent from picking up whatever drops and keeping the components here and there, in my inventory, in my stash, it is FULL of that stuff. With completed components, I fear it will be like:
“Hey, you, hero! We need some of these things:
A) Polished Emerald.
B) Corpse Dust.
C) Chipped Claw
You have any? There is money to make!”
Oh, okay, I will just go to my inventory or stash and pull out one Emerald: there, I have my experience and money. Then they will ask for another random component, that I certainly have somewhere, so I will simply check my inventory/stack and go for it. And again. And again. And again…Obviously, I will run out of a component at some point, but going for unique items such as Blood of Chthon might look like a more rewarding experience…
UNLESS, we are asked to bring 3 Polished Emeralds AND 4 Corpse Dusts AND 3 Chipped Claws…That would be a bit more difficult.
Now, since most people want to keep randomization with components, here is an idea…That would probably demand A LOT of work, and more UI interface, and more NPCs, etc…And chances Crate will discard it, but here I go.
Have complements produce a unique extra bonus, get rid of random completed bonuses so we can use them in bounties…BUT, allow us to “dismantle” components.
A component dismantled will create “raw components” (let’s call them that way : RC, for “raw components”…), that can provide MANY bonuses, from % on attacks, or armor, to bonuses to cold, or fire, or whatever. Then you can combine up to, let say, 5 of those RC in any way you want, creating in the process a random completion bonus (and these wouldn’t be asked by the bounties). This would leave room for a lot of different variations. Obviously they would be separated by level categories: level 1, 7, and so forth.
So let’s say, I could combine 3 RCs that add bonuses to my armor, with one that protects me from cold, and lastly with one that adds a bit cold damage. Upon completion, I get a random stat of +10% attack speed.
True, that sounds like a lot of work to implement, and some people might say that spreading components stats like this is “being bad at everything vs being good at one thing”.
Now, going back to the beginning of my post…Why don’t I care that much? Well, I am not good at customizing my character. I sometimes already don’t know which piece of equipment to use…When I add components it makes things worst when deciding between a piece of equipment with nothing and one with a component (stupid question, but I am sure it exists: is there any way to compare pieces of equipment WITHOUT the component they have, by pressing a key or something?..).
I can understand the pros of random completion, people seem to be using that a lot. I barely use it. I tend not to use components on normal and yellow items: I know I should, but I just forget, I keep them for the green items. And even when I have them, I am still undecided “Oh, should I take this component, or that one?”, without even taking into consideration the random completion bonus which, in my case, makes decisions even more complicated (with the occasional frustration of having a crappy completion bonus: yes, it happened to me). I am not just good at choosing the best component for my characters, at choosing wisely, so apart from very simple ones (oh, that adds damages. Oh, that increase armor.), I tend to just use whatever I can: “ok, I have an armor…Any component that can go into an armor?..Ok, I have this: there, used, what is next?”…
I would go for “yes”, but seeing how many persons like this part of the game, I will abstain from voting…
So bringing back the completion bonuses through additional components 
Given that most components have one of three sets of completion bonuses (depending on armor / weapon / jewelry, level and rarity), you do not really have to think hard about balancing bonuses, just pick the right set
They can do so now just as well…
I’m in favor of the change. While I do like hunting for the best variations of completed components…it is time consuming and takes up a ton of space. I literally have complete stash pages (plural) holding little more than various components.
Alternately, the completion bonus could be removed and the base stats could be increased moderately at completion. I.E. 3x pieces give 3% physical damage boost per piece, when completed the total bonus may be 11 or 12%, rather than the 9% you would get from the 3x3% bonuses. Just an idea.
I think this is the best solution to this problem
a bonus will be removed if you choose to “save the relic” instead of the item when salvaging
i am incredibly torn about this, i do like the random completion bonuses, things like +12% to a resist really helps me shore up any lackluster resistance i might have, and as many have said +1 to class skills is quite the powerful bonus.
likewise 12% to a damage type also helps when you roll for damage type on weapon components especially for builds that do two or three types of damage.
the completion bonuses as they are now are too good to give up in my eyes at this time, if it were at all feasible to accommodate the various bonuses (+1 to mastery, % damage, resist hp regen and energy regen) with new components i would whole heartedly say yes.
while i would like to see stackable components, i would hate to see completion bonuses that really, really help my character go poof. as it stands i abstain from voting
If completion bonuses go for quest and stacking purposes will resistances have to be reworked? I know that is what i like to gain out of my completion bonuses on components, if they go how will we increase our resistances to the same level?
I’m still totally confused as to how it’s going to increase quest variation and bounty content. I mean if the NPCs are looking for specific items, just make them specific quest items and keep the best of both worlds. For crafting, you should have a choice as to what component you use for the crafting, that’s the issue.
You’re putting the cart before the mule. If a completed gem is random but uses the same component to make the completed gem, the quest/bounty should be able to take any of the gems with their components, as they do. The option should be in allowing you to select which one to give, not create static gems that decrease the depth of customization in order to not worry about losing an important gem…
I mean is it that hard to give the UI option to select what item to give to the NPC for crafting or bounties? If it is, just make them new, tiny quest items specifically colored for their purpose: pinks for bounty. And if you want them to be both allowed to be used by the user and what the NPCs want, allow it, just make new items or distinguish certain items by highlighted pink.
Done.
Technically Crate isn’t doing anything, they left it up to the community. They already said they were happy either way. Which is why this will be the worst change they ever made to the game.