I am watching this mod with bated breath. The first post basically addresses all the beef I have this game, which I have sent as feedback to the developers before. Here is it again, in full, if anyone is interested.
For the record, I love Grim Dawn; I have gotten friends playing it, talked to others about how wonderful it is, and every evening after work I would spend 2 to 3 hours on it. I really appreciate the work that the developers have done on it.
So that’s said, here are what I love:
- all the possibilities to customize the characters
- dual masteries system
- the world and the lore
- the various side dungeons
Now for what I think where improvements are due:
1)DA, health, damage absorption, resist and armor are the only valid defense options
Due to unavoidable damage, the large number of swarming enemies and environmental damages all classes need health (hence Physique), and the good defensive gears with +health has high Physique (again, Physique). Mirror and Sphere become “must-have” in higher difficulties.
The issue is that Nightblade is too squishy , and any combination of Nightblade which doesn’t involve Shaman and Solider needs to stack a lot of Physique. The defense options for a Nightblade doesn’t work too well in my experience.
Veil of Shadow: Doesn’t help with being swarmed, and it takes a moment for the damage and debuff to kick in when an enemy engages you in melee.
Ring of Steel: The small radius requires precision, and stun/freeze doesn’t work on champions and bosses
Blade Trap: Enemies can still attack while trapped, and doesn’t help with swarms. It looks like it is intended for smaller fights, vs. heroes and bosses however the duration against those types is woefully short. Since we are dealing with swarms most of the time, a CC that only affects 3 common/champion is not particularly effective
Phantasmal Armor: Armor is the least of the important defensive stats there is.
Shadow Dance: I have tried stacking Dodge chance to 25% and Deflect chance to 38%, and the damage burst in Elite is still there.
Here are the other defensive skills from other masteries which doesn’t work well from my experiences:
Curse of Frailty: more of a damaging debuff than a defensive one, as it doesn’t help with swarms, charging monsters and enemies with movement speed buff.
Armor of the Guardian: I did a Witchhunter build with this maxed out to test it out; the armor boost doesn’t help much when most attacks have some form of magical damage on it.
Blast Shield: It’s too niche (fire and pierce), doesn’t scale well.
Stun Jacks: It’s very hard to judge the distance, spread and the timing to get it to stun an incoming enemy.
Grasping Vines: At level 1, the chance for its defensive abilities to proc is too low. The area it covered is small enough to require precise targeting.
Flash Freeze: It is subjected to casting speed, which means it doesn’t work well with Mavien’s Sphere (maybe intended?). There also seems to be a “lag” time when the attack connects and freezes; after my observation, enemies are only freeze when the “ice circle” passes through it, not when it touches it. I have to check again though
I think the other defensive skills not mentioned here work well - PB, Mavien’s Sphere, Mirror, Flashbang, Blade Barrier, Shield Training, Overguard, Menhir’s Will.
I guess my beef with defensive options, especially with Nightblade, is that it doesn’t feel like a ninja or a rogue-type character. Whenever I play a Nightblade melee, I will try to get heavy armor with +health, resists and DA, because its defensive options doesn’t help much. A lot of people on the forum says a Nightblade is not a “tanker”, more of a hit and run. However, there are no skills to facilitate that, because:
- most enemies swarm
- I need to stand still to do damage
- Bleed (before b29) doesn’t work on monsters in SoT and certain areas
I think that the Nightblade needs a boost to mobility – ability to disengage – while dealing damage, and some form of reliable close-range CC. Ring of Steel is the best at this, however the component which I care about – duration of stun, doesn’t scale (while Forcewave does scale its duration of stun)
Sorry for the rambling, I sometimes think skills for the Nightblade does too many things, I will be perfectly fine with Ring of Steel as CC with no scaling damage (if that helps balance), or PB being a pure defensive options with no boost to attack speed (it should be two skills instead, or the offensive part of it as an Exclusive skill).
3)The game relies too much on swarming
Past Act 2, most of the challenges come from swarms:
- Cthonic can summon the horde of gorgers, and the Dreadguards can charge
- Aetherials don’t usually swarm, but an Overseer (or the orb that boosts attack speed + movement speed) + a Commander combined results in swarming
- Wasps, spiders, insectiods, boars swarm
Lots of the CC, defensive skills doesn’t work well on swarmers - Blade Trap and Night Veil, to name two.
Enemy mechanics which I would like to see more, besides swarming, are:
- Auras (besides those that boost move/attack speed): Cronley’s Skirmishers’ defensive aura, the Occultist’s chaos aura
- Heal: As annoying as it is, healers require me to think about my approaches to attack
- Harpies - the Oracle is effectively annoying, but is avoidable
- Shamblers - have to watch out for their boulders attack, and generally hits like a truck if I am not careful.
- Furies - cases when CC and damage per hit count instead of raw DPS output
- I pretty much like the dynamic of fighting against Undead (skeletal). The Knight requires some tactical awareness, while the healer and warlock requires you to prioritize who to kill first.
- Synergies are mostly number based
I get excited about Grim Dawn because I like to combine different effects together. I like to try out stuff like Curse of Frailty + Nightfall, or a dual-wielding gunslinger with 2 Orwell Revolvers and has lots of lightning procs.
However it seems that most synergies in the game revolved around numbers, for a number of factors. For instance, in D2 I love to use Glacial Spike to hold the enemies in place and then place a Wall of Fire underneath it. That’s the type of synergy I am referring to.
For a few cases in Grim Dawn, I haven’t really found such chances. Most synergies in the game is through numbers. Not that it is bad – it’s a ARPG and the time-honoured tradition of min-maxing is expected. I;m just kind of bummed that there aren’t too many non-number-crunching synergies out there. Mostly those doesn’t work out because the numbers aren’t in favor - or at times, there’s an effective and efficient way to kill than those combinations.
Here’s a few I have tried:
Phantasmal Blades + Blade Trap: Blade Trap affects too few targets, doesn’t work against bosses and the points invested in it can be used to boost DPS, the ultimate CC. Suggestion – Blade Trap reduces piercing resist instead of a DA penalty.
Tempest + Flash Freeze: More than just the -fire resist%, it’s the ability to kill mobs while they are frozen in place, and not attacking you. Both skills are an energy hog, unfortunately. A nightblade with dual wielding could kill more effectively with lesser expenditure in energy. Suggestion: swap the transmuter effect for Tempest and Wrath, making Tempest a CC and nuke skill by default, and Tempest to be the spammable one.
Some sort of CC + Storm Totem/Mortar Trap: sounds good on paper - I freeze/stun/slow enemies and use Totems or Mortar Trap to finish them off. However, as most enemies swarm, and the mortar trap’s projectile lands so slowly, it doesn’t work out.
- Tanking is still too tough
Kiting is still the king in defensive options. There’s four elements with homing damage – aether (the ‘warp beam’ that the crystals and aetherial watchers emit), chaos (doombolt), lightning (lighting revenants), vitality (dreadlords, scarecrows). So unless all other elements have a homing attack, kiters have 4 elements to gear for while a tank need to gear for most of them, because of:
- auras (fire, ice)
- bleed (skeleton knights and most of Cronely’s crew, plus boars)
- lightning breath (sky lords)
- other ‘shot-gun’ styles attack, \
- pierce (most ranged attacks have pierce)
- explosion on death
and melee characters still need armor because most of the damage (at least half?) is physical. The issue is - even so, melee characters will still be wrecked without resistances.
There is also the issue of ground damage. Kiters don’t have the problems, but melee characters have to deal with that, especially the poison clouds left behind by the scourges – which I think is ground damage because enough at ~70% poison resist it’s still taking a large chunk of my HP.
I am not saying that there are no effective melee builds; I am saying that due to the lack of defensive options, melee characters which aren’t high Physique, or a combination of Arcanist/Solider, has it way more difficult. Some options will be great; otherwise I think all melee playstyle will be same for most melee characters.
Thanks for reading.
DoTs needs to be heavily revised again; it’s no fun to be needing 80% resist in all categories because DoT could potentially come in any element. Bleed is one of the biggest offenders there is.
The lack for love for hybrid magic/melee character is annoying too, for I love those kind of classes. I now begin to see Ceno’s point back when he was arguing against the removal of elemental flat damage from prefixes/suffixes.
As for monsters, will the mod be looking at including other type of challenges instead of having enemies swarming you from all directions, or one-hit-kill attacks?
Enemy resistances is also a troublesome point – attacks and devotions that reduce enemy resistance are now “must have” at higher difficulties. Could suggest scattering “reduce <elemental resistance> by X” throughout the devotions by their themes.
There is still the AR/DR issues. DR needs to be something besides just a miss chance; the critical hit meta is still strong.
Two handed weapons need more effect than just “more damage”. I was thinking if I would do a mod, every two handed weapon will have a build-in proc. A two-handed sword could proc an area of effect attack, a two-handed axe could cause bleed etc.
Since the devs seem to have giving up addressing the “fun” issues of the gameplay, I be watching this thread closely.