Agreed, I didn’t realize the shield slam was bugged and when I tested it a few weeks back and the skill was hitting for 1600 dmg while the normal attacks for 200… lol. It’s fun to mess around with but not to play legit.
All of them are great changes but you released the 1.4.4a to soon .
Having a 1-2 weeks diference betwen them gives us time to test more deeply the changes and report more stuff if reporting is neded in that interval of time .
And also you will have more time to resolve the problems or to improve the game. (I want to help because i liked your idea from the begining but my time is limited to 2-3 days a week +1-2 hours a day )
Just post the new versions like you used to ,there is no rush and the people will understand that if they want something good they have to wait.
DAIL 60.5 - Grim Quest 1.4.4
There are dropping way too many spears and staffs. Is this still a problem in Grim Quest or is this DAIL specific?
DAIL 60.5 - Earth - Grim Quest 1.4.4
Flame Surge level 1 Damage still slightly too low. Compared to replicating missiles it has better pass through but also is much more expensive. I suggest a change for level 1 from 9-15 to 15-20 damage and simply shift other levels upward without changing the max damage. I guess to make the spell more distinctive it would be cool if it would maybe alternatively work like a projectile nova. Shooting the fire projectiles evenly distributed into 360° degrees instead of an forward shooting projectile like many others. Then an increase of projectiles with +1 per level would make the spell even cooler without increasing the damage too much (as you would have to stand in the middle of enemies to hit with all of them).
Heat Shield: Feels too weak in the way it is used - it has too little “impact”. I suggest an increase of damage (from 18) to 50 fire damage. An increase (from 90) to 200 mana cost to make it feel more like an expensive but powerful spell. A reduction of duration (from 100) down to 50 seconds. An increase of cooldown (from 52.2) to 75 seconds. The earth Mastery feels like expensive, slow but heavy hitting and I would like to see this aspect of the mastery to be pronounced even more. Currently it is a permanent up-time buff and with it’s damage reduction it is the Earths shield. Alternatively make the shield buff all allies including players in a radius of 20 around the caster, this would also increase the power of the spell by simply making it expand to more pets. Grim Dawn is in a huge lack of party buffs as I have sadly had to learn playing coop multiplayer.
Volcanic Orb: The radius is so extremly underwhelming. I would increase it (from 3) to 6 and slightly decrease the damage to account for that (like -3 to -7 for both damage types on level 1) or simply shift the radius increase from conflagration to the base spell and just keep the burning effect there. It does not matter that much as you can increase it with conflagration, but it just feels like a must have passive as on level 1 the orb is boring. However, it might be okay that way, that makes conflagration feel even stronger. I don’t know, just my 2 cents about that skill.
Overall the mastery feels cool so far and I really like it. At the moment I do not really think it requires more power, but it requires a smoother progression. A good example is the volcanic orb+conflagration combination. Both together bring the Earth Mastery to a strong and powerful level, therefore there is no need to buff the mastery. However, before I took conflagration the mastery felt underwhelming, simply because the AOE radius of the orb is so low it makes not much fun to use it. The second you take conflagration the problem vanishes. This makes the levels between those two passives much more boring then the levels before or after.
The drop rate for the yellow/green spears was solved in v 1.4.4 .
I played 10 minutes to test something in Bastion of chaos (Ultimate) and the drop rate for spears was decent .
In early game the FS is not very effective if you want to use it as your main dmg dealing skill.
In later game you can see some improvement because Volativity will give a boost to it and the constelation as well but like you said it still needs some improvement(Maybe a new modifier that deal radius dmg [Sparks (Pieces if fire spread to nearby enemies burnig them) ] .
The shield already applies to pets(I dont know about other players)
Radius : I agree with you it needs a bigger radius (Now Has 8 meters at 12/12)
The 15% phys resistance is nice
Also the recharge and the duration are exagerated
Your idea is not bad but i would prefer having(12/12):
-30 sec recharge (60 actual skill)
-50 sec duration (100 actual skill)
-16/20 m radius (8 m actal skill)
-40% fire dmg absorption(65% actual skill)
- +15% shield block chance (A shield needs some block chance)
-15% phys res
-Some fire retaliation
And for party use a transmuter like Manifestation(Arcanist) can be added
Earth in combination with Demolitionist are insane and improvement is not needed if you think that way but the problem is when Earth is used as a primary skill in combination with other Classes or just as a solo Class .
Improvement=Making Demo+Earth OP (These to are like Truman+Atomic Bomb[Hiroshima&Nagasaki disaster])
No improvement=Other combination or solo play will be more difficult to approach
@cosminkz, I see it the same way. I do not believe earth needs more damage/improvement to make it stronger. I do believe it requires a shift of the same power it already has to distribute it more evenly across it’s levels. That’s what I meant with stuff like shifting the radius from Conflagration down to volcanic orb. In the end it would leave you with the exact same spell but the radius would already be bigger on an earlier level (when you take volcanic orb). This is what I mean with “smoothing” the mastery, such that at any point during the leveling it feels constantly rising but reaching the same power level it already has. This is why almost all of my suggested changes, except the heat shield, are focused at the level 1 version of the spell without really changing the max level stats of the skill at all.
DAIL 60.5 - Storm - Grim Quest 1.4.4
Spellbreaker: This spell feels great. Big radius. Big impact. Love it.
Freezing Blast: It feels like the small sister of spellbreaker but I like it as it has it’s freeze. Both cast together rock.
Thunderball: Would it be possible to double the size of the projectile? The damage still feels way too low. I would increase the lightning max damage from level 1 to that of level 2 and shift all other lightning max damages by 1 level as well.
Ice Shard: Would it be possible to double the size of the projectile? The damage still feels way too low on level 1. As the modifiers and scaling already give more pass through, projectile speed I would simply increase the level 1 damage at level 1 to the damage of level 2 and all other levels upward as well.
Storm Surge: Great Skill. Big visual impact. Stun. Nice radius. This feels like the spell has a lot of impact. I like it very much.
The early game mana costs are too high. If you do not find enough regeneration quickly gameplay stalls to a halt. I suggest a reduction of the mana cost for Freezing Blast (from 63) down to 30 and for spell breaker (from 32) down to 15 and for Thunderball (from 64) down to 30 and for Ice Shard (from 12) down to 6. Storm Surge reservered (from 150) down to 75 and Arctic Shell (from 20) down to 15 and Storm Nimbus (from 75) to 50. All those changes without changing the max level mana cost/reserved mana and simply scale the levels in between accordingly. The further you get the more possibilities you have to get a higher mana pool, to get faster mana regeneration but running out of mana and iron bits early on because you use a potion every 3 spells is extremly annoying and boring.
I am reading all your input so keep going if you’d like.
Mana problems in Storm and Earth are likely, I haven’t really done a spell cost pass yet on anything. Minor adjustments here and there to make things playable (some skills like ternion were way higher). I did reduce the original cost of ice shard though, imo it should be around the same level as PRM. Flame Surge becomes very cheap once you get barrage (not to mention very strong as well) I played a char up to Dark Vale using pretty much only Flame Surge + Core Dweller on grimarillion. Once Flame Surge gets going there’s no stopping it, but yeah the cost is a bit hefty at early levels and at completely maxed, though it’s a small cost to pay for the ability to wipe the screen…
Damage on the two, imo should be perfect on most skills (ok not perfect but close to GD levels), first levels maybe could use a tweak but iirc most of the skills are balanced to be on par with arcanist/demo type skills. IIRC the values of volcanic orb are nearly 1:1 with demo’s grenado or the sky shard, I forgot which I used as reference. Aoe is slightly bigger too, especially in conjuction with conflag+fragments. Again this isn’t to throw your suggestions out the window, I’m just saying.
As far as loot tables in DAIL, I dunno. Can’t say how those are. I haven’t even had time to test drops in GQ, I only did the changes and made sure they were working as I intended (enemies now equip the items they will drop without having animation issues)
PS: I’m currently working on a sort of revision of the Spirit mastery, what is everyone’s thoughts on the Shroud/Vision of Death skill line? People use it or no? The goal for that was to merge life drain + vision of death, I have been too preoccupied with the summons to bother putting more than one point into it…
Freezing blast:
At lvl 1 i agree it has a big mana cost but at lvl 8 the 84 mana cost is like giving 1 dolar for a BMW m6
I tested a trispec mele (Soldier+Storm) having cold+lightning+phys dmg and the FB(-100% phis res)+Squall(37% reduces targets resistences) made the build OP .
And same for the rest , i agree with you that at lvl 1 should have less mana cost but at max lvl the mana cost should be bigger (Arcanist skills can be used to have an idea about the cost (Calidors tempest 128 mana c,Olexra FF 104 ETC)
Also adding passive that grants %spirit or -energy cost can be helpfull
At lvl 1 i agree it has a big mana cost but at lvl 8 the 84 mana cost is like giving 1 dolar for a BMW m6
I’ll take that BMW!
VOD(12/12):
-15% reduced targets dmg
-66% chance to fumble attacks
Graspin Dead(10/10):
-29% of attack dmg converted to life
-14% chance to immobilize target
-25% slower movement
Soul Cascade(1/10 because further on it only boost the aether dmg and the % reduction to health stais the same):
-5% reduction to enemies health
This is how i use it ,is good for mele/caster/petmancer(panick button in my case)
Just to report it here, the 1.4.4 spear and staff fixes made it into DAIL succesfully. We just finished a long session and it felt much better now. No more complains about “Do you want to trade some spears, I got like 6 staffs for you in exchange”
Black Market
Hi, sorry if this is a dumb question but I’m playing Grimallion as a Storm Mastery and the Storm Surge ability reserves mana as if it’s a toggle ability, but it only seems to work as a point blank aoe. What’s the point of working as a toggle, am I missing something?
Today i finished earlier my work and i had nothing else to do (I get paid by the hour and i had to wait the 2 remaining hours )
Two minutes passed and i got bored of waiting so i opened MS Word with the intention of giving you some inspiration for GQ .
It is not something polished because i used Word +Sniping Tool
Defense
I think that having a buff skill that provides increased shield damage is a great idea because this can make the Defense Class unique(S&B)
The axe and the mace have their passive and why not a skill for Sword(All the knights used swords and shields)
TB is necesary passive for Defense (The bonuses are perfect for this Class)
Dream
This one is like the Shaman Class passives not neded, maybe if you want to concentrate more on the Caster side or Ranged side then some passives are needed to support them .
The transmuter(Anomaly) for DW can open a small window for a Spell Caster like i said in a previous post
Earth
Earth is a caster Class and bonuses like energy regen ,casting speed along with some - energy cost are neded.
Hunting
The Class is lacking dmg tipes
Poison Arrow= The logic is that the hunters sometimes use poison to kill .
Electric Spear=The idea came from the “Spear of Heaven” Constelation wich provides lightning bonuses
Nature
The Moonseed is bassicaly a green “Devouring Swarm”(Making it twice as big or bigger it will look like a poisonous mist with acid seeds )
Wolverine=Diablo II(Druid Skill -Heart of Wolverine) inspiration ,the icon i found was perfect for the buff skill
Rogue
Assassin Disciplne=Developing antibodies and having antidotes for poison along with medicine for stoping the bleed is something normal for a Rogue
DP=having a debuff aura is nice for a Rogue to have
Spirit
The 2 passives are necesary for the Spirit Class and the two transmuters will make the auras usefull for a Spell Caster (Ternion Attack).
Coruption=The reduction by 50% means(Half of the original bonuses) :
minus 72% Life/Energy leach resistence reduced to -36%,-36% pierce physical to -18% ,-81% vit/bleed to -40% ,the buff supports a caster+pets and does not become OP because of the big reduction of bonuses.
Storm
Passives and some pets makes the Class complete .
Warfare
Camrades in Arms can be a usefull transmuter when plaiyng in multiplayer,50% of 210%(12/12 Battle rage) =105% to you and all your party members
The rest are just some usefull skills to have
END
Those were just my fantasy skills for GQ Classes .
Edit: I see that i put 60% instead of 50% in the Boxes (Spirit&Warfare) and for the Dire Wolf i forgot to add Increas Health Regeneration% .
That’s not how it would actually behave. Instead, it would add the -60% damage modified stat to the buff, making you (and your allies since it makes it an aura even though you don’t list a radius) do 60% less damage. You would end up crippling your allies, not helping them.
“Undead Body” would be awesome if it really makes you turn into a spirit/skeleton, I miss visual effects like this on GD, it would be perfect for a Shapeshifter class.
What i wanted to write was 50% not 60% and when Battle Rage activates grants 210% to all dmg wich is reduced by half when the transmuter is at full lvl , i was thinking that a penalty is needed and to reduce the Battle Rage by half with a 3 points transmuter was a good idea.
I used “Manifestation” as inspiration
From what you said i did not expressed myself correctly but how i should have build the sentence for it to mean 210% reduced by half at 3/3 points in “CAMRADS IA” ?
Yes it would be nice. (Diablo II Druid style,turn in to WEREWOLF ,WEREBEAR or Sacred 2 Dragon Mage Turn in to Dragons or other cool games that have Shape Shifters.
You plain can’t make it half, all you can do is reduce stats by a specified amount. Subtraction, not multiplication. That’s what I was getting at, that’s how Manifestation works.
They’re also on different engines, I’m not sure if model switching like that is doable in GD, but even if it is it would probably be really tricky at best.
Thank you for your explication about my mistake
I agree with you ,making it work when the original game does not have that option will be hard but it is not imposible .
Defense:
Sword and board:
Cool idea…I’m not sure if that’s possible though. I’ll have to see what I can do… We don’t have the option to set a skill as using the main hand or offhand. It just happens based on the animation (they have calls for ‘weapon swipes’ to trigger the dmg)
Trained Body:
I feel like the Defender already gets quite a decent speed boost if you use Adrenaline + Defensive Reaction and Rally + Inspiration, I’m not sure how much it was in 1.4.4a because I’ve already buffed it, but I’ve bumped Defensive Reaction up to 150% all damage/25% total speed at max level, and Inspiration grants 10% speed to all, I think that’s quite a lot already.
Dream:
Anomaly:
Yeah we discussed this earlier, I’ve already started working on it. Casting speed as a bonus… not sure that is doable. Active skills (non-buff/non-passive) can’t affect the player’s cast speed afaik. For the numbers, atm I am using -60% Total Damage modified, and I forget the cost, I think I went with 50% reduction.
Earth:
Earth Nucleus:
Honestly, what I want to do with Earth (I haven’t planned it out yet) is something a little more intricate than simple passives/buffs. I need to figure out a way to improve earth in other aspects, as fire resistant enemies are still a huge pain. Going to need a way to easily add a fire debuff…
Heart of Vulcan:
Damn, that’s a lot of energy regen!
Hunting:
I’m not sure that the class lacks damage types. Soldier mastery has what, two types? Physical/Internal Trauma and Bleeding. Hunting is about the same (not including the %HP reduction on takedown) Pierce damage + Bleeding, not to mention the base damage of a ranged weapon is primarily physical anyway.
If I were to add a way to mix up the damage types, I think I’d rather do a transmuter/passive or something like I did with Dream.
Nature:
Moonseed:
Cool idea.
Wolverine:
When I first saw this, I was thinking of an actual wolverine that buffed the other pets and the player.
Rogue:
Assassin’s Discipline:
Oh, that’s right, I removed Rogue Instinct and with it went the resists it granted… Maybe I’ll bring it back. Or something else… hm. Will look into making a new defensive passive.
Deadly Presence:
Nice, not a bad ultimate level aura idea.
Spirit:
Actually, I’ve been working on this lately since our last discussion on the skills. I’ll review your suggestions, and then I’ll share what I’ve done this past week.
Increased Domain:
Yeah this was something you suggested last week. A good idea, but I don’t think it can work. Firstly, deathchill aura is a ‘debuff’ aura, it won’t buff all damage through that +50% modifier, but only the damage of deathchill aura. Secondly, there is no x aether damage modified to 0 (unless you did a conversion where you converted 100% aether to nothing, essentially what quickjacks does)
My current iteration:
Deathchill Aura has 3 sections now. The base aura starts at 8m instead of 3m. If it hits a target, it creates a new aura at 5m, and then that one triggers another aura at 3m. (these values scale up with levels). What this means is, at max range (8m) enemies will take 15% of the aura’s damage. At 5m, they will take damage from the max range aura, but also take damage from the secondary 5m aura, so 15% + 30%. Finally, once they enter melee range they will hit the next aura which deals 55% damage, but all the damage on each aura stacks, so at melee range they will take the full 100% damage from the auras.
Corruption:
The hardest part about getting this to work as you intend is that there is no way to ‘modify’ a debuff value this way… You would have to manually go into each ‘resistance’ and either reduce it by a flat amount (bad because the debuff value scales with levels) or by using a modifier ('increases X resistance by Y%). The modifier part MIGHT work, a negative value but I’d have to do it for each segment of the aura and I don’t think it would work nicely because of the skill modifiers like Necrosis and Ravage of Time.
My current iteration:
It’s the same as deathchill aura. 3 parts, outer ring debuffs by 15%, middle by 30% (+outer aura debuff, total 45%), and the melee gives the 100% full benefit of the aura.
Concentrated Spirit:
Energy cost reduction was not something I bothered to include (dark covenant already does this AND it restores mana)
Undead Body:
Reminds me of Pale Master from NWN If only…
My current iteration:
I created 3 new passives which gain double benefits at 50% HP.
The first one I created (name pending), grants energy regen, attack speed (ternion attack needs this), and casting speed. At 50% hp it triggers an autocast self buff called (name pending), you lose the energy regen, but you gain health regen instead and the cast/attack speed buff doubles. [the names i currently have for these are placeholder, if you have a good idea for something suggesting balance/scales of life/death, go for it - my placeholder name was in death is life/in death is death]
The second, Serve Thy Master, grants flat OA, and pet bonuses including movement speed, health regen, and % DA. At 50% HP, again, triggers a buff called Protect Thy Master, now also grants flat DA to the player, and to pets they gain All damage, %OA, and more movement speed.
The final new passive is called Spirit Ward (yes, the old name for the liche’s new Greater Domain buff), it grants flat spirit, and some aether/vitality resistances. At 50% HP it triggers Dominion, which grants a %Spirit boost, and increases your current aether/vitality resists by a %. In addition, pets gain a portion of these resists and some health regen when Dominion is triggered.
Death Ward now works differently, at low levels, it grants a high amount of damage absorption but a low heal and triggers at 25% hp, at high levels it grants a high heal and a low damage absorb but triggers at a higher amount (up to 50% if i remember what i put right). At all levels it grants %life leech and %lifesteal, both start high and grow lower as you put levels. It’s a work in progress still.
Storm:
Dire Wolf:
Wait what? A wolf?? Lol. I’m not sure I understand why storm needs a pet, it has the wisp, I can always just make it more practical as a pet instead of creating some kind of … icewolf… That does give me some ideas on what I can do for storm.
Electric Spark:
Yea, another one we mentioned last week. I actually already did this just last night, I ran into one problem though… the stun from concussive blast still works. So this leaves me with a 2 options - a) make that stun really weak and nonscaling (something like 0.25 sec stun) b) remove that stun completely.
Electro Active:
Storm mastery passively already grants like 30% cast speed doesn’t it? Compared to Arcanist mastery’s Reckless Power (12% cast at max), I think it’s pretty decent on that front… I think I do want to do something like this (and eventually remove the passive mastery bonuses that I have) but I think I will want to do it more interesting than just a passive, as I did with spirit’s changes I posted above.
Arctic Ice:
%chance to freeze is cool.
Warfare:
Comrades in Arms:
As was mentioned, this probably wouldn’t work well. I can add a mini-battle rage passive that can proc as an aura (something like deadly momentum, but aoe)…
Parry:
Blade Barrier! This does give me some ideas for a new skill, I will write it down and see if I can do it one day… something like an active parry instead of immobile/invulnerability.
Live by the Sword:
Does warfare really need survivability that much? I’ve not played with it past Cronely in normal, really wish I had the time to play my own mod! :rolleyes: I believe it has the second highest HP of the GQ classes.
Finally:
Where did you get these icons? They are very nice!