[REL] Grimarillion

I’m liking it so far and it has saved my ass a couple times while fighting big packs of mobs, although I’d suggest nerfing the drop rate a bit.

Any Chance merging Eternal into that Mod? That would be awesome.

The bacon after a fierce fight is very good. I thought that the appearance ratio of bacon was moderate, so I do not feel the necessity for nerf.

BTW, the problem of the display which I reported before has improved, while translating. Probably, it was because I miswrote ID during translation. I’m sorry for making noise.

Quick question, are there any plans to incorporate other utility mods like bigger stash and rifting/dga mod? I understand you guys are trying not to go overboard with the mastery for balance, but utility mods should be a pretty good addition right?

Bigger Stash would be so cool

About the bacon. I think it’s a pretty cool adition, it helps between fights, and sometimes save your ass in the middle of the fray

First, this collection of mobs is really nice, brings a nice bit of action to the game however there are 3 things I wanted to mention and not sure whioch threads they belong in so just posting here.

First is a bug on the main menu screen in displaying the name of the class selected (this first character is a Terror Knight and the second is a Spirit):

http://imgur.com/a/AtTQI (sorry, embedding image does not seem to work)

The second thing is that the Necrotic while there has not data (image, description, skills, etc.)

The third is that while I like the increase it white / yellow mobs, it seems like that same increase for hero mobs is a bit too much for a lot of classes. I tried a bunch that I just ended up deleting that were really tough and the only class where it seems reasonable with the Terror Knight only because of the power AOE / self heal it has. I will see how things progression, maybe it is just the beginning but just seems like a bit bunch (is took me several minutes to kill all the first quest hero mob with a lot of the classes.

There’s a reason the necrotic text is red in the mastery selection…

As for the difficulty, well that’s the point. Once your mastery comes together, that artificial difficulty is mostly gone. By the end of act 1 imo, most classes should start picking up speed and become capable of dealing with multiple heroes like nothing.

I’d like to say thank you to whoever added the Cartouche ring into the mod. You’ve managed to make Forcewave a fun to use skill. Kudos.

Probably from TQ, so that would be Grim Quest :wink:

Much of the Grim Quest items are not quite tuned to the GD level of standard, though honestly I’m not sure I will bother with most of them.

Given the fact that they seem extremely rare (I’ve only found 3 rings from Grim Quest so far in 80 hours of Grimarillion) I’d say they’re at least interesting enough so you don’t just skip them over for some legendary shit you’ve gotten used to.

Although, I would love it if you could at least tune the cooldowns of relic procs/skills from Grim Quest. I mean, some of them have absurdly high damage numbers (25k fire + 25k phys dmg on Hephaestus relic with a 120 sec cd), whilst others just have meh procs while still sharing high cooldows (90-120sec).

Also, do you have a rough estimative of how many items you’ve added with Grim Quest?

I think that the biggest difference between TQ:IT and GD in term of itemization is the CDR. And it changes everything, it the reason why, IMO, Grimquest class are far less powerfull than in TQ:IT.

I think that 75% of my build in TQ:IT used the 100% CDR

Also, do you have a rough estimative of how many items you’ve added with Grim Quest?

Hundreds

There are ~22 random drop spears, and then about another 22 ‘random’ craftable ones, plus 3 with specific outcomes.

I have 24 staves, one for each element, so that’s 7x24 staves, plus the craftable ones, another 7x24, plus 3 of the rarer recipes, which in total should be about another 48.

Artifacts + their recipes, that’s 75 each.

Rings and amulets, 45 each.

I think I may have added unique spears - though I am unsure at this point. Has anyone seen any?

Although, I would love it if you could at least tune the cooldowns of relic procs/skills from Grim Quest. I mean, some of them have absurdly high damage numbers (25k fire + 25k phys dmg on Hephaestus relic with a 120 sec cd), whilst others just have meh procs while still sharing high cooldows (90-120sec).

I mean if you have a suggestion on an artifact skill or stats, feel free to suggest it on the Grim Quest thread. I haven’t had time to play enough to be able to test them at all.

Holy shit, I’m impressed. So far I’ve only found 3 rings and that’s it. I suppose it’s gonna take me a couple of years to get the 45 rings + 45 amulets, let alone the unique spears as I’ve yet to see any of those.
It kinda feels like the drop rate for Grim Quest epics/legendaries is quite low right now, and funnily enough, I’ve had the rings drop from different encounters with Depravities (which I think is from Jiaco’s mod, he’s also invisible, Bugged maybe?)

As for artifact stats, I could make a feedback list for the ones I can craft so far. I’ll get onto it tomorrow.

I really like bacon, but I’m not sure if it is in the same “pool” as Vital Essence and Food Rations. I’m occasionally frustrated to find only bacon and no Vital Essence after taking out a hero pack, but I’m kind of weird in that I feel like if I have less than max constitution at all times I’m doing something wrong.

Depravities and a few other heroes are Grimmest heroes, Depravities is just tiny, he’s not invisible.

AFAIK, he is the only one who has added any bosses/heroes. Maybe there are some from Corn, I’m not sure.

As for loot, to my knowledge, the items are dropping. It may not be perfect, and I’m not really sure how to lay out the loot tables any better because I don’t have time to study them. They should be on similar levels to regular loot, but who knows. Maybe one of the other grimmarillion guys will have time to take a look.

just wondering, who thought it was a good idea to have the undead Nemesis split up into 4 after killing it?

Overkill difficulty is one thing, but literally impossible is another. Ice crystals everywhere that perma freeze, meanwhile you’re taking a blizzard barrage from all 4 at the same time. I have 8.5k health, 85% frost resistance, lv 57. Worst of it all, he spawned near a bridge in the Arkovian Undercity, a chokepoint. I had to reload the game and go through the entire Undercity again because of this.

I still enjoy the mod quite a deal, but things like this are somewhat gamebreaking

jiaco.

And I for one would just rather he start at four rather than only splitting into four after death.

Not yet.

Sorry to bring this up again , but had no answer.

Planning to play the WHy version. Besides the mob density - is this the same as the full version- in terms of balance, bugs/patching and everything in general ?

I copy/paste the Grimarillion sources, remove the pools and boss&quest pools, and for y020, I evidently forget the deathspawn pools and then rebuild. It has everything but the enhanched spawns from Grimeest.

I might get around to updaing the y version for the deathpools soonish. Sorry.