[REL] Grimarillion

That was quick — Thank You :slight_smile:

The necrotic text is not red in the mastery selection screen.

While it has become easier to handle multiple hero mobs with the terror knight, and maybe i just completely suck, but the other classes just seem a lot weaker than the terror knight at least at lower levels. Maybe it will get better like you said but I will be continuing to level my terror knight so probably will not know about the other classes for a little while.

While I love the extra mobs and I now think 95% of the time the extra mob hero are good for difficulty, I think there are certain hero / boss mobs that should not be duplicated (thank god there were not 3-4 wardens in the prison) as their mechanics are not designed to be handled when you have 3-4 of them doing the same thing.

Again though, all the mods here I think give Grim Dawn a different faster pace experience and even better class selection, something that I really like about Diablo 3 / POE, just some of the places where duplication of the hero / boss mobs not sure adds the greatest type of difficulty.

Something broke in one of the recent patches then, it was red.

As for the difficulty, well… I have finished normal on 3 of the grim quest masteries, hunting, nature, and earth. I believe the general consensus is that the Gq masteries are the weakest masteries in the mod.

I can agree that some situations for some classes are next to impossible early on. I can’t imagine how hard getting past the flooded depths is on a weaker melee hero…however, if you use the base mod of the mastery you are playing, grim quest for those masteries or zenith for those, it should be compatible. At least it is for grim quest I can guarantee that much. Zenith should be but I haven’t tested it.

Although the hunter’s Monster Lure often falls at a wrong place, is there any nice way of dropping on a target point well?
I would like to drop the lure to a target point like the totem of Shaman.

Ok, I’ve fixed Lure and Battle Standard for the next update. I didn’t realize they could spawn at a point o.O

Guess I can fix the other summons with this change as well.

Hi, could you tell me what this “Why” version is? It it denser than Grimmest? :smiley:

New version is up. For the components…I really dunno what to expect. Loaded up a bunch of toons, could not get it to bug out. But if what I did fixed it, that would be nice. I know how to make components drop complete…and I might be able to nerf their drop rates pretty much across the game. But this is a choice that is sort of one-way down a different street. I wonder, is there anyone against removing partial components? Is that a direction a mod such as this should take? Not sure there…not sure at all.

Thank you for the quick response! :smiley:

Question about the OUTRIDER:

The skill Providence can be used with Shield and Staff. However the entire Skill Line is centred around the shield abilities - something not viable with staves (being a 2H weapon).

Am I missing something here ?

The Staff is also a big stick 2h melee weapon, very similar to a shield in a lot of respects. So as long as you promise not to shoot with it, and just beat stuff with it as a big stick. Then, you are good to go use Providence with a Staff.

I am for. I could care less either way, but I think it is a good change overall. What purpose to partial components serve?

Beyond changing the loot tables, I feel like it miiiight have some potential issues with crafting and dismantling, but honestly I really doubt it.

Ok, so after a day of farming it’s pretty obvious that Grim Quest items aren’t properly allocated to the loot tables.
The only mob that’s dropping Grim Quest rings is Depravities (got 13 rings from him so far, 7 of which were legendaries) but nothing else.

Also, found a ring with a missing skill: http://imgur.com/a/KA80u

Missing skill will be fixed in the next update. It was supposed to have Distort Reality, the link was still using the old reference from TQ.

As for drops, no idea what the problem is. Perhaps I screwed up somewhere. Either that, or Grimarillion is using different loottables and that would need to be looked at.

Because this is what Grim Quest’s loot tables look like:

What that means is C = epic quality, D = legendary. GQ loot should have equal drop rates as GD loot, as far as epic/legendary rings and necklaces are concerned - assuming all enemies and chests are using these same mastertables.

It’s definitely weird. I’ve been spamming Warden runs for the last 2 hours and all I’ve got is 20 rings from Depravities.

when will be update?

@Ceno
http://radikal.ru/video/1E0Uab76NTJ
almost without gear and devotions, ez farm ultimate…
My 75k dps Demolist deal 2-3x times less dps against… 13k? wtf?

So, without reading through 30 pages, is there an end in sight for a stable release or are things still too new to tell? I’ve been wanting many of these mods to be released as standalones for a while now and since these are coming together, it only reminds me of FCOM and I couldn’t be more excited. I can only hope that we don’t have to wait as long for a V1.0 as we did with FCOM.

It’s stable. Balance is another question altogether.

Sheet dps has virtually never been indicative of clearspeed. Demolitionist is notoriously bad at inflating its numbers.

I will look into Elementalist’s balance, though I am skeptical. I’ve always felt as though the mastery was too weak but I’m more focused on developing content at present.

Just read a bit on FCOM and, well, very different projects.

I cannot imagine 180 GD mods merging very nicely.

This is essentially a released version of the personal merge I play. I like Grimmest, although would replace it in a heartbeat if a better mod came along, and love Autopickup/PeopleAreLazy. I want to try out the TQ masteries from Grim Quest, keep up to date with Cornucopia and make toons with the Zenith masteries, even though they are destined for a different mod someday.

The merge is stable, the mod is playable, bugs are welcome. The individual mods are all under development. There will be changes. But it is still early for GD modding. Hell, the base game is not even stable and gets patched regularly.