that’s kind of the problem here, their ability to summon a small army of hellfiends is what makes these fights nigh impossible. The summons are also far stronger than the regular enemies in the area.
Not sure what the philosophy behind this was.
On a sidenote, I thought grimmarilliony was supposed to strip the increased monster density, how come I still seem to be playing xmax enabled.
I’m positive I downloaded the correct version, as ingame it also says grimmarilliony
Philosophy? jiaco adjusted the spawn rates, that’s it. Nothing less, nothing more. The philosophy is - make more enemies to make the game more challenging/fun. He even compensated for some people who didn’t like that by making an additional, untested version for people who didn’t like insane spawn rates.
Untested version, less Grim, no -est. Just -y.
What that means is, it’s more grim than grim dawn, but not grimmest, just grimmy.
Cultists healers as well as some other early healer/regenerator spawns are on the to-nerf list (for early game at least). Just have not gotten around to getting it done.
Aside from the early game healers, I did encounter trouble when fighting Cronley’s Gang heroes that use Blitz. If you try to drag them out one at a time like you do with every other hero mob, then they can chain-stun you until you’re surrounded and can’t escape. Instead I had to pull them all at once so they stuns happened in one instance instead of chaining, then pull them off one at a time.
Well, I am sure that identifing enemies that use blitz from the proxy pools will be just as easy as anything else in modding…but I will look for them as well, thanks. A few people have complained about the Four Hills area in general, it is always hard to know when “too hard” is a compliment or a complaint with Grimmest.
might as also consider nerfing the amount or types of heroes that spawn together. Just hit another impossible mob crowd that blocked the only passage to proceed. 2 Regenerators, 1 unstoppable, and one that casts bloodwells. It;s also impossible to lure them out, as the moment you hit one (even from the longest possible range), the other aggro with him.
I relish the extra challenge of more mobs and more heroes, but I always find the levels ~1-30 a little tedious since it’s before you really get into a proper build so you end up using early game cheese like component skills when you encounter these specific tough hero combos. So Act 1 to most of Act 2 could be a little better at easing new players into the Grimmer experience.
Try DAIL SX mod and then write something about “hard” encouters. If you are unable to deal with such challenge, then skip it ( or get better ).
Attacking any monster from a pack will always result in aggroing all mobs around but there is a way to lure just 1 at a time. Go near them (don’t attack) and once you reach their “aggro range” they will come to you one by one.
I;ve tried DAIL before, as I have Xmas in TQ. But I generally don’t find the ‘increased difficulty’ all that enjoyable. Those mods simply multiply everything, there isn’t much added challenge other than more number to work against, sometimes it’s fun, sometimes it’s downright impossible.
That being said, I guess it’s what this mod is. The cultists are still a tad bit overkill though, but I see that has already been noted.
Just finished act 1 normal at level 24. Loot felt good. Probably saw @15 epics and 5 low level blue prints. I didn’t feel like I was struggling for good gear.
Mob density good. Ripped through trash fast enough to have a good forward momentum, yet dangerous enough to avoid being too aggressive. Hero packs were challenging. Being a ranged build it was doable with kiting. I can understand an early melee build having trouble. Only died once to a pack of spider heroes (web + gang bang).
Grim Fits, my shotgun girl. Quick little game play vid ending act 1. Image by Sharrak@deviant art
Yea ranged builds work very well. I haven’t played it enough to test for melee/casters, but marksmanship from Hunting completely annihilates EVERYTHING. Once I passed the flooded gates and the horde of heroes guarding the Shambler, all challenge was lost.
I beat all of normal and it remained the same, one or two shots completely vaporizes entire mobs. Stopped there because I have to do other things regarding Grim Quest.
This mod is awesome! and this my character Youtube Dreadnaught (Terror Knight + Champion) He’s op af. Especially “Litany of Blades” skill from champion.
Thanks to all of you for the feedback. It is important to us to hear that the effort is being appreciated. Please bear with the nonsensical tags for class names a bit longer. There are lots of things in the works in parallel, but I will release a new version pretty soon (I dunno, maybe a week tops?) where all of adoomgod’s hard work on naming the class combos will actually be in the mod as well as some other additions that I am working on. Also, there are some bugs in the current version that I have found that have been fixed in Cornucopia or Zenith that will be integrated for v06 and v06 will have complete support for spears and staffs from Zenith and vanilla/Corn mastery skills.
Asylum is of course going for broke again and doing some massive stuff, so that is just a tease for you to look forward to in the more distant future. I leave it to him to reveal more…if he so desires.
I dislike the bag system anyways, having to click through each one on that tiny button is annoying. Don’t understand why each one doesn’t just expand your inventory, instead of just the first one doing so. I’ve got more than enough screen space for it.
Really not trying to derail this thread, but since you have all brought it up, I will state my opinion on the matter.
I hate inventory management.
Therefore I sell most everything, until I no longer need iron and then I just leave the stuff on the ground. With the increase in spawns and no nerfs in place on the subsequent increase in loot drops, you will find it again. Sometimes, I do fill up my stash, within days, however, I will rename the transfer file to have a virgin stash again. I cannot stand visiting the stash. I really cannot stand twinking and getting so OP that even Grimmest lacks challenge.
But, I do realize this mod is not just for me. I had contacted tt300 when we started the project, he actually did not see my PM until the day we were ready to release. In the meantime, the project members decided to try to keep Grimarillion simple and not try to do too much at once. But I am also about to triple the amount of loot in the game, or at least the subset with plus skills, so I will revisit the stasher mod and see exactly what it does and how it might be integrated. But I have heard various reports that it can be problematic and need to be sure of these issues before even considering making it a part of Grimarillion. Reprts such as incompatibilty with certain resolutions and some of the currently available external stash tools, for example. I have a lot of personal testing to do in this regard before I will say more.
Giving players the first bag early, I am not really against. I will look into this too.
Imo, I don’t think we really need big stash, like you said, good loots do drop alot… I prefer starting fresh on each new character. I don’t want to spend time in huge stash, just to twink an already op toon!