Skill bugs, and improvement discussion.

For the record I’ve only been playing Grim Dawn about a month, less really, and I’m completely addicted. I love this game. It’s everything D3 was supposed to be on a shoestring budget by comparison, and Blizzard oughta be ashamed to be so outdone imho. . . with that being said, and understanding that you guys are Indie. . . I have a lot of complaints when it comes to skills. As I am sure lots of other people do.

First of all the grammatical choices in many skills leaves much to be desired. Often times I have an inclination as to how a skill functions, but it requires both in game testing, and online research to really know for certain . . . and given the sad state of the Grim Dawn Wiki in terms of updates. . . a lot more trial and error is needed with a lot of skills. . .and it’s quite obnoxious. Admittedly trial and error is part of the fun, but too much gets tedious.

I’m gonna post my least favorite skill problems with the Demolitionist, because that’s the only class I’ve spent a lot of time playing. If you’ve got a class/bug you wanna share by all means post!

-Mortar Trap - I don’t know if Mortar Trap is bugged, or just inherently flawed in its design. Let’s be honest here. This skill is broken in the bad way, and needs to be fixed. It’s such a cool concept, and it’s utterly tragic that the skill blows so badly too. The most infuriating thing about Mortar Trap is that it cannot attack anything outside of line of sight, and to be honest I think the range needs a significant buff as well.

Probably the funniest thing I ever saw while experimenting with Mortar Trap was placing a Trap down right behind a wall in act 1 with a mob just behind the wall, watching it lob like 8 shots in the air. . . and seeing nothing land. NOTHING! It’s a freaking MORTAR! I get indoors would be kinda silly if it ignored collision, and it’d be a nightmare to figure out which doors/walls the devs want the skill to be able to take atvantage of…but Demo’s who want to use this skill quite simply cannot because the range is just too dismal, which on top of the slow attack animation . . . the Mortar often just flat out misses creatures. Demos need to be able to take atvantage of choke points in the game, and one of the coolest things about Grim Dawn maps is that you can actually use cover to a large degree. Also, speaking as a Marine Veteran…Mortars don’t float up slowly, and then land slowly like that. The only reason there appears to be as much delay as there is is because of long distance shots. They still lob pretty quickly, and land/detonate just as fast. It’s the loading/aiming that takes long. . . and you’re not staring at the sky waiting for an explosion for more than a minute . . . and that’s like Howitzer stuff. Not small mortars. Buff plz?

Or I have an idea. . . make a skill for the demolitionist that drops down Gattling Gun turrets, or rocket launchers or something! Even with the old Mortars you guys could make the skill a lot more active/involved if you have an option for the turrets/mortars to attack in sync with your attacks/skills like in D3. Say what you will about D3, but the Demon Hunter Turret Mechanics were pretty solid for a time before I left.

Next Skill I have a major beef with. THERMITE MINES!
Oh my GAWD I hate the way this skill works. First of all the throwing animation/function is abysmal, which is a shame because the skill can be absolutely brutal when taken advantage of properly…but that random scatter has GOT to go. I personally think the fire streams are a cool idea, but having them shoot straight up, versus from the sides makes it even harder to take atvantage of. . . and just looks kinda goofy. Compare and contrast with mines that actually detonate, and would apply their debuffs for 5 seconds as apposed to 2, or less? It’s still unclear to most of us how these mines even work!

Just my thoughts.

Ony thing Thermite Mines needs is a damage radius increase. Maybe to 2.5 instead of the current 1.8.

If the mortar would work as you would like, then it would be easy kill mobs and bosses without going into battle. Just place mortar behind the door and look them die.

@Zitro well it doesn’t have to work exactly like how i posted. . . I just think it would be more fun/accurate to what a mortar is like. . . and I do think there are still some ways that it could be manageable. Like a longer cd between shots, or again at least being able to ignore colision that makes sense even if the range isn’t increased, which I personally still think it should be. I’ve ran around in circles with mortars lobbing at bosses, only to have them miss, sometimes even with “the big one”, and stop attacking when the boss chases me not even my entire screen length away from the Mortars. As it currently stands Mortars are useless and need buffs, reworks or both.

Radius increase on the mines would be wonderful.

Ugh Mortar Trap… I went down a downward spiral with a demolitionist taking the skill because it sounded really cool.

I put a few points in it and found it barely able to kill anything and then just spiraled downward, putting more points and hoping it would scale well to the point of not feeling almost useless along with “The Big One”.

I didn’t take that build far enough to see if it would turn great anywhere close to endgame, but you know your build has a problem if it’s struggling in veteran.

Breaking line of sight is prone to twink issues as said but Mortar Trap could use some love somehow as far as I’m concerned. After that build I tried, I never want to take the skill again unless there’s something I grossly overlooked. It might be useful as some support skill to squeeze out a minimal amount of extra damage or just as a way to trigger procs, but it was too pathetic from my experiments with it to make it worth the investment.

Making it animate/attack faster and having the projectiles land sooner might help a bit. Maybe multiplying its damage might make it worthwhile. I dunno, it just doesn’t seem so worthwhile.

Yeah the only good thing was when investing into it a lot. At 17/16 points you get two traps at once. . . but they’re still so slow it’s much better to instead invest in another class, or buffs.