Some feedback on Ascendant Affixes

Oh, I think we’re way past including that information in the game. Grim Dawn is full of irregularities and muddy tooltips. I think you’re expected to use 3rd party tools if you’re invested in the game to any real degree - and if you bother with asc affixes you probably are.

And if we talk about power level - some are 100% worth building around. We already mentioned the Devastation one. But again, their balance is all over the place. Some are marvelous, some add 10 flat damage to a spell/s.

PS Warder with a white item.

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I’ve used it as a challenge for spam DB with no %WD, because nothing else worthwhile exists for skill mods. That being said, I’ll cede that this build is strictly worse than the WD version.

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Yeah, I also tried cold spam DB. With a white weapon :slight_smile:

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White items specifically got special items to make them not 100% trash anymore. So sorta like giving them “niche” use/life in endgame potential whereas 100% default disregarded before.
Basically like creating a MI with custom modifier with worse base stats, but higher direct skill potential for it (in some cases atleast)
*the intent was always to have them be included in ingame potential, the ascended affix and stat type system just changed mid dev (Ceno made a reply somewhere)

Agree on there should be more asc affixes, I would love if I could get additional AAR beam from it for example.

Imo tho current pool size is spot on, it’s not too easy to get what you want or impossible.

I guess making ascended affixes similar to legendary blacksmithing from Ragnarok was the original plan. If I remember correctly, they were not meant to be rerolled in early development of FoA, right?

(I don’t fully agree they gave the sense of finality, if you had alts that only finished normal difficulty, they became a free source of legendary upgrades / rerolling, since wasting the quest on low level gear was not worth it anyway. Also, you could just make an accompilshed hero (level 40) and speedrun the quest, which I would consider a significant balancing loophole if such feature was introduced in GD. But anyway, I don’t think anyone cared that much about min-maxing in TQ, and I’m getting derailed from the main topic).

I would still prefer a well balanced feature, where the player has more control, over something that feels like a cherry on top, just like the upgrades in Ragnarok. Someone in a similar thread suggested that ascended affixes should be turned into crafting something similar to the movement runes. I think it would be the best soultion. Make it 3-4 times more expensive, I’m fine with that. But I guess it’s too late for such radical changes.

And I fully agree that resistances (except physical) have no place in the ascension system. The question is how could Crate even patch it if they are willing too? Some people might heve these affixes on the gear already. Changing every resist into physical and having multiple copies of the same thing in the affix pool seems like a really dirty solution. Adding +1% / 2% max resist could quickly get out of controll, because every extra point is so much more valuable. And simply removing the affix is out of question, unless it would be somehow possible to refund the ascension cost :sweat_smile:

Altar should affect Ascending / re-rolling affixes - nuff said!

Today i spend literally 130+ attempts to re-roll 400HP on a Helmet…of course with gdstashed mats - imagine farming 10 hours just for ascending 1! item.

And without the ability to Transfer Ascendancy Item to Item it is even worse.

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