The Nerfing Issue Investigation

What I mean is that you have to see Grim Dawn from the dev’s point of view. They have a vision with the game, they are ARPG nerds themselves you know

Here’s the mod for you Algorithm. [Mod] Never Nerf Anything! Just buff everything else!

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PoE is arguably in an even greater state of flux than GD, so if stability is what you’re looking for, I’m not sure how satisfied you’d be with that option either

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Have you played it? It’s free. If I have to choose between two constantly changing and equally appealing games, I will choose the one that costs less.

but then you are at least prepared for it, it is a part of the “contract”, you know that this day I start fresh and that it ends on this day, which means that you can plan in advance how many builds, what kinds of builds etc, one can do and get a better expectation on what one will get out of said season. In Grim Dawn, we get a notification of a new patch like 1-2 weeks in advance. Just during Forgotten Gods era, we have had 4 major patches in 4 months… also some hotfixes/mid-patches have changed some things quite drastically.

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I can tell you this, Grim Dawn is WAY better than PoE.

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I don’t want a god mode, just a final product to enjoy for 200-500 hours without thinking about performance changes of the builds I choose. Is that so much to ask?

That doesn’t sound like PoE. But sure, you can get that easily in GD. Just use the majority of sets that aren’t doing sub 6 minute crucible times. Which is like almost all of them.

Or skills that those sets support (Storm Totem, Malestrom COUGH)

Ive played it and can tell you if youre searching for D2 feels, thats not the place to find them. Grim Dawn has the D2 charms in spades while simultaneously introducing tons of cool elements unique to itself.

But you dodged the question swiftly there.

What you can do, is to see patches as seasons restarts in PoE - with the difference that your loot are still there (but altered in stats and function).
Problem is of course that we can get notification that there will be a new patch like 1-2 weeks in advance and on top of that hotfixes 1-2 weeks after with even more changes…

Nothing to dodge, just didn’t want to go into in depth analysis of a different game. If you played it, you must know that it got a competitive part like diablo. Which warrants more strict rules and changes. And still there are very strong builds that are left alone, at least according to their forums. And if you played diablo you would know how long we rolled that hammerdin and tornado druid. It was stable for years.

And still people play them. But no one is playing vengance or sacrifice paladins :stuck_out_tongue: Why should the devs spend so much time implementing stuff that never will be used?

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For contrast. If there are no weak builds - how can I know that my build is great? If every build has the same level of performance - how much would you enjoy them and remember them? If there are no shadows, if there’s no darkness - how would you know light? Perfect balance is worse than no balance or at least just as bad. But come to think of it, I never liked balance in video games. It’s boring.

Now if only there were rare items exempt from the blanket tuning that puts all the sets of equal attainability on the same playing field…

Oh wait, well rolled rares (monster infrequents)

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Do we have to know if a build is great at all? :wink:

You can always try to perfect a build, according to your taste, goals and playstyle.

The devs have said btw that not all builds will or should be able to do say Shattered Realm 75, but there could be some more variation and tighter clear time variations etc.

Then we also have “meme” builds, like should a chaos 2H physical damage spellbreaker (a class that has weak/crap synergy for that damage type and playstyle) have the potential to be just as “good” as say a 2H melee warlord (a class that has good/strong synergy for that damage type and playstyle)? I think the answer to that question is “no” because that will take away a huge part of playing and planning skills that ARPG’s require. If you can just slap on any kind of items, with any kind of skills etc and get “same results” as someone with deep knowledge and playing skills, that would not be considered fair or balanced either.

And some builds you need to kill fast or not do it at all, like glass cannon builds. Some builds are tanky and sturdy but takes longer time for killing / completing stuff. And then we have everything in between. Problem is then if builds that “should be” glass cannons also are tanky as fuck (like insane armor, leech, physical resistances etc) and when builds that should be “slow but steady tanks” also have BONKERS dps like the old Aegis and Retaliation warlords. An ARPG that seeks balance can not have those kind of anomalies. Because, when you choose your build and playstyle, there should always be pros and cons. You should not be able to both keep the cookie and eat it!

Balance is not equal to homogeneity

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I will start my own club at some point “no set maffia” only double rare MI’s are allowed! xD

I have actually made such a pet build :rofl:

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#buffpets2019

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Well, i dont exactly see how one can have a serious discussion about all this without having an in depth analysis about another game. Youre throwing out whimsical comparisons so perhaps thats the comparison I’ll make about your opinions here- whimsical.