Unique items should receive extra random skill bonuses

Most unique items could use some skill bonuses that don’t fit the item’s damage types. For example, bonuses to acid skills on an elemental item. This would enable weird conversion builds to work better.

I think this should be implemented by way of a special affix that only appears on unique items. This affix would only roll skills bonuses, and only for skills whose damage types don’t match those of the item. You could even apply the affix bias system to this, and control the potential skill rolls with the FoA altar thing.

I’m currently trying to play a ranged elemental Apostate with Blight Friend. And the problem with that is that Blight Fiend bonuses don’t ever appear on elemental items. So I can’t even hard cap the skill. He’ll probably end up as a walking aura. Which is fine, but I wish there was more possibility there.

One problem with Grim Dawn is that all builds are designed by developers via the items. If you have no items for your build, then you have no build. Having skills bonuses that are literally random would unlock possibilities that the developers did not forsee. Put some more generous conversions in the game, and we can really start cooking.

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isn’t that more a problem of trying to do a pet/player hybrid tho? - which is unfortunately a generally less supported archetype


elemental dmg bonuses wouldn’t normally matter to a blightfiend build, and could get such skill bonuses fine; if you’re stacking pet items :thinking:

Normally i don’t think extra bonuses for memes would end up being a problem, tho there’s a bunch of relatively easy or the more decent conversion “memes”, that might benefit “unnecessarily” from such bonuses, ex RE bonuses on Haunt ring etc already taken on cold/aether RE memes/voidheart “chaos nightblades” etc.
So might be such bonuses would be better target oriented than actually random/general applicable, and/or more so hybrid pet supportive? (would also reduce that huge luck pool element/“frustration” that was part of the reason +2 class prefix got removed)

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Hard capping a skill while fully going off meta is always tricky. Even for things that are supported via conduit. I’m not sure hard-capping a skill is required for it to work. I’d be more worried about getting enough pet bonuses and player damage on a hybrid build, sadly.

I swear I had a lightning blight fiend concept once (spellbinder I think) but I can’t find it anymore :frowning: so not sure what I did there :sweat_smile:

Definitely. It’s why I advocated for a level 90 version of Badge of Mastery to help make this more of a reality.

Though with FoA coming, I suppose there is a possibility of rolling an item with odd conversion and mods + then have the capacity to craft on it.

If that’s going to be such a thing :man_shrugging:

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Assume it WILL be such a thing – at least initially. Then watch the nerf bug fixes propagate when players discover broken combinations.

Regarding elemental blight fiend, I wish the Bysmiel’s Trinket sets get to support that pet. Bonus skill point for that set is pretty low for Necromancer and uninteresting, +1 to all necro, +5 to call of the grave and without mods too. It’s better to have +5 to Blight Fiend even without mods as it helps reach the 26/16 skill level.

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On this current build I intend to use the rings for the conversion. I wish the rings had +4 to Blight Fiend and +4 to Rotting Fumes.

That is a “problem” by definition in all of these kind of games. What is good about Grim Dawn compared to say the Diablo games is that you get the feeling that you as a player are discovering those builds by yourself…

I say no to this propsal. This game is already “too” cluttered and will be even more so next expansion with the introduction of a new class and a new damage system (onslaught stacks)…

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That is not a problem, that is core game design. We can’t lock game designers in the basement and force them to design infinite item support for every skill and class combination in the game.

Even if there were a “Badge of Mastery” type system that provided extra skillpoints, unless they unlock core features like Phantasmal Blades getting +Projectiles per skill breakpoint, builds won’t function without core modifier support.

Now that player damage has a new system in Onslaught charges, I do wonder what kind of power boost pet builds will get so that they’re not overshadowed by “charged skill” builds…

maybe pets can get special charges too, since true pets have cooldown skills avail (Lighting strike/ground slam etc) :thinking:

Nothing? I hope onslaught is balanced enough that it doesn’t overshadow builds without onslaught. :stuck_out_tongue: And if that’s the case it also won’t overshadow pet builds.
Hopefully nothing gets power boosted :sweat_smile: we’ve had more than enough of that already.

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