Let’s say you used Haunt ring, it makes -%63 with Murmur, and got ES with 32 flat RR + Viper.
You’ll have phys resist problem due to Morgo Set and no phys resist from masteries. Let’s say you somehow ended up with %25 with other gears/devotions. 1H BH still not enough so you’ll have to use Cadence and WPS, so you need Executioner’s Judgment, remove -%8 RR from amulet. You can complete the campaign, roguelikes and maybe do some 65-66, maybe. And if you gonna use Omen, no need for to invest War Cry since it’ll be a useless skill, even if the modifier provides 1k flat cold damage, it won’t be good enough.
Plus Cold resistance is common among monsters; you’ll have 3 dangerous nemesis in front of you without proper RR.
I’m not denying that Cold Death Knight won’t need work (+1 to swapping out the War Cry mods on Dreadweaver or changes to supporting itemisation) but am pointing out that some of the pieces are already there.
I am somewhat surprised that you think 33 flat Cold damage (66 if dual-wielding) in a mastery where it’s only non-DoT flat damage sources are Deadly Momentum and Menhir’s Bulwark is bad though. If you’re gonna try to make Cold DK work, it needs as much flat as it can possibly get and you can’t afford a ton of Vitality->Cold conversion or skill bonuses for Soul Harvest with your gear selection.
66 flat cold damage is not bad nor useless but not enough to make a decent(not expecting SR 90 or 5 min CR) cold DK(which I like the idea of cold damage besides nightblade) and definitely not enough to make people choose this weapon instead of Chillstrifes or Deathmark set with Blademaster.
I’m not criticizing the numbers but the purpose of the modifiers. BH is ok; atleast no one can say we can’t play 1H cold BH. But War Cry? And already mentioned the FC modifiers is not much since Cold DK isn’t a thing.
So I just suggested that the weapon needs a bit rework, more support for one-hand BH, like make vitality conversion %100, pierce %50 so it can be used Chillblood Carcass like you said or DW and either way you reach %100 cold BH. Maybe RR to Necro side(Because RR can’t be implied on Soldier)
And instead of War Cry maybe Cold Aura of Censure modifier or Storm Box (eveb Horn of Gandarr because it’s a worthy meme)so RoH skill point would be more meaningful.
I had this book marked as Sir Boney Bonington https://www.grimtools.com/calc/bVA7dRoN
Looks pass-able, but probably not great lol… and thats not even going for DK which will be worse.
As far as I know the only way to work one-hand BH is Deathguard set and making a Ritualist with vitality totems etc. It’s not gonna carry any build by it’s own, cold or vitality doesn’t matter. And when you lose dual blades, the phys resist falls dangerously.
As far as I theorycraft, the only one seems working is the one you don’t depend on BH solely. https://www.grimtools.com/calc/Q2zBKxa2 here I did this, I’ve got the idea combining Cold PB and this archetype but instead used BH. It has -%137 Cold RR. Not tanky enough but it shouldn’t facetank anything, it’s a constant kiter I’m not much a caster player so you can try if you like The MI’s require GDstash anyway, atleast the amulet And would probably have huge energy regen problem
As I put my underpants on the line for Winter King’s Might Physical Deathknight, I now see there are no physical damage rings that have cast (or total) speed on them. Black Matriarch is probably too stacked already, so any blue physical ring would be nice to have cast speed added.
First off, I just want to say that I am extremely thankful for the amazing work you all do for Grim Dawn, and still continue to improve. My suggestions are by no means vast improvements, but I feel that they could help improve some aspects of the more recent updates with Forgotten Gods. It’s possible someone else has already mentioned these suggestions and I have overlooked that, sorry!
Is it possible to update Bounty quests throughout all of Cairn? Possibly improve the types of rewards received or, add more randomized materials for rewards. With the addition of so many new mini-dungeons with their own mini-bosses (Rutnick, Karnath Chillblood, Naren Kur, ect…) it would be awesome to have bounties that included hunting these baddies down.
Is it possible to have monster Totems for Cronely’s Gang, Kymon’s Chosen, and Order of Death’s Vigil? That would greatly help increase the ability to farm these factions for their Nemesis bosses.
Is it possible to make some clarifications as to what skill types work with passive procs? There also seems to be information lacking on wether certain skills, like Forcewave for example, is a spell or an attack. I’ve found that Forcewave scales with casting speed, not attack speed. So essentially it is a melee spell, but there’s really no clarification on that and to new users this can be very confusing.
Thank you for taking the time to read everyone’s suggestions! Amazing game, I have convinced multiple friends to buy all of GD material. Please keep up the great work.
They’ve spoken previously on the bounty system in streams. If I recall, the current system was tacked together in the early days with the conversation system and is something that Zantai has said he’d love to redo completely but may not get the chance to do going forward.
Generally, the rule they go with is if the skill makes melee contact with an enemy (or involves a bullet being fired from a gun that makes contact) then it is attack speed, if not then it is cast speed. Forcewave propels a blast of air so while it looks like it should be attack speed (and is a part of Solder, an archetypical melee combatant), it’s actually cast speed like you said.
Maybe there’s space to squeeze it in-game somewhere like a loading screen hint or as part of the Game Guide if it’s not already mentioned in there.
It’s always interesting to see what people suggest for improvements to the best ARPG out there - great suggestions so far. Keep up the great work Crate!
I would like to make a couple suggestions as well.
I’ve been using the Mythical Vortex of Souls in my Aether/Lightning Savagery/Upheaval Ritualist and I can safely say that although this weapon is Aether in nature, I don’t think I have seen it used as such. I’ve seen it used in all types of builds for the passthrough and for conversion to Lightning Damage to pump out massive Primal Strike damage, but not for Aether. This is probably due to the awkwardness of Aether RR application with Shaman based combos and that Shaman has no Aether RR to begin with. The only way to add Aether RR to Wind Devils would be to use the off-hand Scion of Celestial Portents, so my suggestion would be to add the following:
-20% Aether Resistance to Wind Devils
Lives for 10 seconds to Wind Devils
Between these two changes to WD, it becomes slightly easier to apply Aether RR using Shaman (WD have no brains and get easily disctracted) and the duration increase gives them a chance to get to the targets while ensuring you don’t have to cast them constantly and interrupt your attack flow.
Please add some kind of Legendary Acid pistol to the game (perhaps craftable). There are none currently and the closest would be Morguul’s Mortality, but that is primarily a Vitality pistol. There are a bunch of Epics, but they are primarily for casting and not attacking. The Ugdenbog Venom Launchers are pretty good on their own, but don’t add much utility outside of the BoD modifier (if you’re using Occultist). With the additions of Namadea’s Horns and Galeslice’s Mark I was able to make a pretty fun meme Cold/Acid Fire Strike Saboteur. Damage is not the best, but it is fun and got me thinking about the state of Acid Pistols in the game and the lack of Acid RR with Demo. I would think the weapon would be geared towards Demolitionist/Nightblade/Occultist combos and some possible suggestions for modifiers would be:
-15% Acid/Poison RR to Thermite Mines
Reduced cooldown to ABB
The other (and easier) alternative would be to change the Deadly Aim modifier on the Venom Launcher to give the -15% Acid/Poison RR to Thermite Mines instead! Especially since Radaggan’s Folly would help Inquisitors more with Acid builds anyways…
And the though of a Acid Pistol Pyromancer would be great!
It’s a big ask, but perhaps we can improve the state of Acid Pistols in the game!
In regards to Dreadweaver…I’m well aware it’s not an optimal weapon for a class combo that doesn’t have the RR.
Thing is, it’s ok for there to be some meme items that just do weird fun things (Conduits serve that purpose as well, although some of their archetypes got more supported than others over time). They’re not going to set any records and may not even be viable at cutting edge endgame, but it’s cool to experiment or just create something thematic.
Some of these memes became mainstream as new gear got introduced while others remained niche, and that’s ok. We’re not going to rip out the aspects of these items that give them their personality though, even if that comes at the cost them remaining outside of the meta.
That said, we can still give them a modest bump, so meme away!
I would like to talk about bi- and tri-elemental Iskandra. This is my current spec. This was old spec Invoking the elements (1.1.7.1) - the all-mighty Sorceress (EVERYTHING+) . After mines nerf and increasing SR scaling I left “just for fun” spec with Seru and figured out that Ulzuin+Ulthos is the best way now (it has more cs, ms, phys res, HP and the same damage due to Ulthos AoE rr)
What I want to point out:
no frozen core maxed
Even with less %fire damage the fire part of TSS is stronger than cold
What I want to suggest:
Remove lightning->fire conversion and make cold->fire conversion as 100%
Why? For cold+lightning there is Trozan already. The cold part in Iskandra is the weakest one AND its highly inconvenient to get all three RR devotion, 'cause you loose too much for it. But making bi-elemental with Sorc is a good and possible diversity.
You say: “Hey, what about Arcanist Conduit?” It has cold->fire conversion for tss. I suggest to make it lighting->aether to make aether TSS Allagast finally possible
Adding
Also it would be nice to have more items with lightning->fire and cold->lightning conversions
AND
About changing conversion on Iskandra set: Such move won’t make Iskandra OP, because the damage will remain the same AND there will be sence to max Frozen Core on the set.
THough I like tri-elemental idea and it might work on some builds, Iskandra TSS isn’t a build like.
If the point is to make Iskandra tri-elemental in the end, please add some cold damage mods in addition to fire or make them elemental with increased value.
If the first thing that comes up with this build, it’s “why is there so much Elemental Resistance when every other resistance is so difficult to get?” As much as I want to get more damage for myself, there are very few items in general that give bonus points to Ember Claw or Infernal Breath.
The item I’d like to see changed is Mythical Touch of Command. Firstly, I’d like to see the bonus to Master of Death removed, as that Exclusive converts pet damage from Physical to Vitality, and there are already two other pet gloves that have that conversion. As both Mythical Deathrite Gloves and Bonescavenger gloves give Vitality damage, I’d like to see Mythical Touch of Command get an Elemental focus, so perhaps replace the skill with Manipulation or one of the Familiar skills. I’d also like to see it get basically any resistance except Elemental resistance, as the main reason to use these gloves is to cap Hellfire.
Secondly, six of the items give no damage bonuses at all, which is kind of ridiculous considering you’re trying to kill things as well as your pets. I’d perhaps give a small %to all damage to some of the faction items like the Bysmiel pet items, as you have to invest in a lot of items to give your pets enough survivability to withstand the typical assault. Maybe also a small 100% bonus to you with the Sovereign Ruby proc, as it’s more BiS for Hellhound builds than the Zaria’s amulet.
Lastly, it takes putting a ton of points in Storm Spirit and Hellfire to get enough Fire Damage, and even with Fissure being a shotgun skill, it’s not exactly easy to get the kills you need to proc Hellspawn.
maybe it’s too much but I’ll still suggest it:
probably buff a bit SJ mods on Light Defender set?
let’s take a look: it has some flat, phys->lightning conversion and -8% energy cost. And … that’s all.
the we look at Harra: 2 extra projectiles, crit, conversions, frostburn.
I suggest adding at least 1 extra projectile to SJ on the LD set, or some extra crit. just boost the mods a bit.
please don’t give Z a potential reason to remove the modifiers on gloves
i don’t really get the feel that Light’s Defender is a "stun jacks"set the same way Harra is for cold
you can use the gloves and maybe wyrmbone for lightning paired with offhand and elgoloth, give you huge variety in terms of chest/shoulder options,
“locking you in” to play lights defender for lightning jacks (assumption being gloves modifier would be moved to set if overall SJ modifiers were to be boosted) would be more of a downside i think/“fear”
and i’m totally not saying that just because of my SJ chars not using full lights defender
I strongly believe that caster items should always have cast speed to be honest. There are several scepters and gloves that dont out there. TSS builds workout very clunky because of that and they are easily interrupted. Cindertouch got its conversion removed, at least give it cast speed instead. Spark of ultos could use some too, tss scepter too.
Edit: forgot to mention the same aspect applies to melee build that make use of certain weapons with no built in attack speed (e. G. Bloodsongs). I understand tonning down mods and removal of conversions, but attack speed and casting speed really affects the fluidity of a build. Add situations when you get CCed without having those and you got yourself a bad day recipe…