V1.1.9.8 Discussion

They are mods/utilities because they alter the game to suit people’s wants. That does not make them features we consider essential to most users’ enjoyment. There’s a number of things we incorporated that were based on mods (ex. overhead health bars).

We have no qualms with using mods with Crucible. It’s just that Crucible itself was built as a mod on the game, an official one of sorts, and the engine was not built to have mods running on mods.

Rather than thinking of it as a slow pet, think of it as a sigil that happens to crawl around a little bit before expiring.

Mechanically impossible with the current setup. Either the item would have no jitter on all of its stats, or all conversions, even non 100% values, would have no jitter. Any alternative would require code changes, which we are not going to do at this point.

It is the nature of how the loot tables were set up. A fix is feasible, but an incredible amount of work at this point to address every item in the game without causing issues.

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image

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Ok…which ones?

TBH we needed this a long time ago lol. +1 from me.

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More items with sources of flat electrocute damage would be nice

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But it’s main purpose is to provide damage reduction, and to even spawn a tiny AoE “sigil” you need to get hit several times. I used this devotion again recently on my Shadow Strike character, which tends to move around, and those things do absolutely nothing. They are always edge of the screen behind.

Another issue with SRs : Please remove Port Valbury bosses from SR boss rooms. They permanently giga-buff everyone in the room. This is incredibly unfair and ruins the SR. I don’t understand why we have to deal with a double speed double damage Mad Queen or Grava or something in SR’s.

EDIT : Just checked it on grimtools after ripping my hair off, what the hell is this??? :

600 Second Duration
50 Meter Radius
12% Damage Absorption
+80% to All Damage
+15% Crit Damage
+5% Offensive Ability
+4% Defensive Ability
+35% Casting Speed
+20% Skill Cooldown Reduction

Kill them last, SR bossroom allows it :man_shrugging:.

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Willnoword is right, this issue is not as unavoidable as healer enemies. You can kill them last to avoid this issue.
Rather than simply remove them, I think it’s better to adjust their AI. Keeping them staying together and letting them not scatter will be good.

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Yeah, the buff from the Valbury bosses only passes to other bosses if they die first.

I would be very interested to see that the Theme Pets get a bit more into the foreground. I loved one update, i think it was the update that introduced the totems, because it had many changes to items supporting pet builds. Like the increase for the limit of your maximum amount of Skeletons you can summon, which was added to a ascendent cowl. This was just one little change… but it changed the gameplay for me in a massive way. It was a good change in my opinion. All in all I can say the range of ideas for pet builds is big when it comes to choose the right armor and weapons and so on. But when it comes to finetuning… there is not a lot to choose. I am not quite sure if this is the same with non pet builds cause I am playing pet builds only normally in Grim Dawn. But all in all I would like to see some more “potential” for strong pet builds with the possibility not to loose quite all of your poison resistances just by choosing another chest armor… and not able to find suitable replacements. Sometimes I would like a bit more to be able to choose instead of to find especially this one perfect item that helps me to compensate all resistance points only because I have determined to change my chest armor… So you see. I do not have big ideas for some ground breaking changes… and probably I am not interested in ground breaking changes… and I think i can remember you Developers always stated the you do not bring in ground breaking big massive changes like you did it before because farthest frontiers has a higher Prio right now - btw Congratulations, what a nice game and Ulgrim is part of it :slight_smile: love it - But some thing different, not really new, something changed… Better… Something more that supports the variety of items for pet builds… that would be supercool :slight_smile:

Aaaaaand. Probably more Components/Augments? :partying_face: Sorry. I know christmas is over but I thought… “Hey fragen kostet nichts” :slight_smile:

Happy new year to you all here and thank you Developers for steady updates… just the waiting procedure and the reading about the development of the patch is intreasting and keeps the game a bit “up to date and not old”.

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Not every devotion fits every build. You typically don’t use Fiend, Eye of Guardian or similar on ranged characters. Yugol fits melee attackers and it’s not that useful for casters, ranged and mobile builds - unless your plan is to face-tanking mobs anyway (it’s inevitable to a degree in CR or SR).

I agree on your second point, though. Damage reduction devotion that has a small chance of working after getting hit is kinda counterproductive… However, changing activation method is still bad idea because melee builds would have a hard time to find a skill to use Yugol.
The best solution would be to significantly boost its activation chance, maybe even at the cost of increasing the cooldown. Same goes to Light of Empyrion which is in even worse situation (20% chance every 2,5 s and it doesn’t stay on ground around for 6 s you like Yugol).

Would love to see Physical Eye of Reckoning (EOR) skill get more MI / Faction support while levelling up. EOR was really a fun skill upon the launch for Forgotten God’s expansion but we need to rely of “Scorched” ends suffix in gear to max out EOR before getting Warborn Set.

As of now, only the Solael Stormfire rings gives you +2 to EOR and together with “Scorched” ends suffix, it favours % fire and lightning damage. May i suggest removing the +2 to Storm Touched from the Coven Storm Seal rings and replace it with +2 to EOR. Another example is the Bloodsworn Vestments that scales with Chaos damage gives +3 to EOR. We need one more item that gives +3 to EOR such as removing the +3 to Blade Barrier from Elite Dreeg Combat Vestments to +3 to EOR.

Devotions wise, may i suggest to increase the affinity points given from Manticore, Assassin, Dryad’s blessing, Bard’s Harp, Rhowan’s Crown, Eldritch Fire, Hyran’s Glare and Affliction while lower the requirements for Attak Seru and Blind Sage.

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I agree, I wanted to recommend the same thing actually. I was playing with 3 Scorched affixes while leveling. New players are probably not doing this and have a hard time.

Because while leveling Phys EoR is not the best. First time I deliberately played in Normal and not in Veteran. It gets somewhat better later but only if you really optimize your build - getting low level Beronath from Vinelton in my case. Still ZDPS on chunky guys if you don’t use Maul. Still not the best damage.

Phys EoR is really gear dependent. High EoR skill rank while leveling can be only achieved if you sacrifice % Physical damage and then you have a hard time to break through Armor. Some Physical Faction items would definitely help with that.

If only there was some way to prevent them from buffing the other enemies.

Honestly not sure what you’re looking for, haha. Pet builds have a ton of variety.

We are not adding new items, especially not components and augments, of which the game has way too many as is.

Generally, replacing skill bonuses on gear is out of the question at this point. We do it sometimes but only to buff the intended archetype (ex. removing a +skill bonus in favor of +mastery for the same class). Even if an item is not “in meta”, chances are someone is out there using it for their non-optimal build and we’d be taking skill points away from them for no good reason. This is especially relevant on faction gear, which is readily available to everyone of all skill levels.

Absolutely not changing affinities on Devotions, haha.

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Any chance that Black Blood of Yugol could be changed to be an aura centered on the player that provides the same (or similar) effects? It could still be a % Chance on Hit, but could last maybe 5 seconds? The blood pools are extremely slow and this could help with the DR part of the Devotion proc… :thinking:

Could Attuned Lodestone’s proc chance be increased to “100% on hit” to help with DR for Lightning/other starving builds? :thinking: Or am I suggesting too much? Right now it is quite unreliable with only 20% on hit and miserable 10% reduction. At least it should have some consistency. I would rather have it as a toggleable aura (like mini AoC), not proc :grin:.

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%35 would be good but %100 is too much. Yes 1x attuned lodestone is too unreliable with %20 chance when hit for DR lacking builds. With lightning build I try to combine attuned lodestone with Stormtitan Treads to get more reliable DR.

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Even for this? (repost from meme thread)


Maybe give poor Reaper Leggings baseline pet bonuses (even Zantarin mantle has some, also there’s currently no reason to ever pick this over Bysmiel pants) or +3 bonus to another relevant skill. One of the very few nemesis MIs I’ve never seen used.

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Winter King could have a little more attack/cast speed.
Winter King’s Might is an interesting skill. However, it’s very hard for a Winter King build to get full cast speed. Most stats of Winter King helmet and sword are focused on pet. Besides, cold damage devotions also lack cast speed.
Here is a winter king infiltrator:

I even used a “of the Gildam Arcanum” affix to stack cast speed, but it was still not full (191%).
Shaman also doesn’t have cast speed, so I think it’s the Winter King to blame.

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