V1.1.9.8 Discussion

Wind devils should be made a permanent pet. Being permanent won’t make it stronger but only comfortable for players. Imagine how people will think about Empyrion’s Guardian being impermanent.

Being impermanent causes the consequences below:

  1. Wind devils are not as powerful to deal enough damage. Usually Storm Totems are involved, resulting in ceaseless button press and diminishing attention.

  2. Modifier on Codex of Eternal Storms is without true significance, because it doesn’t contribute to damage. Codex of Eternal Storms conflicts with other offhands with modifiers to wind devils or breaks sets, thus being a worse choice.

  3. While RPG games are streamlining operations, impermanent wind devils are stopping some players from elemental Shaman.

4 Likes

It’s not just Winter King. A lot more items are in need of attack/cast speed.

My aether cadence S+B deathknight can’t reach 200% attack speed.
Edge of Sanity 1H gets 11-17% attack speed, while Krieg gloves get only 8-12% attack speed. Compare that to other gloves that give 14-22%. Include the unreliable leech with first two cadence hits and slow attack and you are in for disaster even with overguard.

Vitality Primal strike ritualist is also pain in the neck regarding attack speed. To make it worse there’s no vitality gloves, like, no vitality vitality gloves that come with attack/casting speed bonuses.

Mythical Haruud’s Frigid Grip 0
Mythical Deathrite Handguards 0 cause pets
Mythical Dreadchill Grasp 13-19 cold builds
Mythical Vilescorn Bracers 10-14 acid builds
Mythical Bonescavanger’s Deathgrips 0 cause pets
Mythical Riftwarped Grasp 0 (how come caster cloves come with no casting speed?)
Mythical Voidrend Talons 8/12-12/18 chaos builds
Dark One’s Grasp 0
Morgoneth’s Grips 0
Mythical Aethereach 14-22 casting speed only, aether builds
Valguur’s Touch 0

Sure, you could say some of these do not need a/c speed bonus since they focus on totem, or pox or some other skill indifferent of a/c speed. But as I mentioned, what to do if you go for vitality slowpoke primal strike? You have to rely on crafting gloves for the a/c speed bonuses, while you sacrifice some skill bonuses. Dunno if that is fair trade.

Some other items come with only 1 of the two. Corruption of Gargabol comes with attack speed but could get casting speed as well since I use it in Vitality Drain essence apostate.

4 Likes

Just saying this before i forget, please remove Sear Soul’s (Siphon Soul Transmuter) damage penalty already. It is time, trust me.

2 Likes

tbh, this stopped being a proper excuse long ago. rotation casters need the same amount of cs as spam ones to be able to press their rotation properly and not waste frames or even be unable to cast sth because of low cs.

3 Likes

I don’t really have an exhaustive list but some examples I can think of are Mythical Arcanum Electrollis (no attack or casting speed, low stats, no mastery bonus, no modifiers), Mythical Veilpiercer, Mythical Touch of Purity and Boneslicer. Like Mythical Rune of Elgoloth just has better stats than Arcanum Electrollis or if you need cold to lightning conversion you’d probably go Spark of Ultos, that item has 0 use.

There’s also a lot of weak modifiers sprinkled on a lot of items that are never built around, i.e. BA modifier on Howl of the Wendigo, Doom Bolt modifier on Mythical Damnation, PB modifier on Deathbound Amethyst, as well as some Conduit affixes that still need a bit of help, like Chaos CT or lightning Briarthorns.

I agree about Cast Speed importance. Gameplay fluidity, to me, surpasses almost everything in any build. If i could, i would personally (probably) design the game in a way so every skill is cast at maximum speed. (So Cast speed is important when you spam the same spell, like Panetti or Flames of Ignaffar)

Random feedback (i’ll post these kind of stuff as they come to my mind) :

Can you please change Siegebreaker shield’s Shieldbreaker ability animation with “shield bash” animation instead of the generic cast animation. You did a similar thing back then when i suggested changing Doom relic skill (used to have generic cast animation, was pretty weird) with “stomp” animation.
I’m sure this would make more sense.

Coolness > Everything else

You fool,you should build a trickster and use mountain heart amulet to complate a nonexistent set"winterking’s new clothes".

Just a question: why do some sets with amulets involed have no maximum resist?
They are:
Harra’s Ward
Rimetongue Pendant
Bysmiel’s Iris
Goredrinker’s Ward
Mythical Iskandra’s Focusing Prism
Invoker’s Shard
Virtue’s Ward
Blood Knight’s Pendant
Bonemonger’s Gem
:thinking:

2 Likes

if all had max res then max res wouldn’t be special?

3 Likes

I mean, one or two specific type, such as acid, aether, or whatever.
Maxumim all res remains the the most special thing.

1 Like

It would be cool to get another cooldown skill modifier to Storm Totem so I can get all six of these bad boys up at the start of a fight.

Similar to how it’s possible to get six Mortar Traps out in three seconds with this build.

Couldn’t agree more.
Here is a aether DE Apostate of mine:

I’ve got perfect-roll gears. I have 140 more % aether damage than calculator and I have 200% cast speed, but my DPS is only 112k. which is extremely low for a channel spell build.

1 Like

the Rutnick’s Blaster seems too weak as a only choice for aether one-hand gun.
the skill, Aether Spread,has only 28% WD which means it’s a total 168% WD skill with poor damage to health.

1 Like

Not sure, is it mistake or genius gamedesign, but different lvl guns have different granted skill level, while all levels are same stats.
image

yep. It need some more % WD or some life leech.

My main issue with the current game is that i dont see ANY need for the Ultimate difficulty being locked behind Elite one. When i start a new character from the scratch, i get to around 60 level after completing full content in normal/veteran, totally suited for playing in Ultimate, both level- and gear-wise (due to how lots of loot from monster totems and many MI’s).
With the amount of content and loot dropped ATM i feel it isnt proper to run it 3 times to get to endgame anymore. Sure, you can just rush through it 2 times to get to the final 3-rd, but is it a proper way to play the game? I dont think so. I think that might discourage new players, who complete all questlines (including AoM and FG) before procceding to the next difficulty.
Sure, after having a character with an access to Ultimate i can just buy a merit stone for my twinks, and i do, but i think there should be a solution for very first character too.
Maybe, we should merge Elite/Ultimate just like Normal/Veteran are?

Another problem is crafting. Before crafting an item A, you have to craft items B, C and D, each requiring few other items and components to craft, some of which might require crafting too… That’s just too boring and cumbersome, IMO.
Why dont add a QoL button to craft everything from basic maths with a single click? I dont think it’s that hard to implement, even…

I’d say it’s more about poor gear support. Yes, poor. DEE has a Rotgeist set that adds +100% WD and +3 meter radius to a ranged spell (which isnt that weak by itself, BTW), while Calidor’s Tempest has what? Something like +20% WD, or +1 meter radius from whole set to a pseudo-melee skill? Obviously it will be weak…

1 Like

Are you playing the base game only? If you own Forgotten Gods you can buy a merit token with any character that unlocked Ultimate already. Then you can put that merit into your shared stash and use it with a new character to unlock Ultimate right away, allowing you to skip Normal and Elite if you want to. You can also buy a lesser merit that only unlocks Elite, allowing you skip Normal. These merits will also grant skill and attribute points from quests of the skipped difficulty, as well as unlock all waypoints. They will however not grant any devotion points, you still have to cleanse the shrines by yourself.

Here’s a detailed video on how merit tokens work Grim Dawn - Merits - What, Where, How, Why - Beginner Guide - 2022 - v1.1.9.5 - YouTube

Major reworking of the game which simply won’t happen at this stage of its development.

I have been seeing here and there mentions about the “Rage of Agrivix” set and tried my own version:

It does decently at best, but what I keep noticing when I try making Agrivix work is a huge lack of hp, at least on the sorcerer side… can’t seem to get around with more hp other than picking tree of life but I don’t want to be forced to do that so would be nice if it had that health bonus… at least 1k would do nicely & damage too… it’s nothing spectacular. Managed to get ravagers health to 50% with some effort but really feels like it needs some more modifiers to make it work… sluggish it is in other words.

That’s my take on de_Agrivix, I became rage myself with it, truly.