V1.2.1.6 Impact on Deep SR Clearing Discussion

It feels like even physical resist based characters are taking less phys damage now (despite nerfs), the game again becomes easier and easier (imo) and i don’t like it at all. Btw, It’s great to have new RRs and other features.

Yeah, Korba might not make top20 had we done the testing today. Still would be in like 50 top builds at the very least. And @Gnomish_Inquisition is right, a lot of builds in this top would get shifted simply because new heroes appeared that would fit the bill more.

My personal experience is that game became a bit harder and I notice that a lot when I play mid builds. No idea if that’s Physical damage rework or something else, but I feel like melees, for example, that shined bright during the inception of this top20 project are not in the spotlight anymore.

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Dunno i just conquered SR44 with my ultos warder, and other characters got deeper SRs that were capable before patch

What is your Ultos Warder made of, concrete?? I am guessing you took Menhir’s exclusive and went ham with regen? Also, isn’t it like SR 110 in old term? That’s madness, share grimtools at least!

I think if you are playing uber tanky characters that relied on phys res as one of their defensive pillars but then didn’t lose much of it after Phys damage rework then sure, game might feel easier to you. Or just character that gained a lot of defensive boons in the last few patches (I got quite a few myself). But then try playing mid or meme builds to get a better perspective on things or builds that were on the glass cannon side of things.

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(Warder, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator)
I was playing something like that for deep SR. Well it really was buffed overall but not that significant for taking less damage.

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yup, big damage sponge, I guessed the spec (although didn’t expect Savagery instead of PS spam). I mean for uber tankified specs like world of Grim Dawn does feel different (easy but slow ish).

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this cd PS stunlocks most enemies that’s the idea actually). Anyway it’s not the only example, like i said some other characters reached sr40, so this is my point. My acid reaper now puts down Calla with 50% wr instead of 25%, that is by far not ubertankified.(Reaper, Level 100 (GD 1.2.1.6) - Grim Dawn Build Calculator). I think you just didn’t think a lot this way.

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Well those got buffed big time, because of Acid RR to Necro addition, right? So getting that means your sustain became much much stronger, so that’s probably the reason or one of the main reasons.

I certainly didn’t play every possible build, but played quite a lot of specs. It’s still my perception, and I might be wrong here for sure. But never felt like game became easier unless I was playing a build that just got a lot of buffs in this test patch.

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i think you are leader of “speedcruciblefarmersmafia” and not sure you entered other aspects of the game for a while.

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Really not the case for many years now. My build testing goes like this: SR 30-31 stress test (pushing build as much as possible), Crucible Gladiator 150-170 buffless/bannerless stress test (one of the hardest game mods), Celestials and SR 36.

Aspects that I “didn’t enter for a while” is SR beyond 36 which I find as boring as speed running Crucible with buffs, because building for SR 36 becomes more crude and one dimensional (same with building glass cannons just for speed).

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So what’s your argument then you did it well before you are doing it well now.

You mean back to why I feel game became a bit harder? It’s mostly subjective, but I participate in every test patch and I feel like every test patch game is power creeping on both sides: underused/underpowered stuff getting buffed and monsters getting tougher. BUT you can really notice it if you play a build that wasn’t power crept (like that Acid Reaper of yours was a bad example because it got massively power crept).
Also another way for me to say if game is becoming tougher or not is how auto-attackers feel after each patch. Those are the most sensitive when it comes to difficulty changes.

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It’s not that obvious as it may see, i used to play with lethal assault. ofc not so good but still. And i am talking about the survivness only

As I said, getting second passive RR boosts your survivability big time since you are a melee. Your sustain becomes much stronger. Callagadra is a highly resistant monster so every bit of extra RR scales your damage and in case of melee builds sustain quite a lot. You can test it by fighting her without points in Spectral Wrath. Also worth noting that melees struggle against her in general because of her fumbles, so every hit you land on her really counts.

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i bet you need your last word very much, but the deeper SR is the definition of game’s difficulty (weaker builds will end the game, etc), we can argue about that acid reaper (LA gave like 25% damage as i remember, but it wasn’t comfortable watch that buffs), but it’s not what talks stray anyway about our subject.
And we didn’t even speak about the damage, which was greatly buffed (can’t blame, all want it anyway and me also) so as i said game became way more lighter from that patch

Is it ridiculously difficult? Yes. Is it a measuring stick for anything balance related? Nope, devs don’t balance it and they said it themselves few times. There is also no loot there. And yeah, we got off-topic hard, I think maybe @medea_fleecestealer can kindly split our conversation into a seperate thread where I will gladly continue this discussion if you wish.

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you walk through the main point

ofc not only deep SR became weaker for the builds

Perhaps I am, can you rephrase your main point then

If it’s easier to me conquer SR40 for example then it’s easier for budget builds end campaign.

I don’t quite see this connection, sorry. Ending campaign was not much of a challenge anyway.

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