Grim Dawn or Path of Exile?

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CharanJaydemyr wrote:
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Chameleon wrote:


It's a far cry from the size of the team and the millions of $$$ in initial private backing PoE has had.


1. Grim Dawn sold early access for far more per unit than PoE

2. It also had a kickstarter

3. GGG only had a handful of devs as well

4. Citation needed for the above.

Feel free to defend Grim Dawn, if you think it's under attack (which it's not; blame the overzealous OP for initiating any offensive, and it was against PoE) but don't make shit up.


Not defending Grim Dawn, it is goood enough that it doesnt need me to do that.

I wouldnt make up something like that about GGG.

I remember watching a video on youtube, years ago now. It was mentioned that it had taken some years and millions in development. Chris said it was handy that he had rich friends with deep pockets who had invested in his project but they were getting a little antsy, which was why they went with the supported pack route when they did as they needed some return on the money they had sunk into it. GGG had about a dozen or so employees in 2011(they started with 3 in 2006), that's quite a hefty wage expense, not to mention all the other business expenses. Crate had only 2 people working from home(they still do) up until recently. I'm sure you are good enough friends with Chris to find out if my memory is faulty. :-)
Ascension tied to Lab is the worst thing GGG has done...apart from GGG's philosophy on Trading. Oh and Gambling Loot boxes. And selling out to tencent.

I used to love GGG. I supported to ensure GGG remained independent, now I just wish I could get my money back. -_-
Last edited by Chameleon#4418 on Apr 6, 2015, 1:58:43 PM
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CharanJaydemyr wrote:
An online-only, frequently-updated ARPG is never really going to be 'finished'. That was established a while ago. The rate at which it's improved is the issue, not whether or not it will be.

Grim Dawn, on the other hand, has a single player/offline mode and a much more defined, self-contained story. Once they've done the four acts, it will be 'finished'. Room for expansion? Sure. But a far cry from the malleable, seasonal beast that PoE has become.


GD will have 1 guaranteed expansions and modding will allow people to continually add to the game. A game like PoE or D3 which has closed servers has no guarantee of a foreseeable future since if the company ever goes down and whatnot - then the game is also gone. Unlikely but still a factor which is one reason why people dislike things like Steam.

Plus comparing a finished game to one still in development - kinda stupid but I suppose the OP didn't know that either lol.


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SidleJinks wrote:
Gameplay and graphics in GD suck, while in PoE they are awesome. GD is insanely boring. There's no interesting mechanics, no interesting items, no interesting mobs, bosses, etc. I leveled 2 chars to 40 and was sick of it. Even old Titan's Quest was MUCH better than GD.

And this all is not about development time, GD has no potential, maybe their game designer sucks, maybe they don't have one.


Graphics are subject to opinion. I enjoy the more realistic graphics of GD while dislike the plastic look PoE has. Gameplay/mechanics wise the game is unfinished and still has a few large features to be added to the game. TQ definitely isn't as good unless you just like Mythology or are blinded by nostalgia imo.

Otherwise the game has gotten far larger then expected with a ton more features as well. I wouldn't say it will compete with PoE since they are so different an Arpg - but TL2 and other arpgs that don't have a closed server always online aspect? Definitely.


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grepman wrote:
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DeMasked wrote:


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grepman wrote:
thing is, D2 was a game changer in regards to online play in ARPGs. its tough as fuck to create a 'hit' (ie sell units) with a single player-only ARPG game nowadays, sadly enough.


That is indeed the case although I believe Torchlight 2 did quite well but I'm sure a lot of that has to do with the developers who created that game giving it a lot of credibility. Grim Dawn does have multiplayer btw.
oh I know it has multiplayer, but at its core its still a single player-focused game, just like TL

TL2 was popular, yea. much of it came because of mods, and easiness of making such mods. a lot of it came also to good timing- just like poe benefited from d3 being disappointing, TL2 REALLY benefited from it- its release was almost perfect timing- it was like 4 months after d3, when people stopped having things to do in the game and were disappointed, trying to get that ARPG experience they always wanted to get from D3


Except TL2 is so cartoony which is one reason why a lot of people dislike the game - and pointed at D3 for being too cartoony as well.


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CharanJaydemyr wrote:
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Chameleon wrote:


It's a far cry from the size of the team and the millions of $$$ in initial private backing PoE has had.


1. Grim Dawn sold early access for far more per unit than PoE

2. It also had a kickstarter

3. GGG only had a handful of devs as well

4. Citation needed for the above.

Feel free to defend Grim Dawn, if you think it's under attack (which it's not; blame the overzealous OP for initiating any offensive, and it was against PoE) but don't make shit up.


PoE has it's free 2 play system which always has some sort of limiting factor. Character spaces, inventory tabs and then the cosmetic purchases which cost ridiculous amounts of money (of course optional but seriously... $110 for a cosmetic is pretty lame). GD you have unlimited characters to have as well as inventory space (even more so with modding).

$25 for everything including mods that can give you way more is far better then being forced to dance to GGG's tune when it comes to game limitations.
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Natharias wrote:
PoE:
1. Has desync.
2. Requires internet connection.
3. Is harder to hack or alter files, including duping.
4. Has only one or two builds that use more than one button to deal damage (curses, mobility, utility, and other skills don't count).
5. It is costly to undo more than a few skill points.
6. Builds are limited by socket
7. Only two-thirds of armor is usable. Armor-based armor has no place due to Immortal Call and Granite Flasks.
8. Has quite a few builds that can clear the entire screen in only one attack.
9. Armor becomes less effective against bigger hits. Smaller hits are negligible.
10. Block is not an option for a major defense. Not without gimping your entire skill tree and most gear towards it.
11. Complex and limited potion system. Flasks require either enemy kills, scoring critical strikes, or taking critical strikes to be used after being imbibed. But flasks can confer powerful bonuses and useful effects.
12. Loot is sparse and of low value.
13. Loot is used as currency and for crafting, lowering the effective amount of loot dropped or limiting crafting, or both.
14. It is impossible to play self-found, and have to reload areas to farm for experience even in lower level areas.

Grim Dawn:
1. Has no desync in singleplayer.
2. Requires internet connection for multiplayer only.
3. Is very easy to modify files and dupe items. But this is intended as Crate plans on releasing or allowing modding files to be released.
4. Most characters cannot just a-move. Different skills must be used in different situations.
5. Simplistic potion system. Life or mana potions only and they restore quite a bit.
6. Skill points can be easily and cheaply refunded, but only to a certain point, and only some points can be refunded. Points into skills can be refunded, but points into a "class bar" cannot.
7. Block is an option for a major defense but only for one class type.
8. Armor is both simplistic and complex. Armor is of only one type when compared to PoE, but each piece of armor is important. There are also other factors that are considered when being hit or hitting, meaning armor gear is only part of the equation. Read it for yourself.
9. Loot is regular.
10. Players can reliably play self-found without any problems, and without having to reload areas to farm monsters.

Grim Dawn is simply more enjoyable to play. Path of Exile demands more work than it gives enjoyment.

Literally the PoE stuff is all negative and the GD stuff is all positive. That being said...

There's no discussion to be had with OP, he / she had already made up their mind before they clicked "Submit". The title of this thread leads people to believe OP is having trouble deciding what game to play - which is something I love giving my 2 cents on. What's better than helping someone pick between two awesome games? I don't personally understand what the point is of posts like this, if there's no fair discussion to be had. Clearly something urks you about PoE - which is fine. I don't know that I agree with any of the points you made as someone who has thoroughly enjoyed Grim Dawn and Path of Exile, but your entitled to them. Good luck with whatever game you wind up enjoying.
12. Loot is sparse and of low value.
13. Loot is used as currency and for crafting, lowering the effective amount of loot dropped or limiting crafting, or both.

I just re-read these criticisms of PoE.

Ever done a Map or left the Twilight Strand?
path of exile is for passionate,smart and adult gamers.....GD,diablo and others like those are for kids and casual gamers....end of the discussion.
learning is a painful process ... knowledge is the most deadly weapon.
Last edited by xxxcobaltxxx#7702 on Apr 6, 2015, 3:00:28 PM
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xxxcobaltxxx wrote:
path of exile is for passionate,smart and adult gamers.....GD,diablo and others like those are for kids and casual gamers....end of the discussion.


GD is definitely not on the same level of Diablo 3 when it comes to it's simplicity.
POE, because of a multiplayer system (leagues, races, economy, events) and complexity. Grim dawn has simply only co-op (client-sided) and it's good for few playthroughs max (like torchlight).
What really makes GD going for me is that when you play in veteran mode in normal the level of challenge is a good deal higher than in PoE, where you basically have to slog through two difficulty tiers before things start to get interesting. But for me the 'interesting' bit in PoE mainly comes from a constant need for better defense and more dps, until you reach maps, that is.

There are some really huge differences between the combat in PoE and the combat in GD. In PoE the majority of your time is spent killing groups of white mobs, that a) provide no challenge, b) give little xp, and c) give very little loot. Then there are magic monsters which basically are like white ones, only marginally better. And the rare ones cannot sometimes even be distinguished from the normal and magic ones if not for their colour because they are so unremarkable and weak.
What I mean is, PoE has a hard time making combat not a drudge. I have the suspicion that a good deal of the satisfaction in Poe's combat comes from being able to manage late-game content, where you know things finally can get tough.

I mean, what are the challenges in PoE? Vaal, until you figured him out. Dominus, until you figured him out, and have the gear. A handful of monsters in late act 3. And alched maps. And that's it. 95% of the game until you hit maps is a drudge.
I think it's great that GGG is taking more and more steps to change that. This is really needed.

In GD you have a much more rare monsters and they are significantly tougher. You have much more 'unique' monsters, and they are not rare and in-between and bound to one place, but have a chance to spawn in any group of monsters, and they come with special, easily distinguishable abilities.
Overall, combat in GD is more challenging, more visceral, and more dynamic. And this is with just the first difficulty tier released yet.

Having said that, I still would call PoE the better game. The replay value is much better, it has more flexibility, and overall is more dynamic. It is also more 'deep'. With GD you know it will never really change. As an allegory, PoE is like a long, excellent procedural tv-show, whereas GD is more like a good movie.
Last edited by Jojas#5551 on Apr 6, 2015, 5:29:11 PM

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