Playing Grim Dawn, questioning online nature of PoE
" You didn't even play the game. Dys an sohm Rohs an kyn Sahl djahs afah Mah morn narr Last edited by Coconutdoggy#1805 on Oct 24, 2017, 10:34:45 AM
|
![]() |
" little kid fan boy dont understand other people have different opinions they need too be always right or they become toxic , Grim Dawn is a great rpg but in my book everything is screw because the poor and limited animation , exemple the soldier only have the same ugly bashing animation nothing more they only add effect on the same animation , so after 1 or 2 month sure you will get boring using again and again the same chunky animation juge your self here all the skill https://www.youtube.com/watch?v=2KmHECBbqUc&t=120s peace play my first rpg on the intellivision :) Chris Wilson"I want to make sure that melee classes are as good as they can be" Last edited by charley222#3935 on Oct 24, 2017, 10:38:58 AM
|
![]() |
I also play Grim Dawn and i like it.
But what you say is simply not true. " No, not always. Sure, "common" items are useless junk and no one ever pick them up. But "magic" items can be useful with proper rolls and base, and most of "rare" items are still useless junk. Among "epics/legendaries" (=uniques) a large part is also junk, and sometimes "epics" (lower-tier of uniques) are better than "legendaries" (a higher-tier of uniques). " It isnt really good. It has the same RNG as in PoE when you craft magic/rare items (craft few hundreds and pray that mods you eed will proc). And other items (epic/legendary) have fixed stats with slight deviation. You just gather required maths, and receive a nice item with fixed stats. If that's a pinnacle of crafting art for you, i'm sorry for you, really. " Bosses mostly drop random loot, just like in PoE. Some of them have targeted drops (monster infrequent item bases, that drop only from certain kind of mobs). If you mean that - yes, PoE could use this too. " It isnt true. PoE has more active skills to choose from. More classes - although GD allows to get 2 classes per character, you can choose only among 8 classes while in PoE there are 19 of them. PoE has deeper passive tree with many game-changing "keystones". PoE also has more game-changing uniques (even despite in latest patch to GD was added a bulk of new game-changing uniques). GD also has too "narrow" itemization options, because most of the time, legendaries (=uniques) are supposed to be BiS items. Since GD has an insane number of damage types and resistances (~10 damage resistances, ~5 CC resistances, ~18 damage types), and legendaries often provide bonuses only to certain skills, for many builds you mightfind that NO legendary fits it well for most slots, and that will mean your build will be much weaker than the one fully-supported by legendary gear. There are strong and weak builds in GD too, just like in PoE. Some faceroll content (to a certain degree, of course), while other struggle to survive even on normal mobs, or kill them quickly. And claim that "any build can be made to work" is no stronger for GD, than it is for PoE. In PoE, you alo can "make a build work" with most rare and powerful gear, while facing weak content like T10. Even a weak build with great items can do that content. But if we take truly hard endgame content, not best gear, and also consider killing speed and safety, those "working" builds suddenly fall apart and feel like trying to fight with bow against M-16 (bow sure can be used to killing people from range, but compared to modern firearms, it just sucks badly)... IGN: MortalKombat Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power Last edited by MortalKombat3#6961 on Oct 24, 2017, 11:10:21 AM
|
![]() |
Only one build I played till Nemesis was Spellbreaker, have few lvl 85 characters though.
Diversity in GD is not present as most builds only switch piercing for cold or fire for lightning etc. PoE has more builds and feelings from each build is much more original, while GD builds are played in very similar way and almost every build provides same feelings. GD is slow, PoE much faster. ps: give a try to Torchlight 2, that one is after D2 best arpg. Last edited by Rexeos#3429 on Oct 24, 2017, 11:22:31 AM
|
![]() |
"If every GD build feels pretty much the same to you, then perhaps you're unconsciously building the same character in different ways, which there may be enough build variety in Grim Dawn to do. But, the limits of what you've experienced are not the limits of the game itself. Pet builds, hybrid pet / caster builds, melee builds, ranged attack builds, and caster builds do not play the same way unless you itemize in highly similar ways (I'm not even sure that's possible) and select similar devotions (which would be really odd). On the caster side alone you're implicitly equating the play experience of TSS builds, AAR builds, DOT builds (bleed, poison), ravenous earth builds, sigil of consumption / vitality builds, devastation / doom bolt builds (it exists, it works, find the guide if you'd like), bone harvest builds, flames of ignaffar builds, black water cocktail builds, Callidor's tempest builds, PRM builds, storm totem / wind devil builds, and so on. I don't see how you can lump together the play experience for GD into "all builds feel / play pretty much the same." I really don't. Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes? Last edited by EnjoyTheJourney#0109 on Oct 24, 2017, 12:01:18 PM
|
![]() |
the only thing that makes GD builds 'similar' is proc system. Devotion procs (and procs from certain relatively-common items/components) make playstyle pretty similar. the falling rocks work the same no matter how you trigger them.
one ofc can ignore skill based Devotions and pick stats and passives but.. why would one do that. Elemental build without Toad? why would anyone do that. so most elemental builds can and will use that Devotion other than that - it is very similar to POE. GD has deeper itemisation (it stuck with the D2's 'magic items roll higher than rares and legendaries') - you can get GREAT green item that will dwarf epics due to it simply rolling higher uniques (mythics/legendaries/epics - the blue/violet stuff) are just as in POE - almost-BiS with guaranteed stats. but you CAN and will from time to time find a f.. amazing green item that you will have a very very hard time not using sets. stuff i like and hate at the same time. GGG were right: sets make gearing uncomfortable. once you get 3 endgame pieces then there is pretty much certain you wont shuffle your pieces till 100 but.. you can get most of that gear yourself. and it is not handed to you. you can earn faction rep, you can craft some stepping stone items, you can farm certain areas - the system is rich and makes road to 100 somewhat enjoyable in POE you reach peak power (gear, skill, etc) at around 90 and then just slog to 100. in GD you actually have a real chance of improving your char between 80 and 100. the 'journey' aspect is still there oh, and the bs RNG used by POE to limit progression is gone. and the 'time to die' is also realistic (both ways) |
![]() |
" There are no movement spell - only blitz and shadowstrike. There is no dodge - only left click. Thats all.. Left click is best friend and from time to time u press other buttons for buffs or debuffs or another spell to help with left click or to protect urself from dying. Thats it. 80% of what u mentioned I played, copied few builds form GD page as well. If you can not fight directly, than you are moving back and wait for cooldowns, otherwise ur dps is fairly high enough, so u can walk ahead. Game has its own speed which u can not change in any way.\ For example casters PRM or AAR are pretty crap, while one is ok in the beginning, than other one is fail all time and needs support from other spells. Both u have to stand on place and move back. And that is fairly for many builds there the same.. Last edited by Rexeos#3429 on Oct 24, 2017, 4:08:11 PM
|
![]() |
The whole thing about the "unviability" of builds in PoE is grossly exaggerated.
-Shiton of builds can complete the core game -Shiton of builds can play up to yellow maps, maybe even the easy reds. -Fewer but stil ALOT of builds can level up to 100. All you have to do is avoid all the hard mods on maps and endgame bosses and you are good to go. It is just boring -Far fewer builds can CONSISTENTLY farm Guardians(on yellow maps with mods), Shaper and Uber Atziri. This is actually where the shortcomings of certain playstyles come into play. But generally "viability" is a subjective term. If by "viable" you mean a build that can consistently kill deathless all the end game bosses on its way to level 100 then yeah, very few builds can do that. But there are alot of other goals you can set, and make a ton of builds that can reach these goals. However this does not mean that i think the game is balanced. FAR from it. I think it is grossly UNBALANCED, and that has alot to do with how EASY a certain playstyle/build/class/skill gem etc. can complete certain tasks within the game. PoE is one of the most unbalanced RPGs i have ever played in that regard because the difference in power between playstyles can be ridiculous. But that's a whole other topic. It does not mean that a very wide variety of builds cannot complete alot of the tasks i mentioned above, because they absolutely 100% can. It just will be harder. |
![]() |
"Viable" is considered by many users to be immortal while killing everything instantly all the way while being able to compete for 1st lvl 100 on both SC and HC ladders.
as there is no ladder in Grim Dawn, everything is "viable" :) I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
![]() |
viable - according to insta gratification generation - is a build that kills everything fears noone and costs nothing
everything esle is 'shit' because it requires player to think and creates a risk of dying. and god do not die right? problem is that if you want to reach certain threshold you need 1ex for an ele wander, 2ex for a srs char and 30ex for melee.. and that is terribad |
![]() |