Playing Grim Dawn, questioning online nature of PoE

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Perq wrote:
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EnjoyTheJourney wrote:
An interesting convergence between POE and Grim Dawn ...



In fairness, FoO release happened before Grim Dawn's expansion release. It's still a bit surprising, though.


Inb4 someone comes in and says that this means nothing cuz we hab no full data boi.
But yes, Grim Dawn picked up some momentum.


You mean a game that released a large expansion picked up some additional people after the league has already been going on for what like 2+ months now?

You don't say...
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
the OP has put beautifully what I have been thinking myself.
■► It's a business. You won't get the full experience.
■► Yes, this is an addiction. This is a Slot Machine. I am addicted.
■► You won't be rewarded. There is no reward.
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Berserkerkitten wrote:
I never got into Grim Dawn. I tried, but it looks and feels so dated and sluggish and the combat puts me to sleep. Combat in PoE is fast-paced and brutal and satisfying, but I never really 'feel' the hits in GD. Maybe I'm just playing it wrong.


COMBAT?

what combat? current POE is one-sided kid-vs-MMA clown fiesta. there is no combat, you click on mindless, powerless, name- and feature-less 'xp globes' and these die and drop stuff

there is no combat in POE right now. it is a long standing meme but most of POE' mobs are more dangerous after their demise

Well, sorry I was born. o_O

To me, the combat in GD is tedious horsefuck, with every enemy needing god knows how many hits before they finally kick the bucket. I prefer exploding shit all over the screen left, right and center.
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Berserkerkitten wrote:
Well, sorry I was born. o_O

To me, the combat in GD is tedious horsefuck, with every enemy needing god knows how many hits before they finally kick the bucket. I prefer exploding shit all over the screen left, right and center.


im fine with that, but thats not combat. it is 'collecting XP'.. these poor bastards have no way of fighting back, there is no risk (except reflect - and thats why it irks people so much).

combat without a risk is called execution
Fair enough. In this case I prefer the executions in PoE to the combat in GD. That said, I'm happy for everyone who enjoys GD and/or prefers it to PoE. ♥
I will say, that in Grim Dawn, I feel tanky, but weak most of the time. I feel like I can create a character that will survive and kill whatever comes my way, eventually. That's not to say I haven't died, but I feel those cases were my fault for staying in a dangerous situation too long (usually environmental dangers, poison clouds, aether fire, over ganged up on and I focused on killing the toughest monsters instead of taking out the weaker stuff first so my healing could keep up.)

Whereas in PoE, I feel like a glass cannon no matter what tree I've tried, even going all defensive once. PoE is all about the game finding a way to kill you, even if it has to resort to tactics like death explosions and reflect (monsters not strong enough to kill you? here, you kill you instead).


I think a lot of it comes down to the skills, and my Grim Dawn characters thus far being totally melee with all special effects triggering off of normal attacks.

This makes the battles in Grim Dawn feel more satisfying to me overall, but fights have begun to "drag out" beyond "fun" length, if that makes sense. And I don't see a way to change that with the options presented. Maybe it's just my gear lagging behind my level.


I don't know how much relevance this has to the game being online or offline. I guess the online aspect of PoE relates to the Alt-F4 escape mechanism that forces PoE's devs to create ways to instantly kill players, otherwise they'll just escape death too easy. I'm not sure if you can do the same in Grim Dawn, though I think they do... since it's not online, if the game closes, I figure that encounter ends too. It just doesn't matter as much to the Devs of Grim Dawn to kill players as badly as this obsession of GGG's devs matters to them.
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Berserkerkitten wrote:
Well, sorry I was born. o_O

To me, the combat in GD is tedious horsefuck, with every enemy needing god knows how many hits before they finally kick the bucket. I prefer exploding shit all over the screen left, right and center.


Well, you can still do that in GD, when you farm relatively easy content with offensive build.
In PoE, "exploding shit" goes to an extreme, even if make a tanky build, you're still supposed to oneshot trash and enemies can still burst you incredibly quickly. While offensive builds just oneshot everything 2 screens wide and run at supersonic speeds, where any meaningful reaction from player is just impossible.
Even the FASTEST humans (F1 racers, martial arts masters, etc.) cant react on anything faster than 0.25 second. While for NORMAL humans, reaction delay is 0.5-0.7 seconds.
PoE is just "too fast" for me.
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 Nov 3, 2017, 4:18:49 PM
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sidtherat wrote:

COMBAT?

what combat? current POE is one-sided kid-vs-MMA clown fiesta. there is no combat, you click on mindless, powerless, name- and feature-less 'xp globes' and these die and drop stuff

there is no combat in POE right now. it is a long standing meme but most of POE' mobs are more dangerous after their demise


True, but more importantly, thanks for the laugh!
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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Zaludoz wrote:
I will say, that in Grim Dawn, I feel tanky, but weak most of the time. I feel like I can create a character that will survive and kill whatever comes my way, eventually. That's not to say I haven't died, but I feel those cases were my fault for staying in a dangerous situation too long (usually environmental dangers, poison clouds, aether fire, over ganged up on and I focused on killing the toughest monsters instead of taking out the weaker stuff first so my healing could keep up.)

Whereas in PoE, I feel like a glass cannon no matter what tree I've tried, even going all defensive once. PoE is all about the game finding a way to kill you, even if it has to resort to tactics like death explosions and reflect (monsters not strong enough to kill you? here, you kill you instead).


I think a lot of it comes down to the skills, and my Grim Dawn characters thus far being totally melee with all special effects triggering off of normal attacks.

This makes the battles in Grim Dawn feel more satisfying to me overall, but fights have begun to "drag out" beyond "fun" length, if that makes sense. And I don't see a way to change that with the options presented. Maybe it's just my gear lagging behind my level.


I don't know how much relevance this has to the game being online or offline. I guess the online aspect of PoE relates to the Alt-F4 escape mechanism that forces PoE's devs to create ways to instantly kill players, otherwise they'll just escape death too easy. I'm not sure if you can do the same in Grim Dawn, though I think they do... since it's not online, if the game closes, I figure that encounter ends too. It just doesn't matter as much to the Devs of Grim Dawn to kill players as badly as this obsession of GGG's devs matters to them.
It's possible that gear lagging would hold you back given how damage scales so heavily off gear when you play melee. There might be one more influential factor, though, and that's offensive ability (OA); it's a really big part of Grim Dawn, along with defensive ability (DA).

It's quite common to have a new player post on the forums asking for help with a build that's starting to lag in its performance and then to have those offering feedback point out that the newer player's character OA has become (much) too low given how far they've advanced in the game.

The "offline" nature of GD means that the "escape" button freezes the game immediately and you can log out at any time. Alt-F4 isn't needed to leave the game in a hurry.
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 Nov 4, 2017, 1:50:32 AM

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