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Author Topic: Ex-Titan Quest Developers working on a new game: Grim Dawn  (Read 16858 times)
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Lee
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« Reply #120 on: July 18, 2015, 07:49:33 AM »

If I miss clicked because of tiny click boxes, maybe the game isn't for me? I was experimenting with the system and I seemed to be missing far too often. That isn't fun for me. If there is a lot of action going on, which is normal in a ARPG, I shouldn't have to worry about missing my clicks by that much.

Granted its been a long time since I played TQ, but I remember loving it from the beginning. I don't remember having interface issues with the game. It may not have been the perfect ARPG, but it was leaps and bounds better than GD. I don't remember feeling like the interface was a complication I need to learn like it is in GD.
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Harkonis
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« Reply #121 on: July 18, 2015, 11:08:23 AM »

I went back and played some TQ last week when I was checking my memory on things Blackjack was mentioning and it very much felt about the same on the hit or missing of me running past things.  What I tend to do when playing, whether melee or ranged is liberal use of the shift key to force stationary.  If melee I do it right when I get near them, if ranged I use it pretty much whenever clicking an enemy.

Getting a dash or charge can also help.  It's a bit clunky overall, but if you enjoyed TQ I don't see any disconnect between the games personally.  I do think Diablo and Path of Exile do the precision controls more smoothly though.
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Lee
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« Reply #122 on: July 18, 2015, 02:52:53 PM »

Thanks, I will give shift a try when I get back to it, but I am definitely going to give it some time and see where they go with it. I really did not enjoy what I played of it so far, but then again I haven't put in enough time in to see if it's something I can get used to either. It may just be the initial learning curve takes time or maybe I just wasn't in the mood for learning a new game last night.
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Harkonis
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« Reply #123 on: July 18, 2015, 09:51:01 PM »

everytime I come back to either GD or TQ I have to readjust
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hitbyambulance
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« Reply #124 on: July 19, 2015, 09:14:17 AM »

waiting for official release to finally play this.
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Lee
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« Reply #125 on: July 30, 2015, 05:40:33 AM »

Played it a bite more and I am starting to get used to it and enjoying it. So with that, I am done playing it until it's finished.
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EddieA
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« Reply #126 on: December 24, 2015, 02:17:34 AM »

The game is now content and feature complete and is set to leave early access in February after some testing and balancing.
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Blackjack
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« Reply #127 on: December 31, 2015, 03:25:54 PM »

Good for them. I put 132 hours into Grim Dawn over the years, and I'm not sure I even want to re-visit it anymore. Also, I've met way more cool people playing loot-less Helldivers PC than I ever did in Grim Dawn, so I don't know if ARPGs for me are the way to make new pals in gaming anymore.

Although I did convince one guy I met playing Grim Dawn early this year to get Helldivers, and now he's sometimes constantly pestering me to play the latter with him instead of the former.  icon_razz

What's funny is some folks on my Steam friends list bought GD years ago but said they didn't want to play it until "it's finished." And I'm like, "Dude, you don't know if you remotely like the game yet, and it's been on your games list for 3 years now." Whatever.  Roll Eyes
« Last Edit: December 31, 2015, 03:27:36 PM by Blackjack » Logged

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« Reply #128 on: December 31, 2015, 06:57:32 PM »

Quote from: Blackjack on December 31, 2015, 03:25:54 PM

What's funny is some folks on my Steam friends list bought GD years ago but said they didn't want to play it until "it's finished." And I'm like, "Dude, you don't know if you remotely like the game yet, and it's been on your games list for 3 years now." Whatever.  Roll Eyes

I would be one of those people, and I have no idea what you're talking about.  I backed the game to help get it made, so I got a copy then.  I didn't want to play the early versions because of how many systems, characters, enemies, areas, etc were still not even started let alone complete. 

How many times have you restarted?  And now you say " I'm not sure I even want to re-visit it anymore", well that's exactly why I didn't want to play the game before it came out.  What would have playing an incomplete version accomplished over waiting for it, as far as convincing me whether I liked the game or not?  I already own it, so whether I like it or not that's not changing.  I'd rather play the real, complete version when they are finished rather than several incomplete snippets over the years. 

I know I liked Titan Quest, and Diablo, and Torchlight, and many other ARPGs, so I'm hoping I like this one.  That's why I bought it early to support them.  That's why it's been in my Steam library for years unplayed.  So check yourself and your "whatever  Roll Eyes" maybe?
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Blackjack
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« Reply #129 on: January 27, 2016, 06:39:31 PM »

I revisited, with release around the corner. Just developing a non-Hybrid, Soldier, to L34 at this point. I'm kinda sad I have no co-op buds to play it with these days but I find it fun enough solo. Also sad several pals who bought or funded this 3 years ago but declared "I won't play it until it's done" now probably no longer have any interest in it.

Anyway, the End is Near...

Grim Misadventure #89: Build 31 Preview
http://www.grimdawn.com/forums/showthread.php?t=31762
Quote
Grim Misadventures continues. 2015 was a huge year for Grim Dawn, but nothing is going to top 2016 because this is the year the game will leave Early Access behind and graduate to release status!

With all of the content in place, we are now fully focused on improving what’s there, and that comes in many forms, from balance to optimization to itemization to environments. There is much to share and the changelog is getting long, but we would like to give you a sampling of the changes coming your way with Build 31.

Updated Environments
There are some areas of the world that we’ve always meant to return to, but with the need to wrap up the content we never had a chance to. The first area on this list was the Burrwitch Outskirts, which is now a proper forest.

Some changes are also coming to parts of Arkovian Foothills and Old Arkovia, both to streamline certain parts of the progression and to bring out more of the remnants of Arkovian architecture.

Updates to Loot and Loot Tables
This section could be a list in itself, we are taking a look at Rare Affixes, Magic Items, Epic Items, Drop Rates…

Rare Affix, Epic and Legendary drop rates are going up on Elite and Ultimate difficulty. We are also cutting down on the odds of getting single-affix items and greatly increasing the chance of rolling a double-affix item, at level 55+. The affixes rolled on Monster Infrequents will be significantly improved, with lower odds of getting a single affix. We are also taking a look at Rare Affixes and Monster Infrequents, making them more powerful with a focus on introducing more defensive stats, which are critical to surviving on Elite and Ultimate difficulty.

We also resolved an error in the Epic item loot tables which only became apparent at max level. This error greatly reduced the selection of Epic items which could appear at level 85, resulting in many duplicate drops. This issue is resolved in Build 31.

Reduced Chance of Getting Duplicate Blueprints
The loot system will attempt to reroll a Blueprint drop if you already have it learned. The goal here was not to completely eliminate duplicates, but the odds should be greatly reduced.

Damage Over Time Effects can Critically Strike
With Build 31, you will be able to improve your damage over time effects with Offensive Ability, just as you would with instant damage. In addition, these effects will be able to trigger on Crit procs, such as from Devotion.

Mastery and Devotion Tuning
We are taking another look at Masteries and Devotion to improve upon lackluster options and toning down those that are proving too strong. Almost every Constellation has seen changes.

Nemesis Tuning
Not all Nemesis bosses are created equal. A pass has been done to bring their challenge closer together. In Particular, Fabius will have his Pneumatic Burst significantly nerfed at higher levels/difficulties so the fight is not so drawn out, while also reducing the burst in attack speed and damage he gains from the buff. The Avatar of Mogdrogen will summon his minions with reduced frequency, and his defenses and damage at low health have been reduced.

Optimization to the Pathfinding System
While the main intent of this update was to improve general performance when dealing with larger battles, it also had the added benefit of improving the pathing for skills such as Blitz and Shadow Strike, which will allow you to push/pass through enemies to reach your intended target.

Achievements are Unlocked
You will finally be able to earn all those achievements everybody’s been datamining for months. These will be viewed through an in-game UI and can be earned whether you play through Steam or through the standalone release copy.

Some of the Achievements will be retroactive, but not all.

New Tutorial System
The old Tutorial UI has been ripped out in favor of tutorial tips that will appear near the relevant element of the game. Detailed info will be stored in the Codex Window (Quest/Lore Log).

And More…
More, there is always more. Another big Changelog is coming your way!

The full release build is currently on track for February.
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Blackjack
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« Reply #130 on: January 28, 2016, 06:28:15 PM »

I put a lot of hours into this in recent days and developed a new basic Soldier (no hybrid to L40 last night). The Act 4 zones are fun enough, I'd say, and some of the environments (I'm purposely being vague) finally do break out of the Neverending Brown-ness of earlier Act areas.

I really dig the Devotion system even if it's a bit confusing to read through the Constellations. When you notice your character is low on certain resistances it's especially useful as a means to add some passive resistances to fill in the gaps, so to speak.

The Devotion passive skills are assigned to your existing available skills and then trigger off them under certain conditions. I love the spinning hammers one, and find that most consistently useful for my sword/shield type. Turtle (which triggers a protective yellow force shield around your character for a period of time when health drops to 30% or less) is useful if you like to wade in.

Loot-wise, I would say the game still seems to want to bury me with goodies better used by other character class types. Maybe that's by design to use your stash more often.

I was using the same shield for "10s of levels," but finally found a better one with a cool raging lion face (or something) on it.
« Last Edit: January 28, 2016, 06:46:05 PM by Blackjack » Logged

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Blackjack
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« Reply #131 on: February 04, 2016, 02:20:25 AM »

I missed this animated trailer and voiceover announcement Jan. 29th. Exciting if you dig that stuff -- if not, you'll grumble why they threw Early Access sales money at something so darn frivolous.  *Fist Shaking* smirk

Grim Dawn gets Animated Trailer and VO!
http://www.grimdawn.com/forums/showthread.php?t=31989
Quote from: Crate dev Sandcaster
We're very pleased to say that Grim Dawn will be receiving an animated story intro trailer and VO. This was made possible by successful Early Access sales over the past year. The trailer will set up the start of the game, showing the capture of the Aetherial-possessed human who, freed from the spirit, becomes the player character. It will be comprised of still images brought to life with video editing, FX and some animation.

We're also adding voiceover to the main game - it will cover main quest lines for primary NPCs and some intro lines for others.

Top people are currently racing to get this all ready for Grim Dawn’s impending Q1 release!
I've always through the various NPC dialogue could benefit from voiceover -- if not fully, then at least the first sentence or two as some mmorpgs do it. I was hesitant so suggest it since it generally boils down to, "well, sure, but do you want us to spend would-be development money on stuff like that?" I guess they dug under the cushions and found sufficient pocket change.  icon_smile
« Last Edit: February 04, 2016, 02:22:17 AM by Blackjack » Logged

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« Reply #132 on: February 04, 2016, 02:51:38 AM »

I'm not a big one for animated intro, but the voice overs are definitely a good thing in my mind.  Glad to hear that Early Access was successful enough to warrant these additions.
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« Reply #133 on: February 05, 2016, 11:18:08 PM »

I'll confess the "top people" part made me think of the finale of Raiders of the Lost Ark...
https://en.wikiquote.org/wiki/Raiders_of_the_Lost_Ark

Quote
Brody: "The Ark is a source of unspeakable power and it has to be researched!"
Maj. Eaton: "And it will be, I assure you, Doctor Brody, Doctor Jones. We have top men working on it right now."
Jones: "Who?!"
Maj. Eaton: "Top... men."
paranoid
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« Reply #134 on: February 08, 2016, 11:50:44 PM »

Quote from: EngineNo9 on February 04, 2016, 02:51:38 AM

I'm not a big one for animated intro, but the voice overs are definitely a good thing in my mind.  Glad to hear that Early Access was successful enough to warrant these additions.

Stuff like this is exactly why I avoid early access.  Playing without these additions (not to mention balancing and content) make the game far less interesting.  I'd much rather wait until it's all finished.
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« Reply #135 on: February 23, 2016, 01:37:44 AM »

They have just released the final patch (notes here) and have announced that the the final release date for coming out of Early Access is this Thursday the 25th. 

Too bad this is coming out right in the new spring rush of games!
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« Reply #136 on: February 23, 2016, 05:57:46 PM »

Quote from: EngineNo9 on February 23, 2016, 01:37:44 AM

They have just released the final patch (notes here) and have announced that the the final release date for coming out of Early Access is this Thursday the 25th. 

Too bad this is coming out right in the new spring rush of games!

I'm thinking of starting up again now with the final release.  I generally like pet classes, I'm thinking of starting with Shaman?  Any other recommendations?  Is this similar to TQ where you pick 2 class masteries?
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« Reply #137 on: February 23, 2016, 06:46:17 PM »

Quote from: rittchard on February 23, 2016, 05:57:46 PM

Is this similar to TQ where you pick 2 class masteries?

Yes, you can pick a secondary class later on in your development.  I can't comment on how the Shaman plays, though.
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« Reply #138 on: June 07, 2016, 05:28:57 PM »

They have launched their first free DLC for The Hidden Path today along with a patch.  Here's what is in it:

Spoiler for Hiden:
Set Out Upon the Hidden Path (V1.0.0.4 Changelog)
v1.0.0.4

[Major New Features]
New Content: The Hidden Path. Venture down the elusive route taken by the followers of the Witch Gods and discover the secrets known only to their most loyal servants. Your journey begins near Lower Crossing, but requires some Dynamite.
The Hidden Path includes a wealth of new lore, 5 new bosses, a new dungeon, 3 new Monster Infrequents and 7 new Unique items.
The digital copy of the world map is now included in the DLC folder for those with the respective DLC code. On Steam, you can right-click the game in your Library, select Properties, Local Files and Browse Local Files. You may have to start the game once for the map to download.

[Mod Tools]
Note: due to changes to GameEngine.dbr, modders who edited this file should update it in their mod to account for the new loot randomizer tables.
GameEngine.dbr edits in a mod will now properly override the default gameengine.dbr values when the mod is loaded under Custom Game
Exporter (.dlo) files are now available in the installation directory for 32-bit versions of 3ds Max 2009, 2011 and 2012
Flipped the condition logic for isDifficulty and LuaScript Quest and Conversation conditions so that they make more intuitive sense based on what the editors are displaying to the user (ex. LuaScript Test() < 7 now checks if the function returns a value less than 7, previously it would check if 7 is less than the returned value, similarly isDifficulty >= Epic used to check if Epic was >= to the current difficulty, now it checks if the current difficulty is Epic or greater)
Maximum number of masteries increased from 10 to 30.
Maximum terrain size in editor reduced from 256x256 to 128x128. Existing large terrains should be unaffected.
Fixed a bug where skills would not load correctly in mods.

[Art]
Male PC has undergone foot surgery, resulting in slightly smaller boot sizes.

[Tech]
Fixed radial critical WeaponPool skills activating their own damage on non critical attacks.
Fixed ChargedFinale WeaponPool skills using up twice as much energy as intended.
Skill Modifier tooltips now include their base skill offensive modifiers in their calculated damage.
Fixed dialog popups not scaling properly with UI scale.
Fixed a bug where feared monsters would flee incorrectly.

[Game]
Improved the ability for multiple pets to engage Bosses, Heroes and Nemesis Bosses.
Increased the drop rate of Ectoplasm, Chipped Claws and Kilrian's Shattered Soul
Reduced boss and hero resistance to Life Leech effects
Reduced Damage over Time effects applied by monsters on Elite/Ultimate difficulty
Reduced Leech Resistance on Obsidian Defilers to 100%, so that it is susceptible to resist reduction
The Something for Nothing and Flesh and Iron quests have been redesigned
Removed, or added additional spawn locations to, static Treasure Trove locations that were missed in 1.0.0.2
% Total Damage multiplier now only affects damage stats and no longer modifies non-damage effects such as % Damage Converted to Health, % Resistance Reduction, Armor Reduction, etc.
Reduced the burst potential of certain poison abilities used by heroes and bosses (ex. Gastris, the Foul)

[Itemization]
Rare item drop rates now scale better with difficulty, for a more rewarding experience when playing on Elite and Ultimate difficulty.
Increased the drop rate of Unique items on Ultimate difficulty from non-Nemesis sources
Improved the base attributes of all rare Monster Infrequents
Significantly increased the affix-roll quality of Monster Infrequents
Increased the drop rate of Monster Infrequents from all sources
Cronley's Gang nemesis now has the same loot table as the Kymon's Chosen and Order of Death's Vigil nemesis bosses, as he is relatively easier to hunt down as well.
A balance pass has been done on Faction Augments. Generally, the goal was to increase the appeal of some of the more lackluster damage-focused options and provide more viable options on Ultimate difficulty. With a select few exceptions, this is an all around buff to Augments.
Added a Blacksmith to Fort Ikon with the same bonuses as the Homestead smith (including the Dynamite blueprint)
Etram Fald now crafts belts when creating random Legendary Armor only, previously belts were also possible when crafting a random Accessory. In Addition, the tooltips for the blueprints now clarify that they will generate an Epic item if the character is below level 50 (58 for accessories).
Rare Affixes - Added 2 new Rare Prefixes and 2 new Rare Suffixes for armor, focused on pet builds
Rare Prefix - Cutthroat: added Pierce Resist at level 54+
Rare Prefix - Merciless: added Poison Resist at level 54+
Rare Prefix - Plaguebearer: reduced Resist Reduction
Rare Prefix - Deathdealer: renamed to Sorcerer, to match the class combo name
Rare Prefix - Nightstalker: renamed to Spellbreaker, to match the class combo name
Rare Suffix - Abyss: reduced Resist Reduction
Rare Suffix - Rapid Reflexes: updated the lower than intended Attack Speed bonus
Rare Suffix - Shadows: added Vitality Resist at level 49+
Magic Suffix - of the Wastes: reduced Resist Reduction
Epic - Legplates of Valor: reduced health on the regular and Empowered versions
Legendary - Agony: reduced Poison Resist Reduction on the proc to -20%
Legendary - Beronath, Reforged: increased % All damage, increased Offensive Ability to 40
Legendary - Golemborn Greaves: Internal Trauma Retaliation from the skill is now dealt over 5s, retaliation damage per second slightly reduced
Legendary - Justicar Set: this set has been redesigned. Set bonuses updated.
Legendary - Chestguard of Justice: added % Fire damage and 16% Chaos resist, replaced bonuses to Veterancy and Squad Tactics with +2 to Rending Force and +2 to Internal Trauma
Legendary - Faceguard of Justice: passive bonus now works with melee weapons, rather than just shields, reduced its flat damage bonus but added % Physical and % Fire damage. Replaced bonus to War Cry with +2 to Forcewave.
Legendary - Handguards of Justice: added Fire damage, % Attack Speed and % Cast Speed, removed % Shield Damage Blocked and % Block Chance. Replaced bonus to Blindside with +2 to Forcewave.
Legendary - Iskandra's Unity Set: increased cooldown on Iskandra's Defense to 16s
Legendary - Shoulderguard of Justice: added % Fire and % Physical damage, replaced bonuses to Scars of Battle and Break Morale with +2 to Rending Force and +2 to Blindside. Passive bonus now works with melee weapons, rather than just shields.
Legendary - Markovian's Fortress Set: replaced 50% Constitution bonus with 20-45 Physical damage
Legendary - Markovian's Distinction: added flat Physical damage
Legendary - Stormheart: reduced % Attack Speed to 4% and Offensive Ability to 32
Legendary - The Deathmark Set: fixed an issue with Reaper's Mark not casting in a radius around the target point
Legendary - The Harbinger Set: the skill granted by the 3-piece bonus now triggers at 50% health and also grants 500% Chaos damage while active, cooldown reduced to 40s, duration increased to 8s. Replaced bonus to Vulnerability with +3 to Doombolt.
Legendary - Harbinger of Eternal Suffering: increased damage on skill, added +2 to Doombolt and 8% Cooldown Reduction
Legendary - Mask of the Harbinger: the passive skill now also grants 10% Cooldown Reduction
Legendary - The Sacred Balance Set: Shadowbolt proc now also has 20% Life Steal, increased % Weapon damage on The Sacred Balance proc to 45%
Legendary - Valdun's Treachery Set: increased Pierce damage bonus, increased proc rate of the skill to 20% and the % Weapon damage to 110%
Legendary - Valdun's Bounty: increased Radius to 3 and % Weapon damage to 115% on the granted skill, Valdun's Treachery
Legendary - Valdun's Rifle: reduced cooldown to 2.5s and increased the % Weapon damage to 320% on the granted skill, Perforator Round
Legendary - Wildblood Vanguard Set: increased % Vitality and % Bleed damage from the skill proc Wildblood to 400%, but increased the cooldown to 15s
Added small cooldowns to various on Attack and on Crit effects on items that previously had none. Procs that deal damage over time were generally unaffected by this.
Slight adjustment to % Weapon damage values on various Legendary item skills and procs
Lifestealer Oil: reduced % Damage Converted to Health to 15%
Reduced % Weapon damage on Troll Rage and Beronath's Fury to 122%. These skills serve as a good way to apply another Celestial Power for builds that do not take an auto-attack replacer, but the skill points they free up made them a bit too favorable, particularly for builds that already perform very well.
Component - Aethersteel Bolts: reduced Resist Reduction applied by Aether Tendril to 15, but increased its damage dealt.
Component - Blessed Steel: reduced Resist Reduction on Sacred Strike to 18
Component - Mark of Dreeg: reduced Resist Reduction to 10
Component - Symbol of Solael: reduced Resist Reduction on the granted skill to 15%. Increased the target radius, Chaos damage and energy cost.
Component - Venom-Tipped Ammo: reduced Resist Reduction on the granted skill to 12
Relic - Belgothian's Carnage: increased cooldown on proc to 4.5s
Relic - Corruption: reduced Elemental Resist Reduction to -15%
Relic - Haunt: reduced Aether/Vitality Resist Reduction to -15%
Relic - Iskandra's Balance: increased % Fire/Cold damage on the skill proc, Elemental Imbalance, to 400%. Added 24-32 Fire damage, 24-32 Cold damage and 30% Crit damage to the proc.
Relic - Malediction: reduced chance of Resist Reduction to 15
Relic - Necrosis: reduced Resist Reduction to -18%
Relic - Reckoning: reduced Physical Resist Reduction to -20%
Relic - Terror: reduced Total Resistance Reduction to 10%

[Class & Skills]
Devotion
Note: Due to changes to Celestial Powers, some of your assigned skills may have become reset and will need to be re-assigned.
Fixed an issue with Aether Tendril being invalid for most Celestial Powers
Lifted many of the restrictions on what skills can be assigned to various Celestial Powers, opening up new skill/devotion combinations that were previously not possible.
Aeon's Hourglass: rearranged some bonuses across the nodes. Increased Duration Reduction of Burn/Coldburn/Electrocute damage to 25% and added Bleed, Leech, Poison, Trauma and Vitality Decay to the list. Increased Defensive Ability bonus to 75
Berserker: added 15 Bleed damage / 3s
Chariot of the Dead: increased Offensive Ability by 5 and % Offensive Ability to 4%
Hydra: added 9 Elemental damage and 8 Pierce damage
Wolverine: increased % Defensive Ability bonus to 4%
Blizzard: increased % Weapon damage to 15% and Projectile radius to 1.8
Falcon Swoop: reduced % Weapon damage to 60% by rank 20, increased cooldown to 2s
Hungering Void: reduced Health Cost to 248 by rank 15
Meteor Shower: increased Fire and Burn damage
Rend: Reduced Bleed Damage
Rhowan's Scepter: added 15 Internal Trauma damage / 5s, increased Defensive Ability by 6
Spear of the Heavens: Added % Weapon damage, increased explosion radius to 1.8
Time Stop: skill has been redesigned and renamed to Time Dilation. Now triggers a Buff at 50% health that briefly grants you Energy Regen, Cast Speed, Petrify Retaliation and 100% Cooldown Reduction.

Soldier
Deadly Momentum: increased flat Physical damage scaling with rank. Increased duration to 4s.
Fighting Form: increased % Physical damage to 88% by rank 12, 158% by max ultimate rank.
Forcewave: slightly increased Physical damage scaling with rank
Tremor: reduced % Weapon damage penalty to -40% and % All damage penalty to -16%

Demolitionist
Blackwater Cocktail: improved scaling at ultimate ranks
Demon Fire: improved scaling at ultimate ranks
Blast Shield: increased cooldown to 12s and slightly reduced Chance to Avoid Projectiles scaling with rank
Brimstone: reduced Number of Fragments scaling at Ultimate ranks, slightly reduced Fire and Chaos damage scaling with rank
Static Strike: slightly decreased Lightning damage scaling with rank
Canister Bomb: improved scaling at ultimate ranks
Improved Casing: increased % damage bonuses to 60% by rank 10, 132% by max ultimate rank
Flame Touched: slightly reduced Offensive Ability scaling with rank
Flashbang: added a 1s cooldown
Grenado: improved scaling at ultimate ranks
High Impact: improved scaling at ultimate ranks
Skyfire Grenado: increased Lightning and Electrocute damage scaling with rank
Mortar Trap: improved scaling at ultimate ranks
The Big One: improved scaling at ultimate ranks
Stun Jacks: slightly increased Lightning damage scaling with rank
Ulzuin's Chosen: increased % damage bonuses to 115% by rank 10, 225% by max ultimate rank. Now also converts 10% of Physical damage to Fire for the affected skills.

Occultist
Bloody Pox: increased Bleed damage scaling with rank
Ember Claw: improved scaling at ultimate ranks
Hellfire: % Burn damage now scales to the same values as the % Fire damage
Infernal Breath: improved scaling at ultimate ranks
Summon Familiar: slightly increased Lightning damage scaling with rank, now launches additional projectiles at higher ranks
Lightning Strike: slightly increased Lightning damage scaling with rank

Nightblade
Amarasta's Blade Burst: increased % Weapon damage to 142% by rank 16, 165% by max ultimate rank
Blade Spirit: increased Bleed damage scaling with rank and increased Radius to 3.3
Ring of Steel: increased Radius to 4.5. Increased % Weapon damage scaling with rank to 130% by rank 16, 180% by max ultimate rank.

Arcanist
Devastation: reduced Aether and Fire damage scaling with rank. Reduced projectile explosion radius to 2.8
Inferno: increased duration of Burn damage to 4s, which should pair nicely with Wrath of Agrivix
Wrath of Agrivix: increased % Total damage multiplier to 150%

Shaman
Ground Slam: increased Internal Trauma damage scaling with rank
Might of the Bear: % Total damage multiplier increased to 15%
Mogdrogen's Pact: increased scaling at ultimate ranks
Heart of the Wild: % Health now scales to 34% by rank 10, up to 45% by max ultimate rank
Stormcaller's Pact: % Crit Damage bonus now scales to 35% by rank 12, but scales faster at ultimate ranks to its previous max value of 70%
Storm Totem: improved scaling at ultimate ranks
Upheaval: fixed an issue with Upheaval dealing its damage to the main target on every attack. However, as this fix is effectively a nerf to the skill, the damage of Upheaval was increased to compensate.
Wind Devil: improved scaling at ultimate ranks
Maelstrom: improved scaling at ultimate ranks

« Last Edit: June 07, 2016, 05:34:57 PM by EngineNo9 » Logged

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EddieA
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« Reply #139 on: July 06, 2016, 01:16:44 PM »

Here are the details on The Crucible, the first paid DLC (free for Kickstarter backers).
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EngineNo9
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« Reply #140 on: August 03, 2016, 07:32:45 PM »

Quote from: EddieA on July 06, 2016, 01:16:44 PM

Here are the details on The Crucible, the first paid DLC (free for Kickstarter backers).

This has just launched today along with the patch 1.0.0.5 that has an extremely long list of balance changes, updates and such.

The game is also on a 40% off sale on Steam to celebrate the new DLC I guess.
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Blackjack
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« Reply #141 on: August 05, 2016, 03:40:11 PM »

I burned out on Grim Dawn's campaign months ago. Had a great time. Wish I could find more people to play it co-op with on a consistent basis.

The DLC strikes me as "ARGP horde mode with loot" and seems to be an effort to draw the crowds that enjoy Diablo III's "Seasons," which really I never quite understood even after reading FAQs and Wikis about it. It seems fine though, I know not everyone wants to keep playing an ARPG campaign over and over. Lots of Grim Dawn players would be happy to do the randomizing tomb stuff in Act II over and over forever, and perhaps this DLC is an attempt to scratch that itch in a different way.  icon_smile
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