This is a really old mod that became outdated quickly. If ypu want to try it out, only new characters should work correctly. I don't plan on updating this at all because it's too tedious. Sorry
I really enjoy the slower paced combat. The encounters are more meaningful and fulfilling this way , thank you very much:)
I have a suggestion though. Currently I play as a Pyromancer and in the demolitionist skill tree there are multiple skill that lost their effectiveness. Grenado and Blackwater Coctail's modifier(increased damage,range and cooldown) for example (Currently my fire strike skill is way more effective than fully upgraded grenado). While editing the skills you also decreased % damage bonuses. So they became obsolete. Same problem exists in gear affixes too.I understand decreasing flat dmg numbers in order to slow down the combat but when you also decrease % dmg bonuses you end up with item/skill modifiers that don't contribute. I hope you would look into it. Again, thank you for this great mod.It became my favorite for sure:)
Hey, I'm sorry for the really late follow-up; I have made some buffs to skills in a testing version, and have changed calculations on damage to be more accurate as well... and I deleted it. I'm abandoning this mod for some time and focusing on DREAD, which is the authentic experience with all updated items patched in. Sorry again
Hi there! This is by far the most unique mod I have come across. Having tons of fun! I have a few questions:
1) Are you still working on this mod and updating it? 2) Should I avoid new FG items or did you re-balance them as well?
Please consider making a thread on the official crate forums with your mod, a lot more people will be able to find and enjoy this mod. Merry Christmas and thanks for your hard work!
Hey, I'm pleased you're enjoying the mod! I plan to update it even more later on in the final updates of the game. If you mean FG as a whole, it is fully playable, as all items and monsters are modified -- but, if say, Crate added new FG items tomorrow, I don't believe it would be possible to receive them in the mod, which is a good thing, because it would absolutely ruin the game; so again, feel free to explore everything in the mod, including FG. I hope that answered your question.
Feel free to mention anything about balance, such as boss/hero HP that you believe to be too high.
Thanks for the kind words, it means a lot. Merry Christmas to you as well and have a happy new year.
I have a lot of problems killing hero monsters. On which difficulty am I supposed to play? I am not sure if to play Normal/Elite/Ult like in Vanilla? Currently on Ultimate I cannot kill hero mobs in Lower Crossing. However the XP gain in Ultimate is really big compared to Normal.
Thanks, I will continue playing :D
Edit: The quest hero mob in Old Dump has 2.6k hp? Is this a bug? It takes like 2 minutes to chop away 1% of his life. The Reanimator did not have so much health. I am playing on Normal difficulty.
Thanks a lot! Now I was able to complete those quests. I have a question about weapons and upgrades. My level 10 sword deals more flat damage than a level 20 sword? Do stats not increase the more you level up? Just wondering.
If you have any other tipps I would appreciate it, such as if RR is important, if flat damage is better then +% etc. :) I enjoy this mod a lot, the only thing I do not enjoy too much is some monsters having a lot of health but not so much damage leading to just holding LMB for a long time, maybe if you were to increase their damage but lower health a bit there would be more action. I am just level 30 though.
It's possible for a lower level weapon to have more flat damage than a higher level weapon. For example a lvl 10 Magic-tier crossbow may have 8 damage, while a lvl 50 Legendary-tier crossbow may have 5 damage, but the Legendary one will hold better stats that will outperform the 8 damage crossbow.
Since the numbers are much smaller, if you have low damage, let's say, 1 Fire damage, it would be best to add more flat Fire damage. Stacking +% Fire Damage will be better if you already have a decent amount of flat Fire Damage. Around lvl 30 is still early -- the speed and difficulty of things will pick up soon. I recommend playing Veteran over Normal difficulty
Thanks, I also really like the new patch. Can you explain the blue "Z" sometimes appearing above my character? Also I noticed melee default attacks sometimes do quick combos is this part of the mod? I don't know how it is late-game but two-handed melee weapons seem pretty weak compared to one-handed right now. That's all I have for feedback, still enjoying the mod!
The quick combos in melee are intended, as for the blue Z, it is part of it. 2H weapons, including the ranged, have increased stats, but I'll look into it.
i might not have money but i can at least say thank you for this mod and your time spend on it have a great day I enjoyed the third person view it was very cool and the slower combat and the animations for many of the attacks . Happy holidays !!!!!!!!!!
Hi, how did you change your camera to over-the-shoulder third person view? I will try your mod after I beat the game the first time, but right now on my first playthrough I just want my camera to be adjustable like in your gifs. (Grimcam doesn't work anymore)
Edit: Ok, author responded to other latest comment and totally ignored me. Fine. I'm already desperate trying to find a camera mod for this game.. damn..
I can count 2 cases where someone asked me for help on how to do something in my previous mods, and neither of them thanked me when I gave them an answer, so hopefully you understand how I feel...
Hey, guys, in some time, I will be removing this mod in replacement for my final mod for Grim Dawn. This mod is slowly becoming outdated, but still very playable. Since I have adjusted every single item and skill in this mod - yes, every single item and skill, including monsters - it is tedious work to fix everything that changes when Crate makes an update. I'll most likely never create a mod like this for Grim Dawn again due to the excessive amount of work required; nor may you ever play a mod like this in Grim Dawn ever again since I strongly believe no one would ever make a mod like this.
I don't have a date set, but If you want to try, and experience this mod before it is removed I suggest you do so now.
UPDATE: I'm making the mod visible again because I believe CRATE will be updating for a much longer time than I originally thought. If you decide to use a character that has items that weren't modified when making this mod, such as new weapons and gear added by CRATE, you will be extremely powerful; vanilla Grim Dawn stats were not meant to be used when playing this mod. As stated, updating this takes a lot of work for me, so it may be considered. If you find things such as bugs, balance issues, or anything that may seem unintentional, I may be able to fix that easily.
I loved Dread ages ago...but it was TOO SLOW for me.
This is a very strange feel. I can't put my finger on it. Sometimes things feel REALLY GOOD, and other times they feel SO SLOOOOOOOOOW....GRINDY as FUCK....I don't know what I'm doing wrong...maybe I'm just bad at Grim Dawn modded, or not, but I don't think so?
It just feels like I shouldn't be beating on boss crates for like 20-30 hits. Pew pew, pew pew, pew pew....Playing my trademark Purifier be really weird feeling too. Like I'm ALWAYS shooting the one pistol off, but BARELY using the other one...I'm open to build tips, or suggestions BEFORE I suggest you making any changes to the game for me this time around....
I have ALWAYS loved the camera angle IN PARTICULAR of your mods...but it's really counter-intuitive for a ranged dps class to use it if I can't blow up (insta-glib) mobs before they gap close with me, and stun bang me to death...That was the problem with Dread, and my character. That was why I asked for an attack speed buff for myself, because I knew with more attacks per second I could proc more, and blow mobs to pieces before they got to me usually.
It's supposed to be a high risk, high reward squishy character, but instead it just winds up panning out in this really sad pea shooter way...The MELEE for this MUST FEEL EPIC...cuz during that LVL 1 period where you've just got a club...1 dmg felt like A LOT, and I really FELT like your mod shined...
But for ranged characters it doesn't feel like that at all. . . it makes you feel weak, slow, and frustrated more often than not...Just my constructive criticism. I still like your work, and I ... wonder what I can do, is all.
I removed my first mod, CO when AoM came out, then I created DREAD with updated AoM content. Later, I removed DREAD when FG came out, followed by creating Vanalinor. Each mod, with different adjustments. I wanted to make a mod like Vanalinor since 2016. I wouldn't say this replaced DREAD, but more so just an episode to the season. I plan to remove this mod as well. I appreciate the feedback you and others have given, good and bad. I plan to make 1 final mod after I remove this.
I'm so burned out of Grim Dawn, but I'm so glad I finally made this before that happened. Once I remove this, my next mod, I feel will be my last. You will see DREAD again.
Is normal/veteran supposed to be this easy i find myself in no danger at all granted i am still level 15 i stood at the green boss and let him nail me and it was like nothing i was 7-8 level then no hp regen item so why?
Back with more feedback... and bugs... mostly bugs... I have no idea what your end goal is so I can't say how well you are doing in that regard.
The knockback/down mechanic you've implemented is pushing targets clear through the floor. I lost out on loot from a few 'heroes' and just got locked out of a Shrine battle because the first guy to spawn got hit and driven into the floor and is now untouchable...
Prior to this build I was seeing this with the aether crystals that stand up as fleshshaped monsters... I'm drawing a blank at the moment for their proper name. I had assumed at that time that this was a glitch with them being in a weird state of being. When I hopped over to report this bug I found a new version had been released and now I'm sending seemingly normal hero/mobs into the great abyss below the ground.
I know what enemy you're talking about, thanks for pointing this out to me. The enemies falling "into the great abyss" in the new version is coincidental, as it was a possible occurence since my first mod in 2016. It was pretty rare, with it more likely to occur if fighting on a narrow, wooden bridge, and near cliffs. It's possible in the base game as well (excluding heroes/bosses), but you're less likely to see it happen because the enemies that aren't immune to knockdown are usually killed very quickly for it to even be an issue.
There is a small group of enemies, when knocked down, have a tendency to fall through the ground or become permanently incapacitated; I feel I have found the majority of enemies with these side effects, and you have added another to the list for me. Thanks.
So, went back today and ran into the same situation... three times... knocking enemies through the ground is stopping the completion of the Shrine battle... even made a point of avoiding the edges of the map. None of the ones that went through the ground were on the edges or even at the back wall when they dropped.
Location: Spined Cove, Shrine (Battle) Enemy types: Ghosts and Skeletons.
Character: Trickster: DW Savagery, Grasping Vines, Devouring Swarm, Shadow strike, Veil of Shadow with Night's Chill, and Amarasta's Quick Cut. That should be all of the directly damaging skills.
Slight001 wrote: Back with more feedback... and bugs... mostly bugs... I have no idea what your end goal is so I can't say how well you are doing in that regard.
The knockback/down mechanic you've implemented is pushing targets clear through the floor. I lost out on loot from a few 'heroes' and just got locked out of a Shrine battle because the first guy to spawn got hit and driven into the floor and is now untouchable...
Prior to this build I was seeing this with the aether crystals that stand up as fleshshaped monsters... I'm drawing a blank at the moment for their proper name. I had assumed at that time that this was a glitch with them being in a weird state of being. When I hopped over to report this bug I found a new version had been released and now I'm sending seemingly normal hero/mobs into the great abyss below the ground.
Lufrewop wrote: I know what enemy you're talking about, thanks for pointing this out to me. The enemies falling "into the great abyss" in the new version is coincidental, as it was a possible occurence since my first mod in 2016. It was pretty rare, with it more likely to occur if fighting on a narrow, wooden bridge, and near cliffs. It's possible in the base game as well (excluding heroes/bosses), but you're less likely to see it happen because the enemies that aren't immune to knockdown are usually killed very quickly for it to even be an issue.
There is a small group of enemies, when knocked down, have a tendency to fall through the ground or become permanently incapacitated; I feel I have found the majority of enemies with these side effects, and you have added another to the list for me. Thanks.
Slight001 wrote: So, went back today and ran into the same situation... three times... knocking enemies through the ground is stopping the completion of the Shrine battle... even made a point of avoiding the edges of the map. None of the ones that went through the ground were on the edges or even at the back wall when they dropped.
Location: Spined Cove, Shrine (Battle) Enemy types: Ghosts and Skeletons.
Character: Trickster: DW Savagery, Grasping Vines, Devouring Swarm, Shadow strike, Veil of Shadow with Night's Chill, and Amarasta's Quick Cut. That should be all of the directly damaging skills.
Checking it out right now.
Edit: At first I thought it may have been specific to the enemy, but that doesn't seem to be the case. Multiple times, I fought them near the shrine, and away from the shrine in the stone circle. When I fought them near the shrine, sometimes the enemies would fall through the ground -- sometimes; not all the time. When I fought them near the stone circle, the enemies never fell through the ground. I think there may be a hole in the mesh near the shrine that's causing this to happen.
Thanks for the tip. I was almost ready to just use something like GD Stasher to edit in the shrine as complete. Though I'd much rather clear the shrines myself.
66 comments
I have a suggestion though. Currently I play as a Pyromancer and in the demolitionist skill tree there are multiple skill that lost their effectiveness. Grenado and Blackwater Coctail's modifier(increased damage,range and cooldown) for example (Currently my fire strike skill is way more effective than fully upgraded grenado). While editing the skills you also decreased % damage bonuses. So they became obsolete. Same problem exists in gear affixes too.I understand decreasing flat dmg numbers in order to slow down the combat but when you also decrease % dmg bonuses you end up with item/skill modifiers that don't contribute.
I hope you would look into it.
Again, thank you for this great mod.It became my favorite for sure:)
1) Are you still working on this mod and updating it?
2) Should I avoid new FG items or did you re-balance them as well?
Please consider making a thread on the official crate forums with your mod, a lot more people will be able to find and enjoy this mod.
Merry Christmas and thanks for your hard work!
Feel free to mention anything about balance, such as boss/hero HP that you believe to be too high.
Thanks for the kind words, it means a lot. Merry Christmas to you as well and have a happy new year.
Thanks, I will continue playing :D
Edit: The quest hero mob in Old Dump has 2.6k hp? Is this a bug? It takes like 2 minutes to chop away 1% of his life. The Reanimator did not have so much health. I am playing on Normal difficulty.
Updated
If you have any other tipps I would appreciate it, such as if RR is important, if flat damage is better then +% etc. :)
I enjoy this mod a lot, the only thing I do not enjoy too much is some monsters having a lot of health but not so much damage leading to just holding LMB for a long time, maybe if you were to increase their damage but lower health a bit there would be more action. I am just level 30 though.
Thanks again for your work!
Since the numbers are much smaller, if you have low damage, let's say, 1 Fire damage, it would be best to add more flat Fire damage. Stacking +% Fire Damage will be better if you already have a decent amount of flat Fire Damage. Around lvl 30 is still early -- the speed and difficulty of things will pick up soon. I recommend playing Veteran over Normal difficulty
Edit: Ok, author responded to other latest comment and totally ignored me. Fine. I'm already desperate trying to find a camera mod for this game.. damn..
Hey, guys, in some time, I will be removing this mod in replacement for my final mod for Grim Dawn. This mod is slowly becoming outdated, but still very playable. Since I have adjusted every single item and skill in this mod - yes, every single item and skill, including monsters - it is tedious work to fix everything that changes when Crate makes an update. I'll most likely never create a mod like this for Grim Dawn again due to the excessive amount of work required; nor may you ever play a mod like this in Grim Dawn ever again since I strongly believe no one would ever make a mod like this.
I don't have a date set, but If you want to try, and experience this mod before it is removed I suggest you do so now.
UPDATE: I'm making the mod visible again because I believe CRATE will be updating for a much longer time than I originally thought. If you decide to use a character that has items that weren't modified when making this mod, such as new weapons and gear added by CRATE, you will be extremely powerful; vanilla Grim Dawn stats were not meant to be used when playing this mod. As stated, updating this takes a lot of work for me, so it may be considered. If you find things such as bugs, balance issues, or anything that may seem unintentional, I may be able to fix that easily.
This is a very strange feel. I can't put my finger on it. Sometimes things feel REALLY GOOD, and other times they feel SO SLOOOOOOOOOW....GRINDY as FUCK....I don't know what I'm doing wrong...maybe I'm just bad at Grim Dawn modded, or not, but I don't think so?
It just feels like I shouldn't be beating on boss crates for like 20-30 hits. Pew pew, pew pew, pew pew....Playing my trademark Purifier be really weird feeling too. Like I'm ALWAYS shooting the one pistol off, but BARELY using the other one...I'm open to build tips, or suggestions BEFORE I suggest you making any changes to the game for me this time around....
I have ALWAYS loved the camera angle IN PARTICULAR of your mods...but it's really counter-intuitive for a ranged dps class to use it if I can't blow up (insta-glib) mobs before they gap close with me, and stun bang me to death...That was the problem with Dread, and my character. That was why I asked for an attack speed buff for myself, because I knew with more attacks per second I could proc more, and blow mobs to pieces before they got to me usually.
It's supposed to be a high risk, high reward squishy character, but instead it just winds up panning out in this really sad pea shooter way...The MELEE for this MUST FEEL EPIC...cuz during that LVL 1 period where you've just got a club...1 dmg felt like A LOT, and I really FELT like your mod shined...
But for ranged characters it doesn't feel like that at all. . . it makes you feel weak, slow, and frustrated more often than not...Just my constructive criticism. I still like your work, and I ... wonder what I can do, is all.
I'm so burned out of Grim Dawn, but I'm so glad I finally made this before that happened. Once I remove this, my next mod, I feel will be my last. You will see DREAD again.
*Edited typo from being so tired while responding.
The knockback/down mechanic you've implemented is pushing targets clear through the floor. I lost out on loot from a few 'heroes' and just got locked out of a Shrine battle because the first guy to spawn got hit and driven into the floor and is now untouchable...
Prior to this build I was seeing this with the aether crystals that stand up as fleshshaped monsters... I'm drawing a blank at the moment for their proper name. I had assumed at that time that this was a glitch with them being in a weird state of being. When I hopped over to report this bug I found a new version had been released and now I'm sending seemingly normal hero/mobs into the great abyss below the ground.
There is a small group of enemies, when knocked down, have a tendency to fall through the ground or become permanently incapacitated; I feel I have found the majority of enemies with these side effects, and you have added another to the list for me. Thanks.
Location:
Spined Cove, Shrine (Battle)
Enemy types: Ghosts and Skeletons.
Character:
Trickster: DW Savagery, Grasping Vines, Devouring Swarm, Shadow strike, Veil of Shadow with Night's Chill, and Amarasta's Quick Cut. That should be all of the directly damaging skills.
Checking it out right now.
Edit:
At first I thought it may have been specific to the enemy, but that doesn't seem to be the case. Multiple times, I fought them near the shrine, and away from the shrine in the stone circle. When I fought them near the shrine, sometimes the enemies would fall through the ground -- sometimes; not all the time. When I fought them near the stone circle, the enemies never fell through the ground. I think there may be a hole in the mesh near the shrine that's causing this to happen.
Here is the stone circle I'm referring to, where I am able to successfully complete the shrine:
https://staticdelivery.nexusmods.com/mods/1190/images/66/66-1557228536-1196163353.png