Grim Dawn Alpha starts tomorrow

Currently on sale on GOG for -70% if anyone is still on the fence about this one.
 
1.7GB patch! V1.0.6.0 Changelog
https://steamcommunity.com/app/219990/discussions/0/2561864094341396712/

It is time to unleash the kraken!

Another major update is upon us and this one is packed with awesome additions! Be on the lookout for 3 new Legendary quality sets, major changes to the Crucible's balance and of course be sure to explore the corners of Ugdenbog in search of the mysterious Kra'Vall, the Ancient of the Waters!

For a full list of changes, see below!

V1.0.6.0

[Major New Features]
  • A great beast stirs within the waters of Ugdenbog. Worshiped by the local Slith as a god, it yearns for fleshy sacrifices. Seek out Kra'vall the Ancient of the Waters within central Ugdenbog if you dare and earn new Monster Infrequents exclusive to this powerful foe.
  • The introduction of new factions with the upcoming Forgotten Gods expansion necessitated some minor changes to the save format. As such, characters loaded in v1.0.6.0 are not compatible with earlier versions of the game.
  • Three new Legendary quality sets have been added to the loot pool: Radaggan's Folly, Rimetongue and The Blood Knight. These 4-piece sets open up new ways to build your characters. Good luck on the loot hunt!
  • Item Level Requirements have been removed from the Illusionist. You may now apply illusions on an item regardless of what level the illusion is (ex. make a level 1 character's gear look like a level 94's gear).
  • Nemesis bosses are now marked on the minimap with a skull icon when they are near.

[Crucible]
  • Increased Tributes earned for ending the Crucible at Wave 160 and 170.
  • Adjusted number of non-boss enemies spawned in the 151-170 range.
  • Reduced effectiveness of % Physical Resist Reduction debuffs applied by Ashes of Malmouth enemies.
  • With a few exceptions, reduced the effectiveness of Fumble effects applied by monsters in the Crucible by upwards of 50%.
  • Increased monster penalty to Crowd Control Effects by an additional 15% (to 40%). Previously, monster crowd control effect duration was reduced by 25%. (This is a buff to players)
  • Removed bonus to Crowd Control Resists for monsters that scaled with Wave #.
  • Nemesis boss damage reduced by 4% for base game Nemesis bosses and 7% for Ashes of Malmouth Nemesis Bosses.
  • Increased monster health by ~0-4%, scaling up with Wave #.
  • Increased monster health scaling with number of players by up to 15%. Solo play health values remain unchanged except for the abovementioned health increase.
  • Significantly increased the attack rate and damage of all Beacons.
  • Deathchill Beacon now also reduces enemy Offensive Ability for 5s with its attacks. The potency of this effect increases with upgrades.
  • Inferno Beacon now also reduces enemy % Damage for 5s with its basic attack. Previously only the Fire Storm reduced damage. The potency of this effect increases with upgrades.
  • Stormcaller Beacon's Defensive Ability and Total Resist Reduction effects now last 5s, up from 3s. Increased the potency of the Resist Reduction effect to 25/30/33 from 20/25/30.
  • Stonewall Banner now also increases Defensive Ability by 50 (100 when fully upgraded).
  • Vanguard Banner now also increases Offensive Ability by 50 (100 when fully upgraded). Increased the % All Speed granted by the Frenzy buff to 35%, up from 20%.
  • Improved effectiveness of all Celestial Blessings for pets even if pets are resummoned, with an additional bonus from the initial cast of the blessing if you keep the pets alive.
  • Blessing of Ulo now also boosts resistances against all damage types by 25% (8% to Physical).
  • Empyrion's Guidance now increases Health by 80%, up from 60%
  • Might of Amatok now modifies damage by 33%, up from 30%, and is more effective for pets by applying an additional % damage modifier instead of the % All damage bonus pets received. This will no longer appear in the character sheet, but is much more potent.
  • Ulzuin's Pact now boosts Offensive and Defensive Ability by 30 + 5% and reduces Skill Energy Costs by 25%, up from 20%, but no longer reduces cooldowns.

[Art]
  • All head gear now correctly displays a shadow when equipped.

[Tech]
  • Fixed an issue where non-English translations of the game would not display genderization formatting correctly in the Quest Log.

[Game]
  • The Probability to Hit Formula (PTH) has been adjusted. It is now capped at a minimum of 60%, meaning that excessively high Defensive Ability values can no longer reduce an opponent's chance to hit below 60%. This change applies to both monsters and players, but will have little impact outside of the high-end gameplay in the hardest waves of the Crucible or hunting super bosses.
  • Adjusted Boss Damage Resistance distribution. A disproportionate number of bosses had baseline resistances to Physical and Pierce damage compared to other damage types. Several of those instances have been adjusted in favor of diversifying the damage bosses are resistant to.
  • Fixed an issue that caused certain doors to sometimes become stuck despite being visually open.
  • Fixed an issue where chests would sometimes drop lower level items than intended.

[Itemization]
  • Added Inquisitor and Necromancer skill bonuses to more of the level 50-75 Legendary items with Mythical versions that already support these classes in order to provide additional options while levelling.
  • Reduced cooldown of summon skills granted by items that summon permanent pets to 30s. Damage and Crit damage dealt by non-player scaling pets summoned by items now scales better with level.
  • Non-player scaling pets summoned by items now deal a portion of their attack damage with their special attacks.
  • Magic Prefix - Stalwart: reduced % Defensive Ability to 5% for accessories, 3% for armor (pre-expansion values)
  • Rare Prefix - Assassin: reduced % Defensive Ability to 3%
  • Rare Prefix - Commando: reduced % Defensive Ability to 3%
  • Rare Prefix - Overseer: reduced % Defensive Ability to 3%
  • Rare Prefix - Tactician: reduced % Defensive Ability to 3%
  • Rare Prefix - Vindicator: reduced % Defensive Ability to 3%
  • Rare Suffix - Grove: added 3% Health bonus, removed % Cooldown Reduction
  • Relic - Deathstalker: fixed an issue where switching pet stances would disable the summoned pet's aura.
  • Relic - Menhir's Bastion: replaced % Pierce Resist with 350 Health, increased % Damage Blocked to 38% and redesigned granted skill.
  • Faction - Aetherbolt Pendant: increased Lightning damage modifier for Aether Ray to 15-120
  • Faction - Blazerush: added 100% of Lightning converted to Fire modifier for Upheaval
  • Faction - Hex Launcher: increased Aether damage modifier for Drain Essence to 60
  • Faction - Hexflame: increased Fire damage modifier for Albrecht's Aether Ray to 55
  • Faction - Wendigo Oppressor Seal renamed to Wendigo Conjuring Seal
  • Monster Infrequent - Archon's Warmaul: replaced bonus to Aura of Conviction with +2 to Aura of Censure. Added up to 3 targets modifier for Fire Strike and reduced its % Damage Modifier modifier to 5%.
  • Monster Infrequent - Ascended Diadem: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Monster Infrequent - Bloodsworn Scepter: increased Chaos damage modifier for Sigil of Consumption to 24-90
  • Monster Infrequent - Fleshwarped Tome: increased Aether Damage modifier for Albrecht's Aether Ray to 80
  • Monster Infrequent - Loghorrean's Corruption: fixed an issue where this item would drop with lower level affixes than intended.
  • Monster Infrequent - Rylok Mark: increased Vitality damage modifier for Sigil of Consumption to 60
  • Monster Infrequent - Spectral War Shield: increased chance of striking additional targets modifier for Drain Essence to 15% of 3 targets on the high level versions of this MI
  • Monster Infrequent - Ugdenbog Chillstrife: added Offensive Ability bonus, removed % Cooldown Reduction
  • Monster Infrequent - Ugdenbog Flamestrife: increased Fire damage modifier for Flames of Ignaffar to 66
  • Monster Infrequent - Ugdenbog Stormstrife: added Offensive Ability bonus, removed % Cooldown Reduction

Legendary Items
  • Aegis of the Legion Set: renamed to Stronghold of the Legion
  • Allagast's Masterpiece Set: added 15-80 Lightning damage modifier for Trozan's Sky Shard and increased Offensive Ability to 50
  • Belgothian's Slicer: added 50 Pierce damage and 60 Reduced Defensive Ability for 5s modifiers for Markovian's Advantage, increased % Pierce Ratio to 40%, damage adjusted accordingly
  • Blazeheart: increased Cooldown modifier for Mark of Torment to -3s
  • Dark One's Hood: reduced Vitality damage modifier for Bloody Pox to 50
  • Deathguard Set: added 30% Cold converted to Acid
  • Deathguard Shroud: moved Cold converted to Acid bonus to 4p set bonus
  • Deathmarked Claw: replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends
  • Deathmarked Jacket: reduced flat Cold damage to 6, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Deathmark's Shadow Set: increased % Cold/Pierce Resist Reduction to -18% on granted skill
  • Mythical Deathmarked Claw: added 3% Attack Damage Converted to Health, replaced bonus to Whirling Death with +2 to Nidalla's Justifiable Ends, added 12% Attack Damage Converted to Health modifier for Whirling Death
  • Mythical Deathmarked Decapitator: increased Pierce Ratio to 33%, damage adjusted accordingly. Added 3% Attack Damage Converted to Health.
  • Mythical Deathmarked Jacket: reduced flat Cold damage to 12, replaced bonus to Nidalla's Justifiable Ends with +3 to Whirling Death, added % Pierce damage bonus
  • Diviner's Vision Set: increased Duration modifier for Reap Spirit to 15s
  • Diviner's Mask: added 25 All Resist Reduction for 3s modifier for Reap Spirit
  • Farath's Cube: increased Cold damage modifier for Flames of Ignaffar to 75
  • Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Herald of Blazing Ends: increased Burn Duration to 100%
  • Korba's Fury Set: added 40 Bleed damage / 3s modifier for Savagery and increase % Weapon damage modifier for Ring of Steel to 125%
  • Mageslayer's Armguard: increased Elemental damage modifier for Flames of Ignaffar to 80
  • Mageslayer's Hood: increased Elemental damage modifier for Flames of Ignaffar to 60
  • Mythical Abyssal Mask: increased Vitality damage modifier for Drain Essence to 70
  • Mythical Adversary: increased % Weapon damage modifiers for Canister Bomb and Grenado to 35% and 100%, respectively
  • Mythical Avatar of Mercy: reduced cooldown on skill proc to 50s
  • Mythical Blade of the Black Flame: increased Chaos damage modifiers for Albrecht's Aether Ray and Flames of Ignaffar to 66
  • Mythical Chilling Grip of Hagarrad: added +2 to Grenado and 130 Cold damage and 90 Frostburn damage / 5s modifiers for Grenado
  • Mythical Cindercore: increased Burn damage modifiers for Canister Bomb and Grenado to 200
  • Mythical Consumption of Agrivix: increased Burn damage modifier for Flames of Ignaffar to 130
  • Mythical Crescent Moon: added +1 to Demolitionist Skills, 4% Cooldown Reduction. Added 25% Weapon damage and 100% of Physical dealt as Cold modifiers for Grenado.
  • Mythical Deathbound Amethyst: increased Cold damage modifier for Drain Essence to 76
  • Mythical Deathdealer's Sidearm: increased Physical damage modifier for Reaping Strike to 70
  • Mythical Essence of the Grim Dawn: increased Aether damage modifier for Albrecht's Aether Ray to 75
  • Mythical Fiendgaze Tome: added 50% of Physical dealt as Chaos for pets
  • Mythical Gauntlets of Ignaffar: increased Fire damage modifier for Flames of Ignaffar to 130
  • Mythical Grim Fate: increased Fire damage modifier for Sigil of Consumption to 50
  • Mythical Hagarradian Enforcer: added +3 to Shattering Blast
  • Mythical Herald of Blazing Ends: increased Burn Duration to 120%, added 10 Fire damage modifier for Blackwater Cocktail
  • Mythical Iskandra's Texts: increased Duration modifier for Mirror of Ereoctes to 0.4s
  • Mythical Mark of Divinity: reduced cooldown on skill proc to 80s
  • Mythical Mark of Ulzuin: increased Burn damage modifier for Albrecht's Aether Ray to 130
  • Mythical Pagar's Betrayal: increased Chaos damage modifier for Flames of Ignaffar to 60
  • Mythical Riftwarped Grasp: increased Vitality damage modifier for Drain Essence to 60
  • Mythical Runed Dagger of Dreeg: base damage changed to Vitality
  • Mythical Skull of Gul'Amash: increased % Crit damage damage modifier for Drain Essence to 14 and increased Vitality damage modifier for Sigil of Consumption to 70
  • Mythical Stormseer Sapphire: increased Lightning damage modifier for Albrecht's Aether Ray to 8-150
  • Mythical Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Mythical Vigar's Hunger: increased % Attack Damage Converted to Health modifier for Drain Essence to 6%
  • Mythical Voidsteel Gauntlets: added 10-150 Chaos damage modifier for Flames of Ignaffar
  • Mythical Warpfire: reduced Burn Duration to 50%
  • Mythical Witching Hour: reduced All Resist Reduction for pets on the granted skill to 28 and the % Chaos damage bonus for pets to 350%
  • Nature's Avenger Set: skill proc now grants 25% Physical Resist instead of % Health and grants 15% Attack Speed, increased Health Regen to 90 and % Health Regen to 200%, added 25% Reflect Resist bonus. Replaced % Crit damage modifier for Zolhan's Technique with a 60% Weapon damage modifier.
  • Avenger's Armor: replaced bonus to Feral Hunger with +2 to Upheaval
  • Avenger's Crusher: replaced Bleed damage with Internal Trauma damage, replaced Bleed damage on Briar Wave with Internal Trauma damage
  • Avenger's Girdle: replaced Bleed damage on the granted passive with Internal Trauma damage
  • Avenger's Pauldrons: replaced Bleed damage with Internal Trauma damage, added 30% Increased Internal Trauma Duration
  • Runed Dagger of Dreeg: base damage changed to Vitality
  • Scepter of Malmouth: increased Vitality damage modifier for Flames of Ignaffar to 82
  • Temporal Arcblade: increased Lightning damage and number of targets to 2 on the skill proc
  • Trozan's Skybreach Set: added -0.4s Cooldown and -15% Energy Cost modifiers for Trozan's Sky Shard
  • Ultos' Storm Set: increased Lightning damage to 12-72
  • Ultos' Hood: increased % Physical Resist to 4%
  • Ultos' Stormseeker: added 6% Physical Resist
  • Ultos' Tempest Set: increased Lightning damage to 30-98, increased damage and reduced cooldown on skill proc
  • Mythical Ultos' Hood: increased % Physical Resist to 4%
  • Mythical Ultos' Stormseeker: added 8% Physical Resist and a 100 Lightning damage modifier for Primal Strike
  • Ulzuin's Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 20%, added Burn damage to skill proc
  • Ulzuin's Flamespreader: increased Burn Duration Bonus to 100%, % Crit Damage to 20% and Health to 490
  • Ulzuin's Infernal Avatar Set: removed % Crit damage bonus and reduced increased Burn Duration to 50%, as the bonuses were moved to the rifle. Increased % Attack Speed to 25%, added Burn damage to skill proc
  • Mythical Ulzuin's Flamespreader: increased Burn Duration Bonus to 130%, % Crit Damage to 22% and Health to 740
  • Uroboruuk's Guise Set: increased Aether damage modifier for Drain Essence to 94
  • Valguur's Focus: added 50 Vitality damage midifier for Sigil of Consumption
  • Warpfire: reduced Burn Duration to 33%
  • Wildheart Vanguard Set: replaced Vitality damage modifier for Grasping Vines with a 40% Weapon damage modifer
  • Witching Hour: reduced All Resist Reduction for pets on the granted skill to 24 and the % Chaos damage bonus for pets to 200%
 
[Class & Skills]
  • Pet Energy no longer scales with skill rank. Energy based on pet's level increased to compensate.
  • Increased frequency with which non-player scaling pets use their special attacks and reduced their energy costs.

Devotion
  • Excluded Rune of Hagarrad and Rune of Kalastor from being assigned to several Celestial Powers that they cannot trigger due to how they function (ex. Guardian's Gaze cannot circle around an entity that no longer exists)
  • Aeon's Hourglass: reduced Defensive Ability to 45
  • Assassin: increased % Pierce damage to 90%
  • Autumn Boar: added 30% All Retaliation damage and 10 Internal Trauma damage / 5s
  • Bard's Harp: increased % Pierce damage to 90%
  • Huntress: increased % Pierce damage to 50%
  • Light of Empyrion: increased % Health for the player and pets to 10%, increased % Aether/Chaos Resist for the player and pets to 20%
  • Lizard: increased Health to 100 and % Health Regen to 25%
  • Typhos: added 15% Bleed resist for the player and pets, increased % Physical Resist for the player to 4% and for pets to 10%, increased % All Speed for pets to 6%
  • Unknown Soldier: increased % Pierce/Bleed damage to 180%
  • Arcane Currents: increased activation chance to 20%
  • Bysmiel's Command: summoned pet now reduces Offensive Ability with its attacks and gains % Crit damage with rank. Its special attacks now deal a portion of its attack damage.
  • Flame Torrent: reduced % Weapon damage to 26% and reduced Fire damage scaling with rank
  • Howl of Mogdrogen: now also grants Bleed damage for pets and increased chance of applying Defensive Ability Reduction for the player to 100% and increased its value to 156 by max rank
  • Living Shadow: increased % Attack Damage Converted to Health to 25%
  • Time Dilation: increased cooldown by 1s
  • Trample: reduced cooldown to 0.3s and increased activation chance to 33%, reduced Knockdown duration to 0.8-1.5s

Soldier
  • Counter Strike: % Weapon damage now scales with rank, starting at 5% scaling up to 20% by rank 16, 25% by max ultimate rank. Increased Bleed damage scaling with rank.
  • Menhir's Bulwark: increased % All Retaliation damage to 135% by rank 12, 210% by max ultimate rank
  • Oleron's Rage: added % Physical damage bonus matching the % Internal Trauma damage bonus


Demolitionist
  • Canister Bomb: increased Burn damage scaling with rank
  • High Impact: added chance of % Internal Trauma damage that triggers alongside the % Physical damage bonus, reduced Energy cost scaling with rank
  • Shattering Blast: reduced Energy cost scaling with rank
  • Mortar Trap: increased projectile speed by 33%
  • Thermite Mines: increased duration mines last after triggering to 12s (from 8s), added clarification to the tooltip that mines have a finite lifespan once activated.

Occultist
  • Summon Familiar: added % Crit damage bonus scaling with rank and increased Electrocute damage scaling with rank. Basic attack now deals a portion of its Attack damage with each orb.
  • Lightning Strike: added Electrocute damage. Now also deals up to 100% of the pet's attack damage (scaling with rank) in addition to the skill's damage.
  • Summon Hellhound: increased damage dealt by Blazing Death. Blazing Death now scales with the rank of the skill rather than the pet's level. Added % Crit damage bonus scaling with rank.
  • Ember Claw: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage. Now strikes up to 5 targets. % Crit damage bonus removed.
  • Infernal Breath: now also deals up to 72% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.

Nightblade
  • Blade Barrier: cooldown increased to 36s at rank 1, scaling to its previous values of 16s by rank 12. Cooldown now scales smoothly at ultimate ranks to its previous value of 14s by max ultimate rank. Increased Health Regeneration and Pierce Retaliation scaling with rank, particularly at ultimate ranks.
  • Dual Blades: added % Physical Resist bonus, 10% by rank 16, 16% by max ultimate rank
  • Pneumatic Burst: increased base % Heal by 2% and improved % Heal scaling at ultimate ranks to 40% by max ultimate rank and increased % Total Speed scaling at ultimate ranks to 18% by max ultimate rank
  • Whirling Death: increased % Weapon damage to 100% at rank 1, 120% by rank 8, 140% by max ultimate rank. Significantly increased Pierce and Bleed damage scaling with rank, but Bleed damage now lasts for 3s.

Arcanist
  • Albrecht's Aether Ray: increased base damage, reduced base Energy Cost by 5
  • Mirror of Ereoctes: cooldown increased to 38s at rank 1, 20s by rank 12, but now continues to scale into ultimate ranks to its previous value of 18s by max ultimate rank

Shaman
  • Brute Force: added Health bonus, 700 by rank 12, 1800 by max ultimate rank
  • Conjure Primal Spirit: added % Crit damage bonus scaling with rank. Special attacks now deal the pet's full Attack damage.
  • Primal Bond: added flat Bleed damage bonus for the player and pets, added % Internal Trauma bonus matching the % Physical damage bonus and a % Bleed Duration bonus
  • Stormcaller's Pact: added % Cold damage bonus matching the % Frostburn damage bonus
  • Summon Briarthorn: added % Crit damage bonus scaling with rank. Cleaving basic attack now deals the pet's full attack damage.
  • Ground Slam: now also deals up to 85% of the pet's attack damage (scaling with rank) in addition to the skill's damage, radius increased by 25% and Internal Trauma damage increased. % Crit damage bonus removed
  • Upheaval: now also strikes the initial target with the area damage, % Weapon damage adjusted accordingly

Inquisitor
  • Ranged Expertise: increased % Pierce/Elemental damage scaling at ultimate ranks to 100%
  • Storm Box of Elgoloth: increased duration to 6s

Necromancer
  • Mark of Torment: increased cooldown to 18s
  • Reap Spirit: Increased Aether and Vitality Decay damage scaling with rank. Wraiths are now appropriately immune to Bleed damage and all forms of Crowd Control, as Empyrion intended. Fixed an issue where the Wraith's nova attack was doing significantly less damage than intended.
  • Summon Blight Fiend: now casts Rotting Fumes faster, increased damage dealt by Virulent Death. Added % Crit damage bonus scaling with rank.
  • Unstable Anomaly: the Transmuted version of the Blight Fiend now summons nearly instantly, increased Energy Cost Reduction to 60% and Duration to 12s.
  • Blight Burst: now also deals up to 45% of the pet's attack damage (scaling with rank) in addition to the skill's damage. % Crit damage bonus removed.
 
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V1.0.6.1 Hotfix 1

[Crucible]
  • Fixed Mutators with armor bonuses not updating Armor Rating on the character sheet.

[Tech]
  • Fixed a display issue where Olexra's Flash Freeze would show a higher chance to activate Celestial Powers than it actually has.
  • Fixed a display issue that displayed player damage for % of Pet Attack Damage on pet ability tooltips.
  • Fixed an issue where colorblind modes would brighten the display.

[Itemization]
  • Fixed an issue where the Wildheart Vanguard Set's modifier for Grasping Vines was not correctly applying.

[Class & Skills]
Shaman
  • Fixed an issue where Upheaval would not damage the primary target.
  • Fixed an issue where Upheaval would result in basic attacks being possible in a scenario where the character has 100%+ chance to activate Weapon Pool Skills. Weapon Pool Skills now correctly take priority over Upheaval. What this means is that if you achieve 100% WPS, Upheaval can never trigger as no basic attacks remain for it to trigger from).

Necromancer
  • Fixed an issue where Blight Fiends would not live as long as intended when using the Unstable Anomaly Transmuter.
 
Thread resurrection! Due to the disappointing news with Blizzcon, I figured this would be a great plug for Grim Dawn. If anyone is looking to jettison D3, this is the game to get, made by a dev team that loves it's fanbase. Quick primer for anybody considering this game:

- Purchase this game on Steam, as the GOG version doesn't have cross multiplayer with Steam. I'd normally recommend GOG, but Steam has the playerbase for GD multiplayer
- There is one expansion (Ashes of Malmouth) as well as a "horde-mode" DLC called The Crucible. The Xpac is a must have, IMO, as it expands on a great game and gives it much more life, as well as expands the main questline. I like the Crucible to farm for gear, as you get a shitton of loot, especially in the higher difficulties
- The new Xpac coming in Q1 of 2019 will add to the storyline again and will add a mode (similar to D3 Rifts) called Shattered Realm, endless challenge rooms that will expand in difficulty as you progress
- One of the draws to Grim Dawn is the "dual class" system. Pick two different classes (called masteries, in-game) and use their combined skills and abilities to synergize your character. Makes for many playstyles and replayability with different skills. You can respec skills/abilities in-game, but you can't pick different classes unless you use mods
- Mod tools were supplied by the dev team and there is a healthy selection of mods on the official GD forums
- Grim Dawn's "endgame" consists of the following: playing through the main questline to progress to the next difficulty (Normal [Veteran modifier who want an added challenge starting out, which I recommend], Elite, Ultimate) with your dual class character; creating new characters using loot you've found to gear those characters and playing thru the main questline to get to Ultimate difficulty; running the Roguelike dungeons (if you die in these special dungeons, you start over) to obtain phat loot; killing Nemesis bosses that spawn into the world; killing the Super bosses as well as the Secret bosses; running Crucible for phat loot; completing your Legendary Set for your dual class character
- Hidden areas and chests placed ALL over the world for you to explore and find which means more phat loot! I love finding these easter eggs, as it makes exploring the world much more exciting
- Lots I left out, but you can find it on the main website for GD

Here are a few negatives with the game so you are fully informed:
- After you max level a few different characters, having to repeat the difficulties over and over does get repetitive (Normal, Elite, Ultimate). However, there is a special potion you can buy with one of the Xpac factions that doubles your experience gain to reach max level (and endgame) faster on subsequent characters (creating new characters is half the fun of the game)
- While GD is generally a loot pinata, it can be difficult to gear characters to reach "endgame" due to the vast amount of loot. I have 3 max level characters and I still don't have a complete Legendary set for any of them, which can be frustrating. Playing multiplayer can help relieve this somewhat, however
- Until you get better gear, depending on your classes, movement could be classified as "slow". The new Xpac is going to help this situation by adding "movement runes", but I don't know much about those
- There isn't a "true" endgame compared to like D3 and this has been a gripe of many players. The new Xpac mode Shattered Realms will help out in that area, however
- I didn't have much trouble finding loot for my class during leveling, but it became a bit of a problem for "endgame", as the content increases in difficulty and you need high-end gear for that. First class is somewhat painful, but there are ways to mitigate this

I have 3 max level 100 (85 is cap for non-Xpac) characters:
- Arcanist + Pyromancer = Sorcerer. My first character and my weakest one thus far for endgame content. Focuses on the Panetti's Replicating Missle skill and Devastation, with Elemental damage
- Occultist + Arcanist = Warlock. 2nd character and is a bit stronger than my Sorcerer. Focuses on Poison damage with Dreeg's Evil Eye skill
- Necromancer + Occultist = Cabalist. 3rd character I created for Ashes of Malmouth, as I wanted to focus on a pet class. Skeleton pet focus with Vitality damage converted to Lightning. This guy RIPS through content on Ultimate difficulty and I still am missing some Best in Slot gear
- Inquisitor + Pyromancer = Purifier. 4th character I just started leveling and just hit lvl 50. Focuses on Fire damage with a bigass 2hand rifle for big crits.

Recommended mods:
- Grim Internals. The main reason for this mod is auto-loot Components, but it has other useful features too. A nice DPS meter and cooldown meter along with health bars above friendly/enemy heads on-screen. Lots of little stuff
- Grim Dawn Item Assistant. This is a separate program that runs outside of GD. It allows you save an infinite amount of items outside of the game so you don't have to worry about space/inventory issues or creating Mule toons. I don't think I could play GD without it.

I love to play this game still and can't wait for the new Xpac to drop. I should be playing other games, but I keep coming back. Hopefully this generates some more interest and new fans!
 
Grim Internals eh? I remember being sad that you couldn't have health bars above each guys heads. Cool to know when I go back!
 
I still need to finish Ashes of Malmoth I got to about the part where all those ruined building were on top of the map and I just lost interest cause it was more of the same.
 
I still need to finish Ashes of Malmoth I got to about the part where all those ruined building were on top of the map and I just lost interest cause it was more of the same.

I feel you there. All 3 of my lvl 100 toons are claustrophobic in Malmouth and Port Valbury - playing my Necromancer with close to 20 pets rolling at any given time is half fighting the mobs and half fighting the terrain of the city. My other two casters make it difficult to cast spells with Line of Sight issues. Melee classes would fair much better here, I would think. I've only run Port Valbury a couple times because dying in there means a wasted Skele key and wasted time. I would be more apt if I had a decent melee toon.

I'm going to start prepping for Forgotten Gods by leveling a Soldier class, so I can go with Oathbreaker for maybe some Captain America action :D
 
So I love this game as its clear developers really care about genre and have put in intense amount of love and effort into tGrim Dawn. However, I feel legendary loot drops are ridicilously rare for my and especially my wife taste. In Diablo we get legendaries quite often compared to Grim Dawn. Playing ridicilous amount of hours to have one legendary item drop that happens to be for a different class is infuriating. I totally get why uber hardcore players are ok with this, but for more casual players its a huge turnoff. My wife wont touch Grim Dawn for this reason. Wish there was a mod out there for more frequent legendary loot drops for more casual players........
 
So I love this game as its clear developers really care about genre and have put in intense amount of love and effort into tGrim Dawn. However, I feel legendary loot drops are ridicilously rare for my and especially my wife taste. In Diablo we get legendaries quite often compared to Grim Dawn. Playing ridicilous amount of hours to have one legendary item drop that happens to be for a different class is infuriating. I totally get why uber hardcore players are ok with this, but for more casual players its a huge turnoff. My wife wont touch Grim Dawn for this reason. Wish there was a mod out there for more frequent legendary loot drops for more casual players........

Checkout here: www.grimdawn.com/forums/showthread.php?t=53987
Then look here: https://www.nexusmods.com/grimdawn

I only looked at FasterLoot and it hasn't been updated for over a year, but check the comments on it as it looks to be a good lead.

Having said the above, legendaries are easier to get now compared to pre-Malmouth days. Playing on Ultimate difficulty and running Steps of Torment or Bastion of Chaos are good for farming legendaries, assuming you are able to make it there in-game. But I get where you are coming from, especially considering there are over 1000 different legendary items now.
 
Checkout here: www.grimdawn.com/forums/showthread.php?t=53987
Then look here: https://www.nexusmods.com/grimdawn

I only looked at FasterLoot and it hasn't been updated for over a year, but check the comments on it as it looks to be a good lead.

Having said the above, legendaries are easier to get now compared to pre-Malmouth days. Playing on Ultimate difficulty and running Steps of Torment or Bastion of Chaos are good for farming legendaries, assuming you are able to make it there in-game. But I get where you are coming from, especially considering there are over 1000 different legendary items now.

Oh wow thanks!!! Will have to try this now, I hope it does not mess up with co-op if we both have this mod installed. I hope Grim Dawn sequel will be bit more generous with loot, but thats just wishful thinking...
 
Bought this game over the weekend. Completely addicted. Love it. Crucible is a neat switch from doing story line quests. Having a blast.
 
So I'm having this weird problem, I made a shaman with 2nd class occultist, but when i log in on that char today his classes got switched around somehow ie he's now a occultist shaman.

Dont seem to have much luck googeling this issue, any way to get this back the right way round other then delete and start over?
 
Weird. I hadn't heard or seen that issue before.
IllI probably start this game up again this weekend. See what's changed on my toons
 
So I'm having this weird problem, I made a shaman with 2nd class occultist, but when i log in on that char today his classes got switched around somehow ie he's now a occultist shaman.

Dont seem to have much luck googeling this issue, any way to get this back the right way round other then delete and start over?

Post here: http://www.grimdawn.com/forums/forumdisplay.php?f=28

If this turns out to be a real bug, one of the devs like Zantai will post a response asking for your save etc.

People on that forum are SUPER helpful.

GL

EDIT: Anyone that's enjoying the game should definitely check out their official forum linked above. ^^

Also Denpepe, do you have cloud saves enabled? I had issues with that like 2 years ago in a much earlier version of the game and have kept them turned off ever since....
 
Yeah I have cloud saves enabled, never had issues with it, also the char is only 1 day old so it's not like it's an imported save file, anyways I'll try the forum you suggested.
 
Yeah I have cloud saves enabled, never had issues with it, also the char is only 1 day old so it's not like it's an imported save file, anyways I'll try the forum you suggested.

See how fast they responded? (y)
 
See how fast they responded? (y)

Good to know some companies respond to customer queries unlike Bungie who cba to answer people when the game crashes every 15 min.

So at least the game is working as intended.

I'm just building some different char's to try and maximise the usage of the blue gear drops I find and also see what suits me best.
 
I'll second that crate support is explanatory. Probably better than Larian support was before they became a big company.
 
Got my Deathknight to 38 last night. Having fun. Debating starting a different class; just no idea which. Looted a neat 2h scythe thing. Thinking maybe try a 2h shaman?

Also, how many skills do you guys have keybound? I'm so used to PoE where you use pretty much one AOE skill and one single target skill. In Grim Dawn I'm justing using WPS procs and right click to a skill granted by an item.

I am getting sort of lost when choosing which direction I should be taking characters. I think I get my skills sorted out, then I look at the Devotion map and can't decided where the hell to go. I'm hesitant to look at cookie cutter builds because that just tends to ruin the game for me. I would like to try things out myself.
 
Also, how many skills do you guys have keybound? I'm so used to PoE where you use pretty much one AOE skill and one single target skill. In Grim Dawn I'm justing using WPS procs and right click to a skill granted by an item.

I depends on the toon.... Like, my Cabalist uses something like 6 skills/summons. While, my pure Arcanist is just a missile-spamming mah-sheen.
 
Got my Deathknight to 38 last night. Having fun. Debating starting a different class; just no idea which. Looted a neat 2h scythe thing. Thinking maybe try a 2h shaman?

Also, how many skills do you guys have keybound? I'm so used to PoE where you use pretty much one AOE skill and one single target skill. In Grim Dawn I'm justing using WPS procs and right click to a skill granted by an item.

I am getting sort of lost when choosing which direction I should be taking characters. I think I get my skills sorted out, then I look at the Devotion map and can't decided where the hell to go. I'm hesitant to look at cookie cutter builds because that just tends to ruin the game for me. I would like to try things out myself.

I would say it depends on how far you are going to go. The first difficulty you can do with any build, I think you would have to work at screwing it up.
If you plan on going to the last difficulty and farming you should look at the builds people have. I mean you can figure it out yourself but following a build others have already done is quicker.
Some people like figuring out all the little details but I like to play more than wonder if 5% here is better than 5% there.
 
Last nights update:

V1.0.7.1 Hotfix 1

[Tech]
  • Fixed a bug where colorblind filters were rendered too bright.

[Tools]
  • Fixed a bug where AssetManager was unable to start when run for the first time.

[Crucible]
  • Adjusted overall tuning in the Crucible based on feedback that v1.0.7.0 made the difficulty harder than intended. Let us know on the forum how these changes feel!

[Game]
  • Fixed an issue with Mandates not applying their recently increased bonuses. They will now correctly apply to +150%. Characters that previously used these items will need to apply them again to gain the new bonuses.

[Itemization]
  • Corrected various item inconsistencies that were mentioned in the v1.0.7.0 changelog but were missing from the patch
  • Albrecht's Duality: removed chance of Cooldown Reduction, added 10% chance on attack to proc Aetherblaze
  • Iskandra's Focusing Prism: removed % Cooldown Reduction
  • Iskandra's Hood: removed % Damage Reflect and % Cooldown Reduction, added 122 Health
  • Mythical Albrecht's Duality: removed chance of Cooldown Reduction, added 10% chance on attack to proc Aetherblaze
  • Mythical Iskandra's Focusing Prism: removed % Cooldown Reduction
  • Mythical Iskandra's Hood: removed % Damage Reflect and % Cooldown Reduction, added 190 Health
  • Mythical Iskandra's Texts: removed modifier for Mirror of Ereoctes
  • Mythical Ixillor's Rageflame: increased damage dealt and reduced cooldown on the skill proc, added +0.5s Duration modifier for Mirror of Ereoctes
  • Mythical Malakor's Infusion: replaced bonuses to Aura of Conviction and Heavy Ordnance with +3 to Aura of Censure and +3 to Cadence. Added 100 Elemental damage and -15% Elemental Resist modifiers for Aura of Censure.
  • Mythical Stormheart: added 100% of Physical dealt as Lightning modifier for Cadence and increased Lightning damage modifier to 70
  • Mythical Stormreaver: added 100% of Physical dealt as Lightning and 50 Lightning damage modifiers for Cadence

[Class & Skills]

Soldier
  • Discord: based on feedback, the v1.0.7.0 change to Lightning has been reverted to its Elemental version. Lightning conversion for Cadence has been added to supporting items instead.

Arcanist
  • Albrecht's Aether Ray: fixed an issue where the final ultimate rank of the skill had much lower damage than intended, lower than rank 25
  • Callidor's Tempest: reverted Aether damage buff from v1.0.7.0, increased Fire damage scaling with rank
  • Wrath of Agrivix: reduced % Weapon damage to 40%
  • Star Pact: added Aether dealt as Cold conversion, scaling with rank

Necromancer
  • Spectral Binding: reduced Aether damage scaling with rank
 
Thanks! They will be old people by the time grim dawn 2 is complete... esp if it takes 10 years like grim dawn.

(ok ok it only took 7 but it seems like 10).

Yes.

Then, Crate will release it's city-builder game.

After that, Grim Dawn 2.

That's all we know at the present time.
 
- From www.grimdawn.com/forums/ -

Welcome back to Grim Misadventures as we herald the arrival of 2019 and all the exciting content still to come! Nearly three years ago, we unleashed a little big game called Grim Dawn to the world. Just over a year ago, we doubled it with the release of Ashes of Malmouth, which was some of our finest work yet. And as you well know by now, 2019 is going to round out the game with another massive addition through the upcoming Forgotten Gods expansion.

As tradition dictates, let’s see what it took to get us to this point with everything that’s happened in 2018.

2018 saw the announcement of Grim Dawn’s second expansion, Forgotten Gods, as well as 3 major patches and content updates, including our largest balancing pass yet. The game as a whole is in a better place than ever and build diversity has grown substantially.


From the Past…
  • We Almost Forgot Something – The year would not have been completed without our surprise in March. Right on the heels of the Ashes of Malmouth release just a few months before, we were pleased to announce that a second expansion is on the way. Forgotten Gods is packed with new features, and of course an awesome new mastery, the Oathkeeper!

    Learn about the Shattered Realm game mode, an intense new way to push your characters to new limits and earn powerful rewards.

    Some of the tech that went into the Shattered Realm is also going to make existing content more dynamic and rewarding through the introduction of Challenge Areas!

    We are also introducing awesome new mobility skills, which will be available to all characters through Rune Augments.

    If you've ever struggled to complete an item set, you should definitely read about the Set Transmutation feature!

  • Beastly Rogues – Ashes of Malmouth received a major addition last year when we introduced our fourth Roguelike Dungeon: the Ancient Grove. This once sacred land was dear to the god of beasts, Mogdrogen, and you were tasked with cleansing it of the corruption that has seeped in through its roots.
    Tough bosses and powerful new items awaited you. Everyone’s favorite vendor also…sprouted!
    attachment.jpg


  • Tracking your Nemesis – A small but meaningful quality of life change, we made it that much easier to track down those pesky Nemesis spawns for your loot hunting needs.
    attachment.jpg


  • Hit Me! – Over the last year, we made hundreds of adjustments to items, skills and game mechanics in the interest of build diversity. Among them was a controversial at the time change to cap the minimum chance to hit at 60%, which made stacking excessive quantities of Defensive Ability effectively null. This in turn allowed us to distribute more Defensive Ability across various sources, making excessively tough builds have to pay attention again, and allowing the squishy builds to catch up a bit.

    Patch v1.0.7.0 was the largest changelog we’ve ever posted, with changes across the board to items and skills to freshen up your build options. We revamped several older sets in the process and buffed skills that were underperforming in the endgame, whether through the base skills or their gear.

  • Stirring the Bog – A mighty beast stirred within Ugdenbog. A creature of legend, Kra’vall arrived with unique Monster Infrequents and presented a mighty challenge for you to conquer.
    attachment.jpg


  • Legendary Attire – One must always look fashionable as they slay Cairn’s enemies, and we saw to that with the addition of three new Legendary sets in v1.0.6.0.
    attachment.jpg


  • Added some Bite to the Bark – Patch v1.0.6.0 saw a fairly substantial change to pet mechanics that allowed us to add a portion of their attack damage to their special abilities. Previously, these skills scaled very poorly in the endgame as pet basic attacks far surpassed the damage of these skills, even in multi-target settings.

  • Filtered Stars – With v1.0.7.0, we introduced another major, and highly requested, feature: the Devotion Search Filter. Taking a cue from Grimtools, the in-game Devotion screen now features a powerful search feature that helps you pin down which Constellations you need based on the attributes you are looking for!
  • Bossy Tunes – The final boss of the base game suffered from lackOfMusicItis for too long. We saw to that with patch v1.0.7.0 with an all new boss track. Some previously unused tracks also found their place in existing areas of the game.

    You can listen to the new track right here on the website in the Media Section, and you can even download Loggy's track locally for just $0, a little treat from us and Skewsound!

  • Cleaned the Pool…Again! – The item pool received another substantial scrubbing last year. We significantly reduced the number of items dropped and removed common items from the pool entirely past a certain level. We increased the number of Component and Potion drops from chests and ensured that opening One Shot Chests was more rewarding with guaranteed Rare drops.

What’s Next?
2018 saw many changes, but there is an expansion just on the horizon! Forgotten Gods is coming in Q1 2019. In fact, closed testing of its story content began late last year and is progressing smoothly. Changes are now coming rapidly as we work to wrap up development on what is sure to be another great addition to Grim Dawn.

One thing is for sure, I think the Fashion Dawn is sure to get a big boost with the expansion. I quickly threw these little outfits together from a combination of new and old gear.
attachment.jpg


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In conjunction with the expansion’s release, all Grim Dawn players will benefit from the release of patch v1.1.0.0, which will see further balance tuning. One such change is the addition of Health from Cunning and Spirit to offset the value of stacking Physique and improve the survivability of builds that were unable to stack high Physique to meet gear requirements. Patch v1.1.0.0 will also introduce the x64 game client, another step on our way to a console release.

We are working on a pretty major surprise for this patch, but we’re not quite ready to talk about that yet. Needless to say, v1.1.0.0 is going to be awesome. ;)


Like knowing what is coming up next for Grim Dawn? Check back on 01/21/2019 for the next Grim Misadventure.
 
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