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KickStarter Grim Dawn

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
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Turn right after Alpha Centauri
I haven't played this in like a year, do the monsters still scale to your level? That was like my number one problem with it.

There is not a strict level scaling per se, there is a maximum level for monsters except for Ultimate where they are more or less always 5-10 levels above you.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
After all this talk here I quit PoE again and went back to playing GD :D
Trying out a Elementalist focusing on Primal Strike. I like me some chain lightning :)
 

Grunker

RPG Codex Ghost
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Copenhagen
So, this isn't a troll post to incite a which-is-better-and-why discussion (nice lead-in there, Grunker), but can you guys highlight the main reasons for dedicating some time to Grim Dawn over PoE?

I've played PoE since release and in the current league (Hardcore Essence) I have a level 77 Shadow with 3 level 80+ rips left in my wake. I suspect I'll soon be ready for a break though. What are the main reasons I should spend it on Grim Dawn?

Do you own or have played Grim Dawn at all..?

No? That's why I ask
 

Lone Wolf

Arcane
Vatnik
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3,703
Well, they expanded from three to six masteries without breaking them - I don't see why they'd buck that trend with a seventh.
 

Ent

Savant
Joined
Nov 20, 2015
Messages
540
Well, they expanded from three to six masteries without breaking them - I don't see why they'd buck that trend with a seventh.
Now that I got to think about a little - what archetypes do they have left to cover? I think the class combinations lead to quite a few varying playstyles. I read rumors about stuff like necromancers and gunslingers and think that most of these can be created already (unless you really want stuff like corpses skeletons and flesh golems). Maybe its better to introduce more of those little green skill modification nodes to the already existing classes.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
There is for sure some kind of necromancer coming. Some mass summoner archetype. Currently you can make a summoner but that is not the same.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
I would love a necromancer. We can play very few of those in gaming and most of them are shit or disappointing. Those which aren't are the necro from Diablo 2 (and by extension Path of Exile, I guess) and the one from Guild Wars 1. I want to have huge armies of skellies and zombies and stuff.
 

Lone Wolf

Arcane
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An Aether-based necromancer seems quite likely. Probably with some kind of acid/poison/vitality skills to back it up.

Also possible is a direct damage mastery built around Chaos. We have the Occultist, but it has virtually no Chaos-AOE (I'm not counting the 5m Sigil or the 2m Doom Bolt) or ranged damage spell (if you don't use the Arcanist's AR). Could be interesting with, say, some kind of short range teleportation skill (void-jump?).

Maybe a mid-range phys/piercing melee combatant? Might be nice to have an alternative to Soldier/Shaman or Soldier/Nightblade, which are Phys-Internal/Phys-Bleeding and Phys-Internal/Piercing-Cold, respectively. Could be squishier but have piercing-based AOEs.

A dual-ranged specialist (ala the dual-melee Nightblade) could also work well, with a twist (acid/vitality/aether/whatever).

Some kind of aura-monk? A second support class like the Occultist would be useful. It might specialise in internal trauma and vitality.

Finally, a class built around immobile constructs could be handy. Like the Shaman's totems, but more versatile.
 

ArchAngel

Arcane
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Messages
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I would love a necromancer. We can play very few of those in gaming and most of them are shit or disappointing. Those which aren't are the necro from Diablo 2 (and by extension Path of Exile, I guess) and the one from Guild Wars 1. I want to have huge armies of skellies and zombies and stuff.
No, Path of Exile does not have good summoning. At least not D2 level.
 

retamar

Educated
Joined
Apr 7, 2014
Messages
64
An Aether-based necromancer seems quite likely. Probably with some kind of acid/poison/vitality skills to back it up.

Also possible is a direct damage mastery built around Chaos. We have the Occultist, but it has virtually no Chaos-AOE (I'm not counting the 5m Sigil or the 2m Doom Bolt) or ranged damage spell (if you don't use the Arcanist's AR). Could be interesting with, say, some kind of short range teleportation skill (void-jump?).

Maybe a mid-range phys/piercing melee combatant? Might be nice to have an alternative to Soldier/Shaman or Soldier/Nightblade, which are Phys-Internal/Phys-Bleeding and Phys-Internal/Piercing-Cold, respectively. Could be squishier but have piercing-based AOEs.

A dual-ranged specialist (ala the dual-melee Nightblade) could also work well, with a twist (acid/vitality/aether/whatever).

Some kind of aura-monk? A second support class like the Occultist would be useful. It might specialise in internal trauma and vitality.

Finally, a class built around immobile constructs could be handy. Like the Shaman's totems, but more versatile.
Mate....that is some fucking quility posting, no homo.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
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18,001
Pathfinder: Wrath
I haven't played PoE seriously, so I just assumed ;p Anyway, necros having aether powers won't make sense in lore because they are opposed to the aetherials. It could work with having poison spells I guess, since those are rare. I made a build around stationary constructs - Elementalist with mines, mortar and shaman totems, it kinda got ruined when they made the lightning arc talent into chaos dmg, but ehh, I had to tweak it a lot to survive better.
 

Lone Wolf

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But the Aetherials basically are aether-necromancers. Every zombie archetype in the game is an aetherial. I mean, I get what you're saying re: skeletons and the necromantic order, but I don't see why you can't build a skeletal necromancer with aether support skills. Aether - at the moment - is a badly under-utilized type of damage, and whatever the next mastery is will probably make heavy use of it. Right now, only the Arcanist has any appreciable aether skills to call on.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
They don't raise the dead though, they just infest the body, which is different. If they can justify it somehow from a lore perspective I'm fine with it, we really don't have enough aether damage sources. I suppose they can say that the aetherial that possessed you in the beginning caused you to get some of their powers as a necro.
 

Ent

Savant
Joined
Nov 20, 2015
Messages
540
Theres probably some necromancy tradition in the new expansion area - they talked about the place being creepy and having weird gods in the last update.
 

Lone Wolf

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My guess would definitely be a necro with an emphasis on aether/vitality. It would synergise well with the Shaman, Occultist and Arcanist, while offering a much needed source of aetherial damage. You could have it split down two broad mastery trees; a 'raise dead' (skeletons; horde) skill set and an 'aetherial possession' (golem; powerful creature) skill set.

RE: Lore - maybe they can justify it through training from Anasteria?
 

Aeschylus

Swindler
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Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
You guys all realize that there are lots of necromancers in the game already, and the lore is pretty well-established on them, yeah? It seems mostly likely that any PC Necromancer class would be following the currently existing mold, though with heavy modifications hopefully as the ones in game now are pretty threadbare. It seems unlikely to me that you'd get to play a Aetherial-type necromancer, infecting dead bodies, as it sort of runs counter to the idea that it's an ability unique to certain types of Aetherials.
I like the idea of an aura-based class though. There's certainly a lot of possibilities for the expansion.
 

Lone Wolf

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It doesn't have to be an aetherial necromancer, but more likely a necromancer that uses aether-damage skills (as well as summons). Similarly, the Arcanist has a number of those, without specifically being rooted in Aetherial lore...
 

Aeschylus

Swindler
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Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
It doesn't have to be an aetherial necromancer, but more likely a necromancer that uses aether-damage skills (as well as summons). Similarly, the Arcanist has a number of those, without specifically being rooted in Aetherial lore...
Arcanist is very strongly rooted in Aetherial lore, to the point where it's basically said outright that they get much of their power from tapping into the Aether, which is part of why there are so many possessed Arcanists wandering around. The Necromancers do not do so.
 

Lone Wolf

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Arcanist is very strongly rooted in Aetherial lore, to the point where it's basically said outright that they get much of their power from tapping into the Aether, which is part of why there are so many possessed Arcanists wandering around. The Necromancers do not do so.

So make a 'necromancer' (call him something else, if you want) that relies on skills that - similarly - tap into the aether. If it's not an exact fit for the lore, it's a good fit for gameplay. And, quite honestly, I don't play this game for its stunning plot.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Diablo clones are all mindless crap for idiots, like Diablo.
Path of Exile has more math when planning characters than any non arpg I played. It is just that once you start playing, it is based on reflexes and not tactics.
 

anvi

Prophet
Village Idiot
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Oct 12, 2016
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Kelethin
It has that massive drool worthy talent tree and yet even after 20+ hours every 'battle' was still won by pressing 2 buttons over and over. I say battle, but what I really mean is mindless wave of trash after mindless wave of trash and then vacuuming up all the loot like a barely awake retard.
 

Lone Wolf

Arcane
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Joined
Apr 17, 2014
Messages
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Thanks, anvi. You've convinced us of the errors of our ways. Go in peace, knowing you've fought the good fight.
 

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