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lundi 31 juillet 2017
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professiodsfnal footbdfsfalling careef
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professional footballing career with the team. Cantona had earlierprofessiodsfnal footbdfsfalling careef
About fevered rage retaliation
I really like bloody pox skill, and many people said that fevered rage is best used on retaliation build, but many retaliation build I found never used that
Does anyone have a good retaliation build with fevered rage?
About fevered rage retaliation
Change to Blacksmith
Why not turn relic creation/use into a feature of the blacksmith? This way you can 'give' him your boots and in a different window the components that can be used on that item would appear and you'd simply select from those. I believe this would be much cleaner and make the 'enchanting' process a more enjoyable experience.
Possible downside - no enchanting out in the shit
easy fix - still allow the player to enchant the old way if they so choose.
*edit*
Just thought that it would also be great, if such a feature were implemented/modded to also show what components the smith can make that can be used on the item you place in the window, along side the completed components you personally have.
Thoughts?
Change to Blacksmith
Skill availability of damage types
Correct me if i miss something or write wrong.
Cold/Frostburn:Trozan sky shard, SS, ring of steel maybe ( probably this should not be on list). That is it. OFF is off the list because of two reasons; one of which is it does not work on bosses and secondly it is not a damage spell but rather a debuff/cc spell.
Acid/Poison: Just dee. Small support from nightblade.
Aether: Callidor tempest, devastation,aether ray. I could list all chaos spells here since you can achieve almost %90 conversion with items but it is rng
Lightning/Electrocute:Storm totem, wind devil,savagery , primal strike, stun jack and grenado.. You can list more physical spells or cold spells if you have items
Fire/Burn: Blackwater cocktail, thermite mines, mortar trap, fire strike, callidor tempest,canister bomb and devastation. You can list more physical spells if you have items
Vitality/Decay:SOC, doom bolt, pox, devouring swarm,storm totem and maybe wendigo totem. And a little support from nightblade skills.
Chaos: Doom Bolt, aether ray and maybe SOC. If you have blood orb of cthon, you can list almost all fire,cold and lightning spell here. You can list more physical spells if you have items too. Actually i am ok with chaos support in the game because lots of items and modifiers support this damage type(Demo and arcanist). It is also easier to obtain chaos items than other conversions and direct supports. Nice support
Bleeding: Devouring swarm, grasping vines, blade trap, maybe blade spirit, maybe pox, maybe upheaval, maybe blade arc. Tons of support.
Pierce:Blade spirit,blade trap,ring of steel,grenado,canister bomb maybe shadow strike and some support.
Physical/Internal Trauma: Cadence,Forcewave,Blitz, Mortar Trap, Grenado, Stun jacks. And many weapon damage spells could be added to list since many weapons have physical damage as base. So lots of support. With the new item that converts elemental to physical, tons of spells could be written here.
So i see an imbalance here. While fire is running the show, acid/ poison is crying in the corner. I understand that some damage types are not meant to be main damage types of character to collect but still my point is clear.
What do you guys think?
Last edited by Serimert; Today at 07:41 PM.
Skill availability of damage types
Please add Recharge timer to pet abilities
Currently the only recharge seen on shaman or occultist pets are the main skills recharge for casting the pet, and emboldening roar to the Briarthorn.
I would like to see recharge added to each fo the pet abilities in the tree at the least, preferrably also see an attack/cast speed for thsoe abilities that have no cooldowns.
For instance, what is the current recharge of the briarthorns Ground slam?
what about the familairs mend flesh and lightning strike?
or the hellhounds ember claw and Infernal breath?
all i am asking for is that the tooltips for various summons include these recharge timers, modified for relevant speed attributes if they are affected by them.
also a note for which of these abilities are considered "weapons" and which are not (if any) for the purpose of flat damage adder auras/buffs which affect pets (like the ravens storm spirit and the hellhounds hellfire, or various components)
I just want more information, so that when i put these together, i can make better educated guesses as to what would be a good idea rather than blindly fumbling around with them.
all this should also be applied to future pet classes (necromancer, i'm looking at you) in case they haven't already.
but since i am not a tester in the expansion beta, i cannot single out abilities and such for that purpose.
Please add Recharge timer to pet abilities
Crafting: dependence on chtonic seals of binding
But to me the number of chtonic seals is staggeringly high at times. Haunted steel for example: you need a vengeful wraith for every haunted steel, and every vw takes 3 cs. Plus 3 cs for every hs itself....thats 24 cs for just one hs. If a olerons blood is needed for this item as well, thats 12 more.
I can see following adjustment options:
1) reduce all recipes where more than 1 cs is needed to just one
2) change some recipes from cs to aether crystals, which drop much more reliable
3) increase the drop rate of cs
4) change the recipes, so that they have less parts
Personally i think a combination of 1 and 3 (increasing the drop rate by 50%) would to the trick
Crafting: dependence on chtonic seals of binding
Storm totem needs one or more transmuter
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Probably to cold, aether and acid/poison. Lore wise, it does not seem a good option.. however maybe more items that support conversion to lacking...Storm totem needs one or more transmuter
General Status of healing spells + modifiers
Most looking fine healing spells currently are PB,BD.. it seems.
What about SOC,Raven's mend and wendigo totem? Do they need buff or change in mechanics? or XPACK will modify them to the point which will make them more versatile such as SOC's fire damage conversion.
General Status of healing spells + modifiers
dimanche 30 juillet 2017
Shaman briathorn hybrid viability?
Theoretically would a shaman build focusing around briarthorn and doing physical/bleed damage be viable? I know hybrid pet builds have a reputation for being on the weak side, but there seems to be lots of synergy with physical/bleed and pet bonuses both in gear and devotions. Savagery could be your AA skill using a 2H, and both you and the briarthorn could just mow mobs down. I'm puzzled on what would be the best complimentary class though. Would love some input.
Shaman briathorn hybrid viability?
Ignoring trash/tanky mobs and Troving
Sometimes three spot Mountain Deep does not have Trove(or there is another spot? I only check three). Ashen Waste and Forsaken Waste never failed to have Trove.
Sometimes BennJahr is there, drops are great. BaneGargoth never dropped anything relevant, his drops suck.
When I do my loops, I tend to ignore super tanky mobs. Obsidian Spikeys, Flesh Hulks, Aetherial Crystal Abominations. I also ignored the"spread out" trash paper mobs, I only kill them when they lump together.
I only stop if there is a hero/boss. The heroes actually die faster than Flesh Hulks and Obsidian Ravagers. The Purple Names, i try to fight them near trash mobs, they die faster because Mobs make my %chance when hit higher.
I have max Cadence, maybe Cadence is just a terrible trash killer? I have 1 point in Blade Arc(and transmuter and modifier) and 1 point in Force wave (And both modifiers).
TlR
Do you guys do this when you farm heroes and bosses/ routes. Ignore Trash Mobs? Just get to the Trove/Heroes?
Ignoring trash/tanky mobs and Troving
Delete Cloud Saves
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I feel like this button shouldn't be right next to Download Cloud Saves. It almost feels trolley lmao Image: http://ift.tt/2vVAl0LDelete Cloud Saves
персонаж умер сам
Played fashion hardcore. Died hero 72 level (July 30, 2017 at 20:00) from the usual mob (not the boss) with a chaos attack, the same level. My hero had protection from chaos 88% and 9000 health. I ask you to see how my hero died and, in case of confirmation of the game's error, restore the hero.
Last edited by vdovodel2; Today at 05:27 PM.
персонаж умер сам
Any strong build based on Phantasmal Blades?
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So Phantom blades seem like a cool spell. Any strong build out there which focuses on this spell?Any strong build based on Phantasmal Blades?
Hi
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Greetings all Hi...Just register today... but for a past year had been lurking here on this forum as silent reader. :pHi
A warning before wiping out your online save
Had an old save with a low level character which had a '_' before its name (_SkillList). Several days ago I started this character in game host mode. Strangely, the character became level one when server started, and looked like a new character with all its quests/equipment gone. And after I quit game, two characters with the same same appeared. So I guessed maybe some name mechanic changed during game update, and tried to delete it.
But every time after deletion and restart game, it reappeared, even after I delete local file(located in steam/userdata)(newly and wrongly created character with the same name can be deleted).
So, this is the bug I wished to report.
I thought this might be a cloud sync problem, so I unchecked cloud sync, deleted cloud save, and restarted my game.
And all my game saves are gone. This is weird. You guys tried to protect players from erroneously delete saves by typing confirm, but one can easily wipe all saves. Should there at lease be a warning about deletion without downloading would blast all your saves? I never played a game which by clear cloud data means clear both cloud and local data...
Unless you change this mechanic, a warning is needed.
And so now you know my gamedata has been cleared, I wonder if you guys could restore my save to the state before deletion.
Thank you very much.
A warning before wiping out your online save
samedi 29 juillet 2017
Please check the "Opacity" of the pillars versus the council
The main thing that bugs me in this fight is repeatedly not being able to see "what I'm doing". The pillars continually obstruct my view. Even the 4 in the centre of the room can get annoying as they don't become transparent at any point.
In the above pic my character can't be seen attacking the councilman. I'm aware other players will repeatedly change the camera angle but I hate doing this and don't feel it should be a necessity for the fight.
Please check the "Opacity" of the pillars versus the council
Game Options - Purchase
I also love crafting in this game as it's finally a spiritual successor to the rune system in d2 that was my favorite part of the game. If we could at least pay for a bag that held all these crafting materials it would be helpful. Auto-pickup of crafting materials as an option would be kick-ass as well.
Anyway, this has probably been mentioned quite a few times, but the convenience of either system listed above is well worth cash (I'd pay $10 more just to have it).
Game Options - Purchase
Recommendations for a fast moving (and clearing) build
What builds are known for moving fast while having decent clears and good survivability?
Recommendations for a fast moving (and clearing) build
Storm Totem Tank Help?
I'm thinking of trying out a Shaman with a focus on the Storm Totem and the rest focusing on Survivability.
Was wondering if anyone had something similar in Ultimate and working well. It doesn't have to be super fast clearing. But at least deals with it all.
I don't have top gear for this yet, so I don't have anything specific in mind. I know that it can completely change how the devotions and which skills are used depending on resistances and everything. There are some potent %lighting damage devotions (spear of heavens; tempest; blind sage). But, that's late game to get to spear of heavens or blind sage, and I can get 100%+ gear for lightning damage early in the game, like I have now. So I can probably go with the resistances and survival devotions at first, to support survival, and then as gear comes up and the resistances come up (gear, components, augments), then I can take back the devotions and move to damage devotions and see about redoing some survival skills maybe.
Or, I can convert to vitality damage and see what devotions work there that are earlier.
Playing around with ideas, here's some current ideas:
3/4 into Physique
1/4 into Spirit (for gear)
40 into Shaman mastery
1/12 Mog's Pact, 10/10 Heart of Wild
12/12 Vines, 12/12 Entangling
12/12 Wendigo, 12/12 Blood Pact
16/16 Storm Totem
40 into Soldier mastery
10/10 Military Coniditiong
10/10 Veterency
1/12 Field Command, 12/12 Squad Tactics
8/8 Decorated Soldier
8/8 Scars of Battle
I have 19 left that I can either max a mastery and fill in some more support some where, or I can have a Briarthorn pet, or I can move into shields for more tankiness.
Thoughts?
Very best,
Storm Totem Tank Help?
Storm totems and some general feedback
General balance/numbers
This is actually just an example of a more general issue I have with this game, its not exclusive to Storm Totem. There seems to be this idea and design that some skills are meant to be "support" skills. I'm guessing the intent is for these skills to either exist only to apply some buff/debuff, or add some miniscule damage as part of some intricate skill rotation, or simply not be meant to be viable beyond Veteran/Elite.
For some pure utility skills (like Nullification and the like) this is fine but in general this is a HUGE waste of your own work, and an impediment to having a greater build diversity in the game. Take Storm Totem for example, a visually awesome skill, and yet it is mostly relegated to being a "support" skill. The same could probably be said about many other similar skills (Blade Spirit, Wind Devils, etc), even more so after the Devotion nerf/fix.
I would suggest that you improve the scaling on these skills (at the very least ultimate scaling, since at that point you're really investing to build around that skill). Maybe add additional passives behind them, or consider giving them a %weapon damage component. A skill being a "support" skill should simply be a matter of context, not design. Storm Totem should be powerful enough when scaled to be used as a main skill, just as most skills. If I want to use it as a "support" skill I will put 1 pt into it.
I'm sure you guys are not fully adverse to doing this, as we've seen when you buffed Bloody Pox in Occultist. That's a perfect example of how every skill should be. You can use Bloody Pox in many ways now; its now strong enough to be built around as a main skill if you desire, its great for the Wasting debuff in some builds, its good as a 1pt skill for Devotion procing in others, etc. Make more skills like that!
Cooldown
I'll just get it out of the way, I hate cooldowns in general! I understand that its part of the core design of this game however. That being said, there are many skills with cooldowns which just feel wrong.
Storm Totem is a perfect example of this. Does Storm Totem actually need a cooldown at all, if were being really honest? Would removing the CD (now that they don't have separate Devotion proc CD's) make it jump up to a T0 skill? Same could be said for Wind Devils. With 3 totems out, the damage is pretty decent, but with the current scaling, still nowhere near the top end builds. Does every skill have to be a top end skill? No, but every skill also doesn't have to be miles apart in terms of power.
However I don't see the cooldown being removed entirely on Storm Totem given the core design of the game (especially if you buffed the damage scaling on it), but bringing CD down to at least 3-4 seconds base would be a huge QoL buff to the skill that I would like to see.
Going off on a bit of a tangent about cooldowns here, and them not feeling right. For me cooldowns in this game would be fine if there was parity between the cooldown and the impact (both visual and damage) of the skill. But that's not the often the case. Sure, Shadow Strike can be scaled to levels where it obliterates everything where you land, and you can do this every other second. Trozan's Sky Shard on the other hand looks and feels like, forgive me, a particularly weak ejaculation, and yet has only a slightly shorter CD. Many of the radial AoE's (Ring of Steel, Callidor's Tempest with transmuter, etc) have similar problems, they lack impact/power. I think a balancing pass where you removed CD's on underused skills would actually be a good thing for build diversity in this game, but I digress.
For the hell of it I'll add a poll too.
tl;dr - plz buff dmg on storm totem
Storm totems and some general feedback
Need advice for a build maybe BWC commando
I have an objective : i want a build that can farm crucible gladiator.
I read some posts about it and it seems that best build to success this is a BWC commando.
If you have other suggestion i'm listening.
Otherwise have you got a good commando BWC build to advice plz ?
Thks a lot guys
Need advice for a build maybe BWC commando
Does flashbang have chance to proc eldritchs Fire like COF?
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With cof, eldritch's fire have chance to proc *every tick* rite? I wonder whether it is *same *with flashbang because it seems to proc less often...Does flashbang have chance to proc eldritchs Fire like COF?
Deployment range for totems
Both are fun to play, but there is one thing that breaks comboat flow for both: the short deployment range for both totems. You can deploy them in what feels like 2 or 3 meters from your characters, which is incredibly easy to miss. And if you do miss, the character stops and runs into the direction to cast the totem. Especially in heavy combat this often leads to dangerous situation, as the margin of error is very small.
Whats more, a longer deployment range would increase the tactical use and allow you to cast the totems ahead of you when running or circling.
Deployment range for totems
vendredi 28 juillet 2017
weapon advice - dual wield lighitng druid
i ve made dual wield lighting shaman - just like in wow
At lvl 57 i have found theese weapons: empowered lighting rod.
And since then i have melt everything. I could face tank bosses on elite without weapons thanks to life leech. But after lvl 80+ i have found that my dps is too low to keep my alive just like in elite. So i was looking forward to find my Stormheart, but when i have finally found it this have happened:
How is it possible that lvl 58 epic is so stronger than lvl 75 legendary? And could you advice me wich weapon should i use? That 10% attack chance on my rod is so powerufil with my attack speed...
Thanks
weapon advice - dual wield lighitng druid
Wow I REALLY should've done this AGES ago
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Uhh, hi. I'm Faiz. My favorite skill is Albrecht's Aether Ray. I haven't played GD in QUITE some time because I'm waiting for the expansion to...Wow I REALLY should've done this AGES ago
Lore Breakdown of Ashes of Malmouth!
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took down the video to clean up audio a bit.Lore Breakdown of Ashes of Malmouth!
Need help choosing second class
Need help choosing second class
haunted steel blueprint
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Is there any way i can get this without the faction rep? any help much appreciated.haunted steel blueprint
A Grim Expansion is calling...
Today, we are pleased to reveal the logo for the upcoming expansion!
The next question is naturally going to be: Well, when's it gonna be released?
While we're not quite ready to give you an exact date at this time, Q3 of 2017 is still looking good with closed testing of the expansion well under way.
That said, we are going to take as long as is needed to make sure the expansion is a polished and awesome experience for you, and for that reason we can't give an exact day quite yet. You can be sure though that it will be released posthaste.
A Grim Expansion is calling...
Advise on DW elemental Beronath's Fury
Beronath's fury is pretty flexible due to its %WD component which can amplify any damage type. Any build with less that 100% conversion to its preferred damage can benefit, as can any build that focuses on elemental damages. Saboteur doesn't strike me as a good fit solely because you'd be missing out on fire strike, which is superb with DW skills. I would rather pick a witch hunter, who has no basic attack replacer except ABB (which only fires every few seconds) and has curse of frailty which shreds elemental resistance, or a spellbreaker who can take advantage of IEE to get more elemental damage and has many powerful support skills from arcanist such as maiven's sphere and mirror of ereoctes.
Another option is to ignore nightblade and make a dual pistols character using the arcanum sigilis, in which case you'd want to be a sorceror probably.
Obviously YMMV, and I'm sure a saboteur would be quite capable of fulfilling your goals, so you should definitely pick the class combo you think has the best synergy with your desired build.
Advise on DW elemental Beronath's Fury
Legendary Pistol suggestions
This is my current build and gear loadout (http://ift.tt/2tPUkAs).
The difficulty I have now is deciding which two to actually use. At present, most of them appear to be strictly worse in terms of DPS (which obviously would change somewhat with components and augments added in), with the exception of the Arcanum which is better than my main hand gun at the moment. Obviously DPS is not the sole consideration, and I've seen a lot of pistol builds that use the Deviltongue/Exterminus combo.
So my question would be, given my current build and gear, what would you guys suggest taking (I would likely use the same combination of components and augments as on my current guns)?
Last edited by Azakiel; Today at 02:32 PM.
Legendary Pistol suggestions
Grim Dawn Assistance Website in progess
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it's nearly done. Intending to launch with the expansion. Image:...Grim Dawn Assistance Website in progess
Mortar Trap tries to shoot someone behind the wall and..
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And wastes big one because that *projectiles never fall*Mortar Trap tries to shoot someone behind the wall and..
jeudi 27 juillet 2017
Questions about default attack for dual wield, Markovian's advantage
This matters when comparing the value of spending skill points to ensure that weapon pool skills are always replacing default attacks, versus maxing out a smaller number of weapon pool skills so they hit harder when they land.
Also, does the default attack have exactly the same animation duration as any weapon pool skill that replaces it? If no, then which attack animations take longer to carry out?
On a related issue, does the bonus to all damage from Markovian's advantage last for the same duration as the DA shred (ie: 5 seconds)?
Thank you in advance for any insight provided!
Solo self found characters to beat Loghorrean in hardcore ultimate:
Pets on Fire (lvl 85, Pyromancer summoner) http://ift.tt/2uzRPlc
Redthorn (lvl 85, Conjurer bleed caster) http://ift.tt/2h7HPdG
BangCrashBoom (lvl 85, Blademaster DW phys / pierce) http://ift.tt/2eSFeDt;
Questions about default attack for dual wield, Markovian's advantage
Nothing in resources folder after compiling
So thing is, I only edited "tags_items.txt" in [text_en] for making text colors of some affixes different (e.g. {^R}of Nature's Bounty), and the rest contents are same as extracted core game files since I just copy&pasted its contents into my mod folders.
AFAIK, there should be at least 10 .arc files including Text_EN.arc in [resources] folder based on a peek of survivalmode folder, I have no idea what points I am missing.
I'd like to compile Text_en.arc which has my tweaked file, so how am I supposed to compile this thing?
Nothing in resources folder after compiling
[1.0.1.1]typos
"Create shimmering field around yourself and your allies that distract your foes."
->
"Create a shimmering field around yourself and your allies that distracts your foes."
Daila Thornsbury(when asking about Dravis):
"He is as ruthless as he determined..."
->
"He is as ruthless as he is determined..."
Dravis's letter, entry 2:
"I could feel it in very walls."
->
"I could feel it in the very walls."
[1.0.1.1]typos
Is Movement Speed in Grim Dawn Some Kind Of Joke?
This is the second one thread i have wrote about this theme. Last one was a year ago...
I Make the question in the thread tittle because, i until can´t belive how much tedious, and slow, is to move in the grim dawn world, with the rutinary movement speed aumented arround 100% !!. I have spent today, more than 1 hour, just making 5 or 6 contracts for the Black Legion!! Desperating... And all of this turn into an indignation stuff, when i see that, the only one speed movement improving potion in the game, YES, THE ONLY ONE; give to me 30% improvement (what i think is ok), for just 30 seconds!! And for craft 1 of this joking potions, i need to spend an a unique component!!!
Sorry about my actitude, Crate Entertainment. I enjoy so much with your beauty game, but... Don´t you really think for once time, to introduce some changes about this issue?? I mean... You have a good options on board:
1. Improve the % movement speed on on boots and equip.
2. Increase the seconds duration in the speed movement potions, from 30 secs to 450, or 900 for example.
And, 3. And this is the point i seriously recommend: Change the mechanic of the movement skills, like, Shadow Strike, or Brutal Charge, making them not being able to click just on enemys, if not, in any place you like to move across those vast maps faster.
Thanks for reading people. And Crate. This is going for you: Please, improve this wonderful game in a way that, all of we, will can enjoy it easylier, and funny.
Kind Regards.
Last edited by Ektordelhuerto; Yesterday at 11:54 PM.
Is Movement Speed in Grim Dawn Some Kind Of Joke?
Speculate on names for the Grim Dawn Expansion
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Grim Dawn: Zantai's Revenge Grim Dawn: When is it coming out? Grim Dawn: We've Got Necromancers, too! Grim Dawn: The Bridge to Nowhere Any...Speculate on names for the Grim Dawn Expansion
Personal rift on bridge places character under bridge - 1.0.1.1
Anyway, after selling to a vendor, when I returned to my personal rift, I appeared underneath the bridge in the inaccessible valley below (completely stuck). I rifted a couple more times to try and get out, but ended up having to start back from the Asterkarn Valley rift.
I'll try to attach some screenshots I took. (Never mind, forum says a screenshot is too large to attach. I guess I'll post them to imgur and link...) (Never mind part 2: It says I need a post count of 3 to post links. You aren't making this easy!)
Anyway to see the screenshots I took, go to imgur.com and add /a/DmGFw to the URL.
Personal rift on bridge places character under bridge - 1.0.1.1
AoE skills and range
It would be great if all modifiers to aoe skills would provide the same aoe range extensions as the base skill - up to the maximum range the skill currently allows for.
Lets say a skill has a linear progression of 1m per level up to a maximum of 10, you could either invest 10 points in the base skill, or 1 base and 9 modifier, or an even distribution of 5 between the two to reach maximum range.
AoE skills and range
Kymons Chosen vs Deaths Vigil
Did anyone try this and is willing to share the experience?
Kymons Chosen vs Deaths Vigil
Blademaster that just melts from enemy attacks, help :(
My armor is decent, my resistances are decent, my health points are decent. I do not have any idea why am I melting so quickly against any enemy. I had a level 82 sorceress and she could withstand any attacks aside from ones she's weak at (her resistances are still in shambles), or basically, maybe some troll punches or Flehswarped Hulk charges. Her HP is even lower than my blademaster, although she has Maiven Sphere of Protection, I don't really think that it will make THAT far difference in sturdiness.
I am currently looking for a way to increase my survivability. If anyone can give me some tips, it will be greatly appreciated.
P.S.: I know my gear sucks bad, I played this character pre 1.0.0.4, his legendary drop from 1-85 is only 3 times LOL
Blademaster that just melts from enemy attacks, help :(
Pet hybrid Vit/Chaos Caster Build, What do you think?
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Link (http://ift.tt/2tGcJeN) Need some resistance and da. Other than that it looks good on theory. What do you guys think?Pet hybrid Vit/Chaos Caster Build, What do you think?
Spotify/YT-Music stops after alt-tabbing into game
First of all, thank you for such a great game. I was a big fan of TQ!
Yesterday I installed the crucible DLC via steam.
I am used to listen to music while playing grim dawn, but since yesterday after installing the dlc, the music stops everytime I go ingame and continues when going back to windows...it's not spotify bc it happens while listening to youtube music videos as well.
I deinstalled the dlc, but the issue was still there.
It would be a shame, bc not being able to listen to my own music is a huge deal breaker for me...
I hope you can help me.
TIA, Pandastyle
Spotify/YT-Music stops after alt-tabbing into game
Some Questions
1. I once read in a table that for DA reduction to stack only if they arr worded differently. Blindside() and Flashbang, and Stonefist Rebuke.
Stonefist Rebuke says 90 refuced DA. Then its Rebuke Ability says 125 reduced DA. So will it be 125 or 95? I used to assume only highest but seing both on 1 item makes me question.
2. I think I remember blindside (lvl 14-16) "ingame" say 200+ reduced DA, but the wiki say only 120~. Why is this? I will recheck later ingame.
3. Which resistances are good to overcap?
Some Questions
mercredi 26 juillet 2017
Multiplayer ban reasons
When banning (kicking) someone from the open server, I think it will be good if the host can type something in (a reason mostly). So when the person got kicked out, instead of seeing "you have been banned from the game" message, he can also receive a message from the host.
Maybe it is not crucial to the gameplay, but saying things like "Sorry lad, our friend wants to enter our game" will help a lot for the players who get kicked out.
It also may improve some people's etiquette in MP because of various reasons such as:
a) they keep looting stuffs, bag's full, rift back, sell things (or even worse, keep looking at their loots, compares it etc)
b) AFK without notifying party members
c) being non-cooperative because they went somewhere else
Comments? Thoughts? Thanks
Multiplayer ban reasons
Problema con los FPS
el problema radica en que el juego solo utiliza 2 nucleos y eso la verdad es muy molesto porque limita demasiado los fps al menos para mi, yo uso un i5 7600 y la verdad me resulta muy molesto que me bajen hasta 30 fps, porque el juego no hace uso mas de 2 nucleos, no me permite mejorar las fisicas o mejorar la vegetacion por ese simple hecho y tengo que jugar con graficos medios -alto sin contar que en momentos de mucha accion, me baja hasta los 25 fps
(remarco que puedo jugar bf4 en graficos altos a mas de 60fps)
ht tp :/ /sub efot os.com/ ver /?7 823fb0c258dc2b9719df5eebed3c33 4o . png
y por lo que estuve viendo, no es problema mio, he visto benchmarks y a todos le pasa lo mismo, e aqui un ejemplo:
h tt ps:/ /sub efo tos .co m/ver/?fc0573dd27cd29 5a53 c01c831d7d3b7fo .png#codigos
perdonen si no hago los parametros adecuados para publicar aqui, pero es que mi ingles es muy malo y solo se me ocurre esto, un saludo
(IMPORTANTE)
unan los espacios de los enlaces, me pide ser nivel 3 para poder poner enlaces, son las imagenes referente al problema que me pasa
Problema con los FPS
lfm dd & healy guy/second tank
lfm dd & healy guy/second tank
Skeletons should have a short mockery
Last edited by HazEl_NutZ; Today at 10:10 PM.
Skeletons should have a short mockery
New player - good saboteur build
Also thanks for your time.
Zallibik.
New player - good saboteur build
Bug in the Etram Fald craft
Also, the discussion about stash size has been raised many times. The expansion will increase the size of stash some, but don't expect a lot.
Bug in the Etram Fald craft
PC keeps freezing randomly every 1-4 hrs or so
Hey GD peeples...Was wondering if anyone had any insight on whats goin on with my pc right now since i cant afford to bring it to the shop for a while. I need to get to 5k hours played before the xpac because reasons lol. I put off the newest security update for a while and finally did it the other day. Idk if this is related to that but I can't think of anything else. My pc has started randomly freezing and I am forced to restart from the power button. Sometimes happens when i'm gaming sometimes not. Even when im not doing anything it freezes, i woke up this morning and it was frozen, hence the reason the alarm never went off and i was late. I dont overclock but i do have afterburner and my temp seems to be fine. I have intel i7 6700k @4.0ghz, 16gb ram, nvidia gtx1060 6gb, 120gb ssd/2tb hdd , and psu is TR2 600w thermaltake. Not sure how to find what the motherboard is lol. The psu fan has been making annoying sound for a long time but it doesnt get hot. Also, is it bad to keep your pc open? Any input would be appreciated cuz im lost.
PC keeps freezing randomly every 1-4 hrs or so
mardi 25 juillet 2017
Raven's "Electrocute Damage" on auto-attack
Hence you'll see enemies struck by the Raven being hit and after 2 seconds they drop from Electrocute however we do not see the "tick (number display)".
You can easily test this on the dummy by using pet attack.
Raven's "Electrocute Damage" on auto-attack
Aiming to improve a SSF pierce / physical WPS-based SSF blademaster
As far as your skill points go, I think you've over-invested in Markovian's advantage. Unless you're using it for the DA shred it tends to be a rather weak investment, offering horrible returns for damage per point. Take Execution to 8/8 instead. The DA shred also doesn't stack with Blindside, which you should put a point in along with Blitz - extra movement is always fantastic, the knockdown makes a fantastic opener and again it covers the DA shred. A lot of people like it, but Fighting Spirit for me is unfavourable due to low uptime - move the points into Scars of Battle instead and take it to 8/8. Even though you don't currently need the bleed/stun resist, it's a fantastic source of them that will increase your gearing flexibility and perhaps more importantly the armour absorption is fantastic. You should always try and cap armour absorption on melee builds in my opinion. Also worth taking War Cry to 12/12, it's fantastic for softening enemy blows. Another option for you is the Ring of Steel transmuter - obviously it'll deal less damage but the extra second and a half of freeze can be a nice relief against some mobs.
Minor devotion optimisation - take the 4% health node out of Tree of Life and put it into Scales of Ulcama instead. The other thing I'd change is to replace the augments on your weapons to Ulgrim's Guile instead - flat pierce damage is incredibly important for your type of build and it's helpful to grab as many sources of it as you can muster. Again this reduces your defensive capacity a tad but I think given your current augments you can get away with it.
I should state that I don't play hardcore so make sure you test yourself before changing everything, but I'm sure you know that. Hopefully it helps point you in the right direction at least. Good luck.
Edit: Forgot to discuss your relic. Nemesis is not fantastic outside of cold builds and I wouldn't bother it unless you can also craft Belgothian's Carnage, which requires Nemesis as a material. Also a heavy investment, but the latter would be the relic to go for rather than Nemesis.
Last edited by Stencil; Today at 03:32 AM.
Aiming to improve a SSF pierce / physical WPS-based SSF blademaster
Visual update for curse of frailty and close combat fluidity
May i suggest you to put a visual on the skill Curse of Frailty please ?
I hate the fact when i hit a key and i see Nothing on screen apart a little gift on top of monster head .
Can you change close combat default attack animation in a combo sequence to be more artistic move instead of 1 hit robotic animation please?
Thank you, have a nice day and keep up the good work !
Last edited by Alone heart; Today at 02:45 AM.
Visual update for curse of frailty and close combat fluidity
Firestrike + WPS
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I'm wondering if Firestrike's damage procs still go off when Nightblade WPS procs or does the WPS proc take precedent and then you go back to getting...Firestrike + WPS
Question about % weapon damage
Those are separate mechanics you are talking about there.
I would refer to the "game guide" - "combat mechanics" link at the top of the Grim Dawn website for a specific breakdown of how weapon % damage skills work.
In a nutshell, the skill is going to add whatever base damage it deals plus 25% of what you would deal on a normal weapon attack, then factor in % bonus from gear for that damage type, etc.
Resist Reduction is a separate process and "stacks" from three difference sources which are: -N, -%N, -N%. When combined, they become a separate multiplier for your corresponding damage type, making resist reduction an absolute essential in this game.
Damage converted to health will only apply to the "direct" portion, aka the % weapon damage plus the flat skill damage, and will not factor in any damage over time elements.
Cheers!
-Verdict
Question about % weapon damage
Sometimes "The Big One" Disappears after thrown
It is hard to produce but probably is like this; if the target dies when big one is not in the screen (meaning about to fall) it never falls/ disappears. Maybe it is related to pet command or none but i seldom see it. It is frustrating.
Last edited by Serimert; Today at 10:52 PM.
Sometimes "The Big One" Disappears after thrown
Olexra's Flash Freeze and Bosses
So here is my question, was Olexra's meant to have no affect at all on bosses?
Olexra's Flash Freeze and Bosses
More loading screens!
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Please, i am tired of looking at occultist, just use the other classes art works.More loading screens!
[1.0.1.1hf1] List of Concerns
1. [Possible bug… or "feature"?] Monsters' healing spells are uninterruptible by stuns/displacements and are castable through these CC effects (not sure about skill disruption though). The strongest offenders are rifthound howlers, plaguehound alphas and groble witch doctors; skeletal priests to somewhat lesser extent.
2. [QoL concern] Celestial power procs assigned to Blade Trap are hugely unreliable on targets that are immune/resistant to root effects (mostly because the damage component is dependent on the root duration and becomes obsolete on the mentioned targets, and celestial powers treat Blade Trap as a DoT despite the ability itself having an actual cooldown, thus keeping the lowest possible proc rate). Can the DoT and the root effect be somehow separated into different instances so Blade Trap as an actual damaging ability is finally viable in given circumstances?
3. [Art Suggestion] Dual pistols use the "altering hands" animation when triggering skills/procs such as Markovian's Advantage or Slam (Chipped Claw) which makes it hard to see when the actual skill was used. Is it possible to add a "both hands at once" animation to highlight the skill usage for dual pistols? Just curious, because there's already a single pistol skill animation in place (seen with an inquisitor's AoE WPS), and 2h ranged weapons seem to have something as well, albeit limited (Gunslinger/Marauder/Plunderer's Talisman procs).
4. [QoL concern] Will it ever possible to hold down the Pickup keybind to keep picking up loot instead of spamming it?
~ ShadowDweller
Last edited by ShadowDweller; Today at 07:23 PM.
[1.0.1.1hf1] List of Concerns
MP interface shouldn't show games using another version
Currently we can see all the games going on, regardless of the version in use. It is not too bad but you might want to add a column expansion/vanilla with a little symbol, like for private/public games.
MP interface shouldn't show games using another version
[MOD REQUEST] Log of item drops
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Hi How difficult would it be to make a mod that logs the epic and legendary items dropped in game to a external .txt file for example? ...[MOD REQUEST] Log of item drops
Titan Quest anniversary edition Steam sale
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Just popped up on Steam , sale price until 31st July . £3.59 I think I might give it another shot , I have it on disc but not with all the...Titan Quest anniversary edition Steam sale
ZANTAI READ THIS IDEA!!! "three-Mutators"
Good Hunt Takens !!!
ZANTAI READ THIS IDEA!!! "three-Mutators"