Posted May 16, 2017
Grim Dawn - pure warrior
Enjoyed this play through more than the first time, in part b/c, while i had to do some kiting, it was a lot loss reliant on that tactic than my previous DoT/kite build. Did occasionally run out of combat just to let CDs recharge before blitzing back in.
5 deaths, and 3 of them were on the stupid aether carpet on a single side quest. Guess I should've stacked aether resist for that. Might've been smart. A 4th was dying to the boss in that zone when it was on 10% health and I took spike damage after I should've potted but thought "Nah, I got this", and 2 of the aforementioned deaths on the carpet were angrily/lazily trying to wander back to finish off the boss.
Ah well.
Also think the game looked better in comparison to Titan Quest (opening charm, but disappointing story depth after Greece and combat that for many classes never evolves beyond LMB spam) and FATE (charming start to finish, but lacking some modern amenities like weapon switching).
At least on normal the game is not particularly drop reliant either. I finished the game wearing lvl 10 gloves (on a lvl 52 character). It is both odd and nice that some zones scale +x above your character, but other zones, after you level past them, seem to convert to -x.
That makes grinding certain zones (and dailies) frustrating b/c you have to kill a bunch of mobs that aren't hard, but are enough to slow you down annoyingly, and other zones (and dailies) constantly open to you for grinding xp/rep/gear.
Not entirely sure I'm a fan of the game design that created two pairs of factions that are opposed and require you to make a binary choice between them. I'm not clear the choice matters all that much, but either way that seems flawed - if it matters, you're requiring people to stop and research the implications of that choice, or if it doesn't matter, what's the point?
But these are minor issues - on the whole a good ARPG. Maybe better the 2nd time - not just b/c you're likely to have a few pieces of twink gear, but b/c most of the whole (factions aside) make more sense.
And even the 2nd time, many of the hidden notes around the countryside are dark, dark, dark. Not sure the actual plot carries the weight that a number of those notes pull off. Dark, man.
Enjoyed this play through more than the first time, in part b/c, while i had to do some kiting, it was a lot loss reliant on that tactic than my previous DoT/kite build. Did occasionally run out of combat just to let CDs recharge before blitzing back in.
5 deaths, and 3 of them were on the stupid aether carpet on a single side quest. Guess I should've stacked aether resist for that. Might've been smart. A 4th was dying to the boss in that zone when it was on 10% health and I took spike damage after I should've potted but thought "Nah, I got this", and 2 of the aforementioned deaths on the carpet were angrily/lazily trying to wander back to finish off the boss.
Ah well.
Also think the game looked better in comparison to Titan Quest (opening charm, but disappointing story depth after Greece and combat that for many classes never evolves beyond LMB spam) and FATE (charming start to finish, but lacking some modern amenities like weapon switching).
At least on normal the game is not particularly drop reliant either. I finished the game wearing lvl 10 gloves (on a lvl 52 character). It is both odd and nice that some zones scale +x above your character, but other zones, after you level past them, seem to convert to -x.
That makes grinding certain zones (and dailies) frustrating b/c you have to kill a bunch of mobs that aren't hard, but are enough to slow you down annoyingly, and other zones (and dailies) constantly open to you for grinding xp/rep/gear.
Not entirely sure I'm a fan of the game design that created two pairs of factions that are opposed and require you to make a binary choice between them. I'm not clear the choice matters all that much, but either way that seems flawed - if it matters, you're requiring people to stop and research the implications of that choice, or if it doesn't matter, what's the point?
But these are minor issues - on the whole a good ARPG. Maybe better the 2nd time - not just b/c you're likely to have a few pieces of twink gear, but b/c most of the whole (factions aside) make more sense.
And even the 2nd time, many of the hidden notes around the countryside are dark, dark, dark. Not sure the actual plot carries the weight that a number of those notes pull off. Dark, man.