Anyone Grim Dawn?
Speaking of the devil, overcapped resistances and itemization, here's a pretty little thing I've been looking for, since forever, an amulet that gives +3 MAX to ALL resistances (including the damnable aether), dropped it late last night. Now the crazy Tank can take on the last of the Nemesis Uber Bosses, that previously were out of his league. Take a closer look at the name of the item. Empowered Wretched Necessity, is that an inside joke, or the devs were just feeling like trolling the poor players? Ἀρχή Σοφίας ἡ τῶν ὀνομάτων ἐπίσκεψις -Ἀντισθένης ἁπλοκύων Last edited by Nizhidrhamannit on Apr 7, 2021, 12:52:39 PM
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There's a reason why even LE implemented TQ/GD's approach of multiple resistances - it allows more flexible blancing, resulting in more challenging character building and gameplay.
In a difference of PoE, which copied the less articulated D2 system with necessary max resists. Ofc it's not all roses, as over time with the accumulation of power creep both approaches tend to even out. GD is already pretty old, and max all res is already pretty much a necessity, and it's just +max res which matter lategame. The PoE state but went there much slower. Speaking of GD, in a difference of PoE it still allows building nearly immortal tanks at the price of zdps, and vice versa. Balancing working as intended even 7 years later. Also, I don't get why some people here say stun resistance is unimportant in GD. It's actually one of the most crucial resistances, taking into account the overuse of stun mechanic in GD. One of my major gripes with this game. While in PoE stun isn't anything people care about nowadays and there're various approaches to get either immune or not feel it at all at worst, in GD stunlocks are the norm you must work around. This is a buff © 2016 The Experts ™ 2017 Last edited by torturo on Apr 7, 2021, 2:50:39 PM
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Some people say Stun Resistance is not critical, meaning it's great to get it as high as possible, but not the end of the world, if it's lower than the rest friend, because that's the way Grim Dawn's mechanics work. In-game. When you actually get to play the game. Especially with a Tank character. Properly built and geared, with contingencies for emergencies and the whole lot. Theory crafting is good 'n' all, but what is one supposed to think, when items with the Reduced Stun Duration mod in Grim Dawn are so few and far between? Not to mention that there's no item that gives a flat out immunity either. Not at all like Path of Exile, where you get those on unique and crafted rare items alike, and passives on top. In Grim Dawn you try to build your stun resist, the hard way, investing as much physique as possible, or with constellations. At the end of the day, it remains comparatively low, regardless. But like I said, it's not the final and decisive conflict, the all destroying war on the Hill of Megiddo, the one to seal the fate of our world (id est Cairn, in case you're wondering). It is a minor nuisance. An insignificant speck. Like Freeze & Petrify, which most of the times are nada, zero, zippola, and no one gives a fuck. Unlike Path of Exile, where stun or freeze is a killer. You did try to open one of those booby trapped cryo strongboxes before, no? Not the most pleasant experience, with no freeze immunity, right?
All the other resistances need to be at the soft cap, and ideally above, if end game trials, like Nemesis bosses, are to be tackled. You're welcome to try different approaches, though. It's not the end of the world to fail in a game. It's all about the process —trial and error— after all, making the best out of the whole endeavor. Ἀρχή Σοφίας ἡ τῶν ὀνομάτων ἐπίσκεψις -Ἀντισθένης ἁπλοκύων
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