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Old 06-06-2016, 09:58 PM
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normalguy normalguy is offline
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Post Mod - Combat Overhaul

The new mod, DREAD is now at http://www.grimdawn.com/forums/showthread.php?t=70490.

Features
-Stronger Enemies
-The amount of experience needed to level has been reduced
-Devotion shrines are all battles
-Removed player level requirements from items
-Increased the EXP lost on death


I don't prefer mowing down many enemies on the screen at once, and most enemies die rather quickly. So what I've done was reduced their numbers, but balanced this by increasing their damage and health. I also made the player's strikes stagger the enemy when hit so it feels more forceful -- and some of your attacks can even send enemies off their feet giving you that brief moment to "zerg" them during those grueling fights. It's also just a cool implement and feels so satisfying when it procs. Your attack speed is also reduced. This is to balance the enemy adjustments, and do I dare say, make the combat a tad realistic. Attack Speed+ is now more relevant.



Another change I made was how enemies aggro. It always annoyed me how enemies would link to you from across the screen, like there's no way to avoid a fight, and even if you did want to avoid fighting to reach a destination, they will stop chasing you after a few steps. Now, enemies can be avoided and will only aggro when you're close enough. To balance this aspect, I've made enemies chase the player for greater distances, so accidentle aggros can be dangerous. Also, enemies can now be pulled individually with ranged or magic attacks without linking.



Boss Battles
Boss summons/pets have increased recast timers. This is to prevent pets from constantly being spawned into the fight. Because pets have high HP, attack, and defense, this could become a nuisance when constantly being spawned -- once killed, you will have time alone with a boss before another is summoned. This helps rid those weaker/squishy classes/builds from tedious boss fights while still providing a challenge.

Multiplayer
Increasing enemy HP and damage while slightly reducing player attack speed will encourage players to rely more on teamwork. The goal is to prevent free-for-all like gameplay, and let the player feel they are an important asset to a party by requiring their assistance. Accidental linking could prove fatal for even the toughest warriors. Having someone gear to tank while the other(s) are DD is recommended.

Misc. Changes
-All mobs, excluding humans are larger
-Mobs have a 50% chance to be a champion
-You can pull enemies without linking
-Enemies can chase you for greater distances
-Muted player from announcing cooldowns
-New Camera adjustments
-Faction rates increased
-The Gravestone is slightly larger
-Small visual change to how blood splats the terrain
-Scaly, Thorny, Meaty Kills




Update 1.0.0.6

Some very cool features and changes have been added. To start, the size of chests now give a better reflection of the loot inside. The drop rate on material from monster drops has been increased to help balance the lower enemy volume ; no longer will you have to deal with 3% value drops. Enemies have also gained a boost in becoming even more of a threat! Monsters and humans alike have gotten smarter, and now aim for your weakpoints to stop you from attacking! Not only that, but there's now a new and pleasuring way to claim loot from defeated foes -- now, defeated monsters will no longer drop loot spheres, instead, they will drop crates! There are different crates to symbolize the value of treasure inside. Of course, these won't just open; you're going to have to put some bruising on those big boys to get in.


That's not all -- all classes have had their previous modded and core skills adjusted. This was done to help balance gameplay and increase choice between damage and utility. Even more, each class has a skill that, when reaching the base mastery cap, give a small chance for a very high bonus.



Thanks

I want to give a big thanks to NateATon, ASYLUM101, and WareBare on the Grim Dawn forums for sharing some invaluable information that helped me speed the modding process and edit the skills. The information can be found here and here.



DOWNLOAD

Last edited by normalguy; 04-15-2018 at 04:33 AM.
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  #2  
Old 06-06-2016, 10:14 PM
wolfmane wolfmane is offline
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I'm not sure about the combat changes. I like the frenzy feel the way it is now. However, the lighting change effects sound pretty awesome.
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  #3  
Old 06-06-2016, 10:21 PM
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normalguy normalguy is offline
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Quote:
Originally Posted by wolfmane View Post
I'm not sure about the combat changes. I like the frenzy feel the way it is now. However, the lighting change effects sound pretty awesome.
When I was making it, I was thinking something like Dark Souls mixed with my favorite MMORPG enemy health... then it just turned to this... I love it. Thanks for the comment
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  #4  
Old 06-07-2016, 01:17 PM
Kunzan Kunzan is offline
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Played this for a bit with new char and I gotta say the stagger gave too much advantage. It feels like an exploit for melee and ranged who stack attack speed. They are standing statues when you have high attack speed. Don't know about spammable magic damage skills, but I'm sure it will stagger them as well. Veteran feels like normal mode without veteran because I think I see same amount of mobs even in Veteran as to normal.
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  #5  
Old 06-07-2016, 02:04 PM
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normalguy normalguy is offline
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Quote:
Originally Posted by Kunzan View Post
Played this for a bit with new char and I gotta say the stagger gave too much advantage. It feels like an exploit for melee and ranged who stack attack speed. They are standing statues when you have high attack speed. Don't know about spammable magic damage skills, but I'm sure it will stagger them as well. Veteran feels like normal mode without veteran because I think I see same amount of mobs even in Veteran as to normal.
Of course the beginning of the game with a new character is easier, with much of the enemies having slower attack speed and scaled damage to the player level. Thanks for trying it out and feedback

Last edited by normalguy; 06-07-2016 at 02:09 PM.
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  #6  
Old 07-27-2016, 06:51 PM
Eryslance Eryslance is offline
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The download link says its hidden. Is that intentional?
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  #7  
Old 07-27-2016, 07:36 PM
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adoomgod adoomgod is offline
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This is very cool conceptually. Once I have more free time and you've developed it further I look forward to trying your version of combat pacing :].
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  #8  
Old 08-05-2016, 07:05 AM
Kulverstukass Kulverstukass is offline
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File hidden
normalguy
Last Activity: 06-21-2016

Nnnnnoooooo

Kunzan, anyone who downloaded when it was available - care to share please :)


Quote:
Last edited by normalguy; Today at 04:51 PM.
There is hope!

Last edited by Kulverstukass; 08-06-2016 at 05:05 PM.
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  #9  
Old 08-07-2016, 09:07 PM
sonophilos sonophilos is offline
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Hi normalguy, would very much like to see this realized again for 1.0.0.5. I didn't get a chance to get your earlier version but everything you've described is everything I took issue with in vanilla - frenzy fast combat, hordes of (not very imposing) Heroes, no proper 'pull threat', the rotating shadows... and those darn cooldown announcements.

Very much looking forward to seeing more of this project.

Last edited by sonophilos; 08-07-2016 at 09:10 PM.
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  #10  
Old 08-13-2016, 05:29 AM
Kulverstukass Kulverstukass is offline
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Great news!
I'm personally would like to ask for removing level requirement from equipment with exception for medals and such that has only level requirement at all.
"Grim legion" does that, as example, so I hope there is no need to manually go through everything.
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