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  #211  
Old 08-06-2018, 03:07 PM
Norzan Norzan is online now
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Mastery DLC packs won't happen because it fragments the player base even further.
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  #212  
Old 08-06-2018, 03:21 PM
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From 25th May stream:

"If you ever decide you're not going to make another GD expansion , would you consider doing New Mastery DLC's?
Probably not. Each new mastery is expotentially more timeconsuming to do than the last, so if we were to do a mastery DLC that would be almost a good chunk of work as a new expansion would so I'm not sure how likely that is to happen. Not to mention that adding a new mastery would fragment the community further than a new expansion in the base game."
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  #213  
Old 08-06-2018, 03:50 PM
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What does "fragment the community" even mean? I get how adding more DLCs in general could negatively "fragment the community" but adding more masteries is the kind of fragmentation you want, if you want to call that fragmentation. Also, are they really using fragmenting an online community as a reason for not creating more content for a SINGLE PLAYER GAME?

Note: I don't actually want more DLC (outside of fixes and minor updates) after this next expansion. I'd rather see their resources being used on GD2 and/or other new titles.
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  #214  
Old 08-06-2018, 03:58 PM
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There are people already complaining how they need AoM to play with friends because they have AoM but that person doesn't it. Small DLC packs fragments it even further by forcing people to buy a thing they might not lke (granted, this can be applied to expansions too).

Sure, the game is single player focused, but multiplayer is a thing and this is one of the things that needs to be taken into account when making dlc.
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  #215  
Old 08-06-2018, 03:59 PM
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I think the first part of Zantai's reply is mostly the reason. The amount of work involved given it has to be balanced with everything else in the game is almost as much as making a new expansion. So from a financial point of view another expansion would hopefully see a better return than just a single mastery DLC.
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  #216  
Old 08-06-2018, 04:06 PM
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Quote:
Originally Posted by Paavo View Post
What does "fragment the community" even mean?
it means there will be players that own the expansion and players that do not. Those that do cannot play MP with those that don’t

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Also, are they really using fragmenting an online community as a reason for not creating more content for a SINGLE PLAYER GAME?
the game has optional MP, and the obvious answer here is ‘yes, why else would they bring fragmentation up’

The game being mostly SP obviously means there is less of a negative impact from fragmentation however
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  #217  
Old 08-06-2018, 04:10 PM
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I would think that an epic single player oriented story/lore conclussion to prep the waters for GD2, via DLC post FG makes lots of sense and would be financially viable vs an entirely new mastery.

Heres hoping my dream for a showdown and semi-closure with the Council of Five or sorts of
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  #218  
Old 11-09-2018, 08:20 AM
$atoriou$ $atoriou$ is offline
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Talking "Drop sets"

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Originally Posted by Zantai View Post
Welcome to Grim Misadventures, the world’s number one source of Grim Dawn development updates.

Last time, we had a big reveal for you as we lifted the veil on the Forgotten Gods expansion’s upcoming new game mode, the Shattered Realm!

Offering a new way to enjoy Grim Dawn’s content while getting showered in loot, we expect many of you will be spending a good amount of time in this new unstable realm of existence.

Today we’re going to touch upon some of the improvements we were able to make to other content thanks to the development of the Shattered Realm.

This brings us to: Challenge Areas.

Sounds challenging!

Challenge Areas unify the difficulty scaling mechanics across the game and bring features you’ve become accustomed to in the crucible into the main campaign. What this means is that we now have the ability to scale specific areas of the game independently of each other with additional modifiers and randomized Mutators.




To compensate for this increase in challenge, these areas also have significantly improved drop rates, particularly for items of Rare quality.




As you’d expect, the more difficult the area, the more Mutators you will have to contend with but the better the loot will be as well!




Roguelike dungeons will be a step up in challenge, particularly on Ultimate difficulty, with two to three Mutators active. In return, the final chest of each roguelike dungeon will always attempt to drop at least two Epic quality or higher items (one guaranteed to be Legendary) on Ultimate difficulty, on top of the significantly increased Rare quality drop rates across the entire dungeon.

In addition, each of the four roguelike dungeons will have a chance to drop a piece of a unique item set that appears nowhere else in the game, as a mark of your prowess in conquering these treacherous areas on Ultimate difficulty.


All this combines to making your loot hunt more dynamic each time you play, wherever you choose to go and slay monsters! These improvements are coming your way later this year with the Forgotten Gods expansion.

Like knowing what is coming up next for Grim Dawn? Check back on 08/06/2018 for the next Grim Misadventure.
Any chance that these specially dropped sets would be linked to the character build you are playing with specifically?
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  #219  
Old 11-09-2018, 08:34 AM
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Quote:
Originally Posted by $atoriou$ View Post
Any chance that these specially dropped sets would be linked to the character build you are playing with specifically?
No, the game doesn't do that. There are just too many variations in the way builds can be made in this game. What this will be is a special set that has a unique piece in each rogue dungeon. So for example, Steps of Torment would drop the shoulders, Port Valbury the necklace. To get the complete set you'll need to do all the rogue dungeons on Ultimate difficulty.
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