Grim Dawn Forgotten Gods felt kind of short
It was short. AoM felt longer.
I liked AoM better than FG. But only marginally. FG environments are very interesting. |
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i'm really enjoying it, especially for all the shrines you can access at lower level which really helps for AoM. There's a nice helm +i to all skills that's easy to find and scales for all 3 difficulties.
Last edited by raincoast on Apr 3, 2019, 4:09:08 PM
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So refreshing playing an arpg where content isn't gated behind RNG and where item drops increase with difficulty.
I feel so spoiled right now playing a game where the bosses/heroes drop better loot than the white trash lol such a novel idea ikr? Last edited by coatofarms on Apr 3, 2019, 4:14:36 PM
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" Sure. Just updated it btw. End of the road maybe for a loong theorycrafting process. https://www.grimtools.com/calc/r2BAb0WN I am the light of the morning and the shadow on the wall, I am nothing and I am all.
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i found interesting item, that is an offhand orb for +1 skills oathkeeper/soldier, boosts fire dmg, so my guess is that oathkeeper can be played as fire spellcaster too.
edit, found it https://www.grimtools.com/db/items/12599 Spreading salt since 2006 Last edited by Necromael on Apr 3, 2019, 5:22:15 PM
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I haven't played aom before so I bought both and played both dlc content side by side.
I like setting of aom way more. I'm not a huge fan of desert tilesets, it gives off the empty space vibe Also, oathkeeper being the only new class, its kinda busted. I'm playing a paladin (to experience at least two classes I haven't played) and compared to inquisitors skills almost all oathkeepers skills are powerful or useful. As fae as length, aom has some narrow passages so fg is way more straightforward and linear rush through. In fact fg content seems very streamlined compared to something like act 2 where the map layout is memorable. Aom has some nice vertical spacing. FG seems bland to me bg comparison map design wise. | |
AoM had a learning curve associated with it just to efficiently move around, with lots of narrow twists and turns that made going through town feel like navigating a maze sometimes; it seemed a bit off to be navigating through a town, but to still feel like I was moving inside a maze. I'd also lose my bearings in AoM sometimes and I spent a fair amount of time toggling the map.
I particularly enjoyed the addition of the two new classes in AoM and the overall atmosphere. I really like the visuals in FG, which helps the enjoyment factor quite a bit. I like them both, in the end, but I like FG better overall. Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
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AoM had a learning curve associated with it just to efficiently move around, with lots of narrow twists and turns that made going through town feel like navigating a maze sometimes; it seemed a bit off to be navigating through a town, but to still feel like I was moving inside a maze. I'd also lose my bearings in AoM sometimes and I spent a fair amount of time toggling the map.
I particularly enjoyed the addition of the two new classes in AoM and the overall atmosphere. I really like the visuals in FG, which helps the enjoyment factor quite a bit. I like them both, in the end, but I like FG better overall. Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
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" I don't really see why traversing a map of a city in a game that rewards exploration and has secrets, is a bad thing. Most of fg content is boring big empty space open area. In fact, I probably like the first two acts IN GD the most because of sheer amount of hidden secrets/side quests that encourage you to look in every nook and cranny... Once you're like past homestead and on to bastion of sorrow, the amount of things like that drastically goes down. | |
It's odd how I 99% of the time have the exact opposite view of the concensus on this forum. GD was better than PoE back pre-Delve with its itemization. But PoE has leapfrogged it since then.
The replayability of GD is abysmal due to its slower progression. And I see some of you touting the cool 'optional side areas and shrines'... But ARE they really optional? Or obligatory? Even if you know exactly where they are they are much more time consuming to complete than gaining Ascendancies and extra passives are in PoE. So maybe they feel like cool optional stuff until your planning your 4th character and you know the game inside and out and you know before you ever sit down to play that it's going to take you X amount of time to grab X amount of shrines and even to BACKTRACK to go and open up certain secret areas and complete certain quests. As far as itemization is concerned. GD's itemization WAS better before Delve but not anymore. It's I forget those gem thingies that you can combine and stuff are a fun type of crafting but they just don't compare at all to what fossils, veiled mods, and shattered memories add, they just don't. They just don't. I literally said on here that GD had gotten better than PoE. But then Delve was released and I had to reverse it. I had to uninstall GD becasue the movespeed is just too slow. I mean the first 50 levels or whatever are not a challenge once you figure things out, so it's just a matter of TIME. In PoE the options are so varied and the ability to experiment is vast - much more so than GD. But enjoy yourselves. It's still a great game. But at this point it's almost apples to avocados in terms of their replayability. |