Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Note that first-time players often find Van Helsing to be a difficult game regardless of what their settings are. There are a number of resource posts here on the forum to help with understanding the mechanics of the game which should improve a player's ability to adapt to this situation. A little bit of research goes a long way towards better understanding and enjoying the game and is highly recommended.
Also, to add a tiny bit of advice, head to the Guides page if you find the game too hard, some pretty good and viable class builds and strategies can be found there.
http://steamcommunity.com/app/215530/guides/
Just a bit of fact:
Not playing on heroic means you're screwing yourself out of items and gold. So there is no reason to not play on heroic. Play on heroic and your'e all set.
As of this time I am unsure if there is even a class system in the game.
I don't dare post that question on the forum due to the toxicity of the community as well as being given a ban from the devs for asking such a question. So I'm stuck with an unplayable game due to these little aspects that have either been hidden from the play without any mention of it or totally removed from the game altogether...and gosh forbid anyone bring up something important like this.
You're out of the loop. That bug got fixed about a year ago.
Try switching for yourself.
This is probably your problem: You expect Van Helsing to play exactly like Torchlight or Diablo, but it doesn't. In those games, clearly proscribed class builds rule the game, while in Van Helsing it's more about finding specific useful Skills and the stats that govern them that fits your play-style, then using equipment that compliments the overall character effectiveness, rather than a specific outlined build.
Oh, and until you master the game, you're expected to die alot. Bank your gold in the Stash, and don't play on Hardcore mode until you've managed to grasp the nuances of the game. There's a reason why the penalty for deaths is so light; the designers figure that while you're learning the game, you're going to die alot.
Grim Dawn has a class system. It also has a secondary class selection which creates a more specialized class for the individual character, such as using Soldier + Nightblade to create the Blademaster.
The game is nothing to write home about, but it doesn't really suck. It's more tailored to the type of player who enjoys playing with math as much as they enjoy beating up pixels.
It's just like the characters name, it's embedded into the save once you create and name the character. So if you name your character TUBA. you can exit the game and manually change the name of the save file to anything you want, but when you load the game, the name will revert back to Tuba because it's embedded into the character.
LIke changing the name, changing the difficulty is only temporary.
That's amusing and I beg to differ because as of this messsage I'm I'm almost level 14 in Grim Dawn and I have never seen anything resembling a class system in the game at all. In fact there has never been the slightest bit of information about a class system being in the game at all in any way shape or forum.
So until a developer of Grim Dawn themselves comes right out in plain English and says there is a class system in the game and then provides all of the instructions on where it is in the game and how to access it, then there is no amount of players on the face of this planet that will ever convince me with any type or amount of information that there is a class system in the game. People can even post a video step by step and I won't watch it.
I am only accepting and paying attention to what the DEVELOPER says...All other information is moot. The developer made the game then they are going to explain it. That is their job.
Lazy development doesn't go over well with me.
Try that tank build on Casual. It'll be nearly invulnerable with the right set of gear. The glass cannons are just that: glass. They deal out massive damage, but they need to kite enemies because they can't take a hit. You can also build a character which is balanaced between the two ideas as well. Have decent Defense and Resists, and also build up a little offense, or stack Health. Monster Damage does change with the different Difficulty settings, but it may not look obvious due to the amount of Defense a given character ends up with due to gear choices.
I'm not going to argue, and I'm definitely not going to defend Grim Dawn (especially not on another game's forum). Here are a few facts that I'm posting strictly so you can take the opportunity to enjoy your game, nothing more:
- Grim Dawn uses the word "Mastery" to represent "Class".
- Press the "Q" key on your keyboard, or click the "Journal" button on the interface to bring up the Journal Page. Then click the first tab with a question mark to find a "Help Tab" with a bunch of information on the game.
To learn a little about Masteries, you would have to scroll down to the heading for it on the Help tab and click the word. That will automatically change the visible page to the Masteries information.
- The Journal Button is the second button from the left side on the interface.
- Clicking the "Skills" button, the third button on the interface, will open the "Masteries" Page, allowing you select one Mastery at level 2, then one additional Mastery at level 10 (something like being dual-classed in a Final Fantasy game). Once Masteries are selected, you can then choose to spend your available Skill points in those selected Masteries by clicking the tabs at the top of the Skill page which correspond to each Mastery.
- The Skill tree provides active and passive abilities. At the bottom of each Mastery tab is a button you can use to invest points into the Mastery itself, which unlocks more powerful Skills on the trees, and provides additional Passive bonuses--mainly to attributes, defense and damage.
- You can supplement the Skills you acquire using the Devotions, which are also available as a separate tab accessed by clicking a button at the top of the the Skills page. Information and explanations are available on the Help Tab, or by hovering over a Devotion on the Devotions page and reading the provided tool tip.
- Any Skills purchased through the Masteries tabs can then be placed on the hotbar or used in the Left and Right mouse button slots by Right-clicking on the corresponding slot on the interface, selecting the Skill you want to assign in the menu that pops up and clicking it. You can clear a hotbar slot at any time bu right-clicking again, and selecting the option to clear the slot.
It's up to you to use this information to play your game or not. I learned it by experimentation and I'm passing it on strictly as a courtesy to another gamer. If you want to grind an axe against Crate, that's not my problem, and this isn't really a good place to be doing it.
That giant post above you says "you can click a help button or read a tooltip about this feature" every other paragraph. The developers explained it just fine, but can you explain yourself not taking a few minutes to check out all the buttons?
I'm not sure where you pulled that qoute from about I will hate it's developers forever but what you asked about now taking a few min to check out the buttons seriously irritates me because gamers seem to think a player has to screw around and figure out a developers product like it's part of the game.
I'm not sure at what point gamers got it into their heads that a player is supposed to take it upon themselves to mess around with the UI and game mechanics that have no explantion about the basics. But that is not a players responsibility to do that and it never has been. Games are not schoolwork which is what players have applied to games they fail to grasp that looking up how to do something in a game is part of playing it which is false..
A game is meant to be played, not guess what to do because the developer is too lazy to explain how to use their product.
'Round about 1985, when Atari2600, Sega Master System, Nintendo Game Console and the Commodore 128s games came with an instruction booklet that only included a single paragraph about basic controls, then spend the rest of the booklet giving the game's story, install instructions and troubleshooting tips. Very few games prior to PC gaming around 2005 came with tutorials of any sort, to be honest.