Grim Dawn

Grim Dawn

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Penalized for CO-OP/Multiplayer
I am a relatively new player to GD and have thoroughly enjoyed it ... BUT the increased difficulty when playing multiplayer with my brother is nowhere near relative to the damage the second player adds . We both will go from steadily owning everything in the current content ( only play Hardcore so no rushing ahead ) to popping health potions while clearing trash at full resists and well over the recommended 100 health/lvl recommendation . Now my wife is wanting to start playing and I shudder to think how ridiculous the leveling will be .

Any advice would be helpful . Thanks in advance!
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Hello Patrick , i would also like to know the answer as to how the multiplayer affects the game so am leaving my comment here :)
Can not speak for lower levels but even though difficulty is higher in more people as mobs are improved, than in Ultimate farming on max level(eg. going roguelike dungeons together or Crucible, challanging fights like bosses or celestials...) I did in more people I found game much much easier and almost trivial (in opposite to do same content solo) - probably most notable effect is if you share complemnetary auras (buffs/debuffs) together.

In general I dare to say GD is not well balanced for multiplayer.
Thanks for the input, rogue like dungeons? did i just miss something that fun?
Hello.

I tend to play only multiplayer , though I'm practically rarely playing with Hardcore enabled.

There are some classes, that allow for beneficial synergies with each other.

I know myself, that there are enemies that my character could tank "Fabius" on SR75 got this switch, where a Group of 2 allows my character to tank, a group of 3 with the right supportive buffs and a group of 4 might start to force me kiting.
Though in all honesty the extra DPS that a group can offer can feel great.

I personally assume that things will never get easier as when you've done levelling, up until then it might be a struggle at some points.

Shaman, Occultist, Inquisitor got skills that allow for Group healing.

A pet user might be a helpfull addition.
A warlord can help a lot.
I personally like my AAR spellbinder and it can have huge benefitts from groups, just 2 days ago my Character could tank "The Ravager of Souls" in a group of 3 on ultimate without dying , though it was ones on the brink of it, that was 59 million HP. The Warder and Blademaster of the group I had where happy leaving the Aggro to me, though I'm far less durable through Armor and more pseudo tanky , then tanky, because of a "spellvamp" focused playstyle.
Shaman synergies well with classes, that miss some RR(Resist reduction) or would like more sources of RR for elemental damage.

You could consider a High damage class, with AOE focused damage, like Arcanist or Demolitionist to get backed up by a close combat character as Warlord or what feels most fitting.

I can recommend if you play in a group to use at least 1 Arcanist base class as support for the removal of Debuffs and Dots of the Character.(Nullification is one of the most usefull supportive tools.).

Pets can be huge as well, especially, if they do not need to tank.

The increase in at least HP seems fair to me. Most characters that join my game do speed up the clearingspeed even though the enemies got more HP.

You could consider an Icebased Spellbreaker as an addition. It can hardlock anything that's freezable and anything that gets frozen will get a huge extra in % firedamage if skilled right.

Warlord+Conjurer+Spellbreaker does look like a combo to me.

The Warlord is capable of taunting, use Sword and Shield to highest efficiency and offer group Buffs.
Conjurer offers Pets as source of damage, Healing and some elemental RR.
Spellbreaker got a high amount of CC and Nullification to debuff.


A thing you might have noticed what can be a huge topic is Damageaccess.
Can the enemy access damage on your character and can you access damage on the enemy.
Resistances are a Thing sure, though if you plop and Gib 80 to 96% of all trashmobs, then you'll see that their capability of dealing damage will be gone.
Since the map doesn't refill itself and there are only a few spawnlocations that are triggerable a limited time each session, you can consider a fullclear in the speed you like and don't have to overrush on parts. There are a few narrow corners and some spawns ,that might get you a bit unaware, and except for those you'll always see the enemy before it's there.

I wasn't aware , that there's a 100HP/lvl recommendation, though because my spellbinder is that much lower in Armorrating then some other characters and I've got my DA lower then what others recommend to play, as well, I recommend myself just MORE HP.

If I had more then a single lv 100 Character I might be able to come up with some other great combos. I assume that Sorcerer could try to fit the Spellbreakers role.

A petuser, A debuff remover and a Taunting Aura with lots of durability should be a viable setup though for this game.

I hope this offers at least a bit of inspiration.


Originally posted by Sigetronik:
Hello Patrick , i would also like to know the answer as to how the multiplayer affects the game so am leaving my comment here :)

I personally feel that the itemlevel of drops is lower if I play alone at some places, but that might just be personal perception. The Enemys HP goes up and their damage might as well.
You might be writing more then you would, if you wouldn't play multiplayer and you might write less, if you use the Ingamevoice option. You might meet people greeting and writing and suddenly ask, if you like to play a bit.
Originally posted by Sigetronik:
Thanks for the input, rogue like dungeons? did i just miss something that fun?
There is few dungeons accessible only with skeleton key and they are only one-time visit in the game session (you leave them only by finish last boss or death). They have level caps set higher than other areas so unless you hard overlevel them (possible on normal as cap is about 60 and about 75 in Elite) mobs are always higher level making those particularly challenging - but rewarding as well as chance for good loot is significantly higher there and since some patch back in ultimate chest after last boss has guaranteed legendary item drop. First dungeon like this you met is Steps of Torment and you are directed there once you pass ruins of Old Arkovia (dont want spoil more at this point but if you have further questions just ask)
Oh that's what that was okay thanks! I was to afraid to go in since i only play HC maybe i will go try soon.
Originally posted by Sigetronik:
Oh that's what that was okay thanks! I was to afraid to go in since i only play HC maybe i will go try soon.
Be very careful in HC.

Playing HC is about knowing your enemies and what to expect and prepare for that - eg. what bonuses, resistances and eventually tactic is needed for particular area or boss. SO it is not ideal for do challenges on trial-error basis.

Hrm, on normal difficulty, Grim Dawn is very easy, Multiplayer too. Difficult increase is not soo much in Multiplayer, don't have any problems with that

But maybe u shouldn't play hardcore. U will met some enemy's in this game there were able to one shot you when u know nothing about these guys.
Originally posted by Pisaro27:
Hrm, on normal difficulty, Grim Dawn is very easy, Multiplayer too. Difficult increase is not soo much in Multiplayer, don't have any problems with that

But maybe u shouldn't play hardcore. U will met some enemy's in this game there were able to one shot you when u know nothing about these guys.

I have learned my lesson losing 7 characters so far but that's the magic! Now more or less i know what to do in enemies i have met before.
Originally posted by Sigetronik:
Originally posted by Pisaro27:
Hrm, on normal difficulty, Grim Dawn is very easy, Multiplayer too. Difficult increase is not soo much in Multiplayer, don't have any problems with that

But maybe u shouldn't play hardcore. U will met some enemy's in this game there were able to one shot you when u know nothing about these guys.

I have learned my lesson losing 7 characters so far but that's the magic! Now more or less i know what to do in enemies i have met before.
It is great for you if you have this mindset and you have my respect. Honestly losing fresh character in first chapters of normal difficulty is something I can overcome easily.. But lose let say level 90 Ii invested dozens hours into leveling and gearing not so much:))
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Date Posted: Jan 8, 2020 @ 4:30pm
Posts: 10