It’s quite easy to just create a build where you put on a bunch of passive skills and then use 1-2 active skills while you basically stand in place and wack monsters until they’re all dead. The reason, I believe, is that the game has a very low player skill cap, skillful play isn’t rewarded, and most mobs are just clutter in your way of finishing a quest. When I’ve played Grim Dawn in longer bursts, it has very quickly started to feel like a chore void of creativity, learning or even the requirement of paying attention. Played it solo, played it with friends.īut ultimately, the core gameplay, to me, is just not satisfying enough. I’ve played it when there was just one act, and now I’ve played it with all the acts and the first expansions in place. I missed the kickstarter, but bought the game years ago in early access. Nevertheless, even though I principally like Grim Dawn, I find that for myself, my playing time has now stuck at 64 hours. To anyone interested about finding a fresh ARPG to play, I recommend it as one of the best options there currently are. It has a nice atmosphere, interesting skills and a good variety in builds. Hence I’ll start this off with saying that I think Grim Dawn, for the most parts, is a good game. First off I’d like to say that I firmly believe that when our goal is to be constructive and actually learn from feedback, positive or supportive feedback should be much more numerous than negative or corrective feedback.
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